AD&D Magical Items
Note: all items on this page have come from a database of items I created, unless otherwise
noted (the creator will be credited in italics after the selection). --Jemidex--
Armor
Weapon Catchers
Classes Allowed: Warriors
These gauntlets are enchanted to attract to an opponents weapon to deflect or trap the
weapon. In melee terms, if the player is unarmed, the gauntlets give a +2 bonus to
the AC of the player. These gloves do not work on arrows or other ranged weapons.
In lieu of an attack, the PC may opt to try to disarm an opponent. These gauntlets
give a +2 bonus to the hit roll to do so based on the disarm rules.
XP Value: 500
Gauntlets of Grasping
Classes Allowed: Warriors, Priests
When a command word is spoken, the gauntlet will close around an object in hand
with 18/00 strength and will not let go until the command word is spoken again.
Thus, weapons will not be fumbled, items dropped, etc. Also can be a fairly nasty
tactic in wrestling combat!
XP Value: 500
Gauntlets of Hurling
Classes Allowed: Warriors
These gauntlets will double the range of a thrown weapon that is not already
range enhanced thru magic (case in point: Hammer of Thunderbolts). No bonus
to hit or damage, just range.
XP Value: 500
Gauntlets of Passage
Classes Allowed: Warrior, Priest
When rolling open doors checks or trying a BBLG % check the wearer's strength
becomes 20. At no other times does the strength boost come into play.
XP Value: 500
Gauntlets of Proficiency
Classes Allowed: All
These gloves grant proficiency in one weapon. The choice of the weapon is the
DM's. 10% of these gloves grant specialization in a weapon. The gloves of
specialization are normally reserved for Warrior use only, but the DM can, of
course, ignore that. The gloves will not let a player use weapons the character
class normally does not have access to. Mages cannot use swords, thieves cannot
use 2-handed battle axes, etc. Specialization benefits apply at the current
level of the character wearing the gloves.
XP Value: 750 (for proficiency)/1250 (for specialization)
Gauntlets of Storing
Classes Allowed: Warrior, Priest
These heavy metal gauntlets have the ability to magically store one item in
each gauntlet. When an item is stored, it disappears and reappears as a
symbol on the gauntlet. A command word stores the item, and repeated it will
ready the item in the hand of the character. (much like the Charm Bracers in
the Fighter's Handbook)
XP Value:750
Glove of Secrets
Classes Allowed: All
This leather glove's sole ability is to render an object held in that hand
invisible. The benefit to thieves is obvious, but there is also a benefit
in combat. Weapons rendered invisible this way will circumvent the opponents
dexterity bonus to AC. This also renders the opponents defense bonuses due to
size and fighting style useless for the first 3 rounds of combat. If the
opponent has blind fighting, the penalty is removed, although the dexterity
bonus to AC is still negated.
XP Value: 750
Gloves of Thunder
Classes Allowed: Warrior, Priest
These gauntlets are charged items which have two functions: 1. Take one charge
to do a thunderclap - All creatures within a 50' radius are deafened for 10
rounds (5 rounds if a save vs. dragon breath is made). 2. Take 5 charges to
do a cone of sound. The cone is 30' long, starting at 2' width and
widening to 20'. All creatures withing the cone must save vs. breath weapon.
Those that fail the save take 2d10 damage and are at -4 to hit and have an AC
penalty of 4. Those that make the save take 1/2 damage and are at -2 to hit
and have an AC penalty of 2. Both the thunderclap and the sound cone interrupt
spellcasting unless the save is made and the caster make a wisdom check at 1/2.
The gauntlets have d4 x10 charges, and must be charged with lightning based
spells while worn (1 charge per spell level cast at it).
XP Value: 1500
Sparkshower Gauntlets
Classes Allowed: Warrior, Priest
Upon uttering of the command word, these gauntlets will either cause a small
bolt of lightning to come forth (20' range), or elecricity will be conducted down a metal
weapon in hand. Damage done is 2d8, save vs. spell for 1/2. Can be recharged with
electrical spells.
XP Value: 2000
Chaos Bringer
Classes Allowed: Warrior, Priest, Rogue
This is a medium shield with an enchanted glyph inscribed into it's outer surface. Anyone
viewing the glyph (friend or foe) must make a saving throw vs. spell or be affected as
per the confusion spell. The shield is a +2 item.
XP Value: 2000
Featherdrift
Classes Allowed: Warrior, Priest
This is a large shield with a permenant featherfall enchantment cast upon it. The
shield will hold up to two medium sized creatures and will drift about as long as the
shield's outer surface points down. Steering may be accomplished by tilting the disk
in the direction the user desires to travel. Fall rate is identical to the featherfall
spell.
XP Value: 500
Lyria's Holy Shield
Classes Allowed: Warrior, Priest
This is a +2 medium shield especially enchanted against undead. In the presence of
undead, the shield becomes +4, and grants +2 to saves against any undead powers to
anyone within 5'.
XP Value: 2500
Magic-Bane Shield
Classes Allowed: Warrior, Priest, Rogue
Enchanted against magical weapons, this medium shield is normally +1, but becomes +3
when defending against enchanted weapons. It also grants the user +3 to saving throws
against magical attacks.
XP Value: 1500
Shield of the Magi
Classes Allowed: Wizard
This +2 shield starts as a small token on a bracelet that looks like a miniature buckler. When
invoked (force of will), the shield expands to the size of a medium shield that floats before the caster.
The shield does not get in the way of spellcasting, and shrinks back to a token at the will of
the mage.
XP Value: 1500
Created by Ed Olson
Tauran Shield
Classes Allowed: Warrior
While this large shield does not give a magical defense bonus, it allows a powerful shield
rush attack once per round (no other attacks allowed that round). The shield rush
does 2d6 damage + strength bonus.
XP Value: 1500
Black Armor of Anacron
Classes Allowed: Warrior
This is a set of +3 field plate once belonging to the dark paladin Anacron. It has
three granted abilities. First, it can cause a fear aura as per the spell at will.
Second, once per day, it can magically cause a wound doing damage equal to twice the
level of the warrior wearing the armor (no save). Third, the user gains magic
resistance equal to 2% times the warrior's level.
XP Value: 5000
Armor of Softened Blows
Classes Allowed: Warrior, Priest, Rogue (each by armor type)
The type of armor is randomly determined. Each of these sets of armor is +1, and is
enchanted against any blunt class weapons. Weapons of that nature are at -2 dmg per
die.
XP Value: 750
Armor of Kynax the Grim
Classes Allowed: Warrior, Priest
70% of these sets of armor are chain mail, 30% are chain. They all have enchanted
contact points at the wrists and base of the neck. The armor is enchanted to borrow
the life force of the character to lower the armor class during a battle. This is
accomplished through the contact points, which magically draw blood from the character.
A character may spend 1 hit point for a -1 AC bonus for one round- as many hit points
as desired may be spent this way.
XP Value: 3500
Featherweight Armor
Classes Allowed: All
70% of this armor is leather armor, 25% is ring, and 5% is chain. The armor is
enchanted to have no encumberence value, and not react to spellcasting. Thus,
characters who cannot normally wear armor (usually mages) can wear this. Any class
abilities that normally suffer due to armor use will not be affected by this armor.
XP Value: 3000
Plate Mail +1, Rejuvenator
Classes Allowed: Warrior, Priest
This armor is like typical plate mail, except that the character wearing it can choose
to temorarily sacrifice a point of strength to get 10 hit points in healing from the
armor. Lost strength points are regained at a rate of one per day when active or at
a rate of two per day when at total rest. They may also be returned through a
restoration spell.
XP Value: 4000
Rings

Ring of Energy Bolts
Classes Allowed: Priest, Wizard
When the command word is spoken, the ring can fire a bolt of energy at a designated
target. The character is at +2 to hit (using current THAC0), and the bolt does 1d10
damage. The range of the bolt is 3/6/9. The ring will have 4d10 charges and is not
rechargeable.
XP Value: 750
Swords

Sword +1, Equalizer
Classes Allowed: Warrior, Rogue
This blade gains a +1 bonus for every opponent the character directly faces in combat,
up to a +5 bonus (5 or more attackers).
XP Value: 2500
Sword of Finesse
Classes Allowed: Warrior, Rogue
This sword is normally +1, but becomes +3 when used in special maneuvers (parry, disarm,
called shot, etc.).
XP Value: 1000
Sword of the Saints
Classes Allowed: Warrior
In the hands of anyone but a paladin, the sword is a +1 weapon. In the hands of a
paladin, becomes +3 and alters itself to become whatever sword-class weapon the paladin uses most. If
the paladin is specialized in bastard sword, that's what it becomes...same with short
sword or any other sword-class weapon. The Sword of the Saints can do the following
things:
1. Circle of Power as Holy Avenger, but 5' radius and dispel magic affect is at 1/2
level of the paladin.
2. Does double damage to chaotic evil undead and evil outer planar creatures.
3. Glows and hums in the presence of evil within 50'.
XP Value: 4000
Other Melee Weapons

Arien Firesledge
Classes Allowed: Warrior, Priest
This battlehammer [see section on new weapons] +3 carries fire-based enchantments.
First of all, it deals an extra d6 in fire damage per attack due to it's flaming
head when swung in combat. Secondly, the wielder gains protection from fire
(as spell) while wielding the weapon. Finally, 5 times a day, the wielder may send
a 3HD fireball bursting from the weapon (range as fireball cast by 8th level mage).
There is a drawback to the weapon, and that is that the character has vulnerability
to cold-based attacks (double damage, -4 to save).
XP Value: 2500
Created by Ed O.
Rod of Weaponry
Classes Allowed: All
Until held and invoked, the rod is a 4' metal stave. When the command word is spoken
and the rod is in hand, the rod becomes any kind of weapon of normal quality that the
holder can wield. The wielder may change the configuration of the weapon without a
penalty to initiative.
XP Value: 500
Created by A. Presley
Tightwalker's Dart
This dart was developed with halflings in mind. It is a double headed dart.
One end gets stuck into an object (wall, tree, etc.). A quick pull frees up
the other end of the dart, which trails a silk-rope like cord. That end may
be thrown into another object up to 50 feet away. The magic of the dart
causes the dart to be firmly anchored in the objects in question without
needing to penetrate the object a great deal (sorry, still won't work on
stone!). The tension of the line will hold up to 75 lbs. If either of the
objects the dart is anchored to is less than 75 lbs, the dart will reel the
lighter object toward the heavier one. This comes in handy for getting small
people out of trouble, retrieving backpacks, and even just tightrope walking!
XP Value: 1000
Created by Ed O.
Miscellaneous
Bracelets of Linking
Classes Allowed: All
These bracelets come 2 to a set - one silver, one gunmetal black. A person wearing
the black bracelet will take all damage being dealt to the character wearing the silver
bracelet. If the wearer of the black bracelet dies, the enchantment on the bracelets
is broken, and the wearer of the silver bracelet will take all damage that has been
dealt to the wearer of the black bracelet. If that would mean death, roll a system
shock check. If successful, character is at 0 hit points and stable. If not,
character instantly dies.
XP Value: 3500
Glasses of Wizard Sight
Classes Allowed: Priest, Wizard
These glasses make visible the threads of magic being woven when a spell is being
cast. A +2 bonus is given to characters making spellcraft checks, and if the character
does not have spellcraft, a base skill of 10 is granted them in spellcraft. (note -
if a character has spellcraft, but the skill is less than 10 even with the +2 bonus,
assume a 10 skill for that character!).
XP Value: 750
Lexicon of Thrann
Classes Allowed: All
When this book has been read (usually takes about 2 weeks), a predetermined language
is given to the character. The character speak the language fluently. If another
copy of the book is found for the same language, reading and writing is granted for
that language. In order to read the book, the character must be able to read common.
The book disintigrates after one reading.
XP Value: 1500
Tattoo Inks of Estarre
Classes Allowed: Any
These tattoo inks are highly magical in nature. They come in small chests - the
chest has a picture or symbol on the lid. The symbol will vary depending on
the inks within the chest. The inks are designed to do the following things,
depending on the ink set:
Grant a spell once per day - The recipient of the tattoo is granted a
spell that can be activated as an act of will; no initiative modifier.
Item Token - A tattoo of an item is placed on the recipient. Most
commonly this item is a weapon, though sometimes it may be something else,
like a set of lockpicks. The item is called forth by an act of will, at which
point the tattoo disappears, and the item appears in hand. The tattoo has to
be the size of the item.
Armor - Depending on the size and complexity of the tattoo, there is
a base AC granted to the wearer.
The inks are enough in quantity and color to complete a tattoo of the symbol
on the lid. There are many types of tattoos that are created through these
inks - each set is created with a specific purpose in mind. To determine
what kind of ink set is found, roll on the following table:
JEMIDEX, Webmaster,Content,Graphics.
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