Magic Items

Amulet of Doors
	XP: 50 (first time it is used)  GP: 175
	Simply, it gives anybody that wears it the ability to spot secret doors with a three or less 	on a six sided dice.

Broach of Shielding
	XP: 100  GP: 500
	This is a very nice broach that absorbs 72 points of damage.  When it is full, it becomes a 	regular broach.

Dagger of Eversharp +1
	XP: 20  GP: 40
	This dagger never dulls so it gives 1 pt of damage even if you miss.

Dragon's Tooth
	XP: 2000  GP: 1800
	This is a long sword that when wielded, practically 'jumps' out of their hands (in other 	words, it starts to swing by itself).  It received a +2 (+3 to dragons) to hit and 		damage.  This sword does not care it the victim is lawful or evil (they all bleed the same).  	On the hilt, it is carved with a dragon.  If examined closely,  they will notice the blade it a 	dragons tooth.

Medallion of Insight
	XP: 300  GP:  100
	This medallion looks like a cooper piece with an eye on it.  The one who wears this can 	see in light just as well as darkness.  The only thing is,  it will not work in magical 	darkness.

Necklace of Jewels
	XP: 500 per jewel  GP value: 3000 (1000gp after it is used)
	It has an emerald, ruby, and a diamond.  It glows at all times even thru clothes and 	magical darkness.  The glow is twinkling and not enough to see by.  Each jewel does the following function once when touched and the command word is spoken.
		Emerald: Dispels magic
		Ruby: Fireball
		Diamond: Lightning bolt
	They work as 10th level wizard spells.  When a jewel is used, it turns into a normal 	jewel.

Portal Dust (Dragon Magazine - issue 280)
	XP:  450 per use  GP:  10,000
	This sparkling gold dust is obviously magical.  A handful thrown into the air creates a 5-ft diameter gate to another point within two miles.  If the dust thrower has no particular location in mind or if the location is out of range, the dust has no effect and that handful is rendered useless.  Portal dust cannot be used for planar travel or to call creatures.  The gate remails open for three rounds.  The dust is usually stores in small silk bag.

Potion of Everheal
	XP: 100 per use  GP: 2000
	Each drink heals 2d10 damage.  Roll a 2d6 to determine how many drinks are in the 	bottle.

Potion of Tri-Lite
	XP: 250  GP: 2500
	This potion is a bitter red one.  When it is drank, the person or creature is able to walk 	about a foot above the ground or other surfaces including water.  The effects of this last 	3d4 rounds.

Cursed Magic Items
Bow of Returning
	XP:0  GP: 0
	When an arrow is shot from this bow, the arrow becomes enchanted (+1 to dmg).  But if 	the arrow misses the target, it returns and hits the one who shot it for normal damage +1 	(THACO does not matter when the arrow returns)

Dancing Staff of Benedict +1
	XP: 0  GP: 0
	The person who possess this staff throws it out in battle.  The staff does 1d4+1 damage 	and has a THACO of 14.  In the first round it attacks the opponent.  As of the second 	round, it attacks it's owner.  The only way to stop it is to destroy the staff.  It has an AC 	of 8 and 13 hp.  When it is destroyed, everyone within 20' sv vs damage or take 2d10 	damage.

Dream Weaver
	XP: 0  GP: 100
	This creates dreams (or nightmares) when whoever possess this is asleep.  It looks and 	acts like +1 ring of protection when they are awake.  When asleep there is a 70% chance 	of a nightmare.  No matter what the dream is the person believes it is real.  Each day it is 	worn there is a 5% accumulative chance the owner will go insane.

Gloves of Unthievery
	XP:  0  GP: 0
	When they are first put on, they add a +2 on thieving ability.  Then it is -10 after that.  	Need a remove curse spell or find a temple to remove them.

Elvira - Singing Sword
	XP: 300  GP: 0
	+2 Broad Sword of Law
	Int: 15
	When in hand, the sword sings with the voice of an elven maiden.  If the sword is put 	away, it stops singing.  If the person tries to fight with another weapon, it automatically is 	Elvira and the weapon they had is where ever Elvira was.  When she is in hand, the 	person's alignment is Lawful Neutral.  The only way to be rid of her is to give her to 	someone (DM's choice).

Gauntlet of Chaos
	XP: 200  GP: 200
	Engraved on the inside of this is the word 'GAUNTLET'.  When it is first put on, sv vs 	spell or go crazy and attack anyone for 3d6 rounds.  Once the person is past the save it 	raises any weapon used to a +2.  If a punch is thrown with that hand, it does 1d6+1 	damage.  It adds a +1 to all saving throws.  And the person wearing it is immune to all 	mind attacks.

Hat of Permanent Disguise
	XP: 0  GP: 0
	Similar to a Hat of Disguise except when the wearer uses it, it automatically changes the 	person to the opposite sex.  This is permanent unless a wish or spell is used.  Only 	useable once.

Nitra-Shield
	XP: 50  GP: 50
	This looks like a plain necklace made of leather.  When the command word is spoken, it 	forms an invisible shield around the person that can absorb up to 3d20 points of damage.  	When it reaches that amount, the necklace explodes for 2d10 damage to the one that is 	wearing it.

Potion of X-Kill
	XP: 0 GP:0
	This potion, when drank, is the opposite of X-Heal.  It delievers 6d8 dmg to the person 	that drank it.  Save versus spell for half damage.