Fantastic Magical Items 
		Sparing Dummy:   INT non; AL N; AC (see below); MV 9 (see below); HD (see below) hp 6 per HD (see below); Thac0  (see below); #AT (see below); Dmg by weapon (See below) MR 100%*; SZ M; ML special; 
This is a magical animated dummy that comes in three known varieties.  Each variety has a unique method of manufacture and specialty.  These dummys will animate to often training battle. They are great methods to keep in shape and prevent dust from settling on the adventurers cobwebs.
		Training Dummy (AC 5; HD 3; hp 18; Thac0 15; #AT 2 dmg: by wrestling/pummeling chart +4. This dummy has a strength of 18/00 (if attacked with magic it does no effect but a save vs. spell is required as if fighter of 3rd level, failure results in the dummy malfunctioning. The damage becomes real and he will not deactivate by verbal commands. 
		Sparring Armor (AC 2; HD 1+ ; hp 6+; Thac0 19; #AT 1+;  dmg: by weapon type.   This dummies battle stats change upon the whim and abilities of the user. The hp, hd, thaco, #at can increase by the users desire to equal the users level. (i.e. a 5th lvl user could alter the dummy to AC -3; HD 6; hp 36; Thac0 13; #AT 1 dmg: by weapon.)  The dummy can use any weapon desired by the creator (up to 7 weapons)
		Battlemaster dummy (AC 4; HD 4; hp 24; Thac0 15; #AT2 dmg: see martial arts chart (allowed to move up or down 2 on chart)+3 to dmg, 
	All varietes of the dummies inflict damage that feels quite real. As soon as the damage is deactivated the damage is cured.  However if the person is rendered unconcious by hit or going to 0 hp or below they are unconcious. A system shock roll is required. Success means they awaken in 1d6 rounds feeling refreshed.  If they fail the roll they don’t awaken until 1d6 hours.  Most dummys have been created with preset program words (en garde-attack, Lay on-attack, Yeild-stop, etc.) All dummies deactivate when reaching 0 hp. 
		Personal Shuttle:  These magical devices consist of a metal platform (5’x10’) with two round cylinders of fabric with the consistency of steel.  The platform is ringed wih a handrails towards the front of the device is a metal chair with three metal levers of different Lenghts. The center rod is the trottle. the left and right levers control the steering.  Pulling back on both causes the shuttle to lift, pushing down on both causes descent, pushing forward on one and back on the other causes level turn.   The shuttle moves at a movement rate of 15 (E), someone not proficient in the device must make a dexterity check if they have figured out the controls for any maneuvers such as landing, evasive maneuvers, take off , etc.  These devices are charged. After 7,500 yards of travel they begin to drain.  If they aren’t landed and recharged in 6 rounds they become inert. (this is real dangerous if the ship is traveling at any rate of speed, and a distance off the ground.)   The recharging magic weakens metal that if not properly maintined they can malfunction.  roll 1d6 (1-2 indicate a failure has occured)
	1-6 control lever sticks (thrust-speed can’t change, altitude-can’t raise or lower,
		steering-cannot change direction) can unstick after 3 rounds
	7-9 lever breaks (thrust-craft stops, altitude-quickly descends to ground (no damage, direction- begins flying in circles) unfixable without repairs
	10. Thrust cylinder falls off (movement rate is cut in half) unfixable without repairs
	11-12. the platform breaks (the craft breaks apart after 1 round dropping everyone to the ground.) this can prove very fatal.
	Sentinel Gaurdian Armor:  These are giagantic suits of animated armor constructed by Arcane. (In fact the arcane have just started resupply these items, the original manufacturer are the elder race that created spelljammer technology, and like most spelljammer technology the arcane have discovered the method of creation, and claim that they are the creators.)  These suits of Armor looked to be fashioned from Brass, standing 3 times the height of man and weighing more than 5,000 lbs. Each armor is crafted with a weapon, usually giant tridents.  The armor and weapon are laced with intricate rune work.  The helmet is hollow.  This is the control cockpit.  To drive the armor a mage, or highly magical race (like beholders) are required.  While inside the armor the pilot can make no other action aside from powering and directing the suit.  To pilot the suit is tiring work, for every hour spent in the armor the pilot must rest 8 hours.  The longest period of time allowed in the armor is 8 hours. which requires 56 hours of rest.
Game stats for suit (AC 4; Movement 6; HD 16; hp (60 max.) ; Thac0 5; #AT 1; Damage 2d10 per hit; SA: (Trident Blast) inflicts 2d6+1 hp (max range 60 yds) (save vs. death or drop unconscious for 1-4 rounds) this is usuable 3 times a day.  SD: immune to non-magical items, permenant minor globe of invulnerability.  XP: for defeat in battle (14,000) Every hit recieved the pilot must make a successful save vs. Parlayze or be rendered unconcious.  (the reason why is each suit is specifically made for a particullary pilot, and this is bio-feed back that overwhelms the foreign pilot) If the save is failed a systems shock roll is required (success means after regaining consiciousness the pilot has lost permanently 1 point of intelligence.)
	Battle Armor: a suit of full platemail, original created by the elder race (mentioned in the Cloakmaster cycle a TSR novel series set in Spelljammer game world) These intricately created suits are powered by a magical item furnace. The furnance is a square box (3’6’) with a gold cable that attaches up to 3 suits.  A spelljammer furnance will also work. (While charging these suits, a furnances power output is halved ) The suits suffering no damage can be powered for up to eight hours.  Each suit has a 50 hp magical mythal, and the suit itself has 50 hp. Most damage is suffered by the mythal first except for falling from any height, Area effect magic (damaged is shared equally), and disintergrate. Any damage suffered by the suit itself is not repairable. If the suit suffers 25% of damage levitate ceases to function, If it suffers 50% Energy bolt ceases to function, If it suffers 75% gas seals fail (preventing underwater use, and protection from gas attacks), If the suit is dropped to 0 hp it ceases to function. The mythal can be recharged by the furnance at 1 point per round.  The suit. The suits powers
-immune to gas attacks (the suit has an 8 hour air supply (after used up the suit must be removed or the wearer wear sufficate in 3 rounds.)
-Levitate-as the spell cast by a 6th lvl mage(once after which to use it again it must recharge.)
-infravision- 120 feet
-grants wearer a strenght of 18/00 (for lifting, hitting, breaking, throwing items)
-Energy Blast (usable every 3rd round) inflicts 2d8 hp of damage + targets ac (so if fighting a person with AC 2, the damage would be 2d8 + 2)
	Clockwork Creation: These mechanical magical creations are mastery of clockworks, creativity and magic.  They are made of the finest metal (perfect quality steel, mithril, etc.) Each upon manufacture is given specific instructions, skills, or code words. They are usually the mechanical equilevelant of the thier natural counterpart. 
		mechanical cat (INT non; Al N; AC 4; MV 6 (can pounce 5’ in a single bound); HD 1-1; hp 3; Thac0 20; #At 3; Dmg 1/1/1; SA rake for 1/1 dmg if both front paws hit; XP 25; these are created to hunt and kill mice, spiders, birds, and other vermin. They do not ever attack anthing that is not one of the above.  If someone is carrying something that the cat is hunting it will climb the person inflicting damage as it tries to get the offending creature.
		mechanical songbird (Int non; AL N AC 4; MV 3 (flying 6) HD 1-1; hp 1; Thac0 20; At # none; dmg none; Xp: 5; these tiny birds can learn and sing (at random or upon command) up to 5 songs. They also can mimic up to five additional bird songs.  The perfectly created songs warble out of the little mechanical canary. A faint clicking noise can be heard, with the birds movements except when the bird is singing.
	These are the most common more can be created with clockwork creation for any purpose (Life the Clockwork swordsman, Clockwork horror, Autognome.)