576 lines
37 KiB
Plaintext
576 lines
37 KiB
Plaintext
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Hello, there! This is a collection of strange and useless magic items that I've
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created over this semester during Julie's and Neveln's classes (boy the things
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you do when you're bored). The number(s) to the left of the magic item is the
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result of a 1d100 roll if you chose to roll randomly (of course there would be
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absolutely no reason to do this; the range is just to give you a feel of the
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frequency of the item). Oh, well, extract it, delete it, forward it to your
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enemies, or send me hate mail in return; it's yours now. Enjoy!
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(00-03) POTION OF CRYSTAL SPITTLE-- If drank the imbiber's saliva turns into
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a glass-like substance that if spit can be used as a breath weapon that
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is 5' wide by 10' long and causes 3d6+3 points of damage (a successful
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saving throw versus breath weapon indicates half damage). This "weapon"
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may be used once per 3 rounds (most of the time the user is snorting up
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nice juicy loogies) and the potion wears off after 30 rounds. The spit
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in no way injures the imbiber.
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(04-05) VAX VT 101 MONITOR-- This strange item appears as two boxes, one emit-
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ting white lights and the other is bumpy with letters scribed on it. If
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any of the keys are pressed the user must roll 1d6 to see the effects:
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1= Crash! The user must immediately make an intelligence check or have
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a headache for 3d8 rounds cursing about why the item doesn't work.
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2= Error in Programming Logic. The user must make a 1/2 intelligence
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check or believe he has the knowledge to cast the "infinate" spell.
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He will believe this so much that he will attempt to get to a town in
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hopes of convincing everyone of his findings. If he "casts" his spell
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obviously nothing happens making him look like a dabbling dunderhead.
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3= Lab Rat. The user must make a saving throw versus Petrification or
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become convinced that this item is great and he dedicates hours on
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end to it, typing on those clicking lettered bumps on the smaller
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box. Every hour spent on the VT 101 he gets to roll 1d6 again.
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4= Learns Fortran. The programmer may use the item as a calculator, and
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can amaze a lot of people. Sages will pay highly to use his electric
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knowledge device.
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5= Hacks into the System. The user learns how to give himself privaleges
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and can modify the screens of every other VT 101 in existance on the
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planet (if there is any). He can even log others out! (anyone else
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using a VT 101 gets a 1 effect above if logged out)
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6= Computer Genius. The user is able to calculate exact components of
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spells, creatures, etc. The effects of this is up to the DM.
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(06-08) CHARISMA BOW-- This pink glowing bow, if shot, will create the image of
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the user in front of the target when it hits, having this effect:
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Cha below 4: weapon inflicts +9 damage, and the victim is effected by a
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symbol of fear (see Player's Handbook)
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Cha 4-5: weapon inflicts +4 damage,and the victim is commanded (as per
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spell) to hide from the attacker.
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Cha 6-8: weapon inflicts +1 damage.
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Cha 9-15: weapon inflicts normal damage.
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Cha 16-17: The user must save versus spell or be stunned for 1d4 rounds.
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Cha above 17: The user must save versus spell or be charmed by the next
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creature it sees.
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(09-11) BLOWGUN OF PAINT BALLS-- This blowgun cannot be loaded with darts.
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Instead it is already loaded with 4d4 specially prepared magic paint
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balls which splat upon the opponent, making him glow greatly as if a
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faerie fire spell had been cast upon him (+2 to hit on later attacks).
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The color is determined randomly each time the blowgun is used (1d10):
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1= hot pink 6= invisibility(cursed)-opponent is invisible!
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2= fluorescent orange 7= green(stink paint)-opponent gags for 1d6 r.
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3= glowing white,as 8= brown(sticky shit)-opponent is sticky to
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if light spell. everything for 1d12 r.
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4= baby blue 9= yellow-opponent is covered with greek fire.
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5= bright purple 0= bullseye(white,red,blue)- +4 to hit.
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Unless noted all effects last for 1d4 rounds. The blowgun becomes non-
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magical after all of its paint balls are used up.
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(12) LONG SWORD+INFINITY-- This weapon has +7 to hit and will instantly send
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any mortal or non-DM-special creature immediately to negative infinity
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hit points (killing it) on a single hit. On a unadjusted roll of 1 to
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hit the sword fumbles killing the user in a like manner. If used against
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a creature with a Stoneskin spell the spell is disrupted causing no
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damage and the sword expoles, causing 8d8 points of damage to all within
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30' of the wielder and the sword is thereafter a Long Sword+7.
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(13-14) TWO-HANDED SCISSORS+1-- This large (6' long) pair of scissors does 3d4+1
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/3d8+1 points of damage if hit. On a roll of 2 above the number needed
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to hit the scissors disarm the opponent and on a roll of 6 above the
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number needed to hit it strikes the victim's neck which may have effects
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as decided by the DM.
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(15-17) MAGGOT DAGGER-- This -2 dagger (which is not cursed,it simply is -2 to
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hit and damage) has the following functions, all of which require the
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knowledge of the dagger's command words:
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1.Can turn blade into the front half of a large maggot.This maggot has
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6 hp,AC 6 and the dagger turns to stone if it is killed.The maggot can
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be commanded to spit a wad of pus out 10' making everyone in the area
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make saving throws versus poison or be nauseated for 1d6 rounds.
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2.Stinking Cloud 30' radius 3 times per day.
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3.Locate Trash 240' radius,gives percentage of decomposed matter.
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4.Putrefy Food & Drink by touch and command word.
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5.If used to backstab and command word is uttered a rot grub is injected
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into the victim. (see Monstrous Compendium)
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6.Alter appearance to be a nondescript bum,+/- 25% height,weight,age.
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No more than 300 lbs. of equipment can be hidden to be trash.
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(18) HIRES SWORD-- Leaves a foam on the opponent's face and gives him a
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creamy great taste.
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(19-21) DART OF DIMENSIONAL DOOM-- When thrown and hits the dart teleports in
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front of the target 3" and hits again. It will continue to do this until
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it runs out of momentum,which is 1 hit per Str point of thrower.
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(22) BOOK OF NOTES (NOTEBOOK)-- This rather ruffled book contains several
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dozen unrelated pages that a mage wrote during his free time. Each note-
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book contains (2d4)*12 pages of notes. Every 1d12 pages has a subject,
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roll 1d20 to determine:
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1=recipe of some strange food (usually disgusting)
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2=ingrediants to a strange potion (magic missile,hiccupping,color
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changing,Intelligence,hardskin [-1 AC],teeth cleaning,etc.)
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3=mathematical/physical/alchemist formulas (to no end)
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4=philosophical/social outlook works
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5=pages from a diary that was started but not ended
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6=doodling,3-D pictures of castles,trees (may be magical)
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7=spell of levels 1d4+4,symbols only (not magical),often incorrect in
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spell components or basic idea (coldball,Prismatic Familiar,etc.)
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8=Papers&Paychecks (P&P) character sheet,usually disgustingly powerful
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9=notes on spells,spell component shopping list
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10=architechure of a small house/tower,usually intricate and well done
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11=rules to a game of the mage's creation,usually indecipherable
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12=other plane studies,usually fallacious (anti-astral plane,Elemental
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Plane of Prof.Felters,the way outer planes,etc.)
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13=minor curse cast on pages as a test trap (itching,sickness,etc.)
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14=jokes scribbled down,usually inside jokes or above reader's head
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15=burnt/crumbled/smeared/was wet pages,not readable except remote areas
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16=cantrip,usually unique (draw,pick nose,fart,floating cp,create ice
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cube,turn page,glow,cause fever,micro missile,etc.)
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17=1st level spell idea,unique,usually fails if cast (magic missile II,
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invisible mouse,teleport with lots of errors,create temporary silver,
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illusionary cure light wounds,firepoof,Very Limited Wish,etc.)
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18=map of an area or dungeon (usually cleared out or not there)
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19=minor detail of sage knowledge (see Dungeon Master's Guide)
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20=DM special-usually something extremely interesting or rare concept
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(tales of great treasure,ways to stop aging,defenses of some country
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and how to defeat it,geography of some location in the outer planes,
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information on how to become a lich/shade/holy spirit,ignorant or
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tricky innovations of spells such as how to intensify lightening bolt
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so when it hits it doesn't damage the target but makes it magnetic or
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how to reverse gust of wind so it can take all the air out of a room,
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command words of a magic item,weaknesses of monsters,etc.)
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(23-24) BOOK OF BLASPHEMOS BLABBERING-- If read by anyone besides a cleric the
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reader simply curses a bit and the book disappears. If read by a cleric
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A he starts cursing at his god in hostile tones. If he makes a divine
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intervention check his god appears and blasts him for his disbelief in
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his diety,if he missed it he does not gain any more spells until a
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Atonement spell is cast upon him. On a roll of 01 on the divine roll
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the diety's enemy god offers the cleric to follow his belief instead and
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the cleric has a 30% chance of automatically agreeing.
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(25-27) GIRDLE OF GARGANTUAN GONADS-- If worn by a male each of the user's
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gonads grow to 2' in diameter. Movement rate is at half normal and 50%
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of all hits strike the user's gonads making him stunned for 1 round per
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point of damage. If 20 points are done to a single gonad it bursts
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making the user save vs. petrification or die. The item cannot be
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removed until a remove curse is cast upon the user.
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(28-29) PERIAPT OF PENIS PERMUTATION-- If used by a male the user's penis
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transforms into one of the following (roll 1d8):
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Roll Penis Gonads Special
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1 Sledgehammer Anvils Makes loud sound when walking
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2 Huge (4'+) female heads Heads suck on penis,user stunned
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3 Banana Grapes Rots in 1d4 weeks
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4 Thread Spools If thread breaks,guess what!
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5 Marshmallows Shurikens 1% per round of shredding penis
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6 Long Sword Pommel May be used to attack @ -2
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7 Gonad Penises Hmm...
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8 Wood Brass Look out for Warp Wood spells!
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This magic item is cursed and cannot be removed without a remove curse.
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(30-32) BACKPACK OF FUSING-- This eerie backpack fuses itself to the user's
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back, making it count as no bulk and no weight. It can hold as much
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as the user weighs and is accessed by reaching behind and into the
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user's back (this is difficult when wearing armor). Only the user may
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reach into himself in this way. If overloaded things will start to poke
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out of the user's body at odd angles causing damage depending on the
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item(s) involved. If a bag of holding or a portable hole is placed
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inside the backpack it explodes,killing the user (no save but MR).
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The backpack may be taken off by reaching inside and sort of pulling it
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inside out, making it a normal backpack which grows to hold all the
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things contained in it.
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(33-35) HEARING AID-- This magical ear plug will give excellent (240' Detect
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Noise) hearing for 1d6+6 hours. However after this time for 1d4+4 hours
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the user cannot hear at all and the user says "Ey?" and holds his hand
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to his ear if spoken to. The curse may be removed by a Cure Deafness
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or a Remove Curse spell.
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(36-37) EARPLUG OF PROJECTILE WAX-- This magical ear plug,if commanded,will
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shoot a 30' long by 10' wide cone of disgusting yellow and black wax to
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the user's side. All in the area of effect must save vs. breath weapon
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or be stuck and nauseated for 1d6+2 rounds. The earplug functions
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normally once per day per ear but if used more than that part of the
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user's inner ear comes out with it giving him permanent deafness in
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that ear.
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(38) EARPLUG OF BORING-- This earplug will bore into the user's skull and
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kill him in 1d12+6 rounds unless a remove curse,cure disease,or heal
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spell is cast on him. After boring through the user's brain several
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times it opens releasing a larva which takes over the body as a zombie.
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(39-42) EYEDROPS OF X-RAY VISION-- This small bottle contains a liquid that if
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applied to the eyes gives X-ray vision (as per the ring) for 1d8 turns.
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(43-45) EYEDROPS OF FUNKY HALLUCINATIONS-- This small bottle contains a liquid
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that if applied to the eyes creates illusionary objects and creatures.
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In noncombat situations this is particularly funny and is too unreal-
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istic to be believed. In combat situations the user suffers -3 to hit.
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The effects last until the user's eyes are washed out.
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(46-47) EYEDROPS OF EYEDROPS-- This small bottle contains a liquid that if
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applied to the eyes makes them water profusely creating 1 gallon of
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tears per round for 1d4+4 rounds. If drank the imbiber feels sick for
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1d6 turns. The user cannot cry for 3 days after one use.
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(48) EYEDROPS OF EYE REMOVAL-- This small bottle contains a liquid that if
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applied to the eyes it removes them! The effects are permanent until
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a cure blindness or a regeneration effect or spell is cast.
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(49-50) SvD (SorD) SWORD-- The user must roll to hit twice each attack:
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Sex: Roll to hit at +3 Death: Roll to hit at -3
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Sex and Death: Opponent must save vs. spell or die of ectasy.
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Sex and Not Death: Opponent must make Con check or fall exhausted. If
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opponent makes his check it is blessed for 1d6 rounds.
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Not Sex and Death: Opponent must save vs. spell or depressed 2d6 turns
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and dies at the end of this period.
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Not Sex and Not Death: The SvD Sword misses.
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The sword does not effect creatures who have no sex (such as golems)
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or cannot or is dead (such as undead). The sword does no damage.
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(51-52) S&D (SandD) SWORD-- The user must roll to hit twice for each attack:
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Slice: Roll to hit at +1 Dice: Roll to hit at -1
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Slice and Dice: Opponent must save vs. spell or turn into a bloody pulp
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(killing him). If save is successful takes double damage.
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Not Slice and Dice: Opponent must save vs. spell or turn into small 1"
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cubes. If save is successful no damage.
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Slice and Not Dice: Opponent must save vs. spell or turn into thin 1"
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wide stips. If save is successful no damage.
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Not Slice and Not Dice: The SandD Sword misses.
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This spell does not effect creatures who would be unharmed by being
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sliced or diced (jellies,water weirds,etc.).
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(53-54) S)D (SthenD) SWORD-- "A mothers against teen suicide message":
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Suicide: Roll to hit at -2 Die: Roll to hit at +2
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If you commit suicide you die (Suicide and Die): Opponent must save vs.
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spell or commit suicide next round and die.
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If you don't commit suicide you die (Not Suicide and Die): Weapon does
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normal damage for its weapon type.
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If you commit suicide you don't die (Suicide and Not Die): Opponent
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becomes immortal and both players go into a rift to a negative
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logic barrier on the prime material plane, both die (the
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immortal was killed on his home plane).
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If you don't commit suicide you don't die (Not Suicide and Not Die):
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Opponent learns an important lesson of life, +1 Wisdom.
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Again, opponents not effected by Suicide or Death for some strange
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reason are not effected by this sword.
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(55-56) S=D (SequivalentD) SWORD-- "A say no to drugs weapon":
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Shit: Roll to hit at +4 Drugs: Roll to hit at -4
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Drugs are equivalent to Shit (Shit and Drugs): Opponent must save vs.
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spell or become a drugged moron and shit out his insides.
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Shit,no Drugs: Opponent is commanded to shit (as per spell),has gas,
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pains,and hemorroids for 1d6 days.
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Drugs,no Shit: Opponent becomes dizzy and sees an illusion of strange
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objects,dungeon walls crawl,make 1/2 Int and 1/2 Wis checks or
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the opponent becomes insane.
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No Drugs and No Shit: The weapon has no effect.
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As always, this weapon has no effect on creatures who are immune to
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drugs or cannot shit.
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(57-59) DROW'S SWORD (item is spelled the same backwards)-- This weapon is
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normally -2 to hit and +2 on damage. If used against or by a drow both
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sides take the same amount of damage from a successful attack (x2).
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(60-61) INTEGRAL LONG SWORD d(1d10),c=5-- This elongated "S" shaped (integral)
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shaped weapon does (1d10)d10+(Str,Specialization,etc.)d10+5 damage, or
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an amount equal to normal damage of a long sword of 1d10's plus 5.
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(62) SWORD MOD 2-- This weapon does either 0 or 1 point of damage per hit.
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It is a cursed weapon and cannot be gotten rid of without magic.
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(63) ~(not) SWORD-- This weapon hits if it should have missed by the roll
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and misses if it should have hit. It heals its damage amount.
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(64) MOVL LONG SWORD-- Stores hit points, when hits it reverses the hp of
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the sword and the opponent (does no normal damage). Example: A MOVL
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sword has 4 hp in it. It hits a dragon (100 hp), who now has 4 hp and
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the sword has 100 hp. It then hits a kobold (2 hp). The kobold now has
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100 hp and the sword has 2 hp. The sword cannot hold negative or zero
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hit point amounts. When found the sword has 1d20 hit points stored.
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(65) COPY LONG SWORD-- Similar to above, but the sword always has a fixed
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amount of hit points stored in it and moves that amount to the opponent.
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Thus a COPY long sword with 1 hp (constant) is similar to a harm spell.
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This variety has 1d100 hit points stored and this cannot be changed.
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(66-67) SUMMATION SWORD-- This sword does a summation amount of damage, as
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determined by a 1d10 roll: 1= 1 hp 2= 3 hp
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3= 6 hp 4= 10 hp 5= 15 hp 6= 21 hp
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7= 28 hp 8= 36 hp 9= 45 hp 10= 55 hp
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This amount of damage is not modified by strength,specialization,etc.
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Other variants based on 1d8+1,1d12-1,etc. could be devised.
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(68) FACTORIAL SWORD-- This sword does a factorial amount of damage, as
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determined by a 1d6-1 roll: 0= 1 hp 1= 1 hp
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2= 2 hp 3= 6 hp 4= 24 hp 5= 120 hp
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This amount of damage is not modifiec by strength,specialization,etc.
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Other variants based on 1d10/2,1d4+1,etc. could be devised.
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(69-70) MECHANICAL SWORD+2-- This sword, which strangely looks like a huge
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mechanical pencil (of course your PC's won't know that),has these
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special abilities in addition to being a +2 short sword:
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1. The sword can be loaded with up to 6 specially made darts and if
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the end of the pommel is depressed they shoot out of the end of
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the blade. Each counts as a +2 dart and has the following ranges:
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Short: 0-2, Medium: 3-4, Long: 5-8. If the pommel is depressed as the
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sword hits a dart may be injected into the opponent,who must make a
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a save vs. poison or be lead poisoned. The special darts must be
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made out of lead,coal,or graphite, and the sword has 1d6 of these
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when found.
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2. The pommel can be taken off revealing the dreaded "eraser". This item
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will remove up to 1 cubic foot of matter per touch, which requires
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a rubbing motion. If used against a creature it is allowed a save vs.
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spell at -2 or take 8d8+2 points of damage and lose 1 cubic foot of
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itself. The eraser has 20 applications then is worn down and cannot
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be replaced.
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3. The sword can write magically,i.e. can leave auras of writing on any
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object such as a "Z" on someone's chest. This is permanent unless
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erased as above and each sentence (5 four-letter words) consumes one
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of the darts stored in the sword.
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(71) SWORD OF INFINATE ILLUSIONARY CURSES-- When this sword hits an opponent
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an illusion of a sword with the pommel facing the opponent appears. If
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the opponent is unarmed or has a nonmagical weapon it must make a Wis
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check or grab the illusionary sword and use it against the real sword's
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user. This illusionary sword is -2 to hit and does 1 point of damage
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until the real sword user discovers it makes illusions, then it does
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no damage. The sword will not create an illusion for an opponent who
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already has an illusionary sword,and all illusionary swords are gone
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after 1 turn. The illusionary swords are completely cursed to their
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users, therefore they cannot be gotten rid of unless a remove curse is
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cast. The real sword itself is considered a +2 weapon, and does inflict
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damage as well if it hits.
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(72-73) HUH? SWORD+2-- This sword appears as a normal long sword when found.
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When the bottom of the pommel is pressed the blade splits down almost
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to the handle and divides making a T-shaped pick like weapon. In pick
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form it can be used twice per round and inflicts 1d4/1d6 points of
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damage per attack,plus bonuses. If in sword form on a successful attack
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if the button is pressed at that instant the sword splits and actually
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misses the opponent because of its shorter length. The opponent must
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make a saving throw vs. wands at -2 or be confused (as per spell) for
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1d12 rounds.
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(74) ACK! SWORD (Artifact from Bill the Cat): No, I'm not designing this one!
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(75-76) LONG SWORD +- (2+damage)-- This sword does plus or minus damage each
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round. That is, if the weapon does 12 points against a 20 hp creature
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(for example) the creature has 20+-12 hp, or 8 hp and 32 hp at the same
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time. Both amounts (or more if the weapon is used more than once against
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the same creaure) must be brought below 0 to kill the creature. If one
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amount is below 0 the creature is considered "half-dead" and is slowed
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(as per spell) until healed. After 1 turn the creature's hit point
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amounts average out giving him 1 hit point value again (which may kill
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it in the case if its already "half-dead").
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(77-80) SWORD BOW+2-- This weapon looks like a large long bow with 2 thick
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strings. The weapon does not fire arrows but fires swords, as follows:
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Short Swords: #Attacks 2 per round,Damage 2d6/2d6
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Long Swords: #Attacks 3 per 2 rounds,Damage 2d8/2d8
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Bastard Swords: #Attacks 4 per 3 rounds,Damage 4d4/4d4
|
|
Two-Handed Swords: #Attacks 1 per round,Damage 2d10/2d10
|
|
Scimitars,Khopesh,etc: Cannot be used as they are too curved.
|
|
Spears (modified to have cross-bar): #Attacks 2 per round,Damage 2d6/2d6
|
|
Pole Arms (modified): #Attacks 1 per round,Damage 2xMedium Amount Dice
|
|
The user must have at least 18/50 Str to use this weapon. To Hit and
|
|
Damage are adjusted for Str and Dex. This weapon requires its own
|
|
weapon proficiency and can be specialized in as with other bows.
|
|
All weapons must make saves versus crushing blow or be broken after
|
|
being fired by this weapon. Ranges are: Short 0-3,Medium 4-6,Long 7-12.
|
|
(81-82) STAFF SLING OF BATTLE AXES+1-- Another cross variant weapon,this appears
|
|
as a long and heavy staff sling with a hole in the end of the pole with
|
|
the net. If an axe is placed in the hole and the staff sling is swung
|
|
the axe pops out, is caught by the net and spun, and is shot out with
|
|
the following ranges: Short 0-2,Medium 3-5,Long 6-8. Weapons as follows:
|
|
Hand Axes: #Attacks 2 per round,Damage 2x(1d6)
|
|
Battle Axes: #Attacks 3 per 2 rounds,Damage 2x(1d8)
|
|
Giant Axes: #Attacks 1 per round,Damage 2x(1d10)
|
|
Huge Axes: #Attacks 1 per 2 rounds,Damage 2x(1d12)
|
|
Pole Arms that are Axe based: #Attacks 1 per round,Damage 2x(Medium dmg)
|
|
All weapons must make saves versus crushing blow or be broken after
|
|
being fired by this weapon. The user must have a 18/50 Str to use this
|
|
weapon and to hit and damage are modified by Str and Dex. The staff
|
|
sling may be used as a melee weapon (1d8/1d8). Standard weapon prof-
|
|
iciency in Staff Sling is acceptable.
|
|
(83-84) NOSE RING OF SNOT SUCKING-- This nose ring,if toggled by the user's
|
|
nose,allows him to suck all of the snot out of his nose giving him
|
|
excellent smell ability out to 240' for 1d4 days. The item becomes
|
|
nonmagical after one use.
|
|
(85-86) BUBBLE GUM OF LEVITATION-- This magic item appears as a small (1" long)
|
|
piece of pink gum that if chewed and blown will create a huge bubble
|
|
that is 1' in diameter per point of Con of the user and the user may
|
|
levitate at a rate of 1" per Con point. After 3 rounds the bubble bursts
|
|
entangling all in the are of effect for 2 rounds and effecting all
|
|
within 60' as if a gust of wind had been cast by a Con level caster.
|
|
(87) BUBBLE GUM OF FIERY HOTNESS-- This magic item appears as a small (1"
|
|
long) piece of red gum that if chewed and blown will create a huge
|
|
bubble that is 1' in diameter per point of Con of the user. After 3
|
|
rounds the bubble bursts creating a fireball of (Con)d6 strength that
|
|
is centered on the gum chewer. If a bubble is not blown after 1 round
|
|
the user may breathe fire once per round for 4d4+4 points of damage in
|
|
a 40' long by 10' wide cone. The gum lasts for 5 rounds.
|
|
(88) BUBBLE GUM OF FOUL BREATH-- This magic item appears as a small (1" long)
|
|
piece of green gum that if chewed gives him extremely foul breath for
|
|
1d6 hours. He is affected by a -6 Cha shift and all creatures within
|
|
30' must save vs. poison or immediately desire to get out of the casters
|
|
are of effect.
|
|
(89) BUBBLE GUM OF BUBBLING GUMS-- This magic item appears as a small (1"
|
|
long) piece of purple gum that if chewed makes his gums bubble and pop.
|
|
After one round if the gum is not removed the user's teeth fall out and
|
|
cannot be replaced except for a regeneration spell.
|
|
(90-91) WARHAMMER OF FLATTENING+3-- When this warhammer hits,an illusion of a
|
|
giant (10' diameter) warhammer bears down on the victim and flattens him
|
|
to 1" height and (normal height) radius on the ground unless a save vs.
|
|
death magic is made. The victim dies unless he would be unaffected by
|
|
such flattening,such as green slimes,time elementals,etc. A dwarf may
|
|
throw this hammer and it has the same effect when it strikes.
|
|
(92-93) BAG OF ENDLESS BURNING-- This bag of holding opens instead to an area
|
|
of the elemental plane of fire. Items stored there must make a saving
|
|
throw vs. magical fire every round or be destroyed. Magic items have a
|
|
1% cumulative chance per round of being destroyed,-10% per plus or level
|
|
of the item. Artifacts and Relics are not effected. The bag opens into
|
|
a 10' cube area that can hold any mass of that size. Other bags are:
|
|
BAG OF INFINATE WATER-- water flows back into the bag if taken out.
|
|
BAG OF BILLOWING AIR-- creates gusts of wind,tornadoes if opened.
|
|
BAG OF SOLID EARTH-- not very useful.
|
|
Quasi- or Para- bags (lightening,vacuum,salt,etc.) could also be created
|
|
(see Manual of the Planes for element information). The effects of
|
|
placing these bags into others is decided by the DM.
|
|
(94) BAG OF INTERDIMENSIONAL TRAVEL-- Only two of these bags are known to
|
|
exist, one for 1990 Earth and one for 'toon Town. Each allows the user
|
|
to reach into the bag and pull out any object from that place that he
|
|
wishes,such as cars and rifles from Earth and Yosemite Sam from 'toon
|
|
Town. The user may also step into the bag and go to that place, reaching
|
|
up into the sky and pulling the bag inside out so he has a bag to AD&D
|
|
world,pulling out whatever he wishes. This makes this bag an infinate
|
|
source of treasure and a quick way of teleporting.
|
|
(95) RING OF SHAPE CHANGING-- This ring allows the user to shape change as
|
|
the 9th level spell once per turn. If the ring is taken off the user
|
|
stays in that form. The ring itself will adjust itself but no other
|
|
items carried by the user. Each use has a 1% chance of the user
|
|
completely becoming the creature (including intelligence & memories)
|
|
and a 1% cumulative chance of the user forgetting what his natural form
|
|
actually is.
|
|
(96) HELM OF ANTIPHYSICAL INTRODUCTION-- This helm anti-clones the user. That
|
|
is,another being is created: same level but M-U to Fighter,Thief to
|
|
Cleric,Assassin to Druid,etc.,opposite alignment (same in TN case),
|
|
opposite sex,etc. There is a 50% chance of the two creatures to hate
|
|
each other immediately as the Clone spell and there is a 50% chance of
|
|
the two creatures affecting each other as if a Cha of 25 and a Com of
|
|
30+ was involved. The DM must decide equipment,spells,etc.;but the idea
|
|
is to be as opposite as possible. The other being also has:
|
|
HELM OF ANTIPHYSICAL CONCLUSION-- This helm,if worn by the original
|
|
being that wore the normal helm above, will remove the cloned person
|
|
from existance. In the hatred case the clone will try to hide this item
|
|
and do away with the original being, and in the love case neither
|
|
creature will want to seperate,thus never using this item. This helm
|
|
will not be found by itself.
|
|
(97) HOLY DAY PLANNER-- Another notebook,this was written by a good priest
|
|
over a few years. A Holy Day Planner contains (2d4)x8 pages. For every
|
|
1d10 pages roll 1d20 to see the subject:
|
|
1=notes on some aspect/chapter of priest's holy book or bible
|
|
2=diary,usually well checked for spelling/grammatical errors
|
|
3=month's events (holy or otherwise),usually formally written
|
|
4=clerical cantrip (cure tiny wounds,enlighten day,smile,etc.)
|
|
5=ingrediants to a recipe,usually O.K. but boring/bland
|
|
6=animals not to be hunted,restrictions on work,etc.
|
|
7=herbs/plant list and their function to the belief,magical effects?
|
|
8=laws of the locale area (LG-to the letter,NG-loopholes list,CG-how
|
|
to break rules and still not get caught)
|
|
9=love/hate list to the priest's diety,always local people
|
|
10=ingrediants to some strange potion (bless,negative plane protection,
|
|
belief,create holy water,aid,etc.)
|
|
11=first level spell idea,usually backfires or won't work (Animal
|
|
Summoning 0,Cure Tremendous Wounds,Evil Damnation,Rock Entangle,etc.)
|
|
12=maps of the diety's home plane (never correct)
|
|
13=maps of a church or large house,usually not very well done/too large
|
|
14=activities of other churches in the area and what to watch for
|
|
15=exact accounting records down to 1/10's of copper pieces
|
|
16=Papers&Paychecks (P&P) Character Sheet,usually sucks but honest
|
|
17=Small item of sage knowledge (see DMG)
|
|
18=Notes on other churches of the diety's belief
|
|
19=Poetry,Short Stories,usually too disgusting heartwarming to be read
|
|
20=DM special,usually something extremely interesting or important
|
|
(8th and 9th level cleric spell ideas,how to get M-U spells from
|
|
your diety,weaknesses of the diety's enemies [accurate!],hidden
|
|
areas and forbiddance zones in the church,improved versions of low
|
|
level spells,how to turn evil creatures as well as undead,etc.)
|
|
(98) PIG WIG-- If worn the user's face turns into that of a pig, lowering
|
|
his charisma by 4. The only sounds he can make is oinking and the only
|
|
food he can eat is from the Maggot Dagger,above,which is usually with
|
|
the pig wig. The wig may be removed with a Remove Curse spell.
|
|
(99) BAG OF DICE-- This small pouch contains six dice (d4,d6,d8,d10,d12,d20).
|
|
Each die has one effect if rolled,as follows:
|
|
1=Die Explodes,doing (die type) damage to all within 10'
|
|
2=Die turns red,if thrown does (die type) damage to those it hits
|
|
3=Roller is cursed (-die type to hit and damage) for one day
|
|
4=User is healed of (die type) hit points
|
|
5=Die makes loud cracking sound when rolled,all within 10' are deaf
|
|
6=Roll die again,the user may use this roll whenever he wants to once.
|
|
7=Roller changes alignment by 1 shift,curse may be removed
|
|
8=User does (die type) extra damage every attack for 1 day
|
|
9=Die magic jars roller's soul into it
|
|
10=Die can cast a magic jar for the caster whenever he wants to once.
|
|
11=Roller changes sex,curse may be removed
|
|
12=Die has (die type) heals stored,may be used at roller's option
|
|
13=Roller loses (die type)/2 energy levels,may be restored
|
|
14=Roller gains 1 Level of experience in all of his classes
|
|
15=Roller loses 1 point from every ability score
|
|
16=Roller gains 1 point to every ability score
|
|
17=One of the roller's classes becomes random
|
|
18=The Roller gains (die type) levels in random classes
|
|
19=Roller's race becomes random
|
|
20=Every die rolled by the roller is max/min (50%/50%) for 1 day
|
|
Note that a 1d4 can give only results 1-4,etc.
|
|
(00) JUGGERNAUT SWORD-- Not actually a sword,the Juggernaut is a small (6'
|
|
long) alien spacecraft that appears to the average AD&D PC as an except-
|
|
ionally blunt sword with strange tubes on the handle (which are actually
|
|
exhaust pipes). The Juggernaut is computer driven and will not hurt the
|
|
user of the "sword" if used as such. It has the following effects:
|
|
1.The Juggernaut,if used as a Long Sword,does 1d8+2/1d10+2 points of
|
|
damage and counts as a bludgeoning (non-edged) weapon.
|
|
2.(Command Words needed) Can fire 4 intensely focused beams of phased
|
|
light which cause 20 points of damage each out to 100 yards. A to hit
|
|
roll at +4 is required (does not gain Str or Dex). Each "phaser" must
|
|
cool down for 1 round after being fired once.
|
|
3.Where the blade joins the handle there is a large square box. This is
|
|
actually a rotating shield generator,which has a 180 degree primary
|
|
arc and a 180 opposite degree secondary arc. Attacks to the primary
|
|
arc give the user (or the sword if alone) a +6 AC bonus and the shield
|
|
can absorb 300 points of damage before going down. Attacks to the
|
|
secondary arc is at +3 AC bonus and 150 hit points. If the shield is
|
|
brought down the Juggernaut can repair its primary arc in 2 days and
|
|
its secondary arc in 1 day. If commands are known the shield can be
|
|
raised or lowered at will and the user can control the arcs.
|
|
4.If swung and thrown in the air or shot out of a Sword Bow (see above)
|
|
the air that passes through the Juggernaut turns on its exhaust pipes
|
|
allowing it to fly at 18" (cannot carry weight) and will attack with
|
|
2 of its 4 "phasers" at each nearest creature. It will attack the
|
|
original user unless a special command word is known. The Juggernaut
|
|
will turn on its shield when it starts to move. After 4 turns the
|
|
Juggernaut falls down inactive until picked up again. The only way
|
|
to effectively stop a crazy Juggernaut is to overcome its rotating
|
|
shield to the front and do 40 extra points of damage to destroy it or
|
|
to attack it from behind hitting its exhaust pipes for 20 points
|
|
making its engines fail. After 3 days the Juggernaut will repair
|
|
itself,even if it was completely destroyed. Other functions described
|
|
below will be used by the Juggernaut to the best of its ability when
|
|
fighting in crazy mode. Also in this mode it has THAC0 0,AC 0.
|
|
5.(Labs):The Juggernaut can analyze objects to determine their comp-
|
|
onents. This in effect identifies magic items,creatures and their
|
|
strengths,etc. The Juggernaut can keep an exact track of 4 items per
|
|
round but of course always knows generally what things are even if
|
|
there are more than four. (It can tell a mage from a fighter,etc.)
|
|
6.(Tractors):The Juggernaut has 2 tractor beam generators. This weapon,
|
|
if it hits,will allow the Juggernaut to control its movement by flying
|
|
it at a rate of 6" per round. It can move 1 ton each at this speed.
|
|
7.(Transporters):The Juggernaut can dimension door 2 creatures per round
|
|
up to any location within 180' of the Juggernaut. The Juggernaut may
|
|
also beam itself to move faster in this fashion. Transporting into
|
|
solid objects simply displaces the object around the transported.
|
|
8.(Probes):The Juggernaut has a Probe Launcher with 10 Probes (1 may be
|
|
created per day up to this maximum). One may be fired per round as
|
|
either a weapon or as 2 extra labs. In weapon form each probe does 16
|
|
points of damage if each. A probe can move at 24" and has AC 0,hp 20.
|
|
9.(Option Mounts):The Juggernaut has 4 Option Mounts and in 1 turn using
|
|
its computer can create a system of similar power of 5-8 if it needs
|
|
one. The choices of what could be there is infinate. The Juggernaut
|
|
may place extra "phasers" there at 2 mounts each or an extra shield
|
|
generator at 4 mounts.
|
|
10.(ESG):The Juggernaut has an expanding sphere generator. Once per turn
|
|
it can raise a 10' radius sphere of intense energy. Anyone touching
|
|
the sphere take 20 points of damage and the sphere goes down. Missile
|
|
weapons against the Juggernaut strike the sphere first doing 1 point
|
|
to the sphere.
|
|
11.(SFG):The Juggernaut has a stasis field generator. Once per turn the
|
|
Juggernaut may cast a temporal stasis spell against any creature in
|
|
a 50' range in front of it. This stays up as long as the Juggernaut
|
|
is within 50' of the individual.
|
|
12.(Computer):As mentioned before the Juggernaut has a computer. This
|
|
computer is considered an Int of 24 and the Juggernaut can learn
|
|
rather quickly. At the DM's option the Computer has Psionic Ability
|
|
of 200/200 and has all attack and defense modes but no sciences.
|
|
13.(HyperDrive):If the Juggernaut has all functions down except movement
|
|
it can move at about 6000" acceleration to in AD&D terms almost
|
|
infinate speed. The Juggernaut only does this if it wishes to escape
|
|
the planet.
|
|
Remember the Juggernaut will be inactive and seemingly harmless when it
|
|
is found. It will not perform functions unless it has to,as it fears
|
|
others learning what it can do. It is considered a medium artifact and
|
|
gets all the effects of that status.
|
|
|
|
_________
|
|
/ \
|
|
\__ _____/
|
|
JUGGERNAUT SWORD | | __
|
|
_________________________|/\|__/ |
|
|
/ _ _ _ _ _ _ _ _ _ _ _ _ /::\ --==
|
|
\_________________________\::/__--==
|
|
|\/| \__|
|
|
SEE YA LATER! _| |____
|
|
/ \
|
|
-DON MILLER \_________/
|
|
DACC SYSTEMS>> |