[net.games.frp] New AD&D Magic Items

israel@qantel.UUCP ( Renegade) (06/19/84)

    In response to the request for new magic items, I offer
the following five descriptions of objects I have introduced
in my own campaigns. I have tried to be thorough and explicit
in the use of these items (perhaps overly so), but you are,
of course, at liberty to adapt them to your own world as you
see fit. I have also included brief descriptions for some of
these as to how they came to be created. All of them, except
for the wand of embarrassment, are usable by anyone.
   I think you'll find the characters will have an interesting
time identifying some of these items, assuming they even think of checking
some of them for magic detection ("What do you mean, the SOAP
is magical?"). It should be a particularly entertaining occasion
watching a non-chaotic mage cast an identify on the wand mentioned above
(might be fun to roll for an encounter then). Over-zealous
fighters who find a ring of revenge could end up killing the
party with it if they're not careful. But then again, that's
what adventuring is all about...





Guardian Bell

     This object appears as a minature alarm bell mounted on
small  stand  about three feet high. If detect magic is cast
on it, a magical aura will be present on the bell.

     The bell is used as an intruder alert to its  user.  It
requires  knowledge  of  three command words to operate - an
activation word, password, and deactivation word.

     While holding the stand with one hand, the user  speaks
the  activation  command  word  -  the bell then generates a
detection field radiating out in a 4  inch  diameter  sphere
(including underground). This detection field extends to the
ethereal and astral planes, as well as the  prime  material.
Any  creature larger than a normal insect  (including   un-
dead or invisible) which enters the detection field  without
first uttering the password  will start  the  bell  ringing.
The bell will continue to ring  as  long  as  the  offending
creature remains in the field.

     The sound of the ringing will be audible  from  as  far
away  as 20 inches, except for the user which activated it -
the user will be able to hear the bell ringing from anywhere
on  the  prime material, astral, or ethereal planes (ie, the
prime material plane that the bell is  on,  not  a  parallel
plane).

     The detection field is turned off by holding the  stand
and speaking the deactivation word. Anyone knowing the deac-
tivation command may turn off the the bell, not just the one
who activated it.

     Five percent of these bells are intelligent  (int:  12;
aligned  LN),  and hence may be instructed to ring only upon
certain circumstances when intruders appear, such as if  any
evil  characters  approach, or any dwarves approach during a
full moon, etc. (as per a magic mouth spell). Such  instruc-
tions  are issued immediately after activation. New instruc-
tions can be issued only after first deactivating the bell.

     Guardian bells are considered precious by merchants, as
well  as  by  party members camping out. They typically sell
for 5000gp, and are worth 2000 exp. points.

     Note - such devices are a bane to thieves - NPC thieves
which  are  made aware of the presence of such a device will
frequently go out of their way to destroy it.




               Ring of Illusionary Alignment



     This ring was developed by a  neutral  illusionist  who
wanted  to  adventure freely with any alignment, without the
potential conflicts developing.  It was later stolen  by  an
unknown assasin.

     The ring has the power to alter one's aura, and make it
seem  as  if the wearer was of a different alignment then he
actually is.  Thus a lawful evil might wear  the  ring,  and
project  a  lawful  good aura, and would so appear to anyone
casting  a  know  alignment  or  detect  good/evil.    (This
includes weapons or items which have such powers).  Further,
the ring also permits the wearer to comprehend and  converse
in  the  tongue of the illusionary alignment he is currently
projecting, in addition to his usual alignment tongue.  Only
one  illusionary alignment can be projected at any one time,
and the illusion can be switched from one to another in  one
segment.   If,  however, the wearer is unconcious or asleep,
his true alignment is then detectable in the usual manner.

     Note that wearers of the ring are still subject to  the
limitations  of  their  true  alignment as regards behavior.
However an intelligent sword (or other weapon) will not  see
through  the  illusion,  permitting  the  wearer to use such
items althought he would not normally be able  to.   Woe  to
thee,  though, that lapses long enough for the wearer's true
alignment to be detected by the sword, for in  its  vengence
it  will then do double normal damage to the wearer if he is
normally not permitted to use it.  Once  such  a  sword  has
detected  true alignment, it will not be fooled by that same
person again.

     The ring is worth 2000 ep and 4000 gp.



Ring of Revenge

    Legends describe  an aging  magic-user  who,  through  a
series  of  unfortunate  encounters,  kept  finding  himself
involved in hand-to-hand melee,  before having  a chance  to
throw a spell. Consequently, he devised a way of turning his
opponents attacks against themselves by creating a ring that
could be activated whenever he took damage.

     What it does is return any damage  inflicted  upon  the
wearer.  If,  for example, the user suffers 15 hp of damage,
then the next time the user hits an opponent,  he  does  his
usual  damage,  plus  any  bonuses he's got coming, PLUS the
additional 15 hp which the ring returns. Damage is not retu-
urned  in the same round it was inflicted, but in subsequent
rounds. After damage is returned,  the  ring  is  completely
discharged until the user suffers damage again.

     The ring can accumulate multiple attacks, i.e., if  the
user  is  hit  by  3 different opponents, or by 1 opponent 3
times, and suffers 5, 10, and 7 hp from the 3  attacks,  the
ring  will  return all 22 points. The attacks can also occur
in different rounds.  The ring can accumulate up to  50  hp,
all damage in excess of that amount simply dissipating.

     All accumulated damage is returned in  one  blow,  that
is,  the  user  cannot  save  part  of  it  to use later on.
Furthurmore, damage is returned only thru the use  of  hand-
held  weapons  (i.e.,  is  ineffective when used with missle
weapons or spells, although it will work with magical  hand-
held  weapons). Also, it will always be returned on the next
hit in rounds subsequent to receiving the damage.

     Two such rings won't work in parallel, but can be  used
in  series.   Hence,  if  20 hp are suffered, then 20 hp are
stored in one ring, but none in the other.   If  75  hp  are
suffered (and by some miracle you're still standing) then 50
hp are stored in one ring, and 25 in the other. The ring  on
the weapon hand will 'fill up' first.

     The most awesome feature about the ring is its behavior
when  the  wearer  is  killed.  Should the wearer ever reach
negative hp, the ring will explode, doing d100 in damage  to
all  beings  within  a 10' radius of the wearer, with a save
vs. spells resulting in half damage. (There is no  save  for
damage  normally  returned  by  the ring.) The corpse of the
wearer will suffer no additional damage in the explosion, so
if he's just past zero (-1, say), a cure spell may be suffi-
cient to revive him (DM's option).  The ring is  irrevocably
destroyed in the explosion.

     The ring is usable by all classes, and damage  returned
may  be  received  by  the  user in any form, i.e., weapons,
spells, wands, etc.  Damage suffered by one  person  can  be
returned  by  someone else by changing users before the ring
is discharged.  The ring is worth 5000 e.p., and  sells  for
40,000 g.p..



Stingray's Magic Soap

     This strange artifact was created by an  elvish  magic-
user  that  liked to go skinny-dipping in a pond next to his
forest.  He used it to ward off thieves that  would  attempt
to  make  off with his clothes while he bathed. The story of
the soap spread from one thief to another, until it was told
to  a  particular thief named Stingray. Greatly intrigued by
it, Stingray sought to steal it for himself, but soon  after
he discovered that the magic-user had died, and the soap was
never seen again. Stingray has searched for it ever since.

     The soap itself appears as a glowing bar  of  household
soap.   It  can  in  fact be used as soap, except it doesn't
wear away like ordinary soap.  Its real power,  however,  is
its  use  in  combat.  The wielder moistens the soap (only a
few drops are necessary - spitting  on  it  is  sufficient),
rubs it  to  work  up  a  good lather (takes about 1 round),
says  "Oops!",  and  while  concentrating  on  his opponent,
throws the soap. The soap will then continue  sliding  along
the  ground  under its own magic power toward said oppenent,
at a continually accelerated pace, until it reaches its tar-
get.   It will then unerringly slide into position such that
the victim will slip on it and fall to the  ground  for  one
whole  melee round, during which the victim gets no attacks,
plus takes 1D2 for small, 1D4 for medium, and 1D8 for  large
creatures  as  damage  resulting  from  the  fall. After the
creature falls, the soap then slides back  to  the  wielder,
moving  so  as to avoid causing the wielder to slip on it as
well, until such time as the wielder again picks it  up.  It
takes  one full round to prepare the soap for use, so it can
be used to trip the opponent at a rate  of  once  every  two
rounds.

     The soap can only  trip  one  victim  per  attack  run,
namely  the  one  the  wielder was concentrating on when the
soap was thrown, but the next attack can be a different vic-
tim.   It  is not necessary for the wielder to continue con-
centration after firing it. If the the  wielder  is  killed,
the  soap  will continue on to trip the target, but will not
attempt to return.

     Also, the soap is only effective against 2-LEGGED  NON-
FLYING   CREATURES.   Multi-legged,  snake-like,  or  flying
creatures cannot be tripped in this manner, and in fact  the
soap  will  return immediately to the user without attacking
such a creature. It also cannot "see" illusionary creatures,
and  hence  will  not  attack  illusions, nor non-two-legged
creatures attempting to appear as two-legged. Thus the  soap
is also useful in revealing such deceptions.

     Should the soap be broken or crushed (as  might  result
from  attempting to trip a giant), it will stop where it was
and cease glowing. It can still be repaired in this state by
dropping  the broken pieces in sweetwater and casting a mend
spell over it (note that the mend spell itself does  not  do
the  actual  mending,  but  instead  acts to trigger a spell
residing within the broken pieces of the soap. This  is  the
same  spell responsible for preventing the soap from wearing
out). When attacking, the soap has a 5% chance of being bro-
ken  by  small  creatures,  20% by medium, and 50% by large.
Remember, however, it will only be broken in the process  of
tripping  its  target,  since  it will slide as to avoid any
attacks upon itself, hence the victim will still  fall.  The
soap can only be irrevocably destroyed by fire.

     It is not known exactly how many bars of soap  actually
exist,  as  the elvish magic-user's spellbook disappeared as
well as the soap, so it is likely  that  someone  out  there
might  have  the  spell  for producing them, and sells them.
They are, for the most part, not generally heard of,  except
among  certain  thieves,  and it is not known who might have
one.  If for sale, it would go for  a  base  price  of  5000
g.p., and is worth 1000 e.p. as treasure.



Wand of Embarrassment

     Developed by a chaotic magic-user with a  fondness  for
practical  jokes,  the wand of embarrassment's only power is
its ability to  completely  strip  anyone  naked.  The  user
points the wand, says power word "HA-HA", and the wand emits
a thin beam directly towards its target. One segment  later,
all  the  victim's  clothes  fall off.  This includes armor,
robes, cloaks, rings, gauntlets, girdles, amulets, broaches,
jewelry,  helms, necklaces, etc. None of these items will be
harmed in any way, and the victim may put everything back on
again immediately (assuming he's not otherwise engaged, such
as in melee, etc.), although the wand can  be  used  on  him
again.

     Victims are entitled  to  a  saving  throw  vs.  wands.
Those  that make it will have only one item fall off, deter-
mined by random roll or selection, as the DM prefers.

     The wand is only usable by chaotic magic-users.  Anyone
else  who  touches one will also lose their clothes, with no
saving throw (this will not use  a  charge).  Paladins  that
touch  one  will  also  be  required to receive an atonement
within one week for being such a twit, and generally  making
lawful goods everywhere look bad.

     The wand is rechargable, and is worth 1000 ep and  3000
gp.



   If you have any questions about these items, or might
like to see some more, just let me know.

					Paul Israel
					Renegade of Berkeley

					ucbvax!dual!qantel!israel

"What do you mean she's an Auntie Paladin? You don't have an aunt..."