Miscellaneous Treasures
- Amulet of Protection Against Scrying
- Bag of Devouring
- Bag of Holding
- Boots of Levitation
- Boots of Speed
- Boots of Travelling and Leaping
- Broom of Flying
- Crystal Ball
- Displacer Cloak
- Drums of Panic
- Efreeti Bottle
- Elemental Summoning Device
- Elven Cloak and Boots
- Flying Carpet
- Gauntlets of Ogre Power
- Girdle of Giant Strength
- Helm of Alignment Changing
- Helm of Reading Languages and Magic
- Helm of Telepathy
- Helm of Teleportation
- Horn of Blasting
- Medallion of ESP 30’
- Medallion of ESP 90’
- Mirror of Life Trapping
- Rope of Climbing
- Scarab of Protection
Amulet of Protection Against Scrying
An amulet that provides protection against remote viewing and mind-reading.
- Crystal balls: The person wearing this amulet cannot be viewed in a crystal ball.
- ESP: The wearer is immune to all forms of ESP.
Bag of Devouring
A normal-looking, small sack that devours objects placed inside it.
- Objects: Anything placed inside the bag vanishes from existence after 1d6+6 turns.
- Living creatures: May be affected, but only if the entire creature fits inside the bag.
Bag of Holding
A normal-looking, small sack that can magically contain large objects and weights.
- Size: Objects of up to 10’×5’×3’ can fit inside the bag.
- Weight: Up to 10,000 coins of weight can be placed in the bag.
- When full: The bag weighs 600 coins.
Boots of Levitation
The wearer can move up and down through the air at will.
- Vertical: The caster mentally directs vertical movement at up to 20’ per round.
- Horizontal: The caster can push against solid objects to move laterally.
- Weight: A normal amount of weight can be carried while levitating.
- Usage: The enchantment may be used without limit of frequency or duration.
Boots of Speed
The wearer can move at up to 240’ (80’)—the speed of a riding horse.
- Duration: This can be maintained for up to 12 hours.
- Rest: Afterwards, the wearer must rest for 1 day.
Boots of Travelling and Leaping
The wearer can travel without tiring and leap great distances.
- Tirelessness: The normal need for rest when traveling may be ignored (see Wilderness Adventuring).
- Jumping: The wearer can leap up to 10’ high and 30’ horizontally.
Broom of Flying
A broom that can be commanded to fly, carrying the owner aloft.
- Speed: The broom flies at 240’ (80’).
- Passengers: An additional passenger may be carried. When carrying two people, the broom’s speed is 180’ (60’).
Crystal Ball
Allows an arcane spell caster to view any place or object that is brought to mind:
- Duration: The vision lasts for one turn.
- Clarity The clarity of the vision is dependent on the scryer’s familiarity with the subject.
- Usage frequency: A crystal ball may be used at most 3 times a day.
- Casting spells: It is not possible to cast spells through a crystal ball into the viewed scene.
Crystal Ball With Clairaudience
The scryer can hear, as well as see the desired scene.
Crystal Ball With ESP
Allows the scryer to spy on the thoughts of creatures viewed in the crystal ball:
- Reading thoughts: The thoughts of a single creature viewed through the crystal ball may be read.
- Meaning: The scryer understands the meaning of all thoughts even if he or she does not share the creature’s language.
- Obstructions: The ability to perceive thoughts is obstructed by a thin layer of lead or by rock of 2’ thick or greater.
Displacer Cloak
A cloak that bends light makes one who wears it appear 5’ away from their true location.
- Save bonus: The wearer gains a +2 bonus to saving throws against petrification, rods, spells, staves, and wands.
- Melee attacks: Against the wearer are penalized by -2.
Drums of Panic
Large war drums which induce panic in those who hear their sound.
- Range: Creatures up to 240’ away are affected when the drums are played. Those within 10’ of the drums are not affected.
- Affected creatures: Are afflicted by the drums’ enchantment of fear; they must save versus spells or make a morale check with a -2 penalty (if the optional morale rules are being used—see Morale.
- Effects: Creatures that fail the saving throw or morale check flee from the sound of the drums at full running speed for 30 rounds.
Efreeti Bottle
A 3’ tall, weighty jug with a sealed stopper. Breaking the seal and removing the stopper releases a trapped efreeti (see Efreeti), who will serve the character.
- Frequency of service: The efreeti will serve the one who freed it (and only that character) once per day.
- Duration: After 101 days, its service ends. The creature then returns to its home—the legendary City of Brass.
- If the efreeti is killed: Its service ends.
Elemental Summoning Device
Ritual items enchanted with the power to summon beings from the elemental planes. Each elemental plane has a different type of device:
- Air: A censer.
- Earth: A 6” diameter stone.
- Fire: A brazier.
- Water: A 3’ diameter bowl.
Usage: The items may be used as follows:
- Frequency: The summoning power may only be used once per day.
- Before use: The device must be prepared. This takes one turn.
- Activation: Once prepared, activating the device takes one round.
- Summoned elemental: A 12 HD elemental (see Elemental) is conjured to do the summoner’s bidding.
- Command over the elemental: Works as described in the magic-user spell conjure elemental (see Conjure Elemental).
Elven Cloak and Boots
A set of enchanted boots and a matching cloak of elven origin.
- Stealth: The wearer of the boots can move silently.
- Near invisibility: The wearer of the cloak is rendered almost invisible: there is only a 1-in-6 chance of them being spotted.
- Attacking: The cloak’s power of invisibility is nullified for one turn, if the wearer attacks.
Flying Carpet
An enchanted carpet that can fly through the air, carrying up to three passengers (and their gear). The movement rate depends on the number of passengers:
- 1 passenger: 300’ (100’).
- 2 passengers: 240’ (80’).
- 3 passengers: 180’ (60’).
Gauntlets of Ogre Power
A character who wears these gauntlets has a Strength score of 18. This grants all the usual bonuses, including:
- Melee attacks: +3 bonus to attack and damage rolls, in melee.
- Unarmed attacks: Deal 1d2+3 damage.
- Encumbrance: If using the optional rules for detailed encumbrance (see Time, Weight, Movement).
- Extra weight: The character’s ability to carry weight is increased by 1,000 coins. (i.e., the character can carry 1,400 coins without becoming encumbered.)
Girdle of Giant Strength
A character who wears this girdle gains the strength of a hill giant.
- Combat ability: The wearer’s ability in combat is augmented: the character attacks as an 8 Hit Dice monster; If the character already has better attack probabilities, the girdle does not alter these.
- Damage: The wearer inflicts 2d8 damage in combat, or twice normal damage, if using the optional variable weapon damage rules (see Combat).
Helm of Alignment Changing
A beautifully crafted but cursed helmet.
- Putting on the helmet: Instantly causes the wearer’s alignment to change. The new alignment is determined at random.
- Removing: The curse is such that the wearer cannot remove the helmet, once in place, and will resist attempts to remove it.
- Dispelling: The curse can be removed by magic (e.g., remove curse), or (at the referee’s option) by performing a special quest.
Helm of Reading Languages and Magic
A fragile helmet that grants the wearer the ability to read writing of all kinds.
- Normal text: Text in any language can be understood.
- Magical text: Even magical writing is comprehensible; this does not grant the ability to cast spells, however.
- Fragility: Each time the wearer is hit, there is a 1-in-10 chance of the helm being destroyed. If the wearer is killed, the helm is destroyed.
Helm of Telepathy
A beautifully crafted helmet that grants the magical ability of telepathy: reading and sending thoughts.
- Range: The range of the power is 90’.
- Concentration: To read a creature’s thoughts, the wearer must remain still and concentrate on that creature.
- Comprehension: The creature’s thoughts are made comprehensible to the wearer of the helm.
- Bidirectional communication: The wearer may initiate bidirectional, telepathic communication though the creature.
Helm of Teleportation
A magical helm that gives an arcane spell caster the ability to cast the teleport spell.
- Subject: The wearer may teleport themselves, another creature, or an object.
- Resisting: If used on another creature or object, a save versus spells can resist being teleported.
- When first found: The helm’s power is usable only once.
- Recharging: To be used again, a teleport spell must be cast upon the helm.
- Once recharged: The wearer may use the helm an unlimited number of times (at most once per round). If the helm is used on an unwilling subject, it once again loses its power and must be recharged, as above, to be used again.
Horn of Blasting
A horn that can be blown to release a blast of destructive noise.
- Creatures: Within a 100’ long cone (20’ wide at the end) suffer 2d6 damage.
- Deafness: Affected creatures are also deafened for one turn (save versus spells to avoid).
- Buildings: At the referee’s discretion, the horn may also be able to damage objects and buildings (e.g., a single blast might be enough to destroy a simple cottage; a 10’ section of castle wall might require three blasts).
- Frequency: The horn may be used once per turn.
Medallion of ESP 30’
A medallion on a chain, enchanted with the power of reading thoughts.
- Focus: By concentrating for 1 round, the wearer may target a creature within 30’.
- Resisting: At the referee’s option, the target may save versus spells to resist.
- Concentration: While reading thoughts, the wearer may move but cannot cast spells or attack.
- Misfires: The medallion is not entirely reliable. Per usage, there is a 1-in-6 chance of it misfiring, instead sending the wearer’s thoughts to all within 30’.
Medallion of ESP 90’
A medallion on a chain, enchanted with the power of reading thoughts. This works in the same way as the magic-user spell ESP.
Mirror of Life Trapping
A mirror with the ability to magically trap living creatures behind its pane.
- Gazing into the mirror: Any creature of human size or smaller who gazes into the mirror is sucked inside (save versus spells to resist) with all its belongings.
- Capacity: Up to 20 creatures can be trapped in the mirror. When this number is reached, it becomes safe to look in the mirror.
- Inside the mirror: A creature will live indefinitely, without the need for air or sustenance, and unaffected by aging.
- Communication: Trapped creatures may converse with those outside, but are utterly powerless.
- Breaking the mirror: Releases those trapped.
Rope of Climbing
A coil of thin, strong rope, 50’ in length.
- Commanding: The owner may command it to climb in any direction.
- Attaching: The rope can also be commanded to attach to a surface.
- Load: Up to 10,000 coins of weight can be suspended from the rope
Scarab of Protection
Protects the bearer from baleful magic.
- Curses: Of all kinds are nullified.
- Finger of death: is nullified. See Raise Dead (Finger of Death).
- Charges: The scarab’s enchantment works 2d6 times before it is spent.