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BASIC FANTASY MAGIC ITEMS NOTES01:

These bracers supply the wearer with a magical shield that covers their body.
The bracers come in a number of varieties that provide AC 13 through AC 19.
The bracers will not work if the user is wearing armour, though they do combine with rings of
protection.

Rings of Protection: +1 to +3.


This ring offers continual magical protection in the form of a bonus to the Armour Class of the wearer
(varying from +1 to +3 as shown on the table). This bonus is also applied to the wearer's saving throw die rolls.

ARMOUR:
Quilted: COST: 15, WEIGHT: 20, AC: 13. Covers torso, upper arms, thighs.
Bone: COST: 30, WEIGHT: 20, AC: 14. Covers torso. Bracers and leg greaves can be added.
Studded: COST: 40, WEIGHT: 20, AC: 14. Covers torso, upper arms, thighs.
Banded: COST: 200, WEIGHT: 35, AC: 16. Covers torso, thighs, shoulders. Lorica Segmentata, which was worn
by the Romans, is the most famous example.

ITEMS:
Antitoxin: 50Gp.
Smokestick: 20Gp. 0.5lbs
Sunrod: 2Gp, 1lb
Thunderstone: 30Gp, 1lb

Antitoxin: After a character drinks antitoxin, he gets a +5 bonus on saving throws vs. poison for 1 hour.
If taken after being poisoned, the character can immediately make another save vs. poison, with
the bonus.

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited.
The smoke fills a 10-foot cube, blocking all vision.
A moderate or stronger wind dissipates the smoke in 1 round.
The stick is consumed after 1 round, and the smoke dissipates naturally.

Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck.
It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius.
It glows for 6 hours, after which the gold tip is burned out and worthless.

Thunderstone: A character can throw this stone as a ranged attack with a range increment of 20 feet. When it
strikes a hard surface (or is struck hard), it creates a deafening bang.
Each creature within a 10-foot-radius must make a save vs. spells or be deafened for 1 hour.
A deafened creature cannot hear anything, and takes a -2 penalty on surprise rolls and has a 20% chance to
miscast and lose any spell that it tries to cast.

On command, this ring gives its possessor the ability to see into and through solid matter.
Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is
no illumination.
X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt.
Thicker substances or a thin sheet of lead or gold blocks the vision.
The ring may be used three times per day, and each use lasts at most one turn (or until the wearer ceases to
concentrate upon it).

Belt of Giant Strength: This item grants the wearer the Strength of a giant.
For so long as it is worn, the wearer gains a Strength bonus of +5 (instead of his or her own Strength bonus),
and can throw large stones just as a stone giant does. Another version could be +3, which does not replace the
wearer’s Strength bonus, but stacks with it.

Rope of Climbing: This 50' long rope is no thicker than a wand, but it is strong enough to support 3,000
pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10' per
round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same
manner. The rope must have something to tie itself to in order to support weight other than its own.
One end of the rope must be held by the user when its magic is invoked.

Scarab of Protection:
This device appears to be a silver medallion in the shape of a beetle.
The scarab absorbs energy-draining attacks, death effects, and curses.
Upon absorbing 2d6 such attacks, the scarab crumbles to dust and is destroyed.

Gloves of Dexterity:
Either gives +3 (which does not replace the wearer’s Dexterity bonus, but stacks with it), or perhaps +5
Dexterity bonus (which replaces the wearer’s Dexterity bonus).
Could also be a ring or amulet instead of gloves.

Amulet of Constitution:
Either gives +3 (which does not replace the wearer’s Constitution bonus, but stacks with it), or perhaps +5
Constitution bonus (which replaces the wearer’s Constitution bonus).
Could also be a ring instead of an amulet.

Dark-vision (amulet, goggles or ring): has a range of 60ft.

Only 2 rings can be worn (no more than 1 ring per hand).

Bag of Holding: This appears to be a common cloth sack about 2 feet by 4 feet in size.
The bag of holding opens into an extradimensional space, and is able to hold more than should be possible: up
to 500 pounds of weight, and up to 70 cubic feet of volume.
A bag of holding weighs one-tenth as much as the total of the objects held within.
Any object to be stored in a bag of holding must fit through the opening, which has a circumference of 4 feet.
If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined.
All contents are lost forever.
If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before
it can be used again.
If living creatures are placed within the bag, they can survive for up to one turn, after which time they
suffocate.
Retrieving a specific item from a bag of holding takes a full round, during which no movement may be made.

SPELL TURNING: This ring reflects spells cast directly at the wearer, but not area effect spells, back at the
caster; so a hold person spell would be reflected, but not a fireball.
It will reflect up to 2d6 spells before its power is exhausted.

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