Master List of all Magical Items
Arrow of Entrapment
from Dragon Magazine #214

This plain-seeming arrow has a magical +1 bonus to attack and damage rolls. In addition, any target up to the size of a hill giant hit by the arrow of entrapment is wrapped in a thick mass of sticky webbing that prevents or, for larger creatures, restricts movement. If a target is hit by the arrow, the webbing is unavoidable. Medium-sized or smaller creatures are rendered immobile by the mass of webs for one turn, while larger creatures have their movement rates reduced to one-third of normal. Every point of Strength over 15 possessed by the trapped individual lessens the entrapment by one round. Flames of any kind will burn away the webbing in one round, but the entrapped creature will suffer 2d6 points of fire damage in the process.

If the arrow of entrapment does not contact a creature in its flight, it creates a mass of web at the point of impact, equal to a wizard's web spell cast at 6th level ability.

The arrow breaks upon impact and cannot be reused.

XP value: 250


Bow +1, enchanter
from Dragon Magazine #214

This finely crafted bow confers a +1 bonus to attack and damage upon arrows fired from it. Unlike other magical bows, the enchanter imbues the arrow itself with the +1 bonus the moment it leaves for its target. Thus, a normal arrow fired from the enchanter could hit a monster invulnerable to normal weapons (e.g.: a mummy). Once the arrow has ended its flight, it loses its enchantment.

XP value: 900


Bow +2, ironheart
from Dragon Magazine #214

This bow is particularly prized by elven rangers. It grants a +2 bonus to attack and damage rolls upon arrows fired from it. In addition, the ironheart can, at the wielder's mental command, quickly change into a +2 melee weapon. Generally, a long bow becomes a long sword and a short bow becomes a short sword. There are a few ironhearts that become magical broad swords or scimitars, but such instances are rare. There is no limit to the number of times the ironheart may change shape. If it is broken in either form, the item's magic is lost.

XP value: 2 000


Bracelet of Mental Contact
from Dragon Magazine #214

This plain gold bracelet allows its wearer and any other people designated by the wearer, up to 10 individuals, to communicate via telepathy. The telepathic link can be maintained over a distance of 100 yards between individuals, allowing communication of thoughts and emotions but not mental images. By passing telepathic messages down a line of linked individuals, a person at one end can communicate a message to a person beyond 100 yards away, so long as the individuals forming the link are within 100 yards of the next person.

Receiving a telepathic communication in no way disrupts a person's actions such as spell-casting, but sending a message requires a full round of unbroken concentration. If the sender's concentration is broken, the telepathic message does not reach others in the link.

The bracelet has a maximum of 50 charges. Each individual in the link uses up one charge when the bracelet is activated. The telepathic link remains for up to one hour. Other individuals may join the link after it has been set up, provided there are no more than 10 members in the link, total. When one of the linked individuals dies or falls unconscious, all other members of the link are aware of the break in contact, and can identify which person broke the contact. Contact cannot be broken voluntarily, except by spells or devices that shield thoughts. The bracelet can be recharged with the wizard spell sending.

XP value: 2 500


Harp of Courage
from Dragon Magazine #214

When this beautifully crafted harp is played and a command word spoken, a wave of courage passes through all creatures friendly to the person playing the harp, in a 100' radius sphere from it. The wave of courage increases the fighting ability of those affected, granting them a +1 bonus to attack and damage rolls. It also heightens the listernes' defensive awareness, resulting in a +1 bonus to armor class and saving throws. The effect remains as long as the harp is played.

Any enemies in the 100' radius are affected by a wave of despair that inhibits their fighting potential and causes a -1 penalty to attack and damage rolls, armor class, and saving throws. Creatures of ten or more hit dice are unaffected by the despair.

The magic of the harp of courage may be invoked once per day, for a maximum duration of two turns per use. Note that for the magic to affect a creature, it must be able to hear the harp's music.

XP value: 3 000


Lock of Security
from Dragon Magazine #214

This plain-seeming lock is often used to ensure the safety of precious elven artifacts or tomes from thieves and accidents. When the lock is clasped on a chest no larger than 30 cubic feet and the key is removed, an invisible barrier of magical force surrounds the chest, as well as all of the lock except the keyhole. The barrier protects the chest from fire, impact, and all other sorts of damage. The only way to open the chest is by removing the lock. Attempting to pick or otherwise tamper with the lock sends a shock of magical energy to the person responsible, causing 3d8 points of electrical damage. The only way to unlock the lock of security is with its key, a limited wish or a wish spell.

Consequently, owners of a lock of security guard the matching key very carefully.

XP value: 4 000


Manual of Nature's Harmony
from Dragon Magazine #214

This very rare tome is highly prized by rangers. Scribed in natural inks and bound in raw leather, it contains instructions for a series of mental and physical extercises that together serve to heighten a ranger's abilities and his link with nature. Any ranger who reads the tome and spends one month alone in the wilderness practicing the exercises goes up to the midpoint of the next higher level. The manual disappears after being read, but knowledge of the proper exercises remains for one-half year. This information cannot be recorded or related in any way.

Although the magic of the manual benefits any ranger, it is almost unheard of for these books to be found outside elven circles. With their natural affinity toward nature, elves treasure this book even if they are not rangers. In fact, any elf may read the manual without ill effect. Wizards, priests, or thieves of any other race lose 10 000 to 60 000 (1d6 x 10 000) experience points after scanning the tome. Other classes who read the manual lose 1 000 to 6 000 (1d6 x 1 000) experience points.

XP value: 8 000


Pendant of Augmentation
from Dragon Magazine #214

This very powerful item is usable only by an elven wizard or priest. Typically, the pendant is a silver disc inscribed with an oak tree or other nature symbol. By concentrating on the magical energies of the pendant, an elven priest or wizard draws strength from his surroundings to augment his own magical powers to their fullest potential. The first spell cast by the priest or wizard after activation of the pendant always has maximum possible duration, damage, and effect. For example, a cure critical wounds spell would automatically restore 27 hit points, and a fireball cast by a 5th level wizard would inflict 30 points of damage (saving throws still aplly). Furthermore, the spell is always successfully cast. The wizard or priest's concentration is absolute for this casting, and an attack on his person does not prevent it from taking effect (unless the spell-caster dies or is knocked unconscious before completing the casting). The pendant may be used twice per day.

XP value: 4 000


Pendants of Azurel
from Dragon Magazine #214

Developed by the great elven mage Azurel, these pendants have saved many an elf from a hopeless situation. These small circular discs, usually found singly, do not display any magical effects until they are attuned to a specific pair of people. This involves dabbing a pair of the discs with each person's blood under a full moon.

Once attuned, the pendants are worn by the pair. If one of the wearers falls unconscious, dies, loses control of mental or physical faculties, or utters the other wearer's name while holding the pendant, a distress call is sent to the wearer of the other pendant. The receiving person gains a clear understanding of the other's situation, as well as an exact view of the distressed person's location. This allows the person receiving the distress call to move unerringly in the other person's direction, regardless of the distance separating the two, and also follows for teleportation magic to work with no chance of error. The pendants do not function if not on the same plane of existence.

XP value: 1 000


Potion of Resistance
from Dragon Magazine #214

Imbibing this potion spreads warm healing magic throughout an individual's body, curing it of any magical and non-magical diseases that affect either the body or the mind, excluding lycanthropy. Furthermore, the imbiber is immune to such diseases, and cannot contract them for a full day. The entire potion must be quaffed in order for its magic to take effect.

XP value: 1 500


Ring of Cooshee Summoning
from Dragon Magazine #214

Activating this ring, which only functions outdoors in natural surroundings, sends out a beacon to any of the large elven houds known as cooshee within a five-mile radius. Summoned cooshee arrive in one turn. The chance of successfully summoning a cooshee depends on the terrain:
Heavy growth90%
Light growth70%
Open fields40%
Rocky terrain20%
If the summons was successful, one to six cooshee will respond. They remain with the summoner, who can control them with telepathic commands, for one hour before returning to where they originated. The ring's power may be invoked once each day.

Cooshee: Int: Semi (2-4); AL N(G); AC 5; MV 18, sprint 24; HD 3+3; THAC0 17; #AT 3; Dmg 1-4/1-4/2-8; SA overbearing; SD camouflage; MR nil; SZ M (4'); ML Steady (12); XP 270.

XP value: 1 200


Sword +2, orcslayer
from Dragon Magazine #214

This melee weapon always offers a +2 bonus to attack and damage rolls. Against orcs and orc-kin (orogs, half-orcs, etc.), the full powers of the orcslayer becomes apparent. Wielded against any of these creatures, its magical bonus increases to +3. Furthermore, and much more devastating, the sword confers two extra attacks with the weapon at the end of each melee round, which may or may not be used against the same opponent.

The orcslayer automatically glows soft blue when it approaches within twenty yards of an orc or orc-kin, thus alerting the wielder to its presence and eliminating the chance of the wielder's being surprised by the orcs. The glow is not bright, and is easily concealed by a normal sheath.

XP value: 2 000



XP value: