Miscellaneous Magic (III.E.1.-5. and Special)

As the name implies, this category is a catch-all for many sorts of magical items. Some are powerful, others weak; some are highly desirable, others are deadly to the finder. The number of such items is great in order to make it improbable that there will be duplicates in a campaign - or at least not more than 2 or 3.

Use care in revealing information regarding any item found by players. Describe an item only in the most general of terms, viz. wood, metal, cloth, leather, etc. Allow player questions to simulate visual and tactile examination.

A cloak appears as a cloth object - only examination will reveal its form and probable nature. Likewise, do not simply blurt out the properties and powers of an item. It must be held, or worn, or whatever; and experiment and experience are the best determinators of magical qualities if some other means is not available (a bard, sage, commune spell, etc.).

Items are listed alphabetically. Artifacts and relics are listed (1%) on table E.1., directing the reader to E. Special for enumeration. These items are detailed after all other miscellaneous magic. If you do not desire such an item to occur, substitute a bag of beans, or the next item on the table.

Unless noted by class letter in parenthesis after a listing, items are usable by any class not otherwise prohibited.

Class letters are (C) clerics, (F) fighters, etc. and each listing includes appropriate sub-classes.

Special Note: Magical Books

All magical books, librams, manuals, tomes, etc. appear to be “normal” works of arcane lore. Each is completely indistinguishable from the other by visual examination of the outer parts or by detection for magic aura. Bard characters will have normal chances of finding out the nature of such writings, as will an identify spell from a magic-user. Otherwise, only a wish will be useful in typing a magical writing, i.e. alter reality, commune, contact higher planes, limited wish, true seeing, true sight, and other spells or powers are useless.

A wish will reveal general contents of a book, telling what characteristics or class is most affected (not necessarily benefited) by the work. It requires a second wish to determine exact contents.

After being perused by a character, most of these magical works will vanish forever, but those which are non-beneficial to the reader will typically be attached to the character, and he or she will be unable to be rid of it. If the work benefits another alignment or character, the possessor is geased to conceal and guard the writing. As Dungeon Master you should use your judgment and imagination as to exactly how these items will be treated, using the rules herein as parameters.