From: Aquintis Erkin Flipping through the Tome of Magic (I forgot why I did that) made me think of some new magical items that were simply asking to be created. Before you shout munchkin on some of these, be sure to read the descriptions carefully for any interesting side effects. *Evil DM Grin* Bracers of Wizardry (Wizard) ------------------- These silver and gold bands of armwear, unlike the ring of the same name, grants an extra boost to spells cast by the mage wearing them. When a mage casts a spell and a command word has been previously spoken _one_ of the following spells is applied to the spell cast, if possible: _Augmentation_I_ (3rd), _Far_Reaching_I_ (3rd), _Dilation_I_ (4th), or _Extension_I_ (4th). The setting of these spells is done by pronouncing the proper command word associated with one of the above spells. Each spell has its own command word. Unlike most magical items it does not take a full round to activate the bracers, only an initiative delay of 1d4. Each spell will work only once each day. As a bonus power every spell cast by the mage wearing these bracers is affected as if cast under the influence of the spell _Sense_Shifting_ (2nd) with the exception of those spells cast with one of the above four spells. Lenses of Wizard Sight ---------------------- Even without magic this unusual piece of eyewear would be quite valuable. The thin crystal insect-like lenses are set in a wire frame which rests over the ears and nose, much like contemporary glasses. While they are worn the lenses grant the wearer the benefits of the following spells: _Comprehend_Languages_ (1st), _Read_Magic_ (1st), _Detect_Invisibility_ (2nd), and _Wizard_Sight_ (3rd). Note that the _Comprehend_Languages_ spell only works for about 50% of the text read so only around half of the words are intelligible. Each round they are worn brings a cumulative 2% chance that the wearer will go permanently blind (save vs spell for only 2d4 rounds) from the intense magic so close to the eyes. Even a successful save results in temporary blindness for 2d4 rounds, cumulative with previous successful saves. _Remove_Curse_ has no effect on the blindness since it is actually only a side effect. Any spell which removes blindness will cure stricken individuals. If, after being blinded and subsequently cure in the same day, the blindness percent for that day is brought down to 2%. As a final note, the chance for going blind resets to 2% after the end of each day. Gloves of the Umber Hulk ------------------------ These gloves are made from some kind of thick hide covered by chitinous plates and small claws which adorn the fingertips. When they are placed upon the hands of a humanoid, they will first expand or shrink to fit any size from halfling to ogre. Secondly they transform the creature's hands into those of an umber hulk, much like the spell _Claws_of_the_Umber_Hulk (6th level) through a very painful process requiring a system shock to avoid suffering 3d4 points of damage. While transformed, the gloves meld with the hands making them impossible to remove physically until the command word is spoken causing the gloves to revert back to their normal form, along with the hands of the humanoid, and slide off the newly restored hands of the aforementioned humanoid. Unlike the spell, the gloves have no duration and may be kept on as long as the wearer likes. Of course, certain social aspects of the character's life may be inconvenienced by this.... Sword of Bubbles ---------------- This cursed weapon appears to be a +1 magical sword of any type when _Detect_Magic_ or similar magics are used; however, its true nature will become apparent only when wielded in a stressful situation or an _Identify_ spell is cast upon the sword. Before any of the above two things (or anything with similar results) are done the weapon behaves in every respect like a +1 sword. It may be dropped, traded, sold, stolen, or whatever with no problem. Of course, when the true nature of the item does become known it forms a magical bond with the character forcing him/her to use it in preference to all other weapons. The character will never willingly sell or trade the sword and if stolen, lost, or similar the sword will magically return to the bonded character. The true nature of the item is that, when wielded in combat, small soapy colored bubbles will start to fly from the weapon blinding everyone within a ten foot radius of the sword as long as they remain within the mass of bubbles. The bubbles are very ephemeral and will only last a round at most after creation. Note that even when the curse is activated the sword is still a +1 whatever. Those with the Blindfighting NWP may find this weapon useful and may not consider it cursed at all, although the weapon still binds with the character as normal. From: Mark.Charke@haven.ship.net (Mark Charke) Date: 29 Oct 95 13:21:35 Newsgroups: rec.games.frp.dnd Subject: Re: A Set Back to The Tome of the Damned THE DARK What do you fear? Blades of Darkness Forged with Blade Mithril in the forges of dark clerics and cooled with blood, these weapons posses a foul and evil nature that permiates to their very core. The weapons are midnight blade and always cold to the touch. Once forged, the weapon becomes immune to heat but not the weilder. These weapons are always serated in terrible jagged curls and points along either one or two edges. Their scabards are round and designed to fit the mishaped edge. The blades are straight and contain a durable core. Time usually sees these blades gain chips which only add to the jagged nature of the blade. The use of these blades is outlawed anywhere there is a good or nuetral society. The actually origin of the blades remains unknown. They come from a dark world somewhere, some say a world of drow and darkness, and it is beleived sorcerors from that world bring these terrible weapons to other prime worlds so sew the seeds of evil. A blade of Darkness is rarely balanced perfectly and all but the very finest receil a -1 to hit. Most of these blades are enchanted with a DarkLight spell. Darklight is a variation of Enchanted weapon and requires three times as long to cast. (There is a reverse: LightDark) In the hands of evil creatures the weapon functions as +3 damage, +2 damage for nuetral and +1 damage for good. Chaotic creatures get +3 to hit, nuetral get +2, good get +1. In the hands of a palidin the weapon functions as a -1 to hit, -1 damage. In the hands of an AntiPalidin the weapon functions as a +4 to hit, +4 damage. Dark Weapons also inflict double damage. However on any hit there is a 50% chance that the blade will get stuck. When rolling to hit, roll a D6, on 4,5,6 the weapon gets stuck if it hits. It takes 1D4 rounds to remove and inflicts normal damage (without any bonuses) during removal. As long as a Lawful, Good or nuetral aligned person uses a Dark Blade, he will be temped by evil. Most Dark Blades are just mildy intelligent, INT 1D6 and empathically encourage their weilder to follow the Dark Path. They have no special other powers. Dark Blades are very difficult to damage but can be destroyed by normal means. Damaging the blade causes it to bleed a dark red material from the core. The blade magically replenishes the material but if to badly damaged it will dry up and the blade will rust into ash in 1D6 days. A weapon smith can repair such damage if he rolls a succesful weapon smith check each day for the 1D6 days. Not nessesarially restricted to swords, blades of Darkness can be any bladed weapon or metal armor. The armor has an AC bonus equal to the TOHIT bonus and causes 1 point of damage per round per damage bonus, to anyone grappling the wearer of the armor. Armor of darkness also gains the same bonus TO HIT and DAMAGE when punching or kicking. Armor of Darkness also absorbs heat and gives the wearer a +15% bonus to hide in shadows in the dark, using infravision or normal vision for it's dark color. The value of Dark Metal materials is 500 to 1000 times the normal cost of the item. The true name of this type of blade is Ripblade but this isn't commonly known and is usually only discovered during reseach done on the weapon.