+]CPartBackpack of Holding B B12zD d Bracers +1d  Bracers +1 Bracers +1UdCloak +3 Description?132d dCloak of HoldingoSee 'Bag of Holding' This appears to be a common hooded cloak with many hidden pockets and pouches. Each of the pockets and pouches opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the cloak always weighs a fixed amount. The pockets or pouches are all of different sizes and shapes. Each will hold no more than 10 lbs. or 1.2 cu. ft. of material and the combined weight of all pockets can not exceed 100 lbs. or 12 cu. ft. As with a Bag of Holding, If overloaded, or if sharp objects pierce it (from inside or outside), the cloak will rupture and be ruined. The contents will be lost forever in the vortices of nilspace. Note that since this is worn as clothing that the pockets and pouches are placed in locatons that would not normally be hit by a piercing weapon, there is only a 2% chance with each succesfull hit that a pocket will be pierced. Though if any one pocket is pierced the entire cloak is ruined. Although this item can be used by any class, it is believed to have been created for the use of a wizard to carry spell components.@@132B Cloak of HoldingdCloak of Invisibility j This item appears to be a normal leather cloak of fine make. It has properties similar to a Ring of Invisibility. When it is worn, the wearer becomes invisible. The invisibility lasts until a hostile action is taken by the cloak's owner, whereupon the weapon used to make the attack becomes visible. The rest of the cloak owner's body and equipment remains invisible. Attacks upon a character whose body is invisible, but whose weapon is not, are made at a -2 penalty to hit. The hero Caswallawn, son of Beli, used an item similar to this one in the story of "Branwen the Daughter of Llyr." (Dragon #207)??132Z Cloak of InvisibilitydCloak of Shadow (Ask Jon)dCloak of Shadow (Ask Jon)dHoly Water, vial)Holy water does damage to negative plane and corporeal undead as if acid, and can only be carried in special blessed cut crystal vials (5 gp. empty). The price is reduced 5 gp when purchased by the faithful from a cleric of the same or an affiliated or similar religion, or of the same allignment.627dHoly Water, vialdHorn of Dispelling Illusions This mystical horn appears to be an ordinary hunting horn. The hero Gereint used this horn to dispel a magical fog and other similar enchantments. The horn may be used only by fighters, paladins, rangers, and bards. When winded by a character of the proper class, this horn dispels all magical illusions and fogs, regardless of the level of the spell-caster who created them, within a 100' radius. Only part of an illusion must be visible within the effective radius for the horn to effect it. The horn also nullifies the effects of a Horn of Fog and other similar magical items. The horn can be sounded three times per day. Note that the horn has no effect on invisible creatures and ordinary illusions such as mirages. (Dragon #207)5@@251dIntelligence 18 bonusdIntelligence 18 bonusdKender Grab Table KENDER GRAB TABLE 1d1000 1 Kender Spoon of Turning 2-4 bollik 5-7 roll of duct tape 8-10 bird feather 11-13 battak 14-16 2d10 butterflies 17-19 2d6 purple stones 20-22 3d8 red stones 23-25 chapak 26-28 1d6 red stones 29-31 spatula 32-34 hoopak 35-37 1d6 blue stones (+1 hoopak ammo) 38-41 3d4 copper pieces 42 Hitchiker's Guide to the Galaxy (Copyright 1986 by Douglas Adams) 43-45 hachak 46-48 1d100 multicolored marbles 49-51 Scooby snack. 52-54 rolled up newspaper 55-57 polpak 58-60 1d10 feet of string 61-63 Beginners Set of Dungeons and Dragons 64-66 sashik 67-69 sithak 70-72 Mox Jet 73-75 whippik 76-78 1d10 feet of rope (frayed) 79-81 stale crust of bread 82-84 carousel brass ring 85-87 rusty pocket knife 88-90 1d8 feet of silk cord 91-93 cooler full of snow balls 94-96 portable door 97-99 2d4 gp 100-102 skyhook 103-105 Publisher's Clearing House (R) 10,000,000 steel pieces entry form 106-108 cat's claw 109-110 Broken crystal ball 111 Krazy Glue (tm) 112-114 bottle of goo 115-117 bear tooth 118-120 brass cricket box 121-123 silly putty (tm) 124-126 jar of 1d12 fireflies (all dead) 127-129 Boogle 130-132 band-aid 133-135 slinky (tm) 136-138 jar of 2d10 fireflies (living) 139-141 tube of toothpaste (empty) 142-144 yo-yo 145-147 stick 148-150 2 strips of beef jerky 151-153 d12 noisemakers 154-156 dragon orb 157-159 whistle 160-162 d6 party hats 163-165 pair of earplugs 166-168 jar of black ink 169-171 3d100 pieces of confetti (in a box) 172-174 rubber chicken 175-177 brown scarf 178-180 drawing of Uncle Trapspringer 181-183 Another member of the adventuring party 184-186 handkerchief (blue) 187-189 Macintosh apple sticker 190-192 potion of cure light wounds 193-195 rodent skeleton 196-198 purple glass 199-201 spork 202-204 gully dwarf 205-207 dirty tissues 208-210 ruby (value 45 steel pieces) 211-213 Kender Fork of Attraction (the opposite of a Spoon of Turning) 214-216 roll of duct tape 217-219 handkerchief (white) 220-221 spool of copper wire 222 Cauldron of Infinite custard pies 223-225 Koosh(tm) ball 226-228 coffeepot 229-231 brown mouse (dead) 232-234 Fizban's hat 235-237 bendy straw 238-240 chihuahua 241-243 white mouse (alive) 244-246 floor tile (GfH: KCCH token) 247-249 blood stained arrowhead 250-252 pillow 253-255 slingshot 256-258 Mickey Mouse (tm) ears 259-261 jar of fleas 262-264 belt buckle 265-267 map case (empty) 268-270 paper 271-273 left-handed smoke shifter 274-276 salt shaker 277-279 Chinese finger trap 280-282 iron key (magical - will open wizard locks) 283-285 1d10 useless maps 286-288 useful map 289-291 pumpkin 292-294 red glass bowl 295-297 glass jar with powdered minotaur horn 298-300 gnomish sketch 301-303 spool (GfH: shark line spools) 304-306 Half eaten sandwich (Peanut butter and apple jelly) 307-309 vallenwood leaf 310-312 hollow metal tube (GfH: modified rifle) 313-315 Pair of suspenders 316-318 oak branch 319-321 one white sequined glove 321-323 continual light rock 324-326 pencil 328-330 one shoelace 331-332 Dried-up paint brush 333 healing rock 333-335 can of day-glow orange paint 336-338 red crayon 339-341 blue crayon 342-344 Tombstone with the word "Hoffa" written on it 345-347 dixie cup 348-350 yellow crayon 351-353 green crayon 354-356 bag of beans 357-359 orange crayon 360-362 ring of shapeshifting 363-365 Zippo(tm) lighter 366-368 chalk 369-371 bean bag 372-374 jar holding a blue smoke ring 375-377 twinkie 378-380 golden ring (60 steel pieces) 381-383 2d4 rocks +3 384-386 knife +2 vs. evil 387-389 magical staff 390-392 snipe calling whistle 393-395 belt of gender change 396-398 dagger 399-401 wooly mammoth 402-404 tribble 405-407 helmet (human sized) 408-410 extra tip for hoopak 411-413 tea, with complete bone china set 414-416 K5 Identicard 417-419 bola ball (1) 420-422 Boots of Striding/Leaping or Tripping/Falling 423-425 lump of shiny white metal 426-428 pocket knife (blade missing) 429-431 Puppy of cuteness 432-434 were-squirrel 435-437 apple seeds (2d6) 438-440 deck of cards 441-443 needlenose pliers 444 Ring of wish (1) 445-447 panpipe 448-450 286 motherboard 451-453 1 dose dust of disappearance 454-456 2d6 nails 457-459 phillips screwdriver 460-462 Belt of alignment change 463-465 Linux slackware cd-rom 466-468 eyeglasses (lens broken) 469-471 eyeglasses (unbroken) 472-474 can of Jolt(tm) Cola 475-477 1d8 keys 478-480 The most recent April Fool's issue of Dragon(R) Magazine 481-483 Gnomeflinger 484-486 rusted lockpicks (useless) 487-489 Bottle of Celebration Punch 490-492 Nightwatch(C) armband 493-495 Minor spelljamming helm 496-498 usable lockpicks 499-501 6' tall neon outlined metal 'T' 502-504 Random God/Goddess 505-507 Crown Royal (C) bag 508-509 miniature metal dragon 510-512 betamax video cassette 513-515 adult dragon (GfH: Grass[yes, that kind of grass...] Dragon) 516-520 silver brooch (25 st.p.) 521-525 potion of truth 526-530 Rabbitslayer (fake replica) 531-535 baby dragon 536-540 Minotaur horn (50% chance of pulling out the entire minotaur) 541-545 pair of sandals 546-550 Wile E. Coyote's tiny umbrella 551-554 sash (orange) 555 Universal solvent 556-560 green sash 561-565 purple sash 566-570 yellow sash 571-575 keg of kenderlager 576-580 skin of ale 581-585 attack squirrel 586-590 bag (1 lb.) of salt 591-595 Knife +3 596-600 jar of nutmeg 601-605 finger cymbols 606-610 apple 611-615 bag (1/2 cup) of flour 616-620 roller skates 621-625 water skin 626-630 hallucinatory cigar (GfH: piece of Bob's tail) 631-635 horseshoe 636-640 bridle 641-645 flight ring 646-650 hankerchief - black on one side, white on the other (GfH: cloth of enlarge/shrink) 651-655 bell 656-660 book of kender poetry 661-665 1 ft. of steel chain 666 Deck of Many Things 667-670 candle (unused) 671-675 candle (half used) 676-680 torch 681-685 d12 ft. of steel cable 686-690 flint and steel 691-695 black lotus (the flower) 696-700 fishhook 701-705 tea kettle 706-710 1d8 ft. fishing line 711-715 Ring of Animal Friendship 716-720 cotton bathrobe 721-725 iron pot 726-730 mirror (unbroken) 731-735 mirror (broken) 736-740 Potion of water breathing 741-745 flask of lamp oil 746-750 vial of perfume 751-755 kaleidoscope 756-760 pickled herring 761-765 hair net 766-770 Ring of Feather falling 771-776 golden bracelet (50 steel pieces) 777 Priest's holy symbol 778-780 3 chicken eggs 781-785 1d4 arrowheads 786-790 lock (broken) 791-795 sealing wax 796-800 sword hilt 801-805 lock of blond hair 806-810 finger puppet 811-815 needle 816-820 pipe 819-821 string of christmas lights (one bulb burned out) 822-824 bar of soap 825-827 cloak pin 828-830 1d20 fingernail clippings 831-833 whetstone 834-836 box of miniatures (labeled Warplier 30,000) 837-839 socks (with holes) 840-842 Black book (with addresses) 843-845 1d6 stones 846-848 dried fruit 849-851 red ribbon 852-854 parsley 855-857 sage 858-806 rosemary 861-863 thyme 864-866 whip 867-869 chicken feather 870-872 1d6 darts +2 873-875 tarot deck (non-magical) 876-878 blowgun 879-881 1 use of flash powder 882-884 belt 885-887 baby squirrel (alive) 888 Bag of holding 889-891 3.5" HD disk 892-894 crumpled hat 895-897 a live chicken (GfH: "Enough with the chicken!") 898-900 halter 901-903 Eyeglass case 904-906 jar of honey 907-909 jalapeo (on a steeck) 910-912 Wand of Wonder 913-915 2d8 copper pieces 916-918 1d4 platinum pieces 919-921 1d4 oak leaves 922-924 Spam (tm) 925-927 panpipe (GfH: Pipes of Vendyr) 928-930 purple chalk 931-933 flute 934-936 d4 sq. ft. of astroturf 937-939 scissors 940-942 bird cage 943-945 clam shell 946-948 lantern cover 949-951 spray paint (d6: 1-black, 2-white, 3-blue, 4-green, 5-flourecent orange, 6-violet) 952-954 glass bottle 955-957 mosquito net (GfH: pixie net) 958-960 piece of parchment 961-963 scroll of protection from plants 964-966 d6 peppercorns 967-969 chicken bone 970-972 bottle of Tobasco (tm) sauce 973-975 hawk feather 976-978 glass eye 979-981 flea circus 982-984 glue 985-987 inflatable beach ball 988-990 noble's signet ring 991-993 ring of protection +1 994-996 Scarab of Insanity 997-999 3d6 +1 arrowheads 1000 Ring of Invisibility dKender Grab Tabled Medea's RingU==395dPigskin of Tuis  Tuis, a Greek king, possessed this valuable item. When placed on the back of a wounded character, it heals 3d8+3 hit points. This healing property can be used once per day. It has no effect when placed over the body of an unwounded individual. The pigskin also has the property of being able to change water strained through it into wine of the highest quality. The pigskin can convert eight gallons of water to wine per day. (Dragon #207)??dPigskin of TuisPigskin of TuisdPotion of Healing - d8 Description??344dRing of AssimilationThese rings always appear as a plain band of electrum with an empty setting. Alone, the ring radiates a weak dweomer, detectable by the usual magical means. However, the ring's true power is revealed when another magical item is placed within the empty setting. Of course, such an item must be small enough to fit in the setting. When so placed, the fitted magical item projects its powers through the 'ring of assimilation', as if the magical device had been created as a magical ring instead of its actual form. As such, the ring-wearer can utilize (or suffer from) the powers of the magical item, just as he would use any other form of ring. For example, the wearer could place an 'ioun stone' into the ring's setting, and benefit from its powers without the need to have it orbit his head. Typical magical items that can fit in the empty setting of a 'ring of assimilation' include 'ioun stones', 'pearls of power', 'pearls of wisdom', and the like. Some judgement must be used on the part of both the DM and the player (e.g., a 'bead of force' or a bead from a 'necklace of missiles' could fit the setting, but would be useless, and possibly dangerous, if carried thus). In order for a 'ring of assimilation' to hold a magical item in its setting, it must be worn on a finger. If it is removed, or the owner attempts to place an item in the setting without slipping on the ring, the magical object simply falls out. Also, only magical items can be placed in the setting; nonmagical items will fall out as above. Dragon Magazine #223Z==0Ring of AssimilationdRing of AutonomyRings of this sort function in a manner akin to a 'ring of mend shielding'. When this ring is worn, the wearer is rendered invulnerable to all forms of mind control or mental influence, both magical and psionic. Such effects cannot penetrate the mental defenses imparted by the ring. A 'ring of autonomy' does not prevent normal mental contact, such as 'ESP', 'telepathy', and so forth. Only effects that actually compel the wearer to act against his will (e.g., 'charm person', suggestion', etc.) are prevented. Dragon Magazine #223T==0Ring of Autonomyd Ring of CagesWhen placed on the finger of a living creature (the wearer must actually be alive; it will not function for undead, golems, etc.), this ring turns 'invisible and cannot be detected by any means, including 'detect invisibility', 'true seeing', or even by touch. If the wearer dies, or the ring is removed from the wearer's finger, it becomes visible once again. Believed to have been devised by multi-classed mage/thieves, this ring allows the wearer to open any door, gate, or other entrance to a cell, cage, or similiar place used to hold prisoners. Likewise, restraints loosen and fall away from a prisioner, shackles spring open, a stocks unlock, and so forth. To execute this power, the ring-wearer need only make contact with the appropriate portal or restraint. The ring cannot be used to simply open a door or untie knots; the purpose or function of the affected object must be to bind or imprision an individual. For example, the ring-wearer could open a door to a prison cell, but not to the prision building itself. Similiarly, the ring-wearer could cause a bound victim to be immediately free of his restraints, but could not make the knot of a rope unravel if the rope is not being used to secure a hostage or prisoner. In addition, the ring cannot free a victim caught in a 'temporal stasis' or 'imprisonment' spell, but it can open a 'prison of Zagyg' or a 'forcecage' spell. Note that despite all of its uses, the power conveyed by a 'ring of cages' is not a 'knock' spell or a 'chime of opening'. And while a 'ring of cages' is most useful in allowing the wearer to free prisoners, its intent is to free the wearer from such situations. Dragon Magazine #223T==0Ring of Autonomyd Ring of LifeThese rings typically store 5d4 charges. When slipped on a finger, the wearer is rendered immune to all effects that drain life levels, including spells, magical devices, undead, and so forth. Instead of affecting the wearer, the level-draining absorbs charges from the ring at a rate of 1 charge per level drained. If the ring does not have sufficient charges to prevent the loss of levels, the wearer is subject to the excess. For example, if a 'ring of life' has five charges remaining, and its wearer is touched by a vampire three times (each touch draining two levels), the ring prevents the first five levels from being drained (by giving up its five charges), but the wearer loses the sixth level normally. (Creatures who become more powerful by draining levels continue to do so, as the energy taken from the ring is adequate substitute.) When all of the ring's charges are used, it crumbles to dust. A 'ring of life' cannot be recharged. Dragon Magazine #223T==0Ring of Autonomyd Ring of MightLegend has it that the first ring of this sort was created by four wizards working in unison, each wizard a specialist in one of the four elemental disciplines. It is further believed that these four wizards were somehow related -- siblings, perhaps -- as the natural opposition between elementalists would prevent such cooperation otherwise. Only a dozen or so of these potent rings are believed to exist, as the secret of their creation died with the four wizards and any apprentices they may have had. Nevertheless, wizards everywhere continue their efforts to rediscover the process. A 'ring of might' can be used only by characters of the wizard class, both generalist and specialist varieties. When slipped on a finger and the proper command word is spoken, the ring can produce the following powers and effects, once per day each, one at a time: DEHYDRATION: When the command word is spoken, the ring-wearer causes all liquids and moisture within a 10' cube to instantly evaporate. This effect can be cast out to a range of 50 yards, and has an instantaneous effect. This effect would cause a pool of water to vanish immediately, muddy earth would become dry and cracked, plants would turn brown and crumble, the air within the cube would become parched, and so forth. Creatures within the area receive a saving throw vs. spells. If the throw fails, they die due to the evaporation of all bodily fluids, becoming nothing more than desiccated husks. Even if the save is made, however, a creature still loses half its remaining hit points, as some dehydration occurs. This power will not harm creatures who do not possess bodily fluids. SHATTER ROCK: By speaking the proper command word, the ring-wearer causes a 10' cubic area of stone to blow apart in a cloud of fine powder of gravel. The power can be hurled out to a range of 50 yards, and has an instantaneous duration. With this power, the ring-wearer could blast a stone golem to dust, pulverize a section of castle wall, destroy a stone support column, and the like. In fact, if the ring-wearer wins initiative in a combat situation, thrown or catapulted boulders can be picked out of the air, before they can impact upon their targets. (Note that in this last example, the ring-wearer can only destroy multiple boulders if they happen to be in the 10' cubic area at the same time.) Sentient rock creatures within the cube receive a save vs. spells. If the save succeeds, the creature withstands the magic and does not suffer any damage. If the save fails, the creature is blasted apart as above. Obviously, this power is useless if directed against creatures and objects not composed of stone or rock. SOLIDIFY AIR: With the appropriate command word, the wearer causes the air in a stationary, 10' cubic area to become as firm and unyeilding as solid rock. This effect can be generated out to a distance of 50 yards, and will last as long as the ring-wearer maintains concentration. All creatures within this area are trapped and unable to speak, move, or do anything more than think. Also, trapped creatures cannot breath (the air is solid), and they will die of suffocation if the ring-wearer maintains the magic for an extended duration. (Note that the length of time a creature can survive without air is dependent upon the creature in question. The DM must decide the exact length of time any given creature can survive without air.) This effect not only traps creatures within its area, it prevents creatures without from entering the area. Furthermore, trapped creatures cannot be harmed by forces outside the area, as they are encased in solid "matter". Creatures who do not breathe in order to survive, are not susceptible to the suffocation effect, though the immobility still applies. This power offers no saving throw to its victims. SPONTANEOUS COMBUSTION: When the command word is uttered, the ring-wearer ignites all flammable objects and creatures within a stationary, 10' cube. The effect can be cast out to a range of 50 yards and lasts for one full turn (but does not require concentration on the part of the wearer). The fire inflicts 5d4 hp damage on the first and second rounds, 4d4 on the third and fourth rounds, 3d4 on the fifth and sixth, 2d4 on the seventh and eighth, and 1d4 hp damage on the ninth and tenth round, going out thereafter (a total of 30d4). A saving throw vs. spells is required at the end of each round, and if any such roll is successful, the fire goes out without inflicting further damage to the creature (the fire continues to burn other creatures and items that have not made successful saving throws). Such a save does not negate or reduce any damage sustained previously, however. Items save vs. magical fire; if successful, the flames go out as above. Any item or creature slain or destroyed by these flames is reduced to ashes. (The fire cannot spread outside its area of effect, unless someone, or something, is moved out of the area and comes in contact with other flammable material. In this case, the flames become normal fire, inflicting but 1d4 hp damage per round, and can be extinguished normally. Otherwise, the fire can be snuffed only by 'dispel magic', a 'wand of flame extinguishing', etc.) Creatures entering the area of effect after the power is activated burst into flames, but the damage is determined by the round the creature enters (e.g., if a creature enters in the fourth round, the damage is 4d4 for that round, 3d4 for the next two, and so forth). These flames do harm creatures or objects that are immune to fire or heat. Due to the extreme rarity of these rings, DM's should require a character to spend a lot of time, money, and favors to learn its properties. An 'identify' spell should be severly limited in the information it reveals, perhaps only disclosing that the ring is somehow connected to the elements. 'Legend Lore' and more powerful spells may function normally, at the DM's discretion. In the event that a PC attempts to create a 'ring of might', the XP Value has been given for the DM's convenience, just in case the PC is allowed to be successful in the undertaking. It is suggested that constructing a 'ring of might' be even more tedious than learning the powers of one (after all, four elemental wizard specialists were required to create the first one). Dragon Magazine #223T==0Ring of AutonomydRing of ObstructionThis ring is the bane of all spell-users, and once it is put on, it cannot be taken off without the use of a 'remove curse'. When worn by a spellcasting creature, a 'ring of obstruction' severs the link between the spellcaster and the source of his magic, preventing him from casting any spells whatsoever, for as long as the ring is worn. In the case of clerics, druids, paladins, rangers, or any being who receives spells through prayer, a "barrier" comes into existence, which prevents contact between the worshipper and the deity, and disallows access to spells. Such beings are likely to believe that they have somehow offended their patron, not realizing that a cursed ring is the culprit. In the case of wizards, bards, or other creatures who gain spells via studying spellbooks, a mental block separates them from the spells they desire to cast (they cannot recall the proper words, gestures, and so forth). Such spellcasters are more likely to suspect an outside influence (though not necessarily the cause), rather than blame the effects on some personal failing. A 'ring of obstruction' does not prevent the ring-wearer from reading spell scrolls or utilizing magical devices. It simply impedes the wearer's ability to cast spells. Obviously, this ring is harmless when worn by non-spellcasters, and may be easily removed from the finger of such a being. 'Rings of obstruction' typically have some minor power common among other magical rings (e.g., 'protection', 'warmth', etc.) to make it appear useful under the scrutiny of a spell such as 'identify'. Such powers immediately vanish when the ring is placed on a finger, however. Dragon Magazine #223T==0Ring of Autonomyd(Ring of Protection vs. Magic Projectilesd(Ring of Protection vs. Magic ProjectilesdRing of ShapechangingThis ring allows the wearer to change into the form of a specific creature. Each device produces one natural animal form. These shapechanging powers may also be infused into belts, robes, gauntlets, or circlets. Tasslehoff found one such ring: an ivory ring shaped like a mouse head. It had two red stones for eyes. When worn, Tas could change into a small white mouse. Wearers of the ring may transform into a specific animal either with a Command Word, or simply by willing it. Each device is limited to one form. All clothing and gear is abandoned when the person transforms except for the ring itself, which fuses with the new body. If the user remains in animal form more rounds than his Wisdom score, he may begin to forget that he is not an animal. He must make a Wisdom check each round. After three failed checks, the user forgets his true form. As long as a user remembers his form (or is reminded by a comrade), he can regain it by merely willing it so.==dRing of ShapechangingwdRing of Shields.When this ring is slipped on a finger and the proper comand word is uttered, a circular plane of force is created, which the ring-wearer may use to parry blows in combat, just as if he were wielding an actual shield. As such, the Armor Class of the wearer is improved by 1. The circle of force energy centers on the ring itself, and has a diameter appropriate to the size of its user. Once invoked, the force-shield will remain in existence indefinitely, but the wielder cannot use the shield-hand to perform other functions, as it is necessary to "hold" the shield. A second command word causes the shield to disperse, as will removal of the ring. A 'ring of shields' conveys a second benefit to its wearer. If a 'disintegrate' spell is cast on the wearer, and the force-shield is active, the 'disintegrate' spell automatically destroys the force-shield (and the ring, unless a successful save vs. disintegration is rolled) instead of affecting the wearer. Most agree that the loss of the ring is a small price to pay for one's life. Dragon Magazine #223T==0Ring of AutonomydRing of Swords, cold swordThese potent rings are typically constructed of unadorned platinum, though other materials are used on occasion. When a command word is spoken, the ring produces a "sword" in the wearer's hand (the hand that wears the ring), which the wearer can wield as a weapon, inflicting 3d4 points of damage with each successful hit. The type of sword created varies from ring to ring. COLD SWORD: This ring produces a sword of pure cold energy (not ice). The actual "blade" of the 'cold sword' does not have a physical form, though the airspace it occupies seems to ripple, and when subjected to warm temperatures, it emits an icy vapor, which clearly outlines its length. The sword conveys 'cold resistance' (as 'fire resistence', but with regards to cold-based attacks) to its wielder. Against fire and heat-based creatures, a 'ring of cold swords' inflicts 6d4 hp damage with each successful hit, but is entirely harmless against cold creatures. (Note that powers and effects conveyed by 'sword rings' apply only if the ring is active.) When found, a 'ring of swords' contains 5d10 charges, each sufficient to activate the ring for 1 turn. The wearer may attack with the sword in the same round that it is conjured, though the activation time increases the ring-wearer's initiative dice by 1. Other types of 'sword rings' certainly exist, though DM's must develop such devices themselves. Similarly, it is quite possiple that certain 'rings of swords' can produce more than one type of sword (but they could not be active at the same time), though such specimens should be extremely rare indeed. XP Value: 2,000 (+1,000/additional sword-type produced) Dragon Magazine #223T==0Ring of AutonomydRing of Swords, fire swordsThese potent rings are typically constructed of unadorned platinum, though other materials are used on occasion. When a command word is spoken, the ring produces a "sword" in the wearer's hand (the hand that wears the ring), which the wearer can wield as a weapon, inflicting 3d4 points of damage with each successful hit. The type of sword created varies from ring to ring. FIRE SWORD: This ring produces a sword of crackling flame (color may vary), which produces light equal to a torch. In damp conditions, the flame will sputter and hiss, buy will not go out. The sword can be used to ignite flammable materials (e.g., paper, oil, clothing, etc.), melt ice, and so forth. The sword imparts 'fire resistence' (as the ring) to its user. When used as a weapon against cold creatures, the 'ring of fire swords' inflicts 6d4 points of damage per blow, but cannot harm fire creatures at all. (Note that powers and effects conveyed by 'sword rings' apply only if the ring is active.) When found, a 'ring of swords' contains 5d10 charges, each sufficient to activate the ring for 1 turn. The wearer may attack with the sword in the same round that it is conjured, though the activation time increases the ring-wearer's initiative dice by 1. Other types of 'sword rings' certainly exist, though DM's must develop such devices themselves. Similarly, it is quite possiple that certain 'rings of swords' can produce more than one type of sword (but they could not be active at the same time), though such specimens should be extremely rare indeed. XP Value: 2,000 (+1,000/additional sword-type produced) Dragon Magazine #223T==0Ring of AutonomydRing of Swords, force sword_These potent rings are typically constructed of unadorned platinum, though other materials are used on occasion. When a command word is spoken, the ring produces a "sword" in the wearer's hand (the hand that wears the ring), which the wearer can wield as a weapon, inflicting 3d4 points of damage with each successful hit. The type of sword created varies from ring to ring. FORCE SWORD: This ring produces a sword of invisible force energy. Upon impact with a target, the 'force sword' becomes visible, but only for the brief moment that contact is made. It is entirely silent, and due to its transparency, the wielder gains a +4 bonus to hit when first used against a particular opponent, and a +2 bonus to hit for each attack thereafter, when used against the same opponent. The 'force sword' can pass through other force energy effects (e.g., 'wall of force', 'shield', etc.) without being hindered, though no harm is brought upon the sword or the other effect. However, powers and effects that can halt or destroy force energy (e.g., 'disintegrate', 'wand of force', etc.) are effective against a 'ring of force swords'. (Note that powers and effects conveyed by 'sword rings' apply only if the ring is active.) When found, a 'ring of swords' contains 5d10 charges, each sufficient to activate the ring for 1 turn. The wearer may attack with the sword in the same round that it is conjured, though the activation time increases the ring-wearer's initiative dice by 1. Other types of 'sword rings' certainly exist, though DM's must develop such devices themselves. Similarly, it is quite possiple that certain 'rings of swords' can produce more than one type of sword (but they could not be active at the same time), though such specimens should be extremely rare indeed. XP Value: 2,000 (+1,000/additional sword-type produced) Dragon Magazine #223T==0Ring of AutonomydRing of Swords, lightning swordThese potent rings are typically constructed of unadorned platinum, though other materials are used on occasion. When a command word is spoken, the ring produces a "sword" in the wearer's hand (the hand that wears the ring), which the wearer can wield as a weapon, inflicting 3d4 points of damage with each successful hit. The type of sword created varies from ring to ring. LIGHTNING SWORD: This ring produces a sword of lightning, which emits a menacing hum and sheds a glow equal to a 'light' spell. The sword conveys 'electricity resistance' (as 'fire resistance', but with regards to electricity-based attack forms) upon its wielder. When used as a weapon, the wielder receives a +4 bonus to hit creatures composed of metal, or who are wearing metal armor. Similarly, the sword inflicts 6d4 points of damage to creatures who have a high susceptibility to electrical attacks, but is otherwise harmless to creatures of an electrical nature. In no case can the damage inflicted by a 'lightning sword' be conducted to creatures other than the target creature. (Note that powers and effects conveyed by 'sword rings' apply only if the ring is active.) When found, a 'ring of swords' contains 5d10 charges, each sufficient to activate the ring for 1 turn. The wearer may attack with the sword in the same round that it is conjured, though the activation time increases the ring-wearer's initiative dice by 1. Other types of 'sword rings' certainly exist, though DM's must develop such devices themselves. Similarly, it is quite possiple that certain 'rings of swords' can produce more than one type of sword (but they could not be active at the same time), though such specimens should be extremely rare indeed. XP Value: 2,000 (+1,000/additional sword-type produced) Dragon Magazine #223T==0Ring of AutonomydRing of Timelessness. When this ring is worn, a limited form of immortality is bestowed upon the wearer, who immediately ceases to age (biologically), never growing older, so long as the ring is worn. This power does not render the wearer immune to death, however. The ring-wearer can be killed by spells, physical blows, disease, starvation, drowning, poisoning, and so forth. The wearer simply cannot die of old age, and will continue to live for centuries, so long as other death-dealing conditions are avoided. A 'ring of timelessness' also conveys immunity to all effects that increase or decrease the wearer's biological age. Thus, the aging effect of a ghost would not harm the ring-wearer, nor would the age-reducing magic of a 'potion of longevity'. There is one drawback to wearing such a ring, however. Once it is placed on a finger, it cannot be removed--ever. A 'ring of timelessness' effectively merges with the flesh of the wearer, and cannot be separated from it, even if a 'wish' is used, the finger is severed, and the like. Only the death of the wearer allows the ring to be removed. Finally, a 'ring of timelessness' has a terrible danger that few ever realize (most owners die by other means long before they must face hazard). Most mortal creatures do not possess the mental fortitude necessary to exist beyond their normal lifespan. As such, when the wearer of a 'ring of timelessness' reaches an age twice the normal maximum for his species, a saving throw vs. spells is rolled. If the save is successful, nothing occurs. If the save fails, however, the ring-wearer goes insane. (Assume that this reflects the wearer's inability to cope with the realities of an extended life, such as outliving one's descendants, accumulating more knowledge than one's mind can organize, etc.) This saving throw is repeated each time the ring-wearer ages a number of years equal to the maximum lifespan of his species. Due to their naturally prolonged lives, dragons, elves, and other creatures with a normal life expectancy of 1000 years or more are exempt from this danger, as it is assumed that the mental patterns of such creatures are accustom to long life. A 'ring of timelessness' is useless for creatures who do not age of who already possess immortality (e.g., undead, other-planar beings, golems, etc.). Dragon Magazine #223T==0Ring of AutonomydScabbard of Adjustmentw This scabbard changes shape, shrinks or enlarges to fit any sword, dagger, or knife, as needed. (Dragon #226)??dScabbard of AdjustmentScabbard, BondbreakerdScabbard of Binding, cursed This appears to be a normal scabbard and is often found with a magical sword sheathed in it. The scabbard works normally at first. But when the character is in a combat situation and tries to draw the sword, the scabbard clings fast to the blade. The sword cannot be drawn regardless of the character's strength. Once activated, the scabbard never lets go of the sword, even when the combat is over. Unlike other cursed items, the scabbard does not stick to the character; it sticks only to the sword. The scabbard and sword can be discarded. A REMOVE CURSE spell is required to negate the curse. When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)??dScabbard of Binding, cursedScabbard, BondbreakerdScabbard of Care, Any sword placed in this scabbard for one full turn is cleaned and oiled, regardless of blood, dirt, water, or anything else on the blade. If sheathed before the sword is destroyed, the scabbard removes even the acidic secretions of monsters like puddings, green slime, etc.; the scabbard itself is immune to such secretions. When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)??dScabbard of CareScabbard, BondbreakerdScabbard of Cowardice, cursed/ This seemingly mundane scabbard performs normally at first. When the character who wears it is in combat and tries to draw the sword, the scabbard twists the hilt away from his hands. Since a scabbard can't move far, the character eventually gets his hand on the hilt and draws the sword; however, he automatically loses initiative that round, acting after all others involved in the combat. This happens every round in which the character tries to draw the sword in battle. The scabbard cannot be discarded; it always appears when the character is in combat, displacing any other sheath he wears. A REMOVE CURSE spell is required to be rid of the scabbard. When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)??dScabbard of Cowardice, cursedScabbard, BondbreakerdScabbard of Empowering This scabbard gives magical bonuses to nonmagical swords (it has no effect on magical swords). For every full continuous week that the sword is left in the scabbard without being drawn, the sword gains a +1 bonus, to a maximum of +3. Once the sword is drawn, the bonus slowly fades, losing each +1 bonus per week. Resheathing the sword does not recharge the bonus nor prevent the bonus from fading, until the bonus has faded to 0. The sword can then be resheathed and recharged; again, the sword regains and loses +1 bonuses per week. Thus, the sword can be used over annd over again in the magical scabbard. When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)??''dScabbard of EmpoweringScabbard, BondbreakerdScabbard of Flame - Any nonmagical sword placed in this scabbard for one continual day without being drawn gains the powers of a FLAMETOGUE sword (Encyclopedia Magica, IV:1369). These powers last one hour then vanish. The sword can be resheathed for another full day and regain the powers, again for one hour only. The sword can be used over and over in this scabbard. Magical swords are not affected by this scabbard. When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)??::dScabbard of FlameScabbard, BondbreakerdScabbard of Forging This scabbard repairs broken swords. If all the pieces of a broken sword are placed in the scabbard and left for one full day, the sword is repaired and sharpened, good as new. Note that magical swords are rendered nonmagical when broken; the scabbard can repair them but cannot restore their original magical bonuses. When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)??dScabbard of ForgingScabbard, BondbreakerdScabbard of Protection This scabbard provides a +1 bonus to its wearer's Armor Class. It can be used in combination with normal or magical armor and shields. At DM's discretion, it might not be effective when worn with other magical items that improve AC. When a magical scabbard is found, the DM rolls on the table below to find it's size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)??dScabbard of ProtectionScabbard of ProtectiondScabbard of Sharpening 6 Any nonmagical sword placed in this scabbard for one continual day without being drawn is magically sharpened. When drawn, the sword is equal to a SWORD OF SHARPNESS (Encyclopedia Magica, IV:1392). The bonus last for 24 hours. The sword can be used over and over in this scabbard, recharging for one full day, and gaining the bonuses for 24 hours each time. Magical swords are not affected by this scabbard. When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)??::dScabbard of SharpeningScabbard, BondbreakerdScabbard of Tripping, cursedH This scabbard does not hinder the character in drawing the sword; however, when he is in combat, it tangles itself around his legs. The PC must make a Dexterity check every round of combat. Failure means he trips and falls, losing that round in getting back on his feet. The scabbard cannot be discarded. It always appears at the character's belt during combat. A REMOVE CURSE spell is needed to negate the curse of this item. When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)??dScabbard of Tripping, cursedScabbard, BondbreakerdScabbard of WeightlessnessB This applies to the sword, not the wielder. A sword placed in this scabbard is effectively weightless and does not count against the character's carrying capacity. When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)?? dScabbard of WeightlessnessScabbard, BondbreakerdScabbard of Wound Closure; Modelled after the wondrous scabbard for King Arthur's sword Excalibur, this functions exactly like a PERIAPT OF WOUND CLOSURE (Encyclopedia Magica, II:827). When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)??''dScabbard of Wound ClosureScabbard, BondbreakerdScabbard, Bondbreaker,J In many cities, weapons must be peacebonded. This means that a cord is tied around the sheathed sword's guard and the scabbard so it can't be drawn quickly in the heat of anger. The bondbreaker magically unravels the peacebond instantly upon command, allowing the sword to be drawn at normal speed. Palladins and other lawfyl characters naturally despise this scabbard, while thieves and other nefarious types pay much for one. When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)??dScabbard, BondbreakerScabbard, Bondbreakerd(Scabbard, Hanger, and Baldric of Healing N$restores 1d8 + 8 hip points per turn??478d(Scabbard, Hanger, and Baldric of HealingdBronze Age/AncientCultures of the Roman Age Dark AgesLate Middle Ages/RenaissanceMiddle Eastern CulturesOriental CulturesStone Age/Savage The CrusadesScabbard, Quickarm This scabbard has two main functions. One command word teleports the sword that is sheathed in the scabbard into the wielder's hand from up to 20' away. The wielder therefore does not incur any initiative penalty for taking time to draw his weapon, and he does not even have to be wearing the sheathed sword. The second command word recalls or returns the sword, teleporting it back into the scabbard, with a range of 50'. This latter function is especially useful if the sword is accidently dropped into a pit or river. When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)??''dScabbard, QuickarmScabbard, BondbreakerdScabbard-sword This is a one use magical item. If the wielder finds himself weaponless, the command word polymorphs the scabbard into a sword of the appropriate size (e.g., a scabbard sized for a long sword would become a long sword). The sword is well balanced and finely made, but it is nonmagical. The change is permanennt; rven anti-magic and dispel magic spells do not affect the inert sword. When a magical scabbard is found, the DM rolls on the table below to find its size: ROLL SIZE 1 bastard sword 2 broad sword 3-4 dagger 5 knife 6-8 long sword 9 scimitar 10-11 short sword 12 two-handed sword (Dragon #226)?? dScabbard-swordScabbard, Bondbreakerd