Legends of Greyhawk

 

WondrousItems

Page history last edited by Anonymous 4 yrs ago

Wondrous Items

 

Chameleon Quill

This is a rare and popular item, highly sought after by scribes and artisans all across the Flanaess. A wizard in Furyondy with an appreciation of art and little patience for mixing colors devised this unusual item. At first it was believed this was a unique item, but since its creators demise in 473, nine of these quills have been found. Rumors abound about the new creators and the quality of their work, but most accept that they were bards and apprentices who served the first maker.

 

The power within this writing is an ability to mimic colors. By placing the quill on a color and simply waiting for three rounds, the quill "absorbs" the color, which can then be written with or used in ink drawings. The color lasts for an hour, it then turns back to into its natural black design. There is no known limit to the amount of colors it can mimic or the times it can be used per day. Many seek this item, though not many can afford it.

 


Dust of Dispelling

This rare and wondrous powder was first commissioned by a thief who had no patience in dealing with magic traps. The first batch was probably made close to three hundred years ago in Nyrond's capital, Rel Mord. Since that time its secret has slowly spread across the Flanaess. Wizards and alchemists keep its production hidden though, for fear of retribution by the victims of this potent item. It served the first thief well in removing the magic traps he encountered, but not the veteran guard who was on patrol the last time. The fortunes of thievery can be vague at times.

 

Dust of Dispelling is generally purchased or found in pouches containing 4 to 10 pinches, just enough to be useful. When a pinch of dust is sprinkled over an item, it permanently removes a single enchantment from the item. The enchantments removed first are temporary effects (illusions and glamours, followed by charms, the rest are determined randomly). Once all temporary enchantments are removed it reduces or removes a single additional enchantment the item might possess. For example one pinch reduces a suit of +3 armor to +2; the same goes for weapons. On items like Helms of Telepathy or Rings of Free Action (items with a single function), all magic is removed and the item becomes mundane forever. For things like Boots of Striding and Leaping only one of the magical functions is removed. Charged items lose 15 charges each time the dust is applied to it. Most people who employee a great many magic items fear this item because it can cost them dearly.

 


Equestrian Gloves

Appearing as a pair of well tanned, leather riding gloves; this item is a boon to travelers. They were created by a moderately famous wizard named Shaellus. He often traveled abroad on important affairs, and was tired of having his horses exhaust before he could finish his journey. To solve his problem, he came up with these wonderful devices. It is generally believed that he made only six pair of these gloves, and many adventurers would love to get their hands on them.

 

When the wearer of these gloves claps his hands together and utters a command word, a powerful black steed appears. Its body is midnight black, with only its charcoal gray mane and tail changing color. The hooves are insubstantial and leave no mark over the ground it travels on. The ground itself presents few obstacles for this wondrous beast. As it can run over muddy, sandy, and even swampy ground as easily as hard packed dirt. The only limitation on this conjuration is time. It can be formed for only 12 hours at a time. After that it must be released back to the nether realm it came from. Also once released, it cannot be summoned back until one hour passes for every two it was here; and one hour must always pass regardless of how little time it may have been here previously.

 

Despite the powerful form it assumes on the physical plane, the steed will refuse to engage in combat of any sort (though stories exist of a warrior who had a pair of gloves so long that the steed actually became so fond of him as to break this rule). Due to its mystical nature, natural creatures will generally shun and avoid it. Leaving only monstrous and supernatural creatures willing to attack it. The mount itself has a movement rate of 30' and can carry its rider and up to 200 lbs. of treasure and gear without slowing it down. If more weight than that is on it the beast simply refuses to move. If it does become involved in combat it is considered to have an armor class of 2, and 26 hit points. If it is injured it will only heal if it remains unsummoned. For each twelve hours that pass that it is not on the physical plane, it heals one point of damage. In the event that it is killed, the mount will immediately vanish, rendering the gloves useless. It is generally believed though that a limited wish or full wish might restore the gloves' dweomer.


Gloves of Distance Death

A loyal member of the Scarlet Brotherhood, to further the ruling order of monks cause, crafted the first pair of the Gloves of Distance Death. When the few other orders of monks scattered across the land heard about the power possessed by the gloves they tried to have their own versions crafted. Only a handful were successful, though there are enough about that no precise number of them can be given. These gloves while all made by different wizards have the same general appearance, only the coloration of them is different. They look like well crafted leather gloves with the fingers extending only as far as the middle knuckle on each finger.

 

There power is useful for most anyone, but they are extremely dangerous when worn by monks. The Gloves allow the wearer to make unarmed strikes against opponents up to 30 feet away and inflict full damage. The attack roll is made using dexterity modifiers instead of strength, but the damage is calculated normally. Typically the monk can only make normal punch attacks with these gloves. If the victim of the attack is unfamiliar with these items they will most definitely be considered flatfooted. At the beginning of each round after the first strike the victim may make a Will Check (DC 15) to no longer be considered flatfooted. This is because it is difficult to dodge and block strikes when you can't see them clearly coming. When the save is made the victim can discern the wispy fist that are striking them for damage.

 

There are rumors of some rare sets, most likely made by the Scarlet Brotherhood, that allow all of a monk's special attacks while wearing them. These would grant such things as the stunning attack or even the dreaded quivering palm through the glove's powerful enchantment.


Mimicking Quills of Aerdy

Made for the royal houses of Aerdy, these quills allowed wizards to more quickly pen scrolls and attend to their ruler's needs. These quills are always found in pairs, a lone quill is totally useless. This item is at its best when creating scrolls of frequently useful spells. These quills are popular all across the Flanaess, but Invid the Undying offers a bounty 50,000gp for each set of quills returned to him.

 

These special items will duplicate the writing, magical or mundane, of anyone using one of the quills. There are a few limitations to this amazing ability. First, the quills must be within ten feet of each other. Second, the unused quill must have proper parchment and ink for whatever is being written. Third and lastly, the full cost for both scrolls must be spent. These quills do not let wizards and sorcerers create two scrolls with both being done effectively at half price. What it does allow the user to do is create two scrolls in the time it takes to create only one. It would also allow for duplicates of important documents to be quickly made (this is what the royalty often used it for).

 


Robes of the Trail

These magical robes were created by the renowned scholar and wizard Sovairo, though his pupils have taken up where he left off. While not a unique item, these robes are very hard to come by. They are fashioned in gray cotton, lined with silk, and have mystic symbols running along the trim. Several magic guilds would pay highly for them.

 

The robes are designed to grant a +8 armor class bonus to the wearer by hardening to steel if something violently strikes them. In addition to that boon, they also grant a +4 save versus all mind affecting magic. Lastly all robes grant a zone of comfort for the wearer ranging from 0 to 100 degrees, within this range all potential penalties for extreme temperatures are ignored. The original robes he created were thought to be far more potent, but none know where his research book is.

 


Sakeer Ibn Rajil's Far Reaching Gloves

Coming from the distant lands of the west, this set of unique hand wear was made by a vizier to the court of Ekbir and bear his name. It is generally believed that Sakeer avoided combat whenever possible but did not wish to offend his ancestral spirits by acting the role of a coward. To resolve his problems these gloves were the first things he made to better his fear of melees.

 

The gloves have a potent power for spell casters. When casting a touch only spell it gains a range of 50 feet. There is a drawback to this mystic power though. For the spell to be effective the wearer has to make a successful ranged attack against the target. Quite often the opponent will be caught flat-footed because of the unexpected nature of the spell. This ability while made specifically for use by wizards can be used by druids and clerics as well. The exception to this rule are the clerics who worship deities with the domain of war, or are specifically aspected towards combat, such as Kord. There is only one known pair of these gloves in existence, but many wizards are desperate to duplicate this special ability. To date none have been able to.

 


Sakeer Ibn Rajil's Adamantine Robes

Another of Sakeer's fabled items in his arsenal of protection (see his Far Reaching Gloves above). This royal blue robe fits snugly about the wearer's upper torso buttoning up with sewn on pearls. It was the height of fashion three hundred years ago. This robe was crafted to protect Sakeer in those moments when he couldn't avoid close combat. It has been a proven lifesaver for many wearers over the years. This is also a unique item, and none have been able to rectify that problem so far.

 

When worn the Mithril Robes grant a base armor class bonus of +6 and is fully compatible with bracers, rings, and talismans granting protection. It also bestows the "Protection From Normal Missiles" effect upon the wearer and Magic Missiles are deflected 25% of the time. Also constructed into the robes enchantments is a Feather Fall effect to prevent death from aerial combat. The last protection granted by this robe is unusual and none are completely certain what was used to give this effect. If the wearer's hit points go below zero, he automatically stabilizes. This is of no help if the character dies.

 


Trickster's Cloak

The origins of this item are the topic of much debate. Stories run a full range from the most arcanely scientific to totally profane crudeness. The one that gains most acceptance says that a wizard who greatly revered Olidammara crafted this garment in honor of the rogue god. All its powers were made in the deity's honor.

 

The cloak is charcoal gray in color and will resize itself to fit anyone from the size of a small halfling up to a huge ogre. The resizing is done while the new owner sleeps so that it's reshaping is never seen. When the hood is pulled over the wearer's head and a command word is spoken the person vanishes as if wearing a cloak of invisibility. The effect lasts for 2d6+3 minutes or until broken by an act of combat. Once broken the invisibility cannot be reactivated for another 3d6+2 minutes. This power never works under direct sunlight.

The cloak has a second magical function usable only at night. When the second command word is spoken the wearer gains the ability to use a "Change Self" spell-like effect. The alteration lasts for exactly one hour, and then becomes inert for two hours. The reason for the unusual duration of the cloak's abilities is supposed to represent the chaotic nature of the deity.

Comments (0)

You don't have permission to comment on this page.