Abyssal Pipe (PIPE)
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ABYSSAL PIPE
Invokes: "Cloudkill"
Weight: 0
This a small pipe wooden pipe, carved to resemble the head
of a demon.
When used, this pipe billows forth great gouts of deadly
fumes from the planes of the Abyss.
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Value: 750
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Adder's Tear (ADDRTEAR)
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ADDER'S TEAR
Invokes: "Adder's Kiss"
Weight: 0
This glistening green tear is as hard and smooth as a pearl.
When placed on the tongue, it dissolves instantly and gives
the user the ability to spit forth spiraling bolts of acidic
green energy at an opponent.
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Value: 250
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Ashes of the Pabulum (TRELON)
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ASHES OF THE PABULUM
Summons Trelons
Weight: 1
Not usable by Mages
Usable only by Nameless One
These ashes are all that remains of a school of illusionists
called the Pabulum. According to their expedition logs,
they traveled to the Plain of Shale in search of the lost
works of the Fosterer, a powerful sorcerer who once ruled
an empire where the Plain of Shale now lies.
The naive illusionists were successful, and they stumbled
across one of his lost works: a hive of vicious creatures
called the Trelons. The remains of the mages were found
days later by two bariaur scouts and were burned over a
pyre as a symbol of their folly.
To unlock the power of these ashes, one only needs to stir
them with the index finger of the left hand, then sprinkle
a pinch of the ashes into the air in a circular pattern.
The smell of the remains of these dead mages is said to
cause a Trelon to appear to serve the user.
No one knows where the Trelons originated from, but they
seem to combine the worst characteristics of demons and
insects. They seem to bear an insane hatred for mages, but
the reason for this is unknown.
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Value: 1500
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Baator Spell Key (BAATORSK)
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BAATOR SPELL KEY
Weight: 0
This symbol of Baator is inscribed upon a piece of human
flesh. It smells burnt, and it is frayed around the edges.
As long as you carry it on your person, it will prevent
your spells from going awry while on the plane of Baator.
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Value: 0
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Bandages (BANDAGE)
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BANDAGES
Special: Heals 3 Hit Points
Weight: 0
This is a roll of bandages, useful for stanching minor wounds.
NOTE: When used, bandages will heal a character for 3 hit
points of damage. To use them, either select the 'Use' button
below or place them in one of your quick slots and use them
on the quick action menu on the world screen.
NOTE: Bandages are "stackable" items. When you pick them
up, they automatically stack on top of one another in your
inventory, freeing up slots for other items. If you wish
to unstack them for any reason, simply double click on the
item. You will then be given an option to divide the stack.
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Value: 5
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Black-Barbed Charm (BBCHRM)
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BLACK-BARBED CHARM
Invokes: "Black-Barbed Shield"
Weight: 0
This is a string of black barbed seeds linked together by
one of Ravel's long gray hairs. This is one of Ravel's improvised
charms; when the string of seeds is sliced in the right
spot, the necklace unravels around the caster, surrounding
the user with a black-barbed shield that will help protect
them from attacks and will also damage anyone attempting
to harm the caster.
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Value: 100
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Black-Barbed Seed (BBSEED)
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BLACK-BARBED SEED
Invokes: "Black-Barbed Curse"
Allows user to copy "Black-Barbed Curse" into Spell Book
Range: 30 feet
Duration: Instant
Speed: 2
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
These malevolent seeds contain a portion of the black-barbed
maze within themselves. Their power is activated when the
seed is hurled at the ground in front of an opponent - when
the seed strikes the ground, it sprouts into black-barbed
black branches that tear hungrily into the victim's body.
Each seed contains only one such curse.
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Value: 200
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Blessed Candy (C_1101)
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BLESSED CANDY
Invokes: "Bless"
Weight: 0
This piece of delicious milk chocolate has had its creamy,
caramel center blessed by a powerful priest of an unnamed
power of good. Eating it will confer this blessing upon
the devourer.
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Value: 100
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Blood Charm (BLOOCHRM)
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BLOOD CHARM
Special: Heals 18 Hit Points
Weight: 0
This glistening drop of blood is as hard and smooth as a
pearl. When placed on the tongue, it dissolves instantly
and spreads through the character's veins and heart.
Like its younger cousin, the clot charm, the blood charm
stimulates the user's blood into clotting and scabbing over
existing wounds, healing damage the user may have suffered
before consuming the charm. However, while the blood charm's
initial healing effect is more powerful than the clot charm,
it has no other lasting effects.
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Value: 30
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Blood Fly Charm (BLOODFLY)
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BLOOD FLY CHARM (ABISHAI)
Special:
Heals 3 Hit Points
Increases Regeneration
Weight: 0
Blood flies are pests believed to have originated from one
of the Lower Planes. In many ways, they resemble mosquitoes
with an insatiable appetite -- a cloud of blood flies can
suck all the blood from a human body within minutes. Their
stingers are capable of penetrating even the skin of fiends.
Despite their vicious appetite and temperament, blood flies
are used by healers to draw forth diseased blood from an
individual or even drain blood from a dead body. On occasion,
blood flies are used to siphon off rare types of blood and
are then paralyzed with powders or spells and kept in storage
for future use.
This particular blood fly charm seems to hold the blood
of a lesser fiend, an abishai, in its food sac. When this
paralyzed fly is consumed, the user heals a small amount
of damage immediately and also gains the ability to regenerate
for a certain period of time. If the character is already
able to regenerate, then the regeneration rate is increased.
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Value: 250
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Bone Charm (BONECHRM)
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BONE CHARM
Special:
+2 to Armor Class
+2 to Armor Class vs. Crushing Attacks
+15% Resistance to Crushing Attacks
Weight: 0
This old finger bone charm has been hollowed out and tiny
symbols have been scratched on its surface. A user must
snap it in two to activate it.
When snapped, the bone charm temporarily strengthens the
user's skeleton and acts as a ward against breaks and fractures.
The charm gives the user an overall bonus to their armor
class and additional resistance against crushing attacks.
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Value: 333
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Carceri Spell Key (CARCERSK)
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CARCERI SPELL KEY
Weight: 0
This symbol of Carceri is inscribed upon a piece of human
flesh. It has a rose-colored tint about it, and it feels
cold to the touch, almost like a sheet of ice. As long as
you carry it on your person, it will prevent your spells
from going awry while on the plane of Carceri.
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Value: 0
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Charcoal Charm (CHARCHRM)
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CHARCOAL CHARM
Special:
+50% Resistance to Fire
+25% Resistance to Magical Fire
Weight: 0
This piece of charcoal is a charred bone fragment of some
creature, perhaps a finger bone or a talon. Various symbols
have been scratched onto its surface... the scratchings
are so faint you almost missed them.
This charcoal charm temporarily protects the user against
flames and extreme heat. To use the charm, the charred bone
is snapped and both halves are ground to powder, then the
charcoal dust is rubbed over the heart of the user.
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Value: 250
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Charcoal Charm (CHCHAR)
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CHARCOAL CHARM
Special:
+50% Resistance to Fire
+25% Resistance to Magical Fire
Weight: 0
This piece of charcoal is a charred bone fragment of some
creature, perhaps a finger bone or a talon. Various symbols
have been scratched onto its surface... the scratchings
are so faint you almost missed them.
This charcoal charm temporarily protects the user against
flames and extreme heat. To use the charm, the charred bone
is snapped and both halves are ground to powder, then the
charcoal dust is rubbed over the heart of the user.
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Value: 200
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Charm of Infinite Recall (LORE)
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CHARM OF INFINITE RECALL
Special: Lore Skill set to 100
Weight: 0
While practicing, some Mage students discovered a means
to condense and store knowledge into a charm form. This
particular charm contains the entire resource library of
the famed Charon School of Mages. Unfortunately, the effects
of this charm are fleeting and the user is rendered unintelligible
for a short period of time.
NOTE: This charm can be used to "identify" unknown items.
It can *only* be used on the quick item menu on the world
screen. After the charm is used, the user must then enter
their inventory screen and right-click (i.e., "examine")
each item they want to identify. The charm will only allow
the user to identify objects that are in his possession
-- items in other character's inventories cannot be identified
this way. The effects of this charm are temporary and must
be used quickly.
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Value: 100
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Clipped Copper Piece (CLIPCOP)
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CLIPPED COPPER CHARM
Special:
Minor Copper Blessing
+1 to Luck (temporary)
Weight: 0
This copper piece has been "clipped"... most of the copper
has been shaved off, no doubt to still keep the appearance
it is a coin and allowing the 'clipper' to use the shaved
copper to make another coin. Although many Hive dwellers
practice this method of "making money," when the Fated faction
practices it, they do so with a frightening sense of purpose,
creating charms that reflect their own miserly natures.
In order to create these charms, the Fated faction seek
out failed business owners and other individuals who once
possessed great wealth, then had a reversal of fortune and
were left desitute. These individuals are then given enchanted
carving blades and asked to "clip a copper" for the Fated
in a tedious day-long ritual, which infuses the copper coin
with the last traces of their former luck. The ritual and
the nature of the individual clipping the copper allows
a minor enchantment to seep into the coin and affect the
fortune of the whoever uses it.
When the clipped copper charm is flipped into the air, it
will spill into a rain of copper pieces, and bestow some
luck upon the user.
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Value: 100
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Clot Charm (CLOTCHRM)
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CLOT CHARM
Special:
Heals 9 Hit Points
+5% Resistance to Slashing Attacks
+10% Resistance to Piercing Attacks
Weight: 0
This glistening blood drop is as hard and smooth as a pearl.
When placed on the tongue, it dissolves instantly and spreads
through the character's bloodstream.
The charm stimulates the user's blood into clotting and
scabbing over existing wounds, healing any minor damage
the user may have suffered before consuming the charm. Furthermore,
as long as the charm is in effect, the player's blood becomes
more "aware" of new wounds that occur, especially any attacks
that draw blood. The charmed individual becomes more resistant
to slashing and piercing attacks, as their blood clots and
scabs over the wound as soon as the flesh is torn.
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Value: 50
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Cockroach Charm (ROCHCHRM)
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COCKROACH CHARM
Special:
+4 to Armor Class
+2 to Armor Class vs. Crushing Attacks
+10% Resistance vs. Crushing Attacks
Weight: 0
Cockroaches are as common on the Planes as other scavengers.
The shell of this particular dead cockroach has been dotted
with paints and faint arcane symbols. The magic contained
within the charm is activated when the roach is consumed.
When swallowed, the recipient temporarily gains the protection
of the cockroach. Their skin hardens, taking on the strength
of a suit of chain mail armor, and the charmed individual
becomes difficult to squash, giving them added protection
vs. crushing attacks.
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Value: 500
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Corpse Fly Charm (CFLYCHRM)
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CORPSE FLY CHARM
Invokes: "Swarm Curse"
Weight: 0
This corpse fly looks like it was frozen; it appears to
be dead, but you can't be sure. The magic contained within
the charm is activated when the insect is consumed. When
swallowed, the recipient suddenly becomes extremely nauseous...
a few seconds later, the charmed individual expels a stream
of insects from their nose and mouth. Provided the charmed
individual can keep their wits about them after the casting,
the caster can send this cloud to attack a target.
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Value: 200
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Cranium Rat Charm (CRATCHRM)
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CRANIUM RAT CHARM
Special:
+5% Detect Traps Skill Bonus
+5 to Lore Skill
+1 to Intelligence
Weight: 0
The body of this cranium rat has been specially prepared:
its insides have been hollowed out and stuffed with various
herbs and shreds of papyrus containing arcane symbols.
When the charm is consumed, the user gains a temporary increase
to their reasoning and perception abilities; it feels as
if the player is looking through several pairs of eyes and
sifting through several minds at once... the sensation is
somewhat dizzying for a minute or two, but there are no
harmful side effects.
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Value: 50
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Crunchity Candy (C_2102)
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CRUNCHITY CANDY
Invokes: "Armor"
Weight: 0
This piece of chocolate is coated with a crisp, sugary shell.
Eating it temporarily coats the devourer with a magically
crisp, crunchy coating of their own.
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Value: 150
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Dhall's Quill Pen (QUILL)
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DHALL'S QUILL PEN
Special: Permanent +1 to Lore Skill
Weight: 0
Usable only by Mages
Examination of the quill pen reveals that the feather is
from a Vrock, one of the many races of tanar'ri that fill
the Abyss. The Vrock resemble huge vultures, and they are
often used as scouts for the tanar'ri forces in the Blood
War.
Dhall used this quill pen all of his life, and as such,
it carries some of his experiences and memories inside it.
By snapping it, you will absorb a portion of his knowledge,
giving you a permanent bonus to your Lore skill.
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Value: 5
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Dirty Rat Charm (DRATCHRM)
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RAT TAIL CHARM
Special:
+10% Stealth Skill Bonus
+5% Pickpocket Skill Bonus
-1 to Charisma
Weight: 0
Usable only by Thieves
This cranium rat tail charm is particularly filthy and smells
faintly of vomit. The tail is stiff, like a wire, and it
can be bent into different shapes... it would almost make
a great lockpick, except it is too thick.
When this rank charm is consumed, the user temporarily becomes
much stealthier and shiftier, giving them a greater chance
of success with hiding in shadows and picking pockets. People
viewing the charmed individual will detect something unsavory
about him, however, reducing first impressions accordingly.
This unsavoriness will last only as long as the charm is
in effect, however.
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Value: 50
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Divine Censer (IMALIVE)
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DIVINE CENSER
Invokes: "Raise Dead"
Weight: 3
When lit, this censer has the power to entice the soul back
of the recently departed. Unfortunately, there is only a
limited amount of incense left in it.
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Value: 2000
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Fanged Mirror of Yehcir-Eya (FANGMIRR)
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FANGED MIRROR OF YEHCIR-EYA
(Minor Artifact)
Invokes "Soul Exodus"
Weight: 1
The Fanged Mirrors of Yehcir-Eya were the hope of an empire.
The last Great Matriarch of the Sea of Black Sand, Yehcir-Eya,
found herself slowly dying. Surrounded by rival nations
that wished to claim her lands for her own, Yehcir-Eya sought
to choose one of the Lesser Matriarchs from the surrounding
nations and enter into an alliance, preserving her nation
against invasion. Yet she knew not which of the Lesser Matriarchs
to trust.
Consulting her oracles, she asked them for a means of testing
the hearts of the Lesser Matriarchs. They told her to travel
to the edges of the Sea of Black Sand - there, where the
shifting black sand gave way to slate, she would find what
she sought.
The Great Matriarch journeyed many leagues, travelling on
foot until she reached the edges of the Great Sea. There,
her feet fell upon a great plate of silvered glass the size
of a courtyard embedded in the floor of the desert.
Her oracles instructed her to cut the great glass and fashion
thirty-three mirrors. These mirrors were sent to the Lesser
Matriarchs of the surrounding nations as gifts. The mirrors
would test their hearts, the oracles predicted.
No one is certain what happened on that final night, but
with every mirror that was delivered, a Lesser Matriarch
fell dead. There were wild tales of spectral forms that
crawled from the bodies of the Lesser Matriarchs as they
gazed upon the mirrors, and the howling cries as they strangled
their owners.
In response to the assassination of their leaders, the surrounding
nations attacked the nation of Yehcir-Eya and razed it to
the ground. The Fanged Mirrors of Yehcir-Eya were scattered
and lost.
According to several planar scholars, the Fanged Mirrors
had the ability to cause a soul to slip from its owner and
take on physical form. Whether it was because the Lesser
Matriarchs were consumed by greed and a desire for conquest
or whether the great plate of silvered glass found on the
edges of the Sea of Black Sand was evil in itself, the mirrors
created a vicious reflection of their owners. Their souls
took on substance and killed their owners.
The fanged mirror can be used against an opponent - when
used, it will reflect a spectral version of the target that
will appear and attempt to kill him.
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Value: 2500
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Frosty Mint Candy (C_2114)
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FROSTY MINT CANDY
Invokes: "Friends"
Weight: 0
This small, round bit of hard candy makes the devourer's
breath so winter cool and frosty, minty fresh that their
Charisma is increased considerably for a period of time.
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Value: 100
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Gordian Knot (GORDKNOT)
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GORDIAN KNOT
(Unique, Artifact)
Special:
Permanent +2 to Charisma
Permanent -1 to Wisdom
Weight: 0
Usable only by Fighters
The knot binding the two ends of this rope together holds
a powerful magic. When this knot is severed by a fighter
with an edged weapon, the warrior gains a rush of confidence
and arrogance, reducing their Wisdom but raising their Charisma.
The user is also beset with the urge to gather an army and
rush out and conquer the Planes, but this urge does not
rule the user's actions.
It is said that this is a knotted piece of rope that was
cut in two by a conqueror on a distant prime material world.
Every time the knot is severed, it disappears, showing up
years later in the hands of another who can make use of
its power.
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Value: 5000
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Heart Charm (HEARCHRM)
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HEART CHARM
Special:
Heal 27 Hit Points
Reduces Fatigue
+10% Resistance to Slashing Attacks
+20% Resistance to Piercing Attacks
Weight: 0
This glistening drop of blood is as hard and smooth as a
pearl. When placed on the tongue, it dissolves instantly
and spreads through the character's veins and heart.
The heart charm is more powerful than the blood and clot
charms, and it heals a number of wounds instantly, even
serious or critical injuries. Furthermore, the user will
also gain a rush of energy, removing any fatigue they may
be otherwise feeling.
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Value: 200
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Heart of the Fosterer (SOHMIEN)
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HEART OF THE FOSTERER
(Minor Artifacts)
Special: Summons the Sohmien
Weight: 1
Usable only by Evil and Neutral Characters
This strange object is said to be the "Heart of the Fosterer."
According to legend, the Fosterer was a sorcerer who built
his empire upon the Plane of Shale many centuries ago. He
was rumored to have 3,333 hearts, and each of them carried
in it a different evil he had committed in his lifetime.
One of the evils he committed was the discovery of how to
summon the Sohmien and bind them to his will. It is said
that the Fosterer was carried away by these beasts after
he invoked them against some ancient foe, leaving only his
hearts behind.
According to planar scholars, the Sohmien are fiendish horses,
said to have been born from the blood of the last of the
nightmare lords. They're not so much flesh and blood as
an abstract given substance. They come to anyone who seeks
revenge and bind themselves to them.
They were born from a great treachery at the Gloom Meet,
the time when the fiends gather to speak to the others of
their kind. The nightmares ride the skies to gather the
fiends to this meeting, acting as messengers. While the
fiends saw the nightmares are helpful, convenient allies,
they had grown tired of bartering with the last of the nightmare
lords for his consent to use them.
So the fiends called a Gloom Meet only for the purpose of
killing. They lured the nightmare lord there to kill him,
and when he arrived, the fiends set upon him. He beseeched
the other nightmares for aid, but they only watched, their
eyes aflame as their lord was attacked.
The fiends tried to put him in the dead book - they scattered
the earth with caltrops covered with the foulest poisons
in the hells, hurled barbed cold-iron spears a league wide
into him, and when he tried to take to the air to escape,
they turned the sky alight with magick, blinding his eyes
white. They struck at him with everything in their hateful
arsenal - but no matter what they struck him with, he was
too proud to die. They hounded him to the edge of the Outlands,
firing their cruel arrows and spears into him until he staggered
into the Hinterland mists and died there... or so it is
said.
It's said that as the nightmare lord stumbled into the mists
of the Hinterlands, his dark blood left a steaming trail
across the landscape. Wherever his blood fell, the Outland
itself cried out, wailing like a banshee, uttering the cries
the nightmare lord would not.
Less than a year later, the Sohmien rode from the Hinterlands,
seeking out any nightmares and fiends where they could find
them. Their cries were the same as had risen from the blood
wounds on the Outlands, and their minds were focused solely
on revenge.
It is said that gripping the heart of the Sohmien and wishing
harm upon another will cause them to appear. The Sohmien
will answer the user's call, then fade into the mists from
which they came.
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Value: 3333
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Holy Candy (C_1106)
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HOLY CANDY
Invokes: "Protection From Evil"
Weight: 0
This piece of sweet, dark chocolate has had its crunchy,
praline-filled center prayed over by the Eoialn, an order
of wise, mystical monks from the Prime World of Irm. Eating
it will protect the user against the forces of evil for
a time.
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Value: 100
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Ignus' Charm (IGNUS01)
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IGNUS' CHARM
Allows user to copy "Seeking Flames" into Spell Book
Range: 180 feet
Duration: 30 seconds
Speed: 1
Area of Effect: 50 feet radius
Saving Throw: None
Weight: 0
Usable only by Nameless One
Usable only by Mages
This is your charred right index finger; the tip has been
snapped off, and the flesh that once surrounded the bone
has been turned to ash. It was but a *touch* from Ignus,
but it was enough to leave lingering, blackened, scars on
your hand. To make matters worse, you notice that your flesh
has healed slowly and poorly from the wound... if Ignus
were to attack you with a rage, he might be able to muster
enough heat and flames that recovering would be difficult...
perhaps even destroy you? The thought doesn't please you.
Ignus has hinted that this charred remain of your finger
somehow holds a fraction of his infernal power... now passed
on to you. To invoke its power, you must slice off your
finger again, place this stump there, then let the flesh
heal over it. When this occurs, the traces of Ignus that
remain upon the finger will 'kindle' a small portion of
knowledge within you.
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Value: 0
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Ignus' Eye (IGNUS02)
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IGNUS' EYE
Allows user to copy "Ignus' Terror" into Spell Book
Range: 75 feet
Duration: 50 seconds
Speed: 2
Area of Effect: 30 feet radius
Saving Throw: Neg.
Weight: 0
Usable only by Nameless One
Usable only by Mages
This is the scorched remains of your eye, blistered by Ignus'
touch. Ignus has hinted that this charred remain of your
eye somehow holds a fraction of his infernal power... now
passed on to you.
To invoke its power, you must crush the blackened eyeball
between both your hands, then take the ashes and touch them
to each eyelid. Doing so will transfer a small portion of
Ignus' arcane knowledge to you, giving you the knowledge
of how to show others brief, terrible glimpses of the elemental
forces Ignus draws upon. The sight is usually enough to
cause living creatures to flee for their lives.
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Value: 0
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Ignus' Hand (IGNUS04)
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IGNUS' HAND
Allows user to copy "Infernal Orb" into Spell Book
Range: 50 feet
Duration: Special
Speed: 1
Area of Effect: 1 creature
Saving Throw: Neg.
Weight: 1
Usable only by Nameless One
Usable only by Mages
This is your charred hand; it has been severed at the wrist,
and the flesh that once surrounded the bone has been scoured
clean, leaving only the stark white bones behind. Despite
the lack of muscle and skin, however, the bones of the hand
have been fused together so that the bones do not fall apart.
The pain of having the hand separated from you was almost
more than you could bear, and it left lingering, blackened,
scars on your wrists and arm. To make matters worse, you
notice that your flesh has healed slowly and poorly from
the wound... if Ignus were to attack you with a rage, he
might be able to muster enough heat and flames that recovering
would be difficult... perhaps even destroy you? The thought
doesn't please you.
Ignus has hinted that this charred remain of your hand somehow
holds a fraction of his infernal power... now passed on
to you. To invoke its power, you must slice off your hand
again, place the skeletal hand there, then let the flesh
heal over it. When this occurs, the traces of Ignus that
remain upon the charred bones will 'kindle' a portion of
Ignus' knowledge within you.
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Value: 0
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Ignus' Innards (IGNUS03)
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IGNUS' INNARDS
Allows user to copy "Infernal Shield" into Spell Book
Range: 0
Duration: 5 seconds per level or (Special)
Speed: 3
Area of Effect: Caster
Saving Throw: None
Weight: 2
Usable only by Nameless One
Usable only by Mages
This is your charred mass of intestines; Ignus has hinted
that these charred remains hold a fraction of his infernal
power... now passed on to you. To invoke its power, you
must slice open your abdomen, replace the innards, then
let the flesh heal over the wound. When this occurs, the
traces of Ignus that remain upon the charred bones will
'kindle' a portion of Ignus' knowledge within you.
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Value: 0
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Jar of Embalming Fluid (EMBALM)
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EMBALMING FLUID
Special:
+2-8 to Hit Points
+1 to Armor Class
Weight: 1
Usable only by the Nameless One and Morte
This is a sealed jar of embalming fluid. It is used as a
preservative for dead bodies. As an added benefit, the smell
of the fluid is more than sufficient to mask the smell of
any rotting bodies it is used on. Effects are temporary.
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Value: 10
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Kasseg, Cerebral Parasite (CEREPARA)
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KASSEG, CEREBRAL PARASITE
Special:
+3 to Intelligence
+1 to Wisdom
Immunity to Panic
Weight: 1
The *kasseg* are a species of mental parasite feeds on the
nervous energy of sentient creatures. Believed to be a deviant
branch of the dreaded intellect devourers, the kasseg is
different in that it soothes the mind and bolster its host's
higher mental processes, taking over certain mundane thinking
tasks in exchange for feeding on his nervous energy for
a time.
To "use" the *kasseg*, the user simply attaches it to his
bare skin. The *kasseg* then excretes a mucus-like resin
that acts as a means of communication between the victim
in itself. Once "attached," the *kasseg* lifespan drops
to only a few hours.
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Value: 700
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Knot Charm (KNOTCHRM)
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KNOT CHARM
Invokes: "Strength"
Weight: 0
This charm is made from a small piece of hemp knotted into
a loop. No matter how much you study it, however, you cannot
seem to figure out how the knot was tied... it looks like
it has been wrapped around, inside and even *through* itself
several times.
Ironically, despite the knot's complexity, it comes undone
easily when pulled. The person undoing the knot charm temporarily
gains a rush of strength, allowing them to do more damage
with melee attacks and carry more weight.
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Value: 200
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Lucky Candy (C_2214)
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LUCKY CANDY
Invokes: "Luck"
Weight: 0
This moon-shaped piece of chocolate is filled with tasty
marshmallow creme. Eating it increases the devourer's luck
for a time.
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Value: 200
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Maslow's Pyramid (MASLOW)
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MASLOW'S PYRAMID
Special:
Reduces Fatigue
Reduces Intoxication
Heals 9 Hit Points
Weight: 7
Maslow's Pyramid removes the need for food and drink, and
also deadens the user's feelings toward pain. It initially
holds thirty-three charges, which can remove fatigue remove
intoxication effects, and heal a character for nine points
of damage per charge.
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Value: 2500
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Mechanus Candy (C_1301)
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MECHANUS CANDY
Invokes: "Call Lightning"
Weight: 0
The piece of hard candy is shaped like a small gear or cog.
It is chocolate-flavored with a slight, metallic aftertaste.
Placed in the mouth, it tingles slightly as small crackles
of electricity play over it. If the conditions are right,
lightning has been known to issue from -- or strike -- the
eater of such candy.
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Value: 150
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Minaurosian Chocolate (C_2212)
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MINAUROSIAN CHOCOLATE
Invokes: "Swarm Curse"
Weight: 0
Eating this moldering, bitter piece of chocolate will result
in the devourer vomiting forth great clouds of angry insects.
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Value: 150
|
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Mirror of Imaging (MIRIMAG)
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MIRROR OF IMAGING
Special: Creates 1-4 Mirror Images of self
Weight: 2
This magical mirror creates duplicates of anyone reflected
in it's surface. The effect is similar to the wizard spell
'Magic Mirror'. From 1 to 4 images are created. Each image
is identical to the user of the mirror and may confuse enemies.
There is a chance that an image will be targeted rather
than the mirror user.
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Value: 3000
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Needle and Thread (NEEDLE)
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NEEDLE AND THREAD
Special: Heals 6 Hit Points
Weight: 0
This is a spool of thread and a small bone needle. They
look like they're used for stitching up wounds... in living
or dead bodies. When used on a creature, it heals 6 hit
points of damage.
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Value: 10
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Quint's Poison Charm (PSCHARM)
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QUINT'S POISON CHARM
Special: Cures Poison
Weight: 1
This is a necklace made of pointed teeth. Examining it more
closely, you see that each of the teeth has been hollowed
out, as if it could carry a small amount of liquid.
It is Quint's poison charm. When used it has the ability
to cure various types of poisons.
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Value: 10
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Quivering Candy (C_2211)
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QUIVERING CANDY
Invokes: "Strength"
Weight: 0
This heavy chunk of solid chocolate quakes and trembles
in your hands. When consumed, the devourer's muscles ripple
with similarly powerful spasms, increasing their strength
for a period of time.
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Value: 200
|
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Rod of Modron Might (MODMITE)
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ROD OF MODRON MIGHT
Special: Summons 1-3 Modron Constructs
Weight: 5
This magical rod allows the user to summon Modron constructs
to do battle with his enemies. From one to three constructs
are summoned. The constructs will fight fearlessly to the
death.
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Value: 2500
|
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Sadistic Frame (FRAME)
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SADISTIC FRAME
Invokes: "Pain Mirror"
Weight: 1
When used, this item causes an attacker to feel the same
pain and hurt that he has inflicted upon the user.
NOTE: This item must be used from the Quick Items menu.
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Value: 200
|
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Scent of the Storm (ACID)
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SCENT OF THE STORM
Invokes: "Acid Storm"
This is a perfume bottle. A small atomizer is attached to
the bottle that produces a fine mist when used. There seems
to be a small amount of liquid left in the bottle.
Spraying this into the air will call forth a storm of acid
to fall upon your enemies.
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Value: 2500
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Shackles of Light (MANACLE)
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SHACKLES OF LIGHT
Invokes: "Chain Lightning Storm"
Weight: 10
Somehow someone or something has managed to transform the
power of lightning and turn it into a solid form. These
shackles contain all the power and fury of a lightning storm
and at one time could probably contain even the most powerful
of creatures. Now, it looks as if the spells that have bound
the lightning are failing, as evident by the constant discharge
of energy.
Throwing the chains should be enough to release the energy
contained in the chains.
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Value: 1200
|
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Stinky Chocolate (C_2501)
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STINKY CHOCOLATE
Invokes: "Cloudkill"
Weight: 0
This foul-smelling, oozing bit of chocolate will cause its
eater to breathe out great gouts of toxic fumes when consumed.
|
Value: 500
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Stone Gullet of L'Phahl the Gross (GULLET)
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STONE GULLET OF L'PHAHL THE GROSS
(Unique, Artifact)
Special:
Permanent +1 to Save vs. Poison
Permanent +15% Resistance to Acid
Weight: 3
The Gurgling Stone Gullet of L'Phahl the Gross is not as
well known as most artifacts tend to be; no wars have been
waged over it, no betrayals, no epic journeys into the underworld...
only a few moralizing sorcerers, a fat man, and his stomach.
As the "legend" goes, L'Phahl the Gross was said to have
been a promising practitioner of the Art, a sorcerer's apprentice
to one of the Last Seers of Es-Annon. Despite his skill
at the Art, however, his gluttony was the subject of much
ridicule among his peers.
During the last great Massing of Es-Annon, L'Phahl was invited
to dine at the center table, but unknown to him, his peers
had filled his wine goblet with an elixir of turning flesh
to stone to teach the rotund student a "lesson."
L'Phahl consumed such great amounts of food and drink during
the Mass, however, that it diluted the potion's effects.
Complaining of a stomach ache hours after the feast, the
local healers discovered that L'Phahl's stomach had turned
into stone, yet was still capable of digesting food. L'Phahl
lived the rest of his days happily eating, though his gullet
was a few pounds heavier than before.
When he finally died, his stomach was removed as an oddity...
and since then, it has 'wandered' the Planes in search of
new stomachs.
To use the artifact, one must consume it (it has the consistency
of stale bread)... so doing will turn the eater's stomach
into the stone gullet. Devouring the stone gullet of L'Phahl
will grant the user the blessing of stone and rock and slight
resistance to (stomach) acid.
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Value: 5000
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Symbol of Torment (SYMTORM)
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SYMBOL OF TORMENT
(Greater Artifact)
Invokes: "Rune of Torment"
Weight: 0
Usable only by Nameless One
This strip of flesh holds the symbol of Torment that you
have always worn; it peeled away from your arm when you
realized your true name.
The symbol no longer rules you, and you may harness its
power to bring retribution against your enemies. Merely
holding it and invoking its power will summon all the pain
and suffering from your past incarnations upon your foes.
|
Value: 0
|
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Tear of Salieru-Dei (SALITEAR)
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TEAR OF SALIERU-DEI
(Artifact)
Special: Permanent +1 Constitution
Weight: 0
Usable only by Lawful Good Characters
This glistening red tear was shed by the martyred Harmonium
officer Salieru-Dei when he was put to death on the Harmonium's
home plane of Ortho. Mistaken as a member of the hated Revolutionary
League, Salieru-Dei's obedience and loyalty was such he
could not bring himself to challenge the allegations of
his superiors. At the moment of his execution, three tears
fell from his right eye and turned to stone as they fell
upon the flagstones of the square.
Ironically enough, an anarchist subsequently revealed the
Harmonium's mistake to the public, discrediting them. Ever
since, the tears of Salieru-Dei have been considered relics
of the Harmonium... and used as a lesson to the evils of
unquestioning obedience by the Revolutionary League.
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Value: 2000
|
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Tears of Sorrow (TEARS)
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TEARS OF SORROW
Invokes: "Elysium's Tears"
Weight: 1
Contained in this bottle are the tears of sorrow that were
shed by this persons relatives. All the rage and anguish
of this person's senseless death in battle are contained
in this smiling bottle. By throwing this bottle at an enemy,
their wrath can be unleashed.
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Value: 250
|
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Thrice-Blind Charm (TBCHRM)
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THRICE-BLIND CHARM
Invokes "Blindness"
Weight: 0
These three cranium rat tails have been woven into a small
charm. Despite the separation from their owners, however,
they still twitch occasionally, as if irritated.
To use this charm, the caster must select a target within
his line of sight, then, while remaining focused on the
target, untie the charm. The target's vision will turn black
for several minutes, rendering them helpless and reducing
their combat ability drastically.
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Value: 75
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Twisted Gear of Enoll Eva (ENOLL)
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TWISTED GEAR OF ENOLL EVA
(Minor Artifact)
Special: Teaches User "Enoll Eva's Duplication"
Weight: 2
Usable only by Mages
The heavy gear that lies in the middle of this twisted mass
of junk holds the last algebraic ruminations of Enoll Eva,
the recently disintegrated Creative Director of Rubikon.
Inscribed upon this twisted gear is a complex mathematical
equation the modron discovered while attempting to calculate
the permutations of the Rubikon maze. It is likely the presence
of Limbo had an impact on his thoughts, inspiring the narrow-minded
modron to think of something both brilliant and extremely
dangerous.
Once "calculated" (cast), Enoll Eva's equation allows all
subsequent actions to be doubled or duplicated. During confrontations,
all physical or magical attacks are doubled - dealing twice
the amount of damage.
How it ended up inside Nordom's frame is unknown, but the
rogue modron may have picked it up while gathering wayward
items in the Rubikon maze.
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Value: 3333
|
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Whispering Flask (SPICE)
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WHISPERING FLASK
Invokes: "Aid"
Special: +2 to Strength
Usable only by Githzerai
This container holds a peculiar powder called "Whispering
Motes" (loose translation of the Gith expression), a form
of healing powder commonly used by the githzerai on the
Plane of Limbo. When the stopper is pulled and the spice
touched on the skin of a wounded person, the spice travels
through the injured person's body, generating raw matter
to fill up the "holes" in his physical form, no matter how
small or large. In order for the spice to work, the user
must concentrate on its healing effects... with the proper
discipline, a practiced githzerai can even heal the greatest
of wounds. In addition to its curative properties, it is
also the element in several of their rites of passage...
it is believed that the spice also fills in the "holes"
in a person's psyche, removing doubts and giving them focus
and purpose.
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Value: 45
|
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Whistle of Warding (WWARD)
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WHISTLE OF WARDING
Invokes: "Anti-Magic Shell"
Weight: 0
Carved of human bone, the Whistle of Warding is a favorite
artifact of the practicing Necromancer. The enchantments
placed upon the item allow its possessor to invoke its magic
simply by blowing a tune on the whistle. The whistle can
only be blown one time, for once its enchantment is released,
its power is spent and the item crumbles to dust.
|
Value: 500
|
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Xachariah's Heart (XACHEART)
|

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XACHARIAH'S HEART
(Minor Artifact)
Special:
Permanent +1 to Dexterity when broken
Permanent +1 to Armor Class vs. Missiles
Weight: 10
Usable only by Fighters
This blackened, fist-sized object looks more like a lump
of burned charcoal than Xachariah's heart. It is extremely
heavy for its size, and cracks run across its surface...
it looks like it might break in two at any moment. Handling
it leaves strange rust-colored streaks on your hands that
won't come off.
Something about the object's weight makes you curious enough
to study it for a while; upon closer examination, what you
at first took for Xachariah's heart is, in fact, a stone.
As far as you can tell, there is no sign that this was ever
living tissue. How Xachariah survived with -this- beating
in his chest is unknown.
Whatever blessing was laid upon Xachariah's eyes that allowed
his arrows to fly true has left its mark upon his heart
as well. When Xachariah's heart is broken in two, the breaker
of his heart will gain a portion of Xachariah's sight, agility
and perception. This gives the breaker a bonus to their
dexterity and a chance of spotting and dodging any missiles
aimed at them.
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Value: 0
|
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