Magical Items (CBE)

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Most of the magical items listed in this chapter are rare and will not be found lying around in just any hoard. Instead, they can be incorporated into a campaign (preferably with elven overtones) to suit the Dungeon Master's purposes. These items should never be just random treasure. If they are going to be used in a campaign, there must definitely be a reason for their inclusion.
== Swords and Armor ==
Despite being relatively peaceful folk, elves have a tremendous knowledge of war and warfare. But even in war, the elves find time to be artistic—as evidenced by the stunning beauty of their weaponry and protection.
Elven swords are often legendary, especially those produced by the crafters of the early millenia. These were originally created to battle titanic beings of old, creatures who could be slain only if powerful magicks were cast upon a blade and armor given mighty protections.
Because of the threat these beings posed to the world, elf crafters rose to the challenge, creating artifacts of wondrous power. Even though the monsters they were created to destroy have long since passed from the world, the blades themselves are rumored to have survived the toll of the ages. Even now, some find their way into the hands of humans.
Some races have spread the rumor that, because of superior elven craftsmanship, these blades continue to grow in power through the ages, rather than decrease as so many magical items do. If this is indeed true, then a weapon from the long-ago Elfwar would have since become a weapon of awesome might. In the right hands, such a weapon could work wondrous good. And in the wrong hands? . . . Untold devastation.
== Helms of Valor ==
This item appears as a typical elven winged helm, but will radiate enchantment/charm if a detect magic spell is used on it. Originally inspired by those battle leaders who walked unflinching through hails of enemy arrow fire, a helm of valor enables its wearer to ignore missile fire. However, in order to do so, the users of such helms must have implicit trust in both themselves and their helm.
When a wearer first tries to use a particular helm, he or she must make a successful Wisdom check to attune with it. In unsuccessful, that helm will not function for the user until the individual's Wisdom score has changed for either better or worse (thus allowing another check).
A user who succeeds at the Wisdom check may then attempt to harness the helm's powers. The next time someone successfully attacks the wearer with a missile weapon, he or she may make another Wisdom check to avoid all but 1 point of damage, no matter the usual damage of the missile.
If this second Wisdom check fails, the wearer suffers the maximum damage the missile can inflict. This check is made for every missile fired at the wearer during this combat, and the modifiers listed below do not apply until the next combat.
If this second Wisdom check is successful, the wearer gains a +1 to the Wisdom check for the next combat. Note: This applies only to the next combat in which enemies attempt to harm the user. The helm does not work during sparring practice or training. A user who fails a Wisdom check picks up a –1 penalty for the next three combats, while he or she learns to trust in the powers of the helm again. No matter how often the user succeeds in the Wisdom check, the bonus can never exceed 19; a roll of 20 always fails.
Helms of valor provide no defense against melee weapons (although hurled daggers, axes, and other propelled melee weapons count as missile weapons), nor do they offer any protection against spells such as magic missile. Magical missiles, including enchanted arrows, affect the Wisdom check by –1 per +1 of the enchantment.
The helm is usable by warriors, priests, and psionically empowered individuals. As with all helms, it is not usable by either wizards or thieves who wish to practice their crafts.
== Arrows (Enspelled) ==
For untold centuries, the elves have used or modified various priest and mage spells for use with arrows—spells for which they have found quite interesting alternative uses. By placing a simple spell on the arrow, they are able to significantly increase that spell's range, effectiveness, and efficiency. This is not to speak of the conduit spell; these are spells that can be cast on the arrows themselves.
Indeed, any type of spell that requires a special focal point can be cast on an arrow in order to deliver the spell to a great distance away. The permanent spells make these arrows far better foci for magic, but that is not always feasible.
Although such enspelled arrows are not, in the main, permanent magical items, they are included here to give some additional ideas to the players for experiments they might like to try. Some examples of enspelled arrows include the following:
Avoidance/Attraction. This 5th-level wizard spell is an especially nasty one to place on an arrow, especially when the reversed version, attraction, is used. Attracted arrows, if they hit, cannot be removed from the victim's body until a dispel magic is cast upon that person. Meanwhile, the arrow begins to fester within the wound, causing infection and even death to the unfortunate.
Darkness or Light. These are among the most permanent and most used of enspelled arrows. If a continual light or a continual darkness spell is cast upon the shaft of an arrow, it can then be used to either spotlight or blind an enemy. These arrows are common among elf scouts, who carry them sheathed until there is a use for them.
Fire Seeds. Like the fire trap arrow (below), this one requires a special hollow pottery tip, wherein the fire seeds are placed. When the arrow strikes the target, the seeds detonate, inflicting 2d8 points of damage to all within 10 feet of where the arrow falls. If the arrow actually hits someone, that person suffers 1d4 points of damage, as well as the 2d8 points from the fire seed; the victim doesn't even get a saving throw to take only half damage.
Fire Trap. By casting a fire trap spell on a tiny and delicate box, then sealing this box inside a special, fragile arrowhead, an elf priest can create an effective flame arrow. In theory, when the arrow hits a firm enough target (anything harder than water), it triggers the spell, engulfing its target in a sudden blaze of flame. In game terms, the head and box must make a single saving throw against crushing blow (as pottery) in order for the fire trap to detonate. Otherwise, the arrow is a dud, though it could possibly be reused against the archer.
The damage caused by this arrow is 1d4+1 plus the variable damage caused by the fire trap. Even if the arrow misses its target, it will still create a conflagration in the area if the head cracks open.
== Arrows (Magical) ==
By far the most common of magical elven weapons, magical arrows are still fairly rare for campaign purposes. Workmanship on elven magical arrows is such that the missiles are not always destroyed when they hit their target. Furthermore, if they miss their target, these arrows break only 25% of the time. If a magical elven arrow hits its target, it will be destroyed 75% of the time. Otherwise, it can be used repeatedly until it is finally destroyed.
Ancient elf arrowsmiths have created some amazing combinations of the following arrows, but they are extremely rare. Legends tell of wooden arrows of seeking and—rarest of all—a wooden arrow of seeking and extended range. If these could be found, they would make the owner a most happy individual.
Some examples of elven magical arrows include the following:
Arrow of Extended Range. There are three versions of this arrow, which allow the user to double, triple, or even quadruple the normal ranges for any type of bow. The first version, which allows double range, is encountered about 60% of the time. The triple-range version is found about 30% of the time, and the quadruple-range arrow is chanced upon only 10% of the time.
Although these arrows do not have an attack bonus, they are effective against creatures who are immune to all but magical weapons (up to +1). In addition, these arrows cancel out the normal range modifiers of the bow being used, using instead the modified, multiplied range for purposes of figuring modifiers.
These arrows are usually found in bunches of 2d10.
Arrow of Seeking. This is a more powerful version of an arrow imbued with the seeking spell. Not only does it round corners in pursuit of its prey, it also gains a bonus of +2 damage. These arrows are usually found in groups of 1d10, although sometimes as many as 2d8 can be found.
Wooden Arrow. This is a totally organic arrow. Made completely from wood and carved with ornate runes, it appears as nothing more than a novelty, or perhaps a woodcarver's doodle. In reality, this arrow is a most dangerous weapon, and it radiates strong enchantment magic.
This weapon completely ignores all nonorganic armor. Thus, metal armor offers no protection against this missile, while leather, hide, and scale mail made from a creature's skin offer their normal bonus. Studded leather protects only as leather armor.
Those wearing metal armor are considered to be AC 10 against this arrow. Magical protection still applies; thus, plate mail +4, although normally AC –1, would instead be only AC 6 against the wooden arrow.
These arrows are never found in bunches. If encountered, there will be but a single shaft. Furthermore, the wooden arrow is an exception to elven arrows in that it will always be destroyed when fired, regardless of whether it hits. The wood necessary to the enchantment is such that it can function no other way.