Magical Items by Category

=Miscellaneous=
==Artefacts and Relics==
===Amulet of Malkis===
* Absorbs souls to cast spells and to heal.
* Linked with the God Malkis.
* Appeared in DwD: Georg.
===Amulet of Velthara===
* Marks person for vengeance and reveals the marked person's location.
* Acts as a bag of holding for a single weapon.
* Linked with Goddess Velthara
* Appeared in DwD: Divan
=== Orb of Souls===
* Drains souls from people, can use them as zombies afterwards.
* Linked with the God Quantarius.
* Appeared in Rollplay: Legacy.
===Orb of Imprisonment===
* Traps a target permanently.
* Linked with the God Velmontarious.
* Appeared in Misscliks: Seaborn.
===Golden Egg of Nerual===
* Able to force a physiological change from one species to another.
* Linked with the God Nerual.
* Appeared in Misscliks: Demigods.
===Riftdancer ===
* Magical Boat of Legend.
* Linked with the God Tempos.
* Able to magically fold up, things inside are stored in extra dimensional space.
* Appeared in Misscliks: Seaborn.
===Portal to the Shadow Plane===
* Stone gateway that can reach the Shadow Plane with the correct activation phrase.
* Appeared in various shows (including DwD Georg, HcH, Shenanigans, ODaM).
===Philosophers' Stone===
* A shard of the staff of the world.
* Appeared in various shows (including Misscliks: Demigods, DWD Verissa, Shenanigans, GTC).
=== Spear of Ultimate Destruction ===
* Spear of the goddess Voraci
* +5 to Hit, +5 to Damage
* Save vs Death or Die
* Pieces Magic Resistance
* Changes size to fit the welder (Ogre size if Ogre using, Human size if Human using)
* Taken from the ogres by Izual, taken from them by Voraci (Legends of Arcadia: Genesis)
==Storage==
===Bag of Holding===
* Bag that weights 15 pounds and can hold up to 500 lbs/70 ft^3.
* Appears in various campaigns.
=== Girdle of Many Pouches===
*64 magical pouches, with only 8 visible and the rest hidden. Each pouch is a miniature bag of holding that can store up to 10 pounds.
* Appeared in Rollplay: Legacy.
===Portable Hole===
* When unfolded opens an extra dimensional space.
* 3 ft. by 5 ft. wide.
* 3 ft. deep.
* Appears in various campaigns (including Frozen Frontier).
==Crowns & Tiaras==
===Crown of Domination===
* Crown that can control a person who is wearing it when holding an accompanying key.
* Appeared in Gnomes, Tomes & Catacombs.
===Sorona===
* Magical Golden Circlet with many powers, including mind reading and Legend Lore.
* Page 337 of Encyclopedia Magica.
* Appeared in DwD: Divan.
==Necklaces & Amulets==
=== Amulet of Unbinding===
* Works like a Ring of Free Action.
* Appeared in Rollplay: Legacy.
=== Amulet of Protection===
* Amulet that gives +1 to +6 AC & saving throws.
* Appeared in Various Campaigns.
=== Amulet of Tempos ===
* Increases AC to 15.
* Blocks magic missiles.
* Appeared in Frozen Frontier.
===Amulet of Water Breathing===
* Allows breathing under water and out of water.
* Appeared in Misscliks: Seaborn & Empires of Arcadia.
=== Necklace of Cheetah Speed===
* Grants the wearer +2 movement speed and once per day they can use the item's power called 'Cheetah speed', which grants 45 ft of movement speed for 3 rounds.
* Appeared in Rollplay: Legacy.
===Periapt of Health===
* Disease Immunity Ruby Necklace.
* Page 234 of 2e DMG.
* Appeared in Of Dice and Men.
* Dimly emits light in a 30 ft radius.
=== Elven Friendship Token ===
* This token reduces the users ageing process by half as long as the token is on person.
* A symbol that the holder is a friend of elves.
* Works like an Amulet of Elvenkind.
* Appeared in Hardcore Heroes.
=== Amulet of Non-Detection ===
* The wearer cannot be scried upon by any means.
* Appeared in Empires of Arcadia.
=== Amulet of ESP ===
* Allows the wearer to detect surface thoughts of any intelligent being they focus on. (no save)
* Can detect deeper thoughts, but target gets a save.
* Gives the wearer a bonus of +4 to saves against Mind affecting effects.
* Appeared in Tombs of Scoria.
===Amulet of Life Preservation===
* Needs attuning to the wearer
* Will save the life of the wearer once before breaking.
* Appeared in Embers of the Wilds.
==Rings==
=== Abigael's Ring===
*It is said to be able to connect the mind of the user with the wearer of its counterpart ring.
* Appeared in Rollplay: Legacy)
===Ring of Acid Resistance===
* Makes user resistant to acid damage
* Appeared in Empires of Arcadia
=== Ring of Domination===
*The ring also grants telepathic communication with one's underlings and a greater ability to instill fear in them. "To dominate someone, they have to honestly think of you as their master/leader. You can't just agree on it/disagree on it. It has to be a subconscious thought."
* Appeared in Rollplay: Legacy)
===Ring of Feather Falling===
* Automatically casts Feather Fall if person is falling
* Page 201 of 2e DMG
* Appeared in Various Campaigns (inc Hardcore Heroes)
===Ring of Fire Resistance===
* Makes user resistant to fire damage
* Page 201 of 2e DMG
* Appeared in Hardcore Heroes
=== Ring of Free Action ===
* Wearer cannot be affected by things that would restrict their movement
* Page 201 of 2e DMG
* Appeared in Tombs of Scoria & Empires of Arcadia.
=== Ring of Handsomeness ===
* makes the wearer extra handsome
* Appeared in Homeward Bound
=== Ring of Might ===
* Adds +1 damage to melee weapons in the same hand that the ring is worn.
* Appeared in Akuban Knights
===Ring of Protection===
* Ring that gives +1 to +6 AC & saving throws
* Page 201 of 2e DMG
* Appeared in Various Campaigns
=== Ring of Three Wishes===
* Grants three uses of the Wish spell
* Appeared in Misscliks: Seaborn & Rollplay: Legacy)
=== Ring of Tongues ===
* Allows the wearer to speak and understand any language spoken when someone with the language is within talking distance.
* Page 1004 of Encyclopedia Magica
* Appeared in Frozen Frontier
===Ring of Truth===
* Lets the wearer know when someone is lying, forbids the wearer from lying.
* Page 203 of 2e DMG
* Appeared in DwD: Georg
===Ring of Water Walking===
* Allow the wearer to walk on water.
* Page 203 of 2e DMG
* Appeared in Various Campaigns (including GTC)
===Ring of Water Breathering===
* Allow the wearer to breath underwater
* Appeared in Various Campaigns (including ODaM)
==Trinkets==
=== Horn of Blasting ===
* When activated, it a sound shoots out 120 ft long, 30 ft wide cone effecting everyone in that area who can hear it.
* On a pass save the effects are: Stunned 1 round, Deafened 2 rounds
* On a fail the effects are: Take d10 sonic damage, Stunned 2 rounds, Deafened 4 rounds
* Appeared in Akuban Knights & Rollplay: Solum
=== Mask of Terror ===
* Originally worn by a Dracolich before it was defeated
* When worn it fuses to the wearer's face and flames appear in the eye sockets of the mask.
* Upon setting sights on the wearer, creatures with less than 2 hit dice have to save vs petrification or flee in terror. Creatures with greater than 2 hit dice save vs petrification or have -2 to attack and damage rolls against the wearer.
* Appeared in Frozen Frontier
=== Watering Can ===
* Produces an unlimited supply of water
* Appeared in Frozen Frontier
=== Fan of Blowing ===
* Blows small creatures d10 ft
* Holds back medium creatures
* Appeared in Frozen Frontier
===Gem of Seeing===
* See though the gem as a True-seeing spell would.
* Appeared in Frozen Frontier & Hardcore Heroes
===Magical String on a Lute===
* Appeared in Misscliks: Devotion
===Magical Music Book===
* Appeared in Misscliks: Devotion
===Magical Spoon===
* Would fill an empty bowl with stew when placed in it.
* Appeared in Misscliks: Seaborn
=== Elven Skull ===
* Dimly emits light in a 30 ft radius.
* Appeared in Frozen Frontier
=== Ankh made of gold and brass ===
* Emmits bright light in a 60 ft radius as long as it is held
* Summon a creature from the plane of fire
* Appeared in Frozen Frontier
=== Elemental in a bottle ===
* Snow elemental caught in a bottle used in the making of a snow golem
* Appeared in Frozen Frontier
=== Paper Lantern ===
* Emits light in a 30 ft radius
* The color can be changed when focused on
* Appeared in Frozen Frontier
=== Fire Conch ===
* Emits 40 ft of light
* Can summon something connect to fire
* Appeared in Frozen Frontier
=== Broach of Shielding ===
* Resistance to force damage.
* Immunity to magic missiles. 
* Appeared In Empires of Arcadia. 
=Clothing=
==Cloaks==
===Cloak of Arachnida===
* Climb walls, casts web
* Page 219 of 2e DMG
* Appeared in Hardcore Heroes
===Cloak of the Bat===
* +2 AC, can fly in darkness, 90% invisible
* Page 219 of 2e DMG
* Appeared on Rollplay: Legacy
===Cheetah Cloak of Amedio===
* Run fast, +3 dexterity
* Page 298 of Encyclopedia Magica
* Appeared in Tombs of Scoria
===Cloak of Displacement===
* +2 AC, displaces wearer
* Page 219 of 2e DMG
* Appeared in Hardcore Heroes
===Cloak of Elven Kind===
* Lets you hide better
* Page 219 of 2e DMG
* Appears in various campaigns
===Cloak of Protection===
* Adds One to Five AC.
* Page 220 of DMG
* Appeared in various campaigns
=== Cloak of Plenty ===
* Produces the following things, refreshing daily:
** 1/2 lbs of cheese.
** 1/2 lbs of fresh cinnamon raisin bread.
** 1 lbs of spare ribs.
** 4 ears of steamed buttered sweet corn.
** 1 apple, orange & pear.
** 1/2 pint of honey.
** 1/2 lbs of cracked walnuts.
** 1 quart of strawberries.
** 1 quart of cold apple cider.
** 1 quart of cool water.
** 1 hunting knife.
* Appeared in Tombs of Scoria.
==Belt==
=== Belt of Strength +2 ===
* When worn, it gives the wearer a +2 to strength.
* Appeared in Akuban Knights
==Gloves==
===Gloves of swimming and climbing===
* Gives a bonus to swimming and climbing checks
* Appeared in Assassin
=== Gloves of War ===
* +1 to hit and damage, on melee or thrown.
* Weapon hits become magical.
* Appeared in Empires of Arcadia.
=== Gloves of Dexterity ===
* +1 to Dexterity
* Appeared in Tombs of Scoria.
==Armband==
=== Armband of Healing===
* The wearer can cast 3 healing spells at their full potential per day.
* Appeared in Rollplay: Legacy
===Armband of Protection===
* Grants the user +AC
* Appeared in Empires of Arcadia
==Robes==
===Robe of Protection===
* Adds One to Six AC.
* Page 1014 of Encyclopedia Magica
* Appeared in Tombs of Scoria
==Boots==
=== Boots of Levitation===
* Pink Boots with the power of levitation
* Appeared in Rollplay: Legacy
=== Boots of Elvenkind===
* When worn it mutes all the footsteps of the wearer
* Appeared in Assassin, Rollplay: Solum & Frozen Frontier
=Armour & Shields=
==Shields==
=== Shields +1 to 5===
* Shields with +1 to +5 with not other bonus
* Appeared in many shows
===Magic Wall Shield===
* Turns into a wall when slammed on the ground
* Appeared in Akuban Knights
===Shield of Arrow Attraction===
* Attracts projectiles both physical and magical to the wielder, has a size limit
* Appeared in Empires of Arcadia & Of Dice and Men
=== Dragonscale shield ===
* The user of the shield takes half damage from directional magic and breathweapons
* Appeared in Frozen Frontier
=== Red Oaken Shield===
* Resists all flames. Grants exceptional prowess in combat.
* Appeared in Rollplay: Legacy
=== Dragon-Breath Shield===
* Near impervious to dragon breath.
* Appeared in Rollplay: Legacy
==Armour==
=== Leather Armour +1 to 5===
* Leather Armour with +1 to +5 with not other bonus
* Appeared in many shows (inc Frozen Frontier & Rollplay: Solum)
=== Chain Armour +1 to 5===
* Chain Armour with +1 to +5 with not other bonus
* Appeared in many shows (inc Tombs of Scoria)
=== Elven Chain ===
* Elven Chainmail
* Appeared in Rollplay: Legacy
=Weapons=
==Bows==
=== Short-bows or Longbows +1 to 5===
* Shor-tbows or Longbows with +1 to +5 with not other bonus
* Appeared in many shows
=== Bow of Theseus===
* +2 Bow, Ignores range modifiers
* Appeared in Rollplay: Legacy
* Bow of Accuracy - 202 of Encyclopedia Magica
=== Crossbow of Accuracy ===
* +3 Crossbow, Ignores range modifiers
* Page 242 of 2e DMG
* Appeared in Frozen Frontier\
=== Whirlwind===
* One of the Dragonbane Weapons.
=== Ethereal Quiver ===
* It will produce bolts or arrows for the wearer
* The ammo will disappear after it has made contact or after a bit
* Ammo glows bluish-green light in a 2 ft. radius
* Appeared in Frozen Frontier
=== Ethereal Bow ===
* +1 to hit and damage.
* Can shoot normal arrows with +1 accuracy but not +1 damage.
* Creates ethereal arrows when drawn.
* Ethereal Arrows:
** Emits dim light until the moment after it hits.
** Can hit ethereal enemies.
* Appeared in Empires of Arcadia.
==Daggers & Knives==
=== Daggers +1 to 5===
* Daggers with +1 to +5 with not other bonus
* Appeared in many shows
=== Dagger of Bone===
* Causes permanent wound when it inflicts damage.
* Owned by Lady Felicity
* Appeared in Rollplay: Solum
===Demon's Eye===
* Cursed Knife -1. Appears in owners main hand whenever they enters combat.
* A hilt and guard of black, with a blade of red that pulses with a dim red light (must be dim light to notice the pulse). Appears in his main hand whenever he enters combat. Locked to the welder until they die, or removed by a limited wish.
* Appeared in DwD: Georg
===Daggers of Throwing===
* You throw the daggers and they return
* Page 242 of 2e DMG
* Appeared in Hardcore Heroes
===Spirit Blade aka Phase Daggers===
* Daggers that phase the user's body into the astral plane reducing damage by 1 each.
* Appeared in Frozen Frontier, Empires of Arcadia, Hardcore Heroes
==Sword, Arming==
=== Arming Swords +1 to 5===
* Arming Swords with +1 to +5 with not other bonus
* Appeared in many shows
=== Rose Quartz Sword +2===
* +2 to hit and damage
* Intricately carved metallic sheath that has a pair of wolves engraved on the front of it with a sword dividing the two of them. There are roses on the back.
* Blade itself is made of rose quartz instead of some sort of metal, clearly magical
* Appeared in Tombs of Scoria
=== Arming Sword of Jumping ===
* +1 to hit and damage
* Allows the wielder to jump as if the jump spell was cast on him
* Appeared in Frozen Frontier
=== Blood-Drinker Longsword===
* The Blood-Drinker Longsword was a +1 sword (+1 to hit, +1 to damage), gaining an additional temporary +1 for each creature slain by its edge (up to a maximum of +5) for 1 hour.
* Appeared in Rollplay: Legacy
=== Bellum's flame blade ===
* +3 to hit and damage, speed 3
* adds a d6 damage die to hits
* If you roll a hit on ac 10 the enemy takes 1 point of fire damage
* While it was given by the god Bellum, not considered a Holy Weapon
* Appeared in Frozen Frontier
=== Harbinger===
* One of the Dragonbane Weapons
* Appeared in Rollplay: Legacy
===Harvest Moon===
*+2 Scimitar. On its blade are engravings of a full moon, which emits a faint light when its a full moon, and a waning moon which which emit faint light when it's day before/after a full moon. Lightweight. Has unknown strength against werewolves
* Appeared in Hardcore Heroes
=== Nighthawk scimitar ===
* Screams like a hawk when swung.
* The tip leaves a red streak whenever swung that can hardly be seen in the day
** +1 to hit and damage during the day
** +2 to hit and damage at dusk and dawn
** +3 to hit and damage at night
* Appeared in Frozen Frontier
===Jade & Topaz===
* The short swords are teaming with necromantic magic. They pull out of lifeforce of a target when it hits. The weapons were created in tandem.
* They are +1 Weapons
* Jade drains strength
* Topaz drains dexterity
* Appeared in Embers of the Wilds
==Sword, Short==
=== Short Swords +1 to 5===
* Short Swords with +1 to +5 with not other bonus
* Appeared in many shows
=== Rusty Short Sword===
*When striking a target, if the target fails a save vs poison the target incure's extra poison damage, on top of the damage taken from the sword.
* Owned by Lady Felicity
* Appeared in Rollplay: Legacy
==Swords, Two-Handed==
=== Two-Handed Swords +1 to 5===
* Two-Handed with +1 to +5 with not other bonus
* Appeared in many shows
=== Reaper===
*+2 weapon,+ 2 bonus to accuracy and damage. It also strikes faster, giving the wielder an extra attack each round.
* Appeared in Rollplay: Solum
=== Greybane ===
* bonus to hit and damage on charge attack
* Steel two handed sword
* Appeared in Frozen Frontier, Gnomes, Tomes & Catacombs & Rollplay: Solum
=== Rune Blade ===
* +5 to hit and damage
* +1 to AC and saves.
* On a critical strike, destroys shield and armor.
* Appeared in Homeward Bound
==Spears & Lances==
=== Spears +1 to 5===
* Spears with +1 to +5 with not other bonus
* Appeared in Empires of Arcadia & Tombs of Scoria
=== Blood Singer===
* One of the Dragonbane Weapons
* Appeared in Rollplay: Legacy
=== Blink Spear ===
* A spear that teleports the thrower to the place it lands
* Appeared in Empires of Arcadia and Frozen Frontier
===Bone Spear===
* Magical Spear
* Appeared in DwD: Silak & Desperate Measures
===Hellish Halberd===
* This spell enchants a weapon that is being forged to be especially brutal when wielded in combat. The weapon must be of exquisite quality (minimum cost of 50,000 copper) and be in the forging process when the spell is cast. On a natural attack roll of 18, 19, or 20, roll a d10 to determine critical effects.
**1-4: Bleed | The target takes 1 damage per round until the wound is healed/bandaged.
**5-7: Stun | The target is stunned for 1 round.
**8-9: Maim | Roll for an arm or leg hit (50/50 chance). If an arm is hit, -4 to hit and half attack rate. If a leg is hit, -4 AC and half move. Lasts for 1d4 rounds.
**10: Roll for 2 more effects. Effects can stack.
*Appeared in DwD Zweihard
=== Lance of Charging===
* It enhances the knockback power of the wielder when charging down an opponent.
* Appeared in Rollplay: Legacy
===Zodiac spear===
* Does 4d4 damage
* On a failed saving throw, permanently merges with the wielder's arm.
* Created by Malkis for Izual.
* Currently hidden away by Malkis.
* Appeared in Legends of Arcadia: Genesis
=== Rohana's Spear of Chain Lightning ===
* Magical spear +3 to hit and damage.
* Enchantment: Minor Chain Lightning (2d6 damage, Stuns target, 3 charges, up to 5 chain links, up to 20 feet distance between targets).
* Appeared in Tombs of Scoria.
==Maces & Mauls==
=== Blessed Mace +1 to 5===
* Maces with +1 to +5 with not other bonus
* Considered a Holy Weapon
* Appeared in Tombs of Scoria
=== Hammer of Zorin ===
* +5 to Hit and Damage.
* On a hit all creatures within 20 ft of the wielder must make a DC15 Constitution Save or be stunned for 1 round and take 3d6 thunder damage. The creature being hit by the hammer must pass a DC18 Constitution Save.
* The Dwarf that wields this hammer is known to be the rightful Thane of all dwarfs in Bravo.
* Legend says if it is wielded by a non-dwarf, a terrible curse will befall the wielder.
* Appeared in Empires of Arcadia
=== Kralfort===
* One of the Dragonbane Weapons.
* Appeared in Rollplay: Legacy
=== Mace of Light===
* The mace is capable of a massive burst of light by slamming it on a surface and yelling the magical word 'Duloc'.
* Appeared in Rollplay: Legacy
===Vicious Warhammer===
* Has a bonus to hit/dmg and it deals 2d6 extra dmg on crits
* Appeared in Assassin
==Wands & Rods==
=== Wand of Wonders===
*Random, both good and bad effects e.g. Casts a fireball spell at the target or Reduces the wielder to 1/12 their original height, permanently.
* Appeared in Rollplay: Legacy
=== Wand of Magic Missile ===
* an unknown amount of charges may use up to 2 charges each round to cast the magic missile spell, using more than one charge increases the number of missiles fired
* Appeared in Tombs of Scoria
=== Wand of Size Alteration ===
* A wand of this sort enables the wielder to cause any single creature of virtually any size to enlarge or diminish. Either effect causes a 50% change in size
* Appeared in Hardcore Heroes
=== Rod of Lightning===
* With the power of its command word, "Dalamar," the rod calls forth a flash of lightning, tearing through the heavens and devastating its target for 6d6 damage. The rod can only be used three times a day.
* Appeared in Rollplay: Legacy
=== Rod of Terror===
* Use a charge to cast an aura of terror, anyone who fails their save is frozen in fear. Upon activation, there is a 1/5 chance to permanently lose 1 charisma.
* Appeared in Rollplay: Legacy
===Immovable rod===
* A rod that will stay in place where it is set
* Appeared in Assassin
===Staves & Rods===
===Power Pole===
* Extending Magical Staff
* This appears to be a normal bronzewood staff banded with iron. The shaft is actually as strong as steel, and has two magical qualities. Upon command, the staff will alter its length from as short as 6 feet to as long as 12 feet (or any length in between). It inflicts damage as a quarterstaff (base amount, 1d6 points), with additions to attack and damage rolls based upon its magical bonus.
* +3 to damage and Attack rolls
* Appeared in Hardcore Heroes
=== Staff of Light===
*Can shine with light at will.
*Negates magical darkness on touch.
*A wave of the staff can light flammable light sources e.g. torches.
*Can produce a ray of blinding light which can blind a single target for 2d6 rounds or permanently(caster choice) 1 use per day
*Thudding the staff illuminates all grounded creatures in a 120 ft radius for up to 10 minutes as if they were in full daylight 2 uses per day
*Lights the room you are in and all adjacent rooms 4 uses per day
* Appeared in Hardcore Heroes
=== Rod of Rulership ===
* Can command obedience to all creatures of the user's choice within 120 feet to charm for 8 hours.
* All effected must pass a DC15 wisdom saving throw.
* Usable once a day.
* Recharges in the light of dawn.
* Appeared in Empires of Arcadia.
===Rod of Comfort===
Within a 30-foot radius the following affects are in effect, when activated. Activation requires the holder to maintain concentration for a round and then pass a DC 15 wisdom saving throw. Once activated, the rod will remain so until dismissed by the holder or released from grasp.
* Dim blue light radiating from the Aquamarine gem at the end of the staff.
* Temperature is fixed at 70º until the outside reaches -20º or 140º. Each degree outside of this range tugs the temperature up or down.
* Precipitation from weather (rain, snow, hail) is warded as if striking an umbrella. Wind, the things blown by it, missile attacks (even water based ones), etc. are unaffected by this.
* Apepared in Embers of the Wilds
===Staff of Curing===
4 abilities, each one can be used twice within 24 hours, not more than once on any given person:
Cure DiseaseCure BlindnessCure WoundsCure Insanity
1d6+19 charges, each ability costs 1 charge
Once drained, must be recharged, else it functions as a non-magical weapon
Category:Magical Items