Magical Items in Tombs of Scoria

Magical Items in Tombs of Scoria (excluding potions, oils, and scrolls)
== WEAPONS ==
=== Arming Swords ===
==== Arming Sword +1 ====
* damage: 1d8 (1d12 vs large) slashing/piercing
* +1 to hit and damage
* # = 14 (2 current)
** 2: Queen Vuularia Wikk → McGarys →
*** 1 The Family
*** 1 Wayfarers
** 10: → McGarys →
*** 2 The Family
*** 3 The Family
*** 3 Valla McGary
*** 1 
*** 1 
** 1: → McGarys
** 1: Death Knight's Keep → McGarys
==== Arming Sword +2 ====
* damage: 1d8 (1d12 vs large) slashing/piercing
* +2 to hit and damage
* # = 43 (40 current)
** 1: → McGarys
*** rose quartz blade, engraved metallic sheath (front: sword dividing 2 wolves, back: roses)
** 1: The Family → McGarys → 
*** iridescent-edged wrought iron blade, thorny gnarled branch hilt (requires gloves)
** 1: → McGarys → 
*** mithril blade with rose-pattern engravings in the fuller
** 1: → McGarys → 
*** many jewels
** 1: → McGarys
** 30: Saladin Keep → McGarys
** 1: → McGarys
** 6: → McGarys
** 1: → McGarys
*** rose quartz blade
==== Arming Sword +3 ====
* damage: 1d8 (1d12 vs large) slashing/piercing
* +3 to hit and damage
* # = 3
** → McGarys
==== Sword of Sharpness ====
* damage: 1d8 (1d12 vs large) slashing/piercing
* +1 to hit and damage
** treated as a +3 weapon for the purposes of what can be hit
* wielder can have the sword shed light
** none
** 5' dim illumination
** 15' glow
** 30' glow equal to Light
* can sever extremities: arm, leg, neck, tail, tentacle, etc (not head)
** on hits with a natural 18-20 vs normal/armored foes
** on hits with a natural 19-20 vs larger than man-sized foes
** on hits with a natural 20 vs solid metal/stone foes
* # = 2
** 1: Saladin Keep → McGarys
** 1: → McGarys
==== Harbinger ====
* arming sword
* damage: 1d8 (1d12 vs large) slashing/piercing
* +3 to hit and damage
* made to hunt and slay dragons
** imbued with a magical spirit that communicates psychically with its wielder
** +2 damage dice vs dragons
** Dragon Fear immunity in a 50' radius
** wielder can speak draconic
** weapon itself immune to dragon breath attacks
* # = 1 (0 current)
** → Tyrael McGary → Destroyed & Restored → → 
==== Frost Brand ====
* arming sword
* damage: 1d8 (1d12 vs large) slashing/piercing
* +3 to hit and damage
** +6 to hit and damage instead vs creatures that use fire or live in fiery environments
* ≤0 °F: sheds light
* blade thrust into fires: 50% chance to extinguish fires within 10' (including Wall of Fire)
* wielder granted protection as if wearing a 
** normal fires: immunity
** very large/hot fires (≤24 damage), molten lava, hell-hound breath, Wall of Fire: 10 fire damage per rd
** exceptionally hot fires (≥25 damage), red-dragon breath, pyrohydra breath, Fireball, Flame Strike, Fire Storm, etc: +4 to saving throw, -2 damage per die (minimum of 1)
* # = 1
** → Tyrael McGary
==== Defender ====
* arming sword
* damage: 1d8 (1d12 vs large) slashing/piercing
* +4 to hit and damage
* wielder can allocate any of the +4 to boost AC (magic) instead of hit and damage each rd
* # = 1
** Saladin Keep → Tyrael McGary
==== Moonblade ====
* arming sword with a hilt that glows in the dark, crescent moon-shaped crossguard of ivory, handle wrapped with big white scales, and pearl pommel the size of a baby's fist
** possibly the Sword of Moons, a legendary sword that's thousands of years old
* damage: 1d8 (1d12 vs large) slashing/piercing
* +5 to hit and damage
* # = 1
** Tyrus Bellows → → Tyrael McGary
=== Spears ===
==== Lance +1 ====
* damage: 2d4 (2d8 during a mounted charge) piercing
* long reach
* +1 to hit and damage
* # = 1
** Death Knight's Keep → McGarys
==== Spear +1 ====
* damage: 2d4 (2d8 during a mounted charge) piercing
* +1 to hit and damage
* # = 5 (4 current)
** 1: Queen Vuularia Wikk → McGarys → Divination Sacrifice
** 3: → McGarys
** 1: → McGarys → → McGarys
==== Spear +2 ====
* damage: 2d4 (2d8 during a mounted charge) piercing
* +2 to hit and damage
* # = 35 (15 current)
** 30: Saladin Keep → McGarys →
*** 15 Vengeance Ceremony Sacrifice
** 1: → McGarys → Vengeance Ceremony Sacrifice
** 4: → McGarys → Vengeance Ceremony Sacrifice
==== Blood Singer ====
* spear
* damage: 2d4 (2d8 during a mounted charge) piercing
* +3 to hit and damage
* made to hunt and slay dragons
** when slaying dragons, it vibrates fast enough to create a "singing" sound
** imbued with a magical spirit that communicates psychically with its wielder
** +2 damage dice vs dragons
** critically hits on rolls ≥16
** weapon itself immune to dragon breath attacks
* # = 1 (0 current)
** → Anton McGary → → 
==== Rohana's Spear ====
* said to be blessed by Nadinis
** struck with lightning while Rohana was in a heroic fray aboard a pirate ship
* mithril spearhead, wooden haft
* damage: 2d4 (2d8 during a mounted charge) piercing
* +3 to hit and damage
* holds 3 charges that recharge daily
** -1: target takes 2d6 electrical damage and is stunned (stun: save vs spell)
** -2: target and 3 other closest targets take 2d6 electrical damage and are stunned (stun: save vs spell)
** -3: target and 5 other closest targets take 2d6 electrical damage and are stunned (stun: save vs spell)
* # = 1
** Rohana's Tomb → Anton McGary
==== Widow Maker ====
* spear imbued with magic by Velthara during Anton's Vengeance Ceremony
** completely made of mithril stained red by the blood of vengeance
** spear-tip in the shape of Velthara's symbol
** impossibly fine etchings of the faces of those Anton successfully found vengeance against
* damage: 2d4 (2d8 during a mounted charge) piercing
* +3 to hit and damage
* mithril shaft supports ≥3x the weight that it should be able to
* wielder granted Infravision (60')
* Knock (1/day)
* Extinguish/Ignite (unlimited)
* Unseen Servant permanently attached to spear
** directing it replaces an attack
* # = 1
** Velthara → Anton McGary
=== Battle Axes ===
==== Battle Axe +1 ====
* damage: 1d8 slashing
* +1 to hit and damage
* # = 5 (0 current)
** 3: → McGarys → 
** 1: Angus Heraford's Tomb → McGarys → 
** 1: Angus Heraford's Tomb → McGarys → 
==== Static Axe ====
* clear crystal axe with "veins" of electricity within
* damage: 1d8 slashing
* +2 to hit and damage
* holds up to 5 charges that can be released on hits for +1d6 electrical damage
** while the axe holds 1 or more charges, it can absorb electrical attacks while wielded
** rubbing wool/fur on the crystal axe charges it
* # = 1
** → McGarys
=== Daggers ===
==== Demon's Eye ====
* cursed dagger with a black hilt/guard and red blade that pulses with a very dim red light
* damage: 1d4 (1d3 vs large) piercing
* -1 to hit and damage
* appears in owner's main hand whenever they enter combat
** tied to owner until it's destroyed, it's removed by a Limited Wish, or the owner dies
* # = 1 (0 current)
** Kel Greller Sunderlin → → Tyrael McGary → Destroyed by Rust Monster
==== Carl ====
* dagger
* damage: 1d4 (1d3 vs large) piercing
* +1 to hit and damage
* # = 1
** Tyrus Bellows → → McGarys
==== New Moon Dagger ====
* damage: 1d4 (1d3 vs large) piercing
* +1 to hit and damage
** +3 to hit and damage instead vs lycanthropes
* # = 1 (0 current)
** → McGarys → 
==== Dagger +2 ====
* damage: 1d4 (1d3 vs large) piercing
* +2 to hit and damage
* # = 1 (0 current)
** → McGarys → The Family
==== Dagger +3 ====
* mithril blade
* damage: 1d4 (1d3 vs large) piercing
* +3 to hit and damage
* # = 1
** → Tyrael McGary
==== Ifan ====
* legendary dagger from the Age of Heroes
* damage: 1d4 (1d3 vs large) piercing/slashing
* +5 to hit and damage
* Dimensional Blade (Terrin's blessing)
** ignores AC provided by armor (hits touch AC)
** wielder's Str-based adjustments ignored since muscle power doesn't help the blade
** effective vs phased/ethereal creatures
** struck objects with a diameter/thickness smaller than the blade's length can be cleanly severed (save vs disintegration)
*** larger objects cut through at 5 ft3 per rd
* wielder granted Infravision (60') (Sayor's blessing)
* sealable well allows the wielder to store 10 doses of a single poison that are injected on successful stabs (Terrasa's blessing)
** initially filled with poison type E
** poison doses acquired: A:20, B:11, C:6, D:3, E:13, F:wyverns, G:15, H:19, I:13, J:11, K:4, L:0, M:3, N:3, O:9, P:19
* wielder granted Improved Blink at will (Voraci's blessing)
** 6 rd duration starting with the first Blink, 1hr cooldown
* # = 1
** → Tyrael McGary
=== Short Swords ===
==== Short Sword +1 ====
* damage: 1d6 (1d8 vs large) slashing/piercing
* +1 to hit and damage
* # = 2
** 2: → McGarys
==== Short Sword +2 ====
* damage: 1d6 (1d8 vs large) slashing/piercing
* +2 to hit and damage
* # = 20
** 20: Saladin Keep → McGarys
=== Maces ===
==== Mace +1 ====
* damage: 1d6+1 (1d6 vs large) bludgeoning
* +1 to hit and damage
* # = 4 (2 current)
** 1: Queen Vuularia Wikk → McGarys
*** blessed by divine magic rather than enchanted by arcane magic
** 2: → McGarys → 
** 1: → McGarys
==== Mace of Martha ====
* damage: 1d6+1 (1d6 vs large) bludgeoning
* +2 to hit and damage
* # = 1 (0 current)
** Hekaa's Tomb → McGarys → → Disintegrated by Beholder
=== Uncommon Melee Weapons ===
==== Two-Handed Sword +2 ====
* damage: 1d10 (3d6 vs large) slashing
* +2 to hit and damage
* # = 1 (0 current)
** → McGarys → The Family
==== Trident +2 ====
* damage: 2d3 (3d4 vs large) piercing
* +2 to hit and damage
* # = 1 (0 current)
** → McGarys → 
==== Scimitar +3 ====
* damage: 1d8 slashing
* +3 to hit and damage
* # = 1 (0 current)
** → McGarys → → Lost in Glacia
==== Bellum's Whisker ====
* broadsword with a broad blue-tinted steel blade, handle wrapped in green naga hide, and matching blue-tinted steel sheath wrapped in green naga hide at each end
* damage: 2d4 (1d6+1 vs large) slashing/piercing
* +3 to hit and damage
* # = 1
** Kel Greller Sunderlin → → McGarys
==== Kralfort ====
* war hammer
* damage: 1d4+1 (1d4 vs large) bludgeoning/piercing
* +3 to hit and damage
* made to hunt and slay dragons
** imbued with a magical spirit that communicates psychically with its wielder
** +2 damage dice vs dragons
** senses the other Dragonbane Weapons in a wider radius than the other weapons can
** senses presence of dragons in a radius of 1 mi per the wielder's level
** senses invisible entities in a 50' radius
** senses good/evil in a 10' radius
** senses hidden traps, doors, and/or shifting rooms in a 10' radius
** weapon itself immune to dragon breath attacks
* # = 1 (0 current)
** → Tyrael McGary → → 
=== Bows & Arrows ===
==== Short Bow +1 ====
* +1 to hit and damage
* # = 1
** The Family → McGarys
==== Long Bow +1 ====
* +1 to hit and damage
* # = 1
** → McGarys
==== Long Bow +2 ====
* +2 to hit and damage
* # = 50
** 50: Saladin Keep → McGarys
==== Whirlwind ====
* long bow
* +3 to hit and damage
* made to hunt and slay dragons
** imbued with a magical spirit that communicates psychically with its wielder
** +2 damage dice vs dragons
** rumored to force dragons to land when hit
** weapon itself immune to dragon breath attacks
* # = 1 (0 current)
** → Imrik McGary → → 
==== Bow of Speed ====
* short bow
* +1 to hit and damage
* 2x fire rate: pulling string back teleports and nocks non-magical arrows (within 10'), ready to fire
* Encyclopedia Magica (p210): Bow of Speed
* # = 1
** Death Knight's Keep → Imrik McGary
==== Ethereal Quiver ====
* produces ethereal arrows/bolts that shed 2' of dim blue-green light and disappear after a short time
* damage: 1d6 piercing
* short bow range: 35/70/120yds
* long bow range: 50/100/170yds
* # = 2
** 1: → Imrik McGary
** 1: → Tyrael McGary
==== Arrow +1 ====
* damage: 1d6 piercing
* +1 to hit and damage
* short bow range: 35/70/120yds
* long bow range: 50/100/170yds
* # = 5000
** 5000: Saladin Keep → Imrik McGary
==== Flaming Arrow ====
* damage: 1d6 piercing
* +2 to hit and +1d6 fire damage
* short bow range: 35/70/120yds
* long bow range: 50/100/170yds
* # = 5 (4 current)
** 5: Queen Vuularia Wikk → Imrik McGary
== SHIELDS ==
==== Medium Shield +2 ====
* +5 to AC (3 dodge, 2 magic)
* +2 to saving throws
* # = 3
** 3: → McGarys
==== Shield +2 ====
* +4 to AC (2 dodge, 2 magic)
* +2 to saving throws
* # = 20
** 20: Saladin Keep → McGarys
==== Rohana's Shield ====
* +2 to AC (dodge)
* no damage from falls ≤30'
* activates Feather Fall when held overhead
** can hold at least 3000 lbs
* # = 1
** Rohana's Tomb → Anton McGary
==== Red Dragon Scale Medium Shield ====
* assumed to be made from the scales of Rohas the Red from Solum after being slain by the 
* +3 to AC (dodge)
* # = 1
** → McGarys → → Lost in Glacia
==== Shield Wall ====
* shield emblazoned with the royal flag of Akuba
** a burning red sun over the silhouette of a basilisk
* +2 to AC (dodge)
* becomes a 10' by 10' wall when slammed onto the ground
** wielder's arm must remain strapped to it or it will revert
* # = 1
** → Anton McGary
==== Mithril Shield ====
* +2 to AC (dodge)
* -1 to hit and damage by non-magical and non-mithril weapons
* # = 1
** → McGarys
==== Mithril Alloy Shield ====
* +2 to AC (dodge)
* 25% mithril, making it lighter than normal shields
* # = 1
** Queen Vuularia Wikk → McGarys
== STAVES & WANDS ==
==== Crooked Staff ====
* staff with a hooked top
* damage: 1d4+1 bludgeoning
* can push/pull with 18 Str
* extends up to 20'
* # = 1
** Glacian School of Magic → Imrik McGary
==== Gemmed Staff ====
* staff with gem on top
* damage: 1d4+1 bludgeoning
* unlimited charges
* Cantrip, Cut, Ignite, Light, Mending, Unseen Servant
* # = 1
** Glacian School of Magic → Imrik McGary
==== Straight Staff ====
* damage: 1d4+1 bludgeoning
* initial charges: 40
* current charges: 37
* -1: Reveal Doors, Light, Knock, Wizard Lock
* # = 1
** Glacian School of Magic → Imrik McGary
==== Staff of Secrets ====
* brass staff with 7/8 of a grasped sphere on top
* damage: 1d4+1 bludgeoning
* +1 to hit and damage
* has a secret compartment for storage
** passcode: "god save the queen"
* # = 1
** → McGarys
==== Staff of Thunder & Lightning ====
* wood staff bound with iron set with silver rivets
* damage: 1d4+1 bludgeoning
* +2 to hit and damage
* initial charges: 20-25
* current charges: 3-8
* casting time equal to charges expended
* -1 Thunder: staff becomes +3, foe stunned this rd, foe last initiative next rd
* -1 Lightning: +2d6 electrical damage on hit (ignore metal armor AC for electrical damage success)
* -2 Thunderclap: creatures in a cone (40' long, 5' to 20' diameter) stunned 1d2 rds and deaf an additional 1d2 rds
** save avoids stun but 1d4 rds of deafness still suffered
* -2 Lightning Stroke: 8d6 Lightning Bolt, 1s on damage dice counted as 2s unless saved against
** can be single or forked bolt
* -4 Thunder & Lightning: combines Thunderclap and Lightning Stroke
** creatures in a cone (40' long, 5' to 20' diameter) stunned 1d2 rds and deaf an additional 1d2 rds, save avoids stun but 1d4 rds of deafness still suffered
** 8d6 forked bolt, 1s and 2s on damage dice counted as 3s unless saved against
* # = 1
** Glacian School of Magic → Imrik McGary
==== Wand of Fear ====
* narwhal or unicorn horn with human teeth all along the spiral groove
* initial charges: unknown
* pale amber cone (60' long, 20' diameter) Causes Fear
** creatures flee from the caster at their fastest rate for 6 rds
** undead unaffected
* # = 1
** → Imrik McGary
==== Wand of Fire ====
* initial charges: 99
* current charges: 79
* -1 Burning Hands: dark red flames that appears instantly and deals 6 fire damage to creatures in a 12' long and 10' wide fan (cone but flat)
* -1 Pyrotechnics: can produce 1 of 2 effects after immediately extinguishing a fire source within 20' (extremely large fires only partially extinguished, magical fires not extinguished) and fire-based creatures used as a source dealt 1 damage per caster level instead
** effect 1: fire source produces a burst of fireworks (10x the volume of the fire source) lasting 1 rd, blinding creatures within 120' of and with unobstructed line of sight to the burst for 1d4+1 rds (save vs spell)
** effect 2: fire source produces a choking cloud of smoke lasting 1 rd per caster level (fills 100x volume of the fire source), obscuring vision beyond 2' and giving -2 penalties to AC and combat rolls (save vs spell)
** +2 initiative modifier
* -2 Fireball: pea-sized sphere shot up to 160' bursts in a fiery, violet-red blast for 6d6 fire damage (1s on damage dice counted as 2s, save vs wand)
** +2 initiative modifier
* -2 Wall of Fire: curtain of purplish-red flames lasting 6 rds shaped in a 25' diameter ring around the caster or in a rectangular area encompassing 1200 ft2
** touch: 2d6+6 fire damage per rd
** 10': 2d4 fire damage per rd
** 20': 1d4 fire damage per rd
** +3 initiative modifier
* # = 1
** Saladin Keep → Imrik McGary
==== Wand of Lightning ====
* initial charges: 97
* current charges: 95
* -1 Shock: successful touch attack delivers 1d10 electrical damage (ignore metal armor AC for electrical damage success, no saving throw)
* -2 Lightning Bolt: 6d6 Lightning Bolt, 1s on damage dice counted as 2s
** single bolt: 80' long, 5' diameter
** forked bolt: 40' long, 10' diameter
** +2 initiative modifier
* # = 1
** Saladin Keep → Imrik McGary
==== Wand of Magic Detection ====
* initial charges: ?, ?, ?, 32, 120, 120, 120, 120
* current charges: ?, ?, ?, 32, 118, 120, 120, 120
* if magic exists within 30', the wand pulses and points to the strongest source (requires 1 rd)
** successive rds will point out successively less powerful magic sources
** school of magic can be determined if 1 rd is spent concentrating on the source
** starting the 2nd rd of continuous usage, there's a cumulative +2% chance per rd that non-magical sources will be identified as magical
* # = 8
** 1: → Imrik McGary
** 5: Saladin Keep → Imrik McGary
** 1: → Imrik McGary
** 1: → Imrik McGary
==== Wand of Magic Missiles ====
* initial charges: ?, ?, 100, 100, 100, 100, 100
* current charges: 0, ?, 99, 100, 100, 100, 100
* discharges up to 2 1d4+1 damage Magic Missiles per rd
** -1 charge per missile
* +3 initiative modifier
* attack roll needed when wielded by a non-wizard
* # = 7 (6 current)
** 1: Babylon's Hideout → Imrik McGary → Depleted
** 1: → Imrik McGary
** 5: Saladin Keep → Imrik McGary
==== Wand of Paralyzation ====
* initial charges: 74
* current charges: 73
* 60' ray immobilizes affected creature for 5d4 rds
* +3 initiative modifier
* # = 1
** Saladin Keep → Imrik McGary
== ROBES ==
==== Robe of Alterations ====
* AC: 10+3 (magic)
* change (color, shape, size, style, etc.) at will into whatever resplendent body garments desired
* permanent Deeppockets
* effects only function for wizards (can't be pick-pocketed by a non-wizard)
* # = 1
** Glacian School of Magic → McGarys
==== Robe of Blending ====
* ordinary-appearing, can't be detected by magical means
* AC: 10
* enables wearer to appear:
** to be part of a rock wall
** to be part of a plant
** to be a creature of their choice
*** height alteration limit: 50%-200%
*** vocal capabilities not altered
* chance of detecting something amiss each turn when within 30' of a disguised wearer
** creatures with ≥15 Int have 1% per Int
** creatures with ≥10 HD/levels and ≥5 Int have 1% per HD/level
** above chances are cumulative
* creatures acquainted with and friendly to wearer will see them normally
* # = 1
** Glacian School of Magic → McGarys
==== Robe of Deeppockets ====
* flexible, tough, and breathable black robes of fine fabric lined with iridescent midnight blue leather with a belt made from the furry tentacle of some eldritch creature
* AC: 10
* permanent Deeppockets
** 100 1 lb pockets
** 10 10 lb pockets
* permanent Displace Self
** 1st visible melee/missile attacks against the wearer miss (unless attackers don't use sight)
** -2 to hit on subsequent melee/missile attacks
** +2 to saving throws
* can cast one spell once per day (midnight recharge): Enlarge/Reduce, Shield, Rope Trick, Blink
* # = 1 (0 current)
** → Imrik McGary → 
==== Robe of Eyes ====
* AC: 10
* wearer can see in all directions at once
** Infravision (120')
** can see through displacement
** within 240' (120' if Infravision needed): can see through invisibility (including Dust of Disappearance, ), camouflage, and hiding in shadows
* can't see through illusions, secret doors, or astral/ethereal things by means of the robe
* track as Lv.12 ranger
* casting Light or Continual Light on the robe respectively blinds the eyes for 1d3 or 2d4 rds
* # = 0
** Scoria
==== Robe of Greater Protection ====
* AC: 10+5 (magic)
* +3 Dex
* self-cleaning
* permanent Feather Fall
* permanent Gaze Reflection
* permanent Protection from:
** Cantrips
** Evil
** Paralysis
** Poison
** Vermin
* effects only function for wizards
* # = 1
** Glacian School of Magic → Imrik McGary
==== Robe of Might ====
* AC: 10+5 (magic)
* wearer granted Str, Dex, and Con based on class (multi-classed: gain highest of each stat available to their classes)
** Wizard: +2 Str, +3 Dex, +1 Con
** Rogue: +3 Str, +4 Dex, +2 Con
** Priest: +3 Str, +2 Dex, +3 Con
** Warrior: +4 Str, +3 Dex, +3 Con
* # = 1
** Glacian School of Magic → McGarys
==== Robe of Protection +1 ====
* AC: 10+1 (magic)
* +1 saving throws
* # = 1
** Babylon's Hideout → McGarys
==== Robe of Protection +3 ====
* AC: 10+3 (magic)
* +3 to saving throws
* # = 1
** → McGarys
==== Robe of Scintillating Colors ====
* AC: 10
* ≥15 Int and ≥13 Wis required for activation by wearer
* activation has no effect on the initial rd
** after initial rd, dazzling rainbow lights in 20' radius hypnotize onlookers for 1d4+1 rds (save vs spell)
*** onlookers must try to save again once hypnotization duration ends
*** each rd of scintillation gives -1 to hit (-5 max) wearer with missile, hand-held, or body weaponry (hands, fists, claws, fangs, horns, etc.)
** after initial rd, wearer can engage in activity (including casting) as long as they don't move more than 10' per rd
* # = 1
** → McGarys
==== Robe of Useful Items ====
* AC: 10
* appears unremarkable
* wearer can see and detach small cloth patches of various shapes
** can detach 1 patch per rd, causing it to become an actual item
** once removed, items are not replaced
** begins with 2 of each item
*** dagger
*** lantern (filled and lit)
*** large mirror
*** 10' pole
*** 50' rope
*** large sack
*** 4d4 rolled items
* # = 1
** → McGarys
== ARMOR ==
=== Leather ===
==== Rohana's Armor ====
* midnight blue leather armor of Displacer Beast hide
* AC: 13
* permanent Displace Self
** 1st visible melee/missile attacks against the wearer miss (unless attackers don't use sight)
** -2 to hit on subsequent melee/missile attacks
** +2 to saving throws
* # = 1
** Rohana's Tomb → Tyrael McGary
=== Chain ===
==== Chainmail +1 ====
* AC: 15+1 (magic)
* +1 to saving throws
* # = 2 (1 current)
** 1: Queen Vuularia Wikk → McGarys → The Family
** 1: → McGarys
==== Chainmail +2 ====
* AC: 15+2 (magic)
* +2 to saving throws
* # = 51
** 1: → McGarys
** 50: Saladin Keep → McGarys
==== Chainmail +3 ====
* AC: 15+3 (magic)
* +3 to saving throws
* # = 2 (0 current)
** 1: → McGarys → (Transferred onto) 
** 1: → McGarys → (Transferred onto) 
==== Elven Chainmail ====
* AC: 15
* non-magical but lightweight iron chainmail of superior quality
** doesn't make noise
** can be worn under clothing
** doesn't hinder thief abilities
* # = 1
** → McGarys
=== Plate ===
==== Mithril Platemail ====
* AC: 19
** -1 to hit and damage by non-magical and non-mithril weapons
* fitted for a human female ~5'2" and ~125 lbs
* # = 1
** → McGarys
==== Platemail +2 ====
* AC: 19+2 (magic)
* +2 to saving throws
* fitted for a human female ~5'6" and ~130 lbs
* # = 1
** → McGarys
==== Platemail of Command +1 ====
* AC: 19+1 (magic)
* +1 to saving throws
* wearer exudes a dignified and commanding aura
** 18 Cha for all encounter reactions
** within 360': friendly troop morale +2
** distinctiveness of the armor contributes to the effects so concealing it disables its aura effects
* # = 1
** Saladin Keep → Tyrael McGary
==== King's Mithril Platemail ====
* AC: 22
** -1 to hit and damage by non-magical and non-mithril weapons
* fitted for a human male ~6'0" and ~170 lbs
* # = 1
** → McGarys
=== Dragon Scale ===
==== Blue Dragon Scale Armor ====
* made from the scales of 
* AC: 20
* # = 10 (5 current)
** 10: McGarys →
*** 2: → 
*** 1: → 
*** 1: 
*** 1: 
==== Blue Dragon Scale Armor +3 ====
* made from the scales of 
** the magical enchantment was moved from a by an elven wizard of Sylvas for the McGarys
* AC: 20+3 (magic)
* +3 to saving throws
* # = 1
** McGarys → → Anton McGary
==== Green Dragon Scale Armor ====
* made from the scales of 
* AC: 20
* # = up to 24 (up to 23 current)
** McGarys →
*** 1: → Lost in Glacia
==== Green Dragon Scale Armor +3 ====
* made from the scales of an unknown Age Class 10 Green Dragon from Solum assumed to be slain by the 
** the magical enchantment was moved from a by an elven wizard of Sylvas for the McGarys
* AC: 22+3 (magic)
* +3 to saving throws
* # = 1
** → McGarys → → Tyrael McGary → Drekissin Soldier
==== Green Dragon Scale Armor (Xorathis) ====
* made from the scales of 
* AC: 24
* # = up to 33 (1 current)
** up to 32: Drekissin Soldiers
** 1: Drekissin Soldier → Tyrael McGary
==== Gold Dragon Scale Armor ====
* made from the scales of an unknown Age Class 9 Gold Dragon from Solum assumed to be slain by the 
* AC: 25
* # = 1
** → Anton McGary
== CLOAKS ==
==== Cloak of Comfort ====
* works by alternatingly exuding heat/cold that it has magically absorbed
** heat/cold-based magical attacks absorbed harmlessly (Cone of Cold, Heat Metal, etc)
** -2 damage per die from Ice Storm and fire-based magic
* wearer never suffers effects of exposure to the wilderness (reduced Con, reduced Dex, hypothermia, etc)
* Encyclopedia Magica (p299): Cloak of Comfort
* # = 1
** Glacian School of Magic → McGarys
==== Cloak of Displacement ====
* permanent Displace Self
** 1st visible melee/missile attacks against the wearer miss (unless attackers don't use sight)
** -2 to hit on subsequent melee/missile attacks
** +2 to saving throws
* # = 2
** 1: → McGarys
** 1: → McGarys
==== Cloak of Plenty ====
* black wool lined with deep purple satin
* keeps wearer warm and dry in any climate/weather
** +4 to saves vs elemental attacks
** wearer sleeps as if resting in a comfortable bed
* 12 hidden extradimensional pockets refilled daily
** 1/2 lb cheese
** 1/2 lb warm, fresh cinnamon raisin bread
** 1 lb spare ribs
** 4 ears steamed and buttered sweet corn
** 1 apple
** 1 orange
** 1 pear
** 1/2 pint honey
** 1/2 lb cracked walnuts
** 1 quart strawberries
** 1 quart cold apple cider
** 1 quart cool water
** 1 hunting knife
* Encyclopedia Magica (p307): Cloak of Plenty
* # = 1
** 1: Angus Heraford's Sarcophagus → Anton McGary
==== Cloak of Protection +1 ====
* +1 to AC (magic) and saving throws
* # = 4
** 1: → McGarys
** 1: Glacian House → McGarys
** 1: → McGarys
** 1: → McGarys
==== Cloak of Protection +2 ====
* +2 to AC (magic) and saving throws
* # = 6
** 1: → McGarys
** 1: → McGarys
** 1: → McGarys
** 1: Death Knight's Keep → McGarys
** 1: → McGarys
** 1: → McGarys
==== Cloak of Protection +3 ====
* +3 to AC (magic) and saving throws
* # = 1
** 1: → McGarys
==== Cloak of the Bat ====
* black cloth cloak
* +2 to AC (armor)
* 90% chance of invisibility
** when stationary within a shadowy or dark place
** when hanging upside down from the ceiling like a bat
* 15 flying speed, B maneuverability
** at night or other near-lightless conditions
** 1hr max continuously, flight cooldown equal to last flight's duration
** hold edges of cloak when flying or transform into a bat (with all equipment)
* # = 1
** Glacian School of Magic → Anton McGary
==== Cloak of the Cheetah ====
* +3 Dex (capped at racial max)
* wearer can sprint at 45 movement speed (sprinting cheetah speed) for 3min every 30min
* Encyclopedia Magica (p298): Cheetah Cloak of Amedio
* # = 1
** Babylon's Hideout → Tyrael McGary
== BELTS ==
==== Belt of Giant Strength +2 ====
* +2 Str
* # = 1
** → → → Anton McGary
==== Girdle of Giant Strength +4 ====
* +4 Str
* # = 1
** → Tyrael McGary
==== Sword Belt ====
* belt with extradimensional space that a sword can be slid into, providing an inconspicuous sheath that wraps around the body
** can hold an arming sword or smaller blades
* # = 1
** → "Rupert" → → Imrik McGary
== ARMWEAR ==
==== Bracers of Archery ====
* wearer granted Bow Proficiency
* if wearer already has Bow Proficiency: +2 to hit and +1 to damage with bows
** bonuses don't stack with Bow Specialization
* # = 2
** 1: The Family → Imrik McGary
** 1: → McGarys
==== Bracers of Defense +6 ====
* AC: 16 (magic)
* don't function in conjunction with armor or shields
* # = 2
** 1: → McGarys
** 1: → McGarys
==== Bracers of Defense +8 ====
* AC: 18 (magic)
* don't function in conjunction with armor or shields
* # = 1
** 1: → McGarys
==== Bracers of Shocking Grasp ====
* successful touch attack delivers 1d8 electrical damage
* # = 1 (0 current)
** → Tyrael McGary → Destroyed by Acid Rain
==== Gauntlets of Dexterity ====
* +4 Dex if ≤6 Dex
* +2 Dex if 7-13 Dex
* +1 Dex if ≥14 Dex
* non-thieves: granted Pick Pockets 45% and Open Locks 37% as a Lv.4 thief
* thieves: +10% to Pick Pockets and Open Locks
* # = 2
** 1: Velthara → McGarys
** 1: → McGarys
==== Gloves of War ====
* +1 to hit and damage (melee/thrown weapons)
* weapon hits are considered to be magical
* # = 11
** 1: → McGarys
** 1: Vlad Orrmore's Tomb → → McGarys
** 1: → McGarys
** 1: → McGarys
** 1: → McGarys
** 6: → McGarys
== FOOTWEAR ==
==== Boots of Speed ====
* +2 to AC (dodge) when movement is possible
* 24 movement speed
** -1 movement speed per 10 lbs over 200 lbs
* 1hr of rest needed per 1hr of fast movement
** max 8hrs of continuous fast movement
* # = 2
** 1: Vlad Orrmore's Tomb → → Anton McGary
** 1: → Tyrael McGary
==== Boots of Springing and Striding ====
* +1 to AC (dodge)
* 12 movement speed regardless of size/weight
** max 12hrs/day and then 12hrs rest needed
* can jump 30' forward, 9' backward, and 15' vertically
** 20% chance to stumble and be stunned for the following rd
*** -3% stumbling chance per Dex above 12
* # = 1 (0 current)
** → Tyrael McGary → Destroyed by Acid Rain
==== Sandals of Speed ====
* 18 movement speed
* Encyclopedia Magica (p1111-1112): Sandals of Speed
* # = 2
** 1: Rohana's Tomb → Imrik McGary
** 1: → McGarys
== HEADWEAR ==
==== Circlet of Insight ====
* wearer granted 18 Wis
* # = 1
** → Anton McGary
==== Eyeglasses of the Arcanist ====
* True Seeing within 2'
** detect forgeries, hidden items, invisible objects/creatures, and see through mundane illusions within range
* wearer can read/comprehend all writings
** understanding of the topic not guaranteed
* low level spellcasters can cast high level spells without error
* rogues and fighters have 5% chance to use a magical scroll and 25% chance of reversing the spell
* Encyclopedia Magica (p462): Eyeglasses of Arcanist II
* # = 1
** Akuban Fisherman's Grave → Imrik McGary
==== Hat of Disguise ====
* wearer can alter appearance
** height ±25%
** weight ±50%
** any: sex, hair color, eye color, skin/complexion, facial features
* hat itself can appear as a comb, ribbon, headband, fillet, cap, coif, hood, helmet, or similar item
* Encyclopedia Magica (p570): Hat of Disguise III
* # = 1 (0 current)
** → Tyrael McGary → 
== NECKWEAR ==
==== Amulet of Charm Resistance ====
* +4 to saving throws vs charm effects
* Encyclopedia Magica (p29): Amulet of Charm Resistance
* # = 1
** Angus Heraford's Sarcophagus → Tyrael McGary
==== Amulet of Health ====
* wearer granted 18 Con
* # = 2
** 1: Captain Dreyfus → → Tyrael McGary
** 1: → Imrik McGary
==== Amulet of Proof Against Detection and Location ====
* no aura discernible on the wearer
* predictions cannot be made regarding the wearer unless a powerful being is consulted
* wearer protected against all divination and magical location/detection
** Clairaudience
** Clairvoyance
** ESP
** s or other scrying devices
* # = 1
** → McGarys
==== Amulet of Recall ====
* Teleports and/or Plane Shifts the user (and anyone touching the user) and all carried gear to its symbiont point
** symbiont point: last location it laid untouched by any living creature for ≥30 days
* Encyclopedia Magica (p42): Amulet of Recall
* # = 1 (0 current)
** → Imrik McGary → Destroyed by Acid Rain
==== Amulet of Velthara ====
* Mark of Vengeance: marks a creature for Vengeance
** direction, distance, and general area of creature always known
* Aura of Velthara: wearer's aura subtly turns people's thoughts to be more inclined toward vengeance
* Hidden Weapon: acts as a bag of holding for a single weapon
** weapon shrinks to fit the amulet, attaching to the amulet as a facet/feature
* Detect Grudge: similar to Detect Magic but for grudges (3/day)
** detects strength of grudge but not the object of the grudge
* Vengeful Smite: expending a spell gives +1 to hit and damage for each spell level expended to the next attack
** only 1 spell may be expended per attack
* # = 1
** Velthara → Anton McGary
==== Medallion of ESP ====
* wearer can concentrate to pick up surface thoughts of creatures within a cone (30' long, 7' diameter)
** full rd required
** must understand language of thinker
** if no discernible language of the creature, prevailing emotions are felt
* prevented by >3' stone, >1/6" metal, or any continuous lead/gold/platinum
* # = 1 (0 current)
** Hekaa's Tomb → Imrik McGary → 
==== Necklace of Adaptation ====
* wearer adapted to:
** ignore gases that affect creatures through respiration
** breathe underwater
** exist in airless space for up to seven days
* # = 1
** → McGarys
==== Periapt of Wound Closure ====
* prevents open/bleeding wounds
* doubles rate of healing
* # = 2
** → McGarys
** → McGarys
==== Phylactery of Long Years ====
* slows aging by 25%
* # = 1
** Saladin Keep → McGarys
== RINGS ==
==== Ring of Animal Friendship ====
* affects animals of neutral alignment and animal intelligence within 10'
** those failing a saving throw (vs spell) become docile and follow the wearer
** those passing a saving throw (vs spell) move rapidly away from the wearer
* up to 12HD of animals affected (18HD for rangers, 24HD for druids)
* initial charges: unknown (typically 27, can't be recharged)
** -1: animals feeling friendship will guard/protect the wearer
* # = 1
** Saladin Keep → McGarys
==== Ring of Constriction ====
* unable to be removed as the ring squeezes the finger tighter and tighter until the finger is removed
* Remove Curse temporarily disables it, allowing it to be removed
* # = 1
** Death Knight's Keep → McGarys
==== Ring of Feather Falling ====
* activates Feather Fall if wearer falls ≥5'
* # = 7
** 7: Saladin Keep → McGarys
==== Ring of Fire Resistance ====
* gold band with a center stripe filled with crushed red gemstones
* wearer granted protection from fire
** normal fires: immunity
** very large/hot fires (≤24 damage), molten lava, hell-hound breath, Wall of Fire: 10 fire damage per rd
** exceptionally hot fires (≥25 damage), red-dragon breath, pyrohydra breath, Fireball, Flame Strike, Fire Storm, etc: +4 to saving throw, -2 damage per die (minimum of 1)
* # = 6
** 1: → McGarys
** 1: Angus Heraford's Sarcophagus → McGarys
** 1: → McGarys
** 2: → McGarys
** 1: → McGarys
==== Ring of Free Action ====
* wearer can move/attack normally across any terrain and even underwater
** projectiles/missiles are still ineffective underwater
* can't be magically slowed/restrained
** Web, Hold spells, and Slow have no effect
* # = 11 (9 current)
** 1: Babylon's Hideout → McGarys
** 1: Angus Heraford's Sarcophagus → McGarys
** 1: Vlad Orrmore's Tomb → → McGarys → 
** 1: → McGarys → 
** 4: Saladin Keep → McGarys
** 1: → McGarys
** 1: → McGarys
** 1: → McGarys
==== Ring of Invisibility ====
* once per rd at will (doesn't take an action), the wearer can instantly vanish from sight and be undetectable by normal vision or Infravision
* the invisibility is broken by attacking
* creatures with ≥13 Int and ≥10 HD/levels have a chance to detect invisible objects
** successful save vs spell means they notice the object
* # = 1
** → Tyrael McGary
==== Ring of Mind Shielding ====
* wearer immune to ESP, Detect Lie, and Know Alignment
* # = 2
** 1: Saladin Keep → Tyrael McGary
** 1: → McGarys
==== Ring of Protection +1 ====
* +1 to AC (magic) and saving throws
* # = 12 (9 current)
** 1: Babylon's Hideout → McGarys → 
** 1: Unknown Kronwikk Party Guest → McGarys
** 1: → McGarys → → Lost in Glacia
** 1: → McGarys → 
** 1: → McGarys
** 1: → McGarys
** 4: → McGarys → Imploded in Backpack of Holding
** 1: → McGarys
** 1: → McGarys
==== Ring of Protection +2 ====
* +2 to AC (magic) and saving throws
* # = 11
** 1: Lady Redshield → → McGarys
** 1: → McGarys
** 1: → McGarys
** 1: → McGarys
** 1: → McGarys
** 2: Death Knight's Keep → McGarys
** 1: → McGarys
** 3: → McGarys
==== Ring of Protection +3 ====
* +3 to AC (magic) and saving throws
* # = 2 (1 current)
** 1: 
** 1: → Anton McGary
==== Ring of Protection +4 ====
* +4 to AC (magic) and saving throws
* # = 1
** → Tyrael McGary
==== Ring of Protection +5 ====
* +5 to AC (magic) and saving throws
* # = 1
** → Imrik McGary
==== Ring of Protection from Petrification ====
* band of petrified wood or bone
* grants immunity to all attacks that turn flesh to stone
* # = 1
** → Tyrael McGary
==== Ring of Seeing ====
* True Seeing (120') for 30min/day
** doesn't penetrate solid objects, not x-ray vision
** spell effects can't be further enhanced with magic
* see all things as they actually are
** see through normal/magical darkness, displacement, invisibility, illusions, and apparitions
** secret doors become plain
** polymorphed, changed, or enchanted things are apparent
** alignment discerned through creatures' visibly projected auras
** vision can be focused to see into the Ethereal Plane or bordering areas of other adjacent planes
* Encyclopedia Magica (p997): Ring of Seeing
* # = 1
** → Tyrael McGary
==== Ring of Spell Storing ====
* contains spells: Mount, Invisibility, Fly, Polymorph Self, Teleport
* spells recharged by a wizard spending a spell slot of appropriate level
* # = 1
** Saladin Keep → Imrik McGary
==== Ring of Sustenance ====
* ring must be worn for a week consecutively to start working
** only works for a week until it needs to recharge for a week
* wearer gets life-sustaining nourishment without food or drink
* only 2hrs/day sleep needed for 8hr equivalent rest
* # = 2
** 2: Saladin Keep → McGarys
==== Ring of Telekinesis ====
* wearer can manipulate objects with Telekinesis
* # = 4 (25 lbs)
** 4: Saladin Keep → McGarys
* # = 2 (100 lbs)
** 2: Saladin Keep → McGarys
==== Ring of Water Walking ====
* wearer can walk on any liquid without sinking into it
** up to 1200 lbs
** feet don't contact surface of liquid
*** depressions of 1.5" per 100 lbs of weight will be observed in hardening mud or set snow
* # = 9
** 9: Saladin Keep → McGarys
==== Ring of X-Ray Vision ====
* wearer can see through substances impenetrable to normal sight up to 20' range
** 20': cloth, wood, animal/vegetable matter
** 10': stone
** 10": iron/steel
** none: lead, gold, platinum
* can scan area of 100 ft2 per rd
* -1 Con if used more than once/hr, -2 Con if ≥30min/hr, -3 Con if ≥40min/hr, -4 Con if ≥50min/hr
** if Con<3, wearer is exhausted and must rest immediately
*** no activity/walking can be performed until Con≥3
** 2 Con recovered per day of full rest
* # = 1 (0 current)
** 
== IOUN STONES ==
* magical stones that orbit owner's head within 3' to function
* grasped or netted in order to be stowed
* AC: 16
* HP: 10
* saving throws: hard metal (+3 bonus)
==== Pink/Green Sphere ====
* +1 Cha (18 max)
* # = 1
** Saladin Keep → McGarys
==== Clear Spindle ====
* sustains person without food/water
* # = 1
** Saladin Keep → McGarys
==== Pale Lavender Ellipsoid ====
* absorbs level 1-4 spells (10-40 spell levels)
* # = 1
** Saladin Keep → McGarys
==== Lavender/Green Ellipsoid ====
* absorbs level 1-8 spells (20-80 spell levels)
* # = 1
** Saladin Keep → McGarys
==== Dull Grey Spindle/Sphere/Rhomboid/Prism/Ellipsoid ====
* burned out
* # = 3
** 3: Saladin Keep → McGarys
== BAGS ==
==== Backpack of Holding ====
* 15 lb backpack that holds 250 lbs and 30 ft3 in extradimensional space
* # = 5
** 5: Saladin Keep → McGarys
==== Backpack of Holding ====
* 35 lb backpack that holds 1000 lbs and 150 ft3 in extradimensional space
* # = 2 (1 current)
** 2: Saladin Keep →
*** 1 Tyrael McGary
*** 1 Anton McGary → Imploded
==== Bag of Holding ====
* 15 lb satchel that holds 250 lbs and 30 ft3 in extradimensional space
* # = 1
** → McGarys
==== Bag of Holding ====
* 15 lb satchel that holds 500 lbs and 70 ft3 in extradimensional space
* # = 1
** → McGarys
==== Coin Purse of Holding ====
* coin purse that holds 50 lbs in extradimensional space
* # = 1
** → McGarys
== CANDLES ==
==== Babylon Candle ====
* made of black wax
* when lit, teleports those touching the candle to the location they are all thinking about
** all touching the candle must think of the same place or face unknown and potentially severe consequences
* burns 1" per 100 miles traveled, rounded up (1" minimum)
* # = 1.5 (6" and 3")
** 1.5: Babylon's Hideout → Tyrael McGary
==== Defense Candle ====
* burns 1" per rd
* lighting 2 of these candles create a 20' high Wall of Fire between them
** up to 60' linearly
** in a 20' diameter circle when the candles are set on the opposite sides of who lit them
* touch: 4d6 fire damage per rd
* 10': 2d6 fire damage per rd
* 20': 1d6 fire damage per rd
* Encyclopedia Magica (p241): Defense Candle
* # = 6 (6" each)
** 6: Babylon's Hideout → Tyrael McGary
==== Everburning Candle ====
* white candle that remains lit forever
* doesn't deplete or require air to burn
* # = 16
** 4: Babylon's Hideout → McGarys
** 12: Glacian School of Magic → McGarys
==== Grey Candle ====
* burns 1" per 6hrs
* fills 40 ft3 with mist, limiting vision to 5'
* # = 10 (6" each)
** 10: Babylon's Hideout → Tyrael McGary
==== Holy Candle ====
* burns 1" per rd
* undead within range take damage
** 10": 3d4 damage per rd
** 20": 2d4 damage per rd
** 30": 1d4 damage per rd
* # = 4 (10" each)
** 4: Babylon's Hideout → Tyrael McGary
==== Midnight Candle ====
* burns 1" per rd
* fills 10 ft3 per rd
* those who inhale fall asleep for 2d6 turns (save vs spell to stay awake)
* # = 4 (10" each)
** 4: Babylon's Hideout → Tyrael McGary
==== Phantasmal Candle ====
* pink candle that remains lit forever
* releases a pink mist in which an illusory wraith attacks anything nearby
** if the victim believes the damage, they take the damage
* # = 1
** Babylon's Hideout → Tyrael McGary
==== Purple Candle ====
* burns 1" per rd
* those who inhale the fumes must speak truthfully
* 1 question per rd
* Encyclopedia Magica (p244): Purple Candle
* # = 3 (6" each)
** 3: Babylon's Hideout → Tyrael McGary
==== Red Candle ====
* burns 1" per rd
* arrows lit in the flame deal 2d6 fire damge (save vs spell for half)
* # = 4 (6" each)
** 4: Babylon's Hideout → Tyrael McGary
==== Smokey Candle ====
* burns 1" per 6hrs
* fills 20 ft3 with magical smoke-like darkness
* # = 4 (6" each)
** 4: Babylon's Hideout → Tyrael McGary
==== Snapping Candle ====
* white candle that remains lit forever
* doesn't deplete or require air to burn
* becomes lit when the last person to touch it snaps their fingers
* # = 1
** Malakai → → Tyrael McGary
==== White Candle ====
* burns 1" per rd
* fills 20 ft3 per rd with still conditions, revealing invisible and ethereal creatures
* # = 10 (6" each)
** 10: Babylon's Hideout → Tyrael McGary
== MISCELLANEOUS ==
==== The Alcaister ====
* spellbook protected by a touch poison, dealing 1 damage per page turn
** every 5 damage reduces Strength by 1 for 1d4+1 turns
** pages can be turned with gloves or a knife to avoid damage
* 46 pages of spells
1: , , , , , , , , , , , , , 
2: , , , , , , ,
3: , , , , , , , , 
4: , , , , 
5: , , 
6: , , , Reconstruction
7: , 
8: Body Sympathy
* Last Page: Gate (rune)
** one creature touching the rune is plane shifted (with worn/carried equipment) if the words written around the rune are read aloud
** the Alcaister will follow if the creature is holding the book with bare hands, otherwise it'll remain on the Prime Material Plane
** using the rune in a plane other than the Prime Material plane will always cause the Alcaister to follow
** the plane shifted to is randomly determined
* Encyclopedia Magica (p1133-1137): The Alcaister
* # = 1
** Babylon's Hideout → Imrik McGary
==== Book of Exalted Deeds ====
* holy book sacred to clerics of good alignment
* requires 1wk of study to complete
** good cleric reading: +1 Wis and exp to place them halfway into the next level
** neutral cleric or any bard reading: -20,000 to -80,000 exp (negative exp total possible, but still Lv.1 minimum)
** evil cleric reading: -1 level (min exp total for level) and have to atone by magical means or by offering 50% of everything they gain for 1d4+1 adventures
** fighters handling or reading: unaffected
** wizards reading: -1 Int and -2,000 to -20,000 exp unless save vs spell
** thief handling or reading: -1 Dex unless save vs spell and 5d6 damage taken
*** 10-50% chance of giving up profession to become a good cleric if ≥15 Wis
* once read, the book vanishes, never to be seen again
** a character can't benefit from a similar tome a second time
* # = 1 (0 current)
** Death Knight's Keep → Anton McGary → Vanished (-30,000 exp)
==== Crystal Ball ====
* 6" diameter crystal sphere used by wizards for scrying
* subjects can be scryed over any distance and into other planes
* the better the user knows the subject, the greater the chance of success
* Comprehend Languages, Read Magic, Infravision, and Tongues can be cast on the user to help with scrying
* Detect Magic and Detect Evil/Good can be cast through the crystal ball
* Dispel Magic stops the crystal ball from functioning for one day
* # = 2 (1 current)
** 1: → Imrik McGary → Broken Into 3 Pieces
** 1: Underground Glacian Wizard's Tower → Imrik McGary
==== Decanter of Endless Water ====
* stoppered flask that generates fresh or salt water at different rates when commanded
** stream: pours 1gal per rd
** fountain: 5' stream at 5gal per rd
** geyser: 20' stream at 30gal per rd
*** geyser recoil force can knock over holder if not well braced
*** geyser force will kill small animals and insects (mice, moles, small bats, etc)
* # = 6
** 6: Saladin Keep → McGarys
==== Desecrated Unholy Symbol of Martha ====
* two thorny overlapping rings crudely wrapped around one another in the center rather than the usual smooth interlocked rings of Martha
* can potentially repel good-aligned creatures when they're forcefully exposed to the unholy symbol (like holy symbols upon vampires)
* # = 1
** → Anton McGary
==== Dust of Appearance ====
* very fine, very light metallic dust
* single handful flung into the air coats all objects, negating (for 2d10 turns):
** Invisibility
** Mirror Images
** Projected Images
** 
** Cloaks of Elvenkind
** 
** other out of phase, astral, or ethereal things
* typically stored in small silk packets or hollow bone blow tubes
** packets: shaken out to cover a 10' radius circle
** tubes: blown to cover a 20' long, 15' radius cone
* 5-50 uses typically found
* Encyclopedia Magica (p415): Dust of Appearance
* # = 1
** → None Left
==== Glacian Anvil ====
* weaponsmithing takes twice as long
** unsuccessful weaponsmithing check: normal quality weapon
** successful weaponsmithing check: fine quality weapon
*** fine quality weapons from this anvil are worth 100x similar normal quality weapons
* Encyclopedia Magica (p52): 
* # = 1
** Underground Glacian Wizard's Tower → McGarys
==== Glacian Hourglass ====
* flows at the rate desired
** can flow to completion between 10 seconds and 10 days
** no instruction defaults to a 1 hour flow rate
* Encyclopedia Magica (p602): Obedient Hourglass
* # = 1
** Glacian School of Magic → Imrik McGary
==== Pipes of Haunting ====
* pan pipes that create an eerie, spell-binding tune when played by a skilled musician
** listeners think the source is somewhere within 30' of the musician
* those hearing the tune and not aware of the piper become nervous/scared if failing a saving throw vs spell
** nervous/scared get -2 on morale checks and -1 on surprise rolls
* # = 1
** → McGarys
==== Rod of Splendor ====
* possessor granted 18 Cha while held or carried
* garments/armor appear to be of the finest quality/condition (no mechanical benefits)
* initial charges: 20 (can't be recharged)
* current charges: 19
* -1: creates and garbs possessor in clothing of the finest fabrics, plus adornments of furs and jewels (1d4+6 x1000g in value: 1000g fabric, 5000g furs, 1000-4000g jeweled trim)
** apparel stays if still possessed or freely given to others
** apparel disappears if possessor attempts to sell any part of it or if any of the garb is forcibly taken from
** magical outfits can't be modified or added to (charges are wasted)
* -1: creates a huge pavilion of silk covering 1500–3000 ft2 (palatial tent) with furnishings and food of great splendor and supply for 100 people
** lasts 1 day until tent and everything associated with it disappears (expending another charge extends tent for another day)
* # = 1
** Saladin Keep → Imrik McGary → 
==== Rope of Binding ====
* wraps around to bind target that wielder commands it to
* can be used to bind hands/legs together
* # = 1
** Death Knight's Town → Tyrael McGary
==== Rope of Climbing ====
* 60' rope weighing 3 lbs and supporting 3000 lbs
* one end must be held when commanded
** moves 10' per rd and attach itself to wherever commanded
** knots itself at 1' intervals (shortens rope to 50' until unknotted)
* # = 2
** 1: Angus Heraford's Sarcophagus → McGarys → → Tyrael McGary
** 1: → Tyrael McGary
==== Scroll of Wish ====
* scroll with the 9th level wizard spell, Wish
* # = 1 (0 current)
** Babylon's Hideout → McGarys → Used to Restore Harbinger 
==== Stone of Good Luck (Luckstone) ====
* possessor gains +1 (or +5%) when dice are rolled to avoid adverse effects
** not attack or spell failure rolls
* ±1-10% (owner's option) on rolls for determination of magical items or diversion of treasure
** most favorable results always gained
* can be ground into dust to have an Identify spell reveal all effects and charges
* # = 8 (4 current)
** 8: → McGarys → 
*** 1 Divination Sacrifice
*** 1 Identify Sacrifice by Arc Sombar for Moonblade
*** 1 
*** 1 → McGarys → Left in the Overgrowth
==== Unicorn Horn ====
* immunity to diseases and poisons
* can be used to create healing potions
* # = 1 (0 current)
** → McGarys → → Used for Healing Potions
==== Volkov ====
* no longer functional space-bending, four-legged, and spider-like golem from Glacia
* made of mithril
* 1500 lbs of mithril = 75,000mp = 1,500,000gp = 150,000,000cp
* # = 1
** Saladin Keep → McGarys
==== Watchful Ward Mask ====
* magically paired masks facing inward and outward
* outward facing mask has the shape of a person, animal, or monster
* inward facing mask allows the wearer to observe through the eyes of the paired outward facing mask
** movement of the eyes can be noticed by careful observers
* Watchful Ward must be cast to observe through masks for 1 rd per level
** can switch between multiple paired masks
* damage to a mask has a % chance of causing it to cease functioning equal to the % of damage done to the mask
** checks only made when there is a change in % damage
** damage to the gems functioning as the eyes destroy the magic
* # = 20 (19 current)
** 20: Saladin Keep → McGarys → 1 Imploded in Backpack of Holding (Paired may mean 2 are broken)
Category:Magical Items