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Assassins
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Troll Slayers

Undead Slayers
Witch

 

Miscellaneous Magic!

 

All magical items found within this site are unique to AD&D and can only be found within the realm of Vastonia. However anyone wishing to use these items for there own personal campaigns are free to do so, thus the reason why I spend so much time developing new (unseen) items of the realm. Many more will be added to this list as time goes on. Enjoy!

The Gauntlet of Nomar

GP Value: 12,000 gp

XP Value: 1,200

 

The Gauntlet of Nomar has 10'' retractable blades, which activate upon command. The gauntlet blades acts as +2 daggers inflicting 1d4+2 damage to small/ medium creatures and 1d3+2 to large size creatures. The gauntlet itself is made of a hard bronze-like plating, with various bone decorations. The gauntlet's clawed fingertips are made of sharpened adamantite which can cause 1d2 damage to either small/medium or large creatures. The gauntlet will conform to any size hand placed within it, just as magical rings do. The gauntlet saves as hard metal +2.

Pairs of these gauntlets have only been known to exist, but finding such a pair now would be next to impossible.

Helms of Judgment (lawful-good - lawful evil)

GP Value: 25,000

XP Value: 5,000

 

These two helms possess the powers of lawful judgment. When worn the possessor can always distinguish truth from lie, fact from fiction, under any circumstance. Both helms give the wearer the powers of true seeing, each helm also offers the ability of protection against opposing ethics. Thus the lawful good helm protects the wearer as the spell protection from evil, while the lawful evil helms acts as the spell protection from good. Although both helms radiate powerful magic and sustain permanent powers of true sight, the ability of protection Vs good/evil can only be used thrice per day.

 

Layton's Honey Jug

GP Value: 4,500

XP Value: 3,000/jug

Layton's Honey Jug acts in the same manner as that of a potion of healing, but has a much more powerful advantage for it possesses several doses/jug. Each dose cures 1d8 +1 hitpoints of damage to anyone consuming the sweet tasty honey. Each jug contains 1d6 doses upon finding it and can be replenished by have a priest of at least 7th level or higher cast a cure critical wounds upon it.

Shield of Kings

GP Value: 15,000

XP Value: 1,500

This +3 shield, also possesses the power to once/day dispel magic within a 30' radius as if it were a 30th level spell caster.

 

Karla's Tome of Masterful Skills

GP Value: 35,000

XP Value: 8,000

Like other manuals of prowess, Karla's Tome allows an increase of general ability towards a characters overall attribute score. However (for example) unlike a manual of dexterity, this tome allows the user to select which ability he/she will have magically increased upon completion of reading the sacred archives. They may choose either strength, dexterity, constitution, intelligence, wisdom or charisma. Once a specific section has been read in it's entirety the character's chosen attribute will increase one step (to a maximum of 18) and the tome instantly disappears, teleporting in a random direction 1d1000 miles away (perhaps into alternate dimensions). This tome can only be used once/ person finding it "NO EXCEPTIONS".

 

Myjesta's Cauldron of Tuen Unduer

GP Value: 7,500

XP Value: double normal

This ancient cauldron allows any alchemist the ability to brew potions to double normal effect. Although there is a 5% chance of the potion having some unknown effect upon the user. Usually sickness, vomiting, drowsiness etc., but has been known (2% chance) to kill the person imbuing such liquids.

Ring of Ultimate Vengeance

GP Value: 15,000

XP Value: 2,000

This beautifully crafted - cursed ring appears and functions as a ring of protection +2 under all normal circumstances. However once/week, one of the wearer's personal possessions will mysteriously vanish. Whether this being a sword, book, armor, servant etc. matters not. The item will be magically teleported far from it's current possessor. Any attempt to reveal the ring's nasty secret will result in failure. Under any conditions the ring can never be announced as a cursed object and all occurrences which it brings upon it's unfortunate victim will be dismissed as accidental misplacement of property.

Satin Sack of Mass Money

GP Value: 12,500

XP Value: 2,500

This exquisite pouch can hold up to 500 goldpieces in total storage capacity. However it's true powers are found by placing very few gold pieces within it's magical stomach. Upon placing even one GP inside this Sack, it begins to morph the contents into perfect duplicates. For every day that passes the Satin Sack of Mass Money will effectively double it's prize. I.E., if one were to place 10 GP inside the sack and let 24 hours pass. The sack would then contain 20 GP. However the monetary this sack produces will only last an additional 24 hours before losing composure and disappearing completely. I.E., the money generated has too be spent within the allotted 24 hour period. This is a very dishonest way of attaining money, thus most lawfuls would never use this item or anyone else who seeks not to have a mad merchant hunt them down.

NOTE: this sack can only replicate GP, no other coin will have any effect placed upon it.

Book of Sunge

GP Value: 31,000

XP Value: 15,000

This sacred-holy tome possesses awesome power. Anyone reading it's scriptures will gain all the powers as that of a mage of Sunge (See Vastonia's Legends and Lore for details). These powers are gained after the reading party has completed the study of this books massive archive. Only readers of at least 15 INT will be able to understand the scriptures within and still must spend at least one full year of nearly continuous study before completion.

Dagger of Vampire Slaying (Nosferatu E'Destrom)

GP Value: 3,500

XP Value: 500

These magically enchanted daggers are extremely rare and are highly prized by Vampire Hunters and Undead Slayers alike. Beyond it's true use of slaying Vampires these daggers function as +3 magical weapons (save Vs hard metal +3).

A character using this style of dagger must be proficient to properly wield it. They must also have good knowledge of the vampire anatomy system and possess the undead lore (NWP) non-weapon proficiency to achieve it's devastating effects. Rolling a natural 20 during combat will automatically slay any vampiric creature (no save), but only to those who have the proper skills mentioned above. Those not having such talents only receive the normal +3 magical bonuses to hit and damage effects.

Notes: DM's should be particularity careful when giving out one of these daggers. They are very powerful and can make short work of your main bad guys. I recommend not giving one out until your PC(s) have reached at least 7th level.

Jacket of Healing

GP Value: 7,500

XP Value: 3,500

Crafted of the finest silk and leather and laced with copper hair, a Jacket of Healing grants it's wearer the power to heal him/herself once per day upon command. The jacket heals 10-100% (d100) of the wearer's diminished hitpoints. This is the jacket's only power, yet a powerful ability it is. A Jacket of Healing saves as leather +2.

Notes: These jacket's are given to the head (royal) guards of Minus Anthia for ceremonial purposes. Wearing bulky armor is considered disgraceful and such a jacket must be worn to such events. Around twelve of these jacket's are known to exist and are never to leave their owner's personal quarters. All of which are located within the crystal castle itself. Anyone wearing a Jacket of Healing without just cause will be immediately captured and brought to justice, if seen by local elven officials.

Pouch of Infinite Coins

GP Value: 3,500

XP Value: 500

A legendary style of money pouch somewhat commonly crafted by the witch cults of Vastonia. These ancient sacks are made of 100% leather, usually fashioned out of rare monster or animal skins. As one might guess, these small pouches allow the possessor to reach in and retrieve money from within. These pouches however only grant a random number of coins each day and a random type of coin as well. These coins range from copper to gold and never exceed fifty pieces in totally (maximum of 50 gp). The catch to this being the duration of the funds granted. At the beginning of each day the pouch will produce it's prize within, only having them completely turn to dust within 24 hours...never usable again. Pouches of Infinite Coins save as leather +1.

Notes: DM's should be wary of giving out these magic pouches. They allow a what could seem like infinite monetary resource to those who possess them. The funds also dissolve and using such an item knowledgeably for those of good alignment will have a great effect on their self being and moral values. Nothing makes a shop keeper more angry then having his days income melt in front of him.

Shield's of Klune (Flame Burst)

GP Value: 6,000

XP Value: 1,000

The shield's of Klune were originally crafted for use by the highest ranking militia of the gnomish 5th legion, based out of Stoneheart, a legendary kingdom of deep gnomes found miles below the surface of Vastonia. These shields function as +1 medium shields, but also offer the unique power of flame bursting. These shields are heavy set and made of stone, having multiple holes drilled within. Five cones with eight holes hollowed in each, totaling forty separate shoots allows the possessor to send forth a fantastic hail of flame into any enemies which stand before them. A successful saving throw Vs spell will reduce the flame damage by half. Failure to save will cause 7d6 fire damage to all who are consumed by the shield's flame burst.

The burst itself is activated by a unique command word, given to it's owner when first crafted. This generally prevents theft and/or use of the shield. This flame burst can only be used thrice (3 times) / day. These shields save as +3 stone objects and must be recharged every 30 uses by having a 7th level or greater mage cast flame burst or a similar spell on it. Each shield possesses 30 charges when fully endowed.

Notes: DM's should note that these shields are three times the weight of a normal medium shield and will drastically slow down anyone with less then 14 Strength.

Helmet of Death Magic

GP Value: 10,000

XP Value: 1,000

The helmet of death magic appears as a totally normal leather bound headpiece, decorated by a pair of bull or minotaur horns. The wearer of this helm is granted many special powers, only detectable by high level spell casters (DM's discretion). The first and perhaps most predominant power of the helm is it's ability to raise and control the dead (any up to 5 HD in number) at a maximum range of 30 feet. This power lasts until the undead are slain or till days end (12 midnight).

The second power this helmet grants the wearer is similar to an antimagic spell. This power can only be used once a day and lasts for 6 rounds. It is called upon mentally and takes a somewhat strong willed (12+ WIS) character to summon these capabilities. This field of magic consumes a 15' radius and any magic entering or within this area is negated.

Other then the two powers above this helmet functions and acts as a +1 leather helmet. Saving throws are to be made as leather +2.

Notes: DM's should be aware of the two powers combined, if the user is using the powers of raise dead, then activates the anti magic barrier, the undead will instantly explode if within 15 feet of the possessor. A smart character could hold them at bay and successfully use both powers at once.

Platemail +4 Absorption

GP Value: 42,000

XP Value: 12,500

These magical sets of platemail are extremely rare. In fact only one set is known to exist in Vastonia. The offer the wearer the ability to absorb potentially damaging spell effects in the same fashion as that of a rod of absorption. One donning such armor can absorb magic spells of any nature (priest or wizard) into itself. The armor nullifies all effects and stores their energy until a time in which the owner of this armor wishes to expel them. The magic absorbed must have been directed at the person wearing the armor. The person wearing the armor automatically detects the level of magic absorbed by the armor as it collects the energy. This armor can absorb a total of fifty (50) spell levels and can only discharge any remaining potential it may have after that. Thus if a 3rd level spell is cast at the person wearing this type of armor is absorbed, the armor uses consumes three levels of potential absorption. (I.E.: 50 -3 = 47 remaining). When a spell is absorbed, the possessor of the armor can expend the spell at any time he/she sees fit. If a 3rd level hold person spell is absorbed, then the person wearing this armor can release the spell when desired at an equal level of power on whomever they see fit. See "Rod of Absorption" for further details.

This armor otherwise acts and functions as +4 magical platemail. All saving throws are to be made Vs hard metal +5.

Notes: If ever a time comes where the owner of this armor exceeds the 50 levels of absorption power, the armor will self distruct in a massive ball of blue/white flames. Causing 10d6 damage to anyone within a 10' radius. This may happen as the user is not necessarily aware of how many levels the armor can absorb.

 

 
The World of Vastonia Copyright © 1989-2001
Cole E Austin