Magic items (AD&D)
Contents
Brandobaris’s dagger
Encyclopedia Magica (Vol.1, p.358) • Monster Mythology
Value: 1,150 xᴘ, 9,250 ɢᴘ
The avatar wields a dagger +3 that can transform into a sling of seeking +2 if Brandobaris so wishes.
cloak of the rogue
Encyclopedia Magica (Vol.1, p.298)
Value: 6,000 xᴘ, 20,000 ɢᴘ
Centuries ago a brash young noble of Waterdeep, who needed to be furtive in order to go adventuring, commissioned an unknown wizard to create the cloak of the rogue. This young man, whose name was Bolder, needed a magical item that would allow him to quietly slip away from his father’s estate so he could spend his evenings in the wilds of Waterdeep, Costing him nearly all of his savings (a very considerable sum), Bolder commissioned the cloak from a secretive wizard, and a month later was rewarded with the item. However fate was not kind, to the brash young noble, for on the first night he slipped past his father’s estate guards, never to return. Although the fate of Bolder is unknown, his cloak has appeared throughout the Realms several times in the last century. A cloak matching the description of the magical garment was reported by Harpers engaging agents of the Zhentarim near Amn a decade ago. However the Zhentarim operative managed to escape into the shadows of the night, taking the cloak with him.
The cloak of the rogue confers and enhances many of the skills of those who wear it, but only if they are of the rogue class. Wearing the cloak increases all thieving skills by 10%. It also adds an additional multiplier to a rogue’s chance to backstab an opponent, with a natural roll of 20 causing maximum damage to an unfortunate victim. The cloak functions as a cloak of protection +7 in all respects, and a wearer is allowed a saving throw vs. all detect magic and similar spells (detect invisibility and the like).
Perhaps the most useful function of this cloak is that the four pockets found in the inside lining act as bags of holding, each holding up to 30 pounds. These pockets can only be seen by the wearer; others cannot find them.
The cloak of the rogue conforms to the shape of the wearer, from halfling to ogre, with a full hood and hanging to the wearer’s knees. The fabric of the cloak is unknown, but it has a silken texture and a pattern of deep brown and black swirls that are woven throughout the garment. The cloak weighs one pound and can easily be rolled-up and hidden in a pocket. It saves vs. destruction as hard metal. If the cloak is stuffed into one of its magical pockets, it is instantly destroyed.
girdle of many pouches
Encyclopedia Magica (Vol.2, p.535) • Dungeon Master Guide
Value: 1,000 xᴘ, 10,000 ɢᴘ
This broad waist-girdle seems to be nothing more than a finely made article of clothing. However, if detect magic is cast, the item radiates strong enchantment along with a fainter aura of alteration. Examination reveals that the girdle has eight small pouches on its inner front surface. In fact, there are a total of 64 magical pouches in the girdle, eight others “behind” each of the eight apparent ones. Each of these pouches is similar to a miniature bag of holding, able to contain up to 1 cubic foot of material weighing as much as 10 pounds. The girdle responds to the thoughts of its wearer by providing a full or an empty pouch, as needed. This item is greatly prized by Spellcasters, for it can hold components for many spells and make them readily available.
leather apron
Encyclopedia Magica (Vol.1, p.58) • Day of Al’Akbar (p.32)
Value: 300 xᴘ, 2,000 ɢᴘ
This leather wrap is a magical leather apron +1 that acts as leather armor.
moonblades
The Elves of Evermeet, pp.70–71 (AD&D 2nd Ed.)
These potent weapons were created by the smiths of ancient Myth Drannor. They are used in the long process of selecting a ruler for the isle of Evermeet (as described in the novel Elfshadow).
When first forged, moonblades vary from +1 to +4 to hit and damage, and have one special ability (see following). A moonblade may be passed from one owner to another, usually by generation.
Each time a moonblade is passed on, the moonblade itself decides whether to accept the new owner or not. The owner must be elven, of good alignment, and act in a selfless and heroic manner. Major acts of cowardice, cheating, or lying will all count against an individual attempting to possess a moonblade.
It is the DMs decision whether a moonblade accepts a new owner. If the moonblade does not accept or if it is touched by a non-elf, the blade inflicts 5d8 points of damage. Individuals of evil alignment must successfully save vs. death magic or be instantly slain. Even if the save is successful, the evil individual will feel intense pain, and will be unable to ever handle the blade again.
Moonblades start out with a single ability and gain another ability with each new owner. Each ability is symbolized by a small rune that appears on the blade. These abilities can be selected by the DM from the Weapon Extraordinary Powers (DMG, Appendix Three, Magical Item Descriptions), or can be determined by rolling 1d20 and referring to the following table.
| d20 | Power and Description |
|---|---|
| 1 | Additional +1 to hit and damage (to a maximum of +5) |
| 2 | Danger Sense; the sword glows blue if danger is imminent (within one turn) |
| 3 | Dreamwarning; the moonblades owner receives a prophetic dream warning of danger within one day |
| 4 | Fire Resistance (as ring) |
| 5 | Human Influence (as ring) |
| 6 | Spell Turning (as ring) |
| 7 | ESP (as medallion) |
| 8 | Command (as armor) |
| 9 | Good Luck (as luckstone) |
| 10 | Opening (as chime) |
| 11 | Blasting (as horn) |
| 12 | Fear (as spell) |
| 13 | Dancing (as sword) |
| 14 | Flame Tongue (as sword) |
| 15 | Wounding (as sword) |
| 16 | Life Stealing (as sword) |
| 17 | Warning; determines location, number and species of hostile enemy within 240′ |
| 18 | Throwing; weapon can be thrown up to 100, inflict normal damage, and return to wielder in one round |
| 19 | Sharpness (as sword) |
| 20 | Elfshadow; once per day, user may summon a duplicate identical in every way (level, hp, AC, etc.), to fight for 2d10 turns, or until slain; if slain, elfshadow returns to sword, and cannot be summoned again for 2d4 days |
pouch of accessibility
Encyclopedia Magica (Vol.1, p.137) • Dungeon Master Guide
Value: 1,500 xᴘ, 12,500 ɢᴘ
This normal-seeming pouch is actually a strongly magical item that can contain up to 300 pounds in 30 specially constructed pockets. Each pocket holds a maximum of 10 pounds, or 1 cubic foot of volume, whichever is reached first.
This device also enables the possessor to open it and call forth the items needed. Merely speaking the name of a desired object causes it to appear at the top of the pouch, ready for instant grasp.
These pouches are similar to bags of holding and portable holes, and the strictures about placement within such magical spaces apply fully. The pouch weighs one pound empty and four pounds when filled.
pouch of holding
Encyclopedia Magica (Vol.1, p.137) • The Temple of Elemental Evil
Value: 800 xᴘ, 4,000 ɢᴘ
These apparently normal leather or cloth pouches are found in groups of ld4+2 attached to a belt. Each pouch can hold 100 gp (or 10 pounds weight) as if it were a tenth of a pound. However, nothing larger than 1 by 2 by 3 inches can fit into a pouch, and the maximum cubic volume capacity for a pouch is 3 by 6 by 12 inches. (Thus, vials of holy water easily fit, but, normally, a dagger or wand would not.)