The Dungeon Masters Guild
Miscellaneous

Table of Contents

Devices by Type

Rings

Rod, Staff, Wand

Artifacts

Misc

Weapons

Armor

 

New : Golden Scarab Bracelet

Also Featured:



Golden Scarab Bracelet
By: Dennis Jensen
For: All Editions

This finely crafted golden bracelet has been made in
the shape of a large scarab. The bracelet gives the
wearer Insect Telepathy and allows them to command the
obedience and fealty of insects within 120 feet radius
when so desiring (requires a standard action to do).
Insects totaling up to 300 Hit Dice (2400 hit points
in the case of regular insects) can be ruled but only
insects can be affected (thus excluding arachnids as
well as intelligent insect-like creatures). The
bracelet also affects the results of various insect
spells that are listed at the end.


Curse

Insects will not leave once summoned and they
will try and stay within 120 feet of the wearer. They
will not harm the wearer but anyone within 120 feet of
the wearer may be subject to attacks causing 1 point
of damage for each full 6 hit points of the swarm.
Furthermore, this swarm will eventually get into
anything and everything within 120 feet of the wearer
consuming anything that is editable that can not move
(inflicting one point of damage to the area per hit
point of the swarm). Lastly these insects will
attempt to (unless ordered not to) crawl all over the
wearer this will make it difficult to do things
requiring concentration so concentration rolls must
be made (DC 15) whenever the wearer wishes to do
something that requires concentration. For each day
that the wearer is in an area where insects might be
present (nearly everywhere) the wearer will attract
2 hit points of insects per Charisma point they
possess. The wearer will never intentionally attempt
to destroy these insects nor will the wearer allow
them to be destroyed by friends or allies. If the
wearer removes the bracelet (requires a Remove Curse
cast by a 9th level spell caster or Greater Dispel
Magic) the insects (if possible) will immediately
attack. After the bracelet is removed the insects
will remain with the bracelet for 24 hours attacking
any creature within or that comes within 120 feet of
the bracelet.

Summon Swarm (Animal) [Conjuration]

Level: 2
Components: V, S
Casting Time: 1 full round
Duration: Permanent
Range: Close (25 ft. + 5 ft / level)
Effect: Swarm of creatures in a 10 ft spread
Saving Throw: None
Spell Resistance: No

A swarm of flying and crawling insects carpets the
effect's area, viciously attacking all other creatures
there. A creature in the swarm that takes no actions
other than fighting off the creatures takes 1 point of
damage for each full 6 hit points that swarm
possesses.
A creature in the swarm that takes any other action,
including leaving the swarm, takes 1d4 points of
damage +1 point for each full 6 hit points that swarm
possesses. Spell casting or performing any actions
that require concentration within the swarm is
impossible. The insect's attacks are non-magical so
damage reduction, being incorporeal, and other special
abilities will make a creature immune to the effects
of the swarm. The swarm cannot be fought off
effectively with weapons (except hands), but fire and
damaging area effects will cause damage to the swarm.
The swarm is destroyed when it has taken sufficient
damage to drop it to zero hit points. Each casting of
this spell adds 4 hit points per caster level to the
swarm's total hit points for each 20 hit points beyond
100 hit points the swarm possesses its radius increase
by 1 foot. Certain area of effect spells, such as
Gust of Wind and Stinking Cloud, which do not normally
cause damage will cause 2 hit points of damage per
level of the caster to a swarm. The swarm is
stationary once summoned, however, the insects can be
directed (as a move equivalent action) to move up to
60 feet per round

Giant Vermin (Animal) [Transmutation]

Level: 4
Components: V, S
Casting Time: 1 action
Duration: 1 minute / level
Range: Close (25 ft. + 5 ft / level)
Effect: Up to 6 vermin within a 120 ft
Saving Throw: None
Spell Resistance: Yes

The caster turns one or more normal-sized insects into
larger forms resembling the giant insects of their
type as described in the Monster Manual. Only one
type of insect can be changed (so a single casting
cannot affect both a beetle and a wasp), and all must
be grown to the same number of HD. The maximum size
to which an insect can be grown depends upon the
caster's level, however, the caster may choose to grow
them to a smaller size than maximum.

Level.....Size
7 - 9.....Medium
10-12.....Large
13-15.....Huge
16-18.....Gargantuan
.19+......Colossal

The GM and player should also consult the vermin entry
in the Monster Manual for more information on what
abilities a giant insect of the type grown is likely
to have. If the size of the insect is not listed use
one that is and consult the following chart. The
effects are cumulative thus a Medium Beetle grown to
Huge size would have +8 Strength, x4 HD, +4 Natural
Armor, and -2 AC size penalty.

..................................Natural
Old Size....New Size....Str...HD...Armor....AC
Medium......Large.......+4....x2....+1......-1
Large.......Huge........+4....x2....+3......-1
Huge........Gargantuan..+4....x4....+4......-2
Gargantuan..Colossal....+4....x2....+6......-4

Insect Plague (Animal) [Conjuration]

Level: 5
Components: V, S
Casting Time: 1 full round
Duration: 1 minutes / level for the Cloud
Range: Long (400 ft. + 40 ft / level)
Effect: Cloud of Insects
Saving Throw: See Text
Spell Resistance: No

A horde of creeping, hopping, and flying insects swarm
in a thick cloud up to 180 feet around and up to 60
feet high when this spell is cast. The insects limit
vision to 10 feet, and spell casting or performing any
actions that require concentration within the cloud is
impossible. Creatures inside the Insect Plague,
regardless of Armor Class, sustain 2 points of damage
at the end of each round they remain within, due to
the bites and stings of the insects. Invisibility is
no protection but damage reduction, being incorporeal,
and some other special abilities will be. All
creatures with 2 or fewer HD are driven from the
cloud at their fastest possible speed in a random
direction and flee until they are at least 100 feet
away from the insects. Creatures of 3 to 5 HD flee
as well, though a Will save negates this effect
(this urge to flee is an extra-ordinary fear effect).
Heavy smoke drives off insects within its bounds.
Fire also drives insects away. For example, a Wall
of Fire in a ring shape keeps an Insect Plague outside
its confines, but a Fire Ball spell simply clears
insects from its blast area for 1 round. A single
torch is ineffective against this vast horde of
insects as is Lightning, Cold, or Ice like attacks. A
strong wind (21+ mph) that covers the entire Insect
Plague area disperses the insects and ends the spell.
If the Cloud has not been dispersed by the end of the
duration, it will condense and join into the Swarm
adding 6 hit points per level of the caster.

Creeping Doom (Animal) [Conjuration]

Level: 7
Components: V, S
Casting Time: 1 full round
Duration: 1 minutes / level for the Carpet
Range: Close (25 ft. + 5 ft / level)
Effect: 1000 Insects in a 10 ft radius carpet
Saving Throw: None
Spell Resistance: No

When the caster utters the spell of Creeping Doom,
they call forth a mass of 1000 venomous biting and
stinging insects (1000 hit points of insects). This
carpet-like mass swarms in a 10-foot radius. Upon the
caster's command, the carpet creeps forth at 10 feet
per round toward any prey within 100 feet, moving in
the direction they were commanded. Each insect in the
Creeping Doom effect automatically bites a creature
for 1 point of damage per round. Each creature will
take enough damage to completely strip it of all
"flesh" before the carpet will leave it behind (note
in 2 rounds the carpet will have inflicted 2000 hit
points of damage to a single creature so it could
conceivable move over a creature in 2 rounds - at 10
feet a round - and leave nothing but bones behind).
This damage is non-magical so damage reduction,
being incorporeal, and other special abilities will
make a creature immune to the effects of the carpet.
If there is more than one creature within the area of
the carpet distribute the damage as evenly possible
over all the potential targets. The carpet will move
no further than 120 feet from the caster but can be
redirected once it has reached its limit or the caster
can follow the carpet to allow it to move further.
Anything that would deter or destroy normal insects is
effective against these insects. Once the duration of
this spell ends the remains of the carpet will join
the swarm.

 

Holocaust Cloak
By: Jerrald Murphy
For: 3rd Edition

Description: This large black cloak seems unremarkable at first, but when worn grants the wearer the following spectacular abilities:

• +10 to Move Silently
• Mirror Image (as level 12 Wizard) at will
• Darkness at will
• Shadow Walk at will

• Shadow Strike 3/day - The wearer can opt to make a Shadow Strike attack in place of all other attacks for a round (except attacks of opportunity). The player must state the desire to use the Shadow Strike before any attack rolls are made. The wearer then attempts to attack the targets shadow.

The shadow has an AC bonus equal to the targets bonuses due to Dex and magic effects (ex: Ring of Prot. +1). If the attack fails, the use is wasted. If successful, the target takes 2 points of temporary Con damage. Additionally, if the target is a spell caster, he will lose 1d4 random spells.

 

Dust of the Sandstorm by: More93630

When this dust is released, into normal air, a violent sandstorm erupts in a 50-foot diameter area. The storm lasts for 1d4 rounds. Those caught in the storm must make a Will save DC 20 or be blinded for 1d4 minutes. If the saving throw is made, then the person is only blinded while the storm lasts. This dust is always stored in a breaker bottle or a sealed flask. Caster Level: 8th Prerequisites: Craft Wondrous Item, Obscuring Mist, Protection from elements, and Shrink Item. Market Price 5,000 gp 1 vial



Drink of Dragons
by: Kwan of the Darkwood

This enchanted drinking vessel is of well-carved wood with the beautiful engraving of all manner of dragons curling about it. A plethora of powers
are at its disposal.

A total of five gallons may be contained within the mug, with this ability constantly generated.

· By pressing the white dragon, one's drink is instantly chilled to the
temperature of ice water. Retaining this grip for a few more seconds
causes it to freeze completely.

· By pressing the blue dragon, one's drink is instantly electrified so that
the first person to drink the liquid contained within is dealt 1d8+1 points
of electricity damage.

· By pressing the green dragon, one's drink is instantly transmuted to oil
of taggit. Retaining this grip for a few more seconds causes it to mix with
dark reaver powder.

· By pressing the black dragon, one's drink is instantly transmuted to an
equal quantity of acid (which does not harm the mug).

· By pressing the red dragon, one's drink is instantly warmed to the
temperature of hot chocolate. Retaining this grip for a few more seconds
causes it to become one dose of a potion of fire breath, but it may only do
this once per day. Any other time the liquid simply superheats into steam.

· By pressing the brass dragon, one's drink is instantly transmuted
into a powerful sleeping draught. Anyone drinking this liquid must
succeed at a Will save (DC 26) or fall asleep, regardless of HD, for
1d6+7 rounds.

· By pressing the bronze dragon, the liquid within the mug
causes the imbiber to find all liquids repulsive for 1d6+9 hours.

· By pressing the copper dragon, the liquid within the mug grants the
imbiber 1d4 temporary charisma points, though it may only do this
once per day. Retaining this grip causes the imbiber to be affected
as if by a slow spell for 1d6+8 rounds.

· By pressing the gold dragon, the liquid within the mug grants the imbiber
a +1 luck bonus to all saving throws and similar dice rolls for 1d3+36
hours. However, only one of these may be in effect. Retaining the grip for
a few seconds causes the imbiber to succeed at a Fortitude save (DC 41)
or receive twelve points of temporary strength damage.

· By pressing the silver dragon, the liquid within the mug becomes a
powerful paralyzing poison, and the imbiber must succeed at a Fortitude
save (DC 36) or be paralyzed for 1d6+11 rounds. Retaining this grip causes
the liquid to become a potion of cure light wounds.

Touching multiple dragons at a time does not cause multiple effects.



Skull of the Slain Solar by: Kwan of the Darkwood

Vulcanas was once attacked by a celestial guardinal solar,
during his early years on Faerûn. After a fierce yet quick battle,
he was able to stab a dagger into her skull and finish the fight.
With silver blood staining his hands, he beheaded the murdered
creature and severed its wings as grotesque trophies of his victory.

The dagger itself now has a pommel carved into a tiny skull
with topaz eyes, a handle of dark wood wrapped in silver wire,
bloodstained feathers fashioned into a cross guard, and a blade
stained silver. When drawn forth from the skull, it drips a silver
fluid the consistency of blood, which remains for seventy-seven
minutes or until thrown. The liquid is replenished once the weapon
is returned.

Whilst coated in the blood of the solar, only a nongood
character may touch the dagger. However, one who does so may use
the following spell-like abilities a number of times equal to their
character level: aid, animate objects, continual flame, dimensional
anchor, dispel magic, invisibility (self only), resist elements, see
invisibility and speak with dead. These abilities are as the spells
cast by a 20th-level sorcerer (save DC 17 + spell level). If thrown
at an enemy, the pommel's skull opens in a silent scream, the
feathery wings of the cross guard flap and hum like those of a
hummingbird, and it possesses a range increment of 120 ft. The
dagger grants a +28 bonus to the attack roll, doubles the critical
threat range, and upon impact deals an additional 1d8+7 points of
piercing damage, as well as forcing anyone struck to make a
Fortitude saving throw (DC 13) or be instantly slain.

Once the dagger is no longer coated with the blood of the
solar, it is simply a silvered dagger +1.

 


Amulet of the Monga Beast
by: Jerrald Murphy
For: 2nd Edition

Description: This strange and unique item grants the wearer a variety of special abilities and spell-like
effects. While the amulet is worn, the user is subject to the following effects:
Tongues (as the spell)
Brachiation (as Gloves of Brachiation)
120’ foot infravision or doubled infravision, whichever is greater
+40% to move silently (even if the wearer does not possess this skill)
+5 bonus to AC
-2 penalty to all saves
Immunity to mind influencing spells


Editor’s Notes: The wearer should take on some qualities of the Monga Beast, such as resemblance,
eating habits, sleep cycle, etc.



Spell Tar by Lordneodig
Contact: lordneodig@yahoo.com

This is a particularly interesting item created by the priests of Isis at the Great Library. It appears to be a small ball of tar, four inches in diameter, coated in some kind of clear membrane. Any spell that can be placed upon an object or an area of effect, such as Continual Light (PHB Pg.209), Continual Darkness (PHB Pg.209) or Silence 15' Radius (PHB Pg.206), can be placed on the Spell Tar. The spell will not take effect, unless the membrane of the Spell Tar is broken, or five rounds pass, whichever occurs first.

When the spell takes effect, it is centered on the Spell Tar. The Spell Tar can be thrown as a grenade (Range: 10/20/30 yards), and if it hits, the Spell Tar sticks to the creature. The Tar cannot be removed unless a Dispel Magic (PHB Pg.210) or a Remove Curse (PHB Pg.213) succeeds against the Spell Tar (Treat the spell tar as a 12th level caster) or until the spell contained in the Spell Tar runs its course. It is common for priests of Isis to place Silence spells on these objects and toss them at spell casting enemies.

If the thrower misses, or throws the Spell Tar against a non-living object, the spell still takes effect wherever the Spell Tar lands. Use the random throw table for grenades to determine where it lands.
Experience Point Value: 500



Gloves of Punching by Lordneodig
Contact: lordneodig@yahoo.com

This Gloves usually seem to be mere leather gloves, though very well made. Upon on front of each glove, the symbol of the Alexandrian God Neodig, is inscribed. When magic is detected upon the Gloves they will exhibit an enchantment aura.
These gloves allow the wearer to strike creatures that normally can only be hit by magical weapons. To determine the highest amount of resistance that these gloves can overcome is determined on the following table:
Roll a d20 Now, this does not mean that +3 Gloves of Punching give the wearer a
1-10 +1 +3 to hit and to damage, merely they may not strike creatures normally
11-14 +2 only hit by +3 weapons with their hands. The Gloves also allow the
15-17 +3 Wearer to strike creatures of objects that would normally deliver some
18-19 +4 sort of baneful effect, i.e. the level draining of a lich, or the petrification
20 +5 of a cockatrice. These Gloves are the creation of the priesthood of Neodig, and any "unworthy" use of these items in the presence of a servant of the mind may cause them to ask for their return. The Gloves of Punching, as well as the Slippers of Kicking, are often given away by the priesthood to a person who is serving or has served the Church in some fighting capacity.


Slippers of Kicking by Lordneodig
These Slippers are the same as the Gloves of Punching, only that they serve the feet instead of the hands.



Gloves of Mortus: by Von Roming
Contact: Withheld
For: All editions

Description:

The wearer of this item can move the hand wearing the glove through solid objects. He can grab onto anything on the other side, and either manipulate it (as in a door knob, or lock) or pass it back through the solid object (like taking gold out of a locked chest). The glove is white in color and reaches up to the wearer's elbow.



The Keg of the Red Rum: by Von Romig

This is a keg of old oak and brass bands, with a built in spigot. Its magical properties include that the contents of the keg never runs out, much like that of a Decanter of Endless Water. But from the spigot pours Rum that has a dark red hue. The rum will be the best tasting that any drinker will ever have, and if enough is consumed will give him a blissful high with no morning hangover.

But the rum is cursed...
To drink of this rum a persom must make a saving throw verses poison (Will, 3rd Ed) or come under its curse. The curse is weak, thus all saves are at half. But failing one's save causes the victim to become a murderer 1d6+1 nights. Upon going to bed the victim will wake within an hour in a trance-like state. In this trance he will act and have the abilities of a 12th level assassin (with DM designed skills and feats for 3rd ED) and his abilities scores will temporarily be raised to 17 Dex, 17 Int, and 17 Con. The primary factor of his night's activities will be, first, not to get caught, and second, to kill one innocent human or elf. Once the murder has been completed the individual under the curse will clean himself up, return to bed, and remember nothing.

Due to the weakness of the curse a great multitude of people within the city (where the Keg of Red Rum has been set up to serve from, in a tavern) have drunk from it and not fallen victim. For once the initial save has been made no further ones are needed. Therefore, they can drink from it as often as they wish and enjoy its benefitial attributes, listed above.

Under these conditions no one has yet found out about the curse in connection with the keg. Just occasionally a new passerby will fail his save and a new series of murders will start. But due to the large number of regulars who drink, the ever flowing red liquid without becoming its victim, and the shear size of the city, this connection may never be known.


Hammer Of Construction: by Lordneodig

This magic item was created by the Lady Azeal to assist in the creation of the Great Library. It was also used to create the buildings of the University. At last report, the Lady Azeal still possessed this item.
Powers: This item is similar to a wand. With the Hammer the user can create a Wall of Stone, Transmute Mud to Rock, Transmute Rock to Mud, and Stone Shape. Each spell like function costs one charge, and the Hammer can hold a maximum of 100 charges. It may be recharged by a 12th level mage.
Ingredients: Rock from the Elemental Plane of Earth
Spells: Wall of stone, Transmute Mud to Rock and it's reverse, and Stone Shape
Time: Eight days



The Stone of Abominations  by: Harlequin
Game system: AD&D 2nd Ed.

Description:

Several centuries ago an evil death cult plagued the land. Their goal was to spread chaos, fear, death, and pain to all corners of the world. To this end they created one of the foulest magical devices ever known. The Stone of Abominations was their ultimate achievement, and when even though the cult was eventually purged, the Stone continued, and continues, it’s mission of tormenting the living.

The Stone is a polished marble sphere roughly 6” in diameter. The marble is dark gray with white and red veins running throughout. Other than its perpetual shine, there is very little to indicate that there is anything unusual about it. A Detect Magic will reveal powerful necromantic and abjuration magic. In addition, the sphere will glow brightly under a Detect Evil spell.

Unlike most items, the Stone is an autonomous device. In other words, once created, it no longer required activation to function. It will function this way until it is destroyed. The main function of the Stone is the creation of undead. When in the presence of dead bodies (of nearly any race or creature) the Stone will animate those bodies. Roll once on Table 1 below each day the Stone is within 1000 yards of a dead body (in a graveyard or battlefield, for example).

Table 1 - Undead (Roll d20)
Result Creature # appearing
1 - 10 Skeleton 2d6
11 - 17 Zombie 1d8
18-19 Ghoul 1d4
20 Wight 1

Once the type of undead is determined, roll the number appearing to determine how many creatures are animated. Note that there cannot be more undead then there are bodies available, but usually the Stone will be found in large graveyards and it isn’t necessary to know the exact number of corpses. Also, all of the undead on the Table except for skeletons requires relatively recent dead, so if the Stone is at an ancient battlefield, for example, then it will only create skeletons.
Once created, the undead have no further allegiance or knowledge of the Stone. Skeletons and Zombies will wander around somewhat aimlessly, while ghouls and wights will begin to hunt. In other words, treat them as typical wandering monsters.These creatures can be turned as normal.

The Stone has two survival mechanisms that make it particularly dangerous. If a creature of any alignment other than Chaotic Evil touches the Stone that creature must immediately make a save vs. spells or temporarily lose 1d4 experience level. These levels return at the rate of one per day and the victim will feel an unearthly chill until the levels have all returned. Any character reduced to less then level 1 will be unconscious until his level returns to 1. This chill will reduce hit points gained from rest and healing spells by half (for ex. it will take 2 days of rest to gain 1 hp, and a cure light wounds that would heal 6 points only heals 3). If a level is drained (i.e. a failed save) then immediately roll once per drained level on Table 1. The resulting creatures are animated and summoned to the Stone.

They will defend the Stone ruthlessly for 1d6+4 rounds. After that, they can choose to continue the attack or run away as necessary (skeletons and zombies will always continue, ghouls and wights may require a morale check). While defending the Stone the undead must be turned as if they were creatures of 6 HD (regardless of what HD they actually are). If there are no bodies within range, then the Stone will not be able to summon any undead.

The last feature of the Stone is what makes it such a nuisance. Once all bodies within its area of effect have been animated, the Stone summons a skeleton to serve as a Conveyor. The Conveyor (see below) will hide the Stone within it’s skull or ribcage and then use it’s Detect Dead ability to try and find another source of corpses. The Conveyor can cover long distances without being detected and is a dangerous creature to run into.

Conveyor
Characteristics
CLIMATE/TERRAIN: Any
FREQUENCY: Unique
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: 2-4 Semi-intelligent
TREASURE: Special
ALIGNMENT: Chaotic Evil

Encounter Information
NO. APPEARING: 1
ARMOR CLASS: 10
MOVEMENT: 40
HIT DICE: 4
THAC0: 15
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d8*/1d8*
SPECIAL ATTACKS: Stone Touch
SPECIAL DEFENSES: Although the Conveyor is an undead creature, it is immune to the effects of turning or commanding by priests, paladins, and the like. Conveyors have the standard undead immunities.
MAGIC RESISTANCE: 45%
SIZE: Medium
MORALE: Fearless (20)
XP VALUE: 135

Description:
The Conveyor looks like a typical skeleton. It is usually humanoid, but can appear as any medium size land-based creature (a deer or wolf, for example). Hidden within the Conveyor’s skull is the Stone of Abominations, the item that created the creature in the first place. The Conveyor is never armed and never wears any clothing, armor, or other adornments.

Combat:
The main goal of the Conveyor is to transport the Stone. In any combat situation, it will try to escape using whatever means presents itself, mainly trying to run. The Conveyor can move at it's movement rate (which assumes it is running) indefinitely. Should the Conveyor not be able to escape, it will attack using its sharp bony fingers, each attack doing 1d8 points of damage. In addition, touching or being touched by a Conveyor has the same effect of touching the Stone of Abominations (see item description). The Conveyor exists solely to carry the Stone, so if the Stone is removed, the Conveyor will collapse, becoming nothing more than a pile of bones.

The Conveyor has several skills to aid it in its task. It has the Move Silently skill (85%), Hide in Shadows skill (90%), and Climb Walls skill (50%). Since the Conveyor is dead, it can cross any body of water by walking along the bottom. The Conveyor can traverse deserts, mountains, jungles, etc. without rest. It continuously Detects Dead, which is its unique ability to determine the presence of corpses anywhere on the plane that it currently resides. It will use this ability to find a nearby source of corpses to take the Stone to.

Destroying the Conveyor will not destroy the Stone, and the Stone will summon a suitable replacement as soon as possible.

Habitat/Society:

Conveyors are immune to the effects of weather and have no need to breathe, so they can exist anywhere. A Conveyor will never be encountered randomly since it is carrying around a powerful magical item. The Conveyor usually only exists for a short time, and only until they arrive at a graveyard, battlefield, or other site with many dead.
Ecology

Conveyors do not eat, sleep, or breathe, so they have no direct effect on the local ecology. However, they do carry the Stone of Abominations, so it is likely that if a Conveyor is spotted, an undead problem will soon erupt in the area. The Conveyor will avoid the living as much as possible and will only engage in combat when it cannot escape. It travels at night and avoids roads, cities, and other centers of population.