My AD&D
Magical Item Index
Written by M. A. Packer
The
following is a list of magical items, both from video games, movies and
mythology. These are powerful items and
should only be given on rare, special occasions. Items listed with an ‘*’ indicates that these
are items of my own creation. Gold
produced by magical items, such as Draupnir, do not provide XP to the user for
gold found.
Magical
Weapons
Claihm Solais: +5
greatsword with a blade made from light.
Also grants +2 to AC and saves and may be wielded with a longsword or
broadsword proficiency, but must be wielded in two hands.
Excalibur: +4
broadsword, which grants +1 AC, a +2 to all allies’ morale scores and its
scabbard grants regeneration 2 every turn.
Cornwennon: +3
golden dagger that belonged to King Arthur.
Joyeouse: +3
longsword that drops 1d4 gold pieces a day and grants wielder +2 charisma
reaction.
Ascalon: +1 bastard sword,
which becomes +5 against dragons.
Dainslef: +1
broadsword that becomes +5 against goblins, orcs and bugbears.
Huntring: +4
short sword that provides a daylight effect when unsheathed.
Vjaya: +3 falchion that
strikes out against foes with energy as far as 6 spaces away.
Mystletain: +3
wooden short sword usable by druids as though a club.
Gram: +4 broadsword that
causes 1d4 points of bleeding damage every turn to larger enemies.
Burtrang: +3
scimitar that adds 1d4 flame damage.
Targets stricken by the blade must roll a save vs. spell or take 1d3
fire damage every turn.
Rahab: +1 black scimitar that
becomes +5 vs. lawful enemies.
Durandal: +5
Paladin’s holy longsword (only +1 for anyone else wielding it).
Levatain: +4
broadsword that fights on its own while staying within 2 spaces of its
master. Attacks as a 4th
level fighter with +4 to hit and damage with an extra ½ attack.
Kaladbolg: +3 crystal
sword that dispels poison once per day.
Balmung: +3 scimitar that adds
1d4 points of electrical damage.
Stricken enemies must roll a save vs. paralysis or else become stunned
for 1d4 rounds.
Crissagrim: +2
estoc (thrusting longsword) that allows 2 extra attacks.
Gurthang: +4
talking broadsword that provides strategic council once per day. This council grants +1 to all attacks, AC and
saving throws for the first 1d4 turns of combat.
Malbung: +3 falchion that
worsens wielder’s AC by 1, but sets strength at 18/00.
Luminus: +3 holy Warhammer that
adds 1d4 radiant damage. Enemies
stricken by this must save vs. spell or else become blinded, worsening AC by 2
and their attacks by -4.
Marsil: +4 vorpal great sword.
Mormagil: +5
elven longsword that is only +1 for any race other than elves.
Mournblade: +3
poisoned falchion that causes its victim who fails a save vs. poison to suffer
1 damage every turn.
Terminus Est: +4
keen short sword.
Tyrfing: +5 dwarven broadsword
that is only +1 for any race other than dwarves.
Dawnblade: +3
great sword that adds 1d4 radiant damage.
Werebane: +1
silver short sword that instantly slays lycanthropes who fail a save vs. death
when hit.
Mjolnir: +5 returning throwing
hammer that cannot be wielded except by creatures with 18/00 or more in
strength. Giants and ogres stricken by
this weapon must save vs. death or die instantly.
Gungnir: +5 spear that ignores
all shield bonuses to AC.
Gabolg: +3 bardiche that
grants +2 to all saving throws.
Roginus: +1 spear that becomes
+5 against all undead and demonic creatures.
Hador: +3 mace that
automatically slays all crystal or stone enemies who fail a save vs. death when
stricken.
Lunaris: +1 morning star that
becomes +5 against all undead.
Valmanway: +3
mace that heals rather than harms, but does normal damage to demons and undead.
Morgenstern: +3
morning star that adds 1d4 radiant damage.
Starcast: +2
flail with four heads. Roll 1d4 to
determine how many hit; each one deals 1d3+2 damage.
Shieldling: +2
mace that improves AC and saving throws by 1.
Tulkas: +3 club that grants 1
extra attack.
Sir Grimsley: +2
war scythe that automatically slays any living creature it strikes of 4HD or
less who fails a saving throw vs. death.
Executioner’s Wife: +3
battle axe that lowers the morale of any enemy who sees it by 2 (20 for 1st
edition).
Cronus: +3 keen sickle.
Pashupatastra: +3
returning flight arrow.
Astra: +4 halberd that has a
15% chance to degrade target’s AC by 1 on a hit.
Cloich Tubaill: +3
returning sling bullet.
Harpe: +3 short sword with a
15% chance to paralyze a living target.
Conairemor: +3
singing longsword that adds 1d4 sonic damage and once per day, when stricken
against a solid surface, causes deafness within 30 feet to all living
creatures, except the wielder, who fail a save vs. spell.
Galatine: +1
broadsword of the Lady of the Lake, which becomes +5 against all water
elementals and their kin.
Aram: +3 returning javelin.
Derg: +2 red returning
javelin that has ten times the normal throwing range.
Greenbeard: +3
battle axe that revives its wielder to 1 HP if killed by decapitation or a
death spell.
Olyndicus: +4
silver lance that improves mount’s speed by 50%.
Rhongomiant: King
Arthur’s +4 golden spear, which grants an extra ½ attack.
Poseidon: +3
trident that has a 25% chance to dispel water elementals on a hit.
Trishula: +4
trident of Shiva that grants +1 to AC.
Gae Assail: spear
that grants +5 to hit and +2 to damage and serves as a +2 weapon for the
purpose of hitting enemies that require +2 or less to hit.
Sun Wu Kong: +5
golden bo staff that can extend 30 feet and allows Monks to use their number of
unarmed attacks to determine how often they may strike with it each round.
Sagitta: +1 returning dart,
which becomes a +3 weapon against flying enemies.
Tathlum: +2 sling that turns
normal sling stones and bullets into +1 projectiles, which dissolve after striking
a target.
Holly Dart: +2
returning dart, which deals double damage against giants and ogres.
Vasra: +3 returning throwing
knife that adds 1d4 electrical damage.
Sudorshana: +3
returning chakram that has a 50% chance of deflecting off its original target
and striking a second one that is within 10 spaces.
Dagda: +3 club that grants an
extra ½ attack.
Kaladanda: +4
quarterstaff that requires stricken enemies to save vs. spell or suffer a
penalty of 2 to their AC and attack rolls for 1d4 turns.
Akshay Tunir: quiver
of inexhaustible +1 flaming flight arrows, which gain extra 1d4 fire damage.
Shorur: +3 mace that may be
sent to fly out, once per day, and deliver vocal messages. It has a fly speed of 24 spaces.
Parashu: +2 battle axe that
doubles its wielder’s movement rate.
Haphaestus: +3
warhammer that slays stricken constructs that fail a saving throw vs. death.
Uchide no Kozuchi: great
club that banishes stricken planar entities who fail a save vs. spell.
Thyrsus: +3 staff with a head
shaped like a pine cone, which turns stricken enemies into stone who fail a
save vs. petrification.
Grioarvolr: +3
staff that slays stricken giants and ogres who fail a save vs. death.
Caduceus: +2
mace of Hermes that places its wielder under the effect of a haste spell while
gripped in both hands.
Ichaival:
Odin’s +5 longbow, which allows its wielder to fire at the weapon’s maximum
range without penalty.
Dahnush: Shiva’s +3 shortbow
that has a fire rate of 3.
Kodandam:
Rama’s +4 composite longbow, which adds 1d4 electrical damage.
Svefnthorn: +3
dart that puts stricken foes to sleep who fail a save vs. spell.
Failnot: Tristan’s +1 longbow,
which grants a +5 bonus to hit.
Cupid: +3 shortbow that
charms stricken victims who fail a save vs. spell.
*Unimpeded Mitts:
special gloves, which when worn by a Monk allow unarmed attacks to harm creatures
normally resistant to non-magical weapons.
Magical
Armor
Justacorps: +2
bardic chainmail that allows only bards to cast their spells and grants +2 to
perform.
Aquarius: +3
leather armor that allows one to breath underwater.
Eversing: +3
field plate that prevents grappling or being knocked down.
Walk Armor: +2
breastplate that grants +1 constitution and destroys spikes, such as those in a
pit or in another trap.
Karma Mail: +5
chainmail with a 15% chance to reflect half melee damage back to its source.
Greenmail: +4
green scale mail that restores 2d8 HP once per day to its wearer.
Godswhit: King
Arthur’s helm, which improves AC by 2 and grants +2 to saving throws against petrification
and polymorph.
Robe of the Fire Rat:
kimono that grants bonus of 1 to AC and 50% fire resistance.
Robe of the Wyrmlord: mage
robe that improves AC by 2 and grants 50% resistance to all elements.
The 3-7s: +3
leather armor that allows its wearer to reroll up to three rolls a day.
Serenity:
mage’s robe that grants an improvement of 2 to AC and +2 to all saving throws.
Fury: +3 banded mail that
allows its wearer to berserk once per day, granting a penalty of 1 to AC, a
bonus of 2 spaces to movement and a bonus of +2 to attack and damage rolls with
melee weapons.
Aegis: Zeus’ +4 large shield
that has a 25% chance to destroy any mundane weapon that hits it.
Ancile: Mars’ +3 small shield
that grants its wielder 10 extra HP.
Pirwen: arthur’s +5 shield that
grants 1 point of regeneration every turn.
Svalinn: +4 holy shield that
turns undead as a cleric of the 4th level.
Evalach: +4 large shield that
grants 50% frost resistance to anyone standing within 10 feet of the wielder.
El Cid: +4 golden dragon shield
that terrifies enemies, causing any foe with fewer than 4 HD to roll a save vs.
spell or else flea in terror for 1d4 turns.
Babrebayan: coat
that grants +1 to attack and damage rolls and improves AC by 1 step.
Hide of Nemian Lion: hide
armor that has the defensiveness of full plate armor.
Hide of Leviathan: +2
leather armor that makes its wearer immune to all poison and toxins.
*Bribeguard: +2
round shield with the image of a coiled serpentine dragon emblazoned on its
front. Will remove any curse or spell if
100 gold coins are inserted into its mouth.
*Butled Round: +2
small shield that floats near its possessor, granting its AC bonus while
allowing for the use of two-handed weapons.
*Mojo: +2 studded leather
armor that radiates an array of different colors. Only wearable by bards.
Mirror
Plate: +2 silvery breastplate that has a 50% chance to block eye-gaze attacks
and a 15% chance to reflect them back to their source.
*Radiant Mail: suit
of +2 chainmail, which when worn by a cleric or paladin allows them to turn
undead as though two levels higher.
Magical
Items
Shoes of Vidar:
armored shoes, which allow wearer to kick as a free attack, dealing damage as a
+4 broadsword. If planted on the chest
of a prone enemy, that enemy cannot stand until removed.
Talaria: boots that allow
flight at walking speed once per day for one hour at a time.
Seven League Boots: boots
that triple movement. This does not
stack with other spells or items that increase movement.
Swan
Cloak: magical cloak that sets its wearer’s charisma to 19.
Brissingamen:
Freya’s necklace, which raises morale by +2 for anyone within fifty feet.
Harmonia:
allows the old to become youthful again, removing all negative penalties for
age. This does not increase one’s life
span, however.
Yasakoni no Magatama: jade
medallion that grants +2 to its wearer’s wisdom.
Draupnir/Andvaranaut: two
different rings, both of which will produce 1d4 gold per day.
Dispel: ring that removes
curses once per day. Will also remove
spell effects five times a day.
Mudorra: ring that removes
diseases five times a week.
Bone of Ullr: wand
that stores any 10 spells that the caster knows.
Olivant: horn that heals 2d8+2
HP to all allies within thirty feet when blown and grants +1 to attack and
damage rolls. May be used once per day.
Rati: auger that can burrow
through any solid material except for adamantium.
Wotan’s Sphere:
crystal ball that shows what is happening anywhere on the surface of the world.
Phoenix Plume:
enchanted phoenix feather that restores life to a dead character once a
month. Normal rules for raising dead
apply, such as number of times a PC can be raised, etc.
Falcon Cloak:
allows wearer to transform into a falcon for four hours once each day.
Tarnhelm: helm that
changes its wearer’s appearance to any humanoid. The helm is still visible during this
transformation, but clothing and gear are disguised.
Mudarra: a magic ring, which
when broken in half will cure blindness and other diseases. It must then be rejoined by expending a 4th
level spell.
Girdle of Hippolyta:
grants +5 (+50 for 1st edition) to wearer’s reaction modifier from
charisma.
Tarnkappe: cloak
of non-detection and improves wearer’s movement by 3 spaces.
Shirt of Anti-nessus:
magical shirt that prevents all poisoning.
Jarngreipr:
gauntlets that set strength to 18/00 and double range for thrown weapons.
Cohuleen Durith: cap
that allows the wearer to breathe underwater.
Yata no Kagami:
mirror that can fire a beam of light once per day. The beam extends out to 50 spaces and deals
automatic 2d8 damage to everything in its path; undead suffer 4d8.
Aigmat: amulet that grants its
wearer 25% magic resistance.
Sibyllina: book
that, whenever read, will grant tactical advice, which grants +1 to all attack,
saves, and AC for 1d4 turns.
Raudskinna: book
that automatically teaches its reader every spell of necromancy, but when the
reading is completed, the book will burn, dealing 2d4 fire damage to the
reader. Must be a mage of at least 10th
level or the book will be incomprehensible.
Senji ryakketsu: book
that can predict the future 30 times before it fades away.
Galdabrok: book
that contains 47 spells of the GM’s choosing.
Bezoar Stone: when
touched to water, turns it into an antidote potion.
Cintamani: stone
that, when thrown at a wall, will break apart into 1d4 pieces. Each piece will then grant a wish before
disintegrating.
Adder Stone:
protects holder from poison and disease, but will not cure said ailments if
merely put into the hand of someone who has already been afflicted by them.
Stone of Scone: large
block of sandstone that can show important visions. The GM rolls 1d4: 1=location of treasure,
2=location of a lost friend, 3=location of an enemy, 4=important events
occurring elsewhere in the world.
Draconite: once
per week this stone will produce a breath weapon attack as though made by an
adult red dragon.
Skatert Samobranka:
tablecloth that produces food and drink for up to 10 individuals once per day.
Brazen Head:
bronze head-shaped ornament that answers any question.
Ruyi: golden scepter that
grants +1 to any roll (+5%) as long as it is held in the hand.
Nanteo’s Cup:
wooden mazer bowl, which may be filled with water that serves as a Heal spell
once per day.
Lantern of Diogenes:
lantern that produces a zone of absolute truth out to 30 feet.
Gluskab Canoe: canoe
that can shrink down to fit in a pouch.
Throne of Kia Kavus:
flying chariot drawn by two giant eagles.
The eagles may be summoned once per day for up to five hours, but if
killed they will not be able to return for a month.
Danu Monara:
flying wagon that can hold up to four medium creatures and moves at a rate of
24 spaces.
Tangu: flying carpet that
moves at a flying speed of 24 spaces, has dimensions of 5x10 feet and carries
up to 1,000 pounds.
Gullinbursti: a
large, golden, mechanical boar with 8 HD, 0 AC, 13 THAC0, 2d6 goring damage,
movement 24, maximum morale and immunity to poisons and mind-affecting
spells. Fire spells heal it, ice spells
deal half damage, and lightning has a 10% chance to stun it for 1d4 rounds. Lastly its golden mane glows in the dark,
providing light out to 60 feet.
*Conchstout:
trumpet that summons 2d4 HD of water elementals once per day for an hour.
*Languished Mantle: black
waste coat with a collar of raven’s feathers, which may transform, at will,
into great, black wings, allowing the wearer to slow fall or glide forward at
their movement rate.
*Witless Walker: gem,
which when held in the hand, allows a person to walk over the edge of a cliff
and into open air out at a distance equal to their maximum movement rate.
*Door Stoop: ring
that allows its wearer to pass through up to two feet of solid wood or stone,
but not metal or magically sealed doors.
*Devilbob: a
strange, magical plumb bob that, when suspended by a string or chain, will
point in the direction of the most immediate source of evil.
*Charm of Unsightly Servants: a
crude, lump of adamantium that allows its user to summon up to 4HD of skeletons
for one hour, twice a day.
*Copious Coffer: tiny
coin purse that can hold up to 1,000,000 coins and/or gems.
*Cupboard Clerk: this
tiny wall cupboard may be opened up to twice a day, revealing a tiny room where
a spectral clerk sits at a desk. When
paid 1,000 gold, he will process certain requests, such as finding the location
of a missing person, lost possession, who and where the best sage is to ask
advice on a certain subject, etc.
*Sash of the Wind: sash
that grants double movement and a bonus of 1 to AC.
*Gauntlets of the Throng:
gauntlets, which grant the wearer 18/00 Strength and provide a bonus of 1 to AC
and allows one to punch with +2 to hit for 1d6+2 damage.
*Pilfer’s Hand:
mummified hand, which when given a lock pick can pick any non-magical lock.
*Squiggles: an
imp in a jar; together they provide the holder 10% magic resistance, and the
imp will provide useful advice from time to time as a sage who specializes in
magic.
That is a LOT of new magic items! Something for everyone. Bravo!
ReplyDeleteWhoa! Incredible list. This is excellent. Well done!
ReplyDelete