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Nealok's New Item Listing
#2

Watchmaker's Pride- This looks like an anachronistic pocket watch from our Victorian era. It has no numbers and the hands have stopped at noon/midnight. Nonetheless, if the user looks at the watch, he will intuitively know the exact time to the second, as long as the watch face is in view. When a user first picks up the watch, he immediately detects this ability, and he is sure that it is the only ability in the watch. (I can just imagine the conversation a warrior has with a wizard, "No! I am sure that the watch only has this power! I don't care who you are, just trust me on this... RIBBIT.") Ha, ha. Stupid end user. 

The watch can turn time back or forward as far as an hour, and in addition, the user can stop time for himself (and only one person can be considered the user, people) for that long. The user effectively teleports to the new time. I.e. standing in the place where a huge battle occurs and zooming forward, the user will not catch an arrow that passed through his old position. On a successful intelligence check, the user can control where he emerges from the watch's effects based on his initial location, up to 2 feet per digit by which he made his Intelligence check. (So a character with an intelligence of 15 who rolled a 7 could modify his final location by 16 feet [15-7=8. 8x2=16])

The Skull of Mirrors- A somewhat stylized overlarge sculpture of a skull made of solid glass. The inside of the Skull is coated in silver, which is then covered over in a thinner layer of glass. (i.e. this is hypoallergenic for lycanthropes) The skull hinges from the midline on the left temple and magically fits as a helmet on the head of any humanoid wearer. The skull has a set of eyes in it made of an unknown material. The eyes have been observed to be several different colors, but so far no pattern has been detected.

When worn into battle, the skull grants, depending on the specificity of the combat system used, a +2 bonus to overall AC, or a +5 bonus to head AC, as applicable. When the user looks any opponent in the eyes and whisper a command word, the opponent must save vs. paralysis or go blind for 1d6 turns. If the victim fails with a 1, then the blindness is permanent. The most effective powers of the skull come into play in non-combat situations. (although the wearer can invoke the blindness power out of combat, why would he want to? That's not very nice!) The wearer possesses permanent true seeing and ESP, while wearing the Skull. In addition, his awareness is heightened so that any attempt to backstab fails as does any attempt to pickpocket without notice. In addition, anyone who looks at the wearer of the skull has ESP in regards to thoughts directed at or about said onlooker, and is instantly aware when the wearer attempts to pickpocket or backstab him. In addtion, the wearer's unusual visage causes discomfort in all types of people, resulting in a -3 reaction penalty. For similar reasons, any enemies suffer a -2 morale penalty when facing the wearer in combat.

Song of Pariah- This magical staff is believed to have been designed by a wizard who had awful body odor. Its winding, knobby shaft is made from sweet-smelling cedar and measures out at 6 feet. (Our system of math is based around the number 10, but I defy convention. Metric system can kiss my patookus.) The top of the shaft blends into a head of petrified roses in a crescent shape. Inside this crescent is a sphere of chrysoberyl which can never be tarnished. This sphere emanates a warm yellow glow when the staff is activated.

The Song of Pariah is the saving grace of crotchety wizards everywhere. When the command word is spoken by anyone in speaking range of the staff, a beautiful, dulcet tone is heard in the minds of everyone within normal hearing range of the staff's owner. Upon hearing this tone, all characters make a save vs. spells or consider the caster a dear, dear friend-- a notch above the effects of a charm spell. Unlike a charm spell, the staff also affects the wielder, albeit in a diminished way. As long as the Song is active, the caster considers his relations with affected people to be amicable. The effects of the Song are active as long as the staff itself is activated, although affected people need not necessarily be in range of the power for it to work once they have been won over. Anyone speaking the command word in range can activate/deactivate the staff. The staff only considers distance, not actual sound travel, so the effect does pass through barriers. As for the actual range of the power, DMs, use common sense. I would use something in the area of 10-30 ft, depending on the average speaking voice of your character.

Uther- Uther looks like a rusty longsword made of black steel. But, as with most things with a cool description, it is not just a typical longsword. Many have searched for Uther over the ages, but scholars are fairly certain that the sword can never be found on purpose. It is usually mixed in the a heap of fantastic treasure or a high-quality armory. The owner rarely understands what he has. Uther is, in fact, the last avatar of an ancient barbarian god forced by circumstances to remain in this form forever. The sword is fully sentient and capable of communication with any intelligent beings, although it is reluctant to speak with any individuals except long time owners.

Due to its unusual origins, it is impossible to say exactly what Uther is capable of. Here, only the powers observed in use are listed. Whenever Uther strikes an opponent, (as a +2 sword) the sword delivers normal longsword damage + the level/ Hit Dice of the opponent. (whichever is applicable) In addition, Uther is the bane of any magically active opponents: Whenever Uther is near a magic user with malevolent intent toward its wielder, the weapon will telepathically impart knowledge of the hostile magic user's memorized spells into its wielder's mind. Besides the obvious benefits of knowing the character's memorized spells, this can be a useful early warning device if the owner understands the properties of the sword. If the owner is talking with a benevolent mage who want the party's aid, and Uther starts to ream off a laundry list of spells, then the owner ought to know that something is not right. In addition, Uther will impart to its owner knowledge of the properties of any enchanted items on the person of any hostile being. (or the abilities any hostile object with magical properties-- like a pissed off intelligent weapon) It is important to note that this is a combat sensitive and protective ability. Uther cannot be pointed at a pile of rings and expected to inform the user of their properties-- although the sword is sentient and does like some owners more than others...

Uther cannot  be wielded by anyone with a THAC0 higher than 15, nor any character with spells memorized. Uther is a god in weapon form, and certainly has more abilities related to balancing out the battlefield, and they are almost certainly all tied to its own peculiar set of values.

There are legends of a savage, murderous hill giant wielding a large battle-axe named Uther, and in some cities there have been tales of a horribly efficient assassin who allegedly struck with a black blade he, too, called Uther. This has led some scholars to believe Uther to be capable of shape change, but the only times it has been studied have been when the weapon was in sword form.

Black Flame- Not to be confused with the ill-fated homosexual predecessor of Shaft, ("He's one bad muthuh... Oh Thtop it!") This torture chamber looks like an obsidian sarcophagus roughly 6 and a half feet tall and about three feet thick. It is hinged on one side, although it looks like a big chunk obsidian when it is in use. All openings are sealed.

The potential user steps inside the chamber and utters a command word to close the sarcophagus tightly. At that point, the chamber is sealed for a day, and the character begins to endure excruciating pain, as much as can be felt outside the Lower Planes. The character suffers this agony for one day from the point he uttered the command word then make a saving throw vs. death. Regardless of whether he succeeds or fails, the character takes 5d6 points of damage. If he fails his save, he loses half that amount in permanent hit points. If he survives, then his armor class lowers by one point. (i.e. he gets a +1 bonus to AC)  He can continue to suffer the pain for another day, sacrifice the HP again, and possibly lower his AC, risking death, or he can say the command word and end all the suffering. If the character is killed in the chamber, he is dead irrevocably. Nothing short of a wish will bring him back, and even then he will be a physically inept specimen and will never rise above 1 HP, 1 STR, and 1 CON.

The Black Flame can be used only one time per character's existence. Resurrection, reincarnation, raise dead, or whatever, the chamber is only usable once per character. All magical resistance, regeneration, etc. is nullified. All clothing/armor/weaponry is preserved through the ordeal.

Magebane- This rare, insidious dust is usually kept in a normal herb bag and comes in three different varieties. It does show up to someone detecting magic, but is otherwise as innocuous as any other pile of dust. Once the dust finds its way into the mage's bloodstream, all varieties of magebane are extremely lethal. In case you haven't inferred it yet, the resultant disease only affects non-specialist wizards: mages. (except for the last variant. See below) This has led many people to conclude that magebane the brainchild of some sick necromancer. The disease is passed on via contact with the magebane dust. The mage does not get a save. It is most often passed on through food or a helpful potion. All forms of the mature virus are extremely contagious, although the methods of transport may vary. Few are willing to risk exposure to study the effects. 

The first variety of magebane virus is relatively simple to cure, although as lethal as the rest if left untreated. In some ways, it is the most malevolent form because it is the most insidious version of the magebane virus. Nothing but a slight cough gives away the diseases presence. The mage develops a fever on the last day, then dies.  If detect magic is cast on the mage, he will glow, but other than that, nothing is unusual about him. The mage will lose 1 permanent HP per day until he drops to 0. Once at 0 HP, the wizard maintains his fever until he receives some sort of wound which would decrease his HP. At this point he finally dies. Most of the time, the death is attributed to the wound sustained, not to some sort of secondary agent. This version of the magebane disease is easily removed with a remove curse spell, and the HPs can be regained with a restoration spell. Resurrection and Raise Dead work normally, although until he receives a remove curse spell and a restoration, the wizard will continue to suffer the effects of the spell after he is raised.

The second observed type of magebane is less subtle, but much harder to heal. The mage will lose 1 permanent HP/level every day. (so a 7th level wizard would lose 7 permanent HP every day he was infected) During the process the infected person will become increasingly sick, starting with a slight fever, progressing to coughing up black blood on his final day. This version will kill the wizard once he has reached 0 HP. This variant can only be healed via a heal spell. (or some higher version like wish) A second heal or a restoration will restore the lost hit points.

For those who have heard of magebane, it is the third variant that makes their souls quiver. The third and last observed variant on the magebane virus is a rapacious, malevolent, and  incapacitatingly painful disease. The wizard loses 2 permanent hit points per level per day. (So the 7th level wizard above would lose 14 permanent HP each day of infection) From the first day he contracts the virus, the mage is violently ill and mostly insane. He contracts with wild muscle spasms and releases strange, impossibly powerful wild magic blasts in seizures throughout the day. By the second day of infection (if he lives that long) he is coughing up blood and is completely blind and deaf, as well as rendered mute by the clenched sphincter muscles in his throat. The wizard constantly shakes at this point because he exists in one continual, body-wide spasm. And for every extra day, it's downhill from that point.  He can only be cured by means of a wish, and the lost HPs require another wish to be restored. Oh, and by the way, this version doesn't give a damn about specialization wild magic, or what. Have magic in mind? You will die. 

With the exception of the first magebane variant, people who have died from magebane infection cannot be raised, resurrected, or reincarnated. The highly contagious nature of the virus cannot be stressed enough; even touching a speck of the dust is 99.999% likely to start the virus going in the victims bloodstream. The effects and HP loss begin the next day.

Pale Hammer- This is a large sledgehammer with an ivory shaft and an opal head. It is covered from handle to head in intricate carvings and runes. The carvings appear to be of various faces in changing stages of excruciating anger. The runes are, well, runic in appearance. These runes contain the command word, (and can only be read via read magic) and they also explain the strength increase power of the hammer, although the other effects are ostensibly missing. 

When the command word is uttered, the wielder grows in mass and height by 400%, and his Hit Points triple. His skin thickens such that his armor class lowers to -12. His body fat vanishes and his muscle mass increases exponentially. His Strength stat exceeds the Strength table. On a 1-25 scale, this character has about a 50 or 60. More on that later. His Con rises to 20, although he gains the ability to regenerate 1 HP/ round. The character also gains 100% resistance to normal fire, ice, heat, and cold, 50% resistance to magical fire, cold, ice, and heat, and 10% resistance to acid. His Intelligence sinks to 3, and his Wisdom and Charisma sink to 1. His Dexterity either remains the same or sinks to 7, whichever is lower. The character also goes berserk and thinks about little besides inflicting as much damage as possible on everything he sees. The character immediately reverts to his normal form when he loses the hammer, or when whenever some sort of magic nullifying effect is successfully directed at the hammer. The character also has a supernatural and irrational desire to hold on to the hammer more than its own life. DMs, bring this into play however you want. 

The character's weight limit is 50 tons, and he has no increase in "To Hit." He hits unless he rolls a 1. This is an aspect of sheer strength and speed of punch delivery, not enchantment. If you have a better plan, use it. The character cannot wield a weapon effectively. Any weapon except the most profoundly powerful artifacts (like Uther above), would shatter when wielded by such a powerful character, and any damage granted by them would be overshadowed by the sheer power delivering every blow. In the same vein, granting an increase to damage dealing potential would be arbitrary and pointless. This character could lift a relatively large building with little effort. He can exert enough force to compensate for the pull of gravity on a 50 ton object. If such a force were exerted over another character, Hit Points would not apply. The only relevant number would be the amount of doggy bags needed to collect the pieces. Combat is not an option with this character. The goal of all involved characters suddenly becomes an issue of containment instead of an issue of combat related defeat. The character DOES have an armor class, and he still has hit points, so it is not impossible to take him down, per se, but who in their right mind would want to risk angering this thing by shooting stuff at it?

I would not recommend giving this to PCs in a serious game unless you are confident in the players' role playing abilities and everyone in the group is looking for a challenge. This is a campaign piece, not a nifty magical item, so be careful where it is inserted.

Vipers' Crucifix- A bronze medallion shaped in the shape of a crucifix made of entwined vipers with fangs instead of heads.

This medallion allows a wizard/priest to cast a spell without losing it from his memory/ daily spell allotment, (as applicable) but he suffers damage equal to twice the level of the spell cast for each spell cast in this way. There are instances of Crucifixes shattering when used too many times in a given day, but no recognizable pattern has been detected. If a character takes enough damage to reduce his HP total to 0 or lower, then he goes into a coma until he is able to heal through normal or supernatural methods. This item does not work with any kind of beneficial restorative magic.