# info Wondrous Items

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This item doubles the rate of healing and prevents bleeding (DMG224).


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A cursed item. An item that doubles the range and likelihood associated with scrying and detection attempts (DMG233).


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This cloak grants a +1 resistance bonus to all saving throws (DMG213).


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Recall any single 7th level spell that had been prepared and cast it again (DMG223).


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This belt grants a +6 enhancement bonus to Str (DMG210).


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This stone grants a +2 enhancement bonus to Cha (DMG220).


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A cursed item. Once adorned, the necklace does 1d6 points/round of strangulation damage to the wearer.


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This cloak allows the wearer to use dimension door once/day (DMG212).


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A cursed item. Once commanded ("fly," "go," etc), the broom turns on the rider and attacks.  4 attacks per round/+5 base/blindness/1d6 (DMG234).


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These slippers enable movement on any non-slippery surface (DMG226).


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This bag weighs just 25 lbs. and can carry up to 500 lbs. of gear (DMG207).


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A cursed item. Once picked up, the stone reduces the owner`s speed to one-half normal (DMG235).


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This item allows the wearer  to breathe in any environment (DMG222).


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These gloves grant a +10 competence bonus to Swim and Climb checks (DMG218).


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This item adds a +7 armor bonus to the wearer`s AC (DMG211).


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This item grants a +4 bonus on CHA checks as they relate to dwarves. The wearer receives a +2 to Con an can speak dwarven (DMG210).


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This instrument creates figment sounds like the ghost sound spell(DMG224).


Name:
Figurine of wondrous power (ivory goats)

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A trio of figurines that grow to full size and obey the user.  Goats of traveling, travail, and terror (DMG216).


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These boots allow the wearer to be hasted, as the spell (DMG211).


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A cursed item. A +4 cloak of protection where insects manifest during times of action. -2 to attack, save, skill checks and -5 to init (DMG235).


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This tome grants a +2 inherent bonus to Wis (DMG227).


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This cloak grants the wearer a variety of bat-related powers (DMG213).


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A necklace of magical spheres that burst as a fireball when thrown (70`). The necklace contains: 5d6 (1), 3d6 (2) (DMG222).


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This item adds a +4 armor bonus to the wearer`s AC (DMG211).


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This ivory mask can be loosed to attack as the finger of death spell (DMG222).


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This bag weighs just 60 lbs. and can carry up to 1500 lbs. of gear (DMG207).


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This circle of cloth contains an extradimensional space 10 ft. deep (DMG224).


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These lenses allow the wearer to cast charm person with a gaze(DMG216).


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Cures 1d8+5 damage and neutralizes poison. 5 applications (DMG221).


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This stone cube creates a touch-sensitive alarm on any surface (DMG226).


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These gauntlets grant a +2 enhancement bonus to Str (DMG217).


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This token causes a great oak to spring into being (DMG224).


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This token forms a dancing whip that lasts for up to one hour (DMG224).


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This special dust can absorb and release up to a cubic yard of water (DMG215).


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A cursed item. Thoughts overheard by the wearer are fabricated by the medallion itself. The wearer`s thoughts are broadcast as well (DMG234).


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This item grants a +4 enhancement bonus to Con (DMG207).


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This robe grants the wearer a +15 circumstance bonus to Hide checks (DMG225).


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The user casts his spells at +4 caster level.


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A cursed item. As soon as this cloak is worn, the wearer is struck dead (DC28) (DMG234).


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A cursed item. Magical gloves until combat ensues: -2 to DEX, and the wearer has a 50% chance of dropping that which is held (DMG234).


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This mirror grants the user a variety of scrying powers (DMG222).


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These manacles affect a creature as the spell dimensional anchor (DMG215).


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This stone grants the abilities of the Alertness feat (DMG220).


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These gloves grant a +4 enhancement bonus to Dex (DMG217).


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These paints create physical objects by painting them.


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A necklace of magical spheres that burst as a fireball when thrown (70`). The necklace contains: 7d6 (1), 5d6 (2), 3d6 (4) (DMG222).


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This item grants a +6 enhancement bonus to Wis (DMG224).


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This manual grants a +2 inherent bonus to Con (DMG221).


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This manual grants a +3 inherent bonus to Con (DMG221).


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This helm grants the wearer a variety of light- and fire-based powers (DMG218).


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This 30 ft. rope can be commanded to entangle a victim (DMG226).


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This item adds a +1 armor bonus to the wearer`s AC (DMG211).


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This bag summons a variety of medium animals (DMG210).


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This gem grants the user a variety of light-related powers (DMG217).


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This bag summons a variety of large animals (DMG210).


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A cursed item. When burned, the spell caster becomes convinced of her superiority.  She will cast spells confidently, without cause (DMG234).


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This stone grants a +2 enhancement bonus to Str (DMG220).


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Recall any single 1st level spell that had been prepared and cast it again (DMG223).


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This backpack acts as an improved bag of holding (DMG219).


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This token delivers a small written message unerringly (DMG224).


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This bottle contains a supply of air which can be used to survive underwater (DMG211).


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This broom is able to fly as the spell while carrying up to 200 lbs (DMG212).


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This item allows the user to put up a special wall of force 10 ft/side (DMG214).


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This item allows the wearer to plane shift, as the spell (DMG207).


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This stone grants a +1 bonus on all saves, ability checks, and skills (DMG227).


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This stone grants a +2 enhancement bonus to Dex (DMG220).


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This scabbard casts keen edge on any blade placed within it (DMG226).


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This item grants a +6 enhancement bonus to Con (DMG207).


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This item adds a +5 armor bonus to the wearer`s AC (DMG211).


Name:
Ioun stone (lavender and green ellipsoid)

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This stone absorbs spells up to 8th level (DMG220).


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Summon and control a water elemental (DMG211).


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This tome grants a +4 inherent bonus to Int (DMG227).


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This glove stores an object in stasis and returns it to hand instantly (DMG217).


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This item grants a +4 enhancement bonus to Wis (DMG224).


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This tome grants a +5 inherent bonus to Int (DMG227).


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The user can force any outsider into this container. The outsider gets a save (Will, DC19) (DMG220).


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At a command, this fan duplicates the gust of wind spell (DMG228).


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This horn grants the user a variety of water-based powers (DMG219).


Name:
Figurine of wondrous power (golden lions)

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A pair of figurines that grow to full size and obey the user.  Can be used once per day for up to an hour (DMG216).


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The wearer of this helm can teleport, as the spell, three times/day (DMG219).


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This rug is able to fly as per the spell while carrying up to 900 lbs (DMG212).


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This garment grants the wearer spell resistance of 21 (DMG221).


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This tome grants a +1 inherent bonus to Wis (DMG227).


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On command, this cloak makes its wearer ethereal for 10 min/day (DMG213).


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This mummified hand allows the user to cast mage hand at will(DMG218).


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This vest grants a +4 bonus to Open Lock, and +6 to Escape Artist (DMG227).


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This item adds a +3 natural armor bonus to the wearer`s AC (DMG207).


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This item grants a +2 enhancement bonus to Int (DMG218).


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This dust affects the user as the change self spell (DMG215).


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This quiver can hold up to 60 arrows, 18 javelins, and 6 objects no bigger than a bow (DMG225).


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This manual grants a +5 inherent bonus to Str (DMG221).


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This belt grants a +4 enhancement bonus to Str (DMG210).


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This helm allows the wearer to breathe and see underwater (DMG219).


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This manual grants a +1 inherent bonus to Con (DMG221).


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Become aware of how actions could affect your alignment (DMG224).


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This rug is able to fly as per the spell while carrying up to 1200 lbs (DMG212).


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This candle acts as the spell zone of truth for one hour (DMG212).


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Recall any single 5th level spell that had been prepared and cast it again (DMG223).


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This hat allows the wearer to alter his appearance, as change self (DMG218).


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This cloak grants a +2 resistance bonus to all saving throws (DMG213).


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Amulet of proof against detection and location

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This item protects as per the spell Nondetection (DMG207).


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These bracers grant the user proficiency and bonuses in all bows (DMG211).


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This necklace allows the user to cast bless (DMG223)


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A necklace of magical spheres that burst as a fireball when thrown (70`). The necklace contains: 10d6 (1), 9d6 (2), 7d6 (2), 5d6 (2), 3d6 (2) (DMG222)


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A small box that unfolds into a boat large enough to hold three people (DMG210).


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This item allows the user to open a gate to six planes (DMG214).


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Summon and control a fire elemental (DMG212).


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This stone absorbs spells up to 4th level (DMG220).


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This cloak grants a +3 resistance bonus to all saving throws (DMG213).


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Summon and control a huge earth elemental, as per monster summoning VII (DMG226).


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This rug is able to fly as per the spell while carrying up to 300 lbs (DMG212).


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Recall any single 9th level spell that had been prepared and cast it again (DMG223).


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This golden headband projects a blast of searing light for 40 points of damage once per day (DMG213).


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This manual grants a +3 inherent bonus to Dex (DMG221).


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This manual grants a +4 inherent bonus to Dex (DMG221).


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Recall any single 2nd level spell that had been prepared and cast it again (DMG223).


Name:
Cloak of displacement, minor (20% miss chance)

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As the displacement spell, but grants a 20% miss chance (DMG213).


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This robe allows the wearer to travel to the astral plane (DMG225).


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This liquid dissolves any adhesive, including sovereign glue (DMG227).


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Figurine of wondrous power (silver raven)

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When activated, the figurine grows to full size and obeys the user. Can be used for up to 24 hours per week (DMG216).


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This manual grants a +5 inherent bonus to Dex (DMG221).


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When this chime is struck, a targeted container or lock is opened (DMG212).


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This item grants a +6 enhancement bonus to Int (DMG218).


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This horn creates fog, as an obscuring mist spell (DMG219).


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When this chime is struck, no verbal spell can be cast (DMG212).


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This cloak grants a +2 enhancement bonus to Cha (DMG213).


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This item allows the user to see over virtually any distance (DMG213).


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This bag weighs just 15 lbs and can carry up to 250 lbs. of gear (DMG207).


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These crystal lenses grant a +5 circumstance bonus to Spot checks (DMG216).


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This torch has a continual flame cast upon it (DMG216).


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This item adds a +1 natural armor bonus to the wearer`s AC (DMG207).


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This token immobilizes a craft in water for up to one day (DMG224).


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This tome grants a +1 inherent bonus to Int (DMG227).


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Cast remove blindness and disease, and cure serious.


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This manual grants a +2 inherent bonus to Dex (DMG221).


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This tome grants a +5 inherent bonus to Wis (DMG227).


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These crystal lenses allow the wearer to cast doom with a gaze (DMG216).


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This spellbook accepts up to 45 spells (DMG211).


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Recall any single 6th level spell that had been prepared and cast it again (DMG223).


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These boots allow the wearer to fly, as the spell (DMG211).


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This cloak grants a +10 circumstance bonus to Hide (DMG213).


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This huge mallet can be used as a +3 greatclub (DMG222).


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This tome grants a +1 inherent bonus to Cha (DMG227).


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This small metal cube grows into a 30-foot fortified tower (DMG214).


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These gloves grant a +6 enhancement bonus to Dex (DMG217).


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Figurine of wondrous power (serpentine owl)

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A figurine that grows to full size and obeys the user.  A horned or serpentine owl that can transform once per day up to eight hours (DMG216).


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This cloak transforms into wings that allow the user to fly as the spell (DMG228).


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This two-way portal sends anything placed inside to a random plane (DMG228).


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A cursed item. When the flask is uncorked, all within 30 ft are cursed (DC17) with -2 to attack, -2 to saves and skill checks (DMG234).


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This tome grants a +5 inherent bonus to Cha (DMG227).


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This evil item carries the effect of the spell unhallow with it (DMG214).


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This item adds a +4 natural armor bonus to the wearer`s AC (DMG207).


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These goggles grant darkvision 60` to the wearer (DMG218).


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Recall any two spells of different levels (up to 6th) that had been prepared and cast them again (DMG223).


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This item adds a +6 armor bonus to the wearer`s AC (DMG211).


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The wearer of this helm can send and receive thoughts at will(DMG219).


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A cursed item. The owner of the periapt contracts a horrible disease and suffers -1 to DEX, CON and CHA each week (DMG235).


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Figurine of wondrous power (obsidian steed)

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A figurine that grows to full size and obeys the user. A heavy warhorse with additional powers such as fly, plane shift, and etherealness (DMG216).


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This tome grants a +3 inherent bonus to Cha (DMG227).


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This manual grants a +4 inherent bonus to Str (DMG221).


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This charm bracelet allows the user to summon up to seven friends (DMG211).


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When played, these kettle drums cause fear as the spell within 120 feet (DMG215).


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This item becomes a steed, with the stats of a heavy warhorse (DMG227).


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These crystal lenses allow the wearer to use a petrification attack (DMG216).


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This horn creates a damaging cone of sound (DMG219).


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This item allows the user to create a field of protection from cold (DMG214).


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This lens grants a +10 bonus to search and track checks (DMG221).


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This garment allows a druid to use wild shape once more per day (DMG228).


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This item adds a +8 armor bonus to the wearer`s AC.(DMG211).


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This bottle contains an efreeti (see Monster Manual for stats) (DMG216).


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This burned-out stone merely orbits without any powers (DMG220).


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This robe grants the wearer a +15 circumstance bonus to Search and Spot (DMG225).


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This belt grants the wearer the Ambidexterity and Two-weapon Fighting feats when attacking unarmed. Can also make a stunning attack (DMG210).


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User may summon his deity (90% probability) once.


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This stone regenerates one point of damage per hour (DMG220).


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This item grants a +2 enhancement bonus to Con (DMG207).


Name:
Figurine of wondrous power (marble elephant)

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A figurine that grows to full size and obeys the user.  Can be used four times per month, up to 24 hours at a time (DMG216).


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These boots enhance the wearer`s ability to travel in wintry conditions (DMG211).


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Recall any single 8th level spell that had been prepared and cast it again (DMG223).


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This stone grants a +2 enhancement bonus to Int (DMG220).


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This manual grants a +1 inherent bonus to Dex (DMG221).


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This item grants a +4 enhancement bonus to Int (DMG218).


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This robe contains a huge number of items stored as patches (DMG226).


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This bag summons a variety of small animals (DMG210).


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This item adds a +5 natural armor bonus to the wearer`s AC (DMG207).


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These boots grant the wearer a +10 circumstance bonus to move silently checks (DMG211).


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This cloak grants the wearer a variety of spider-related powers (DMG213).


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Cast holy smite, chaos hammer, order`s wrath, unholy blight.


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This mirror creates an exact, hostile duplicate of any creature seen (DMG222).


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This large, crystal mirror can trap creatures indefinitely (DMG222).


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This instrument summons normal or dire rats (DMG224).


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This stone grants a +1 deflection bonus to AC(DMG220).


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This gemstone allows the user to cast a variety of chaos-related spells (DMG212).


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This cloak grants a +5 resistance bonus to all saving throws (DMG213).


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This cloak grants the wearer a variety of manta-related powers (DMG213).


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A cursed item. Once adorned, the wearer`s alignment changes to one that is diametrically opposed (DMG234).


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The cleric may prepare all spells as if they were maximized (DMG220).


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This amulet grants a +1 enhancement bonus to attack and damage rolls with unarmed attacks (S&F77).


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This amulet grants a +2 enhancement bonus to attack and damage rolls with unarmed attacks (S&F77).


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This amulet grants a +3 enhancement bonus to attack and damage rolls with unarmed attacks (S&F77).


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This amulet grants a +4 enhancement bonus to attack and damage rolls with unarmed attacks (S&F77).


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This mandolin can cast once a day, Cure serious wounds, dispel magic, and more,+4 for counter music, Fascinate and Suggestion (MagFR160)


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You gain immunity to lycanthropy  and +2 attack and damage bonus against lycanthropy, also +2 to AC and Saves (MagFR166)


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This amulet allows the wearer 1/day to use extend Spell Feat for free (MagFR151)


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You gain darkvision and +5 to Spot and Listen (MagFR163)


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These bracers of armor also have the ability to cast Dimension door 1/day (MagFR163)


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This amulet give the wearer 24 temporary hit points (MagFR151)


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You gain the ability to cast 3 spells per day (up to 3rd level) using the Maximize Spells feat (MagFR165)


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Once per day if you are a druid you can use wild shape to change into the animal of the teeth on the necklace (MagFR164)


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This thick shirt gains +3 armor, -2 Dex, 1/day cure serious wounds (MagFR159)


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The reader gain the SP ability of a rod of wonder  (MagFR167)


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This sphere negates dancing lights, darkness, faerie fire, gust of wind, light, wind wall and you can use true seeing . (MagFR162)


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This stone gives you the ability to cast Dancing lights 1/day (MagFR163)


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The wearer gains +3 AC, +4 resistance on saving throws and protection from arrows, fire resistance 15, feather fall and more (MagFR167)


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This belt grants the wearer +2 AC and +4 Str.  and 1/day can cast magic circle against evil, word if recall  (MagFR154)


Name:
Amber Amulet of Vermin (Giant stag beetle)

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This amulet, when broken, releases an enormous size type of vermin (MagFR151)


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This lute can cast once a day, Cure Light wounds, Mage armor, sleep,+2 for counter music, Fascinate and Suggestion (MagFR160)


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This hap when played send forth magical sounds and open lock and doors and more (MagFR162)


Name:
Necklace of Nature`s teeth (Medium-size viper)


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This tool gives the user a +10 competence bonus on Craft (Armorsmithing) checks. (RoFR173)


Name:
Amber Amulet of Vermin (Giant praying mantis)


Name:
Amber Amulet of Vermin (Giant ant, Queen)


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This helm grants the wearer the ability to cast father fall, flame arrow, fly, resist elements, speak with animals (birds only) 1/day  (MagFR165)


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This cloak of resistance +2  also grants you endure elements (Cold) (MagFR156)


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This headpiece protects you from mindblank and acts of a ring of freedom of movement, can turn 6 levels of spells a day (MagFR156)


Name:
Amber Amulet of Vermin (Huge monstrous centipede)


Name:
Necklace of Nature`s teeth (Lizard, giant)


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This jewel can cast greater dispelling on holder at will with some side effect (MagFR171)


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The stones in this bag grow to boulders when shoot from a sling (MagFR154)


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The wearer (if druid) gains the ability to use wild shape as if 4 levels higher  (MagFR167)


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This orb can cast Hold monster, purify food and drink, regenerate 1/day, cure serious wounds 3/day and more (MagFR164)


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This belt allows its wearer to communicate with feline animals, low-light vision, +4 to Char. checks with felines, +10 move Silently, Tumble (MagFR154


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Once per day you can stick this disk on a portal and it will open silently. (MagFR165)


Name:
Necklace of Nature`s teeth (Shark, medium size)


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The wearer is granted +2 AC, 1/ 3days, cast magic missile, battle blow, and a single Str. check at 50 (MagFR158)


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These lenses give you a +4 to saving throws vs. light and illusion (pattern) spells. (MagFR162)


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This crystal glows red when a doppelganger in with in 60ft, Blue if Illithid, violet if both, +4 to will saves and more  (MagFR157)


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This magic alchemical substance is similar to gunpowder (MagFR165)


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This tool gives a +10 to craft (bowmaking) (MagFR162)


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This amulet grants a +5 enhancement bonus to attack and damage rolls with unarmed attacks (S&F77).


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This belt grants the wearer a +6 enhancement bonus to his Strength and Constitution (S&F77).


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These gloves grant the wearer a +5 enhancement bonus to Climb checks, grapple checks and disarm attempts (S&F77).


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This headband allows a character to act normally when she has 0 or less hit points (S&F77).


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This headband grants a +6 enhancement bonus to Strength, Dexterity and Wisdom (S&F77).


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These leather straps grant the wearer a +5 enhancement bonus to her DC to her stunning fist attack (monk or feat) S&F77.


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The wearer must have 5 ranks in Jump or Tumble to use them.  On a charge, she may deal double normal damage (S&F77).


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While wearing this vest, the character gains +10 hp.  Taking off the vest, the character loses 10 hp (S&F77).


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This large, 8-inch symbol grants its bearer the Maximize Turning feat and the ability to cast Fear 3/day. ((MotP26))


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Anyone wearing this solid-visor helm is constantly effected by a true seeing spell, and gain a +1 insight bonus to AC. ((DotF26))


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This elf-made cloak grants an Elven wearer a +4 Competence bonus on Balance & Climb checks, and Tree Stride 3/day ((DotF26))


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This ghastly full face mask grants its wearer the ability to Speak with Dead three times per day. ((DotF26))


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Any evil outsider looking into this mirror is subjected to a targeted Dispel Magic, dispelling any effects that conceals it`s true nature. ((DotF26))


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This holy symbol, manufactured from precious metals & gems, grants the bearer the Empower Turning feat, usable at will. ((DotF26))


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One per day, the wearer can recall up to 6 levels of divine spells already cast. ((DotF26))


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This scabbard sizes to fit weapon placed within it, keeping them clean and sharp, and can cast Bless Weapon 3/day.  ((DotF26))


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This amulet allows it bearer to return to their home plane, though the exact destination is random. ((DotF26))


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A mithral arm that replaces an arm lost by a good character. Grants +2 Strength, +2 Dexterity, an +2 Deflection to AC ((DotF26))


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This black leather eyepatch grants a +2 Competence bonus on attack rolls & illusion saves to Orcs ((DotF26))


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This bowl gives anyone who casts a Divination spell over it a 100% chance for a correct divination. ((DotF25))


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These bracers look exactly like any other magic bracers, but on command they lock together. ((Strength DC 30, Escape Artist DC 35)). ((DotF26))


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This garments offers magic protection in the form of a bonus to all saving throws (Fort, Ref,Will). (T&B79)


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This finely crafted rug can be commanded to guard an area, and animates on command (See T&B, Animated rug) (T&B78)


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This broad belt has 64 small pouches (8 visible, with 7 magically `behind` each of those), which open and close on command (T&B78)


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This tome is a treatise on the construction and animation of Golems. (T&B78)


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This intricate sash grants it`s wearer Spell Resistance (SR) 21 (T&B78)


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These stone can send a message as the spell 1/day (MagFR165)


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This ship can float in the air, made in Halruaan (MagFR159)


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3/day you can cast doom ray of enfeeblement, and acts as a ring of feather fall (MagFR168)


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The wearer is immune to detect thoughts, charms, 1/tenday can cast wink (MagFR158)


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You can cast Deep darkness, protect you from death effects, the helm absorbs the 1st 30 points of cold damage and more (MagFR160)


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The wearer gains the feat Unarmed Strike (MagFR155)


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This jar can produce any spice and food or drink (MagFR165)


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The wearer can use cure moderate wounds and neutralize poison 1/day, a paladin +4 to Cha for lay on hands (MagFR166)


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This cloak works the same as cloak of resistance plus you can levitate and water walk (MagFR163)


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You gain the ability to cast 3 spells per day (up to 6th level) using the Maximize Spells feat (MagFR165)


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This Lyre can cast once a day, break enchantment, dimension door, shout, +5 for counter music, Fascinate and Suggestion (MagFR160)


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This tankard and cast disrupt undead 3/day, enervation, shroud of undeath 1/day (MagFR164)


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Once a day this rope can grow up to 350 ft. (MagFR166)


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The wearer gains the use of spider climb at will and hold person 1/day, +2 Fort save against poison (MagFR167)


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The wearer can make a touch attack doing electrical damage (MagFR158)


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The wearer acts like a +1 weapon (MagFR158)


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This harp can cast once a day, control weather, eyebite, repulsion, +7 for counter music, Fascinate and Suggestion (MagFR160)


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An 8-inch sphere that leads its bearer to the nearest planar portal, dependant on Knowledge: The Planes checks. (MotP22)


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An ethereal tapestry is a portable gateway to the Ethereal Plane.  It appears as a stout oak doorframe (MotP59).


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Set of 11 bells on bracelet. Each can be thrown up to 40 ft, creating a sonic burst. +2 circ. bonus to Perform while at least 3 bells remain. (GW72)


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These +6 bracers of armor grant the wearer Improved Initiative feat and an extra attack (MagFR155)


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This cloak  can absorb up to 14 energy drain attacks (MagFR156)


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This lute can cast once a day, Light, Flare, Mending, Message,+1 for counter music, Fascinate and Suggestion (MagFR160)


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These boots make it near impossible to track the wearer (MagFR158)


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The wearer of these boots can walk 10 feet faster, 1/day you can double your speed, 1/tenday find the path (MagFR165)


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Once per day you can cast death knell and detect undead and undead have a -2 to attack you (MagFR165)


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This harp grants +2 to perform, when played all with in 20 ft are cured of any insanity, and 1/ tenday cure light wounds (MagFR156)


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When this harp is played you can cast blink and mirror image (MagFR165)


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This harp can cast once a day, control water, healing circle, mind fog, +6 for counter music, Fascinate and Suggestion (MagFR160)


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This headdress and summon may different birds to help you  (MagFR155)


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You can play this harp to gain the benefits of stone skin (MagFR164)


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This mask gives you the ability  1/day to spit poison . (MagFR162)


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This crown controls reptilian creatures and many other power (MagFR172)


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The wearer gains a +5 all save vs gaze attacks and spells that use sight to work. (MagFR162)


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This masterwork tool gives the user a +10 circumstance bonus on Craft (weaponsmithing) checks. (RoFR173)


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When the command word is spoken., any creature viewing the Mirror receives the benefit of a heal spell. (OA141)


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Once per day, the rice mortar can produce any type of food or drink for up to 100 people and has 4 wishes (AO140)


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This paper Lantern contains a tiny fire that burns without fuel and brightens or dims in response to a command word (OA142).


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Set gives a +2 bonus on craft (calligraphy) checks and a +10 bonus on forgery checks (OA142)


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Any creature looking at the mirror sees a hideous and distorted reflection of itself. (OA141)


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When carried, this pearl protects its owner from damage from fire by subtracting 15 points of damage (OA141)


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This small iron rod with a large diamond discharges lightning bolts when command (OA140)


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This lute confers a +2 enhancement bonus to perform checks (OA137)


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On command, an item held in the hand disappears and with a snap the item reappears (OA141)


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This charm stops the spirits from entering a house (OA140)


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When carried, this pearl protects its owner from damage from fire by subtracting 30 points of damage (OA141)


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A charm that stop the spread of disease in a house (OA140)


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When placed on a corpse, this plain white porcelain mask animates the body as though with the animate dead spell (OA141).


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This magic item is a Large gong, that cast when stuck the effects of dispel evil and dispel magic within a 30 ft radius (OA140)


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The wearer of this iron face mask can discern lies, as a standard action, up to three times per day (OA141)


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all spirits passing in front of the mirror are revealed in it in their true from (OA141),


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The paper can only be used to make an animal up to size Large, or a nonmagical item up to 1,000 cubic feet large (OA141).


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The wearer of this fine silk sash gains a +10 to Diplomacy (OA140)


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What ever the clasp is attached to will not change when changing shape (MagFR167)


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This lute has the same effect as a calm emotions (OA137)


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This charm stops the theft in the house (OA140)


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This pearl allows a character to cause water to recede or rise as if using the control water spell (OA141).


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By concentrating as a standard action, the character can use detect chaos, detect evil, detect good, detect law or know motivation (OA140)


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Once per day, the rice mortar can produce any type of food or drink for up to 100 people (AO140)


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These eight disks are throw to the ground one at a time, casting a divination for one question (OA140)


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This drum set can be used to cast fly, summon cloud chariot, fear, control weather and lighting bolt (OA140)


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These eight disks are throw to the ground one at a time, casting a augury for one question (OA140)


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This dust can be blown up to 5 ft and courses the person be affected the same as a hold person (OA140)


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This small strip of paper has prayers written on it that are powerful against undead (OA141).


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This large gem looks like any other fine gemstone, However, for it holds four wishes (OA140)


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This Token bears a symbol of a noble house and can cast 1 spell per day (LoD181)


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This simple bamboo flute allows its player to summon venomous snakes that follow the character`s mental commands (OA140).


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Breaking the gem summons a huge fire elemental under your command


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Breaking the gem summons an elder fire elemental under your command


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Breaking the gem summons a medium fire elemental under your command


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Breaking the gem summons a greater fire elemental under your command


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Breaking the gem summons a small fire elemental under your command


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This bottle breaks only on command (S&S56).


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These lenses allow normal vision and gives the wearer the health status of creatures within 25` (S&S56).


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Grants a +6 bonus to perform and can generate cure critical wounds, displacement and summon monster V each once per day (S&S56).


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When played by a bard, each willing ally receives a +2 bonus to Str, Con, saving throws, attack, ability, skill and weapon rolls and -1 to AC (S&S56).


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A Diminutive animated object, acts as a caltrop for purposes of slowing an enemy down (S&S56).


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Grants the ability to use fortissimo, levitate and magic circle against evil, expeditious retreat, haste or phantom steed effect (S&S57).


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Grants a +4 to perform checks and crescendo, emotion, dominate person, levitate, magic circle against evil and fortissimo (S&S57).


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Requires a Spot check (DC 25) to notice this box, search checks will always fail to find it (S&S57).


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A small flat pouch that fuses to its user`s skin.  Search check (DC 30) to find it (S&S57).


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Made of adamantine, has a hardness of 40 and 80 hit points. Ignores first 12 points of damage from acid and fire and 50% miss chance to hit it (S&S57)


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300 feet of fine silk rope attached to a spool.  Rewinding 50` requires one round (S&S58).


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Holds up to six levels of spells which, when played on an instrument will cast the spells stored (S&S58).


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A sinister book that, when primed, will trap the first peruser of the book within its pages (S&S58).


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This animal collar expands to fit its wearer. While wearing this item, an animal gains a resistance bonus on all saving throws. (MOTW29)


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This massive stone obelisk increases a druid`s ability to cast a single spell when in contact with it. (MOTW30)


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This cloak grants a +10 circumstance bonus to Hide (RoFR173).


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These boots grant the wearer a +4 circumstance bonus on checks for performing any physical action that extends over time. (MOTW29)


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This animal collar expands to fir its wearer. While wearing this item, an animal can perform one or more tricks above what it knows. (MOTW29)


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The lenses of these goggles are tinted with shades of green and yellow. (MOTW29)


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This beaten steel necklace allows its wearer to Speak with Animals at will. (F&P180)


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These gauntlets act as Gauntlets of Ogre Power, and once per day, grants a single melee weapon the Defending property for 1 hour. (F&P155)


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(Major Artifact) This fleshly mass grants a +5 Divine bonus to AC, and allows the bearer to breathe in and walk on water (F&P170)


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This ignites like a sunrod when loaded and remains lit for one hour.


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Favored by elves, this brings the forest to life where it lands, entangling creatures in a 40 ft radius.


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This has a secondary bulb that breaks on impact, releasing alchemists` fire.


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Gives a wail as it flies.  All creature with less than 6 HD within a 15 ft radius of where it lands must make a Will save (DC 13) or become frightened


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If this bolt kills a target of up to 5 HD, the target arises as a zombie 1d3 rounds later.  It will attack the nearest living creature until slain.


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This stone bursts open on impact, sending tendrils of sticky webbing in all directions, just as if a web spell had been cast.


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Enchanted armor of this variety allows the user to become ethereal once per day.  The cost varies.


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This stone becomes a 5d6 fireball on impact (DC 14) it is consumed in the attack.


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This bolt becomes a 5d6 lightning bolt when fired (DC 14).  It is consumed in the attack.


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Often used for cover for advancing troops, this produces fog that obscures all vision to 5 feet.


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If you want to go around an underwater stronghold in style and your aren`t a waterbreather, this is the preferred suit of armor.


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A bank of poison gas emerges from this stone on impact that kills creatures with 3 or fewer HD and creatures with 4-6 HD unless they make a Fort save


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One round after it lands, everyone within 20 ft is cured of 1d8+5 points of damage.  Undead take 1d8+5 points of damage if they are within 20 ft.


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Once per day, any humanoid who sees his or her reflection in this 4-foot-by-2-foot mirror triggers a confusion spell. (BoC25)


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Whenever the door-knocker is attached to a wooden door, that door is sealed with arcane lock. (BoC52)


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The bearer of this token can suspend or reinstate the Silverymoon wards with a full-round action.


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This token allows the casting of summoning, evocation [fire], and teleportation spells within Silverymoon`s outer wards.


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This token negates the Antipathy and Detect Scrying effects and allows the casting of summoning, [fire], and teleportation spells in Silverymoons ward


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This token negates the Antipathy and Detect Scrying effects in Silverymoon`s wards.


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The greenish crystal sphere is 8 feet in diameter, and can imprison anyone within 30 feet inside it in Temporal Stasis.


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As long as you hold this rock you can cast spells as if you where a sorcerer of your character level (BoVD120)


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The wearer of this ring is immune to debilitating pain effects such as circle of nausea spell. (BoVD115)


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This stone whispers to you and seems to move (BoVD117)


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If a humanoid is attached to the wearer of this belt by a chain and manacle the wearer can draw energy from that creature to power spells (BoVD114)


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Each type of psychic poison comes in the form of an oil that can be sprinkled upon the creature, object, or 25ft radius area. (BoVD115)


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When worn by a willing creature, this spiked iron collar allows the wearer to choose another to dominate it. (BoVD114)


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This 3 inch long quiver holds no arrows or bolts and fits around the wrist. If a lie is spoken an arrow or bolt appears in their hand. (BoVD116)


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This long smoking pipe, when filled with tobacco and lighted, can create a single 5ft radius cloud that remains for 3d8 rounds once per day. (BoVD115)


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These three needles must be used together to gain any effect. The painful touch, after use, produces the effect of a wrack spell. (BoVD115)


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When this item breaks against the flesh of a good aligned outsider, it releases terrible energy that stuns the target. (BoVD115)


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When this ring is pierced into the flesh of an evil outsider, it allows them to automatically score critical hits against nonoutsiders. (BoVD115)


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These earrings allow the wearer to function as if under the spells sadism and masochism (BoVD118)


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As a collar of venom, except that this collar`s poison is harder to resist (Fort DC20). (BoVD114)


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This short staff gives you you power you use polymorph other at will (BoVD120)


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When one of the eight black spheres are removed from the necklace and tossed upon the ground, a demon is summoned and stays for 10 rounds. (BoVD115)


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This ebony skull is fashioned so it can be mounted on armor, a weapon haft, or a staff pole and causes fear within 10ft radius. (BoVD116)


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The wearer is immune to fire, +4 Str. +4 AC, SR 20, a gaze attack that does -1 on all attack rolls for 20 rd. and much more (A&EG151)


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This gem, when in possession of a creature, poisons that creature so that anyone casting mind-affecting or divination spells are damaged. (BoVD115)


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This is a sort of magic weapon contained within a glass bottle until it is used. (BoVD116)


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This unholy symbol, dedicated to the Prince of Demons, is worn as an amulet and provides +2 to Wis among other things.Allows owner to cast `Rotting cu


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A nonflying cockroach can be called out of this sack filled with dung. (BoVD117


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When spread on the ground in a 100 ft. radius nothing can grow naturally (BoVD117)


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When held above a rotting, maggot-infested corpse for 1 round, it draws the maggots into itself. (BoVD115)


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This allows the imbiber to speak and understand the Dark Speech as if he possessed the feat of the same name. (BoVD114)


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Deals 1d6 damage per round to the prisoner within and heals 1d6 per round if damage was dealt by it`s own spikes. (BoVD115)


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This strange device consists of a flat metal plate about 6 inches square lined with barbed hooks. (BoVD115)


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This piece of black granite, if used as an alter or part of an alter, can be commanded to absorb the soul of a victim sacrificed. (BoVD114)


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All natural attacks have an additional poison attack that deals 1d10 Constitution damage (Fort DC14). (BoVD114)


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It is used to graft demonic additions onto the bodies of willing or unwilling victims (BoVD119)


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This torture device, when used on a victim,. Provides a +10 bonus on the Intimidate check made by the torturer. (BoVD116)


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Said to have been created by an evil lamia wizard, this concoction makes magic items more powerful. (BoVD115)


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It is used to mass produce zombies  (BoVD118)


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The possession gains +4 Cha, may cast 3/day Fear, Fireball, Contagion, Enervation (A&EG151)


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This flask hold 100 daemons in this small prison, and summon to do you command (A&EG150)


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Once placed into a helpless character`s stomach this pod deals 3d6 points of damage to the character. (BoVD117)


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If the pot is filled with water and some decaying organic matter within 24 hours a patch of green slime grows there. (BoVD116)


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If thrust into a helpless opponent, they slowly disintegrate over a period of 3 rounds. (BoVD115)


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These golden studs, pierced through the tongue, turn normal breath passing over them into a 50ft line of hellfire 3/day. (BoVD117)


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The Pain pit efficiently extracts liquid pain from its victims (BoVD120)


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This small bird allows you to see through its eyes from any range (A&EG137)


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The wearer is immune to acid and cold, +4 Int. +4 AC, SR 20, can tell between truth, half truths and lies they hear and read and much more (A&EG151)


Name:
Necklace of the Marauding Beast, Rampaging Boar

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The wearer gains +1 Constitution, Sunder feat and rage last one round longer (A&EG135)


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The boots allow full movement in forest or jungle terrain, can cast detect snares and pits at will and tree stride once a day (A&EG130)


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This bit-and-bridle set increases the Strength score of the harnessed dray creature, enabling it to pull heavier loads. (A&EG49).


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When dropped into a foot of water, you summon 1d4+1 of small water elemental (A&EG132)


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This cloak grants a +6 enhancement bonus to Cha until you make a Bluff or Diplomacy (A&EG147).


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This nondescript leather pouch creates an endless supply of caltrops (A&EG129)


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This mouthpiece give a +5 bonus on Performance, and 1/day cast shout (A&EG138)


Name:
Necklace of the Marauding Beast, Raging Bear

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The wearer gains +2 Strength and rage last one round longer (A&EG134)


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A wielder can rebuke or command undead, +4 Wis, and acts like a rod of absorption (A&EG151)


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This harness conjures it own dray creature, which serves the bridle`s owner for 12 hours. Useable once per day. (A&EG51)


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You and you mount are immune to normal temperatures can can cast protection from elements 1/day (A&EG136)


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When hammered into a fruit tree, the tree grows large fruit, enough for 8 people for 2 days (A&EG132)


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The pitons grant a +2 on climb check (A&EG135)


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This item grants a +4 enhancement bonus to Int, when you cast a Conjuration (summoning) or (calling), summon monster attacks caster (A&EG147).


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The wears base speed is doubled and +2 bonus on melee attacks with horns, dealing 1d8 damage (A&EG133)


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+10 competence bonus on Diplomacy, Innuendo, Bluff and Perform (A&EG131).


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The possession gains +4 Con, grants the holder fast healing 2, can cast 3/day tongues, shout, greater command (A&EG151)


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3/ day you can make a cone of fire with damage based on the size of the fire you fan (A&EG132)


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This gemstone grants the holder beauty of a nymph, anyone looking at the holder must save vs Fort DC15 or be blinded (A&EG150)


Name:
Necklace of the wild Beast (bead of fang)

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Wear can cast Greater magic fang (A&EG135)


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When the shards a put on the ground 1d4 small earth elementals (A&EG137)


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1/day, this exhaust can billow forth vapors that obscures the vessel as the Fog Cloud spell. (A&EG49)


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Upon command this wheel grows to full size, 1/day can cast Leomund`s secure shelter (A&EG138)


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This rainbow-hued sails enable a vehicle to sail beyond the material plane, provided the sails can be set properly. (A&EG50)


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This cargo box functions similarly to a Bag of Holding, providing storage space for up to 2 tons of cargo. (A&EG50)


Name:
Necklace of the wild Beast (bead of great beast)


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This ioun stone offers magic protection to all saving throws (A&EG134)


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This broad table duplicates the effects of Heroes` Feast for up to twelve crew members, and provides benefits for those of feast for one hour.(A&EG49)


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This item grants a +6 enhancement bonus to Int until you make a Int check then -6 to Int (A&EG147).


Name:
Necklace of the wild Beast (bead of beckoning)

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Wear can cast Summon nature`s ally IV (A&EG135)


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These thick and heavy iron-toed boots help keep the wearer from getting knocked down (A&EG130)


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When exposed to sunlight, these magical charts display a detailed map of everything within 24 hours travel of the vehicle. (A&EG49)


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The wearer can cast change self on their self at will, and is under a undetectable alignment continually (A&EG134)


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Once you have trained with this dummy for 4 weeks you can make a 10 ft adjustment step each round (A&EG137)


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This small metal box can start a fire in any climate (A&EG137)


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1/day, this exhaust can billow forth vapors of acid, as the Acid Fog spell. (A&EG49)


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A creature that stirs up the dust or is targeted by the dust must make a save vs. Fort DC 15 or be made the size of a grig and be charmed (A&EG135)


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This catapult stone eliminates even the trace of a breeze within a 400-foot radius of whatever it strikes for 10 minutes. (A&EG49)


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This pen gives you a +5 bonus to Forgery checks (A&EG137)


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This item grants a +6 enhancement bonus to Wis until you make a spot or Listen check then -6 to Wis (A&EG147).


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Everything put inside this bag will stay dry and not feel the pressures of the deep ocean (A&EG138)


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The wearer is immune to gaze attacks and mind-affecting spells and effects, and can use alter self at will (A&EG151)


Name:
Necklace of the wild Beast (bead of awakening)


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When lit the incense cast a prayer spell and much more (A&EG138)


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By animating various parts of a land vehicle, it can be made to not require any dray creatures. (A&EG50)


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This Item has the following effects Hold monster, Flamestrike, Lightning bolt, Haste, Color spray, Fear, Emotion and much more (A&EG149)


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1/day you can forge a telepathic bond with one person lasting 1 minute (A&EG134)


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1/day, this exhaust can billow forth deadly vapors, as the Cloudkill spell. (A&EG49)


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This glamer disguises a vehicle from curious eyes, making it appear to be part of the surrounding terrain. (A&EG51)


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When placed around the muzzle of an animal it produces a unlimited amount of suitable feed (A&EG132)


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The Pearl of Secrets is AL NE; SV Fort +10, Ref +10, Will +15; Str -, Dex -, Con -, Int 17, Wis 21, Cha 14, Ego 23 (A&EG142)


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2/day this small block can grow to a stone wall (A&EG137)


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These bowlines and ropes snake forward, pull, and release by voice command, reducing the crew requirement of the ship by five. (A&EG50)


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The belt grants a +2 enhancement bonus to Constitution score and great fortitude feat (A&EG130)


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1/day you can cast antipathy against lycanthropes, and any weapon you use damages as if made of silver (A&EG134)


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This lantern is lit by a permanent light spell (A&EG134)


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A wielder can turn or destroy undead, +4 Int, and acts like a crystal ball, 1/day cast heal (A&EG151)


Name:
Necklace of the wild Beast (bead of servitude)


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This pair of wooden wheels fits most wheeled vehicles, increasing the speed of one so equipped by 10 feet. One pair per vehicle. (A&EG50)


Name:
Necklace of the wild Beast (bead of calming)


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This keel, created by the Djinn of the Plane of Air, enables a water vehicle to fly at a speed of 40 feet (clumsy). (A&EG49)


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When burned it creates a 10 ft. cube of smoke, anyone the breath the smoke most make a fort save DC 19 or be turned to stone (A&EG133)


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Weapons put into the scabbard weigh nothing (A&EG138)


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A wielder can see in all directions at once like a robe of eyes but none of the draw backs, +4 Cha (A&EG151)


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The wearer can negate one dimensional anchor effect per day (A&EG130)


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Any object placed in the jar will not rot, age, or wilt (A&EG136)


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This normal rope can become stone hard (A&EG136)


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The wearer of this collar is prevented from extra-dimensional travel (A&EG74).


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This amulet protects the wearer from any contact with an ooze and direct attacks from the ooze (A&E85).


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The wear is under a continuous nondetection effect and has a +10 to hide (A&EG133)


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The wielder can cast analyze dweomer once per day and true seeing 2/day (A&EG134)


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The lid and latch of this special nondimensional trunk are magically hidden until a command word revels them for 1 round. (A&EG50)


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This weighty tome details the creation of flesh golems (A&EG134)


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These rugged and worn iron-shod boots allow full movement in rocky, rugged or mountain terrain and can cast stoneskin 2/day (A&EG130)


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This black, silky blindfold grants the blindsight ability with a range of 60 ft. (A&EG130)


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These tight leather gloves allow the wearer to travel from branch to branch using only your arms, as a monkey (A&EG132)


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1/day on command this bridge extends  from 5 to 50 feet (A&EG135)


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When warn, it giants low-light vision, scent and a +2 on listen Checks (A&EG135)


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The prism grants see invisibility, and when shattered forces all within 30ft. To come to the material plane (A&EG132)


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When raised, these sails ensure that the wind speed is always heavy (21-30mph, Speed Mult. x3), and allow wind direction to be controlled. (A&EG51)


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The wearer can water walk and cast waterbreathing on himself at will, +10 to swim checks (A&EG130)


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These goggles grant darkvision 60` to the wearer until attacked the can not see except in bright light (A&EG147).


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This bowl when played makes a hum that spell can not be cast in a 30ft radius (AE137)


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This magic bridle grants trainers a +5 competence bonus on Handle Animal checks when training a mount (A&EG79).


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1/day you can summon a large hammer the works like a spiritual weapon dealing 3d6 damage (A&EG133)


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This bit-and-bridle set allows a horse to learn three more tricks than it normally could (A&EG79).


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This bit-and-bridle set allows a horse to learn six more tricks than it normally could (A&EG79).


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This bit-and-bridle set allows a horse to learn nine more tricks than it normally could (A&EG79).


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This military saddle grants a +10 circumstance bonus on Ride checks with horses (A&EG79).


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When the command word is spoken, this riding saddle leaps into the air around a phantom steed as a spell cast by an 8th level caster (&EG79).


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Once per day, when a horse gallops at a full run and the command word is spoken, can act as a Shout spell cast by a 7th level caster (A&EG79).


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Each bag of the saddlebags functions as a level 1 bag of holding, described in the DMG (A&EG79).


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The left bag contains food for one day for the mount, the right bag contains grooming supplies and an extra 10 cubic feet of space (A&EG79).


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A horse wearing these blinders are immune to gaze attacks. (A&E80).


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Reduces wearer to size Small and weighs about 60 pounds.  No other attributes change. (A&EG80).


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This masterwork leather riding whip grants its user a +10 to Handle Animal checks (A&E80).


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This series of antennae connected to a gearbox doubles a vehicles speed (or gives it a speed of 90) when struck by lightning. (A&EG50)


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The wearer and levitate and charm birds by uttering a command word (A&EG134)


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This keel, oft forged on the Plane of Earth enables a water vehicle to move it`s normal speed on land as though on water. (A&EG49)


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3/day you can make you mount grown one size (A&EG136)


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3/day the idol can cast false vision when being scried on (A&EG133)


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When placed over the eyes, the wearer can operate without penalty in preternaturally bright light (A&EG133)


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When this cold-forged iron armband is donned, it pierces the wearer`s forearm with long needles of the same metal. (FF151)


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The rune is a complex sigil drawn on a small, glossy stone that allows the bearer to plane shift. (FF151)


HelpText:
When thrown or dropped, one vial of this magic liquid reduces the ambient light level to that of starlight. (FF151)


HelpText:
Alchemist fire mixed with Yuan-Ti venom. (FF195)


HelpText:
Once per day, a serpent symbol can generate either a disintegrate spell or a destruction spell. (FF194)


HelpText:
The creature gains a +4 strength bonus when using the tentacle for any purpose.  Plus additional features. (FF208).


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Adds 10 feet to your swim speed and gives a +10 circumstance bonus on escape artist checks. Plus additional features. (FF208).


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Gain a +2 racial bonus to spot checks, increasing to +4 while underwater. (FF208).


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Gain a natural swim speed of 40 feet. Plus additional features. (FF208).


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Gain a +4 racial bonus on Search and Spot checks and can not be flanked. Plus additional features. (FF208).


HelpText:
You can use this to produce an eye ray as a standard action 3 times per day. Plus additional features. (FF209).


HelpText:
The wearer of this Ankh can cast Divine spells at +4 Caster Levels with respect to Range, Duration and Numeric Effects. (RoFR172)


HelpText:
This ceramic, painted mask grants Fast Healing 3, and grants bonuses to attack and damage when injured. (RoFR173)


HelpText:
This good luck charm provides a +1 Luck bonus on all saves and +4 resistance bonus vs. disease. (RoFR172)


HelpText:
These metal tokens bear the crest of a Drow noble house, and grant the wearer a magical ability useable once per day. (RoFR173)


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Replaces one of the creature`s own eyes and gives it a gaze attack. Plus additional features. (FF209).


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Your natural armor bonus increases by +4. Plus additional features. (FF209).


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Duplicates the effects of a beholder`s large central eye. 3 times per day 50ft cone. Plus additional features. (FF209).


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Gain a charming gaze attack and can see perfectly in darkness even magical darkness. Plus additional features. (FF210).


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The creature gains a +4 strength bonus when using the arm for any purpose. Plus additional features. (FF210).


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Increases the creature`s speed by 10 ft when not wearing heavy armor or carrying a heave load. Plus additional features. (FF210).


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Gain the ability to continuously see invisibility as the spell from a 20th-level caster. Plus additional features. (FF210).


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You deliver poison with your bite (Fort save DC17). Plus additional features. (FF215).


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This rare mask allows use of: Charm Person 3/day; Confusion & Dominate Person 1/day; and a special dazing attack 3/day. (UE57)


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This bomb creates a 10d6 Fireball effect on impact when fired from a Thayan Bombard. (UE56)


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This gold-trimmed robe confers Nondetection on its wearer, as well as a +3 resistance bonus to all saves. (UE57)


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This bomb creates a 3d6 Fireball effect on impact when fired from a Thayan Bombard. (UE56)


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This bomb creates a Circle of Death effect on impact when fired from a Thayan Bombard, killing 11d4 HD of creatures. (UE56)


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This circlet, when worn by a Ranger, allows the use of a number of nature spells, as well as the ability to predict naturally occurring-weather.(UE56)


Name:
Hathran Mask of Protection and Resistance (+1)

HelpText:
This mask is carved with bird feather and abjurative symbols, and functions as a Ring of Protection and Cloak of Resistance. (UE57)


Name:
Hathran Mask of Protection and Resistance (+3)


HelpText:
The wearer of this mask is affected by a continual True Seeing effect. (UE57)


HelpText:
The wearer of this mask can read, speak, and understand any of three languages (chosen when the mask was created). (UE57)


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This bomb creates a 6d6 Fireball effect on impact when fired from a Thayan Bombard. (UE56)


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The wearer of this mask is protected by Endure Elements (Fire), and may use Burning Hands 1/day. (UE56)


HelpText:
This bomb creates a Stinking Cloud effect on impact when fired from a Thayan Bombard. (UE56)


Name:
Hathran Mask of Protection and Resistance (+5)


Name:
Hathran Mask of Protection and Resistance (+4)


HelpText:
When touched to a wall, this stone creates a passwall effect. It may be used 5 times, then crumbles to dust. (UE56)


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This bomb creates a Cloudkill effect on impact when fired from a Thayan Bombard. (UE56)


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This bomb creates a 3d6 Snowball Swarm effect on impact when fired from a Thayan Bombard. (UE56)


Name:
Hathran Mask of Protection and Resistance (+2)


HelpText:
This mask confers the ability to breathe water, as the Water Breathing spell. (UE57)


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This mask functions as a Hat of Disguise, and incorporates itself into the disguise as appropriate. (UE56)


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This mask grants a +4 resistance bonus on all saves against mind-affecting effects. (UE57)


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Wearer gains +1 competence bonus on attack rolls vs. plants. If plants are a favored enemy, you get +1 to that bonus as well. (GW71)


Name:
Figurine of wondrous power (pearl octopus)

HelpText:
A figurine that grows to full size and obeys the user. Transforms into a Small blue octopus. May be used 3 times/week, up to 4 hours at a time. (GW71)


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Eight tiny skulls are on this necklace; each skull can be thrown up to 30 ft and will summon undead as a summon undead III spell. (GW72)


HelpText:
Wearer gains +1 competence bonus on attack rolls vs. magical beasts. If magical beasts are a favored enemy, you get +1 to that bonus as well. (GW71)


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When worn, the wearer may use detect undead at will. (GW70)


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Wearer gains +1 competence bonus on attack rolls vs. yuan-ti. If yuan-ti are a favored enemy, you get +1 to that bonus as well. (GW71)


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This small crown of red gold acts as a ring of minor elemental resistance; once/day it can shoot a flame blast equal to a burning hands spell. (GW72)


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This black cloak absorbs up to 14 energy drain attacks before losing its magical properties. (GW70)


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Wearer gains +1 competence bonus on attack rolls vs. beasts. If beasts are a favored enemy, you get +1 to that bonus as well. (GW71)


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Wearer gains +1 competence bonus on attack rolls vs. shapechangers. If shapechangers are a favored enemy, you get +1 to that bonus as well. (GW71)


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This chain is wrapped around the handle of a weapon and allows the bearer to use magic weapon and keen edge each once/day on the weapon. (GW70)


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Mouse skull in resin deals 1d6 positive energy damage to undead. Melee or ranged touch attack (incr. 10 ft), or hurled from sling. 1 use only. (GW73)


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This black leather glove decorated with purple thread acts as a glove of storing and allows the wearer to use a true strike effect once/day. (GW71)


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+5 circumstance bonus on Hide & Move Silently also Meld into Stone 2/day (Udrk 73)


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A 5" bud of gray matter protected by a layer of mucous. Gives +10 circ bonus to various skills; see text (Udrk 77)


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Animated 6-ft diameter stone disc carries 300 lbs and flies w/ perfect man. (Udrk 74)


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Shatters on impact and activates a Daylight Spell (Udrk 74)


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A painful process attaches this skin to you and you become the creature (usually Human, elf, 1/2elf). Gives +10  bonus on Disguise; see text(Udrk 77)


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Can use Dominate Person & feeblemind (DC17) Other uses as well (Udrk 73)


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Sacred to Neutral Divine Spellcasters, gives +1 to inherent bonus to Wis + XP to middle of next level; see text for bad things (Udrk 75)


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Can be grafted to (S,M,L) in place of their own arm. If the creature successfully grapples and maintains it-auto extract of foe`s brain. (Udrk 77)


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Up to 9 Spheres that goes 70ft and casts web (DC 14) (Udrk 75)


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Like rope of climbing but +5 enhancement bonus instead (Udrk 75)


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Transform into Lurker for 7 minutes 2x/day (Udrk 75)


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Can be grafted to (S,M,L) in place of their own arm. Gives +5ft reach w/ tentacle and a natural attack. (Udrk 77)


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Major image of a specified creature, must remain w/in 30 ft of figurine (Udrk 74)


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A Universal Key opens any mundane or magic lock. In addition, it functions as the key to any keyed portal. (Udrk 76)


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Send/receive brief messages 1/day (Udrk 75)


Name:
Mantle of Energy Resistance (3 Energy Types)

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Energy Resistance 10 against 3 indicated types of energy (Udrk 75)


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This cloak grants a +7 resistance bonus to all saving throws. (ELH145)


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This garment grants the wearer a +30 to hide  and move silently checks. (ELH146)


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This cloak grants a +8 enhancement bonus to Cha. (ELH145)


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This garment grants the wearer spell resistance of 40. (ELH146)


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This item makes the reader gain  XP and a ability score point in that controls their spell casting. (ELH151)


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This cloak grants a +8 resistance bonus to all saving throws. (ELH145)


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This cloak grants a +10 circumstance bonus to Hide and +4 to all saves.  ELH293


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This item grants a +10 enhancement bonus to Int. (ELH146)


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This item adds a +14 armor bonus to the wearer`s AC. (ELH144)


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These gloves grant a +10 enhancement bonus to Dex. (ELH146)


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The horseshoes double the movement of the steed plus much more. (ELH146)


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This item adds a +12 enhancement bonus to Constitution and Strength. Treat wearer as one size larger for bull rush, grapple and trip. (ELH145)


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This item adds a +11 armor bonus to the wearer`s AC. (ELH144)


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This item adds a +12 enhancement bonus to Constitution. (ELH145)


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This belt grants a +8 enhancement bonus to Str. (ELH144)


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This item adds a +8 natural armor bonus to the wearer`s AC. (ELH144)


HelpText:
Protects the wearer as the Psychic Bastion feat, providing +1 mental hardness bonus against a foe`s psionic attack.


Name:
Crystal Capacitor: Max Power Point Storage of 7

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Crystal capacitors store power points that psionic characters can use to pay for manifesting their powers.


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A tiny fragment of a crystal that grants a +3 bonus to a specific skill until the skill is used or 10 rounds pass.


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A psicrystal is a fragment of the Psion`s mind, and aids him in many ways. (PsiHB10)


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Grants a +2 bonus to manifester level checks to beat a creature`s power resistance.


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Ensnares the minds of those who manifest a certain psionic power within its range with brain lock for 10 rounds (Will DC 14 + power level).


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Provides a +5 bonus to a specific knowledge check.


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A power stone stores a psionic power, and can be used once, "flushing" the stone. Using it is like manifesting a psionic power. Medium holds 1d4 power


Name:
Dorje: Power Level 4 (10th level manifester)

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A slender crystal that contains a single power.  Each has 50 charges when created, and each charge allows one use of that power.


Name:
Dorje: Power Level 1 (3rd level manifester)


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These resemble standard psionic tattoos, but their effects are often offensive rather than beneficial.


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Continually grants the wearer a +4 natural armor bonus.


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Grants a +10 bonus to all tumble checks.


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Throws as a ranged touch attack to daze as if affected by brain lock for 4 rounds.


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Allows a living wearer to heal 1 point of damage per hour instead of per day. Subdual damage heals 1 point per 5 minutes.


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Once the door is closed and command word spoken an enervation spell is cast on those inside resulting in 1d6/level up to 15d6, (IDL93)


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Adjusts to surrounding textures and colors, continually granting the wearer a +15 bonus on Hide checks.


HelpText:
A psionic character attempting to use the capacitor loses 3d6 power points (Will DC 20).


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A psicrystal is a fragment of the Psion`s mind, and aids him in many ways. (PsiHB10) <Add a +2 user bonus to Will Saves>


Name:
Dorje: Power Level 1 (5th level manifester)


Name:
Crystal Capacitor: Max Power Point Storage of 15


HelpText:
Grants a +10 bonus to Sense Motive checks.


HelpText:
A tiny fragment of a crystal that grants a +9 bonus to a specific skill until the skill is used or 10 rounds pass.


HelpText:
A tiny fragment of a crystal that grants a +8 bonus to a specific skill until the skill is used or 10 rounds pass.


HelpText:
Psionic Tattoos are designs scribed on the skin that manifest powers on their wearers. The tattoo`s effect is determined by the manifester at creation


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A power stone stores a psionic power, and can be used once, "flushing" the stone. Using it is like manifesting a psionic power. Major holds 1d6 powers


Name:
Dorje: Power Level 4 (8th level manifester)


HelpText:
User is able to make gaze attack to decrease another`s power points by 2d10 (Will DC 14)


Name:
Crystal Capacitor: Max Power Point Storage of 3


HelpText:
Grants the ability to speak and write one language.


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Grants a +20 bonus on all climb checks and affects the user as the body equilibrium power.


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Has a pointed hood and sleeves that cover the wearers` hands by 6 inches.  Protects against normal cold without magical benefits.


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Key with brown triangle, opens doors in earth temple, combines with another key to form a greater key. Key phrase "Stone crushes the weak."


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Once per day wearer can form a telepathic bond (as per Rary`s Telepathic Bond) with one person for 1 minute up to 1 mile away.


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Key with silver circle, opens doors in air temple, combines with another key to form a greater key. Key phrase: "Wind scatters those who oppose us."


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When touched, transports character and creatures within 50 ft to corresponding elemental node if the gate in the temple is cleared and operational.


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This cloak grants a +1 resistance bonus to all saving throws (DMG213).  Made from black material to reduce visibility.


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This helmet grows wings that allow the user to fly as the spell (DMG228).


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The wearer receives a +2 deflection bonus to AC (DMG194).


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This item grants a +2 enhancement bonus to Con


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This metal armband allows its wearer to reduce his height to 1/2 normal (A&EG129)


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This Harp can cast once a day, invisibility sphere, pass without trace (MagFR161)


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These bracers of armor +3 allow the wearer to use death ward, desecrate, and unholy blight 1/day (MagFR155)


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The wearer of a greenstone amulet is protected as if under a mind blank spell, +4 vs necromancy effects (MagFR170)


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The helm absorbs up to 5 gaze attacks (MagFR160)


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A blast globe looks like a dozen transparent glass spheres clustered into an irregular mass  (MagFR155)


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This crown can cast each only once; charm person, charm monster, disintegrate, eyebite (sleep), fear, finger of death, and more  (MagFR154)


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This item grants a +4 enhancement bonus to Con


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You gain immunity to lycanthropy  and +2 attack and damage bonus against lycanthropy, also +1 to AC and Saves (MagFR166)


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This wooden hand can cast 1/day Barkskin, entangle, goodberry, plant growth, speak with animals and tree shape (MagFR159)


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By taking one of the coils and throwing it it will cast scintillating (MagFR164)


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The wearer gains a +4 save vs. disease, fear and paralysis and immune to energy drain (MagFR167)


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By touching one of the scales you gain endure elements (acid) for 24 hours (MagFR164)


HelpText:
This cloak can make any travel much easier (MagFR166)


Name:
Amber Amulet of Vermin (Large monstrous spider)


HelpText:
This cloak has 3 powers +4 to AC, can become a Iron Staff (+1 quarterstaff), and make a disarm attempt (MagFR156)


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This sphere can glow with faerie fire and cast purify food and drink at will, 1/day neutralize poison and scrying (MagFR156)


HelpText:
This amulet can cast Invisibility to undead at will (MagFR157)


HelpText:
You can do the following effects 1 per round, Dancing lights, -2 luck bonus against undead, and more (MagFR159)


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This sash adds a +2 to Cha. and AC, and you can cast handfire 1/day (MagFR166)


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Wearing this stone gives you a +2 to knowledge checks, and acts as a spell book (MagFR162)


HelpText:
A monk with this tattoo gains 4 levels for unarmed strike damage, speed and AC (MagFR163)


HelpText:
This book grants the wielder the ability to cast 1/day Summon a Yeth Hound, Finger of death (MagFR155)


HelpText:
This belt grants the wearer +2 AC and +4 Str. (MagFR154)


HelpText:
When blown over a grave, this dwarven-make whistle animates one corpse (as animate dead, caster level 5) (TSC32)


HelpText:
Written in Druidic; grants reader a +1 bonus to all knowledge checks dealing with nature. (TSC26)


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Written in Draconic; grants reader a +1 bonus to all knowledge checks dealing with dragons. (TSC26)


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This pair of cursed bracers give a +2 resistance bonus to all saving throws and a -2 penalty to armor class.  (POR 77)


HelpText:
This amulet wrought of silver and gold grants a +1 resistance bonus to all saving throws (as a cloak of resistance).  (POR34)


HelpText:
This is one of the pages which were torn from the Testament of Jade.


HelpText:
The wearer of this skull shapes mask gains a +4 bonus to saving throws against disease, fear, and paralysis, and is immune to life draining attacks.


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This garment gives a +4 armor bonus and allows the wearer to activate protection from good once per day.  (POR 78)


HelpText:
This leather-bound book is missing two pages.  Once completed, it is of invaluable worth to the cause of good in the Realms.  (POR 79)


HelpText:
Provides detect good/evil, discern lies, cause fear, and poison. Gains abilities when elemental powers gems are placed inside.


HelpText:
Provides +4 bonus to attacks, damage, skill checks, and saving throws. Will save (DC 15) to prevent becoming evil, DC +1 each day.


HelpText:
A censer for burning incense which has various protective functions in specific rooms when incense of dreaming is burned within.


HelpText:
Key with blue-green square, opens doors in water temple, combines with another key to form a greater key. Key phrase "Waves pound relentlessly."


HelpText:
Provides detect good/evil, discern lies, cause fear, and insanity (once per day). Gains abilities when elemental powers gems are placed inside.


HelpText:
Key with red lozenge & diamond, opens doors in fire temple, combines with another key to form a greater key. Key phrase "Fire burns away my enemies."


HelpText:
This necklace allows the user to cast bless twice.


HelpText:
Incense with special properties when burned in a black thurible.


HelpText:
When incense of dreaming is placed inside, it can reveal magically hidden objects in a temple of Tharizdun.


HelpText:
This helm of animal hide looks to be of poor quality. Once per day, the wearer can bond telepathically with a single animal. (MOTW29)


HelpText:
When one of the wearer`s favored enemies is within one mile, the necklace emits a low hum. (MOTW30)


HelpText:
Level 0 Spell Infused into plant. Eat to activate spell. (MotW 31 - 33)


HelpText:
Level 1 Spell Infused into plant. Eat to activate spell. (MotW 31 - 33)


HelpText:
Level 2 Spell Infused into plant. Eat to activate spell. (MotW 31 - 33)


HelpText:
Level 3 Spell Infused into plant. Eat to activate spell. (MotW 31 - 33)


HelpText:
Level 4 Spell Infused into plant. Eat to activate spell. (MotW 31 - 33)


HelpText:
Level 5 Spell Infused into plant. Eat to activate spell. (MotW 31 - 33)


HelpText:
Level 6 Spell Infused into plant. Eat to activate spell. (MotW 31 - 33)


HelpText:
Level 7 Spell Infused into plant. Eat to activate spell. (MotW 31 - 33)


HelpText:
Level 8 Spell Infused into plant. Eat to activate spell. (MotW 31 - 33)


HelpText:
Level 9 Spell Infused into plant. Eat to activate spell. (MotW 31 - 33)


HelpText:
Those falling asleep naturally within the Pod are sustained without food or water and are constantly affected by a Dream Image spell. (BBS47)


HelpText:
Sharp blades deal 2d4 damage to the wearer each round, helping to balance the effects of the Positive Energy plane. (Alchemical Item) (BBS46).


Name:
Figurines of Wondrous Power (Sardonyx Stone Flyer)

HelpText:
Turns into a Stone Flyer for a medium or smaller creature 1/day up to 1 hour (Udrk 74)


HelpText:
Can auto detect those within 30 ft in contact w/ the ground (Udrk 73)


Name:
Mantle of Energy Resistance (all 5 Energy Types)

HelpText:
Energy Resistance 10 against all 5 indicated types of energy (Udrk 75)


HelpText:
Darkvision 60 ft; +5 Fort save vs spiderkind poison; can move in web at 1/2 speed (Udrk 75)


HelpText:
This map shows all the tunnels, caves & caverns within a 250-ft radius of itself.  Works in either the Upper, Middle or Lowerdark (Udrk 76)


HelpText:
3/day poison touch attack spell (Fort DC 16) 1d10/1d10 damage (Udrk 74)


HelpText:
+4 save vs charms/compulsions/glamers, lowers effect of blur/displacement by 10% (Udrk 74)


HelpText:
Pure Neutral divine spellcasters cause a crack to open at the feet of a nonneutral divine spellcaster up to 100ft away, no save (see text)(Udrk 76)


HelpText:
Each of 250 pages holds a book, including a wizards spell book.  If this artifact is destroyed all the books in it are destroyed too (Udrk 76)


Name:
Figurines of Wondrous Power (Jasper Spider)

HelpText:
Jasper spider has characteristics of Large Monstrous Spider, only for riding (Udrk 74)


HelpText:
Shatters on impact creating Sunburst spell (Udrk 75)


Name:
Mantle of Energy Resistance (4 Energy Types)

HelpText:
Energy Resistance 10 against 4 indicated types of energy (Udrk 75)


Name:
Mantle of Energy Resistance (1 Energy type)

HelpText:
Energy Resistance 10 against indicated type of energy (Udrk 75)


HelpText:
+2 enhancement bonus att/dam; Tentacle base dam incr by one die step (Udrk 75)


HelpText:
The TI cannot be read as a regular tome, instead questions must be asked of it in Roushoum otherwise you are sucked into the book; see text (Udrk 76)


HelpText:
This map shows all tunnels, caves & caverns within 1 mile. Also reveals locations of portals, dead magic areas & other anomalies (Udrk 77)


HelpText:
This item adds a +12 armor bonus to the wearer`s AC. (ELH144)


HelpText:
This garment grants the wearer spell resistance of 21 and +5 to all saves.  ELH292


HelpText:
This item makes the reader gain  XP and a ability score in Strength. (ELH152)


HelpText:
Red Crystal contains blood from the druid Dydd. Grant +20 Competence bonus to Scry on Dydds descendants, and assists in locating them. (BBS46)


HelpText:
This shattered artifact acts as a key to the Bastion of Unborn Souls, and each additional piece that is brought together adds to it`s power (BBS47)


HelpText:
This cloak grants a +1 enhancement bonus to Armor Class


HelpText:
Surrounds the wearer with a constant gentle repose effect.


HelpText:
On a command word, allows the user to cast Shield once per day.


HelpText:
Bestows 24 temporary hit points on the wearer. When the hit points are expended, the amulet crumbles into dust.


HelpText:
Grants Corrupting gaze (3/day); True Seeing (120-foot range); Cannot be flanked; +4 bonus to Search and Spot checks; Immune to mind affecting charms


HelpText:
A minor artifact. It provides Armor and natural armor bonuses, a claw attack, and creates undead.


HelpText:
On a command word, allows the user to cast Blur once per day.


HelpText:
Gives spiders a +1 insight bonus on attack rolls. May be used on adventurers, but there are drawbacks.


HelpText:
1/day: animate dead, chill touch, deeper darkness, ray of enfeeblement, see invisibility, spectral hand. May accept a magic ring in place of a spell.


HelpText:
On a command word, allows the user to levitate once per day.


HelpText:
Breaking the gem summons a large fire elemental under your command


Name:
Necklace of the Marauding Beast, Frenzied Shark

HelpText:
The wearer gains +2 Strength, +2 to swim checks and rage last one round longer (A&EG134)


HelpText:
+5 competence bonus on Diplomacy, Innuendo, Bluff and Perform (A&EG131).


HelpText:
This belt grants a +6 enhancement bonus to Str, until attacked the -6 to Str (A&EG146).


HelpText:
The possession gains +4 Cha, may cast 3/day Holy smite, Searing light, acts as rod of rulership (A&EG153)


HelpText:
3/day you can make you mount Fly (A&EG136)


HelpText:
This cup can tell you the type of liquid poured into it (A&EG137)


HelpText:
On mental command you can draw a circle and for a gate, as the gate spell (A&EG131)


HelpText:
The wearer gains a +5 on Scry checks, 1/day cast divination (A&EG135)


HelpText:
The wearer is immune to electricity, +4 Wis. +4 AC, SR 20, can use guidance spell at will and much more (A&EG152)


HelpText:
This base platform for a chariot or double chariot allows it to be pulled by flying creatures as if they were horses. (A&EG50)


HelpText:
When this item is dumped into a flame at lest as big as an average campfire,  you summon 1d4+1 of small fire elemental (A&EG131).


HelpText:
Wearer can invoke a polymorph self effect with an indefinite duration once per day. No limitation to returning to normal form.  (A&EG135)


HelpText:
This item grants darkvision (60 ft.), and finger of death 1/day, upon the 10 times, makes wearer a vampire (A&EG147)


HelpText:
When dropped into a a breeze, you summon 1d4+1 of small air elemental (A&EG132)


HelpText:
3 times a day you can fill this mug with a command word (A&EG132)


HelpText:
The banner holder can remove fear at will on chosen creatures within a 20ft. Radius and 3 times a day cast healing circle (A&EG129)


HelpText:
On command the cloak turns into a 4-person tent 1/per day)


HelpText:
This item grants a +6 enhancement bonus to Con, Until hit then -6 to Con (A&EG146).


HelpText:
This band can grow to hold one person taking a Escape Artist (DC 30) to get out (A&EG136)


HelpText:
These sturdy masterwork manacles have a antimagic field that extends around anyone locked in them (A&EG134)


HelpText:
This saw ignores the hardness of any wood (A&EG136)


HelpText:
This Item grants a +10 on scry checks, discern location, greater scrying, and vision 1/day, Mind blank or protection from spells 1/day (A&EG148)


HelpText:
On command it goes on a eating rampage killing all crops in 50 miles (A&EG133)


HelpText:
When raised, these sails ensure that the wind speed is always heavy (21-30mph, Speed Mult. x3). (A&EG51)


HelpText:
If a dwarf wears is item he gets a +2 to wisdom, +5 to Diplomacy and Intimidate (A&EG131)


HelpText:
If the coin is placed into the mouth of a corpse, the coin prevents it from being raised, resurrected or turned into undead (A&EG131)


HelpText:
When worn you gain the feat Improved Initiative, and once per day turn into a Giant Dragonfly (A&EG131)


HelpText:
This candle drops the temperature by 1 for ever minute burning and stops and type of curing (A&EG130)


HelpText:
They grant pass without trace to the wearer and can cast improved invisibility 3/day (A&EG130)


HelpText:
This sponge can absorb 1,000 gallons per round to max of 225,000 gallons (A&EG132)


HelpText:
1d4 large acorns can be planet to summon a treant (A&EG136)


HelpText:
You can fly at a speed equal to twice your normal land speed with average maneuverability. Plus additional features. (FF210).


HelpText:
Gain a +4 racial bonus on listen checks and gain the benefit of the Blind-Fight feat. Plus additional features. (FF210).


HelpText:
You may make a gore natural attack dealing damage based on your size. Plus additional features. (FF210).


Name:
Figurine of wondrous power (blue quartz eagle)

HelpText:
When activated, the figurine grows to full size and obeys the user. Can be used for up to 24 hours per week. (RoFR173)


HelpText:
These dark colored cloaks function as a Lesser Piwafwi, and provide Fire Resistance 5. (RoFR173)


Name:
Figurine of wondrous power (coral dolphin)


HelpText:
The magic balls of tangled vies are used by Wild Dwarves; When thrown, they create an Entangle spell on the point of impact. (RoFR173)


HelpText:
This item grants a +12 enhancement bonus to Wis. (ELH146)


HelpText:
This item adds a +13 armor bonus to the wearer`s AC. (ELH144)


HelpText:
This item grants a +10 enhancement bonus to Wis. (ELH146)


HelpText:
This boots grants a +6 to Dexterity and doubles normal speed. (ELH144)


HelpText:
This item adds a +15 armor bonus to the wearer`s AC. (ELH144)


HelpText:
This item grants a +8 enhancement bonus to Wis. (ELH146)


HelpText:
These gloves grant a +8 enhancement bonus to Dex. (ELH146)


HelpText:
This item adds a +6 natural armor bonus to the wearer`s AC. (ELH144)


HelpText:
These holy relics were carried by the demigod Al`Akbar during his final days and have many powers. (ELH153)


HelpText:
This item grants a +12 enhancement bonus to Int. (ELH146)


HelpText:
This item adds a +9 natural armor bonus to the wearer`s AC. (ELH144)


HelpText:
This item has the ability to produce a delicious feat for up to forty people, three times a day. Benefits as the heroes` feast spell. (ELH145)


HelpText:
This item adds a +10 natural armor bonus to the wearer`s AC. (ELH144)


HelpText:
This item makes one gold peace become 25 over night. (ELH151)


HelpText:
This cloak grants a +6 resistance bonus to all saving throws. (ELH145)


HelpText:
The wearer is protected from fire damage. Subtract 30 points of damage per round (ELH293).


HelpText:
These gloves grant a +12 enhancement bonus to Dex. (ELH146)


HelpText:
This belt grants a +12 enhancement bonus to Str. (ELH144)


Name:
Belt Buckle of Warmth and Feather Falling

HelpText:
The wearer of the ring can endure cold as if she had endure elements (cold) cast upon her (5 points of damage/round)  Feather fall at will (ELH293).


HelpText:
Recall any single 5th level spell that had been prepared and cast it again (ELH294).


HelpText:
This cloak grants a +10 enhancement bonus to Cha. (ELH145)


HelpText:
This cloak grants a +12 enhancement bonus to Cha. (ELH145)


HelpText:
This item grants a +8 enhancement bonus to Int. (ELH146)


HelpText:
This item give a chance to roll the dice for a game of chance. (ELH152)


HelpText:
This necklace belonging to Gerti Orelsdottr usually holds 4 runes of cure critical wounds and 2 of raise dead. (ELH294).


HelpText:
This item adds a +8 enhancement bonus to Constitution. (ELH145)


HelpText:
Double smite damage; +4 leadership score; implosion (20th, DC23) 1x/day; Intelligent (Int 13, Wis 18, Cha 24, Ego 26); Align LE (ELH154)


HelpText:
This item makes the reader gain  XP and a ability score in dexterity. (ELH152)


HelpText:
Orcs gain +6 STR/CHR and others gain +2 STR and -2 INT/CHA.  Weapons wielded are considered elf bane. Grants True Seeing. (ELH153)


HelpText:
Anyone opening the Codex for the first time is annihilated (Fortitude DC30 for 10D6 Damage).  Survivors can learn its powers, but with risk. (ELH153)


HelpText:
This item adds a +10 enhancement bonus to Constitution. (ELH145)


HelpText:
This cloak grants a +9 resistance bonus to all saving throws. (ELH145)


HelpText:
This cloak grants a +10 resistance bonus to all saving throws. (ELH145)


HelpText:
This item adds a +7 natural armor bonus to the wearer`s AC. (ELH144)


HelpText:
This belt grants a +10 enhancement bonus to Str. (ELH144)


HelpText:
This pipe grants Elminster several powers.  ELH292


HelpText:
This item allows you to make portals to places you know. (ELH145)


HelpText:
This adds the additional bonuses for the paragon template.


Name:
Dorje: Power Level 1 (7th level manifester)


HelpText:
Grants +10 bonus to all concentration checks.


Name:
Crystal Capacitor: Max Power Point Storage of 17


HelpText:
Gain a +1 natural armor bonus, and grants a +2 inherent bonus to Dex. Plus additional features. (FF210).


HelpText:
You gain a long and flexible tentacle, with a 3-fingered claw at the end. Plus additional features. (FF211).


HelpText:
The creature gains a +4 strength bonus when using the tentacle for any purpose. Plus additional features. (FF211).


HelpText:
The arm can be used to make natural attacks dealing damage based on your size. Plus additional features. (FF211).


HelpText:
You can fly at a speed equal to twice your normal land speed with average maneuverability. Plus additional features. (FF211).


HelpText:
Gain a +30 competence bonus on jump checks, but your land speed is reduced by 10 feet. Plus additional features. (FF211).


HelpText:
You can make one natural attack per round using your BAB + Str. Also deals poison damage. Plus additional features. (FF211).


HelpText:
Gain a +2 inherent bonus to your Constitution score. (FF211).


HelpText:
As a standard action you can literally run over your opponent at least one size category smaller then you. Plus additional features. (FF211).


HelpText:
As a full round action you can direct the tail to attack one creature. Plus additional features. (FF211).


HelpText:
You have eyes that can jump from your head and run around. Plus additional features. (FF212).


HelpText:
You gain tremorsense 60 feet. Plus additional features. (FF212).


HelpText:
You may make a gore natural attack dealing damage based on your size. Plus additional features. (FF212).


HelpText:
Replaces your legs of rear limbs. Base land speed in reduced by 10. Can climb and swim at half your original speed. Plus additional features. (FF215).


HelpText:
Gain a +3 natural armor bonus. Plus additional features. (FF215).


HelpText:
This is a long, flexible arm ending in a snake head. You can make one bite attack with the arm. Plus additional features. (FF215).


HelpText:
You deal slashing damage with your bite attack. Plus additional features. (FF212).


HelpText:
You are considered a quadruped for the purposes of determining carrying capacity. Plus additional features. (FF212).


HelpText:
A figurine that grows to full size and obeys the user. Transforms into a black-furred ape with a white face, once/week, up to 8 hours at a time.(GW71)


HelpText:
Wearer gains +1 competence bonus on attack rolls vs. animals. If animals are a favored enemy, you get +1 to that bonus as well. (GW71)


HelpText:
Wearer gains +1 competence bonus on attack rolls vs. undead. If undead are a favored enemy, you get +1 to that bonus as well. (GW71)


HelpText:
Grants acid resist. 15, +10 comp. bonus to Diplomacy involving dragons, +3 resistance bonus to Will save; wearer can speak/understand Draconic. (GW72)


HelpText:
Wearer gains +1 competence bonus on attack rolls vs. vermin. If vermin are a favored enemy, you get +1 to that bonus as well. (GW71)


HelpText:
Wearer gains +1 competence bonus on attack rolls vs. aberrations. If aberrations are a favored enemy, you get +1 to that bonus as well. (GW71)


HelpText:
Acts as belt giant strength +4, amulet health +4, ring of minor elem. resist. (fire), ring of prot. +5, major circlet of blasting, more powers. (GW73)


HelpText:
A large and small bracer; 1/day on command, wearer of large bracer is protected by shield other spell, wearer of small bracer acts as caster. (GW70)


HelpText:
This bag contains 5 handfuls of mulch. Each handful can produce 1 of the following effects: antiplant shell, entangle (DC11), or plant growth. (GW73)


HelpText:
Wearer gains +1 competence bonus on attack rolls vs. giants. If giants are a favored enemy, you get +1 to that bonus as well. (GW71)


HelpText:
Wearer of these sturdy leather boots gains a +3 resistance bonus to all Fort saves and may move as if under an expeditious retreat spell 1/day. (GW73)


HelpText:
Acts as ring of feather falling and allows wearer to summon a giant raven (stats as giant eagle) 1/day as if using summon nature`s ally IV. (GW71)


HelpText:
Wearer gains +1 competence bonus on attack rolls vs. constructs. If constructs are a favored enemy, you get +1 to that bonus as well. (GW71)


HelpText:
Acts as a cloak of resistance +1, wearer may use prayer 1/day. A ghost wearing this appears "normal" regardless of the manner of ghost`s death. (GW73)


HelpText:
When worn/carried, allows bearer to reroll one roll just made, as granted power of the Luck domain. After reroll, stone is worthless powder. (GW72)


Name:
Figurine of wondrous power (jet serpent)

HelpText:
A figurine that grows to full size and obeys the user. Medium constrictor, +1 morale bonus to hit/damage undead. 2/wk up to 8 hours at a time. (GW71)


HelpText:
Continually affects the wearer as the iron body power.


HelpText:
Allows wearer to use stomp as the power 3 times per day, Reflex save DC 12.


HelpText:
Restrained scion limited to use 3 or fewer power points per round.


HelpText:
A tiny fragment of a crystal that grants a +5 bonus to a specific skill until the skill is used or 10 rounds pass.


HelpText:
Adds a +1 bonus on the wearer`s roll when using a Psychoportation power.


HelpText:
Wearer always knows when someone lies directly to them.


HelpText:
The wearer is not affected by powerleech effects, as produces by powerleech pearls or eyes or powerleech.


HelpText:
A tiny fragment of a crystal that grants a +6 bonus to a specific skill until the skill is used or 10 rounds pass.


HelpText:
User can steal a psionic power from another psion, being able to manifest it normally for one day, at which time it returns to its previous owner.


HelpText:
The wearer can freely manifest clairaudience/clairvoyance at will.


HelpText:
Allows user to skate across the floor as if using the skate power.


HelpText:
Grants +4 bonus against all compulsion effects.


HelpText:
Can see over any distance and into other planes, and can communicate silently with the person being views. Can use lesser domination 1 time per day.


HelpText:
Grants +3 luck bonus to AC, +3 luck bonus on all saving throws, and +3 luck bonus on attack rolls.


HelpText:
Grants the wearer 7 bonus power points per day and a power resistance of 18.


HelpText:
Can make search checks as a rogue can, but gains no bonuses.


HelpText:
Adds a +1 bonus on the wearer`s roll when using a Telepathy power.


HelpText:
Adds a +1 bonus on the wearer`s roll when using a specified psionic attack mode.


Name:
Crystal Capacitor: Max Power Point Storage of 9


HelpText:
Affects the user as the metamorphosis power. When in form other than natural one, user does not seem to be wearing skin.


HelpText:
A power stone stores a psionic power, and can be used once, "flushing" the stone. Using it is like manifesting a psionic power. Minor holds 1d3 powers


HelpText:
Generates a catapsi affect, and can completely destroy a psionic creature or item.


HelpText:
User is able to make gaze attack to decrease another`s power points by 2d10 (Will DC 14) which the user gains.


HelpText:
Restrained scion limited to use 1 or fewer power points per round.


HelpText:
This grows massive sickle-shaped claws over the wearer`s fingertips. With claws extended, the wearer`s unarmed attacks deal a base damage of 1d12.


Name:
Dorje: Power Level 3 (6th level manifester)


HelpText:
Adds a +1 bonus on the wearer`s roll when using a Metacreativity power.


HelpText:
A tiny fragment of a crystal that grants a +7 bonus to a specific skill until the skill is used or 10 rounds pass.


HelpText:
The wearer is not affected by the brain lock power or items that produce brain lock effects.


HelpText:
Can see over any distance or into other planes, as with remote viewing.


HelpText:
Hides the wearer from all powers that attempt to view, locate, or otherwise detect the wearer, except for the metafaculty power.


HelpText:
Adds a +1 bonus on the wearer`s roll when using a specified psionic defense mode.


HelpText:
3 times a day, the user can blanket a 100 ft radius in psychic noise for 10 minutes, which forces other characters to use twice the power points.


HelpText:
A psicrystal is a fragment of the Psion`s mind, and aids him in many ways. (PsiHB10) <Add a +2 User bonus to any Knowledge Skill>


HelpText:
After reading, a non-evil psionic being gains 17 power points and enough XP to take them halfway into the next level.


Name:
Crystal Capacitor: Max Power Point Storage of 5


HelpText:
The holder can use detect poison, faerie fire at will and greater magic fang or tree stride 1/day (MagFR168)


HelpText:
This cloak of resistance +2  also grants you endure elements (Fire) (MagFR156)


HelpText:
This Scarab block attempts to detect magic or alignment with in the area and cast invisibility 1/day (MagFR165)


HelpText:
The glowstone emits a light equal to a daylight spell, can recharge items and more  (MagFR169)


HelpText:
On command it can cast healing circle and daylight (MagFR158)


HelpText:
The wearer of the brooch is granted 60ft darkvision, 1/day Blur and Change Self, and +10 to Hide (MagFR154)


HelpText:
Immune to magic missile, nondetection, resist elements (electricity, undetectable alignment, +5 to saving throws against Mind (MagFR159)


Name:
Necklace of Nature`s teeth (Bear, Black)


HelpText:
If you eat the heart you gain the divine power effects and if you have a +10 to attack you gain a +1 to attack (MagFR160)


HelpText:
This Bridle aids a rider and mount, giving the rider a +10 to ride checks, Mounted combat feat or Ride-by attack (MagFR154)


HelpText:
These eleven  can be throw and explode in a sound burst spell (MagFR163)


HelpText:
You may take one of the pearls and throw it to make a acid storm (MagFR163)


HelpText:
This belt grants the wearer +2 AC and +4 Str.  and 1/day can cast magic circle against evil (MagFR154)


HelpText:
The wearer gains endure elements (cold), darkvision, feather fall, and 1/day you may cast a list of spells (MagFR167)


HelpText:
This Pouch grants a +1 to hit one type of creature (MagFR157)


Name:
Amber Amulet of Vermin (Large monstrous scorpion)


HelpText:
You can throw a part of the necklace and cause a ice storm or Sleet Storm (MagFR160)


HelpText:
This harp when played acts as a calm emotions spell on all creatures within 100 feet (MagFR154)


HelpText:
The wearer gains the ability darkvision, cast light 1/day, and phantasmal killer once (MagFR168)


HelpText:
Replaces an arm or forelimb and allowing you to make a natural attack dealing slashing damage based on your size. Plus additional features. (FF212).


HelpText:
Allows you to make a natural attack dealing slashing damage based on your size. Plus additional features. (FF212).


HelpText:
A weapon grafts into your hand so you are never unarmed. Plus additional features. (FF213).


HelpText:
Will strengthen your grip making it harder to disarm you. Plus additional features. (FF213).


HelpText:
Add 20 feet to your land speed and gives you the ability to trample foes. _8 to Climb, Ride, and Swim skills. Plus additional features. (FF213).


HelpText:
Once per round as an attack action you can make a special shoving attack. Plus additional features. (FF213).


HelpText:
You can sense the location of anything within 15 feet that is also in contact with the ground. Plus additional features. (FF213).


HelpText:
Small round stones are inserted into your flesh all over your body that have a variety of purposes. Plus additional features. (FF214).


HelpText:
You can use this to fire stones or sling bullets as a ranged attack. Plus additional features. (FF214).


HelpText:
You gain a +2 natural armor bonus. Plus additional features. (FF214).


HelpText:
Gain a +4 inherent bonus to Str. Twice per day you can use it to bestow 1 negative level on a living creature. Plus additional features. (FF214).


HelpText:
You can use the eyebite spell as a 12th-level caster once per day. Plus additional features. (FF214).


HelpText:
Gain a +4 inherent bonus to Str. Twice per day you can use a paralyzing touch. Plus additional features. (FF214).


HelpText:
Gain a +4 inherent bonus to Str. Twice per day you can use a weakening touch. Plus additional features. (FF214).


HelpText:
Gain a tail and a +4 racial bonus on Balance checks. Plus additional features. (FF215).


HelpText:
This mask grants Darkvision to a range of 60 feet, and otherwise functions exactly like Goggles of Night. (UE57)


HelpText:
Wearer has cold resistance 5, may use zone of truth effect 1/day centered on himself, cure critical wounds 1/day, can only speak the truth. (GW71)


HelpText:
Padlock worn as amulet grants protection from chaos. Also has one-time only power: cast order`s wrath or summon a hound archon/achaierai. (GW72)


HelpText:
Made from sugar and blood, when swallowed, these red lozenges act as an inflict light wounds spell. (GW70)


HelpText:
Wearer gains +1 competence bonus on attack rolls vs. oozes. If oozes are a favored enemy, you get +1 to that bonus as well. (GW71)


HelpText:
Mixed w/powdered onyx and drunk; living creatures must make DC19 Fort save or become a ghoul (100gp of onyx) or ghast or wight (200gp of onyx). (GW70)


HelpText:
Wearer gains +1 competence bonus on attack rolls vs. ghosts. If ghosts are a favored enemy, you get +1 to that bonus as well. (GW71)


HelpText:
Wearer gains +1 competence bonus on attack rolls vs. fey. If fey are a favored enemy, you get +1 to that bonus as well. (GW71)


HelpText:
Wearer gains +1 competence bonus on attack rolls vs. dragons. If dragons are a favored enemy, you get +1 to that bonus as well. (GW71)


HelpText:
This bronze helm grants a +2 deflection bonus to AC and protects the wearer from all forms of possession. (GW70)


HelpText:
Wearer gains +1 competence bonus on attack rolls vs. elementals. If elementals are a favored enemy, you get +1 to that bonus as well. (GW71)


HelpText:
A living creature who eats this flesh must make DC22 Fort save or die. Eligible creatures rise and gain vampire or monstrous vampire template. (GW71)


HelpText:
Glass cylinder capped w/brass, made by the yuan-ti; any ghost who comes within 10 ft must make a DC17 Will save or be trapped in the prison. (GW70)


HelpText:
Worn by undead creature, this creates the illusion wearer is alive, even to detect undead and deathwatch. 1 use only; nonmagical once removed. (GW72)


HelpText:
Wearer can speak and understand Aquan, is protected by cold resistance 5, and may use chill metal once/day. (GW70)


HelpText:
Any ghost this touches must make DC20 Will save or be trapped in the stone for up to 48 hours. Stone can be used only once. (GW72)


HelpText:
This ioun stone allows its owner to use detect undead at will. (GW72)


HelpText:
Burrow spell for 10 minutes/day (Udrk 74)


HelpText:
1/day affect a target w/ Disintegration spell (DC 19) Also gives +2 luck vs disintegrate (Udrk 74)


HelpText:
Can create antimagic field centered on himself (Udrk 73)


Name:
Mantle of Energy Resistance (2 Energy Types)

HelpText:
Energy Resistance 10 against 2 indicated types of energy (Udrk 75)


HelpText:
Skin automatically makes a ranged touch attack against first attacker each round, doing 3d4 points of fire damage.


HelpText:
A creature who views its reflection will be affected by a suggestion spell, Will DC 13 save.


HelpText:
Hits on a ranged touch attack to deplete 2d4 power points.


HelpText:
A tiny fragment of a crystal that grants a +2 bonus to a specific skill until the skill is used or 10 rounds pass.


HelpText:
A psicrystal is a fragment of the Psion`s mind, and aids him in many ways. (PsiHB10) <Add a +2 User bonus to any Craft Skill>


Name:
Dorje: Power Level 1 (9th level manifester)


HelpText:
Grants +10 bonus on Spot and Search checks.


HelpText:
Restrained scion limited to use 5 or fewer power points per round.


HelpText:
Adds a +1 bonus on the wearer`s roll when using a Psychometabolism power.


HelpText:
The wearer uses 1 less power point per manifestation, with a minimum result of 1 power point as the cost.


HelpText:
A tiny fragment of a crystal that grants a +10 bonus to a specific skill until the skill is used or 10 rounds pass.


HelpText:
Restrained scion cannot use any power points.


HelpText:
Makes a ranged touch attack to suppress the power of a psionic item for 2d4 rounds.


HelpText:
Can terrify other creatures (Will DC 16), causing them to panic and drop what they are holding (50% chance).


Name:
Crystal Capacitor: Max Power Point Storage of 1


Name:
Crystal Capacitor: Max Power Point Storage of 11


HelpText:
Adds a +1 bonus on the wearer`s roll when using a Psychokinesis power.


HelpText:
A tiny fragment of a crystal that grants a +1 bonus to a specific skill until the skill is used or 10 rounds pass.


Name:
Crystal Capacitor: Max Power Point Storage of 13


HelpText:
A psicrystal is a fragment of the Psion`s mind, and aids him in many ways. (PsiHB10) <Add a +2 User bonus to Will Saves>


HelpText:
A tiny fragment of a crystal that grants a +4 bonus to a specific skill until the skill is used or 10 rounds pass.


HelpText:
Adds a +1 bonus on the wearer`s roll when using a Clairsentience power.


HelpText:
User can learn the details of an inanimate object`s previous owner, as if manifesting the object reading power.


HelpText:
This amulet can cast Aid (1 charge), Dimension door (3 charges) (MagFR153)


Name:
Necklace of Nature`s teeth (Snake, constrictor)


HelpText:
This dust clouds ray attacks to the point of a miss chance of 50% (MagFR157)


HelpText:
This pin acts just like a ring of mind shielding (MagFR159)


HelpText:
This armband 1/day can use Maximize Spell with any healing spell you have (MagFR152)


HelpText:
This crown is evil and grants the wearer many powers and draw backs (MagFR171)


HelpText:
This lute can cast once a day, summon monster [elemental (air, large)] (MagFR160)


HelpText:
By wearing is torque, you can 1/day gain a +10 to Str. for one round (MagFR166)


HelpText:
This harp can cast Shatter 3/day and resonate all glass and metal in a area (MagFR157)


HelpText:
The wearer can use wind walk and make there blade become a +1 flaming weapon for 12 rounds 1/day (MagFR158)


HelpText:
The wearer gains the feats Two-weapon fighting and Ambidexterity (MagFR158)


HelpText:
You gain read magic 3/day and if you are a bard you gain a +4 to Bardic knowledge (MagFR160)


HelpText:
This scroll tells of a song that allows a bard to use bardic music one more time per day (MagFR161)


HelpText:
The wearer gains +3 AC, +4 resistance on saving throws and protection from arrows, fire resistance 15, feather fall (MagFR167)


# types Curses Completely Different

Name:
Increases others ability to detect, locate, or manipulate the wielder.


Name:
Increases the chance of being targeted by ranged attacks.


Name:
Causes a -4 to Charisma, and gives enemies a +1 morale bonus on attacks.


Name:
Attempts to attack, poison, suffocate, consume or otherwise debilitate the wielder.


Name:
Causes the wielder to dance uncontrollably at an inappropriate moment.


Name:
Lowers the wielders AC when fighting powerful enemies.


Name:
Plants a hypnotic suggestion in the wielders mind.


Name:
Causes the wielder to drop whatever they hold at an inopportune moment.


Name:
Causes the wielders alignment to shift wildly.


Name:
Causes the wilder to cast spells constantly, and without provocation.


Name:
Only functions magically when coated in blood.


Name:
Produces false, inaccurate or misleading results when used.


Name:
Only functions in a specific environment (underwater, bitter cold, etc.)


Name:
Imposes a penalty on mental and\or physical ability scores.


Name:
Weighs a tremendous amount, and cannot be put down.


Name:
Functions properly only during practice.


Name:
Causes the wielder to Rage, and fight to the death.


# types Curses Dependent

Name:
Within 10 ft. of a random race or kind of creature


Name:
In the hands of a creature of a particular alignment


Name:
In the hands of a creature of a particular gender


Name:
On nonholy days or during particular astrological events


Name:
More than 100 miles from a particular site


# types Curses Drawback

Name:
Character either shrinks or grows a half-inch


Name:
Temperature around item is 10F cooler than normal


Name:
Temperature around item is 10F warmer than normal


Name:
Character now bears some identifying mark


Name:
Character is afflicted with a random disease that cannot be cured


Name:
Item continually emits a disturbing sound


Name:
Character becomes selfishly possessive about the item


Name:
Character becomes paranoid about losing or damaging item


Name:
Character is stunned for 1d4 rounds once item function is finished


Name:
Character must make a Will save each day or take 1 point of temporary INT damage


Name:
Character must make a Will save each day or take 1 point of temporary WIS damage


Name:
Character must make a Will save each day or take 1 point of temporary CHA damage


Name:
Character must make a Will save each day or take 1 point of temporary CON damage


Name:
Character must make a Will save each day or take 1 point of temporary STR damage


Name:
Character must make a Will save each day or take 1 point of temporary DEX damage


Name:
Character is polymorphed into a specific creature


Name:
The character cannot initiate a grapple, and becomes shaken when he is grappled.


Name:
Exposure to bright light blinds the character for one round and gives a -1 penalty on all rolls.


Name:
The character becomes vulnerable to Fire, as though she had the Cold Subtype.


Name:
The character becomes vulnerable to Cold, as though she had the Fire Subtype.


Name:
The character becomes vulnerable to Noise/Sonic Attacks, taking a -2 penalty on such saves.


Name:
The character bleeds one point on any round following damage from a Piercing or Slashing weapon.


Name:
The character takes a -4 Penalty to AC against Attacks of Opportunity.


Name:
Any hit from a Blessed Crossbow Bolt instantly kills the character.


Name:
The character has flashbacks (%5 chance per encounter) triggered by specific opponents.


Name:
The character cannot be awakened for a full 8 hours while sleeping.


Name:
The characters hearing diminishes: -4 Listen checks, 5% Miscast Verbal Spells


Name:
-2 Penalty to avoid becoming dazed or stunned.


Name:
Character regains half hit points from resting, and -1 points of healing from spells.


Name:
The character scares easily. Frightened instead of Shaken, and Panicked instead of Frightened.


Name:
The character develops two random quirks from DMG Table 5-5, 100 Traits.


# types Curses Requirement

Name:
Character must eat twice as much as normal


Name:
Character must sleep twice as much as normal


Name:
Character must sacrifice 100 gp worth of valuables per day.


Name:
Character must sacrifice 2000 gp worth of magic items each week.


Name:
Character must swear fealty to a particular noble and his family


Name:
Character must discard all other magic items


# types Intelligent Item Abilities

Name:
Wielder has free use of Improved Initiative


Name:
Cure light wounds (1d8+5) on wielder 1/day


Name:
Spider climb for 20 minutes on wielder 1/day


# types Intelligent Item Purposes

Name:
Defeat/slay a particular race or kind of creature


Name:
Defend a particular race or kind of creature


Name:
Defeat/slay the servants of a specific deity


Name:
Defend the servants and interests of a specific deity


# types Intelligent Item Special Purpose Powers

Name:
True resurrection on wielder, one time only


Name:
+2 luck bonus to all saving throws, +2 deflection AC bonus, spell resistance (15)


# types Magic Item Sub

Name:
Neck (Amulet, Brooch, Medallion, Necklace, Periapt, Scarab)


Name:
Head (Headband, Hat, Helmet, Phylactery)


Name:
Eyes \ Face (Eyes Lenses, Goggles, Mask)


# types Set

Dir:
Wizards of the Coast\Living Greyhawk Gazetteer


Dir:
Wizards of the Coast\Hero Builders Guidebook


Dir:
Wizards of the Coast\Defenders of the Faith


Dir:
Wizards of the Coast\Manual of the Planes


Dir:
Wizards of the Coast\Oriental Adventures


Dir:
Wizards of the Coast\Masters of the Wild


Dir:
Wizards of the Coast\Deities and Demigods


Dir:
Wizards of the Coast\Faiths and Pantheons


Dir:
Wizards of the Coast\Stronghold Builders Guidebook


Dir:
Wizards of the Coast\Book of Vile Darkness


Dir:
Wizards of the Coast\Arms and Equipment Guide


Dir:
Wizards of the Coast\Into the Dragons Lair


Dir:
Wizards of the Coast\Heart of Nightfang Spire


Dir:
Wizards of the Coast\Lord of the Iron Fortress


Dir:
Wizards of the Coast\Bastion of Broken Souls


Dir:
Wizards of the Coast\City of the Spider Queen


Dir:
Wizards of the Coast\Unapproachable East


Dir:
Wizards of the Coast\Epic Level Handbook


Dir:
Wizards of the Coast\Forgotten Realms Campaign Setting


# types Spell Save

Name:
Fortitude half or Fortitude negates (see text)


Name:
Will disbelief (if interacted with), Will negates


Name:
Fortitude part (plants), Fortitude negates (other)


