Some Magic Items to throw about. I haven't included a value for these as that really depends on who you're selling to. Ordinary properties may be discovered using Omnipotent Eye. You could print the items out, cut the page into strips and just hand the MI to the player, thus avoiding the hassle of dictation. Any secret properties are therefore in a separate column - don't give them that bit... You might let them discern the secret properties using extra Omnipotent Eye spells if you're feeling generous. But play your own shot. I suggest you print a second copy of the page so you have a record.
| Name | Form | Wt | Properties | Secret! |
| Papercut | Cutlass | 60WU | A razor-sharp, one-handed curved sword, whose blade is made from very thin metal. It bends easily and is largely useless in combat, most blows just glancing off - but if you win the round, roll a D6. On a 1 or 2, the blade struck exactly edge-on and cut through your opponent's armour, clothes and flesh! Roll a D6 again to see what was cut off: 1: right arm; 2: left arm; 3: right leg; 4: left leg; 5: head; 6: roll again twice! (GM will adjust for non-humanoid opponents.) | |
| Beggarman | Wooden bowl | 5WU | Hold it out and ask for money. For each coin a generous fool places in the bowl, s/he will lose one point from Luck (though s/he won't know it till s/he walks under a ladder...). Those points of Luck will be added to the beggar's Luck for one day. | On the second and subsequent occasions on which the same person donates, the effect is reversed and doubled! |
| Startledust | Bag of crystal powder | 5WU | Throw a handful of this glittery stuff over a foe for the same effect as a Mind Pox (Level 5 spell). There are 5 handfuls. | Doesn't work on the sightless. |
| Belief Stick | Baton | 20WU | If you win combat using this, your opponent (only one at random if you were fighting several) will believe utterly the next thing you say - for a period of D6 turns. | At the expiry of which they will have an overwhelming desire to track down and kill the delver! This wears off after one day. |
| Debilitator | Palm-sized bronze star set with large amethyst on gold necklace | 5WU | Allows a desperate wizard to use points from other attributes than Strength when casting spells. S/he may use any combination of attributes to make up the total, but 2 points of IQ, LK, etc are required to equal 1 point of ST, and they return at 1 per day. | |
| Badcuffs | Leaden handcuffs to fit humanoids from hobbit up to elf. | 10WU | There is no key. Once locked on, they can only be removed by magic. | Specifically, a 7th level Dis-Spell. |
| Steady Teddy | Battered brown teddy bear | 5WU | If you hug this to your chest you will feel no fear and be immune to mind magic - such as Seek Ye and Mind Pox. | (You will also look a proper charlie.) |
| Alternator Brew | Foul brown muck in a jar | 2WU | If you scoff all this muddy gunk, you can swap round 2 of your attributes - once. | Delver must make an L2SR on CON or throw up, losing D6 CON. |
| Wrong-way Mirror | A round mirror as big as a face | 10WU | Place this on a wall and rub it with a cloth. For a few seconds you will be able to see through the wall, though those beyond can't see you. | On the fourth use it shatters (loudly) as soon as the cloth touches it, and the delver loses D6 points from LK - for 7 years... |
| Peebuckle Qeelipop's Homesickness Tablet | A small pink pill | 0WU | Eat this to be taken instantly home with all your belongings. | However, the delver will also be afflicted with a nervousness that will prevent him adventuring for one year... |
| Enchanted Deed Poll | Fancy, official-looking scroll with space for a name | 1WU | Insert a name in the space provided and whoever you show this to will believe that you are the named person - even if they thought they knew someone else with that name! | However, passing yourself off as the King is not a good idea, as the effect on the reader wears off in D6 turns. |
| Ahimsa Charm | Tiny wooden brooch carved as an open hand | 1WU | The wearer will not fight, kill or eat anything but plants. Will not take effect until it is pinned on. | There's a 1 in 6 chance that the effect is permanent even when the charm is removed. |
| Wanderlust Whisky | Bottle of whisky | 10WU | One swig from this (and there are 10) will give the delver so much 'Dutch courage' that he will insist on going at the front, opening doors, charging into combat, etc. This lasts for an hour, and during that time ST and LK are increased by 2D6, whilst IQ and DEX are reduced by 1D6. | Oh, and after the hour is up they lose D6 CON with an awful hangover. |
| Time's Arrow | An arrow! | 1WU | Happens to travel at the speed of light. Too fast to be dodged by anybody. Explodes on impact for 5 times what the delver would have scored with a normal arrow. | |
| Sea-Saw | 3' long saw | 20WU | This strange object can be used to saw chunks out of water. The chunks - and the holes - retain their shape for 1 turn. | |
| All At Once Ring | Brass ring set with a tiny silver dagger crossed with a tiny magic wand | 1WU | A wizard wearing this can elect to both cast a spell and fight in a combat round. However, in the following round s/he will be so exhausted that s/he can do neither. | |
| Crown of Woe | Heavy black crown of lead | 60WU | (Cannot be worn with a helmet.) The wearer looks, and is, miserable - but others will be so sorry for you that they will not attack you unless you attack them. | If the Crown is worn continuously for 12 hours, it welds itself to the owner's head and cannot be removed. |
| Sixteenthstaff | A staff one-quarter the size of a quarterstaff | 25WU | 8 dice weapon that can only be used by wizards. | |
| Odd Sock | A fluffy blue sock with a diamond-shaped pattern | 1WU | If anybody tries to steal something from the bearer, they will find that they have somehow stolen the Odd Sock instead. | |
| Haemophiliac's Revenge | Small scalpel | 2WU | This gets 2-3 in combat, but if you inflict hits the opponent's wound will not close, and your foe will bleed to death unless given magical aid. | (Deduct 1 point of CON or 5 MR points for each minute of bleeding.) |
| Bachelor's Bola | Hunting bola | 50WU | Use as a hunting bola, but if the prey is successfully entangled s/he will fall in love with the hunter. | Love is sweet but brief! The effect wears off in D6 turns. |
| Eye of the Storm | An eyeball pickled in a jar | 5WU | Shaking this vigorously will create a whirlwind around you that will fill the room. Lasts as long as you can shake - L1SR on DEX each round, or your hand is too tired to continue. | Used outdoors, the whirlwind will be so huge that the character will be carried off. 1 in 6 chance never seen again, otherwise travels D6 miles and takes twice that from CON on impact. |
| Dilyda Neth's Ribbons | Blue and red ribbons | 1WU | Tie these in your hair and double your CHR. | But add a year to your age each time they are removed... |
| Ludicrous Shamsheer | 8' sword | 250WU | Requires a warrior with ST 50 and DEX 20. Gets 12 + 25, but too heavy to use for more than 3 consecutive rounds. | Bearer is also likely to encounter more respect from others, but that's not magic... |
| Name | Form | Wt | Properties | Secret! |
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| Darts of Fortune | Several (D6) blowpipe darts | 1WU | Once embedded in a living creature each dart casts a random spell and disappears. | |
| Demon's Talisman | Brooch in form of a grabbing hand | 1WU | In a moment of peril, the bearer will be saved from certain death by being teleported home safely at the very last instant, with any wounds and illnesses healed. | However, the delver's soul is promised to a demon, and the luckless bearer may never be reincarnated again. |
| The Still Point | Black, weightless 1" ball of void | 0WU | Hangs in mid-air wherever it's put. Whilst concentrating on it, one is freed of all fears and anxieties, and protected from madness and mind-magic (Mind-Pox, illusions, etc). (Of course, one cannot fight while doing this.) | Much coveted by high-level wizards, some of whom may kill for it... |
| Duplication Powder | 3 leather pouches of vivid green powder | 30WU | Spread a pouch of this stuff over an object and it will seep in over a few minutes. An exact replica of the object will form beside it. | Replicas of magical objects won't be magical; replicas of living things will be inanimate. |
| Ring of Wholeness | Plain silver band | 1WU | The ring will melt onto the wearer's finger and cannot be removed. The bearer can be killed only by magical means. | However, the body is still susceptible to burns, wounds, ageing - it just can't be killed. Attempts to dismember will leave bits hanging on by sinews - you get the idea. |
| Kelor's Sustenance | A pouch of edible pellets and a bottle of liquid | 10WU | The delver who consumes these comestibles need never eat again. | S/he will also be continuously tired and apt to fall asleep at inopportune moments... |
| Gauntlets of Ridicule | Gauntlets, normal in appearance | 25WU | These take 4 hits (rather than 2) and during combat they continually mock and insult the opponent in its native tongue. | Opponent's score reduced by 1/4. |
| Athruf's Armour | Glorious gold and white plate armour | 1000WU | Takes 28 hits. Reflects Take That, You Fiend! spells back at the caster. | Cannot ever be removed. |
| Ugly Mage Ring | Ivory ring carved in the form of a maggot | 1WU | Gives a magic-user extra Strength resources for spell-casting: s/he may use CHR (returns at 1 per 2 turns; note normal effects of reduced CHR) or add 2 months to age - permanently, of course. These options, and normal ST, may be used in any combination. | |
| Two Blades of Providence | Double-bladed broadaxe - platinum blades | 250WU | Good and evil are at war in these blades. In combat, roll a D6: if 2-6 is rolled, the broadaxe scores 3D100. | On a 1, the delver's CON is reduced to 2 and s/he falls unconscious. |
| Ricochet Ring | Gold ring with a sharp kink | 1WU | If the wearer is targeted by a spell, s/he has 1 second to choose whether to accept the spell (the default option) or have it ricochet and hit some other person present at random - possibly the caster. | After the 3rd 'Ricochet!', the ring ceases to work - though the wearer need not be told... |
| Bealzibub's Fork | Iron trident | 75WU | Scores 9+20. With an SR on LK, the bearer can command any demon encountered. | SR is level 1 for the 1st demon, level 2 for the 2nd, etc. When the roll is failed, Bealzibub appears and reclaims both his fork and the delver's soul, leaving the body to fall lifeless to the floor. |
| Purifier Pellet | Tiny white pellet | 0WU | Drop it into a liquid and the whole lot will be turned into pure fresh water. | If it is dropped in the sea, angry water gods are likely to intervene... |
| Godsdie | A giant marble D6, 12" each way | 1500WU | Roll it if you can! Effects: 1 - it disappears; 2 - a magical item materialises on the upper face; 3 - D6 points are added to a random attribute of the roller... | 4 - a wandering monster turns up; 5 - die doubles in size in each dimension; 6 - opposite of 5. Note that size changes affect weight by a factor of 8. |
| Wizard's Glue and Solvent | Two small labelled tubes | 1WU | 5 applications of each. Wizard's glue sticks anything to anything in one second, forever. Wizard's solvent is the only thing that will undo the bond... | ...but it must be applied within one turn of the glue. |
| Sedative Pills | 3 round yellow pills | 0WU | The delver who swallows one will be calmed (useful if berserk!) and will sleep for D12 hours, regaining that many lost CON points. | Can't be woken during that time. |
| Cap of Insignificance | Drab leather cap | 5WU | The wearer becomes remarkably inconspicuous. Combatants will underestimate and ignore the delver, who thus gets 1/4 more in combat. Thievery is easier whilst wearing this. | |
| Earrings of Hearing | 2 simple, round gold earrings | 1WU each | Two delvers wearing one each will be able to talk to each other instantaneously over any distance. | Extremely valuable. |
| Elephantskin Headband | Elephantskin headband | 8WU | The wearer can speak Pachyderm and squirt water from the nose. | |
| Vessel of Echoes | Small urn | 10WU | When opened, it collects sounds for 2 minutes. When it is next opened, those sounds are released to be heard again. Can be used over and over. | |
| Light Siphon | A funnel with a lid | 5WU | When the lid is removed, all light within a radius of 10 feet is sucked away into another dimension, inducing an area of impenetrable darkness (even for those who see in the dark). This continues for one turn. | Won't work again for a day. |
| Lozenge of Enlightenment | Little white sweet | 0WU | The delver who sucks on this will fall into a trance of deep concentration for one turn, but will learn all there is to know about the person, place or object upon which s/he is meditating. (Alas, the lozenge is then all gone!) | Can't be roused during trance. Also gains 1 IQ point. |
| Candle of Miraculous Light | Candle and holder | 5WU | This candle burns once, for D12 minutes and cannot be extinguished by any means during that time. While it burns, the bearer cannot fail a saving roll. | For the same length of time afterwards, the level of the delver's saving rolls is DOUBLED. |
| Freeze Bomb | Glass ball filled with mist | 5WU | When this is smashed, the entire universe is frozen still for 30 seconds - with the exception of the person who smashed it. Use the time wisely! | Phenomenally valuable! |
| Luckpusher Pendant | A silver chain bearing a hand gripping a wheel of fortune | 2WU | May be used to squeeze extra uses out of worn-out magical items. Each time it is used in this way, the delver must make a LK SR at his/her own level. | Failure means that a demon MR2000 appears to punish the delver. |
| Lozenge of Fumes | Swirly grey sweet | 0WU | Can be used twice a day. The delver sucking on it can exhale up to 1000 cubic feet of thick smoke which hangs heavy in the air for one turn. | Each time it is used the delver's current CON is halved. |
| Shield of Sanctuary | Target shield | 300WU | 4 hits, as normal. However, bearer is protected against any hostile spells aimed at him/her. | Unfortunately, the delver permanently loses one point from a random attribute each time. |
| Jar of a Thousand Odours | Small clay pot | 5WU | Rub it and think of a smell. When the lid is removed the smell will exude for 40' in all directions. Can be used twice a day. | If the lid is left off for a full turn, the jar is emptied of odours forever. |
| Maxwell's Heat Sink | Corked black wine bottle | 10WU | 5 seconds after the bottle is uncorked, the area within a 5' radius drops suddenly to a temperature of absolute zero. Anything alive in that region dies, the surrounding area ices over and the entire dungeon (or town!) begins to cool rapidly. | A thaw occurs after one day, at which time the bottle is useless. |
| Spectacles of Clarity | Jam-jar-bottom spectacles | 5WU | Whoever wears these can see the invisible. | DEX x 3/4, as these are very bad for normal vision! |
| Lucky Charm | Silver cherub clutching four-leaf clover and horseshoe | 1WU | This item attunes itself to the first person to touch it and will be useless to anyone else. The bearer cannot fail any saving roll for which only a 'min. 5' roll is needed. | |
| Fatal Offset Helmet | Full helm | 50WU | 3 hits, as normal. When a spell is cast at the wearer, s/he has one second to decide whether to alter that spell to something else. After the 3rd such alteration, the helm's magic is gone. | On a 'Yes!', the spell which actually occurs is the one following the intended one in the spellbook. The ST cost to the wizard is altered accordingly. |
| Name | Form | Wt | Properties | Secret! |
Updated 13/07/00 by Jason.