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Compiled by Rick Duicarthan Miller, Cover & Interior Art by Jerry Minor
Included below are various magical items and
artifacts from the World of Greyhawk
Campaign Setting that have not been
converted. If a magical item has been
previously converted it is included in this file
for reference purposes only, each is clearly
marked with the appropriate resource.
Resources List
Against the Giants: the Liberation of Geoff,
Book of Artifacts, City of Skulls, Crypt of
Lyzandred the Mad, Dungeon 112 (Maure
Castle), Dungeon Masters Guide (1st-edition),
Eldritch Wizardry, Falcon's Series (WGA1-3),
Five Shall Be One, Greyhawk Adventures
hardback, Howl from the North, Iuz the Evil,
Ivid the Undying, Mordenkainens Fantastic
Adventure, Queen of the Spiders (GDQ 1-7),
Rary the Traitor, Return of the Eight, Return to
the Temple of Elemental Evil, Return to the
Tomb of Horrors, Return to White Plume
Mountain, Slavers, Temple of Elemental Evil
(T1-4), The Doomgrinder, The Forgotten
Temple of Tharizdun, The Lost Caverns of
Tsojcanth, The Marklands, The Scarlet
Brotherhood, The Star Cairns, The Vale of the
Mage, Unearthed Arcana (1st-edition), etc
Legal Stuff
Dungeons & Dragons, AD&D, Dragon Magazine, Greyhawk, and the World of Greyhawk are registered
trademarks owned by Wizards of the Coast/ Hasbro. All characters, character names, and the distinctive
likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Unless otherwise noted, all individual
contributions are copyright their respective authors.
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WEAPONS
ARM OF NERULL
This dull metal +1 longsword is etched with hazy
red runes, and a pair of non-precious green stones
is set in the crossbar. Once per day, the wielder
may cast a wall of gloom that has the effects of an
enervation spell on any who touches it. The wall
extends outward in a straight line from the sword.
To activate this ability, the user must make a
successful Will save (DC 15) or the sword's power
backfires and affects the wielder instead.
Moderate varied; CL 7th; Prerequisites: Craft
Magic Arms and Armor, enervation, wall of gloom;
Price: 11,115gp; Cost to Create: 5557gp + 445
XP; Reference: The Star Cairns.
AXE OF SULWARD
Magically sharpened to aid woodsmen in cutting
the rare woods to be exported from the Lordship of
the Isles, this axe acts as a +2 keen mightycleaving plant-bane battle axe (vs. wooden objects
or plants). On a critical hit, the axe destroys an
opponent's wooden shield.
Moderate transmutation; CL 10th; Prerequisites:
Craft Magic Arms and Armor, bane, divine power,
keen edge; Price: 50,310gp; Cost to Create
25,155gp + 2,012 XP; Reference: Greyhawk
Adventures hardback.
BLACK ARROW OF IUZ
Carved from the bone of a black dragon, this
deadly +3 arrow calls upon deadly powers, causing
the target to make a successful Fortitude save (DC
20) or die immediately; good-aligned characters
save at DC 22. This power may only be used once
per day, and must be invoked before the arrow is
loosed. A miss wastes its killing magic for that day.
The arrow reappears in the owner's quiver each
dawn after it is used.
Strong necromancy; CL 13th; Prerequisites:
Craft Magic Arms and Armor, arrow of bone, word
of recall, creator must be evil; Price: 65,887gp;
Cost to Create: 32,943gp + 2635 XP; Reference:
Greyhawk Adventures hardback.
BLADE OF BLACK ICE
This +5 keen icy burst bastard sword is said to
have been forged by Iuz, and was gifted to Robilar
by
Mordenkainen
shortly
before
Robilars'
disastrous legendary last foray into Castle
Greyhawk. Tenser, who was present at the time,
claims that the blade had been enhanced with
special dispelling magics that aided Robilar in his
release of the Old One from his magical prison
beneath that great edifice. Seemingly made of ice,
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INTELLIGENT WEAPONS
ANSANTHER, THE HOLY AVENGER
NG Tiny object (holy avenger, +5 holy cold iron
longsword)
Senses darkvision 120ft., detect evil 60ft., see
invisibility, hearing; Spot +4, Listen +14
Languages Celestial, Common, Elven (speech,
telepathy)
Hardness 8
hp 50 Ego 17
Abilities Str -, Dex -, Con -, Int 14, Wis 18, Cha
18
SA 15d6 heightened disintegrate (DC 21)
Spell-like abilities: (CL 15th): (3/day) locate
object
Skills Sense Motive +14
Personality: Xenous Zenpor is an evil mage who,
years ago, slew Ansanthers last adventuring group
and caused the loss of her sword arm. Ansanther
will want the character most pure of heart to
carry and wield her. She will use her new powers
to the best of her ability when wielded by a lawful
good individual. She will make her presence and
desires known to the first person who picks up the
sword.
Strong Conjuration; CL 15th; Craft Magic Arms
and Armor, holy aura, trap the soul; Price
120,630gp; Cost to Create N/A; Reference:
Treasures of Greyhawk.
BLADESTAR
CN Tiny object (+2 anarchic deadly precision
adamantine dagger)
Senses darkvision 120ft., see invisibility, hearing;
Spot +13, Listen +13
Languages Common, Elven, Slaad, Undercommon
(speech, telepathy)
Hardness 8
hp 70 Ego 23
Abilities Str -, Dex -, Con -, Int 17, Wis 10, Cha
17
SA slay living (DC 18); on successful hit against a
lawful creature (once/ month)
Spell-like abilities: (CL 15th): (3/day) charm
person, (1/day)- bulls strength
Description: This elegant black metal dagger is
wound with a dark-red cord pattern around its
handle. Embedded in the pommel is a deep blue
sapphire, encircled by an array of tiny diamonds.
Strong Conjuration; CL 15th; Craft Magic Arms
and Armor, trap the soul; Price 75,301gp; Cost to
Create N/A; Reference: Treasures of Greyhawk.
MOUTH OF A GRAVEYARD
LG Tiny object (+3 short sword)
Senses darkvision 120ft., deathwatch, detect evil
60ft., hearing; Spot +3, Listen +3
Languages Celestial, Common (speech, limitedtelepathy)
Hardness 8
hp 90 Ego 17
Abilities Str -, Dex -, Con -, Int 14, Wis 16, Cha
20
SA turn undead 8/day (+5, 2d6+7)
Spell-like abilities: (CL 5th): (At will) detect
undead; (3/day) zone of truth (DC 15)
SQ +2 luck bonus on abilities, saves, and checks;
lay on hands (up to 50hp)
Personality: Crafted by the evil wizard Ministeer
as a tool for his loyal minion. The Keoish wizard
captured and killed a paladin named Brickell and
bound her soul to the weapon. However, the
paladin was stronger than Ministeer expected, and
she was able to retain a certain level of sentience
within the weapon. Instead of helping the minion
track evil folk and convince them to join with
Ministeer, the sword dominated the minion's mind
completely. It used the minion to slay the wizard
and then forced the minion to carry it eastward
until they reached the Sheldomar River. There, the
sword had the minion sever his own Achilles
tendons and drag himself into the river to die. The
sword has changed hands several times since then.
It dominates those of evil alignment and those who
wish to travel east.
When Brickell dominates someone, that person
fights as a 10th-level paladin and can activate any
of the sword's powers at will.
Strong Conjuration; CL 15th; Craft Magic Arms
and Armor, trap the soul; Price 76,200gp; Cost to
Create N/A; Reference: Slavers.
THE SWORD OF AZORALQ
NG Tiny object (+4 holy longsword)
Senses darkvision 120ft., detect evil 60ft., see
Page 6 of 65
ARMOR
BLUE
ARMOR
OF
THE
CRYSTALMIST
MOUNTAINS
When first found, this +3 improved electricity
resistance scale mail often appears sized for
dwarves. From a distance, this armor appears to
be made from the hide of a blue dragon. In reality,
it is masterwork scale mail that has been enameled
to look like blue dragon scales.
Moderate abjuration; CL 9th; Prerequisites: Craft
Magic Arms and Armor, resist energy; Price:
51,200gp; Cost to Create: 25,600gp + 2,048 XP;
Reference:
Greyhawk
Adventures
hardback,
Defenders of the Faith.
FIEND ARMOR
Worn by more than a dozen commanding officers
of the Companion Guard and a handful of military
leaders outside of Rauxes, these sets of armor
were forged in hellish fires. Chain mail and plate
mail versions are known to exist, though both are
wearable only by creatures of Lawful Evil or
Neutral Evil alignments. Others donning the armor
suffer 3d6 points of unholy damage per round;
double this if they are of good alignment. Fiend
armors are worn by powerful warriors in the
service of evil masters aligned with devils.
Fiend armor confers the same resistances that all
half-fiend devils possesses including damage
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SPECIFIC SHIELDS
GOBLIN SHIELD OF THE POMARJ
This +2 heavy steel shield bears the coat of arms
of goblins in the Pomarj: the red face of a medusa.
Its creator is unknown, though rumors indicate a
weak and treacherous wizard who sought his own
safety during the invasion of humanoids from the
Lortmil Mountains. Now the shield is found only in
the hands of a goblin chief. While giving a +2
bonus to its wielder's armor class, the shield can
cast flesh to stone once per day.
Moderate transmutation; CL 11th; Prerequisites:
Craft Magic Arms and Armor, flesh to stone; Price:
23,930; Cost to Create: 11,965gp + 957 XP;
Reference: Greyhawk Adventures hardback.
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SHIELD OF GREYHAWK
This +3 heavy steel shield bears Greyhawk's coat
of arms, and it was created by the Society of the
Magi. It now hangs in the audience hall of the Lord
Mayor's mansion and is well guarded. The shield
can cast dispel evil as a 9th level cleric, once per
day.
Moderate
abjuration
(good);
CL
9th;
Prerequisites: Craft Magic Arms and Armor, dispel
evil; Price: 16,370; Cost to Create: 8,185gp + 655
XP; Reference: Greyhawk Adventures hardback.
THILLONRIAN SHIELD OF BERSERKING
A prized magical item to fighters in the Thillonrian
Peninsula (home of Frost, Ice, and Snow
Barbarians), this +2 heavy wooden shield grants
the wielder the ability to cast rage, three times per
day. As long as, at least half of whose troops are
barbarians.
Moderate transmutation; Caster Level: 6th;
Prerequisites: Craft Magic Arms and Armor, rage,
creator must be chaotic; Price: 45,247; Cost to
Create:
22,623gp
+
1,810XP;
Reference:
Greyhawk Adventures hardback.
RINGS
ADMUNDFORT RING OF LEADERSHIP
This silver ring was created by a wizard in the
service of the Knights of the Shield. The ring is
traditionally given to rangers and paladins, in
return for loyal friendship or unexpected favor. The
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RODS
BISSELITE ROD OF PEACE
This item has served the priests and border guards
of the March of Bissel. Once per day it can cast a
heightened (5th)-widened calm emotions spell
affecting all mortal beings in a 40ft.-foot radius to
make a successful Will save (DC 15) or become
calm and unwilling to fight.
Strong enchantment; CL 15th; Prerequisites:
Craft Rod, Heighten Spell, Widen Spell, calm
emotions; Price: 10,800gp; Cost to Create:
5,400gp + 432 XP; Reference: Greyhawk
Adventures hardback.
BONEROD
Twice per day, when a charge is expended from
this black ashen rod, a volley of sharpened bone
shards shoot out, mimicking the effect of a blade
barrier spell. In addition, the user of the rod may
also animate dead spell, once per day.
Moderate evocation; CL 11th; Prerequisites:
Craft Rod, animate dead, blade barrier; Price:
95,040gp; Cost to Create: 47,520gp + 3,082XP;
Reference: Iuz the Evil.
12-13
14-15
16-17
18-22
23-25
26-29
30-32
33-34
35-39
40-41
42-43
44-48
49-52
53-55
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56-57
58-62
63-68
69-70
71-75
76-84
85-86
87-90
91-95
96-99
100
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STAVES
BLACKSTAFF
This ghastly blackwood staff is hod with silver
banding and tipped with a skull likewise banded
and decorated with runes of Iuz's cult. As such
these staves may only be used by an evil divine
spellcaster.
A blackstaff functions as a +3 spell-storing
quarterstaff, (typically stores inflict serious wounds
when created). Anyone wielding a blackstaff is has
a permanent protection from good cast upon them
as long as they wield the staff. By gripping the
staff firmly and touching one creature, the user
may cast or cause fear, scare and spectral hand
without draining charges. The staff has 50 charges.
The following uses require the expenditure of
charges.
destruction
(2
charges);
requires
successful melee hit
6-10
11-15
16-20
gust
of
wind,
obscuring
mist,
stormrunners ward (no charge)
call
lightning
storm,
control
water,
stormwalk (2 charges)
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displacement (1 charge)
control
currents,
control
weather,
programmed image (2 charges)
The staff has 50 charges.
Strong varied; CL 13th; Prerequisites: Craft
Staff, control currents, control weather, favorable
wind, fog cloud, hallucinatory terrain, major image,
programmed image, stormrunners ward, turbidity;
Price: 100,669gp; Cost to Create 50,335gp +
4,026 XP; Reference: Greyhawk Adventures
hardback.
STAFF OF WELKWOOD
Fashioned from an oaken branch, this staff was
created by druids serving the woodsmen who
inhabit this majestic forest. As they created the
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WONDROUS ITEMS
ABBOR ALZ BROOCH OF WARNING
The barbarians of the hills value alertness in battle
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BLACKCLOAK
This item is in part prepared by each aspiring
student of the Black Academy. Initially, the
aspirant must ritually craft a cloak with his or her
own hands from the skin of a living creature of
appropriate size, using the appropriate secret
rituals. When all is in readiness, the student
necromancer petitions for admittance into the
school. If all goes well for the necromancer, the
headmistress of the school confers the blessing of
Acererak permanently into the garment, giving it a
shadowy, light-absorbing appearance.
The finished cloak is partially animated, and in
combat it stiffens and moves providing the wearer
with a +3 natural armor bonus. The way the cloak
moves and shifts about can be unsettling for foes,
but the wearer of the cloak is unaffected and can
move and cast spells normally. In addition, the
cloak grants its user a +1 resistance bonus to all
saving throws and a +5 competence bonus to all
Hide skill checks.
Moderate varied; CL 11th; Prerequisites: Craft
Wondrous Item, animate objects, invisibility,
resistance, creators caster level must be at least
three times the cloaks bonus, creator must be
evil; Price: 24,000gp; Cost to Create 12,000gp +
960 XP; Reference: Return to the Tomb of Horrors.
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COLLAR OF CHANGE
The collar that the Falcon uses to perform her
shapechanging is a rare, and possibly unique
magical item. It was created as a ring by an
unknown archmage and was stolen by Falcon
before was completed. Whether the archmage
created another such ring (the Falcon had the ring
enlarged to fit her neck) is unknown.
The collar allows the Falcon to shapechange as
the spell three times per day. The complete
transformation requires one round and the Falcon
may
not
perform
any
action
while
the
transformation is in progress, and hence is prone
to attacks of opportunity. If the Falcon is rendered
unconscious or is killed while in an alternate form,
she immediately reverts to her natural spirit naga
form.
Strong transmutation; CL 17th; Prerequisites:
Craft Wondrous Item (as collar), Forge Ring (as
ring), shapechange; Price: 166,410gp; Cost to
Create 83,205gp + 6,656XP; Reference: Falcon
Series
COLLAR OF TUSMIT
This adamantine neck-shield was created by a
wizard who bore an unnatural fear of decapitation.
He wore it until his death, though the collar gave
no protection against the magical spells that killed
him.
The collar grants its wearer a +2 natural armor
bonus and provides immunity from decapitation,
especially from vorpal weapons. The collar protects
the wearer as a stoneskin spell once per day.
Afterward, full hit-point damage is received from
the attack, but the wearer still has his head
attached.
Moderate varied; CL 7th; Prerequisites: Craft
Wondrous Item, barkskin, stoneskin, creators
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Type of
Horn
bronze
electrum
platinum
mithral
Rogues
Summoned
1d4+1, 3rd-level
1d4+1, 4th-level
1d4+1, 5th-level
1d3, 6th-level
Diplomacy
DC
20
25
30
35
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1 ghost
3d4 shadows
1d6 allips
1d4 spectres
1d4 wraiths
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INCENSE OF DREAMING
This dark-colored incense is created by worshipers
of Tharizdun for use in black thuribles (see above)
and torches of revealing (see below). Incense
made for the black thurible is ball-shaped, while
incense designed for the torch of revealing is coneshaped. The incense has no effect when not
burned in one of the items noted here.
Faint evocation; CL 3rd; Prerequisites: Craft
Wondrous Item, darkness; Price: 150gp; Cost to
Create: 75gp + 6 XP; Reference: Return to the
Temple of Elemental Evil.
IRON CROWN OF THE BANDIT KINGDOMS
Fashioned in the land of warriors, this metal
headgear functions as the mind blank spell when
the wearer is threatened by mind-affecting or
emotion spells. A fighter gains a +1 competence
bonus to all actions while wearing the device.
Strong varied; CL 15th; Prerequisites: Craft
Wondrous Item, mind blank, creator must be 12th
level; Price: 70,000gp; Cost to Create 35,000gp +
2,800 XP; Reference: Greyhawk Adventures
hardback.
IRON PIN OF THE ICY SEA
Set in a circular container of transparent crystal,
this pin was originally used by the barbarian
hunters/raiders that sail the Icy Sea in the foggy
summer. One command will make the pin point
always eastward. A second command can make it
point to the desired destination. Furthermore, if
outside magical or supernatural forces affecting
navigation are active, the crystal will glow. Like a
lodestone, however, the item is subject to strong
magnetic forces, and offers no protection against
natural navigational hazards, such as the gigantic
icebergs that loom in the northern fog.
Faint divination; CL 3rd; Prerequisites: Craft
Wondrous Item, know direction, 5 ranks of
Knowledge (geography); Price: 6,000gp; Cost to
Create 3,000gp + 240XP; Reference: Greyhawk
Adventures hardback.
HORN OF THE VAST SWAMP
This conch shell was created by a renegade wizard
who was banished by the Count of Sunndi for
criminal behavior. The wizard sought to gain power
over the inhabitants of his new home, though he
paid a heavy price for it.
The horn summons 1d6+5 giant toads. Any
summoner can command these toads for a number
of rounds equal to twice his level. A non-evil
summoner must make a Concentration skill check
(DC 21) or lose control of the toads and be
attacked by them. Each use of the horn causes the
summoner to make a successful Will save (DC 14)
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1
2
3
4
5
6
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SHADOW LANTHORN
This mundane-appearing lantern radiates a
desecration aura. Once per day, if it is fueled by oil
rendered from fat of human corpses, its beam will
generate 5-8 shadows who will serve the possessor
of the device for as long as it burns. When the oil
is consumed the shadows will disappear. Typical
burning time is one hour.
Note: Characters of good alignment will suffer
one negative level if they attempt to use the
device.
Strong necromancy; CL 11th; Prerequisites:
Craft Wondrous Item, create undead, desecrate,
light; Price: 35,760gp; Cost to Create 17,880gp +
1,430 XP; Reference: Unearthed Arcana hardback.
SKULL OF OLAREK
The skull of Olarek is a grisly trophy of the orc
victory over the former human king of the Pomarj,
Olarek the Mad. Once per day, the power of the
skull can be invoked to give the effects of an
extended widened bless spell. Alternatively, the
skull can be used to cast an extended widened
bane spell the next foes the tribe meets in battle.
The leader of the tribe can cause the skull to howl
once per week, having the effect of a symbol of
insanity on all non-orcs within range, but activating
this power permanently reduces the leader's
Wisdom by 1 point.
Strong enchantment; CL 15th; Prerequisites:
Craft Wondrous Item, extended widened bane,
extended widened bless, symbol of insanity; Price:
108,000gp; Cost to Create 54,000gp + 4,320 XP;
Reference: Slavers.
SMOKE OF LITTLE DEATH
The Earth Dragon cult developed this oil for use in
some of its rituals, although it was soon found to
be quite effective in combat as well. The recipe is a
secret jealously guarded by the priesthood. Only
those held in favor by Stalman Klim have access to
the smoke of little death.
This oil comes in small vials that shatter when
thrown, producing a cloud of noxious gas within a
10-foot radius. Those within the smoke must make
a successful Will save (DC 13) or fall into a deep
sleep for 10 minutes. During this magical slumber,
those who succumb to the oil's effect suffer
strange and vivid dreams. Clerics of the Earth
Dragon say they commune with their god during
this sleep, while others report nightmare visions.
Dungeon Masters may exploit these dreams in
their adventures, since they can be used to drop
clues or impart important information with ease.
Strong varied; CL 10th; Prerequisites: Craft
Wondrous Item, deep slumber, dream or
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TORCH OF REVEALING
This black iron torch has a cupped head that is
fitted so that the cone-shaped incense of dreaming
(see above) can be easily set into it. When incense
of dreaming is placed within the torch and lit, it
creates a 10ft. radius of violet light and chill air.
These torches have a very specific purpose: the
revelation of specific, magically hidden objects
within temples and shrines devoted to Tharizdun.
Moderate varied; CL 10th; Prerequisites: Cannot
be made (the secrets of making this item are now
lost); Price: N/A; Reference: Return to the Temple
of Elemental Evil.
TURBANS OF TUSMIT
These colorful garments have been used for many
purposes in Tusmit. Some of these turbans have
led their owners to great wealth and fame, while
others have caused their owners horrible suffering.
Each turban can summon one of the genie-kind
each week. The genie's reaction and the course of
the action are decided in play. There are three
turbans, each of a different color: grey turban of
djinni summoning, brown turban of janni
summoning, red turban of efreeti summoning.
The summoned genie must obey the first order
of the turban wearer. From then on, the wearer
must make a successful Diplomacy check DC 25,
+1 per additional order. If the wearer fails this
check the genie ignores the order and instead
attacks the summoner. There is no way to tell how
many times each turban has been used. If the
genie associated with the turban is killed, the
turban is useless.
Strong conjuration; CL 15th; Prerequisites: Craft
Wondrous Item, summon monster VIII, creator
must be lawful; Price: 120,000gp; Cost to Create
60,000gp + 4800 XP; Reference: Greyhawk
Adventures hardback.
TUSMIT'S BATTLE CRESCENT
Set in a golden necklace studded with gems, this
medallion is a prized possession among the rulers
of the northwest Flanaess. Any warlord will gladly
pay the full price for it, though a treacherous lord
might send his thieves and assassins to retrieve
the payment.
The medallion allows the user to cast true strike
as a swift action, once per day. In addition, the
wearer gains a +1 insight bonus to AC and
protection from arrows.
Moderate Adjuration; CL 10th; Prerequisites:
Craft Wondrous Item, creator must be 10th-level;
protection from arrows, true strike; Price:
20,000gp; Cost to Create 10,000gp + 800 XP;
Reference: Greyhawk Adventures hardback.
WHISTLE OF AXEWOOD
This silver instrument was created by elven druids
for use by young human and elven maidens.
Anyone who successfully uses the whistle gains the
respect of the humanoids of Axewood, while any
rumor of its misuse will draw the wrath of many
angry elves, gnomes, and halflings.
Once per month the whistle can summon a
celestial charger unicorn. At which time the
unicorns make a Sense Motive skill check vs. the
summoners Diplomacy check to ascertain if the
summoner and her companions are pure of heart.
If they are evil, or if they are treated poorly, the
unicorns immediately leave. If they stay, a goodaligned human or elven maiden of pure heart can
attempt to tame one of them for use as a steed. To
do so requires a full month of training and practice.
At the end of the month, the summoner must
make a successful Diplomacy check DC 27;
however, for every two days spent training add a
+1 competence bonus to the characters roll.
Strong conjuration; CL 11th; Prerequisites: Craft
Wondrous Item, charm person or animal, summon
natures ally VIII, creator must be elven; Price:
48,000gp; Cost to Create 24,000gp + 1,920 XP;
Reference: Greyhawk Adventures hardback.
WINGS OF THE RAKERS
This white sea-gull feather cloak was created by an
adventurer who found a welcome home among the
Griff Mountains and the Rakers. He especially
enjoyed his time among the aarakocra "bird
people," so he created this item to enhance his
encounters with them. When he neared his natural
death and returned to his home in the Theocracy
of the Pale, he passed the cloak on to a trusted
friend, and it has passed from owner to owner
since.
The cloak acts as wings of flying, except that the
user may also speak and understand the language
of the aarakocra, and to mimic their diving attack
maneuver. A good-aligned wearer receives a +2
bonus to all Charisma-related skills, while an evilaligned wearer receives a -2 penalty.
Strong varied; CL 12th; Prerequisites: Craft
Wondrous Item, charm monster, fly, tongues,
creator must be good; Price: 84,000gp; Reference:
Greyhawk Adventures hardback.
WOLF CLOAK OF WEGWIUR
This winter-wolf hide cloak includes a wolf-head
cap, pelt, claws, and tail. The cloak was created by
a druid-shaman of the Wolf Nomads, and since
then has served as a tool for those who seek the
swift, sleek power of wolves.
The cloak grants the wearer a +2 to Charisma
skill checks when dealing with Wolves of the
Page 35 of 65
CURSED ITEMS
BLACK CROWN OF AERDY
This evil headgear was worn by one of the original
Overkings of the House of Naelex in the ancient
Great Kingdom. Whether the crown was created to
become a receptacle for the Overking's cruel spirit
is not known. The powers of the crown exist only
to recreate the greatness and wickedness of that
empire.
Once donned, the crown will not be voluntarily
given up by its wearer. The wearer gains a +2
insight bonus to INT and WIS, a spellcaster gains a
+1 bonus to their caster level.
When the crown is put on, and each month
thereafter, character must make a successful Will
save (DC 25) or become lawful evil, and then must
save again (DC 25) or be overcome with
megalomania. Once both of these are in effect, the
character must make a successful Will save each
month or lose a point of Constitution permanently.
Any character totally drained by the crown
becomes a spectre guarding it.
The crown can be removed only by use of a
remove curse, dispel magic, wish or equivalent.
While this removes the benefits of the item, only
then can the alignment change be reversed by a
remove curse and an atonement spell, while the
character's personality can be restored only with a
heal spell.
Strong varied; CL 17th; Prerequisites: Craft
Wondrous Item, insanity, moment of prescience,
miracle/wish; Price: 50,000gp; Weight: 1 lb;
Reference: Greyhawk Adventures hardback.
COIN OF ALMOR
This platinum coin was created not to harm its
owner, but to benefit those in need. However, if
any character who intends to keep it and not share
it with others, they must make a successful Will
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Tomb of Horrors.
SILVER TONGUE
This +3 longsword bears a hilt shaped like a silver
dragon. Anyone may attempt to use this weapon
and will suffer no penalties for such action.
Further, this sword will attempt to mass charm
(Will save DC 18) its wielder and any around him
in order to take command of an army and conquer.
Strong enchantment; CL 15th; Prerequisites:
Craft Magic Arms and Armor, bestow curse, mass
charm; +3 bonus; Price: 16,000gp; Reference:
The Star Cairns.
NECKLACE OF ALMOR
Appearing as a rusted, worthless piece of jewelry,
this necklace was created by a spiteful spellcaster
who wore it all of his life. Ironically, his peaceful
death did not activate its vengeful powers. Other
wearers have since used it. The necklace affects
only intelligent creatures who cause the wearers
death, at which point nine days after its death the
victim rises as a revenant (See City of the Spider
Queen 127). The revenant also gains regeneration
5, and is immune to holy items and turning. Those
who slay the revenant must make a successful Will
save DC 21 or contract the curse themselves. The
item is cursed and cannot be removed once it is
put on except with the aid of a remove curse spell.
Moderate necromancy; CL 11th; Prerequisites:
Create Wondrous Item, bestow curse, create
undead, desecrate; Price: -; Reference: Greyhawk
Adventures hardback.
RENDING HOOKS OF DARGESHAAD
These semi-sentient hooks are of baneful
manufacture. Created during the Warlock Strife,
these items contain the essence of three evil
sisters whose names were Athalin, Kaerys, and
Cinerine. The trio served the demigod Dargeshaad
and his malevolent goals. The sisters names are
inscribed, one to a hook, to this day. Through the
treachery of the demigod, the three sisters were
transformed into these implements of cruel torture
and death. In their current form, the hooks
obsessively remember the warmth of life and seek
to drain it from those who still possess it.
The hooks function as +4 keen daggers that
physically joins to the flesh of the victim. Only a
remove curse or greater magic can remove the
hook. Every round the hook remains the victim
must make a successful Fortitude save DC 15 or
suffer 1d4 points of Constitution damage per
round.
Strong varied; CL 15th; Craft Magic Arms and
Armor, Graft Flesh, cloudkill, keen edge, trap the
soul; Price 128,302gp each; Cost to Create
64,000gp + 5,120 XP; Reference: Return to the
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LEGACY ITEMS
Although the rules of legacy items are new the
items below have been part of the D&D game for
years. Therefore, presented below are items that
reference the following sources:
Page 39 of 65
the creature fails its save and dies from this effect,
it is sucked into Blackrazor. Any creature slain in
this manner cant be raised from the dead by any
magic
less
powerful
than
miracle,
true
resurrection, or wish.
If you mistakenly use this ability on an undead
creature, it counts as one daily use of the ability,
but instead of the normal effects, you gain a
negative level (the Fortitude save to remove this
negative level 24 hours later is 12 + Blackrazors
Charisma modifier) and the undead creature gains
5 temporary hit points. If a negative level
bestowed by Blackrazor would cause your total
negative levels to equal or exceed your Hit Dice,
you die and your soul is sucked into the blade as if
you had been slain by its death knell effect.
You may use this ability once per day at 10th
level, or three times per day at 13th level. When
you attain 17th level, this effect automatically
occurs whenever an opponent is reduced to 0 or
fewer hit points by the weapon. It requires no
activation, and you cant prevent it from occurring,
even when using the weapon against undead
creatures. The benefits gained from multiple uses
of this ability dont stack each later use simply
replaces any previous effect.
Haste (Sp): Beginning at 16th level, you may
function as though affected by a haste spell (caster
level 10th) for up to 10 rounds each day.
Activating or ending this effect is a free action, and
the duration of the haste effect need not be
consecutive rounds.
TABLE A1: BLACKRAZOR (PERSONAL COSTS)
Attack
Hit
Fort. Save
Penalt
Point
Penalty
y
Loss
5th
6th
-1
7th
-1
2
8th
2
9th
-2
-
Wielder
Level
Ego
Abilities
3
3
4
8
9
Sentience, least
Mental ward +1
+2 greatsword
Sentience, minor
Detect life
Souldrinking
1/day
Sentience, major
+3 greatsword
Souldrinking
3/day
Mental ward +3
haste 10
rounds/day
Souldrinking
(automatic)
+3 vicious
greatsword
Mental ward +5
+5 vicious
greatsword
10th
11th
12th
-2
12
13
13th
15
14th
15th
-3
2
-
15
15
16th
15
17th
19
18th
-3
21
19th
21
20th
-4
23
Page 40 of 65
FROSTRAZOR
Frostrazor is greatsword forged of a single piece of
unknown translucent white crystal. The white steel
hilt is carved in an icicle motif. Its sheath is formed
of the skin of a white dragon and decorated with
the claws and teeth of the beast.
Non-legacy Game Statistics: +1 greatsword;
Cost 2,350gp.
Omen: When drawn, Frostrazor freezes over with
ice. When it scores a critical hit, it makes a sound
like ice cracking.
HISTORY
In ages past, a great wizard battled against forces
from the Elemental Plane of Fire. To best these
foes, he lured an ancient wyrm white dragon to a
cavern of ice in the far north, where he killed it by
causing a mammoth icicle to spear the creature all
the way through. Acting quickly, the wizard began
to incant a ritual even as the dragons blood was
oozing over the icy instrument of its destruction.
When finished, this wizard held a crystal sword.
This he gave to his general because its icy
properties would instantly destroy any fire-based
creature. The general immediately turned on the
wizard and stabbed him through the heart, for he
secretly served the efreet pasha that was the
enemy of the wizard. (Knowledge [history] DC
15)
This general faded into history, and so did
Frostrazor for more than 1,000 years. A few
hundred years ago, an adventurer of mediocre
talent called Merathal found it and discovered its
powers upon thrusting it through the heart of a
foe. (Knowledge [history] DC 20; Piercing the
Heart)
Merathal was consumed by lust for power after
this, and he slew many a friend as well as enemy
trying to unlock more hidden powers in the sword.
All his efforts failed, and he was driven from
civilization. He wandered for years, frustrated by
his inability to gain more powers. Finally, he
learned how the sword was created, then made the
journey to the cavern where the wizard had
fashioned it in the blood of the ancient white
wyrm. Finding nothing of use and falling into a
deep, dark despair, Merathal threw himself into the
freezing waters of the arctic sea under the great
wyrms resting place. However, he did not drown,
and when he climbed back out of the water, he
found himself holding a shard of ice instead of a
sword. (Knowledge [history] DC 25; Bathing in
the Waters of Origin)
Merathal passed into history as well, and the
sword passed from hand to hand. About one
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7th
-1
8th
9th
10th
-2
-
11th
12th
-2
13th
14th
15th
-3
2
-
16th
-2
17th
18th
-3
19th
20th
-4
Abilities
Implanted
shard
Enfeebling
shard 1/day
+2
greatsword
Winter
warding
1/day
Enfeebling
shard
3/day
True form
revealed
+3
greatsword
Wounding
shard
Life-stealing
shard
Chill of the
north
3/day
Death shard
WAVE
Wave is a trident whose head is forged of steel
with a distinctive blue-green sheen. The wooden
haft is intricately carved with fish, twining
seaweed, and similar aquatic motifs.
Non-legacy Game Statistics: +1 trident; Cost
2,315gp.
Omen: Anyone who clutches Wave constantly
hears a sound like that of distant waves washing
against some unseen shore. With a round of
concentration, the wielder can sense the distance
and direction to the nearest body of water of at
least pond size.
HISTORY
According to legend, the trident Wave was forged
by giants who were imprisoned on the desolate
island called Thunderforge by agents of an ocean
deity commonly called the Sea Queen. The first
hero to wield it was the half-giant Dravenda, said
to be the daughter of the Sea Queen herself, who
used it in rebellion against her mothers servants
and paid for her insolence with her life
(Knowledge [history] DC 15).
Dravenda used Wave in her epic battle with an
enormous crab that was supposedly another of the
Sea Queens offspring (and thus Dravendas own
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Page 43 of 65
5th
6th
7th
8th
-1
-
-1
-
Hit
Point
Loss
2
2
9th
10th
-2
-
11th
12th
13th
-2
-
14th
15th
16th
17th
-3
-
2
2
-
18th
19th
20th
-3
-
-4
Wielder
Level
Attack
Penalty
Will Save
Penalty
Abilities
Warning
Water
breathing
Awakened
intelligence
+2 trident
Underwater
vision
Aquatic allies
+3 trident
Fish
command
+4 trident
Dehydrate
+5 trident
WHELM
Whelm is a plain, unadorned warhammer with a
haft made from the golden wood of the gingko
tree. When the weapon is wielded, its steel head
glows with a soft, silver-black light.
Non-legacy Game Statistics: +1 warhammer;
Cost 2,312gp.
Omen: Whelm glows more brightly when you
endeavor to assess items of valuethe more
valuable the item, the brighter the glow. This
effect grants you a +2 bonus on Appraise checks.
HISTORY
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Attack
Penalty
Ref.
Save
Penalty
Hit
Point
Loss
Ego
5th
6th
-1
7th
8th
-1
-
2
2
9th
-2
10th
Abilities
Sense
giants
+1 giant
bane
warhammer
Locate
object
Sense
goblinoids
Intelligent
legacy
11th
14
12th
13th
-2
-
14
15
14th
15th
16th
-3
-
2
2
15
15
16
+1 giant &
goblinoid
bane
warhammer
+2 giant &
goblinoid
bane
warhammer
+3 giant &
goblinoid
bane
warhammer
MINOR ARTIFACTS
ACERERAKS HAPHAZARD WHEEL
The haphazard wheel has six equally spaced slots
about its periphery, each of which is plainly labeled
with a number (1-6); the rest of the face of the
disc shows convex bumps. If any PC standing
within 10ft. of the magical roulette wheel calls out
any number between one and six, the wheel is
activated. The disc lights up and begins to spin. A
small sphere appears and goes bouncing across
the surface of the spinning wheel. The spinning
slowly draws to a halt, and the sphere comes to a
rest in one of the six available slots upon the
machine (determine randomly by rolling 1d6). If
the slot the PC chose matches that of the random
spin, the PC's gains a +5 inherent bonus to their
prime requisite ability score. (if the character has
more than one prime requisite, randomly
determine which one is raised). If the sphere falls
into a slot other than the one the character
selected, the character suffers the malign effect
keyed to the slot the ball lands within:
1) Character permanently loses 10 hit points.
2) Character's prime requisite is reduced by 2
points.
3) Character suffers 2d6 Constitution drain.
4) Character's level is reduced by one-quarter
(round the loss down).
5) Character's eyes, ears, and hands are
simply erased.
6) Character is forsaken; the character's soul
is transferred to Acererak's phylactery of
souls.
Anyone who stops the spinning roulette wheel
prematurely loses their spin and must make a
successful Will save or suffer the effects of a trap
the soul spell. The wheel can only function once of
any individual who spins, and those who loses a
spin can never spin again. Luck items or abilities
can influence the final resting point of the sphere,
while ill luck can ruin a result. In such cases, when
Page 45 of 65
Druid
Black Sword
Skull
Gauntlet
Hand
of
Youth
Ice Sword
Ogre
Sea
AC
KC
QC
JC
AS
Magma
Hammer
Vampire
Giant Crab
Withered Hand
KS
QS
JS
Trident
Crow
Djinni
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Page 47 of 65
Diamonds
Spades
Clubs
Beholder
Lich
Clay
Golem
9th-level
wizard
Night hag
Efreeti
9th-level
cleric
Medusa
Janni
Stone
giant
Frost giant
Fire giant
Ettin
Ogre
mage
Troll
9th-level
rogue
Harpy
Satyr
Hill giant
Ogre
8
2
Joker
Bugbear
Gnoll
Ghoul
Wight
Hobgoblin
Orc
Goblin
Kobold
Exact copy of the person who drew from the deck.
Page 48 of 65
Hardness 8
hp 55 Ego 24
Abilities Str -, Dex -, Con -, Int 17, Wis 10, Cha
17
SA chaos hammer (DC 21); on successful critical
SQ The sword only functions for a Chaotic Good
wielder any other user attempting to use the blade
suffers the effects of a chaos hammer spell, while
a chaotic-aligned character suffers the effects of a
slow spell.
Personality: This hefty steel bastard sword has a
hilt of silver and gold wire, most cunningly
wrought. its guard and pommel are set with
perfect emeralds (corundum)-7 gems, total value
65,000gp. Its scabbard is likewise trimmed with
precious metal and decorated with many gems of
green and golden hue, worth another 35,000gp.
The sword was originally fashioned for a demigod
of elsewhen, and eventually passed into the
Flanaess. It served well for a short time, all too
soon falling into the hands of evil. It lay within
their grasp for over a decade, resting within the
Temple of Elemental Evil. It was guarded by the
worst of elemental grues until freed by a party of
adventurers around 560 CY, its current location is
unknown.
Strong varied; CL 20th; Weight 6lbs.; Reference:
The Temple of Elemental Evil.
FRAGARACH REPLICAS
When Fragarach first came to Oerth it received
immediate attention and quick renown; so much
so, in fact, that six other swords like it were
forged. These are lesser weapons, of course, and
their alignments vary. Each is a +2 keen melee
weapon, and on a successful critical hit the
damage from these weapons is tripled. These
lesser swords are identical by the different gems
set in guard and pommel. They are reported to be
amethyst, aquamarine, garnet, peridot, topaz, and
tourmaline stones, with a combined value of
24,000gp per weapon, 16,000gp per scabbard. The
swords names are as follows: Rebutter, Scather,
Replier, Retorter, Squelcher, and Back-Talker.
Strong varied; CL 12th-20th; Weight varies;
Reference: The Temple of Elemental Evil.
IRON FLASK OF TUERNY THE MERCILESS
This small, plain cold iron flask is sealed with a
stopper covered in engraved runes and embossed
sigils of power. The flasks creator, Tuerny the
Merciless was a powerful spellcaster who killed the
royal family of an ancient land to gain control of
the kingdom. He enslaved the considerable army
of the land with magic and forced them to war with
neighboring lands. Tuerny then began to summon
demons, but he lacked the ability to control them.
Page 49 of 65
Demon type
glabrezu
nalfeshnee
marilith
balors
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MAJOR ARTIFACTS
BRINGER OF DOOM
This
metallic
6in.-square-box-shaped
device
covered in various sigils and engraved with arcane
markings predates the destruction of the Suel
Imperium. In fact, this very same artifact was used
in the Invoked Devastation against the Baklunish
Empire. The bringer of doom created by Xodast
Xuel-Crix around -618 CY was crafted with the aid
of another ancient artifact known as the codex of
infinite planes. Utilizing the arcane knowledge
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+2/ +1d6
+4/ +1d10
+6/ +2d6
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RECORDER OF YE'CIND
This 18-inch piece of hollowed-out lake reed has
10 holes drilled into it. Unlike a flute, it is held
vertically and played by blowing into the open end.
Over a century ago, an elf named Ye'Cind
traveled throughout the country, compiling and
creating ballads and songs to tell the rich history of
his beloved land. During this time, he became
renowned in all of the lands often bringing music
and justice to the surrounding kingdoms.
The recorder protects its owner by emitting an
audible and mental alarm at anytime any item of
the owners is stolen within 30ft. of it.
In addition, the recorder has the following abilities:
(At/ will) lullaby, enthrall
(3/day) - detect thoughts, suggestion
(2/ day) modify memory, song of discord
(1/day) - programmed image
Finally, anyone who hears the music from the
recorder for more than one consecutive day must
make a successful Will save DC 15 or become tone
deaf to all but the recorders music as a
blindness/deafness spell.
Strong varied; CL 20th; Weight -; Reference:
Book of Artifacts, Dungeon Masters Guide (1st
Edition).
SCORPION CROWN
This heavy cold black iron crown resembles a large
scorpion with the legs encircling the head, and the
stinger curling up over the head. The crown is
currently in the ruins of Shattados's Palace in the
Bright Desert.
While, the scorpion crown has no practical uses
and will curse any who place it upon their head to
make a successful Fortitude save (DC 27) or
become a master scorpion, while any who owe the
wearer allegiance turn into manscorpions (DC 27).
The crown's effect only extends to the Bright
Desert and is useless if taken elsewhere.
Overwhelming transmutation (evil); CL 21st+;
Weight: 2lbs.; Reference: Rary the Traitor.
SHOES OF FLARLANGHN
These low, thick-soled shoes are so durable and
tough that they never wear out.
Better still, the individual shod in this footgear
will never grow fatigued from walking, being able
to easily maintain a pace of 20-30 miles per day.
If the wearer is of neutral or neutral good
alignment, the following additional benefits are
gained: The wearer will receive the benefits of a
ring of jumping as well as the Lightning Reflexes
Feat,
In addition, the wearer receives a +2 luck bonus
to all saves that affect movement. The wearer of
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COLLABORATIVE
ARTIFACTS
Collaborative magic items or artifacts are items
that were cast from the same mold or imbued with
magical properties through the long-term efforts of
their owners. These items bear powers and abilities
similar to magic item sets (See Magic Item
Compendium 191).
hp 70
Ego 17
LORE
They are five Blades of Corusk are very ancient
blades forged from barbarian magic and wielded by
great heroes of the past. The five weapons are lost
and scattered, or at least they have been for quite
some time. Not even a diviner could find them, for
the magic used in their creation bars any form of
scrying or detection spell.
The legends say that if the five blades are
brought together again, greatness shall come upon
the barbarian people. The legends say that a great
force is unleashed which will beat down the
enemies of the barbarians. The power of the
weapons themselves will be greatly magnified and
expanded when the Five Become One and a
Page 60 of 65
Benefit
widened symbol of sleep (1/week)
greater teleport (1/day)
freedom (1/day)
gate (ritual of summoning)
Page 61 of 65
DOOMGRINDER WEAPONS
These horrible weapons were created by the same
unknown people who constructed Doomgrinder.
They are highly magical, designed to inflict a
maximum number of casualties with maximum
suffering. Hundreds of the weapons were mounted
on the juggernaut's exterior, but when it was
defeated, the victors stripped it of its weapons,
disassembled them, and scattered their parts
(which were as resistant to damage as
Doomgrinder itself). The derro repairing the
juggernaut tried to locate the weapon parts, but
they had only limited success and were able to
assemble only a few Doomgrinder weapons.
The Doomgrinder weapons share certain
common traits:
Page 62 of 65
COLLECTION BENEFITS
When combined on a juggernaut or other war
machine like the Doomgrinder or the Machine of
Lum the Mad, these weapons gain the following
abilities:
THE DOOMHEART
These pieces of the war machine known as the
Doomgrinder were arcane components crafted by a
cabal of Suel wizards in the Cairn Hills. Following
the destruction of the Doomgrinder, these artifacts
have gone missing.
COLLECTION BENEFITS
If the following pieces of the doomheart are
combined the following properties can be attained.
(5/day) sculpted disintegrate spell (40ft.
square or four 10ft. cubes); Activation: sliding the
hand of the doomheart downward into the diagonal
grooves on the egg, the runes on the soul of the
doomheart brighten, showing themselves to be
markings of danger, destruction, warning and
death.
(5/day) sculpted widened disintegrate spell
(cone 80ft. long); Activation: placing the Spear of
the Doomheart into the hole in the front of the
egg, thus completing the weapon and reducing the
alarming glow of the runes.
Page 63 of 65
(5/day)
sculpted
widened
empowered
disintegrate spell (cone 80ft. long); Activation:
placing the doomheart at the head of a colossal
vehicle such as the Doomgrinder.
Activating any of the above abilities requires a
successful Fortitude save (DC 25) for both the
weapon and its user or both suffer feedback and
overload the doomheart. Each usage raises the DC
by 1. Once the doomheart has been assembled
only a limited wish or greater magic can separate
them.
HAND OF THE DOOMHEART
This U-shaped piece of metal has four
indentations, almost as if it were meant to be
gripped and held with the points outward like
some strange dagger. Its ends taper off into
sharp points.
If wielded in combat, it is considered to be
a +1 spell-storing adamantine dagger. If held in
this fashion and placed against an item that
requires a command word, the hand may
activate the item if the user makes a successful
Use Magic Device check (DC 25); the item will
function even if a command word is required.
SPEAR OF THE DOOMHEART
This steel rod is 1ft. in length, one inch thick,
with a hemisphere of diamond sticking out of the
end.
The spear grants the user the ability to
enhance their spells with any metamagic feats
they know (3/day).
If the user does not have metamagic feats
they may use any of the following (3/day):
Empower spell, Sculpt Spell, or Widen Spell.
For each use in this manner, the user must
make a successful Spellcraft check (DC 25 +
spell level) or the item will overload, ruining the
spell and causing the wielder 5d6 electrical
damage.
SOUL OF THE DOOMHEART
This shiny grey-metal 18in. tall egg is covered
with faint runes too faint to figure out. On two
sides are parallel diagonal grooves tapering
slightly at one end. The side on the downward
point of the diagonal grooves has a 2in. deep
hole bored into it.
The egg acts as a rod of absorption, in
regards to any evocation spell cast near its user.
Further, the egg glows red hot for 1 minute per
die of damage afterwards. In such a state, the
egg deals 2 points of heat damage per round to
its bearer.
Caster Level: 20th (artifact); Weight: 5lbs.;
Reference: The Star Cairns.
Page 64 of 65
COLLECTION BENEFITS
If the two are held by a cleric of Nerull, however,
their combined power is vastly enhanced. When
combined the artifacts grant the user the ability to
add any of their Spell Focus feats to spells cast
from either artifact. In addition, the user retains
the ability to add their INT, WIS or CHA bonus to
this as well. In addition, the functions above can
be used seven times more frequently, and the
following powers are gained.
Page 65 of 65