Here are four new magic items for your consideration: 

The Ogre's Staff 

The Ogre's Staff is an iron-shod staff of magical properties that can be created by an Ogre Mage (q.v.). This great staff is carved from the bole of a single tree, and at it's head are four large, thick iron rings. Indeed, the Ogre Staff resembles a great, long mace. However, it's properties are far superior to any mere truncheon. 

The Staff's iron rings are the source of the power, and are imbued by the Ogre Mage with the capabilities outlined below: 

Each ring on the Staff acts as a sort of Ring Of Spell Storing. The spells placed in to the rings are discharged when the Ogre Mage strikes either a target or the ground with the Staff. The first ring contains a single Move Earth spell. The Ogre Mage usually strikes the ground with the Staff and invokes the command word to cause this spell to activate, potentially disrupting a cavern wall or opening a fissure beneath the feet of attackers. 

The second ring casts Continual Darkness as the spell of the same name, and enables the Ogre Mage to make good an escape - or to strike out against opponents in the blackness. 

The third ring on the Ogre's Staff causes a Stinking Cloud, again as the spell, to flow towards designated targets. 

The fourth and final ring gives the Ogre's Staff the ability to function as a Staff Of Striking when used in melee combat. 

For all other purposes, the staff functions as a Staff +2. 

Note that removing the rings and retaining their spell power is impossible. If the rings are removed, the entire Ogre's Staff is ruined. The powers and properties of the rings must be recharged by the wielder after each use by casting spells within the rings as though they were Rings of Spell Storing and at any rate cannot be used more than once per day. 

Gauntlets of Evergripping 

These tough leather gauntlets do not upon initial inspection appear to have any special properties; however, when worn by someone using the a melee weapon, their abilities almost immediately become apparent. The wearer can grip a melee weapon of any type and not fear disarmament by any creature - even those specifically described as having the ability to do so. The Gauntlets, upon receiving the command spoken by the wearer, lock firmly about the hilt, haft, or handle of a wielded weapon and do not release until the command is given again. Note that the gauntlets cannot be used in unarmed combat; that is, the wearer cannot say grapple an opponent and issue the command and lock on to the throat or arms of said opponent. However, the gauntlets can be ordered to grip a rope or chain in the a fashion similar to that of weapons, and enable the wearer to hang on somewhat effortlessly. "Somewhat", because while the wearer's hands may never tire, their elbows and shoulders will certainly suffer the fatigue of hanging on for an extended period of time! 

Ivan's Rations 

For adventurers who are delving within the deep places of the earth, food is often a serious consideration. One can only carry so much food, even in Spartan portions such as Iron Rations. Ivan's Rations, invented by the Cleric of the same name, function much as do Iron Rations except they do so with greater efficiency and have an added bonus. The Rations may be consumed at one third the rate of Iron Rations (thus making the amount of food last over twice as long). Additionally, the Rations have an ingredient that acts as a small draught of a Potion of Healing. Upon consumption, the Rations will restore two hit points (if needed) to whomever consumes the food. However, this effect is not cumulative; eating more than a single portion within 24 hours will not give the benefits again. 

Ivan's Rations are indistinguishable from the normal hearty fare that most adventurers eat save for two characteristics: the Healing properties give them a faint magical dweomer, and the thick cakes are stamped with a symbol in the shape of a hammer, in homage to Cuthbert (whom Ivan was a priest of). The Rations can be prepared in most any monastery or church devoted to St. Cuthbert, but their exact composition and creation is a church secret. 

Dragon's Teeth 

Not the defensive fortification, as the name might imply, these are an actual set of false teeth created by carefully filing down and sculpting the teeth of a dragon into a fixture which can be worn by humans or demi-humans. The dentures may be worn over or in place of real teeth, and grant the wearer the following special abilities: 

Once per day, the wearer can employ a breath weapon of the type used by the dragon from whom the teeth were extracted (as determined by the Dungeon Master). The damage done is 1d6 per level of the wearer, if the breath weapon is offensive (e.g., the fiery breath of a Red Dragon). Note that the wearer is immune to the effects generated by the teeth, but not those of an attacking dragon! 

At will, the wearer may choose to attempt to Bite an opponent in combat, inflicting 1d8 points of damage per level plus any strength bonuses. 

The teeth bear a price for their use, however. The longer the wearer uses them, the less likely they are to wish to quit using them. The wearer will start tending to eat meat more and more rare, and will experience moods and temperaments similar to that of the alignment of the Dragon from whom the teeth were made. Note that it is not a full alignment shift, but should the Dungeon Master rule that the character's behavior does warrant it, then a change in alignment may occur.

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