This is a Figurine of Wondrous Power which will, on utterance of the command word, transform into a large white tiger. The exact command word is, of course, up to the DM at the time, but it is believed that the "right" person will know the word as the cat's name.
AC : | 2 | HD : | 5+5 | |
HP : | 43 | THAC0 : | 15 | |
#Atk : | 3 | Dmg : | 1d8+1/1d8+1/2d8 | |
Spec Att : | (see below) | Spec Def : | +1 weapon or better to hit, surprised only on a 1 | |
Alignment : | Neutral |
Figurine will remain on Prime Material Plane for a total of 12 hours per day or until on 0 HP. Any wounds suffered whilst in the material plane require time to heal in the following manner: from 0 to 10 HP - 1 hr per HP from 11 to 20 HP - 2 hr per HP from 21 to 30 HP - 3 hr per HP from 31 to 43 HP - 3 hr per HP.
If the figurine reaches 0 HP, it will revert to a statue. If this occurs the figurine cannot be re-used for one week plus HP healing time. Can be only summoned if HP are above 50% of maximum.
Will revert to statue form on command, when usage totals 12 hours for the day, or on 0 HP.
Here are some halfling magic items, created to cause a great amount of inconvenience to the average adventurer but without hurting them too much.
Bearings of Stumbling
Bearings of stumbling are small, almost perfectly spherical pieces
of metal which are magically enchanted so that when they are placed
on the ground they will cause a major hazard to all those who
cross over them, everyone who does so must roll a saving throw
against their dexterity of fall. Note that only one bearing is
needed to cause a person to stumble. The bearings also come with
magical bonuses, +1, +2 etc. The bonus is added to the saving
throw die roll, thus having a negative effect for the person who
passes over them. Each bearing can be used only once, then becomes
brittle and useless. If a bearing of stumbling is used as a missile
weapon the person using it will always fumble.
Boots of Climbing and Falling
These boots appear to be normal magical boots which endow the
wearer with the ability to climb walls with a 100% chance of success.
However once the climber gets 10 feet from the top of whatever
they are climbing, the chance suddenly decreases to 10%. If the
wearer remains more than 10 feet away from the top of the object
which they are climing, they will be fine. The boots are not cursed
and can be removed at any time. They can be found in all sizes
except halfling.
Magnetic Armour
Magnetic armour can be of any form e.g. helm, breastplate, greaves,
bracers, etc but must be of the metal variety. Magnetic armour
will attract small metallic items such as (iron) coins, nails,
horseshoes, but will not attract items such as daggers, swords
or other armour. The items which have been attracted to the armour
can be easily removed. The armour has no effect on combat whatsoever.
The main disadvantage of wearing such armour is the noise which
is made by the items which have been attracted hitting the armour
(and possibly alerting any nearby enemies to the character's prescence).
Once again the armour is not cursed and can be removed at any
time.
If more than one piece of Magnetic Armour is worn at the same
time, the armour will have a repulsing effect, but once again
only small objects are affected.
An item originally invented long ago by dwarven priests as magical protection for their delvings, there are now three known variants. The original form usually appeared as a rounded stone engraved with a single rune (the rune type varies). When touched by a spell caster of any type (priest or wizard), it instantly drains all spells from their minds/souls. The spell caster would not realise the loss of his/her spells until he/she tried to cast the spell, or attempted to remember the casting of the spell. These spells can be relearned/prayed for again by the victim of course.
When the stone has absorbed spells, it begins to glow as a light spell, lasting one turn for every spell level absorbed.
Another dwarven version invented later took the shape of any item, (eg a stone club, a stone handrail) so that it could be disguised and left for potential enemies to touch.
The third variation was that invented by wizards of Netheril, where the disguised stone would not glow after absorbing spells, but would hold them. A command word would reverse the magic, and the stolen spells would be deposited into the mind of the speaker, provided he/she was touching the stone.
The wizards used to leave the stones in many places, checking them periodically. In this way they hoped to steal rare and unusual spells from any caster accidentally touching the stone.
This item is of the same size and appearance of a black human hand, ready to be shaken, and made of highly polished ebony. If the owner shakes the hand, speaking aloud the command word, the hand is activated, and will function once per day, lasting up to six hours. The hand is then commanded by voice, the language usually being the native language of the creator (unless made for someone else), and will obey to the best of its ability.
Helping Hands are not intelligent, and it must be instructed to carry out immediate orders, not orders which incorporate time delays. The hand can levitate itself and up to 250 lb, and can move slowly in any direction at only 10' per round. Some of the useful things a Helping Hand might be used for are; lifting owner out of a pit, float to a high shelf and grab an item, open a door, and generally do many things a hand can do. It can also use a punching attack with a THAC0 of 17, and doing 1-3 points of damage. The hand itself is Armour Class 5 and takes only 10 hit points to destroy. Damage is not repairable.
The hand cannot operate more than 60 feet from its commander. The original version of these hands had charges, expending one charge when activated, and having 1d100 charges when found. It would crumble to dust when all charges had been expended and was not rechargeable. The latest version, created only a few years ago by a well-known mage in Waterdeep, is a permanent magic item, and even though only a few have been made, already some have been lost in Undermountain.
Two mirrors of the finest quality are required for the creation of this magical means of visual and voice communication. The mirrors can be of any size, from small and portable to extremely large, and the linked pair need not be of the same size. After successful enchantment the mirrors can be used to communicate with each other (only) over any distance, but not on separate planes or a different crystal sphere. Unlike a crystal ball the user does not have to be a wizard.
A command word is used to activate a mirror, which will set some kind of alarm off at the other mirror (the sound is decided during the enchantment) which can be almost any sound, from a hiss to a loud gong. The mirror user at the receiving end must then use the command word to activate his/her mirror, only then will the mirrors function. The mirror cannot be used for scrying, nor can spells be cast through it. Attempts at linking more than one mirror have thus far failed.
A powerful magic item, the making of which is a secret of the church of Talos (or any other evil god the DM desires). It appears as a huge 15 foot diameter jade gong (value 50,000 gold pieces) which can be sounded in two ways, using different strikers.
When the appropriate command word is spoken, this rope ladder will unfurl and will move in the direction indicated by the speaker (eg up to a hole in the roof, or stretch across a chasm, for example). While moving the rope ladder is under the control of the speaker of the command word. If concentration is broken the ladder falls useless, until the command word is again spoken. When ready, another command word will make the ladder rigid, and anchor both ends firmly. Only with something the strength of a cloud giant (strength 23) can dislodge it once it is anchored. A final command word will make the ladder kick loose violently, throwing off anything on it unless a saving throw vs breath weapon is made. The rope ladder will then coil at the command word speaker's feet (bringing with it any creature that had been hanging on to the ladder by making its saving throw). This magic item was first invented by Merron (the Magnificent) of Londar, but has since been copied by others.
Usually (but not exclusively) a small to medium sized mirror, it can answer five questions per day that require a yes/no answer by showing a picture. For example one day it may show a flower for yes, and a demon for no. The next day may be a smiling baby for yes, and a crying baby for no. Half the fun can be figuring out which picture is negative and which is positive. The mirror will not show anything but a reflection if its power cannot differentiate between truths, or cannot answer. The origins of this magical item are uncertain but it has been suggested they are an Ancient Race artifact. They are very rare but have appeared all over the world.
This mirror can be of any size, but because of its limited use, they are usually found as large items affixed to a wall in a castle or lair. These mirrors display a picture of whatever is desired, once per day. For example, the command "Show me a map of the Rat Hills" may result in the map being shown. The picture stays on the mirror until the command word "Enough!" is spoken.
The mirror can only show pictures of items or things that exist, so if no such map of the Rat Hills was ever made, then the mirror will remain blank. In some instances this can be confusing, if you said "Show me a Bugblatter Beast", for example, the mirror would show you a picture of said monster if someone had sketched one, and named it such, even if such a creature did not actually exist. Likewise the maps shown will be from the closest source, and accuracy relies on the cartographer, not the mirror.
This item acts as a rope of climbing. However, if a thief, or someone with the intent of theft, comes within ten feet, the rope will leap towards the victim and ensnare him/her and any companions (up to eight medium sized creatures) as a Rope of Entanglement. The rope is Armour Class -2 and requires 22 hit points by an edged weapon in one strike to sever. It must be a strike, due to protecting magic sawing with a blade does not work. Any creature entangled by the rope cannot cast spells unless the spell requires only a verbal component. The rope can hold anything with a strength of 21 or less, and there is no way for an entangled creature to free itself. Aid must come from someone not entangled.