Miscellaneous Magic
(III.E.,    1 through 7 and special)

<img>



 
 
 
 
III.E.1
III.E.2
III.E.3
III.E.4
III.E.5
-
III.E.6
-
III.E.7
-
Explanations and 
Descriptions of Magic Items
-
Magic Items
-
DMG

As the name implies, this category is a catch-all for many sorts of magical
items. Some are powerful, others weak; some are highly desirable, others
are deadly to the finder. The number of such items i s great in order to
make i t improbable that there will be duplicates in a campaign - or at
least not more than 2 or 3.

Use care in revealing information regarding any item found by players.
Describe an item only in the most general of terms, viz. wood, metal, cloth,
leather, etc. Allow player questions to simulate visual and tactile examination.
A cloak appears as a cloth object - only examination will reveal its
form and probable nature. Likewise, do not simply blurt out the properties
and powers of an item. It must be held, or worn, or whatever; and experiment
and experience are the best determinators of magical qualities if
some other means is not available (a bard, sage, commune spell, etc.).

Items are listed alphabetically. Artifacts and relics are listed (1 %) on table
E.1.) directing the reader to E. Special for enumeration. These items are
detailed after all other miscellaneous mogic. If you do not desire such an
item to occur, substitute a bog of beons, or the next item on the table.

Unless noted by class letter in parenthesis after a listing, items are usable
by any class not otherwise prohibited. Class letters are (C) clerics, (F)
fighters, etc. and each listing includes appropriate sub-classes.

Special Note: All magical books, libroms, manuals, tomes, etc. appear to
be "normal" works of arcane lore. Each is completely indistinguishable
from the other by visual examination of the outer parts or by detection for
magic aura. Bard characters will have normal chances of finding out the
nature of such writings, as will an identify spell from a magic-user. Otherwise,
only a wish will be useful in typing a magical writing, i.e. alter
reality, commune, contact higher plones, limited wish, true seeing, true
sight, and other spells or powers are useless. A wish will reveal general
,contents of a book, telling what characteristics or class is most affected
(not necessarily benefited) by the work. It requires a second wish to
determine exact contents. After being perused by a character, mast of
these magical works will vanish forever, but those which are nanbeneficial
to the reader will typically be attached to the character, and he
or she will be unable to be rid of it. If the work benefits another alignment
of character, the possessor is geased to conceal and guard the writing. As
Dungeon Master you should use your judgment and imagination as to
exactly how these items will be treated, using the rules herein as
para meters.

Note regarding magic footwear: These items will magically
resize to fit any PC class from the OSRIC core rulebok,
unless otherwise noted in the item description. The
rule of thumb for size limitations is: halfling size at the small
end and the very largest of humans at the other. As always,
however, this may not apply in your campaign at your GM's
discretion. In all cases, both boots must be worn before any
magical effect takes place. - OSRIC.331

As other magical boots, these soft footgear will
expand or contract to fit giant to halfling-sized feet. - DMG