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Potions
Feldragar's Draught
(Contributed by Arivia)
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Feldragar Mazren was the mage member of the Company of Misty Blades, an
adventuring company operating out of Nesme. Feldragar quickly became
infuriated with the other members' requests to 'strengthen their sword-arms'
or to 'make thieving fingers more nimble'. He developed these draughts so
that he would no longer have to listen to the incessant requests.
Feldragar's draught comes in a green bottle. The liquid inside is
slightly slimy, but can be drunk quite easily. If a draught is drunk, the
imbiber gains +4 Constitution for 10 minutes. If the draught is applied to a
user's shoulders and upper arms, then the user gains +4 Strength for 10
minutes. If the draught is worked into the skin of a user's hands, the user
gains +4 Dexterity for 10 minutes. Each bottle contains exactly enough of
the draught for one application. Variants of the draught are rumored to
exist that increase Intelligence, Wisdom, and Charisma.
Moderate transmutation; CL 10th; Brew Potion, bull's strength, cat's
grace, bear's endurance; Price 1,500 gp; Cost 750 gp+60 xp.
Rings
Ring of Blades
(Contributed by Icewolf)
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Description: This ring is made of pure
platinum. It is just a plain band, but hums with power when held.
Powers: When the proper command word is spoken,
any weapon being held by the wearer of this ring gains a special ability
(Such as Flaming Burst, Throwing, Brilliant Energy, etc.) Each power has a
different command word, which is telepathically communicated to the wearer
upon putting on the ring. weapons can hold only one enhancement from the
ring, though weapons already enchanted in such a manner can hold a second
one from the ring.
Note: If the weapon enchanted by the ring
breaks in combat, there is an explosion that does 20d6 to those in the melee
combat (No saving throw) Those within a 20 foot radius take 5d6 points of
damage (Reflex save for 1/2 damage)
Note: The ring will NOT add bonuses, just
special powers.
This ring is all that is left of a once great
king's horde of magical weapons. A powerful, bold young mage snuck into the
armory, and crafted a magic that was meant to combine all the weapons into a
single blade that would smite even a god. It did just that.
Ring of the High Mystran Archmage
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This silver-threaded golden ring looks almost
exactly like the fabled and original Ring of the High Mystran Archmage,
but it is a sinister copy crafted by the clerics of Shar, to undermine high
arcanists and wizards. It is actually gold plated, but is really nothing
more than a ring of standard bronze (1 gp).
Caster Level: 16th
Prerequisites: Craft Wondrous Item,
wish
Market Price: 65,000 gp
Special:
This ring has been cursed by the clerics of
Shar so that its wearer can only cast arcane spells at -4 caster levels
(this is with respect to the spell's range, duration, and other effects). It
also effect caster level checks to over come spell resistance. The wearer is
allowed a Will saving throw (DC30) every two rounds to successfully remove
the ring. If the wearer fails three saves in a row over an 8 hour period,
then only a successful dispel magic, or other similar spells/effects
cast by a Mystran cleric can remove the ring.
A successful Appraise check by the wearer,
before placing the ring on his/her finger, can reveal the true nature of the
ring, alerting the character to the fact that this is not the actual Ring
of the High Mystran Archmage. The character will notice subtle
variations between the fabled Ring he has read about, and the ring now in
front of him.
Ring of Divine Holiness
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Cost: 8,000 gp
Prerequisites: Forge Ring, Divine
Favor
Weight: N/A
Cost to Create: 2000 gp + 600 XP
Special:
There are only five of these rings in existence
across the entire Realms forged by Mystran clerics several years ago. They
are only for usage by clerics. All of these rings are plain and
non-descript. The only distinguishing mark on these rings, is a small symbol
of Mystra on the inside of the ring.
The wielder, when wearing one of these rings,
receives a level boost for all his domain spells that he can cast (all
spells the cleric casts work as though cast by a cleric one level higher).
Ring of Iron Statue
(Contributed by Icewolf)
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Description: This ring appears to be an iron
band with no markings.
Powers: This accursed ring upon every
examination, appears to be a Ring of Ironskin, a highly defensive spell.
However, upon putting on the ring, the ring itself stretches out to cover
the wearer in an unmoving layer of iron. The only place that is still
exposed, is the spot where the ring was placed. A remove curse spell will
allow for the only known method of removing the condition: Cutting off the
finger where the ring was placed.
Background: The original owner of this ring,
Taren Stormwarden, had asked his lover, a female mage of considerable power
to craft it for him. During the crafting of the ring, she found that he had
been unfaithful. Her venomous anger flowed into the magic she was bestowing
upon the ring, twisting it to a more malicious curse than even she had
imagined. She presented it to him, and put it on immediately. He quickly
realized that he had erred when he heard her whisper, just before the iron
completely covered him, "You will not hurt me like this again!!"
The Last Wish
(Contributed by Cardinal Deimos)
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Joy and death follow this ring like crows on
carrion. A very dreadful curse upon the wisher. While the ring is harmless
and nonlethal, it has the ability to allow four wishes per day. This
description alone make many hungry for the power they might have. Created to
be an eternal ring of wishes, a rather angry tanar'ri was not at all happy
to be contained within. When the finishing touches were made the tanar'ri
decided to add another bonus to the ring. As it bears no ill to the user,
the ring can be tossed aside at will if one wants to and is in all aspects
unaligned. It is upon uttering the first wish that causes the curse to
manifest and gives the ring it's dreadful name. Usually everything is as it
should be, and the user will make his wish. The drawback is, however, the
Tanar'ri made a the use of the first wish of each person become a beacon for
the raw entity of Death. Usually and hour or so goes by until Death finds
the user of the wish. Upon that time a freak accident usually occurs and the
user is astonishingly one of the handful the accident claims. The ring
however, is always oddly absent from the corpse's finger when the the body
is moved... The ring and tanar'ri are still angry and hungry...
Onyx
Dragon Ring (Contributed
by MuadDib)
[Top]
Equipped Abilities: Permanent blur,
Immunity to Level Drain
Special Abilities: Summon Shadow Dragon
once every three days, duration: 24 hours or until dragon is destroyed.
Player and dragon are linked by telepathic link and as such, Dragon can
still be controlled if summoner is immobile, silenced, otherwise engaged
although not if feebleminded. Dragon is ultimately loyal to wielder of ring
and as such is immune to charm effects.
Shadow dragon abilities: 190 HP -5 AC 4
THAC0 3 Attacks Dragon has no magic, but all natural resistances apply;3
Attacks - each attack deals 3D6 base piercing damage, + a 15% chance per hit
of doing 2D6 crushing damage.
Shadow Dragon can be hasted, but only for half
duration of spell.
With an almighty
flash....well not almighty....more like a pitiful plop MuadDib, pops into
existence in the small shop startling some creatures, one of whom is his
small pseudo-dragon which immediately latches onto his face and starts
frantically frothing at the mouth in anger and wetting MuadDib's robe in its
fear. After a slight scuffle, a couple of bites (not all of which were the
dragon's) a coughed mini-fireball and a sedative, MuadDib manages to exact
some control over his familiar.
"Teleport without error my
left...."
Looking more than a little embarrassed and with a few patches of hair
missing, MuadDib approaches the learned Sage behind the counter, hoping he
wont be disintegrated on site for his familiar's antics.
"I hear
tell of thy magnificent shop and was wondering..."MuadDib
notices the Sage's skeptical looks at his now partially bald head and the
tattoo under it. MuadDib stammers
"ummm....I assure ye M'Lord, tis
not the markings of a Red Wizard, simply an unfortunate incident involving
the timing of my permanency spell and a particularly disgruntled octopus"
MuadDib presently launches into a very in-depth discussion regarding the
dangers of trying to meld a live octopus with a wand, speaking as if to
himself, before the Sage's impatient look cuts him short.
"Well....I
digress, I have come to ye, to find out perhaps if ye would like to sell
this magical item in thy shop. I assure ye it is quite powerful"
MuadDib removes a small plain looking Onyx ring which is adorned with only
one Opal, although looking into the ring reveals only deepest shadow.
"The story
of this ring's origins are detailed in a collection of scrolls known as
"Realms of Infamy". This ring allegedly belonged to one of the ruling
council of the Zhentarim..."
MuadDib proceeds to launch into a mumbled fit of swearing often calling
Manshoon's parentage into question before he composes himself and continues
"which
had the power to call forth a Dragon. Directly superseding the dissolving of
the council, its chambers and the Dragon at the hands of a number of
beholders (one of whom was secretly Elminster)",
MuadDib whispers to the Sage,
"this ring and its spiritual
dragon were transported to a place now believed to be the Shadow realm. It
is believed by more learned scholars than myself that the remnants of the
Netherese tampered with it, and that despite their most concentrated efforts
to pervert its power to evil, Elmi...well 'someone's' mark on it was too
powerful and they abandoned the ring and the untamable dragon back to the
normal plane, inadvertently saving the dragon from final destruction. I
happened upon this ring in my, what I loosely call 'youth' and only recently
have I discovered it's true potential. At considerable cost too I might add!
So do we have a deal
M'Lord? Agree and I will share with you its power!"
The Ring of the Rat
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Caster Level: 5th
Prerequisites: Forge Ring, reduce
Market Price: 850 gp
Special:
Crafted from graying ivory with two small green
jewels that resemble the eyes of a rat, this rat-shaped ring allows a
creature, that places it on their left main index finger to automatically
transform into a brown rat (size 'Diminutive'). The wearer can revert to
their normal shape at will or the effects will be reversed after 1 hour of
use. The powers of this ring can only be used once per day per character
level of the wearer.
Ring Of The Stone Golem
(Contributed by
Yasraena)
[Top]
Ring of pure
black marble. Can cast 'Stoneskin' 3x's daily at the following levels and
costs:
8th lvl - 2 chg
10th lvl - 8 chg
16th lvl - 16 chg
20th lvl - 20 chg
Effects are not cumulative.
Can be recharged by a mage of no less than 15th lvl.
Maximum charges of 40.
Ring of Weapons
(Contributed by
Targon Moonrise)
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This item look
like a normal gold ring but along the outside surface of the ring, there are
many small 4-point stars. The stars are made of silver. The ring allows you
one Weapon Proficiency as if you had taken the feat but it only works when
the ring is being worn. You must wear the ring for 24 hours before you get
the effect.
Prerequisites:
Forge Ring, Weapon Proficiency (Same as Ring) Market Price: 1,500g
Ring of Whistling
(Contributed by Krandor)
[Top]
Cursed
Cost - priceless
This item made of the purest of gold and is
decorated with priceless gems. A prize to any thief, or so they think.
Anyone who puts on the ring, excluding the owner or anyone who the owner
gives permission to wear it, cannot remove it. From the moment the wearer
places it on, the ring makes the wearer whistle uncontrollably, awake or
asleep, day or night. This can only be removed by 1) A remove curse spell 2)
Severing of the finger or 3) The owner gives the wearer permission to remove
it.
Ring of Wall Force (Contributed by Christopher Villinger) [Top]
Cost: 5000 gp
This ring projects a wall of force in a hallway or chamber of not more than 20’ wide. It is invisible and will last for 8 hours. The ring bearer cannot dispel the wall for 8 hours (that monsters run into) and so it should be used on the way out of a dungeon.
30 charges.
Ring of Ice Storm (Contributed by Christopher Villinger) [Top]
Cost: 7000 gp
The cone of ice does 3d10 pts. dmg. to 1-8 monsters.
30 charges.
Ring of Wall Force (Contributed by Christopher Villinger) [Top]
Cost: 5000 gp
This ring projects a wall of force in a hallway or chamber of not more than 20’ wide. It is invisible and will last for 8 hours. The ring bearer cannot dispel the wall for 8 hours (that monsters run into) and so it should be used on the way out of a dungeon.
30 charges.
Ring of Horizontal Teleportation (Contributed by Christopher Villinger) [Top]
Cost: 17000 gp
This ring teleports the Wizard and his party to the edge of sight at the horizon. A dome seems to appear and movement can be felt in the first round but in the next round the party will be approximately 10 mi. away from its previous position. Mountains are an obstacle that cannot be traversed because this ring does not move through matter.
15 charges.
Ring of Mass Shielding (Contributed by Christopher Villinger) [Top]
Cost: 12000 gp
This ring erects a dome of force that protects the entire party from magical and non-magical missiles. Also, all forms of physical attacks are blocked. Spells and normal missiles however may be shot out of the dome. Characters and good NPC’s may enter the dome but creatures and larger monsters are blocked out for some reason (Fairness of Battle?) and will beat their weapons upon the shield with no effect. The shield lasts as long as the wizard concentrates (1 round/level) and he must make a concentration check every turn.
25 charges.
Ring of Life Beating (Contributed by Christopher Villinger) [Top]
Cost: 7000 gp
This ring sends out some type of bolt that by-passes armor and hits bare flesh and bone. The bolt does 4d5 pts damage. The accuracy of the bolt is improved with the loss of the targets A.C. and a +5 THAC0. (because it is sight oriented)
30 charges.
Ring of Demon Entrapment (Contributed by Christopher Villinger) [Top]
Cost: 18000 gp
This ring sucks a large or winged demon into this rather small gem set in the ring. It may be released during battle and may run or teleport after the battle is concluded Will Save –1pt./h.d of demon. If the demon is kept for more than 6 days then the wizards power will grow and do an extra 10% damage while in melee. If the demon is not released within 25 days then the gem shatters and the demon attacks the wizard until one of them is dead. There is a note that accompanies the ring describing these facts.
20 charges.
Ring of Burrowing (Contributed by Christopher Villinger) [Top]
Cost: 5000 gp
This ring enables the wizard to burrow through ground at 5ft/round and 1ft./round through stone. One charge will take you 150 yards through the earth. With this ring, the wizard may escape a hopeless battle or burrow under a castle wall into its cellars or into the courtyard
25 charges.
Ring of Raging Fire (Contributed by Christopher Villinger) [Top]
Cost: 9000 gp
This ring will blow a huge gust of fire at a 50’sq. area madly igniting everything in a lake of fire. The spell does 8d6 damage.
20 charges.
Ring of Party Protection +1 (Contributed by Christopher Villinger) [Top]
Cost: 15000 gp
Like the ring of mass shielding this ring protects every party member present, with one difference; melee is conducted as normal and every member can move about. The ring starts at +1 and grows +1 for every four levels the wizard advances to a maximum of +3 and starts to advance the year the wizard acquires the ring.
Ring of Mind Suggestion (Contributed by Christopher Villinger) [Top]
Cost 14000 g.p.
This ring charms the mind of a character possessing an intelligence of 12 or less. He will answer any question truthfully, follow orders, give money or assist in battle. Physically the character can be teleported, levitated, or memorialized in the bearers mind and called forth when needed.