Muluk: Exotic (Magical) Merchandise Listing

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GreyWolfVT
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Muluk: Exotic (Magical) Merchandise Listing

#1 Post by GreyWolfVT »

Potions & Oils
Elixir of Health - 2,000 gp
Oil of Acid Resistance - 5,000 gp
Oil of Impact - 5,000 gp
Philter of Love - 300 gp
Potion of Climbing - 500 gp
Potion of Fire Resistance - 400 gp
Potion of Healing - 400 gp
Potion of Vitality - 2,500 gp
Sweet Water - 250 gp

Scrolls
Scrolls contain only 1 spell each
Any 1st Level Spell (Mage or Cleric Class) - 300 gp
Any 2nd Level Spell (Mage or Cleric Class) - 600 gp
Scroll of Protection (Acid) - 2,500 gp
Scroll of Protection (Cold) - 2,000 gp
Scroll of Protection (Fire) - 2,000 gp

Rings
Ring of Feather Falling - 5,000 gp
Ring of Fire Resistance - 5,000 gp
Ring of Jumping - 5,000 gp
Ring of Swimming - 5,000 gp
Ring of Protection +1 - 5,000 gp

Staves
Staff-Mace - 12,500 gp

Wands
Wand of Limited Illumination - 5,000 gp

Misc. Items
Amulet of Magic Resistance (10%) - 5,000 gp
Bracers of Defense (AC:8) - 3,000 gp
Collapsing Spell book - 1,500 gp
Glowing Globe (Driftlight) - 200 gp
Herbmasters Pouch - 500 gp
Incense of Meditation (Cleric) - 7,500 gp
Jar of Preserving - 500 gp
Talisman of the Sphere (Mage) - 10,000 gp

Armor
All Types +1 (For Lower AC) - 2,000 gp (To have current armor enchanted)
Banded mail - 2,000 gp
Brigandine - 1,000 gp
Chain mail - 1,500 gp
Field plate - 15,000 gp
Full plate - 30,000 gp
Leather - 250 gp
Plate mail - 3,000 gp
Ring mail - 500 gp
Scale mail - 1,000 gp
Shield - 500 gp
Splint mail - 2,000 gp
Studded leather - 500 gp

Armor of Blending - 5,000 gp

Weapons
All Types +1 (To Hit & Dmg) - 2,000 gp (to have current weapon enchanted)
Dagger - 302 gp
Longsword - 315 gp
Mace, Footman's - 305 gp
Mace, Horseman's - 312 gp
Quarterstaff - 600 gp
Scimitar - 315 gp
Sword, bastard - 335 gp
Sword, short - 310 gp
Club - 300 gp
Crossbow, hand - 400 gp
Flail, Horseman's - 315 gp
Flail, Footman's - 308 gp
Guisarme - 309 gp
Halberd - 310 gp
Handaxe - 306 gp
Morningstar - 308 gp
Pick, Horseman's - 308 gp
Pick, Footman's - 304 gp
Scythe - 318 gp
Sickle - 306 gp
Warhammer - 312 gp
Whip - 301 gp
Sling - 300 gp
Longbow - 375 gp
Shortbow - 330 gp
Crossbow, heavy - 350 gp
Crossbow, light - 335 gp
Dart - 300 gp
Bullets, sling (50) - 350 gp
Bolts, crossbow (50) - 350 gp
Arrows, Flight (50) - 350 gp
Buckle Knife +1 - 1,000 gp
Dagger of Throwing +1 - 1,500 gp
Hand Axe of Hurling +1 - 15,000 gp

The Weird Stuff
Baromir’s Antidote - 300 gp
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Joined: Wed Oct 30, 2013 10:02 pm
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Re: Muluk Magic Marketplace: Merchandise Listing

#2 Post by GreyWolfVT »

Item Descriptions:

Potions & Oils

Elixir of Health
This potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills (DM's Choice).

Oil of Acid Resistance
When this oil is applied to skin, cloth, or any other material, it confers virtual invulnerability against acid. The oil wears off, but slowly. One application lasts for a whole day (1440 rounds). Each time the protected material is exposed to acid, the duration of the oil is reduced by as many rounds as hit points of damage the acid would have caused to exposed flesh. Thus, if a black dragon breathes for 64 points of acid damage, a person protected by this oil would lose 1 hour and 4 minutes of protection (64 rounds—32 if a saving throw vs. breath weapon was successful). Each flask contains sufficient oil to protect one man-sized creature (and equipment) for 24 hours; or to protect any combination of creatures and duration between these extremes.

Oil of Impact
This oil has beneficial effects on blunt weapons and missiles, both magical and nonmagical. When applied to a blunt weapon such as a club, hammer, or mace, it bestows a +3 bonus to attack rolls and a +6 bonus to damage. The effect lasts 1d4 + 8 rounds per application. One application will treat one weapon. When applied to a blunt missile, such as a hurled hammer, hurled club, sling stone, or bullet, it bestows a +3 bonus to attack rolls and a +3 bonus to damage. The effect last until the missile is used once. One application will treat 4-5 sling stones or two larger weapons. A flask of oil of impact holds 1d3+2 applications.

Philter of Love
This potion causes the individual drinking it to become charmed (see charm spells) with the first creature seen after consuming the draught. The imbiber may actually become enamored if the creature is of similar race and of the opposite sex. Charm effects wear off in 1d4+4 turns, but the enamoring effects last until a dispel magic spell is cast upon the individual.

Potion of Climbing
Imbibing this potion enables the individual to climb as a thief, up or down vertical surfaces. A climbing potion is effective for one turn plus 5d4 rounds. The base chance of slipping and falling is 1%. Make a percentile check at the halfway point of the climb—01 means the character falls. For every 100 pounds carried by the character, add 1% to the chance of slipping. If the climber wears armor, add the following to the falling chance: studded leather 1%, ring mail 2%, scale mail 4%, chain mail 7%, banded or splinted armor 8%, plate mail 10%, field plate 10%, full plate 12%, magical armor, any type 1%.

Potion of Fire Resistance
This potion bestows upon the person drinking it magical invulnerability to all forms of normal fire (such as bonfires, burning oil, or even huge pyres of flaming wood). It also gives resistance to fires generated by molten lava, a wall of fire, a fireball, fiery dragon breath, and similar intense flame/heat. All damage from such fires is reduced by -2 from each die of damage, and if a saving throw is applicable, it is rolled with a +4 bonus. If one-half of the potion is consumed, it confers invulnerability to normal fires and half the benefits noted above (-1, +2). The potion lasts one turn, or five rounds for half doses.

Potion of Healing
An entire potion must be consumed in a single round. If this is done, the potion restores 2d4 + 2 hit points of damage.

Potion of Vitality
This potion restores the user to full vitality despite exertion, lack of sleep, and going without food and drink for up to seven days. It will nullify up to seven days of deprivation, and will continue in effect for the remainder of its seven-day duration. The potion also makes the user proof against poison and disease while it is in effect, and the user will recover lost hit points at the rate of 1 every 4 hours.

Sweet Water
This liquid is not actually a potion to be drunk (though it tastes good). Sweet water is added to other liquids in order to change them to pure, drinkable water. It will neutralize poison and ruin magical potions (no saving throw). The contents of a single container will change up to 100,000 cubic feet of polluted, salt, or alkaline water to fresh water. It will turn up to 1,000 cubic feet of acid into pure water. The effects of the potion are permanent, but the liquid may be contaminated after an initial period of 5d4 rounds.

Scrolls

Protection from Acid
(Reading time—6 rounds) The reader is protected from all forms of acid, to a maximum damage of 20 Hit Dice or a maximum duration of 1d4+8 turns, whichever occurs first.

Protection from Cold
(Reading time—3 rounds) Protection extends outward from the reader to a 30-foot diameter sphere. All within the area are protected from the effects of non-magical cold to a temperature of absolute zero (-460 degrees). Against magical cold, the scroll confers a +6 bonus to saving throws and one-quarter damage (one-eighth if the saving throw is made). The duration of the scroll is 1d4+4 turns.

Protection from Fire
(Reading time—8 rounds) Protection extends to a 30-foot diameter sphere centered on the reader. All in this area are able to withstand flame and heat of the hottest type, even of magical and elemental nature. The protection lasts 1d4+4 turns.

Rings

Ring of Feather Falling
This ring protects its wearer by automatic activation of a feather fall if the individual falls 5 feet or more.

Ring of Fire Resistance
The wearer of this ring is totally immune to the effects of normal fires—torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, hell-hound breath, or a wall of fire spell will cause 10 hit points of damage per round if the wearer is directly within the conflagration. Exceptionally hot fires such as red-dragon breath, pyrohydra breath, fireballs, flame strike, fire storm, etc., are saved against with a +4 bonus to the die roll, and all damage dice are calculated at -2 per die, but each die is never less than 1 in any event. As a rule of thumb, consider very hot fires as those that have a maximum initial exposure of up to 24 hit points, those of exceptional heat (25 or more hit points).

Ring of Jumping
The wearer of this ring is able to leap 30 feet ahead or 10 feet backward or straight up, with an arc of about 2 feet for every 10 feet traveled (see the 1st level wizard spell, jump). The wearer must use the ring's power carefully, for it can perform only four times per day.

Ring of Protection
A ring of protection improves the wearer's Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:

1. The ring does not improve Armor Class if magical armor is worn, although it does add to saving throw die rolls.

2. Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring, the strongest, functions, so a pair of protection rings +2 provides only +2 protection.

Ring of Swimming
The ring of swimming bestows upon the wearer the ability to swim at a full 21 base speed. (This assumes, of course, that the wearer is clad in garments appropriate for such activity.) The ring further enables the wearer to dive up to 50 feet into water without injury, providing the depth of the water is at least 1½ feet per 10 feet of diving elevation. The wearer can stay underwater for up to four rounds without needing a breath of air. Surface swimming can continue for four hours before a one hour (floating) rest is needed. The ring confers the ability to stay afloat under all but typhoon-like conditions.

Staves

Staff-Mace
This clerical weapon appears to be a normal wooden staff of the type used when trekking in the wilderness. This item is typically made of bronzewood, reinforced by heavy bands and tips of iron. It gives off a very faint aura of alteration magic. Upon command, the staff-mace takes on one of three forms, as desired by the possessor.
• Quarterstaff: quarterstaff +3, iron-shod
• Great Mace: footman's mace +1, iron
• Mace: horseman's mace +2, iron

Wands

Wand of Limited Illumination
This wand has two separate functions, each of which approximate wizard spells. Wands contain 10 total charges. The wand can be recharged.
• Dancing lights: The wand produces this effect at a cost of one charge.
• Light: The illumination wand sends forth light at an expenditure of one charge.

Misc. Items

Amulet of Magic Resistance (10%)
This powerful amulet grants the wearer a degree of magic resistance 10%. Any time the amulet is worn and a spell is cast at the wearer, the wearer is allowed a percentile roll to avoid the full effects of the spell. Only 50% of all such amulets confer magic resistance against all spells. The remaining 50% extend magic resistance only to spells of 1st through 6th levels. Such amulets have no effect on spells more powerful than these. All such amulets, regardless of the degree of resistance conferred, are delicate magical structures. If the wearer rolls for magic resistance at any time and the roll is 95-00, this fragile item has been disrupted and the amulet shatters into useless scrap.

Bracers of Defense (AC:8)
These items appear to be wrist or arm guards. Their magic bestows an effective Armor Class equal to someone wearing armor and employing a shield. If armor is actually worn, the bracers have no additional effect, but they do work in conjunction with other magical
items of protection. These Braces give the wearer AC 8.

Collapsing Spell Book
This resembles an ordinary traveling spell book, except that it can be folded over and over until it is a square one inch on each side. The book can be unfolded when its owner wishes to consult it, then folded back into its small size for easy carrying. Essentially a travelling spell book pocket edition.

Glowing Globe (Driftlight)
A glowing globe is a luminous glass globe that always floats above and just behind the shoulder of the person who first touched it. Its brightness is controlled by silent use of the owner's will, varying from completely dark to blinding (a brief flash; creatures within 40' of the flashing globe save vs. spell to avoid being blinded for 1-6 rounds). Such a globe can be removed from an owner's control by remove curse or a limited wish, whereupon the next being to touch the globe inherits control of it. A glowing globe does not give off any heat. It has an AC of 4, and can be shattered (causing a blinding flash, as above) by doing it 14 points or more of impact damage; magical or normal fire, cold, and lightning will not harm it. It cannot be made invisible except by use of a wish. A glowing globe is affected by changes in its owner's state, and drops to the ground, lightless, if its owner is killed, petrified, goes ethereal or astral, or travels to another plane without taking the globe along. Control can be gained by any being touching such a lifeless globe. If a sling or harness is thrown over it, a glowing globe's levitation can allow it to carry up to 20 pounds. Any weight above 21/2 pounds causes a globe to slow to the pace of a slow walk movement of 6. Some mages reduce their size and move along with a globe, though this mode of travel is hardly common.

Herbmasters Pouch
This small bag of finely woven grass keeps herbs including herbal magical ingredients as fresh as if newly harvested. The -2 penalty for using preserved herbs to create magical herbal brews does not apply to ingredients kept in an herbmaster's pouch.

Incense of Meditation (Cleric)
The small rectangular blocks of sweet-smelling incense of meditation are indistinguishable from non-magical incense until one is lit. When burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by any priest of 5th or higher level. When a priest lights a block of the incense of meditation and spends eight hours praying and meditating nearby, the incense will enable him to gain maximum spell effects. Thus, cure wounds spells are always maximum, spell effects are of the broadest area possible, and saving throws against their effects suffer -1 penalties, and when dead are brought back to life, their chance of not surviving is reduced by one-half (rounded down). Each piece burns for eight hours, the effects remain for 24 hours.

Jar of Preserving
This piece of magical glassware is able to hold up to one cubic foot of material. The round jar is equipped with a glass lid that screws into place. Any animal or vegetable matter placed in a jar of preserving enters a form of suspended animation. A rosebud never wilts, for example, and a small animal never ages and does not require food, water, or air. Spell components placed in the jar never lose potency.

Talisman of the Sphere (Mage)
This is a small adamantite loop and handle which will be useless to non-wizards. Characters of any other class touching a talisman of this sort will suffer 5d6 points of damage. When held by a wizard concentrating on control of a sphere of annihilation, a talisman of the sphere doubles the Intelligence bonus percentage for control (i.e., 2% per point of Intelligence from 13-15, 6% per point of Intelligence from 16-18). If control is established by the wielder of a talisman, he need check for continual control only every other round thereafter. If control is not established, the sphere will move toward the wizard at maximum speed (16 feet/round). Note that a wand of negation will have no effect upon a sphere of annihilation, but if the wand is directed at the talisman it will negate its power of control as long as the wand is directed at it.

Armors

Armor of Blending
This appears to be a normal suit of magical +1 armor. However, upon command (a command word can be assigned if the
DM desires), the armor changes shape and form, assuming the appearance of a normal set of clothing. The armor retains all its properties (including weight) when disguised. Only a true seeing spell will reveal the true nature of the armor when disguised.

Weapons

Buckle Knife +1
This magical blade has a hilt that looks just like a large belt-buckle ornament or a complete small buckle. The hilt can be grasped easily and the weapon drawn from its belt-sheath. The knife blade is short but has a very sharp point, it inflicts damage as a knife.

Dagger of Throwing +1
This appears to be a normal weapon but will radiate strongly of magic when this is checked for. The balance of this sturdy blade is perfect, such that when it is thrown by anyone, the dagger will demonstrate superb characteristics as a ranged weapon. The magic of the dagger enables it to be hurled up to 180 feet. A successful hit when it is thrown will inflict twice normal dagger damage, plus the bonus provided by the blade, +1.

Hand Axe of Hurling +1
This appears to be a normal hand axe. With familiarity and practice, however, the possessor will eventually discover that the axe can be hurled up to 180 feet, and it will return to the thrower in the same round whether or not it scores a hit. Damage inflicted by the magical throwing attack is twice normal (2d6 vs. S or M, 2d4 vs. L), with the weapon's magical bonus added thereafter. (For example, an axe of hurling +3 will inflict 2d6+3 points of damage vs. S- or M-sized creatures and 2d4+3 points of damage vs. creatures of size L if it hits the target after being thrown.) The axe will cause only normal damage (plus its magical bonus) when used as a hand-held weapon. After each week of using the weapon, the possessor has a one-in-eight chance of discovering the full properties of the weapon. In any event, the magical properties of the weapon will be fully known to the possessor after eight full weeks of such familiarization.

The Weird Stuff

Baromir’s Antidote
This potion is known to cure all kinds of poisons and two variants are supposed to exist. The first one known simply as “Baromir’s Antidote” cures all types of poisons independent of their strength, except poisons of poison type Z. So poison of mystical or exotic creatures (non-animal and nonplant) are excluded. Half the potion will cure the drinker of all poisons in or on his body, even if he is the victim of more than one poison effect. So one phial has two applications and can be taken in two different situations. Baromir was known as a great healer, adventurer and good aligned priest of renown and high standing and the potions are part of his legacy.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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