Eldirad
By Ed Oviedo and Eric Bucholz

Note: This unofficial AD&D (TM) supplement is not complete. It is a work in progress.

All trademarks used in this work are registered by their respective owners and protected
under laws in the US and some foreign countries.

Campaign Notes

Coming soon...


Character Generation

Character Races

Attribute limits and modifiers
Race Strength Dexterity Constitution Intelligence Wisdom Charisma Size
Archon-Lion 19 / +1 18 18 18 18 16 / -1 Large
Archon-Wolf 18 18 18 18 19 / +1 18 Medium
Arusian 18 18 18 18 18 18 Medium
Centaur 18 17 / -1 19 / +1 18 18 18 Large
Elf  18 19 / +1 17 / -1  12 18 10 Medium
Dwarf  18 18 19 / +1 18 18 16 / -1 Medium
Drow 18 19 / +1 18 18 18 16 / -1 Medium
 Kathodon 19 / +1 18 18 16 / -2 18 16 / -1 Large
Pantathian 18 17 / -1 18 19 / +1 18 15 / -3 Medium
Feral Pantathian 19 / +1 17 / -1 18 16 / -2 16 / -1 15 / -3 Large
Winged Folk 17 19 / +1 17 / -1 18 18 19 / +1 Medium

 

Level limits
Race Fighter Ranger Paladin Priest Wizard Rogue
Archon-Lion 18 18 18 10 X X
Archon-Wolf 10 X X Unlimited 12 X
Arusian Unlimited X X Unlimited Unlimited Unlimited
Centaur Unlimited 12 X 12 6 X
Elf  12 12 X 12 18 10
Dwarf  18 X X 12 5 8
Drow 15 15 X 10 18 12
 Kathodon Unlimited X X 12 X X
Pantathian 12 X X 15 Unlimited 12
Feral Pantathian 12 X X 12 X X
Winged Folk 12 12 12 12 Unlimited Unlimited

 

Other properties
Race XP penalty Multi-Classes 
allowed
Can use Bonded Items
Archon-Lion 0 P/F No
Archon-Wolf -5% P/F,M/F No
Arusian -10% Dual Special
Centaur 0 P/F,M/F Yes
Elf  0 P/F,M/F,P/B,F/R,M/R,F/M/R Yes
Dwarf  -10 P/F,M/F,F/R No
Drow 0 P/F,M/F,F/R,M/R Yes
 Kathodon 0 P/F No
Pantathian -20% P/F,P/R Yes
Feral Pantathian 0 P/F No
Winged Folk 0 P/B No

 

Notes:



Bonded Items

 Bonded items are a unique aspect of Eldirad. They are the manifestation
of the magical nature of several races. A bonded item is a living artifact. It
draws life-force from it's owner. Bonded Items because of this link are
telepathically activated. It takes 1 segment to activate a bonded item's power.
Bonded items are not intelligent or self aware. They are more like an extension
of their owners spirit. Because of this connection only the owner of a bonded
item may activate it. The only exceptions to this rule are Arusians. Bonded
items slowly die after their owners death. At the time of the owners death the
bonded item must make an immediate system shock roll equal to its owners.  A
bonded item lasts 1 segment per Power point it contains after its owners demise.
(Power points will be discussed shortly.) After this time period it dies.

 Bonded Items are ranked by the amount of power their owners have
invested into them. A Character who possesses a bonded item must pay experience
points to the bonded item to keep it functioning. This represents the life-force
investment. The minimum upkeep is 15%. The character may spend up to 25%. These
experience points go into the items XP pool. Points from this pool may be spent
on special powers. Special powers are bought by spending experience points.

 Some powers may be bought multiple times. Each successive purchase doubles the
cost of the power. Each purchase is called a stack. (For instance, a power is
purchased at 1000 xp. The next stack in this power costs 2000xp, and a third
stack in this power would cost 4000). Power points for any particular item are
determined by adding the number of stacks in an item together and multiplying
this total by two. This number plus a base of 8 power invested upon the item at
creation equals the power rating of an item. (E.g. 8+(2 x stacks). ) If a power
states that die level may be increased by stacking refer to the following chart:
 
Dice Levels
Die Level Dice  Die Level Dice
1D3  1D10
1D4  1D12
1D6  2D8
1D8  1D20

 A character may purchase powers from a different bonded item's power
list at double the cost. But one may never buy a power from a different species
power list. (E.g. an elf character with a bonded bow may buy powers and stacks
for those powers from the bonded seed power list at double the cost. But he may
not buy powers from the drow item lists or any other race's power list.)
 


 

 
Elven Bonded Items
Bonded Item
Cost
Base Power
Staff
500
+1 to hit /+2 to damage
Bow
500
+1 to hit /+1 to damage
Shield
400
5% magic resistance
Seed
500
Shield Maiden spell 2/day

 

Drow Bonded Items
Bonded Item
Cost
Base Power
Amber Sword
400
+1 to hit /+1 to damage
Javelin
450
Returning power
Fungal Skin
600
AC 6 protection
Amber Rod
500
+2 to saving throws

 

Pantathian Bonded Items
Bonded Item
Cost
Base Power
Fist-mace
500
+1 to hit /+2 to damage
Eye Talisman
400
Continual wizard eye
Skull Talisman
600
Stores 3 levels of spells
Heart Talisman
500
Animate dead 3/day

 

Centaur Bonded Items
Bonded Item
Cost
Base Power
Spear
500
+1 to hit /+1 to damage
Quiver
400
Never empty (flight arrows)
Headdress
500
AC 6 protection
Totem
500
+2 to saving throws

Immaril:
 Totem, Bear's Claw 500
 Totem, Eagle 400 Blinding Beam as the Priest spell.
 Totem, Lizard 400 Animal Growth as the Priest spell.
 Totem, Snake 600 Snakebolt Power.

Illithid:
 Tentacle Ring 600
 Amulet  600
 Jar        1000



Elven Bonded Items

Staff

Base Power: +1 to hit/+2 to damage
 

Cost Stk Power

200  N Change length: The staff can be extended or retracted magically.
  The range is 1 foot to 15 feet.

800  Y Enchantment: The staff gains +1 to hit/+1 to damage, cumulative.

1000  N Faerie Fire: Same effects as the spell. 2/day.

1000  Y Monster summoning: Same as spell. Each stack increases level
  of the summoning.

1500  N Entangle: Same effect as the spell. Cast at owners level. 3/day.

1800  Y Elf Cure: Same effects as a Cure serious wounds spell, except
  that it only affects elves. 1/day per stack.

2000  N Protection from plants: Same effect as the scroll. 3/Day.

2000  Y Protection from Fire: Same effects as the Priest spell.
  Cast at Owners level. 1/day per stack.

4000  Y Spell Storing: store 3 levels of Plant sphere spells per stack.

5000  Y Tree-Ent: This power transforms a creature that can be affected
  by normal weapons into a Tree-Ent. The target gets a saving
  throw at a -4 penalty. If the target saves it is stunned for 1d3
  rounds. If the target fails it's save it is transformed into a
  tree. It must pass a system shock roll to transform. If this
  system shock roll is failed the subject dies. This tree
  will animate itself 1d3 rounds later and be friendly to the
  caster of the spell. The tree has all the statistics of a
  treant. Within a week the change will become permanent. The only
  way to reverse this spell is Polymorph combined with exorcism
  spells to remove the possessing treant's spirit. However, after
  a week has passed the change is permanent. Usable 1/day per
  stack.

Bow

Base Power: +1 to hit/+1 to damage
 

Cost Stk Power

500 Y Detect Life: Same effect as spell. 2/day per stack.

850 Y Enchantment: The bow gains +1 to hit/+1 to damage, cumulative.

850 Y Fungicide Arrows: These arrows magically sprout from the aiming
  nock of the bow. They drip a venom deadly to all fungal life.
  They cause 3d6 damage per arrow hitting. Creates 3 arrows per
  day per stack. The arrows are active for only 3 rounds.

1000 N Strongbow: The bow adjusts itself to match the owner's
  exceptional strength. The owner gains his strength bonus to
  the bow's arrow damage.

1000 Y Plant Cocoon: This power activates when the bow's owner falls
  unconscious or below 1 hitpoint. A fibrous cocoon springs into
  existence around the owner. The cocoon seals all wounds,
  preventing any further damage. The cocoon is AC 2 with 32 hit
  points. Once the cocoons hit points are expended it's destroyed.

1200 Y Moss Arrows: These arrows infest any target they hit with a
  deadly heat draining moss. The arrows cause 3d6 of damage.
  Cold protection spells are effective against these arrows.
  Creates 3 arrows per day per stack. The arrows are active for
  only 3 rounds.

1800 Y Elf Cure: Same effects as a Cure serious wounds spell, except
  that it only affects elves. 1/day per stack.

2500 Y Seeking Arrows: These arrows home in on their target. They
  are +4 to hit and cause 2d6 of damage. Normal line of sight <
  is still required. The bow creates 3 arrows per day per stack.
  The arrows are active for only 3 rounds.

3000 N Thorn Armor: Causes an elf wearing wood armor to sprout 1 foot
  long spines which are soft and rubbery to elves but otherwise
  stiff and razor sharp to non-elves. They inflict 1d6 of damage
  when used in a grappling attack. The spines also exude a resin
  which is a sleep poison requiring a normal poison save. Usable
  3/day.

4000 Y Spell Storing: The owner may store 3 levels of spells in the
  bow. 3 more levels may be stored per stack.

Shield

500 N Change size:The shield will change from buckler size to tower
  shield at will.

750 Y Protection from normal missiles: Same effect as spell.
  2/day per stack.

800 Y Protection from Magic Missiles: This power renders the user
  impervious to the magic missile spell and magic missile wands.
  2/day per stack, duration 2d6 rounds.

1000 Y Protection: +1 to AC rating of shield.

1500 Y Repel Wood: This power produces a 5 foot radius around the elf
  which prevents any dead wood from entering. Elvish bonded items
  are considered living wood. 1/day, duration 1 turn.

2000 Y Protection from Acid: Same effects as the Priest spell.
  Cast at Owners level. 1/day per stack.

2500 Y Ironguard: Same effect as spell. 1/day

3000 N Weapon breaking: This power breaks weapons that are used against
  the wielded shield if the attack roll was a 1 or a 2 and a miss.

4000 Y Shield of life: This power causes the shield to produce a 10'r.
  barrier which keeps out all non-living substances except air.
  The barrier will even screen out poisonous gases. This barrier
  lasts 1 turn and may be activated 1/day per stack.

Seed

Note:  The Seed will bear only one batch of fruit per day for each type
  of fruit that it can produce. <

750 Y Fruit of Quenching: This power causes the seed to bear 1d3
  magical fruits. Die level may be increased by stacking. The
  fruit may be thrown and will explode extinguish all fires,
  including magical ones, in a 5 foot diameter on contact.

750 Y Fruit of Defense: This power causes the seed to bear 1d3
  magical fruits. Die level may be increased by stacking. This
  fruit when eaten provides a magical +1 protection for 1 turn.
  The protection from eating multiple fruits is cumulative up to
  a maximum protection of +6.

800 Y Fruit of Healing: This power causes the seed to bear 1d3
  magical fruits. The fruit will heal 1D3 hit points instantly
  when eaten. Die level may be increased by stacking.

1000 Y Magic Resistance:Every stack provides a cumulative 5% magic
  resistance. This may be stacked up to 50%.

3000 N Summon Shambling Mound:Same as summon elemental Priest spell
  except that a shambling mound is summoned by  this spell.
  1/day.

4000 Y Fruit of Remembrance: This fruit allows a wizard to recall all
  of his most recently memorized spells up to 3rd level. 1/day
  per stack.



Drow Bonded Items

Amber sword

500 N Nightglow:The sword will produce an amber glow that illuminates
  a 20 foot raduis. The glow is only visible to creatures with
  infravision.

500 Y Detect wood: This power detects wood at a 60 foot radius and
  can distinguish between living elvish wood and normal wood.

800 Y Enchantment: The sword gains +1 to hit/+1 to damage, cumulative.

800 N Darkness 15 foot radius: Same effect as the spell. Cast at owners
  level. 3/day.

800 Y Exude Acid: Sword drips a strong corrosive acid upon command.
  This acid will cause an extra 1D3 hit points of damage. The die
  level of damage may be increased by stacking.

1000 Y Protection from slimes and jellies: The invoking of this power
  renders the swords owner immune to the attacks and poisons of
  slimes and jellies of all sorts. This immunity lasts 1 turn.
  1/day per stack.

2000 Y Protection from lightning: Same effect as the spell. Cast at
  owners level. 1/day per stack.

4000 Y Caustic Vapors: This Power causes a cloud of corrosive vapors to
  appear in front of the wielder. The cloud has a volume of one 5
  foot cube per level of caster. The cloud will billow 10 feet per
  round in a direction that the caster desires, as long as the
  caster concentrates. The cloud causes 5D6+1/lvl of the caster
  damage. The cloud dissipates slowly, so damage is reduced by 1D6
  for every round since its casting. For example a sixth level
  Drow warrior invokes a the caustic vapor power in his amber
  sword. The cloud produced is 15x10x5 (six 5' cubes). The cloud
  causes 5D6+6 on the first round and causes 4d6+6,3D6+6,...etc.
  on subsequent rounds until the cloud causes only six points of
  damage per round.
  The cloud lasts one round per stack. 1/day/stack

Javelin

Base Power: +1 to hit/+1 to damage

500 N Returning: The javelin will return to the casters hand 2
  segments after being hurled.

800 Y Enchantment: The javelin gains +1 to hit/+1 to damage,
  cumulative.

850 Y Mushroom Toxin: The javelin injects a dose of toxin upon impact.
  This toxin is a type B poison. Stacking increments the poison's
  type. Usable 1/day. Extra uses per day cost 1 stack each.

900 Y Toadstool Toxin:The javelin injects a hallucinogenic poison.
  The poison induces a befuddled state wirh the same effect as
  a confusion spell. The poison also does 1-3 points of damage a
  round for 1-3 rounds. Usable 2/day.Extra uses per day cost
  1 stack each.

1000 Y Exude Acid: The javelin drips a strong corrosive acid upon
  command. This acid will cause an extra 1D3 hit points of
  damage. The die level of damage may be increased by stacking.

3000 Y Stunning: The javelin emits a small thunderclap on impact.
  all creatures within 10 feet must make a saving throw versus
  breath weapons, any who fail are stunned. Stunned creatures
  size M or less are knocked to the ground. Stunned creatures
  may not attack, defend with a -1 penalty to their AC, and
  defend without any dexterity bonuses to their AC. Creatures
  who save successfully attack at -2 to hit and also lose any
  dexterity bonuses to AC. Usable 2/day. Extra uses per day
  cost 1 stack each.

Fungal skin

Base Power: Protects as AC 6 armor

800 Y Protection: Armor class may be improved by 1 for every stack.

1000 Y Spell Turning: The skin will turn first level spells on a
  turning roll of 15. Stacking will either increase the level of
  the spells that the skin can turn or reduce the roll by 1.

1800 Y Dark Elf Cure: Heals 2D8+1 hit points. Works only on Drow.
  Usable 1/day. Extra uses per day cost 1 stack each.

2500 N Resucitation:if the wearer of the armor falls below 0 hit
  points the armor revives him to 1 hit point in 1-3 rounds. The
  wearer is stunned for 1 - 10 rounds however. If the wearer
  falls below -10 HP he dies instantly. Usable 1/day

3000 N Acid Resistance: All acid damage dealt to the wearer of the
  fungal skin is halved. Saving throws against acid damage are
  made at +3.

3000 Y Spore Burst:The wearer may cause the skin to puff forth a burst
  of irritating spores. The spores effects are the same as a
  stinking cloud. Drow are immune to the spores. All others save
  at -4.

4000 Y Fire Resistance: All fire damage dealt to the wearer of the
  fungal skin is halved. Saving throws against fire damage are
  made at +3.
 

Rod

Base Power: All saves made while in contact with the rod are made at +2.

1000 Y Envenom: Creature targeted is poisoned with type B injected
  poison. The rods range is 10 feet. Stacking doubles range
  at each stack or increases deadliness of poison type.
  Usable 2/day. Extra uses per day cost 1 stack each.

1500 Y Summon Pudding: The owner may summon a 5 HD brown pudding.
  Stacking increases the pudding's hit dice by 2HD per stack.
  Usable 1/day. Extra uses per day cost 1 stack each.
  (Black pudding costs 3000xp base).

1800 Y Dark Elf Cure: Heals 2D8+1 hit points. Works only on Drow.
  Usable 1/day. Extra uses per day cost 1 stack each.

2000 Y Fungal Flesh: Causes flesh to become rubbery allowing some
  damage from melee attacks to be shrugged off. The effect is
  the same as a Stoneskin spell.
  Usable 1/day. Extra uses per day cost 1 stack each.

3000 Y Spore Cloud: The wearer may cause the rod to puff forth a cloud
  of irritating spores. The spores effects are the same as a
  stinking cloud. Drow are immune to the spores. All others save
  at -4. The cloud has a 5 foot radius per every two levels of
  the owner. The cloud drifts in place for 1 round per 3 levels
  of the owner. The cloud will billow 10 feet per round in a
  direction that the caster desires, as long as the caster
  concentrates.
  Usable 1/day. Extra uses per day cost 1 stack each.

4000 Y Spell Storing: The owner may store 3 levels of spells in the
  item. 3 more levels may be stored per stack.



Pantathian Bonded Items

Fist

Base Power: +1 to hit /+2 to damage

250 N Claws: Claws spring forth from the mace's head. Mace now uses
  claw-mace statistics.

800 Y Seek Life: This power has the same effect as a detect life
  spell.
  Usable 1/day. Extra uses per day cost 1 stack each.

800 Y Enchantment: The mace gains +1 to hit/+1 to damage, cumulative.

1500 Y Contagion: This power has the same effect as the contagion
  spell.
  Usable 2/day. Extra uses per day cost 1 stack each.

2000 Y Protection from Necromancy: The mace will imbue its owner with
  a magical aura that interferes with necromantic spells being
  cast upon him. The aura will also interfere with necromantic
  spells being cast by the owner. Any spells affected have a base
  15% chance of being negated. Each stack adds 15% to this chance
  up to a maximum of 90%. The aura will last 1 hour.
  Usable 1/day. Extra uses per day cost 1 stack each.

3000 Y Heartstop: When this power is activated the next time the mace
  hits a victim the target must save or go unconscious.
  The unconscious victim is reduced to 1 hit point.
  If the victim saves he takes 2D6 damage in addition to
  the regular melee damage of the mace.
  Usable 2/day. Extra uses per day cost 1 stack each.
 

Eye

Note:  All the powers affect or are projected from the eye unless
  stated otherwise

Base Power: Continual wizard eye as per the spell.

500 Y Infravision: As per the spell infravision.
  Usable 2/day. Extra uses per day cost 1 stack each.

750 Y Floating: The eye will normally float if left in mid-air
  This power allows the eye to move at a rate of 2" per
  stack placed into this power.

800 Y Detect Invisible Beings: This power function as per the wizard
  spell detect invisible.
  Usable 2/day. Extra uses per day cost 1 stack each.

1000 Y Minute Seeing: this power functions as per the magic item
  eyes of minute seeing for a duration of 3 turns.
  Usable 2/day. Extra uses per day cost 1 stack each.

1500 Y Spectral Hand: The effect of this spell is the same as the
  wizard spell spectral hand except that the level is unlimited.
  Usable 1/day. Extra uses per day cost 1 stack each.

1500 Y Project Image: As per the wizard spell.
  Usable 1/day. Extra uses per day cost 1 stack each.

2000 Y Fire Spray: A 20' long 10' wide cone of fire projects forth
  from the eye when this power is used. the fire does 1D3 per
  level of the owner. The die level may be increased up to 1d6
  by stacking.
  Usable 1/day. Extra uses per day cost 1 stack each.

3000 Y Acid Spray: This power is identical to Fire Spray except that
  the damage is caused by a spray of acid. All items the victim is
  carrying must also save vs acid. The maximum damage is 1D8/lvl.
  Usable 2/day. Extra uses per day cost 1 stack each.
 

Skull

400 Y Blindvision: This power allows the caster to use the skull as
  a focus for sonar imaging. (The type of "sight" that bats use
  in the dark). The imaging cone projects from the skull and
  extends 50' in a 60 degree arc. This power lasts for 1 turn
  per level of the owner.
  Usable 1/day. Extra uses per day cost 1 stack each.

900 Y Protection: The  armor class of the owner is improved by 1
  for every stack while the owner is in contact with the skull.

1500 Y Protection from Undead: As per the scroll of the same name.
  The power has a duration of 1 turn.
  Usable 1/day. Extra uses per day cost 1 stack each.

1750 Y Ray of Trueseeing: The skull will project a 30' long by 20'
  wide invisible cone when this power is activated. Anything
  within the cone will be viewed by all as if it were being
  viewed with a gem of trueseeing. The ray lasts 5 rounds.
  Usable 1/day. Extra uses per day cost 1 stack each.

2000 Y Negative Plane Protection: As per the wizard spell of the same
  name. Usable 1/day. Extra uses per day cost 1 stack each.

3000 Y Shapechange to Undead: This power is a limited form of the
  wizard spell Shapechange. The owner is transformed into an
  undead creature when this power is activated. The owner retains
  his memories and skills. Spellcasting abilities may be affected
  by the new form however. For instance a skeleton cannot voice
  the verbal components of spells, GM is final arbiter of the
  abilities of the shapechanged form. All powers of the new form
  are available to the owner. Thus an owner in the form of a wight
  could drain levels on a successful hit. The duration of the new
  form is the same as the spell. The chance of remaining an undead
  creature is also the same as the spell. The forms available
  initially are skeleton and zombie. Stacking makes new forms
  available according to this chart.

  extra
  stacks  form

                 1              Ghoul
                 2              Ghast or Shadow
                 3              Wraith
                 4              Mummy
                 5              Spectre
                 6              Vampire

4000    Y       Spell Storing: The owner may store 3 levels of spells in the
                item. 3 more levels may be stored per stack.
 

Heart

850 Y Choke: As per the wizard spell choke.
  Usable 1/day. Extra uses per day cost 1 stack each.

1000 Y Spell Catching: This spell will activate an aura around the
  owner that will absorb and store spells targeted at the owner.
  The owner must make a special save of 19 in order to absorb the
  spell. This save may be reduced by 2 per extra stack.
  The spells are stored in a similar manner to the ring of spell
  storing and may also be cast from the heart as if it were a ring
  of spell storing.The aura lasts 3 rounds plus 1 round per level
  of the owner and may be activated 1/day.Extra uses per day cost
  1 stack each.

1400 Y Ghoul Touch: As per the wizard spell ghoul touch.
  Usable 1/day. Extra uses per day cost 1 stack each.

2000 Y Control Undead: This power allows the owner to control undead
  as if he were an evil priest in the PH. The owner may control
  2HD undead. Stacking increases HD size by 1 per extra stack.
  Usable 1/day. Extra uses per day cost 1 stack each.

2000 Y Raise Undead: Allows the owner to raise a 1HD (skeleton)undead
  from a fresh humanoid corpse. The corpse may be no larger than
  7' tall and it must have been slain no more than 24 hours prior
  to the use of th power. The HD of the undead created by this
  power may be raised by 1 HD per extra stack.
  Usable 1/day. Extra uses per day cost 1 stack each.

 


Centaur Bonded Items

Spear

Base Power: +1 to hit /+1 to damage

800 Y Enchantment: The spear gains +1 to hit/+1 to damage, cumulative.

900 Y Calm Chaos: As per the spell calm chaos.
  Usable 1/day. Extra uses per day cost 1 stack each.

1000 Y Hornung's Baneful Deflector: As per the spell of the same name.
  Usable 1/day. Extra uses per day cost 1 stack each.

1000 Y Otto's  Sure Footed Shuffle: As per the spell of the same name.
  Usable 3/day. Extra uses per day cost 1 stack each.

1200 Y Protection from Paralysis: As per the spell of the same name.
  Usable 2/day. Extra uses per day cost 1 stack each.

2000 Y Piercing: This power causes the spear to deal double damage
  when the owner's player rolls a natural 20 on the "to hit" dice.
  Extra stacks will reduce this number by one to a minimum of 15.
  Note the UNADJUSTED number must equal the target number and if
  the adjusted "to hit" roll misses the owner still misses dealing
  no damage.

3000 Y Forrest's Fiery Constrictor: As per the spell of the same name.
  Usable 2/day. Extra uses per day cost 1 stack each.

4000 Y Vampirism: When this power is activated the spear radiates a
  red light and will, on the owners next succesful attack, heal
  the owner hit points equal to half of the total damage dealt
  in the attack.
  Usable 1/day. Extra uses per day cost 1 stack each.
 

Quiver

Base Power: Never empty always has at least one flight arrow in it.

Note:  All enchanted arrows drawn from the quiver become normal
  arrows after they are used. After 24 hours all arrows
  drawn from the quiver evaporate.

900 Y Tenser's Steady Aim: As per the spell of the same name.
  Usable 1/day. Extra uses per day cost 1 stack each.

1200 Y Bloodrinker Arrows: When this power is activated the next arrow
  drawn from the quiver will draw fluids from any creature it
  wounds causing 3D8 damage.(4D8 damage to water elemental
  creatures or plants). Creatures without necessary body fluids
  (such as undead or golems) take only 1D4.
  Usable 2/day. 2 extra uses per day costs 1 stack.

1500 Y Tenser's Deadly Strike: As per the spell of the same name.
  Usable 1/day. Extra uses per day cost 1 stack each.

1800 Y Arrow of Healing: This power enchants the next arrow drawn
  from the quiver. The arrow when touched to a wounded creature
  will expend its enchanment by healing 3D6 damage to the creature
  touched.
  Usable 1/day. Extra uses per day cost 1 stack each.

3000 Y Fire Arrows: The next arrow drawn from the quiver envelops the
  creature it wounds in fire. The effects are the same as the
  spell shroud of flame. If the targets initial save is successful
  the arrow only does 1D10 damage and does not ignite.
  Usable 3/day. Extra uses per day cost 1 stack each.
 

Headdress

Base Power: Provides the owner with a base AC of 6 whenever he wears it.

800 Y Protection: The  armor class of the owner is improved by 1
  for every stack while the owner is in contact with the
  headdress.

1000 N Flight of the Pegasus: This power affects the owner like a fly
  spell. Usable 3/day.

1500 Y Razor Hoof: This power causes all kick attacks made by the owner
  to cause 2D6 of damage for 1 Turn.
  Usable 2/day. Extra uses per day cost 1 stack each.

2000 N Healing Gift: When this power is activated all healing spells
  cast by or on the owner heal twice the number of dice than
  normal. Usable 2/day. Extra uses per day cost 1 stack each.

3000 N Invincible Rage: The owner goes into a berzerk rage for 1 turn.
  The owner gains +1 to hit and +2 to damage. He also gains an
  extra attack with his primary weapon. The owner can even stand
  and continue fighting after he goes below 0 hit points. Once
  the turn is over though if the owner at any time went below -10
  hit points he dies (even if healed back above 0).
  Usable 1/day.
 

Totem

Base Power: Provides the owner with +2 to all saving throws.

700 Y Arrow Blessing: This power gives an arrow +1 to hit and +2 to
  damage. Usable 1/day. Extra uses per day cost 1 stack each.

1500 Y Misdirection: This power causes a displacement aura to envelop
  the owner for 1 turn. This aura has the same effect as a cloak
  of displacement. Usable 1/day. Extra uses per day cost 1 stack
  each.

1500 Y Summon Osquip: This power summons 1 osquip per 2 levels that
  the owner has. Control of these osquips lasts for the
  completion of 1 assigned task or 2 turns whichever is comes
  first. Usable 1/day. Extra uses per day cost 1 stack each.

3000 Y Malec Keth's Flame Fist: Same as spell of the same name.
  Usable 1/day. Extra uses per day cost 1 stack each.

4000 Y Spell Storing: The owner may store 3 levels of spells in the
  item. 3 more levels may be stored per stack.


Immaril


Bear Claw (No, not the pastry!)

Base Power:     +1 To hit +2 to damage

1000 Y Deflection: as per the priest spell. 1/day/stack.
 
 



Magic Items
 

Armor
-----

Frogemoth Hide: This tough hide Provides a base AC of 5 and may be further
 enchanted.

 450gp  200xp +200xp per +1

Silver shield: This winged folk item gives the user +3 to save versus breath
 weapons. It is otherwise a normal +1 medium shield.

 1500gp  750xp
 

Weapons
-------

Battle Axe of Hurling: This +2 axe is only usable by dwarves. The axe returns
 to its wielder after being thrown. The axe has a range of 40 feet.

 2000gp  1000Xp

Elf Arrows: These arrows appear as a bag of seeds. When tossed on the ground
 they grow into 5D4 +1 sheaf arrows.

 1000gp  500xp

Pearl arrows: These winged folk arrows appear in sheafs of 3-12. They are +1
 to hit and cause 1-10 points of damage.

 100gp/arrow 50xp/arrow

Rannarsh's Sword of Nightmares: This +2 sword allows the wielder to enter a
 ream state where he enters a mindless berserk slaying foes. In this
 state the sword becomes +4 and the wielder gains +3d8 hit points. The
 user may attempt to exit the dream state once all foes are vanquished
 by making a succesful save versus spells. If this save is failed the
 user will attack the nearest being, friend or foe. A save may be
 attempted once per round.

 5000gp  1200xp

Sword +1, +4 vs. (race): The chart below specifies which races.

 Roll  Result

 1-2  Elves
 3  Dwarves
 4-5  Drow
 6  Pantathians
 7-9  Kathodons
 10  Centaurs
 11-14  Illithids
 15-16  Archons
 17  Winged Folk
 18-20  Arusians
 

Wands and Staves
----------------
Prismatic Wand: This wand emits a random prismatic ray with the same effects
 as the spell.

 8000gp  4000xp
 

Miscellaneous
-------------

Drow Mage Masks:

Dwarvish Talismans:

Battle- The Battle talisman is in the shape of an axe. This talisman when worn
 provides a +1 to the dwarf's AC. It also allows the wearer to cast a
 cure serious wounds 1/day.
   1000xp

Prayer- The Prayer talisman is a stone. This talisman adds +1 to Wisdom when
 worn and reduces all saves against the wearers clerical spells by -1.
   750xp

Spell - The Spell talisman is a Piece of Dwarvish Mithril. This talisman adds
 +1 to the wearers save versus spells when worn. It also stores 3 levels
 of spells as per the ring of spell storing.
   1000xp

Hero's Cloak: This kathodon magic item provides +1 to AC, +1 to Constitution,
 and +1 to Strength.

 8000gp  200xp

Illithid Drugs: These potions are made by Illithids for thier own personal
 use. The concoctions are reknowned for their potency and reliablity.
 But they are extremely hard to come by.

 Hallucinating: The imbiber of this potion. Acts as if under the
 effects of the confusion spell for 1D3 turns.

   10xp

 Healing: This potion will heal 6D6 of damage when ingested.

   750xp

 Fortifying: This potions effect is the same as the Aid spell
 except that it adds 2D10 extra hit points.

   750xp

Pantathian Eyes
 These mummified eyes are usually set into a piece of crystal
 the shape of a normal pantathian eye. These items are invested
 with some of the most powerful magics available to the pantathians.
 In order to activate their magic the user must replace one of his own
 eyes with the magic eye. He may see normally with it as long as the eye
 holds charges. The activation time for these items is 2 segments.

Eye of Death: The eye of death operates at 12th level. And holds 2D20+8 charges.

 Mummy Touch as per the spell. Costs 2 charges to use.
 Shroud of Flame as per the spell. Costs 4 charges to use.
 Death Spell as per the spell. Costs 6 charges to use.

   7000xp

Eye of Enervation: The eye of enervation operates at 8th level. And holds
 2D8 charges. The eye may be recharged with enervation spells. The
 eye casts an enervation spell when activated expending one charge.

   2750xp

Eye of Necromancy: The eye of necromancy operates at 12th level. And holds
 2D20+8 charges.

 Chill Touch as per the spell. Costs 1 charge to activate.
 Detect Undead as per the spell. Costs 1 charge to activate.
 Undead Mount as per the spell. Costs 2 charges to activate.
 Hold Undead as per the spell. Costs 3 charges to activate.
 Vampiric Touch as per the spell. Costs 4 charges to activate.

   6000xp

Eye of Undead Control: The eye of undead control operates at 12th level
 and holds 2D20+8 charges.

 Skeleton or zombie 2 charges.
 Ghoul 3 charges.
 Ghast or shadow 5 charges.
 Wraith 6 charges.
 Mummy 7 charges.
 Spectre 8 charges.
 Vampire 10 charges.


Equipment
 
 Name  Damage  Spd Hands
 Klanth  1d10+1/1d12+1  8 2
 Klanth  2-8/1-10  7 1
 Fist-Mace  1-6/1-4  6 1
 Claw-Mace  2-8/2-7  7 1
 Swordcatcher  1-6/1-8  6 1

Notes:

Klanth:
A pantathian flatchet.

Fist Mace:
Pantathian mace shaped like a scaly fist.

Claw Mace:
Pantathian mace shaped like a scaly claw.

Swordcatcher:
Disarms and does half damage on a natural 20. Requires 2 proficiency slots to learn.


Tables

 

Armor Types
 D100 
Roll
Armor size
01-35 Human
36-60 Dwarf
61-70 Centaur
71-90 Light Armor 
See table below
91-100 Special 
See table below

Light Armors
D100 Roll Sized For Leather Hide Frogemoth 
Hide
Amber 
Roll on
Light Types below
Wooden 
Roll on
Light Types below
Mithril 
Roll on
Light Types below
01- 08 Archon Lion 01 - 03 04 - 07 08 - 10
09 - 16 Archon Wolf 01 - 02 03 - 07 08 - 10
17 - 40 Elf 01 - 03 04 - 10
41 - 65 Drow 01 - 02 03 - 04 05 - 08 09 - 10
66 - 85 Kathodon 01 - 03 04 - 08 09 - 10
86 - 00 Winged Folk 01 - 03 04 - 05 06 07 - 10

Light Types
Material Scale Banded Half Plate Plate
Amber 01 - 02 03 - 05 06 - 07 08 - 10
Wood 01 - 02 03 - 04 05 - 07 08 - 10
Mithril 01 - 03 04 - 07 08 - 10

Special Armors
D100 Roll Sized for Armor type Chance of 
being magical
01 - 15 Dwarven Mage Banded 40%
16 - 25 Dwarven Mage Field Plate 45%
26 - 30 Dwarven Mage Full Plate 50%
31 - 40 Archon Lion Pearl Scale 10%
41 - 50 Archon Wolf Pearl Scale 10%
51 - 57 Archon Lion Pearl Half Plate 15%
58 - 65 Archon Wolf Pearl Half Plate 15%
66 - 85 Human, Sembian Cloth 50%
86 - 00 Pantathian Ring Mail 25%

Notes:

Pearl armors weigh half of what normal metal armors weigh.

Sembian magical cloth armors usually do not have normal enchantments. Sembian cloth armor looks like a normal robe and has a base AC of 9. Use the table below to determine what enchantments have been placed on the Sembian armor. Note that all spell-like effects are cast at 6th level.
 
Die Roll Enchantment
01 - 10 acts as Brooch of Shielding
11 - 20 +1 to poison saves
21 - 25 +2 to poison saves
26 - 30 +3 to poison saves
31 - 40 +1 to saves vs. spells
41 - 45 +2 to saves vs. spells
46 - 50 acts as Ring of Infravision
51 - 60 Detect Lie 3/day
61 - 70 Know Alignment 3/day
71 - 75 Stoneskin 1/day
76 - 80 Invisibility 1/day
81 - 90 AC 8, roll again
ignore results above 80
91 - 95 AC 7, roll again
ignore results above 80
96 - 99 AC 6, roll again
ignore results above 80
00 AC 5, roll again
ignore results above 80