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  • 7/27/2019 Fat Dragon Games - Dungeon Secrets

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    FAT DRAGON GAMES

    DUNGEON SECRETS

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    Dungeon SecretsBook One:Magic Items

    Editor

    Tom Tullis

    Graphic Design

    Kathleen Tullis

    Artwork

    Kathleen TullisTom Tullis

    Play Testing

    Kevin Buntin, David Hellard, William Herron, Chris Lensch, Mike Romano,

    Walt Smith, Chris Stephens, Kevin Stephens, Russ Temple, Gary Wegley

    Open Game Content & Copyright Information

    Reproduction of non-Open Game Content contained in this book by any means is prohibited without the written permission

    of the publisher. This book contains Open Game Content (see pages 17-18 for licenses). All item statistics and text descrip-tions are considered Open Game Content. All other content such as drawings and paintings are copyrighted by the artist (see

    page 18 for copyright info). The 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and

    are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wiz-

    ards.com/d20.

    Requires the use of the

    Dungeons & Dragons Player's Handbook,Third Edition, published by Wizards of the Coast, Inc.

    Fat Dragon GamesP.O. Box 403 Brookville, OH 45309

    www.fatdragongames.com

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    INDEX

    Amulet of Filtering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 10

    Brotoks Blade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 10

    Buntins Staff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 08

    Burglar Blade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 06

    Champions Oil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 04Choker Bombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 07

    Dagger Vest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 5

    Darkness Bombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 11

    Darkseeker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 15

    Death Commander . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 09

    Death Killer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 04

    Dragonfist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 11

    Dwarven Fancy Kettle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 09

    Dwarven Hellhammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 13

    Elven Klamter Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 14

    Elvish True Flights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 09

    Exploding Mail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 07

    Firecloak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 14

    Firestars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 07

    Flamekeeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 13

    Flamestar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 5

    Flards Bracers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 07

    Forest Elf Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 10

    Halifaxs Water Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 5

    Helm of Tongues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 13

    Holy Defender . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 12

    Holy Masher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 08

    Invisible Touche . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 08

    Kings Cleaver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 11

    Knife of Waterbreathing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 14Liquid Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 11

    Medusa Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 08

    Nivek Snehpets Bracers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 14

    Onamors Vengeance Bolts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 5

    Pangars Arrows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 08

    Pathmaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 16

    Polbreks Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 13

    Probin Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 12

    Puddle Jumpers Skin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 10

    Rockblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 06

    Screamers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 07

    Shard Shafts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 06

    Slayer Savior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 12Spellkiller Helm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 07

    Spirit Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 08

    Thiefs Coin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 06

    Thunder Shafts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Page 04

    Tin Can Opener . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 15

    Vengeance Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 04

    Wizard Equalizer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 09

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    Death KillerWielded by the mighty Paladin Hellard, this +2 heavy mace was created with the express intent of battling the undead. Any

    undead being who touches this mace must make a DC14 Will save or be destroyed. The mace is made of an unknown green-

    ish-gray stone and consists of a smooth cylindrical shaft with an elaborate skull carved on the top. The Death Killer will only

    work if wielded by someone of lawful good alignment. If an evil entity touches it or tries to wield it they instantly are stunned

    for one round and take 1d4 HP of damage. If someone of neutral or chaotic good alignment use the weapon it acts as a +2heavy mace with no other special abilities.

    Strong Conjuration; CL 14th; Prerequisites: Craft Magic Arms and Armor;Heal

    Price: 32,312 gp

    VengeanceBowA vengeance bow is a +1 longbow that appears to be made of a bright, shinny

    red colored wood. Along the front edge is the inscription "By my blood you

    shall perish". This is the only clue to the unique power that this weapon pos-

    sesses. If the wielder of this bow first punctures his own flesh with the arrow

    the magical bonus of the bow will increase. For each 2 HP damage the wielder

    self inflicts, the bonus increases by 1 up to a maximum of 5. The wounds

    inflicted by this process take twice the normal time to naturally heal (magical

    means of healing act normally).

    Moderate Necromancy; CL 10th; Prerequisites: Craft Magic Arms and Armor;

    Vampiric Touch

    Price: 32,375 gp

    Thunder ShaftsThese delicate looking arrows are easily identifiable by their hollow glass shaft.

    Each shaft contains a captured clap of thunder. When broken, a loud clap of

    thunder is emitted causing 1d8 points of sonic damage to all beings in a 40-foot

    radius unless a DC 18 Fortitude save is made. Any being affected is also

    stunned for 1 round. Creatures that cannot hear are not stunned but still take the

    sonic damage. If a critical hit is rolled the target must make a DC14 Fortitude

    save of be permanently deafened.

    Faint Evocation; CL 8th; Prerequisites: Craft Magic Arms and Armor; Sound

    Burst

    Price: 167 gp

    Champions Oil This flask contains a specially formulated oil used for sharpening edged

    weapons with a stone. The oil will imbue the weapon with a +1 bonus for 48

    hours after application. The flask will contain enough oil for 3d6 uses before

    running dry.

    Prerequisites: Craft Magic Arms and Armor

    Price: 75 gp

    DeathKiller

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    Rockb ladeThe Rockblade is a +2 sword made out of an

    unidentifiable blue-gray stone with veins like mar-

    ble. The blade edge never dulls or chips. The sword

    gives the wielder DR10/Adamantine protection as

    long as it is held - being carried in a scabbard doesnot provide any protection. The sword can also

    turn flesh to stone, per the spell, once

    per month during an attack. The com-

    mand must be spoken prior to making

    the attack, and if a critical miss is

    rolled the spell fails. The command to

    activate the effect is engraved on the

    pommel.

    Moderate Abjuration; CL 11th;

    Prerequisites: Craft Magic Arms and

    Armor; Stoneskin, Flesh to Stone

    Price: 100,315 gp

    Shard ShaftsWhile these +1 crossbow bolts were specifical-

    ly designed to slay vampires, they perform well

    on any target. Shard Shafts are magically adjusted

    and have meticulously carved trenches and scoring

    along their shafts that are strategically placed so that

    the shaft will shatter into specifically sized/shaped

    shards upon impact when shot. When they shatter, the

    target is showered with multiple pieces that create inde-

    pendent wound channels in the targets body even though

    they only deal the damage of a standard bolt. The damage

    will not heal until all shards are removed (DC 20 heal check

    taking 1d4 +10 minutes) or a Regenerate spell is cast. Any

    vampire hit by a Shard Shaft must make a DC 25 Fortitude

    save or be staked by one of the pieces.

    Faint Transmutation; CL 5th; Prerequisites: Craft Magic

    Arms and Armor; Warp Wood

    Price: 131 gp

    Burglar BladeA favorite toy for the avid borrower of other peoples pos-

    sessions, these +1 daggers emit a 20-foot radius of silence

    (per Silence spell) for 10 minutes once per day. Theweapons usually have the command word inscribed on the

    blade, and as such are easily identifiable by local authori-

    ties. In more civilized areas, these daggers are considered

    thieves tools and can even land the owner in the local jail

    for merely possessing them.

    Faint Illusion; CL 8th; Prerequisites: Craft Magic Arms and

    Armor; Silence

    Price: 5,302 gp

    Thiefs CoinThis small copper coin has a small spike protruding fromthe edge and an X scribed on one side and an O on the

    opposite. When it is attached near a lock such as on a door

    or chest, the coin has the ability to lock or unlock it depend-

    ing on which side is pointing up (Ounlocks and Xlocks)

    per Arcane Lock and Knock spells.

    Faint Transmutation; CL 4th; Prerequisites: Craft

    Wondrous Item;Arcane Lock, Knock

    Price: 5,000 gp

    06

    Rockblade

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    Spellki l ler HelmFashioned by dwarves, these helms offer +3 bonus to spellresistance (SR 15). The helms do not look any different

    from the usual dwarven style helmets, meaning they are

    usually designed for function over aesthetics.

    Strong Abjuration; CL 15th; Prerequisites: Craft Magic

    Arms and Armor; Spell Resistance

    Price: 18,500 gp

    Flards BracersThese brass bracers are ornately engraved with scrollwork

    and in the center, running the length of the bracer, is an

    engraving of a sword. When tapped together twice, a +1steel blade grows out of the engraving (approximately the

    length of a standard short sword) on each bracer. When

    tapped twice again, the blades shrink back into the bracers.

    If only one bracer is found, any brass object (such as a coin)

    can be used to activate the blade extension.

    Moderate Transmutation; CL 6th; Prerequisites: Craft

    Magic Arms and Armor; Shrink Item

    Price: 32,000 gp (pair)

    FirestarsFirestars are ornately crafted +1 shurikens with a flamedesign around the edges. When a target is hit, it is engulfed

    in fire dealing 3d6 damage. The shuriken can be retrieved

    and reused but the fire effect only occurs once per day.

    Strong Evocation; CL 14th; Prerequisites: Craft Magic

    Arms and Armor; Flame Blade, Flame Strike, Fireball

    Price: 10,301 gp

    Choker BombsThese bombs consist of a small glass vial or flask with a

    chemical mixture that will cause an asthmatic like reac-

    tion in any creature within a 10 foot area of impact unless

    a DC 15 Fortitude save is made. The powder causes

    uncontrollable choking for 1d6 rounds (separate rolls foreach affected being) and those affected cannot take any

    other actions.

    Price: 120 gp

    Attacking MailThis suit of +1 chainmail can be mentally commanded to

    unhook and launch its links at an incredible speed. The

    links will deal 4d6 damage (DC 18 reflex save for 1/2

    damage, DC 25 for 1/4 damage) to all in a 30-foot radius

    of the wearer (-1d6 per 10 feet beyond the initial 30). Thechain links can be recalled and relinked upon mental com-

    mand, but the wearer must be able to concentrate for 30

    minutes uninterrupted to complete the process. Each time

    the armor is detonated, there is a 5% chance that the links

    will be too damaged to relink and the armor is ruined.

    Strong Transmutation; CL 12th; Prerequisites: Craft

    Magic Arms and Armor;Make Whole, Telekinesis

    Price: 30,000 gp

    ScreamersFavorite security devices of the rich, screamers are dread-

    ed by thieves everywhere. These coins are crafted to look

    like the coin of the realm with one nasty feature. If

    tripped, the coin will emit a loud scream for one hour

    and cannot be turned off. A thief making his getaway witha bag of coins can not tell which coin is making the noise

    unless the coins are spread out over a large area to isolate

    the location of the noise and time is taken to review the

    lot. Trips for the coins can include simply being moved,

    being moved beyond a preset border unless done by the

    owner, being moved after a certain time of day, etc.

    Faint Illusion; CL 1st; Prerequisites: Craft Wondrous

    Item; Ghost Sound

    Price: 50 gp

    Screamer

    SpellkillerHelm

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    Death CommanderAny being slayed by this +2 longsword will become a zom-

    bie (if being is suitable) 1 round later. The sword can con-

    trol up to 10 HD of zombies at any one time. If that number

    is exceeded, the earliest zombie(s) created equaling the

    overage will immediately turn on the wielder. The sword

    must be held at all times to maintain control. If dropped, all

    zombies will turn on wielder. If the wielder can already

    control undead via other means the 10 HD stacks with thatprior control. The sword has a matte steel blade with 10

    small skulls etched in the surface on one side. With each

    HD controlled by the sword, one skull disappears until all

    10 are gone. When control is released or the sword is

    dropped, the skulls reappear.

    Moderate Necromancy; CL 6th; Prerequisites: Craft Magic

    Arms and Armor;Animate Dead

    Price: 100,315 gp

    Dwarven Fancy Kett leFancy Kettle breastplates and helms are typical examples

    of dwarven armor aestheticsthey dont have any.

    Looking like it was constructed from an old kettle, the

    armor is made for guards in deep new mines where many

    dangers still lurk. The armor and helm, when used together,provide an additional magical +2 protection to AC. In addi-

    tion, it has the following qualities:

    Resist Acid-Absorbs the first 10 points of damage per

    attack from acid.

    Buoyant-Will automatically float to surface of water upon

    mental command and up to 10x the armors weight can be

    buoyed.

    Rust Proof-Immune to all normal and magical forms of

    rust.

    Faint Abjuration; CL 5th; Prerequisites: Craft Magic Arms

    and Armor; Resist Energy, Levitate, Protection from

    Elements

    Price: 34,400 gp

    Elvish True FlightsCrafted by elvish armorers for warriors requiring great

    accuracy over long distances (and popular for assassina-

    tions), True Flights are +2 and can be shot with no range

    penalty to any target within the shooters line of sight. A

    True Flight arrow carries an inscription on the black wood-

    en shaft saying "The refuge of distance is denied you." The

    arrows are virtually indestructible by normal means and can

    be reused.Strong Divination; CL 21th; Prerequisites: Craft Magic

    Arms and Armor; Craft Epic Magic Arms and Armor;

    Discern Location

    Price: 2,567 gp

    The WizardEqualizerThe Wizard Equalizer is a +2 light crossbow that enables

    bolts used in it to create an anti-magic bubble (per the spell)

    when they hit their target. Each bubble has a 10 foot radius

    and lasts for 10 minutes. There is a 5% chance that the shellwill not form upon impact. The bubble is attached to the

    target when activated, so even if the bolt is removed and

    discarded the bubble remains intact and travels with the tar-

    get as it moves.

    Strong Abjuration; CL 12th; Prerequisites: Craft Magic

    Arms and Armor;Anti-Magic Shell

    Price: 50,335 gp

    Dwarven Fancy Kettle

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    Forest Elf SpearCreated by forest elves for their scouts, this

    +2 spear has the unique ability to avoid

    anything that obstructs its path to the

    intended target. The target must be visible

    to the wielder (even partially is sufficient),but anything in between such as tree trunks,

    undergrowth, vines, etc. are avoided by the

    spear in flight. The spear also cannot

    become lost in a forest or wilderness area if

    the owner is an elf and is within 50 feet of

    it some glint or portion will always attract

    the elfs eye.

    Faint divination; CL 3rd; Prerequisites:

    Craft Magic Arms and Armor, True Strike

    Price: 8,301 gp

    Puddle Jumpers SkinThis plain looking wine skin has the ability

    to transform ordinary water into a dimen-

    sional doorway. Any puddles of water

    poured from the skin are linked and a per-

    son can jump into one and emerge from the

    other. The effect lasts for 48 hours and then

    the puddle will evaporate normally. If more

    than two puddles are poured, the person

    will jump to the nearest puddle.

    Moderate Conjuration; CL 9th;

    Prerequisites: Craft Wondrous Item,

    TeleportationPrice: 20,000 gp

    Amulet of Filter ingWhen worn, this item gives the wearer

    immunity from any toxins in the air. Smoke,

    poisons, etc. can all be breather as if they

    were fresh air. This does not give the ability

    to breathe underwater. The amulet looks like

    a small glass globe on a silver chain. Close

    inspection reveals a small swirling cloud of

    gas inside the globe.Faint Transmutation; CL 5th; Prerequisites:

    Craft Magic Arms and Armor; Water

    Breathing

    Price: 15,000 gp

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    DragonfistThe Dragonfists are ornate gold and silver gauntlets with

    meticulously sculpted silver dragon on the back of thewrist/forearm area. Originally created for the guards of a

    dragon cult, the gauntlets have found their way into other

    hands over the years ever since the cult met a fiery end.

    Each gauntlet can emit a blast of fire (similar to a Fireball

    spell) 5 times per day upon command. The blast is emitted

    from the sculpted dragons mouth and can hit targets up to

    50 feet away from the gauntlet. The blast causes 5d6 dam-

    age and is concentrated in a 10 foot wide target area. The

    fire will ignite flammable materials or boil water (10 cu. ft.)

    The gauntlets also give the wearer the ability to fly five

    times per day as well. Upon command, the sculpted dragon

    wings grow to a 3 ft. span and begin flapping, able to carry

    the wearer aloft for 5 minute durations at a speed of 60 ft.

    When the time expires, the wings slowly begin shrinking in

    size, gently lowering the wearer to the ground.

    Faint Evocation; CL 5th; Prerequisites: Craft Magic Arms

    and Armor; Fireball, Fly

    Price: 60,000 gp

    Darkness BombsInnocuous in appearance, these ceramic globes are about 3

    inches in diameter and contain a small marble inside that

    creates a 20 foot radius darkness field (per the spell) when

    the outer ceramic globe is broken. The outer shell is fairly

    durable and must be thrown with sufficient force to break.Characters carrying the globes must be careful not to have

    them break during transit or the adventuring party may find

    themselves the victims of their own weapon at the worst

    possible time. The darkness field remains in effect wherev-

    er the inner marble goes, so if it is moved or rolls, the field

    moves with it. The field disappears after 30 minutes. The

    grenades are the result of creating a slightly different

    Darkness spell, one where the final component is oxygen.

    The base spell is cast on the marble after it is placed in the

    ceramic shell, which is then given a thin coat of wax to seal

    it.

    Faint Evocation; CL 4th; Prerequisites: Craft Magic Arms

    and Armor;DarknessPrice: 200 gp

    KingsCleaverThe Kings Cleaver is a +5 keen greatsword and adds +5 to

    the wielders Leadership score. If the sword has been

    unused for more than a year (such as laying dormant in a

    dungeon) it becomes inactive and only being used in bat-

    tle and drawing blood can reactivate its true potential. The

    sword can also repel spells cast at the wielder (only whensword is held) perSpell Turning once per day and can cast

    Mass Suggestion once per week.

    Strong Enchantment; CM 15th; Prerequisites: Craft Magic

    Arms and Armor; Charm Person, Mass Suggestion, Spell

    Turning

    Price: 400,350 gp

    Liquid DaggerA liquid dagger is found in a small glass vial with a cord to

    suspend it around the neck. The vial contains a silvery liq-uid that appears to be mercury. When the vial is opened and

    the liquid is poured out it takes the form of a dagger (+2).

    The dagger can be converted back to its liquid form by sim-

    ply holding it over the vial for several seconds.

    Strong Transmutation; CM 15th; Prerequisites: Craft Magic

    Arms and Armor; Polymorph Any Object

    Price: 3,302 gp

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    The Slayer SaviorTasked with slaying a dragon, this +2 longsword was gift-

    ed to the famed warrior Templerus centuries ago. Passed

    down from age to age, the sword has 14 notches in the pom-

    mel indicating the number of dragons slayed with the

    weapon. The blade is a dark charcoal color with an etchedsilver dragon that runs its full length. On one side the drag-

    ons head is at the blades tip, on the other side it is at the

    hilt. The sword gives the wielder the unique ability to be

    resurrected one time if killed by fire (only the deathblow

    needs be by fire, other hit points can have been lost by any

    means). The character is restored 1d4 rounds after death at

    full hit points and health. Once this has happened all magi-

    cal abilities and bonuses of the sword are gone forever. The

    silver etching changes to blood red once this has happened.

    Any dragon within 500 feet of the sword can detect the

    scent of dragon blood in crevices/nicks on the blade and

    will be aware that multiple dragons have been injured or

    killed with it.Strong Necromancy; CL 18th; Prerequisites: Craft Magic

    Arms and Armor;Resurrection

    Price: 72,315 gp

    Pro bi n Ax eThese greataxes were created for dwarven warriors who

    were charged with taking back a valuable mine that had

    been overrun with orcs. Two hundred were crafted for thewarriors tasked with this mission, and over the centuries

    they have found their way into non dwarven hands. These

    weapons are highly desired by collectors because of their

    unique construction. There is no wood or steel in the axe,

    only an unknown alloy created specifically for these

    weapons. This alloy is similar to aluminum but far stronger

    and lighter, resulting in the speed increase when wielding

    the weapon. The secret of creating this alloy was only know

    to the dwarven clan that created these axes, and they no

    longer exist. The great-axe is +1 for all attacks unless the

    target is an orc. Then its bonus becomes +3 and will deal an

    additional 2d6 damage on top of its standard amount. The

    axes also allows the wielder to make an additional attackwhen making a full attack action. This is not cumulative

    when combined with a haste spell.

    Moderate Conjuration; CL 9th; Prerequisites: Craft Magic

    Arms and Armor;Haste, Summon Monsters I

    Price: 50,320 gp

    Holy DefenderA weapon for the truly devout and pious, the Holy Defender

    is a +4 heavy mace that deals an additional 2d6 damage

    when wielded on holy ground (ground sprinkled with holy

    water is considered holy on a temporary bases until water

    evaporates or dries). If the user is of lawful Good align-ment, some or all of the maces +4 bonus can be transferred

    from attack/damage to enhance armor class. This is a free

    action but must be declared at the start of the characters

    turn. The maces come in many styles depending on the reli-

    gious order that created them. A cleric or paladin can usu-

    ally identify the the weapon with a DC 12 intelligence

    check.

    Moderate Evocation; CL 8th; Prerequisites: Craft Magic

    Arms and Armor;Bless, Consecrate, Shield, Shield of Faith

    Price: 98,315 gp

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    Knife of WaterbreathingThis knife allows the bearer to breathe normally underwater. The

    only clue to its unique ability is the decoration on the blade, a

    drawing of fish scales and head etched along the length. When

    held with any portion of the dagger above the surface of the water,

    the wielder can breathe underwater indefinitely. Some portion ofthe knife must always be above the water or the bearer cannot

    breathe.

    Faint Transmutation; CL 5th; Prerequisites: Craft Magic Arms

    and Armor; Water Breathing

    Price:15,302 gp

    Elven KlamterArmorThis magical version of elven Klamtel breastplates is +2

    and gives the wearor the ability to instantly teleport

    between trees merely by touching one and having a rough

    idea where the second tree is located (must be within one

    mile). The armor can perform this function twice daily and

    both trees must be living. If a destination tree is destroyed

    while transporting, the wearer will emerge from the near-

    est living tree to the destination tree.

    Moderate Transmutation; CL 11th; Prerequisites: Craft

    Magic Arms and Armor; Transport Via Plants

    Price: 51,870 gp

    NivekSnehpet sBracersDull gray in appearance, these steel bracers each have four small steel weapon sculptures attached to the metal with each

    weapon being approximately 1-2 inches in length. Each bracer has a dagger, a longsword, a greataxe and a longspear depict-

    ed. The sculptures can be pried off and when free of the bracer, they grow to normal size. The weapons are each +1 for 24

    hours after being pried off and once fully grown, cannot be shrunk down/replaced on the bracer again. Every lunar cycle any

    weapons missing reappear on the bracers.

    Moderate Transmutation; CL 6th; Prerequisites: Craft Magic Arms and Armor; Shrink item

    Price: 10,000 gp (pair)

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    Tin Can Opener"Tin Cans" (knights in full plate armor) are the bane of orcs

    everywhere. These +2 keen greataxes are created for orc

    chieftains and warriors who have accomplished great feats

    in battle. When wielded by an orc against a paladin or other

    good aligned Knight, the weapon will have an additional +2for attacks and damage rolls and inflicts a bonus 2d8 dam-

    age. The base +2 bonus is not automatic. If the axe has not

    drawn blood in the last 72 hours it has no bonus. It must

    draw blood from two separate beings to achieve +2 (+1 per

    blood type) and only if it has reached +2 will it be able to

    activate the additional +2 versus paladins. These greataxes

    have no resale value outside of orc clans, and orcs will not

    buy them either, preferring to slay any non-orc that dared to

    try selling - or owning - the weapon (thus no resale value to

    outsiders). Characters can gain the favor of orc clans (and

    in the process get necessary assistance, directions, intelli-

    gence, etc.) if a found weapon is returned to the clan - even

    if it did not originate with a member of that that particulargroup. The greataxes are no more ornate than a usual orc

    weapon (orcs absolutely abhor fancy finishes on their

    weapons a true warriors tool is functional, not aesthetic).

    The only indication of what this blade truly is resides on the

    face where a small crudely etched inscription in Orc lists

    the name of the original owner and clan and these words

    With each taste will my power grow.

    Moderate Transmutation; CL 10th; Prerequisites: Craft

    Magic Arms and Armor; Keen Edge, Summon Monsters I

    Price: 32,320 gp

    DarkseekerThis helm emits a permanent Selective Light spell (see

    description below). Only when the helm is worn can the

    bearor see the effects of the Selective Lightspell.

    Minor Evocation; CL 4th; Prerequisites: Craft Magic Arms

    and Armor; Selective Light

    Price: 5,300 gp

    Darkseeker Helm

    Select ive LightEvocation [Light]

    Level: Sor/Wiz 2

    Components: V, F

    Casting Time: 1 standard action

    Range: Touch

    Target: Object touched

    Duration: 10 minutes/level (D)

    Saving Throw:NoneSpell Resistance:No

    Similar to the spellLight, this version emits a type of light that is only visible to the caster and up to threeaddition-

    al specified beings. The light emitted brightly illuminates a 25 ft. radius, plus an additional 20 ft. that is dimly lit.

    This spell also counters aDarkness spell, but unlikeLightdoes not dispell it for others.

    Material focus: A small piece of smoked glass and a drop of water placed into the eyes of any additional beings

    selected to view the light.

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    PathmakerA Pathmaker is an ancient and rare totem of the

    centaurs. Many centuries ago a branch of centaur

    evolution existed that had the ability to mentally

    manipulate trees in the forest as they moved to as to

    have a clear path wherever they went. This powerstill exist in the bones of these long dead ancestors

    of current day centaurs. Totems made from these

    bones give the weilder the ability to temporarily

    move trees around their path. When used, the totem

    will clear a ten foot wide and twenty foot deep area

    of any trees, bushes, undergrowth, etc. The effect is

    temporary and moves with the totem. The bearor

    and anyone else close to the totem can move freely

    and without any penalty from undergrowth or other

    natural hindering terrain.

    Moderate Conjuration; CL 10th; Prerequisites:

    Craft Wonderous Item; Teleport

    Price: 40,000 gp

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    DungeonSecretsOPEN GAME LICENSE Version 1.0a

    The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

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    15 COPYRIGHT NOTICE

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    Dungeon Secrets Volume One Copyright 2005 Tullis Aviation Art, Ltd.

    Artwork Copyright 2005 Thomas A. Tullis

    Artwork Copyright 2005 Kathleen A. Tullis