New Magical Items

Magical Potions

*Potion of Physical Fortitude

Drinking this strong smelling and tasting brew, that often steams when opened, confers a bonus +4 hit points to the recipient, a +2 bonus to saves against poisons, and automatically stabilises the character if he or she falls below zero hit points. The potion must be fully consumed where the benefits, including the bonus hit points, last one full week. Elixirs of this sort are not cumulative. A character may only use such potions twice before their bodies become 'immune' to the benefits - further potions will be ineffective. There is a 1% cumulative chance that those drinking these potions will become sick (bedridden) for a whole week and not be able to adventure.

Magical Rings

*Ring of Gaseous Form

These rings allow the wearer to assume gaseous form in the same way as an Ogre Mage. The ring has a command word although the wearer need only think it for the effect to take hold. This action takes one segment. The gaseous form lasts a period of 3 turns before expiring. The ring can only be used 2 times per week.

*Witch Ring

Crafted from natural materials like wood or wicker these rings protect the life of the wearer by taking it from another creature. If the wearer is damaged to zero or less hit points the ring restores them back to 1hp with no ill effects. However, the linked creature, or creatures, suffer the consequences and are slain. The linked creatures can be farm animals, such as pigs or chickens but they must be confined within an enchanted cage. Also, once put on the rings cannot be removed short of a limited wish spell or until the enchantment is triggered. 

Miscellaneous Magical Items

*Amulet of Life Protection (mod)

This amulet (as described in the DMG) protects the character from the Magic Jar spell or any other mental attack that would take control of the PC's body. If the wearer is slain (-10hp) the character's psyche enters the amulet and remains for a full seven days before moving onwards into their afterlife. If the PC's body is healed before seven days has elapsed the character revives with the psyche returned. If the amulet is destroyed at any stage while psyche inhabits it, the psyche is simply released and moves onwards (and is not utterly destroyed as previously stated).

*Tome of One Spell

These rare tomes emulate the effects of certain spells and radiate faint magic. Through the study of the text, elaborate ceremony, and substantial material expense, various wizard (& sometimes priest) spells can be cast. However, simple 1st level spells often require many turns to cast, spell components are always necessary and the “caster” must be able to read or decipher the script. The DM is advised to vary the complexities, and requirements present within each of these rare books. The DM may also opt to introduce other books that perform more complex magics and/or disintegrate after use. The spell cast from these tomes may be of any level.

Note: Wizards who do not have access to certain spells, who have used up their spell allotments, or who have failed to learn a particular spell may employ these books to overcome such shortcomings. They must nevertheless follow all the restrictions found in the book including the extended casting times.