Ahtram's Spectacular Scimitar of Reduction ]
Fatrad's Green Ninjato of Wounding ]
Vajory's Warhammer of Blinding ]
The Tan Sling of Gold Detection ]
Gorthea's Kopesh of Body Armor ]
Kohbia's Red Kopesh of Gentle Falling ]
Neelra's Stupendous Sickle of Finding ]
The Marvelous Halberd of Entombment ]
Nibor's Thaumaturgical Ancus of Mythomania ]
The Incomparable Trident of Disenchantment ]
Fusna's Matchless Sickle of Nuncupation ]
Dagger of Disease ]
Dagger of Stupidity ]
Goblin Blade ]
Sword of Dismemberment ]
Wooden Sword ]
Arrow of Slaying: Psionics ]
Bow of Strength ]
Crossbow of Accuracy ]
Darts of Detonation ]
Trident of Dehydration ]
Diamond Mace ]
Flail of Disenchantment ]
Flail of Punishment ]
Mace of Lightning ]
Ruby Mace ]
Warhammer of Stunning ]
Loremaster ]


Item Name: Fatrad's Green Ninjato of Wounding
Submited By:
Item Power: Medium

Item Description: Causes 3d6 extra damage (save vs spell) when commanded. The magic command phrase is LIM-HA. Holds 4d10 charges and is rechargable. The duration is instantanious. Fatrad's Green Ninjato of Wounding is not useable by Druids. This weapon is +2, +5 vs dwarves. Has an unstoppable magical glow.

Experience Point: 1770


Item Name: Ahtram's Spectacular Scimitar of Reduction
Submited By:
Item Power: Major

Item Description: All targets attributes are lowered 1d4 levels when struck and item is commanded. The magic command phrase is LOBAMO. Holds 3d12 charges and user takes 2d4 Dam to recharge. The duration is one turn per level of user. This weapon is +5.

Experience Point: 1015


Item Name: Vajory's Warhammer of Blinding
Submited By:
Item Power: Medium

Item Description: It has this power: target is caused to become blind when commanded. The magic command phrase is BOLGIZO. Holds 4d6 charges and is recharged by draining one year of life from user. The duration is one round per level. Vajry's Warhammer of Blinding is not useable by Abjurers.

Experience Point: 1595


Item Name: The Tan Sling of Gold Detection
Submited By:
Item Power: Minor

Item Description: Cup changes color when near gold, getting more and more gold-coloured the closer/massive the gold is. Not usable by paladins or thieves/bards. This weapon is +2, +5 vs reptiles.
(Secret side effect after first use: 10% chance that a minor-demon will appear.)

Experience Point: 2525


Item Name: Gorthea's Kopesh of Body Armor
Submited By:
Item Power: Medium

Item Description: User unhurt by blunt weapons when commanded. The magic command phrase is OYLEN. Holds 4d10 charges and is not rechargeable. The duration is one minute per level. Gorthea's Kopesh of Body Armor can only be used by Warriors. This weapon is +3, +5 vs insects.

Experience Point: 2560


Item Name: Neelra's Stupendous Sickle of Finding
Submited By:
Item Power: Medium

Item Description: As the Locate Object or Person type spell when commanded. The magic command phrase is KEDOJO. Holds 6d12 charges and is rechargeable by being hit by natural lightning while being held by user. The duration is instantanious. Neelra's Stupendous Sickle of Finding can only be used by Elfs. This weapon is +3, +0 vs. animals.
(Secret side effect after first use: Owner is totally avoided by huecuvas and mummies.)

Experience Point: 1885


Item Name: Kohbia's Red Kopesh of Gentle Falling
Submited By:
Item Power: Medium

Item Description: User falls at same rate as a feather when commanded. The magic command phrase is ROXUG. Holds 5d6 charges and is easily rechargeable. The duration as per spell at user's level. Kohbia's Red Kopesh of Gentle Falling can not be used by Dwarfs. This weapon is +4.
(Secret side effect: Owner repulses scorpions.)

Experience Point: 630


Item Name: The Marvelous Halberd of Entombment
Submited By:
Item Power: Medium

Item Description: Acts as a Detect Grave 50ft spell when commanded. The magic command phrase is YORIJYET. Useable two times every two days. The duration is instantanious. The Marvelous Halberd of Entombment is useable only by any race or class. This weapon is +4, +6 vs felines. Saying HABEGP causes a magical glow to start and stop.

Experience Point: 1700


Item Name: Nibor's Thaumaturgical Ancus of Mythomania
Submited By:
Item Power: Medium

Item Description: Causes chaos on target. The magic command phrase is IOGYG. Holds 6d6 charges and costs 10d1000 Gold to recharge. The duration is one turn per level. Nibor's Thaumaturgical Ancus of Mythomania can not be used by any paladins, or priests/clerics of king-deities such as Odin All-Father. This weapon is +3, +5 vs large flying creatures.
(Secret side effects after first use: 10% chance of gaining a follower who is a boar, and owner desires to identify EVERYTHING when used.)

Experience Point: 980


Item Name: The Incomparable Trident of Disenchantment
Submited By:
Item Power: Medium

Item Description: As a Dispel Magic (23rd lvl) spell when commanded. Holds 5d10 charges and is not rechargeable. The duration is instantanious. The Incomparable Trident of Disenchantment can only be used by non-Bards.

Experience Point: 750


Item Name: Fusna's Matchless Sickle of Nuncupation
Submited By:
Item Power: Medium

Item Description: User can identify the full name of a person when commanded. The magic command phrase is NA SikA GIRU. Useable once per fortnight. The duration is instantanious. Fusna's Matchless Sickle of Nuncupation cannot be used by Warriors.

Experience Point: 850


Item Name: Dagger of Disease (Dagger +1)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This peculiar yet vicious weapon gives the victim a deadly disease, on a roll of 19 or 20, that causes one hit point of damage every turn unless a successful saving throw is made versus death magic. Only a cure disease can get rid of the ailment. Note: this weapon does not afflict paladins or any others (unicorns etc.), who are immune to disease.

Experience Point:


Item Name: Dagger of Stupidity (Dagger -2)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This cursed item decreases the users INT score by 1d6 points (predetermined and remains the same throughout the item's existence). This affliction can be removed by remove curse or wish. After it is removed, the player regains 1 point of Intelligence lost per every 2 days.

Experience Point:


Item Name: Goblin Blade (Shortsword +1)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This green, crude looking shortsword will, upon, a successful roll of 20, turn their opponent into a goblin (See Monstrous Manual). This affliction can only be cured by a remove curse or wish or similar magic.

Experience Point:


Item Name: Sword of Dismemberment (Longsword +3)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This fearsome longsword is the twisted cousin of the Vorpal Blade (see DMG), but instead of severing the head from the body, it severs a particular limb if the user gets a 20 or better (with modifier) on their combat roll. To find out which limb see table below. Note: For every limb severed, the victim loses 10% (rounded down) extra non-healable hit points of damage. Creatures that regenerate do not lose hit points permanantly (assuming they don't die).

1d20 Roll
1-7=Right arm
8-14=Left arm
15-17=Right leg
18-20=Left leg

Experience Point:


Item Name: Wooden Sword (Shortsword +2)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This shortsword made of enchanted wood passes through all non-magical metal as if it did not exist. Therefore all metal armors to not count in the opponents armor class. This special wood is immune to normal fires. It can instantly be destroyed by warp wood.

Experience Point:


Item Name: Arrow of Slaying: Psionics (Arrow +3)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This item is identical to the ones mentioned in the DMG, but only it affects psionics.

Experience Point:


Item Name: Bow of Strength
Submited By:
Brian A. Rollins
Item Power:

Item Description: This common-looking short bow is actually an incredible weapon. With a check versus STR with a -5 modifier, a character can shoot an arrow through an opponent and into anything behind it. Against the first target the arrow does normal damage +1d12, and against the second target, does just normal damage. The arrow is, of course, totally unreuseable.

Experience Point:


Item Name: Crossbow of Accuracy
Submited By:
Brian A. Rollins
Item Power:

Item Description: This weapon subtracts one to three (1d6/2) to the users THAC0 (calculated before it is found). Otherwise, it does normal damage. This weapon does not radiate any form of magic, as it is a weapon of precise making, not magical.

Experience Point:


Item Name: Darts of Detonation (Dart +2)
Submited By:
Brian A. Rollins
Item Power:

Item Description: Normal looking darts, except that after a successful hit, the dart will explode in 1d4-1 rounds (zero rounds meaning instantanious), and do 1d8+2 points of damage. If removed before it detonates, it will not discharge. Afterwards, treat as a normal dart in damage. These darts can also be used against doors and such (item saving throws apply).

Experience Point:


Item Name: Trident of Dehydration (Trident +3)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This aqua-blue trident has the vicious ability to absorb water from it's opponents. This does normal damage plus 2d4 damage land based creatures and 2d10 in amphibious and water-based creatures. Victims must drink water within one turn or pass out. The weapon automatically kills water elementals on a successful hit (saving throw vs. death magic does apply). It will also absorb one gallon of normal or holy water every 2 rounds if it is standing, like in a pond or puddle (Max. 10 gallons every 24 hours). Unholy water renders the trident non-magical, and thereafter a normal weapon. Note: This weapon is not strong enough to absorb running water.

Experience Point:


Item Name: Diamond Mace (Mace +3)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This very expensive weapon has diamond tips on the head of the mace. This allows to hit the attacker to hit his opponent as if he were two Armor Classes higher (maximum of 10), due to the extreme sharpness of the weapon. Each diamond is about 100 gp in value, but can be worth much more if left in the weapon due to the difficulty in mounting the gems in the steel mace head.

Experience Point:


Item Name: Flail of Disenchantment (Flail +2)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This great weapon when used to successfully parry disenchants any magical weapon (Use item saving throws). Thereafter, that weapon is a normal weapon, but loses all pluses and special benefits. Nothing short of a wish can bring it's abilities back. However, this weapon does not have a disenchanting effect on intelligent weapons with egos of 10 or higher. It has no special effect on magical armors.

Experience Point:


Item Name: Flail of Punishment (Special)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This weapon does absolutely NO damage. Instead, it inflicts unimaginable pain, which is only in the victims mind. Designed to torture but not kill. Appears as one nasty flail (Something on the order of cat o' nine tails). Victim may attempt to disbelieve the "illusion" of pain versus INT-6. DM's discretion on if victim being able to keep any secrets or confessions (ex: Save versus CON).

Experience Point:


Item Name: Mace of Lightning (Mace +2)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This mystical weapon stores the power of lighting within it. Each charge delivers 1d8 points of damage. Carries 1d4 charges. To recharge, it must be struck by lightning. Also it may be used to absorb lightning attacks, and thus recharging the mace one charge. When struck by lightning, the holder is not affected by the attack. Acts as a normal mace when used against creatures immune to lightning (+2 does not apply). Stuns water elementals for 1d4 rounds.

Experience Point:


Item Name: Ruby Mace (Mace +2)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This mace is very similar to the diamond mace (mentioned above). But in this weapon makes the opponents armor class one class worse instead of two.

Experience Point:


Item Name: Warhammer of Stunning (Warhammer +1)
Submited By:
Brian A. Rollins
Item Power:

Item Description: This unique weapon does no damage, but when a successful hit is made, the victim falls unconscious for 1d4+1 hours if it is medium sized. A large or greater sized target falls unconscious for 1d4-1 hours. A small or tiny target falls unconscious for 1d6+1 hours. A successful saving throw versus spell means there is no effect. A natural 20 on the combat roll negates the saving throw.

Experience Point:


Item Name: Loremaster
Submited By:
Brian A. Rollins
Item Power:

Item Description: an intelligent dagger (+3) named Loremaster, Lorey to his friends, (Al LG Int 17 Ego 20 Legend Lore 1/week, Esp 3/day, detect magic at will, dance as sword Languages:common, elven, Thorass, orcish, dwarvish, frost giant). Loremaster is a very snooty weapon given to pouting whenever he doesn't get his way and speaking out to show his obvious intelligence whenever possible. Loremaster loves to read and forces Jillian to buy him history and alchemical texts all of the time. He does not generally like to be used in combat, because parrying weapons gives him a headache; however, he will come to Jillian's aid if necessary, flying from her sheath to attack her foes unmercifully. Loremaster is very jealous when it comes to Jillian, although he knows they can never be together physically, he quotes poetry to her constantly and can't stand to see her with another man. Jillian on the other hand has different ideas.

Experience Point: