Cloth
of Steel
This 8'-long piece
of enchanted cloth,
upon utterance of
the command word
(usually found on
the cloth), straightens
out as if wielded
by someone who knows
the martial-arts
maneuver Steel Cloth.
Unlike the regular
cloth used in the
maneuver, the cloth
remains straight even
when not in motion,
remaining rigid until
a second command
word is spoken to
return the cloth
to its normal form. In the
rigid state, the
cloth may be hurled; if
thrust or thrown,
it strikes as a spear +1.
When rigid, the cloth
is so hard that it
may be used as a
crowbar or as a long
spike for stopping
sliding walls.
XP Value: 750
GP Sale Value: 5,500
Shukenja
Helm
This helm may be
of any type (kabuto,
hanburi, jingasa,
etc.), and may be worn
by any character
who can wear helmets.
When worn, it gives
the protection afforded
by the shukenja spell
mental strength.
In addition, the
wearer of the helm may
meditate for two
hours a day (double that
if he can already
meditate). In combat, the
helm gives the head
AC -2, and, if the
wearer is striking
to subdue instead of kill,
he gains a +1 advantage
on both damage
and ?to hit? rolls.
XP Value: 2,000
GP Sale Value: 13,000
Multiple
Rod of Dancing
Upon first glance,
the rod appears to be
a normal three-piece
rod. However, it is
+1 on both damage
and ?to hit? rolls. The
rod may also be used
as a dancing weapon,
but it always functions
in this capacity
as if it were owned
by an 8th-level monk
who specializes in
martial-arts weapons.
Upon utterance of
the appropriate command
words, the chain
links of the rod
may, at the will
of the owner, become any
of the following
things: three dancing jo
sticks, a dancing
jo stick and nunchaku, or
one or two jo sticks
and a dancing nunchaku.
Other weapons may
be wielded by the
user of dancing weapons.
As before, the
dancing
weapons fight for five rounds at a
time (or until recalled
by the owner) as if
wielded by an 8th-level
monk. When the
command word is spoken,
the weapons
are fully responsive
to the will of the
owner. When the rod
dances in several
pieces, it can engage
up to three opponents
at a time; the pieces
may also concentrate
on only one or two
foes. When
the command word
of recall is spoken or
when the time limit
for dancing is used
up, the detached
pieces reunite and fly
back to the owner's
grasp. All detached
dancing pieces are
+1 weapons.
XP Value: 4,500
GP Sale Value: 25,000
Staff
of the Ninja
This staff
appears to be an ordinary bo
stick until checked
for magic. It is +2 to
damage and ?to hit?
rolls, and has other
special abilities
as well. If the appropriate
command words are
known, the following
things may occur
at the user?s command:
1. A spear head slides
out of one end,
turning the weapon
into a shakujo yari +2.
The head retracts
when the command
word is repeated.
2. A sword blade juts
out of the other
end, turning the
staff into a shikomi
zue +2. As before,
the blade retracts if
the command word
is repeated.
3. The staff has a
saving throw vs. crushing
blows of 1, making
it virtually
unbreakable.
4. The staff has balancing ability.
5. Once per day, each
concealed weapon
blade may be envenomed.
The venom is
wiped off and expended
on the first successful
blow, acting as if
it had come from
a dagger
of venom.
6. The staff dances
for five rounds,
attacking the enemy
as if wielded by an
8th-level ninja.
The staff can dance as a bo
stick, shakujo yari,
or shikomi zue. The
form in which the
owner wishes it to
fight, however, must
be determined before
the weapon is made
to dance. When time
runs out or it is
recalled, the staff returns
to the hands of its
owner.
7. The staff acts as a ring of water walking.
8. Four times a week,
the bearer of the
staff can pass through
stone or metal walls
up to 3' thick.
XP Value: 5,000
GP Sale Value: 25,000
Statue
of Substitution
Upon close examination,
this statue,
reveals a small cavity
in its back. The
statue is hollow
and large enough to hold
one pint of blood.
In order to make the
statue work, the
character to carry or use
it must have one
pint of blood removed
from his body and
poured into the statue,
which magically seals
when full. Once this
bond has been created,
the statue benefits
the character using
it as if he were using
the shukenja spell
substitution. The first
20 hit points of
damage the character
takes in combat are
absorbed by the
statue, which disappears
automatically
when the limit is
reached. The statue will
benefit no one but
the character whose
blood it holds, and
only one statue may be
so used by a character
at a time. If small
amounts of blood
from several characters
are poured in, the
statue will not give each
of the characters
limited benefits; it will,
in fact, be worthless.
XP Value: 500
GP Sale Value: 10,000
Stirrups
of Horsemanship
When fitted on a
horse, these stirrups
give any character
who rides that animal
the same skills at
riding that he would
have if he had the
horsemanship proficiency
(this applies to
riding skill, leaping onto
the animal, using
two-handed weapons on
horseback while guiding
the animal with
the legs alone, etc.).
The stirrups may be
used on any horse
or horselike animal (kirin,
unicorn, etc.), and
must be attached to
the saddle trappings
if they are to work
properly. No additional
bonus is given to
characters who already
have the horsemanship
proficiency.
XP Value: 2,500
GP Sale Value: 12,500
Tea
Set of Skill and Grace
This tea set, made
of the finest materials,
enables its owner
to conduct a tea
ceremony
as if he had filled a slot with the
tea-ceremony proficiency.
Possession of
the set adds +4 to
the chances of attaining
utter concentration
while conducting the
ceremony; this benefit
is the same whether
or not the character
has regular proficiency
in the tea ceremony.
The same +4
bonus applies if
the character uses the set
when engaged in a
contest. If the character
used the set while
learning the ceremony,
he will still have
+2 on the chance of
contest-winning and
attainment of utter
concentration without
the set.
XP Value: 1,500
GP Sale Value: 2,000
<Oriental> Dragon
Lantern
This hooded lantern
is shaped like the
head of an <oriental
>dragon. When the handle is
manipulated to reveal
the light, the
dragon?s jaws are
opened. This special
lantern secretes
that most brilliant of
illuminating agents,
dragon fat, producing
enough so that the
lantern may be used up
to 20 turns a day.
(Incidentally, regular
dragon fat may be
burned in ordinary
lanterns; the amount
needed to fill a lantern
once is worth 3,000
gp.) The light
from this lantern
brilliantly illuminates an
area equal to that
covered by an ordinary
lantern?s light,
but in this case, the lighted
area is equivalent
to broad daylight. In
addition, the light
can be seen from a
great distance, until
the point the lantern
is at is hidden by
the curvature of the
earth (thus, the
lantern may also be used
as a signalling beacon).
Any creature who
looks directly into
the dragon jaws (equivalent
to the chance of
being caught by the
gaze of a basilisk)
is blinded for 10 turns
unless treated by
cure blindness.
XP Value: 3,000
GP Sale Value: 12,000
Dragon
Pearl
This is the magically-treated
pearl carried
by every oriental
dragon. It always
glows with a brilliant
light so penetrating
that it can light
up every room in even the
largest castle. (Only
a special carrying sack
of dragon hide or
similar special leather
will conceal the
light.) When carried, the
pearl acts as a periapt
of health. In addition,
it can increase the
size or amount of
any ordinary substance
it comes in contact
with. People and
animals grow fatter and
healthier, crops
grow larger, and piles of
food (such as rice)
increase in size. If
placed in a barrel
with a few drops of
water, oil, or some
other liquid, the pearl
will soon have the
barrel full to overflowing.
However, this ability
only works for
ordinary materials;
it cannot multiply a
pile of coins or
make gems increase in
value. If buried,
the pearl reveals its presence
by the fact that
the grass over it is
always green and
healthy, even in winter
or in times of drought.
XP Value: 10,000
GP Sale Value: 20,000
Dust
of Revealing
This special dust
is commonly found in
one or more eggshell
grenades, the price
being that of one
such powder-filled grenade.
When released into
the air, the dust
magically expands
to fill a 30?-radius ?area.
Everything in this
area affected by disguises
is revealed for what
it truly is.
Shapechangers (such
as lycanthropes and
hengeyokai) are forced
into their natural
forms, all magical
and mundane disguises
are removed, and
spells such as face and
apparition are nullified,
Unlike dust of
appearance, dust
of revealing does not
reveal invisible,
astral, ethereal, or out-ofphase
creatures.
XP Value: 1,000
GP Sale Value: 4,000
Wand
of Rust
This wand, which
may be used only by
wu jen (magic-users),
is a potent weapon
against armored foes.
Every time a charge
is expended, a pencil-thin
ray of a rusty
red color streaks
out. Any metal object hit
acts as though a
metal to rust spell had
been cast on it.
Note: Because the beam is
so thin, a save vs.
wands means that the
beam has missed,
and could thus strike
something else. The
beam will travel 100?
before dying out
if it hits nothing.
As with the spell,
the wand may also
transform rust to
metal. If one charge is
expended while the
wand is swirled around
in a pile of rust
(here the rust may be due to
any cause), the affected
item is restored as
per the spell. If
less than 90% of the item?s
rust is in that spot,
the spell will not work,
but the one charge
will still be expended.
The wand may be recharged.
XP Value: 6,000
GP Sale Value: 35,000
Sword
+1, Whirlwind Blade
This sword has from
8-16 charges which,
once used, are gone
for good. Whenever
one charge is expended,
the wielder of the
sword may launch
a whirlwind attack in
the manner of an
11th-level kensai. All
strength bonuses
and the like possessed by
the character still
apply. Even a kensai may
use this weapon,
provided that it is not a
magical version of
his weapon of specialization.
A kensai of 11th
level or higher, if he
can use the sword
at all, may use the abilities;
he may also still
use his own innate
whirlwind attack
potential. If the character
expends a charge
while conducting a whirlwind
attack of his own;
however, no additional
benefit is gained,
and the charge is
wasted.
XP Value: 500
GP Sale Value: 2,500
OCTOBER 1987