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7/27/2019 Fat Dragon Games - Dungeon Secrets
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FAT DRAGON GAMES
DUNGEON SECRETS
7/27/2019 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
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Dungeon Secrets Volume One Copyright 2005 Tullis Aviation Art, Ltd.
Artwork Copyright 2005 Thomas A. Tullis
Artwork Copyright 2005 Kathleen A. Tullis