Liquid Light: This is in effect the liquid manifestation of continual light. The substance can be poured onto any object, including garments and items worn by the person. If liquid light (or its opposite, liquid dark) are poured onto enough bare skin (60% of the body), that person will die of suffocation with in 1 turn. If liquid light and dark are ever mixed they will negate each other and turn into a dull gray glob. The amount found can vary from 8 oz. to over several gallons (GM’s discretion).
G.P. Value: 700
X.P. Value: 400
Liquid Dark: Similar effects to a continual dark spell. This has the same properties as its Liquid Light counterpart.
G.P. Value: 700
X.P. Value: 400
Ring of Jolting: At the utterance of the command word, the wearer of this ring can cast a beam of energy out to 100’ at any single target. This energy beam causes no Hit point damage, but will stun the target for 3-12 rounds (save vs. paralyzation, for stunning of 1-4 rounds). When stunned, a target can only defend itself and will not gain the initiative to perform any action. No psionic or magical powers may be used by the stunned creature during this time. The ring appears as a plain copper band.
G.P. Value: 60
X.P. Value: 1,000
Door of Folding: While folded, this item appears to be a very small portable hole. When tossed onto a solid surface it instantly expands to the size of the person tossing it. This person and only this person can then pass through the door. The door subsequently closes and stays closed until the owner opens it. Inside, the door opens up a small pocket dimension that can sustain the owner for 2 turns.
G.P. Value: 2,300
X.P. Value: 10,000
Ever-burning Torch: This special torch is thought to be a piece of the trees that burn in the hells. The torch will always burn, but the wood itself will never be consumed. Even if the torch is immersed in water it will not be extinguished. The torches can be found in numbers of only 1-3.
G.P. Value: 3,000
X.P. Value: 1,000
Rust Dust: Rust dust looks like a fine metallic powder. It radiates a magical aura similar to other magical dusts. It is usually contained in small pouches for dispersal by hand, but has been found in hollow tubes of bone for spreading by blowing through the tube. If it is spread by hand, one pouch will cover a 10” radius area. If the dust is dispersed via a tube, it will create a cone that is 20’ long, 1’ wide at its base, and 15’ wide at its end. From 1-10 containers of either type may be found at one time. Any non-precious metallic materials within the area of effect of rust dust will rust (or otherwise deteriorate) and fall into useless scraps one round after being in contact with the dust. Precious metals (gold, platinum, silver) are not affected. Non-magical metals of iron, copper, bronze, tin, and similar metals or alloys (including Mithril and Adamantine) will be affected automatically. Magical Items must save as if struck by a rust monster, gaining a 10% chance to withstand the dust for every plus of enchantment. (ex. a +4 sword has a 40% chance of not corroding). Magical items or objects without a plus rating have a 10% chance to save against the dust. All such, saving throws must be rerolled every time a new dose of rust dust is encountered.
G.P. Value: 2,000
X.P. Value: 1,000
(c) Dominic Cimesa 2004