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Sleep Torch:
Sleep torch (xp-1000)
This magical torch looks like any other torch and if detect magic is used will radiate a faint aura of alteration magic. When lit the torch acts normally for one round then begins to emit an oderless, invisible cloud of sleep gas (as spell affecting all beings in AOE). The gas radiates out 10' per round to a max of 100' after 1 turn.
Each being in its range must save vs poisen or fall into a deep magical slumber. Victums cannot be awakened while in the area of affect as long as the torch remains lit and those that do save, must make another save for each round spent in the area of effect with a cumulative -1 for each round they remain. 1d4 turns after the torch burns out or if taken out of the AOE, affected beings will awaken normally. When found these torches can burn for 1 hr plus another d4 turns. These items are mostly found or used in tombs or temples to protect from possible intrusions. The sleeptorche can be used as a missile weapon, by throwing it amongst a group of enemies who will usually ignore it to attack.

  Telnor's Scroll of Immortality: Telnor's scroll of immortality (xp-10,000)
The moment this scroll is read the readers aging is stopped for 10 years where upon it resumes unless the scroll is read again. This scroll is one of the few scrolls to have charges (d10+2) though it cant be recharged. Magic aging due to certian spells and creatures (haste or ghosts) will subtract from the scrolls duration first then affect the being normally. It is rumored that this is how the great mage Telnor managed to live so long without resorting to lichhood as so many other mages do, and to protect the secret of this scrolls manufacture, he created many false scrolls that work in reverse. This scroll may be read and used by any race or class except for elves who feel no effects from reading it, though it still drains one of the scrolls charges.

Telnors robe of eye's: This robe is jet black and decorated all over in grey skulls of all sizes. This robe allows the wearer to see in all directions due to the magical skulls drawn all over it. This grants the wearer 120' infravision, and the power to see displaced, or out of phase creatures in their actuall posistion. The robe see's all forms of invisibility (invisibility, imprved invis,dust of dissapearence, robes of blending, etc...) within 240' (or 120' if using infravision). Camaflauged or hidden in shadows beings are easily spotted and ambush or surprise of a character wearing these robes are impossible. Finally the robe enables its wearer to track as if a 12th lvl ranger.

  Telnor's Improved Scroll Wand Telnors' Improved Scroll wand (xp 4000)
When found this wand resembles a hollow tube of bone with an endcap of silver which is set with a pyramidal cut piece of black onyx. When first created, the mage can opt to create additional smaller scroll tubes of polished silver. Up to 1 per the caster's level can be created (max of 20). Normally it would take several (d4) rounds to switch or load a scroll into the wand. Using the special "tubes", the mage can switch between scrolls one time per round. Each tube is capable of holding one scroll and if within easy reach (not in his backpack) the mage may switch scrolls at will once per round. The mage Telnor is known to have concealed atleast 10 of these "loader tubes" within his robes for ease of loading. When the end cap is removed and a spell scroll is sealed within, the mage may now use the wands charges (10d6+15) to cast the spell on the scroll with it costing 1 charge per spell level (maximum of 6th lvl spells), with a casting time of 1. Scrolls are limited to those that have only one spell on them, and those with more will not work.
When drained of all charges the wand will use up the scroll before burning out. The wand must be recharged by a mage of 15th + lvl and the wand requires a casting of read magic for each charge and a permanance spell to bind the magic.

Bag of bones:This black leather bag contains 23 knuckle bones, when a bone is cast onto the ground and the command word is spoken a full strength skeleton springs forth. The mage has two choices when using this item, first the bones can be used to create multiple skeletons or the bones can be combined to create a higher strength skeleton. For each bone the skeleton gets an increase in HD and thaco, ac, dam and other abilities remain the same. Thru a special process the bag can be refilled to its max of 30 bones.
  Telnor's Staff of Undeath Staff of Undeath (+3/+6): This black wood staff was carved from the body of an Undead Treant and is topped with the silver dipped fanged skull of a baby Dragon (black). The staff has been carved to resemble a set of backbones (vertibre), hence it is slightly curved slightly at its middle. The staff has the following powers: Minor (at will): Detect Life or Undeath: This operates as the Detect Undead spell (see PHB) with a 100' radius.
Chill Touch: This ability encompasses the staff in a blue glow which (upon contact) drains the target of 1d4+16 damage and causes a loss of-1 to strength (Undead affected must make a S/T or flee for 1d4+16 rounds) per hit.
Spectral Hand: This ability creates a ghostly hand that can move up to 100' away and can conduct any touch spell the owner has (4th or less) with a +2 THACO, lasting 3 turns. The staff is able to create and maintain a Max of four of these at one time.
Intermediate:
These abilities are usable 3x a day:
Hold Undead: Renders 1d3 Undead immobile for d4+16 rnds. Undead summoning I: this summons 2d4 skeletons that will obey the mage for 20 rounds (falling to pieces after duration ends), <>
Protection from Undead(10' radius): This acts like the protection from evil spell(phb) only affecting Undead.
Major:
Animate dead: Works as the 5th lvl spell, allowing the creation of up to 16 hd per 24 hours. control lasts till the Undead are destroyed. Undead created by this staff cannot be turned while staff wielder is within 1 mile.
Summon shadow: This summons 5 shadows as the 5th lvl spell, lasting 2 turns. WraithForm: This effect is usable 2x/day and acts as the spell lasting for 3 turns.
Special:
Necrophidius Form: Upon command the staff can animate and attack like a necrophidius, AC:3, HP:66, THACO:12, #att:2, Dam:2d6+3/+6(bite), 3d4+3/+6 (constriction). The Necrophidius can form at will but once the hps have been used up the staff reforms and is useless. The staff can be recharged/healed.
Final strike: This effect happens when the staff is broken, first a specialized fireball goes off in a 60' diameter area for 10d6+16 damage. The wielder of the staff is killed in the strike and is raised back to unlife as a form of intelligent Undead (lich, vampire, ghoul lord etc..)and each being killed by the blast is raised up as Undead under the staff wielders control, and of an appropriate form to serve him (vampires for a vampire, ghouls for a ghast or ghoul lord, etc.).

Potion of Limited Immortality:

Telnor or another necromancer has developed a process to achieve great self-healing and immortality. This process involves feeding a victim a special potion. This potion puts the body into a form of paralysis ensuring it can survive for great lengths of time. The potion then slowly begins to distil the body; drawing put certain elements as it does so. This special element is actually sweated out of the subject’s body as a greenish slime.
This slime must then be further refined until a clear liquid is achieved. This final chemical is called Lilosos and a single body produces a very small amount of the precious chemical. To create a single sample it requires over a dozen bodies and the process takes almost a month.
The dose itself acts in a strange way. When drank, the potion grants the subject a limited form of immortality. The potion cancels aging and its effects as well as rendering the subject immune to most non-magical diseases. One single dose will supply the above effects for upwards of 600 years (d4+2 x 100).
Of course the potion does have limits. These effects of the potion will last only so long as the subject is not seriously or mortally wounded in some way (this includes fatal diseases and magic as well). When this does occur the potion concentrates its powers to the job of mending the wound or curing the disease and then it’s magic fades. The drinkers aging and weakness to disease returns and his/her life continues as normal. Another dose is then required to return the subject to immortality.