Saturday, August 10, 2013

Swordpunk: The Olde Realm

My other blog is called The Olde Realm.  Imagine giant Renaissance cities with a touch of steampunk filled with millions of desperate people. Urban fantasy in a grim world. New Weird. The nobles are deceitful, life is cheap, and you make it the best way you can. Dangerous wildernesses filled with terrible ruins and foul beast.

Inspired by New Weird literature, Ancient Rome, Ancient Babylon,  Religious History, Occult History, A touch of Steampunk, Thief (Dark Project and Metal Age), The Dark Mod, The Wheel of Time,   Warhammer, and from recent stuff: The Game of Thrones, The Borgias, Assassin's Creed, Divinci's Demons, and many other sources.

It is an RPG where the characters are not the stars, the Olde Realm is.

Not a D&D clone but a % based system where one can create a very detailed character in a very short time. 

Take a look if you are not easily offended. 

http://theolderealm.blogspot.com/

Friday, August 9, 2013

Back to the Dungeon RPG: A Few Questions

Back to the Dungeon RPG: A Few Questions

Should I get rid of the "Roll 20 and something cool happens" feature?

Should I get rid of it for some classes?

Should I alter it to function as a list of things/suggestions that could happen per class/subclass/role?

Should I make it more like it functions in the Quick Primer for Old School Gaming by Matthew Finch?

Should I make the spell list longer or make it another supplement?

Should I streamline the Races? No Attribute Modifiers and less +1s and such. Less rules and more story?

Although a few thousand people have taken a look I have gotten very few comments. The comments I did get were fairly positive. What do you think of BttDRPG?


Tuesday, August 6, 2013

A D300 Treasure Table.

Screw multiple treasure tables. I took all of my treasures and stuck them all together on a D300 no rhyme or reason chart for BttDRPG.

So how do you like it?  I love it.


1.  Robe of Eyes: This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe. She also gains 120-foot darkvision. The robe of eyes all forms of invisible or ethereal things within 120 feet. Very sensitive to blinding attacks.
2. Amulet of Health: This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.
3. Amulet of Mighty Fists: This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
4. Amulet of Natural Armor: This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.
5. Amulet of Proof against Detection and Location: This silver amulet protects the wearer from scrying and magical location. If a divination spell is attempted against the wearer, the caster of the divination must succeed on test versus the wearers Intelligence Modifier plus 10 plus 1/2 level.  
6. Amulet of the Planes: This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to shift to different Planes. However, this is a difficult item to master. The user must make an Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. The user must have a map or know where they are going. 
7. Armor +1 Up to + 5 Maximum. Normally +1 every 2 to 4 levels. Choose Armor and give a bonus. Some armors also have other magical powers. The higher the bonus the less the armor weighs and this will be determined by the Game Master. 
8. Armor +2
9. Armor +3
10. Armor +4
11. Armor +5
12. Armor Demonic:  Possessed by a spirit or demon, with effects to be determined by the Referee
13. Armor Elemental  Resistance: A suit of armor or a shield with this property normally has an elemental motif. The armor absorbs the first 5 points of elemental damage per attack that the wearer would normally take. Only one element must be chosen such as Fire, Ice, Acid, Sonic, etc.
14. Armor Elemental Resistance, Greater: As elemental resistance, except it absorbs the first 15 points of electricity damage per attack.
15. Armor Elemental Resistance, Improved: As elemental resistance, except it absorbs the first 10 points of electricity damage per attack.
16. Armor Elemental:  +1 armor that is surrounded by Element. These elements deal 1d6 damage to melee attackers.
17. Armor Ethereal:  +3 plate mail that also allows the wearer to become once per day insubstantial and incorporeal 50 times, at which time it reverts to normal +3 plate mail. In ethereal form, the wearer cannot be hit and cannot attack (unless the opponent is ethereal).
18. Armor Fortification:  This armor prevents any critical attack from doing extra damage.
19. Armor Ghost Touch:  This armor allows one to defend against incorporeal attacks as well.
20. Armor Glamored:  Armor can appear to be normal clothing at will.
21. Armor Invulnerability:  This armor can protect you from 5 damage (or more if powerful) unless magic is used.  
22. Armor Shadow :  This armor allows stealth at +5 and +10 if hiding in a shadow. Only for soft armors.  
23. Armor Silent Moves: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer’s Stealth checks. 
24. Armor Slick: Slick armor seems coated at all times with a slightly greasy oil. It allows two rolls against being grabbed.  
25. Armor Spell Resistance: This property grants the armor’s wearer spell resistance while the armor is worn. The spell resistance will be 10 plus 1/2 the level or HD of the creator depending on the armor.
26. Armor Undead Controlling: The wearer of a suit of armor or a shield with this property may control up to his HD x 2 of undead per day. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.
27. Armor Wild: The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be made covered in leaf patterns. 
28. Bag of Devouring: Functions as a bag of holding, but devours any item placed into it within 1d4+1 hours.
29. Bag of Holding: This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. They can normally hold 1000 lbs.   
30. Bag of Tricks: This small sack appears normal and empty but once you reach into it it pulls out a beast equal to your level. There will be 1d6 beast each bag. They serve for 10 days then die unless they are killed before.  
31. Bead of Force: This small black sphere appears to be a lusterless pearl. You can throw it up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius.
32. Belt of Dwarvenkind:  This belt confers all powers and abilities of a dwarf.  
33. Belt of Giant Strength: This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4 or +6.
34. Belt, Monk’s: This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. 
35. Blessed Book: This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked. A wizard can fill the 1,000 pages of a blessed book with spells without paying the 100 gp per page material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
36. Boat, Folding: A folding boat looks like a small wooden box―about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If a command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship. In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease. A third word of command causes the boat or ship to fold itself into a box once again.
37. Boots of Elvenkind: These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on stealth checks.
38. Boots of Levitation: On command, these leather boots allow the wearer to levitate.
39. Boots of Speed: As a free action, the wearer can click her boot heels together, enabling her to act as though affected by a haste for up to 10 rounds each day. The duration of the haste need not be consecutive rounds.
40. Boots of Striding and Springing: These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 bonus.
41. Boots of Teleportation: Any character wearing this footwear may teleport times per day, exactly as if he had cast the spell of the same name.
42. Boots of the Winterlands: This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands the wearer, as if he were affected by an endure elements .
43. Boots, Winged: These boots appear to be ordinary footgear. On command, the boots sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly . He can fly three times day for up to 5 minutes per flight.
44. Bottle of Air: This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.
45. Bowl of Commanding Water Elementals: This large container is usually fashioned from blue or green semiprecious stone. It is about 1 foot in diameter, half that deep, and relatively fragile. When the bowl is filled with fresh water, and certain words are spoken, a  water elemental appears. The summoning words require 1 full round to speak.  Only one elemental can be called at a time. A new elemental requires the bowl to be filled with new water, which cannot happen until after the first elemental disappears (is dispelled, dismissed, or slain).
46. Bracelet of Friends: This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to one charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his or her gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet of friends functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless.
47. Bracers of Archery: These wristbands look like normal protective wear. The bracers empower the wearer to use any bow. she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective.
48. Bracers of Armor: These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.
49. Brazier of Commanding Fire Elementals: This device appears to be a normal container for holding burning coals. When a fire is lit in the brazier and the proper summoning words are spoken, a fire elemental appears. The summoning words require 1 full round to speak Only one elemental can be summoned at a time. A new elemental requires a new fire, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).
50. Brooch of Shielding: This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles the sort generated by spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles it melts and becomes useless.
51. Broom of Flying: This broom is able to fly through the air at the speed of 40 feet.
52. Candle of Truth: This white tallow candle, when burned, calls into place a zone of truth (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, as the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined.
53. Cape of the Mountebank: On command, this bright red and gold cape allows the wearer to use the magic of the dimension door once per day. When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.
54. Carpet of Flying: This rug is able to fly through the air at the speed of 100 feet. 
55. Censer of Controlling Air Elementals: This 6-inch-wide, 1-inch-high perforated golden vessel resembles a thurible found in a place of worship. If it is filled with incense and lit, summoning words spoken over it summon forth a air elemental.  Only one elemental can be summoned at a time. A new elemental requires a new piece of incense, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).
56. Censer of Hostile Elementals: A censer (or brazier, bowl, or stone) that summons elementals―but the elementals are hostile instead of under the summoner’s control.
57. Chime of Interruption: This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster can make a  check.
58. Chime of Opening: A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. 
59. Circlet of Blasting, Major: On command, this elaborate golden headband projects a blast  (5d8  of damage) once per day.
60. Circlet of Blasting, Minor: On command, this simple golden headband projects a blast (3d8 points of damage) once per day.
61. Circlet of Persuasion: This silver headband grants a +3 competence bonus on the wearer’s Charisma-based checks.
62. Cloak of Arachnida: This black garment, embroidered with a weblike pattern in silk, gives the wearer the ability to climb like a spider. In addition, the cloak grants her immunity to entrapment by  webs of any sort―she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all saves against poison from spiders.
63. Cloak of Charisma: This lightweight and fashionable cloak has a highly decorative silver trim. When in a character’s possession, it adds a +2, +4, or +6 enhancement bonus to her Charisma score.
64. Cloak of Displacement, Major: This item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This gives a +4 AC. 
65. Cloak of Displacement, Minor: This item appears to be a normal cloak, but when worn by a character its magical properties distort and warp light waves. This gives a +2 AC 
66. Cloak of Elvenkind: This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +5 competence bonus on stealth checks.
67. Cloak of Etherealness: This silvery-gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal. The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous.
68. Cloak of Poison: Upon donning this cloak, the wearer’s body is suffused with magical poisons of many kinds, and dies instantly, without the chance of a saving throw.
69. Cloak of Resistance: These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws.
70. Cloak of the Bat: Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on stealth checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly at 30 feet. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 1d10 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.
71. Cloak of the Manta Ray: This cloak appears to be made of leather until the wearer enters salt water. At that time the cloak of the manta ray to the individual, and he appears nearly identical to a manta ray. He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.It does have a tail spine that can be used to strike at opponents behind the wearer, dealing 1d6 points of damage. 
72. Crystal Ball of Suggestion: Does not function as a crystal ball, but implants a Suggestion (per the spell) in the viewer’s mind. Powerful versions of this item might even implant a Geas.
73. Crystal Ball: This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any distance or into other planes of existence.
74. Dancing Boots: These boots function as boots of elvenkind or speed, until the wearer is in combat or fleeing. Suddenly at that point he will begin to dance a jig, or perhaps a stately pavane.
75. Darkskull: This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as unholy.
76. Decanter of Endless Water: If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.
77. Deck of Power: An ordinary-seeming deck of hand-painted cards, this item bears tremendous and varied enchantments, one per placard in the deck. The deck contains all the cards in a deck plus the jokers. A character may draw as many cards as he likes (with the deck re-shuffled each time), but once he stops drawing cards, the deck disappears in a sound of faintly malevolent laughter. Every deck is different and the GM is advised to make up many cruel things.   
78. Dimensional Shackles: These shackles have golden runes traced across their cold iron surface. Any creature bound within them cannot leave this dimension.  
79. Drums of Panic:  These drums cause panic and fear for Cha x 10 radius and the save is equal to Str + Cha + 10 + 1/2 level of drummer.  
80. Dust of Appearance: This fine powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. 
81. Dust of Disappearance: This dust looks just like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible .
82. Dust of Dryness: This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed to nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled down, it breaks and releases the same volume of water. The dust affects only water not other liquids.
83. Dust of Illusion:  This dust cause other to be under the affect of an illusion for two hours.  
84. Dust of Tracelessness: This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions up to 100 square feet. 
85. Elemental Gem: This gem contains a conjuration spell attuned to a specific Elemental Plane (Air, Earth, Fire, or Water). When the gem is crushed, smashed, or broken (a standard action), an elemental appears. The elemental is under the control of the creature that broke the gem.
86. Elixir of Fire Breath: This strange elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. 
87. Elixir of Hiding: A character drinking this liquid gains an intuitive +10 ability to hide. 
88. Elixir of Love: This sweet-tasting liquid causes the character drinking it to become charmed with the first creature she sees after consuming the draft 
89. Elixir of Sneaking: This draught of liquid grants the drinker the ability to walk softly and dampens sound around her slightly, granting a +10 competence bonus on stealth checks for 1 hour.
90. Elixir of Swimming: This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on swimming checks for 1 hour).
91. Elixir of Truth: This elixir forces the individual drinking it to say nothing but the truth for 10 minutes or take 1d10 damage.
92. Elixir of Vision: Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on perception checks for 1 hour).
93. Eyes of Petrification: These items are made of special crystal and fit over the eyes of the wearer. They allow her to use a petrification gaze attack (Fortitude DC 19 negates) for 10 rounds per day. Both lenses must be worn for the magic to be effective.
94. Faint divination; CL 5th; Craft Wondrous Item, detect thoughts; Price 12,000 gp.
95. Feather Token: Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. Anchor: A token useful to moor a craft in water so as to render it immobile for up to one day. Bird: A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message. Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land. Swan Boat: A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day. Tree: A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.
96. Figurines of Wondrous Power: Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high. When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.
97. Flame Extinguishing:  This rod puts out all fires in a Square by touch.
98. Flask of Stoppered Curses: This flask releases a curse of some kind when its seal is broken.
99. Gauntlet of Rust: This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with rust.
100. Gauntlets of Ogre Power: These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. They grant the wearer great strength, adding a +2 enhancement bonus to his Strength score. 
101. Gem of Brightness: This crystal appears to be a long, rough prism. Upon utterance of a command word, the crystal emits bright.
102. Gem of Seeing:  This gem allows one to see the invisible or glamored. 
103. Glove of Storing: This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. 
104. Gloves of Arrow Snaring:   These gloves allow one to roll an attack once per round per dexterity bonus to snatch an arrow.
105. Gloves of Dexterity: These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus of +2, +4, or +6. Both gloves must be worn for the magic to be effective.
106. Gloves of Swimming and Climbing: These apparently normal lightweight gloves grant a +5  bonus on swimming and climbing.
107. Goggles of Night: The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over the eyes of the wearer they enable him to see normally and also grant him 60-foot darkvision.
108. Golem Manual: A golem manual contains information, incantations and magical power that help a character to craft a golem.
109. Hand of Glory: This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time.
110. Hand of the Mage: This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.
111. Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains.
112. Harp of Charming:  This harp allows one to be charemd as long as one is playing it.
113. Hat of Disguise: This apparently normal hat allows its wearer to alter her appearance.
114. Headband of Intellect: This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the form of an enhancement bonus of +2, +4, or +6. 
115. Helm of Comprehend Languages and Read Magic: Appearing as a normal helmet grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. 
116. Helm of Telepathy: The wearer can detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). 
117. Helm of Teleportation: A character wearing this device may teleport three times per day, exactly as if he had cast the spell of the same name.
118. Helm of Underwater Action: The wearer of this helmet can see and breath underwater. 
119. Horn of Blasting, Greater: This horn functions as a horn of blasting, that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds. Crystalline objects take 16d6 points of sonic damage. greater horn of blasting has a 20% cumulative chance of exploding.
120. Horn of Blasting: This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds. If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of damage to the person sounding it.
121. Horn of Collapse: When sounded, this horn causes a blast of destruction straight upwards, destroying any ceiling overhead and causing it to collapse.
122. Horn of Fog: This small bugle allows its possessor to blow forth a thick cloud of heavy fog. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; fog clouds travel 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. 
123. Horn of Valhalla: This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them. Can be blown just once every seven days. Summons 2d4 berserk warriors (3 HD) to assist the one who winded the horn.
124. Horseshoes of Speed: These iron shoes come in sets of four like ordinary horseshoes. When affixed to an animal’s hooves, they increase the animal’s base land speed by 30 feet. 
125. Incense of Meditation:   Allows cleric to prepare spells in half of time.
126. Iron Bands of Binding: When initially discovered, this very potent item appears to be a 3-inch-diameter rusty iron sphere with bandings on the globe. When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile until the command word is spoken to bring the bands into spherical form again. The creature can break (and ruin) the bands with a DC 30 Strength check or escape them with a DC 30 Escape Artist check. Iron bands of binding are usable once per day.
127. Iron Flask: These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word, he can force any creature from another plane into the container, provided that creature fails a DC 19 save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature. The command word can be given only once per day. It contains 1d100 HD worth of beast.
128. Lantern of Revealing: This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it.
129. Lens of Detection: This circular prism enables its user to detect minute details, granting a +5 bonus on perception checks.
130. Lyre of Building: If the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, disintegrate , or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes. The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 30 minutes of playing is equal to the work of 100 humans laboring for three days. Each hour after the first, a character playing the lyre must make a DC 18 perform check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.
131. Mantle of Faith: This holy garment, worn over normal clothing, grants +5AC against evil creatures to the character wearing it.
132. Mantle of Spell Resistance: This garment, worn over normal clothing or armor, grants the wearer spell resistance Wisdom roll.
133. Manual of Bodily Health: This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
134. Manual of Gainful Exercise: This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
135. Manual of Quickness of Action: This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
136. Marvelous Pigments: These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. Only normal, inanimate objects can be created. Creatures can’t be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments ―precious metals, gems, jewelry, ivory, and so on― appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.
137. Maul of the Titans: This mallet is 8 feet long. If used as a weapon, it is the equivalent of a +3 greatclub deals triple damage against inanimate objects. However, the wielder must have a Strength of at least 18 to wield it properly. Otherwise, she takes a –4 penalty on attack rolls.
138. Medallion of Projecting Thoughts: The wearer’s thoughts can be “heard” by all nearby.
139. Medallion of Thoughts: This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.
140. Metal and Mineral Detection: One can detect metals and minerals at Wisdom in feet.
141. Mirror of Life Trapping: This crystal device is usually about 4 feet square and framed in metal or wood. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A mirror of life trapping has fifteen non-spatial extra-dimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection. 
142. Mirror of Opposition: All persons looking into this mirror are attacked by evil versions of themselves, exact duplicates including spells and magic items. When the mirror-opposites are slain, their bodies and equipment disappear into mist, and return to the mirror.
143. Mirror of Opposition: This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror’s surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day.
144. Necklace of Adaptation: This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases and allowing him to breathe, even underwater or in a vacuum.
145. Necklace of Fireballs: This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character’s worn magic items is effective.) If a character holds it, however, all can see the strand as it really is―a golden chain from which hang 3d6 golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one or more of them of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball as many balls thrown.
146. Orb of Storms: This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day she can call upon the orb to control weather, Once per month, she can conjure a storm. The possessor of the orb is continually protected from the elements.
147. Pearl of Power: This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
148. Pearl of the Sirines: This normal-seeming pearl is beautiful and worth at least 1,000 gp on that basis alone. If it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl’s powers, she understands and is able to employ the item. The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.
149. Periapt of Health: The wearer of this blue gem on a silver chain is immune to disease, including supernatural diseases.
150. Periapt of Proof against Poison: This item is a brilliant-cut black gem on a delicate silver chain. The wearer is immune to poison, although poisons still active when the periapt is first donned still run their course.
151. Periapt of Wisdom: Although it appears to be a normal pearl on a light chain, a periapt of wisdom increases the possessor’s Wisdom score in the form of an enhancement bonus of +2, +4, or +6 (depending on the individual item).
152. Phylactery of Faithfulness: This item is a small box containing religious scripture affixed to a leather cord and tied around the forehead. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithfulness aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.
153. Phylactery of Undead Turning: This item is a boon to any character able to turn undead, allowing him to do so as if his class level were four levels higher than it actually is.
154. Pipes of the Sewers: These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 5d10 HD or rats and possibly control them by doing a Wisdom check. If he fails they may attack. 
155. Portable Hole: A portable hole allos one to pass through a ten foot wall or less.
156. Potions of Animal Control: Can control animals for Wis in hours.
157. Potions of Clairaudience: Can hear others for a range of 200ft.
158. Potions of Clairvoyance: Can see others for a range of 100ft.
159. Potions of Cure: Cures poison.
160. Potions of Diminution: Shrink to six inches tall for 2d6 hours.
161. Potions of Divine: Refills Cleric's spellpoints by 1d8
162. Potions of Dragon Control: Dragon must save versus Drinker's will. 
163. Potions of Ethereality: Imbiber can move through solid objects but cannot attack. Equipment also becomes ethereal.
164. Potions of Extra Healing: Cures 3d10 hit points of damage.
165. Potions of Fire Resistance: Immune to normal fire, +2 saves against fire attacks, half damage to magic fire attacks that do not permit saving throws.
166. Potions of Flying: Can fly at twice movement rate for 1d6 rounds.
167. Potions of Gaseous Form: User’s body turns to a mist that he controls, allowing him to access any place that isn’t airtight. Equipment is left behind; only the body becomes gaseous.
168. Potions of Giant Strength: Character gains strength above and beyond 18. Gains an additional 1d8 to damage rolls and +4 to hit.
169. Potions of Gnosis: Refills Psion's Psi Points by 1d6.
170. Potions of Growth: Character grows to 30 ft in height. Hit Points triple. Takes 1d6 every two points of armor class if drinks while in armor.
171. Potions of Healing: Cures 1d10 hit points of damage.
172. Potions of Heroism: +2 to attacks and damage and 1d10 Temporary HP.
173. Potions of Invisibility: Becomes invisible for 2d6 rounds.
174. Potions of Invulnerability: +2 saving throws, opponents attack at -2.
175. Potions of Levitation: May levitate your speed for 1d6 rounds.
176. Potions of Mana: Refills 1d8 spell points. 
177. Potions of Paralysis: Potion paralyze victim.
178. Potions of Plant Control: Causes plants to come alive and do your bidding for 1d6 rounds.
179. Potions of Poison, Deadly: Save or die instantly.
180. Potions of Poison, Weak: Save or die in 1d10 rounds
181. Potions of Poison: Save or die in 1d6 rounds.
182. Potions of Primordia: Refills 1d6 spell points for druids.
183. Potions of Sleeping: Potion is permanent and victim is sleeping forever until awoken by special condition. 
184. Potions of Slipperiness: No one can grab you and you can slide.  
185. Potions of Treasure Finding: Character can detect hoards of treasure within Wisdom x 10 ft.
186. Potions of Undead Control:  Control 2d6 HD of Undead until potion ends. If undead is intelligent then it is allowed a save vs your wisdom.
187. Restorative Ointment: A jar of this unguent is 3 inches in diameter and 1 inch deep and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison. Applied to a diseased area, it removes disease. Rubbed on a wound, the ointment cures 1d8+5 points of damage.
188. Ring Gates: These always come in pairs―two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. 
189. Ring of Animal Friendship:  On command animals in area are friendly and can be commanded.
190. Ring of Blinking:  This ring allows player to blink for 1d6 squares as a free action. The blink adds 1d6 to AC for that blink only.  
191. Ring of Chameleon Power:  Wearer can hide in plain sight an blend into background. 
192. Ring of Climbing, Improved: As climbing but even better.
193. Ring of Climbing:  This ring makes the difficulty of climbing much less to none.  
194. Ring of Counterspells:  Allows wearer to cast spell back at user with a successful Wisdom check. 
195. Ring of Djinni Calling:  Calls forth a Djinni.
196. Ring of Elemental Command:  Ring commands elementals.  
197. Ring of Energy Resistance: These work as the magic armor of the same type.  
198. Ring of Evasion: This ring continually grants the wearer the ability to avoid damage by granting a free Dexterity save against any attack that hits. 
199. Ring of Feather Falling: This ring allows a slow safe fall.
200. Ring of Force Shield: This ring generates a Shield that grants +2 and can take 10 hit points of damage before reverting back into a ring.
201. Ring of Freedom of Movement: You are not slowed by anything.
202. Ring of Invisibility:  One can become invisible at will.
203. Ring of Jumping:  This ring continually allows the wearer to leap about doubling his jumping distance
204. Ring of Light:  Ring sheds light as a torch.
205. Ring of Mind Shielding:  This ring makes person completely undetectable by scrying and mind reading. 
206. Ring of Protection:  This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
207. Ring of Ram:  Allows and additional 2d6 damage to punches. Does 2d6 siege damage per punch.  
208. Ring of Regeneration:  This white gold ring continually allows a living wearer to heal at a rate per hour instead of a day.  
209. Ring of Shooting Stars:  This ring functions as a ring of Light and can fire up to ten shooting stars once per day that do 1d6 per charge used. 
210. Ring of Spell Storing:  Ring may store spells within it. 
211. Ring of Sustenance:  You never need to eat or sleep.
212. Ring of Swimming: Allows wearer to swim at full movement and breath underwater.
213. Ring of Telekinesis:  Allows telekinesis equal to a Psion.  
214. Ring of Three Wishes: This ring allows three wishes.
215. Ring of Water Walking:  You can walk on water.  
216. Ring of Wizardry:  This powerful ring doubles spell points.  
217. Ring of X-Ray Vision:  Wearer gains X-ray vision and can see through solids under 1 feet. Vision is in full color and can see in complete darkness.  
218. Robe of Blending: When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending its wearer to appear to be part of his surroundings. This allows him a +10 competence bonus on Stealth. The wearer can adopt the appearance of another creature at will. All creatures acquainted with and friendly to the wearer see him normally.
219. Robe of Bones: This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A robe of bones always has 4d6 HD embroidered figures of each of the undead.
220. Robe of Feeblemindedness: Anyone donning this cloak has his intelligence reduced to that of a garden snail.
221. Robe of Scintillating Colors: The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Wis DC 16 negates). This is a mind-affecting pattern effect. Every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment). The robe illuminates a 30-foot radius continuously. The effect can be used no more than a total of 10 rounds per day.
222. Robe of Stars: This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers. It enables its wearer to travel physically to the Astral Plane, along with all that she is wearing or carrying. It gives its wearer a +1 luck bonus on all saving throws. Its wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 daggers. 
223. Robe of the Archmagi: This normal-appearing garment can be white (01–45 on d%, good alignment), gray (46–75, neither good nor evil alignment), or black (76–100, evil alignment). Its wearer, if an arcane spellcaster, gains the following powers. A +5 armor bonus to AC. Spell resistance 18.+4 resistance bonus on all saves. +2 enhancement bonus on caster level checks made to overcome spell resistance. If a white robe is donned by an evil character, she immediately gains three negative levels. The reverse is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two negative levels. While these negative levels never result in lost levels, they remain as long as the garment is worn and cannot be overcome in any way (including restoration spells).
224. Robe of Useful Items: This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with 1d10 small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below.  
225. Rods of Absorption:  Spells are absorbed and saved until reused.
226. Rods of Alertness: This rod appears to be a +1 mace. Anyone within your Wisdom times  ten feet that mean you harm is detected. Cannot be surprised, will notice all hidden people in area, always goes first in combat.
227. Rods of Cancellation: This rod drains any magic item touched.
228. Rods of Enemy Detection:  This rod allows the user to detect any enemies if he concentrates in an area as large as Wis x 10 in squares.
229. Rods of Flailing:  Upon command weapon becomes weird flail that allows bearer to attack twice a round and do 1d10 each attack with rod.
230. Rods of Immovable Rod: This rod becomes immovable when activated.
231. Rods of Leadership: This expensive rod allows the command of Charisma x 200.
232. Rods of Metamagic, Empower:  Spells cast have maximum effect.  
233. Rods of Metamagic, Enlarge: Spells cast have area effect doubled.
234. Rods of Metamagic, Extend:  Spells cast have duration doubled.
235. Rods of Negation: This device negates the spell or spell-like function or functions of magic items at a rage of Wisdom Rods of in squares. Must roll to hit with beam. 
236. Rods of Python:   This snakelike rod becomes a Constrictor.
237. Rods of Security:  Those can enter pocket paradise where up to 200 people and live for a year comfortably. Only the wielder can open and close this doorway. One can also trap people there.  
238. Rods of Splendor:  Gives +4 to Charisma, makes fine clothing worth 100 GP or more, Makes a giant tent for 20 people.
239. Rods of Thunder and Lightning:  Can cast thunder and lighting five times a day doing 4d6 damage, can cast a lighting bolt once a day at 6d6, and once a week a 10d6 lighting bolt.  
240. Rods of Viper:  The rod becomes a mechanical serpent.    
241. Rods of Withering: Hits as a +1 mace and damages equals Strength and Constitution damage equally. On a critical an entire level is lost.
242. Rope of Climbing: A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner. A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied but lowers the DC Strength checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.
243. Rope of Entanglement: A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Dexterity check. The rope has AC 18, 12 hit points. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.
244. Salve of Slipperiness: This is a totally slippery substance that last a few hours. 
245. Scabbard of Keen Edges: This scabbard is fashioned from cured leather and fine silver. It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts keen edge on any blade placed within it.
246. Scarab of Insanity: This is a carving of a scarab-beetle, or perhaps the petrified remains of a real one. When the scarab is displayed, all creatures with 9 or fewer hit dice, within a radius of 30 ft, fall into temporary insanity lasting for 2 hours. Creatures with 10+ hit dice still do not receive a saving throw, but have a 1 in 4 chance to overcome the scarab’s insidious influence. The scarab may be used 12 times, after which it crumbles to dust. At the option of the Referee, it might be recharged using a Symbol of Insanity spell, but with a 5% chance per charge that the item will be destroyed.
247. Scarab of Protection: This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing twelve such attacks, the scarab turns to powder and is destroyed.
248. Scarab, Golembane: This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons and do double damage.
249. Scroll 0-9 Level.
250. Shield +1
251. Shield +2
252. Shield +3
253. Shield +4
254. Shield +5
255. Shield Animated : Shield floats upon command guarding character allowing him to use both hands.  
256. Shield Arrow Catching:  Missile weapons fly towards character if they do not beat the magical bonus.  
257. Shield Arrow Deflection:  Gets a free action to roll higher than the attack and deflect missile attack.
258. Shield Bashing:  Shield allows free attack to bash opponent for 1d6 damage.
259. Shield Blinding:  Shield glows with a blinding light giving -4 to hit.  
260. Shield Reflecting:  This shield can reflect back a spell with a successful save then ranged attack.  
261. Shrouds of Disintegration: These burial wrappings look to be made of fine, embroidered materials. When a body is placed inside, a command word will turn it to dust. The magic of the shrouds is usable only once, after which the wrappings become ordinary, fine cloth.
262. Silversheen: This substance can be applied to a weapon as a standard action. It will give the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial will coat a single melee weapon or 20 units of ammunition.
263. Slippers of Spider Climbing: When worn, a pair of these slippers enable movement on vertical surfaces or even upside down along ceilings, leaving the wearer’s hands free. Her speed is 20 feet. Severely slippery surfaces―icy, oiled, or greased surfaces― make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses.
264. Staves All staves are individually custom made. Lesser contain 1d6 spells from 5th to 6th Level, Greater are as a lesser and also have 1d6-2 spells from 7th to 8th level and finally a master also has all below and includes 1d6-4 spells from 9th level. Each staff has 1d100 spell points and each spell drains the appropriate spell points. Every staff has a story and a name. Staves/Wands become useless when they reach zero charges, but can be recharged by casting the spell into the wand. Each such recharge, where a spell is cast into the wand, has a 5% chance of destroying the wand irrevocably. In some cases, a non-rechargeable wand might be found with a large number of charges (e.g., 100). 
265. Stone of Alarm: This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).
266. Stone of Controlling Earth Elementals: A stone of this nature is typically an oddly shaped bit of roughly polished rock.
267. Stone of Good Luck (Luckstone): This stone is typically a bit of rough polished agate or some similar mineral. Its possessor gains a +1 luck bonus on saving throws, ability checks, and skill checks.
268. Stone Salve: This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as if made of stone +6 AC.
269. Sustaining Spoon: This unremarkable eating utensil is typically fashioned from horn. If the spoon is placed in an empty container the vessel fills with a thick, pasty gruel. Although this substance has a flavor similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.
270. Tome of Clear Thought: This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book. Because the tome of clear thought provides an inherent bonus, the reader will earn extra skill points when she attains a new level.
271. Tome of Leadership and Influence: This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
272. Tome of Understanding: This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
273. Wands Wands have certain functions and can be from weak to very powerful. A lesser wand has 1d6 spells level 1st and 2nd level. A greater wand has 1d4 spells of level 3rd  and 4th  level. A master wand has a combination of spells from levels 1st  through 4th . Each wand has 1d100 spell points and each spell drains the appropriate spell points. wand has a story and a name. Staves/Wands become useless when they reach zero charges, but can be recharged by casting the spell into the wand. Each such recharge, where a spell is cast into the wand, has a 5% chance of destroying the wand irrevocably. In some cases, a non-rechargeable wand might be found with a large number of charges (e.g., 100).
274. Weapon +1 Up to +5 Maximum. In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus.
275. Weapon +2
276. Weapon +3
277. Weapon +4
278. Weapon +5
279. Weapon Bane: A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition.
280. Weapon Dancing:  This weapon dances and fights for 1d4 rounds and returns to user. It has a range of the User's Wisdom. 
281. Weapon Defending:  Weapon also add bonus to AC.  
282. Weapon Distance: This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind.
283. Weapon Elemental Burst: A Elemental burst weapon functions as a Elemental weapon that also explodes with Elemental energy upon striking a successful critical hit. The Elemental energy does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. 
284. Weapon Elemental:  An Elemental  weapon deals an extra 1d6 points of Elemental damage on a successful hit. Bows, crossbows, and slings so crafted bestow the Elemental energy upon their ammunition. Only one Elemental type must be chosen as the Armor above.
285. Weapon Ghost Touch: A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. 
286. Weapon Holy: A holy weapon is imbued with holy power and does double damage against undead and demons. 
287. Weapon Keen:  This weapon does one additional bonus to critical damage.  
288. Weapon Merciful: The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. 
289. Weapon Mighty Cleaving:  Allows an additional cleave or a free cleave if the class doe not have the ability.  
290. Weapon Returning: The weapon flies back each round. It can only be a thrown weapon.
291. Weapon Seeking: Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply.
292. Weapon Speed:  Weapon allows for an extra attack and double the movement.
293. Weapon Spell Storing: Weapon stores spells cast into it.
294. Weapon Throwing: This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range of 10 feet.
295. Weapon Unholy:  A Unholy weapon is imbued with Unholy power and does double damage against Angels and Cleric of good alignment.
296. Weapon Vicious:  Weapon does 1d6 damage to wielder and then does 2d6 to victim.
297. Weapon Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 the weapon severs the opponent’s head (if it has one) from its body. 
298. Weapon Wounding: A wounding weapon deals 1 point of damage per round.   
299. Well of Many Worlds: This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world―a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, the random factor again comes into play. It can be picked up, folded, or rolled, just as a portable hole can be. Objects from the world the well touches can come through the opening just as easily as from the initiating place. (It is a two-way portal.)
300. Wings of Flying:  A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 ft.