Horn of the Unicorn

This musical instrument is a unique artifact, carved from the horn of Byzozius, the ancient unicorn of the clouds, by the master hornmaker, Halupin. The Horn of the Unicorn grants its good-aligned wielder resistance to sonic effects. In addition, the horn emanates a 15′ magic circle against evil as the spell.

Those who play the instrument with a DC 20 perform check deal 5d6 points of sonic damage to all creatures within a 60′ cone in the direction of its playing. All evil creatures creatures within earshot receive an additional 2d6 points of sonic damage, including those within the 60′ cone.


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Sword of Damocles

Known for its troubling effects on men throughout spoken history, the sword of Damocles has left an indelible mark on the stories that frighten children. The sword itself is a cursed long sword of leadership -2 (attack, damage, and leadership rolls).

It is said that this weapon finds a way to lead the wielder into peril, and causes those led by the wielder to behave less faithfully. This sword is also deceptive; the wielder believes she is receiving bonuses rather than the hindrances.

Craft Wondrous Item; CL 11; Curse; Price: 15,000.


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Light Dragon Armor

Fashioned by the famed and venerable dwarven blacksmith Tibal, this shiny scale-like armor gives off a perpetual light when worn. It is not armor with a light spell cast upon it, but a rather strange force that is not understood by either mages nor clerics.

It gives off a faint glow of magic, but that is not due to what powers the light. Nobody is quite sure why this particular suit of ancient armor gives off such a glow.

Light armor is, in fact, a light armor, so it affects the abilities of spellcasters and rogues much like leather armor.

It turns out it is powered by the heart of a silver dragon named Saribet which once lived high in the mountains. As such, this armor affords a 50% damage reduction against all things draco.

Since this item is unique, its value is priceless. Its location is unknown.


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Mage hand

A preserved hand of a mage, usually presented in a box with a glass top.

Each hand bestows its own powers, usually indicative of the powers of the hand’s original owner when alive. Sample powers are equivalent to standard metamagic feats, without having to memorize the spells at higher levels. Other effects include not needing one of the three components: V, S, M. Still more effects are equivalent to wands.

These items are very rare, as they require a sufficiently powerful mage to die and for someone to remove his or her hand and preserve its magic.

Mage hands preserved with rings upon them usually are embodied with the power of the ring. This adds to their power and value.


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