New Magical items: Note: The GP values listed here are suggested for a high-magic, high-fantasy campaign. Even then, the high value items such as Elixir will rarely be sold. Would you sell one if you had it? Only extremely powerful wizards or priests can make a profit on these, although the DM might allow powerful merchant races such as Arcane to trade in them. Cantrip Trinket GP value 10 This is a small object endowed with one charge of a particular application of the cantrip spell. The trinket is not destroyed when used, it only becomes non-magical. It may be enchanted again. Elixir GP value: 300,000 Instantly restores all spell points and hit points to the user, and cures any negative abnormal status except death. (I.E. poison, paralyzation, geas, charm, etc.) Will not cure things put into place by Wish, or by 10th level spells. Ether, Full GP value: 75,000 Restores all spell points to the user. Ether, Grade A GP value: 30,000 Restores 4d8+8 spell points to the user. Ether, Grade B GP value: 7,500 Restores 2d6+3 spell points to the user. Ether, Grade C GP value: 1,000 Restores 1d6 spell points to the user. Ether, Grade D GP value: 300 Restores 1 spell point to the user. About Ethers and Elixirs: New spells may be memorized using the new spell points, without having to sleep, or wait a day. If the new spell points are equal to or greater than the number required to memorize the particular spell that the wizard most recently cast, the wizard may retain memory of that spell (using up those spell points). It must have been cast within the last turn for Grade D, the last hour for Grade C, six hours for Grade B, week for Grade A, or year for an Elixir. The use of any Ether (but not Elixir) creates a chance of the character losing hit points. The chance begins at 0%, but rises by 6% for each additional one used. If an hour passes and none are used, the chance drops by 2%. The amount of hit points lost is equal to one-eighth (rounded up) of the characters maximum hit point value. Healing Salve, Major GP Value 30 Takes 1d6 rounds to apply, heals 1d3 hit points. Healing Salve, Minor GP value 15 Takes 1d4 rounds to apply, heals 1 hit point. Light Rock GP value 10 Created by casting Continual Light on a rock. Also could be Light Stick, Light Knife, Light Amulet, etc... Potion of Impotence GP value 125 Opposite of Potion of Virility (together, the two cancel each other out). It also enables the imbiber to be completely uninterested, even in the face of magical attraction (of this type). If magic is involved that normally does not allow a saving throw, the imbiber recieves a saving throw with a +1 bonus. Duration is up to one day, but the effect ends if such a saving throw is failed. Potion of Minor Strength GP value 50 Increases the strength of the imbiber by 1d3 for one turn. Constitution is lowered by the same amount. This cannot raise strength above 19, unless a 3 is rolled and strength is already exactly 19, in which case strength is 20. Each percentile step within a score of 18 counts as one point. Potion of Virility GP value 75 Works like a plate of Oysters, only better, and it is flavorless. Also: this works on both genders. It does not increase or decrease chance of pregnancy. Duration is one day. Permanently attached Horseshoes GP value 10 per shoe Exactly what it says. These shoes are built to be comfortable for the horse, and wear down at 1/100 the normal rate. Stone of Striking GP value 40 Upon command, this stone hits it's target with the accuracy of a Magic Missile spell (and the restrictions of sight of a Magic Missile spell), doing damage equal to a sling bullet. (1d6+1 vs. Small and Medium targets, 1d4+1 vs. large) It then loses it's magic.