TEXT:  
   
  Tome of Minor Items 
   
   
   
   
   
   
   
   
   
   
   
  
   
  About This Book 
   
  The items in this book were compiled through the work of posters on the Dragonsfoot forum. 
   
  Thanks to: Madalch, Telemachus, chisspiller, random, serleran, chgowiz, SmootRK, Matthew-, 
  Nazim, CleanCutrogue, garhkal, DuBeers, koga305, order99, wolfpack and anyone else that 
  contributed that I may have missed. 
   
  Compiled by: wolfpack 
   
  You can visit the forums at www.dragonsfoot.org for great Dungeons and Dragons, and other 
  RPG discussion. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Preface 
   
  The items in this tome are meant to be used for low level characters, or in low magic campaign 
  worlds, after all not everyone can be favored by the gods. 
   
  Many of the items found here are weaker versions of their more powerful cousins, or 
  replications of lower level spells.  Others may have simple useful properties in combat or 
  everyday adventuring. 
   
  These items are meant to be used in 1st edition Advanced Dungeons and Dragons, but can easily 
  be ported into other editions. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Using This Book 
   
  When it has been determined that a magical item should be rolled for, the DM can choose to use 
  the tables provided below to determine those items rather than the standard magic items table. 
   
  The items in this book have been separated into three categories. 
   
  Table M1: Non Staff Weapons, Armor, Helms, Shields, and Gauntlets 
  Table M2: Amulets and Rings 
  Table M3: Staves and Miscellaneous Items 
   
  Roll on table A1 to determine which table to use to find an item. 
   
   
   
  TABLE A1: use 1d100 to determine item table 
   
  Dice  
  Result 
  01 – 40:  
  Table M1: Non Staff Weapons, Armor, Helms, Shields, and Gauntlets 
  41-60: 
  Table M2: Amulets and Rings 
  61-00: 
  Table M3: Staves and Miscellaneous Items 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  TABLE M1: Non Staff Weapons, Armor, Helms, Shields, and Gauntlets 
   
  Dice  
  Result  
   
   
  E.P. Value 
   
  G.P. Sale Value 
  01-10  
  Altahar’s Gauntlets 
   
  400 
   
   
  3000 
  11-30  
  Armor of Feather Fall  
  200    
   
  800 
  31-34  
  Bow of Light  
   
  400 
   
   
  2000 
  35-40  
  Bow of Transmutation 
  300 
   
   
  3000  
  41-55  
  Fauxmail Armor 
   
  100 
   
   
  600 
  56-60  
  Hammer of Homing  
  300 
   
   
  1500  
  61-66  
  Helm of Infravision 
   
  100 
   
   
  800 
  67-70  
  Hypnotic Shield 
   
  300 
   
   
  2000 
  71-80  
  Leather Armor of the 
  Chameleon 
    
   
  100 
   
   
  600 
  81 
   
  Ogrillon Gauntlets: 
   
  500 
   
   
  5000 
  82-86  
  Scale Mail of the Lizard  
  King  
   
   
  300 
   
   
  1000 
  87 
   
  Shield of Resist Magic 
  500 
   
   
  7000  
  88-90  
  Stirge Blade  
   
  200 
   
   
  2000 
  91-96  
  Sword of Light 
   
  50 
   
   
  500 
   
  97-00  
  Sword of Striking 
   
  150 
   
   
  800 
   
   
   
   
  Table M2: Amulets and Rings 
   
  Dice  
  Result  
   
   
  E.P. Value 
   
  G.P. Sale Value 
  01-10  
  Amulet of Distortion  
  400 
   
   
  1000 
  11-12  
  Amulet of Galidor (C, D) 
  1000  
   
  3000 
  13-15  
  Aristor’s Ring of the Gallant 900 
   
   
  2000 
  16-24  
  Braya'ark's Talisman  
  300 
   
   
  1000 
  25-31  
  Friendship Ring 
   
  200 
   
   
  800 
  32-40  
  Fumblers Ring  
   
  200 
   
   
  900 
  41-50  
  Lakollan's Ring 
   
  300 
   
   
  800 
  51-61  
  Nimbus Ring  
   
  300 
   
   
  600 
  62-66  
  Prospero's Ring 
   
  1000  
   
  4000 
  67-74  
  Ring of Invisibility to  
  Animals 
   
   
  500 
   
   
  1500 
  75-85  
  Ring of Prestidigitation 
  100 
   
   
  400 
  86 
   
  Ring of the Familiar  
  1000  
   
  4000 
  87-93  
  Thikas Rings  
   
  200 
   
   
  300 
  94-99  
  Tollamid's Ring 
   
  400 
   
   
  600 
  00 
   
  Wizard's Promise  
   
  -- 
   
   
  -- 
   
   
   
   
   
   
  
  Table M3: Staves and Miscellaneous Items 
   
  Dice  
  Result  
   
   
  E.P Value 
   
  G.P. Sale Value 
  01-02  
  Backpack of Containing 
  50 
   
   
  300 
  03-04  
  Boots of dryness 
   
  100 
   
   
  500 
  05-06  
  Borric's Cloak  
   
  100 
   
   
  300 
  07 
   
  Box of Ghostly Enmity 
  -- 
   
   
  -- 
  08-09  
  Bracers of Throwing  
  200 
   
   
  500 
  10 
   
  Bracers of Shadow  
  Manipulation  
   
  800 
   
   
  2000 
  11 
   
  Broach of Awareness  
  500 
   
   
  1000 
  12-13  
  Cap of Clear Thought  
  300 
   
   
  800 
  14 
   
  Cainen’s Cabin 
   
  1100  
   
  5000 
  15-16  
  Charm of the Grasshopper 
  300 
   
   
  900 
  17-18  
  Cloak of Direction Sense 
  200 
   
   
  700 
  19-20  
  Cloak of Fearlessness  
  300 
   
   
  800 
  21 
   
  Cloak of the Traveler  
  200 
   
   
  800 
  22 
   
  Clover of Luck 
   
  400 
   
   
  600 
  23 
   
  Clover of Unluckiness 
  -- 
   
   
  -- 
  24 
   
  Coin of Chance 
   
  300 
   
   
  700 
  25-26  
  Comb of Greater  
  Appearance 
   
   
  200 
   
   
  500 
  27 
   
  Declas's Door of Clothes 
  Care 
   
   
   
  400 
   
   
  600 
  28 
   
  Dog Whistle  
   
  400 
   
   
  900 
  29-30  
  Dust of Freshness 
   
  100 
   
   
  300 
  31 
   
  Dweomer Switch 
   
  300 
   
   
  500 
  32 
   
  Earrings of Sisterly Contact 400 
   
   
  800 
  33-34  
  Ever Burning Torch  
  100 
   
   
  400 
  35-36  
  Everhot Tea-kettle 
   
  200 
   
   
  500 
  37 
   
  Everlasting Coin Purse 
  400 
   
   
  800 
  38-40  
  Fetching Stick  
   
  50 
   
   
  100 
  41 
   
  Figurine of Minor Power 
  200 
   
   
  700 
  42-43  
  Gilibar's Timer 
   
  25 
   
   
  75 
  44 
   
  Gloves of Magic Missile 
  500 
   
   
  900 
  45-46  
  Gloves of Repetition  
  75 
   
   
  150 
  47 
   
  Horseshoes of Carrying 
  200 
   
   
  400 
  48 
   
  Ivory Flask of  
  Transformation 
   
  500 
   
   
  1000 
  49 
   
  Jug of Purification 
   
  100 
   
   
  500 
  50 
   
  Kelanen's Whetstone  
  300 
   
   
  900 
  51-52  
  Kynimatia's Cloak 
   
  300 
   
   
  1000 
  53-54  
  Lenses of Reading 
   
  100 
   
   
  200 
  55 
   
  Merryman’s Mandolin 
  300 
   
   
  900 
  56 
   
  Mess Kit of Plenty 
   
  100 
   
   
  200 
   
   
   
   
   
  
  Table M3: CONTINUED 
   
  Dice  
  Result  
   
   
  E.P Value 
   
  G.P. Sale Value 
  57 
   
  Minor Necklace of Flaming  
  Marbles 
   
   
  400 
   
   
  1000 
  58 
   
  Necklace of Fighting  
  Prowess 
   
   
  300 
   
   
  500 
  59 
   
  Philter of Flatulence  
  -- 
   
   
  -- 
  60 
   
  Plume of the Peacock  
  200 
   
   
  500 
  61 
   
  Pocket Lilacs  
   
  50 
   
   
  400 
  62 
   
  Pocket watch of Narcolepsy -- 
   
   
  -- 
  63 
   
  Prismatic Hood 
   
  50 
   
   
  100 
  64-65  
  Quill of the Thaumaturgist 
  400 
   
   
  800 
  66 
   
  Robe of Memory 
   
  500 
   
   
  1100 
  67 
   
  Screaming Stones 
   
  100 
   
   
  600 
  68 
   
  Seeds of Wisdom (D)  
  300 
   
   
  300 
  69 
   
  Slippers of Relaxation  
  50 
   
   
  300 
  70-71  
  Sentry Stones  
   
  100 
   
   
  200 
  72 
   
  Skull of Yam-Gregak (M) 
  600 
   
   
  1200 
  73 
   
  Spiderstone 
   
   
  200 
   
   
  800 
  74 
   
  Spike of Wizard Lock  
  50 
   
   
  200 
  75-76  
  Spoon of Stirring 
   
  50 
   
   
  100 
  77 
   
  Staff of Entanglement  (D) 
  200 
   
   
  400 
  78 
   
  Staff of Knocking 
   
  200 
   
   
  300 
  79-80  
  Stein of Endless Ale  
  25 
   
   
  100 
  81 
   
  Stone of the Witching Hour 200 
   
   
  800 
  82-83  
  Time Chime  
   
  25 
   
   
  75 
  84 
   
  Tools of Picking (T)  
  100 
   
   
  700 
  85 
   
  Torc of Concentration  
  -- 
   
   
  -- 
  86-87  
  Towel of Drying 
   
  75 
   
   
  100 
  88 
   
  Vasili's Torc of the Rush  
  Man 
   
   
   
  300 
   
   
  900 
  89 
   
  Vasili's Saddle  
   
  400 
   
   
  1100 
  90-91  
  Wand of Fog  
   
  100 
   
   
  700 
  92-93  
  Wizard's Everfull Quill 
  75 
   
   
  200 
  94 
   
  Wizard's Oaken Staff (M) 
  100 
   
   
  500 
   
  95-96  
  Wizard's Solar Lantern 
  100 
   
   
  500 
  97-98  
  Wonderbait 
   
   
  50 
   
   
  200 
  99-00  
  Wristbands of Atlas  
  75 
   
   
  300 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Item Descriptions 
  Table M1 
   
  Altahar’s Gauntlets:  
  These chain mesh gauntlets allow the user to attack with a second weapon without penalty from 
  Dexterity. 
   
  Armor of Feather Fall:  
  This armor protects its wearer by automatic activation of a feather fall if the individual falls 5’ 
  or more. (see feather fall spell).  This armor is leather 95% of the time and studded leather the 
  other 5%. 
   
  Bow of Light: 
  This bow resembles a normal composite shortbow, but is different in two respects; it is made of 
  a glass-like material (although it bends like a normal bow) and it has no string. To use the bow, 
  one holds it and utters the command word, and a glowing arrow and string appear where they 
  would normally be. The bow gives a bonus of 2 to damage versus undead.  
  When the arrow hits something, a glowing sphere (Equivalent to a Light spell) appears for one 
  round.  
  However, the bow has limited Charges (each charge creates one arrow). Leaving the bow in the 
  sun for one turn will give it 1 charge, a Light spell will restore 4 charges, and a Continual Light 
  spell will fully restore the bow. The bow may never have more than 10 charges at any one time. 
  A small downside to the bow is that it loses 1 charge for every hour spent underground or in a 
  lightless place. Also, a Darkness or Continual Darkness spell will make the bow lose 4 and all 
  of its charges respectively. If the bow has no charges, it will not radiate magic (which will 
  probably be true when it is first found in a treasure hoard). 
   
  Bow of Transmutation:  
  This bow looks like a normal short bow, but when a command word is uttered the bow will 
  magically transform into a light crossbow (and vice versa) this transmutation takes 1 round to 
  complete, and the new version of the bow will be loaded and ready to fire.  Furthermore if an 
  arrow is placed onto the bow when it is in crossbow form the arrow will change into a normal 
  quarrel, and a quarrel drawn while in bow form will become a normal arrow. 
   
  Fauxmail Armor:  
  This suit of ring, scale, chain, or even plate (all four varieties are known to exist) will always 
  have AC: 7.  The armor is weightless when worn. The Fauxmail is not designed to protect, but 
  to confuse. Thieves, rangers, wizards, even monks can wear this armor freely, receiving no 
  penalties at all.   Roll on the chart below to determine armor type. 
  1-2 
  ring 
  3-4 
  scale 
  5 
  chain 
  6 
  plate 
  
   
  Hammer of Homing:  
  This hammer looks and acts as a normal hammer until thrown by a fighter class character.  
  When thrown by a fighter class character the hammer will receive a +3 on his to hit roll. 
   
  Helm of Infravision:   
  This tarnished small helm gives the wearer infravision as if he were a dwarf while the helm is 
  worn.   
   
  Hypnotic Shield:   
  This highly polished small shield functions as normal until a command word is spoken.  Once 
  per day when a command word is spoken the shield produces a hypnotic pattern as the 1st level 
  illusionist spell.   
  The shield bearer must remain still and silent to keep the hypnotic pattern functioning.  If the 
  bearer is hit in combat or moves the pattern will stop 
   
  Leather Armor of the Chameleon: 
  This relatively normal looking leather changes colors to blend with surroundings. Thieves will 
  receive a +4% to hide in shadows when wearing this armor. 
   
  Ogrillon Gauntlets:  
  Not as powerful as gauntlets of ogre power, these gloves 
  Imbue the wearer with 18 strength in his or her hands, arms, and shoulders. 
  When striking with the hand or with a weapon hurled or held, the 
  gauntlets add +1 to hit probability and +2 to damage inflicted when a hit 
  is made. They enlarge or shrink to fit human to halfling-sized hands. 
   
  Scale mail of the Lizard King:  
  This rough looking green colored scale mail gives the wearer the ability to breath underwater as 
  the 3rd level druid spell water breathing but with no duration. 
   
  Shield of Resist Magic:  
  This looks like a well used small shield with plenty of dents and scratches, however when being 
  used in combat it givers the user a 3% magic resistance. 
   
  Stirge Blade:   
  This dagger is thin and tapers to a sharp point.  When this dagger strikes an opponent it lodges 
  itself into its victim, draining 1-3 hit points each round thereafter until it has drained 12 hit 
  points total, at which point it will dislodge itself.  The victim may spend 1 round removing the 
  dagger. 
   
  Sword of Light:  
  This sword will always appear as a high quality blade of its type. It will offer no plus to hit or 
  damage, but with a command word acts as the source of a light spell, an additional command 
  
  word turns it off.  The sword will be 
  01-50 
  Long Sword 
  51-80 
  Broad Sword 
  81-0 
  Short Sword 
   
  Sword of Striking:  
  This sword is always of long or broad type. 
  It does not have any bonuses to hit or damage, but will affect creatures only harmed by magic 
  weapons. It will do 1-6 points of damage on a creature that requires a +1 or better weapon to 
  hit, and 1-4 points on a creature that requires a +2 or better weapon to hit. 
   
  Table M2 
   
  Amulet of Distortion:  
  This amulet will be in the shape of a small pair of eagle wings, the wearer is immune to the 
  charming effects of a harpies song. 
   
  Amulet of Galidor: 
  This beautiful gold amulet allows a cleric or druid to roll the appropriate number of dice for a 
  healing spell twice, and keep the higher of the two rolls. 
   
  Aristor’s Ring of the Gallant:  
  This simple brass ring allows the wearer to damage creatures that require a +1 or better weapon 
  to hit, with normal handheld weapons.   
   
  Braya'ark's Talisman:  
  This amulet, carved from bone and set with oddly-coloured stones, allows the wearer to fluently 
  speak and understand an extra language (regardless of intelligence), according to the table 
  below 
  01-24  
  Goblin 
  25-43  
  Hobgoblin 
  44-58  
  Orc 
  59-62  
  Ogre 
  63-71  
  Gnoll 
  72-80  
  Bugbear 
  81-88  
  Goblin and Hobgoblin 
  89-95  
  Goblin and Orc 
  95-97  
  Orc and Ogre 
  98-99  
  Goblin, Hobgoblin and Orc 
  00  
   
  Ogre, Bugbear, and Hill Giant 
   
  Anyone attempting to speak Elvish or Dwarvish while wearing this amulet will have a horrible 
  accent, resulting in an effective penalty of -3 to their charisma. 
  
   
  Friendship Ring:  
  This ring is often given to a childhood friend or relative. It confers a bonus of +1 to saves 
  against charm-related spells as it reminds the wearer of what true friendship is and helps him/
  her fight off the adverse effects of magic which seeks to twist that notion.  
  If given to a character already under the effects of a charm-related spell by a dear friend (or 
  lover), the charmed character may instantly make a saving throw (with the +1 bonus) to break 
  the effects. 
   
  Fumblers Ring: 
  This silver ring is set with both a small sapphire and  ruby.  The wearer of the ring will receive a 
  +1 to dexterity for as long as the ring is worn. 
   
  Lakollan's Ring: 
  This ring acts similarly to a ring of water walking, allowing normal movement over mud, 
  marsh, or quicksand. It does not allow any bonuses to swimming, or walking on water. 
   
  Nimbus Ring:  
  The wearer of this ring will gain proficiency in the short bow for as long as the ring is worn.  If 
  the ring is removed the proficiency is lost. 
   
  Prospero's Ring:  
  This ring allows the wearer to summon a sylph, who will be friendly to the wearer. The sylph 
  will willingly perform one task for the wearer, but will not endanger its self, nor will it enter 
  combat.  
  The ring has 2-8 charges when found, and cannot be recharged. If the ring is used by an evil-
  aligned person, or if the ring is used twice within a three-day period, the ring will lose all of its 
  charges and crumble into dust. 
   
  Ring of Invisibility to Animals:   
  This ring functions as the first level druid spell of the same name when a charge is expended.  
  The duration is of the invisibility is 1 turn, and the ring typically comes with 2-16 charges. 
   
  Ring of Prestidigitation:  
  A small copper ring with curvilinear markings etched across its surface, which, at the discretion 
  of the bearer, allows a single coin (or its equivalent weight) to slowly rise from its position and 
  can be directed as desired, at 1 inch per segment. The coin must be unattended and not in the 
  possession of another. 
   
  Ring of the Familiar:  
  The wearer of this ring will be granted a familiar similar to the magic user spell of the same 
  name.  Although the familiars hit points are not added to the wearers.  The familiar will be able 
  to communicate with its master and will be loyal for as long as the ring is worn.   
  Roll on the table below to determine familiar. 
  
  1-5 
   
  House Cat 
  6-10    
  Rat 
  11-15   
  Sparrow 
  16-20   
  Toad 
  The familiar will have 1-4 hit points and an AC of 8.  If the ring is removed for any reason the 
  familiar will immediately lose its connection to the owner.  The ring can only function for an 
  individual once, so if a familiar is lost another cannot be gained by putting the ring back on. 
   
  Thikas Rings: 
  These pearl adorned rings radiate faint abjuration and divination magic. When handed out to 
  friends, they will allow for either person to feel a tingle and know when the other wearer is in 
  danger and his location. Each ring can only function like this twice in a 72 hr period before 
  going dormant for 1 week. 
   
  Tollamid's Ring:  
  This ring prevents the wearer from being bitten or stung by normal insects. This ring also has a 
  slight effect on giant and magically-generated insects, which are 50% likely to attack another 
  target if one is available. 
   
  Wizard's Promise:  
  If this small golden ring is given to someone by a magic user while delivering a verbal promise 
  of any sort, the wizard will be bound to fulfill the very letter of the promise as long as the ring is 
  worn by the receiver.  
  Not acting on the promise causes the wizard great pain and suffering (-1 to all physical actions).  
  If the receiver of the promise willingly gives the ring back to the giver, the Wizard is released 
  from the promise. Some rumors state that the ring can be given to another non-magic-using 
  character and the promise transfers to this new receiver as if the wizard had given it to this new 
  person.  
  Eight of these rings were made for a king who surrounded himself with eight Magic Users - 
  requiring each to promise loyalty as they placed one on a finger. 
   
  Table M3 
   
  Backpack of Containing:  
  This looks like a normal leather backpack, but it has an extra dimensional space which allows it 
  to hold an additional 40 lbs more than a normal backpack without any added encumbrance. 
   
  Boots of Dryness: 
  These fur lined boots are water proof against all forms of normal liquid.  They also will prevent 
  the wearer from being harmed when stepping on green slime of black pudding. 
   
  Borric's Cloak: 
  This cloak is capable of assuming three different colors, each having its own command word. 
  
  (Black, Red, Green) 
   
  Box of Ghostly Enmity:   
  This is a plain wooden box filled with valueless trinkets.  Once a character opens the box he 
  will be haunted by the vengeful spirit of the trinkets owner. 
  The haunting will grow progressively worse 
   
  Week 1 -  The character will experience horrific nightmares and will be unable to get restful 
  sleep for the first week of the curse.  This will prevent hit point recovery, and will not allow 
  spell casters to properly memorize spells. 
   
  Week 2 – Strange symbols will begin etching themselves into the characters skin as he sleeps.  
  This will cause 1 hit point of damage. 
   
  Week 3 – The character will have to make a saving throw versus magic each day or else will go 
  insane.   
   
  Week 4 – The apparition will begin to materialize each night draining 1 point of the characters 
  constitution.  Once the character reaches 0 constitution he will become an apparition himself. 
   
  A remove curse will reset the effects of the box back to week 1.  A remove curse and dispel 
  magic on the box will render the box inert and all constitution penalties and insanities will be 
  reversed. 
   
  Bracers of Throwing:   
  These leather bracers give the wearer a +1 to hit with a thrown weapon. 
   
  Bracers of Shadow Manipulation:   
  Once per week the wearer of these bracers will be able to animate a shadow (not to be confused 
  with the monster of the same name) (ac: 7, hp: 9, attacks: 1, damage: 1-4) the shadow will 
  follow the wearers command and will last for 24 hours or until it is killed.  The shadow is 
  unable to lift or carry and items. 
   
  Broach of Awareness:  
  The wearer of this silver and gold broach can only be surprised on a 1 in 6 chance. 
   
  Cap of Clear Thought:   
  While wearing this red leather cap the wearer will gain a +1 on saving throws against charm 
  person, fear, phantasmal force, hypnotic pattern, and hypnotism. 
   
  Cainen’s Cabin:   
  This appears to be a 6” x 6” wooden cube, but when a command word is uttered it transforms 
  into a 10’ x 10’ wooden cabin.  The cabin will contain a single cot and a wash basin but no 
  floor.  The cabin can sustain 50 points of damage before it collapses, the damage is cumulative. 
  
   
  Charm of the Grasshopper: 
  This charm is a small figurine of a grasshopper 1” in height.  The legs of the grasshopper are 
  hinged or otherwise connected so as to allow them to move. Uttering a command word allows 
  the possessor to act as if under a Jump spell. This ability is usable twice per day. 
   
  Cloak of Direction Sense:   
  When on the prime material plane the wearer of this fur cloak will always know which direction 
  is north, even when underground. 
   
  Cloak of Fearlessness:   
  This plain looking cloak gives its wearer +2 on all saving throws versus magical fear attacks. 
   
  Cloak of the Traveler: 
  When worn, this cloak allows the wearer to ignore natural weather conditions affecting his 
  vision or movement. It does nothing though to enable him to endure heat or cold. 
   
  Clover of Luck: 
  This item initially appears as a 4-leaf clover made of silk(the number of leaves representing the 
  number of charges). However, it may appear with more or less leaves as the DM sees fit.  
  Each charge in the clover may be used when luck is needed on a vital roll. Plucking a leaf 
  allows any roll to be rolled twice, with the best roll taken (plus any bonuses and penalties 
  applicable).  
   
  Clover of Unluckiness: 
  This cursed item initially appears as a 4-leaf clover made of silk(the number of leaves 
  representing the number of charges). However, it may appear with more or less leaves as the 
  DM sees fit.  
  Each charge in the clover may be used when luck is needed on a vital roll. Plucking a leaf 
  allows any roll to be rolled twice, with the worst roll taken (plus any bonuses and penalties 
  applicable). 
   
  Coin of Chance:   
  This silver coin is engraved with scales on both sides and has two possible effects.  When 
  flipped the coin will grant the user either a -1 to hit for 24 hours, or +1 to hit with a hand held 
  weapon for 24 hours.  When the 24 hours is up the coin may be flipped again.  
  01-50 -1 to hit 
  51-00 +1 to hit 
   
  Comb of Greater Appearance:  
  When a character uses this elegant golden comb their charisma is increased by 1 for 10 rounds.  
  This effect can be used once per day. 
   
  Declas's Door of Clothes Care: 
  
  When placed on a solid wall, this magical door (looks like a 2 foot round door) creates a 
  magical artificial realm, where when clothing is placed in, will come out cleaned, dried and 
  ironed after 30 minutes. If left in for more than 1 hr, the items start to get damaged as if by 
  many moths. 
   
  Dog Whistle:  
  This elegant silver whistle was made by a powerful cleric of a long forgotten god who used it to 
  help drive packs of rabid dogs from a ravaged wilderness village.  
  If blown in the presence of a canine or canine-based creature, they will be affected as if they 
  were undead of like HD being turned by a cleric of half the whistle blower's level (round up). 
  Exception: no canine will be destroyed, only turned/forced to flee, regardless how high the 
  whistle blower's level. 
   
  Dust of Freshness:  
  This powdery substance will, when sprinkled over a person, make them smell fresh as if they 
  just had a proper bath, regardless of how stinky, smelly and grimy they have become.  
  The recipient does not need to remove their clothing, and the powder can even work if they are 
  wet. Each pouch carries 5 doses, and it takes 1 dose to cover a man size person. 
   
  Dweomer Switch:  
  This slender willow branch can be used to strike an item or person, and will have the same 
  effect as a dispel magic cast by a 6th level magic-user.  
  It will automatically dispel light or continual light spells. It will work only once then the branch 
  turns black and dies. 
   
  Earrings of Sisterly Contact:  
  This simple pair of earrings are clipped to the wearer's earlobes. One of the earrings can be 
  given to a friend to wear. From that point forward, the earrings can allow two-way 
  communication like a quiet magical telephone system within line-of-sight.  
  Note that some of these devices are flawed and communication only works in one direction. 
  The earrings have no charges, and will only work for females.  
   
  Ever Burning Torch:   
  With a command word this normal looking torch can be lit or extinguished, also it never burns 
  down. 
   
  Everhot Tea-Kettle:  
  This beaten bronze tea kettle looks completely normal and uninspiring, until it is filled with 
  water.  Water placed in the kettle is immediately heated to steaming. 
   
  Everlasting Coin Purse:  
  Once per day this small coin purse creates 1 silver piece.  The coin purse can only hold a single 
  silver piece at a time, so if it is not emptied then no coin will be produced the next day. 
   
  
   
  Fetching Stick:  
  Designed to entertain small children, the Fetching Stick can be thrown and it will turn and 
  return to the thrower (similar to a boomerang, though the Fetching Stick looks more like a 12" 
  natural stick).  
  If the stick strikes an enemy, it only causes 1 point of damage. However, a skilled thrower can 
  use it to flip switches at a distance, knock something out of the surprised hands of an enemy, 
  disarm crossbows by knocking the bolt out of place, etc. Such creative uses of the Fetching 
  Stick require a Dexterity check, with penalties decided upon by the DM but relevant to the 
  situation. 
   
  Figurine of Minor Power:   
  There are various figurines, but all have 
  the following in common. Each is apparently a statuette of small size, about 
  a inch or so high. When the figurine is tossed down and a command word 
  spoken, it becomes a living creature which obeys and serves its 
  owner. 
  If any figurine is destroyed in its statuette form it is forever ruined, 
  all magic is lost, and it has no power. If slain in animal form the 
  figurine simply reverts to its Statuette conformation and can be used again 
  at a later time as long as the statuette is not broken.  
  When figurines of minor power are indicated, roll on the table below to determine the 
  type: 
   
  1-2  Golden Tabby 
  3-4  Ivory Hamster 
  5-6  Silver Sparrow 
   
  Golden Tabby: at a word this statue turns into a common house cat that can speak common (HP 
  1-4, AC 8, attacks 1, Damage 1-2) the transformation lasts 12 hours and can be used once per 
  week. 
   
  Ivory Hamster: At a word this statue turns into a small white hamster that can communicate 
  telepathically with its owner. (HP 1, AC 8) the transformation lasts for 6 hours and can be used 
  once per week. 
   
  Silver Sparrow: at a word this statue changes into a normal sparrow that can speak common (HP 
  1, AC 9).  The transformation lasts for 1 hour and can be used once per week. 
   
  Gilibar's Timer:  
  This device will always tell you promptly when food is ready for consumption. No longer will 
  you have to worry about under or over cooking anything. 
   
  Gloves of Magic Missile: 
  
  These gloves can cast a magic missile spell (2 missiles) as a 3rd level mage it can hold a 
  maximum of 10 charges, and is rechargeable. 
   
  Glove of Repetition:  
  Made for a busy wizard's housewife, this simple glove is white with a wide opening. The owner 
  can wear it and begin performing any repetitive task, then slip his/her hand out.  
  The glove will continue the task until the owner commands the gloves to stop. The task can 
  only exert as much force as the owner exerted before slipping his/her hand out.  
  Examples of common use include stirring food, swinging a child in a seat, rubbing feet, or 
  holding on to an object to keep it in the air. Although designed for domestic use, a clever 
  adventurer might use it to hold a door shut, keep a lever from actuating, hold a prisoner in 
  place, etc. 
   
  Horseshoes of Carrying:  
  Any mount wearing these simple iron horseshoes will be able to carry an additional 100 lbs 
  without adding to its encumbrance. 
   
  Ivory Flask of Transformation:   
  This intricately carved ivory flask comes with a silver stopper.  Any magical potion poured into 
  this flask will be transformed into a different magical potion according to the chart below. 
   
  1-2  Healing 
  3-4  Levitation 
  4-6  ESP 
  7-8  Clairaudience 
   
  Any potion changed in such a way cannot be changed again. 
   
  Jug of Purification:   
  This plain clay jug can hold 1 quart of liquid.  Any liquid placed in the jug will become pure 
  filtered water. 
   
  Kelanen's Whetstone:  
  These magic items are rumored to have been manufactured by the Prince of Swords, or at least 
  at his direction.  
  When used on a non-magical sword, dagger, or knife the stone imparts a bonus of +1 to both hit 
  and damage. 
  The effects are due to the magically endowed sharpness of the blade so the weapon can be used 
  against creatures only affected by enchanted weapons. Each successful hit, however, has a 5% 
  cumulative chance of blunting the blade, returning it to its normal non-magical state.  
  Each use of the whetstone has a cumulative 1% of resulting in the stone breaking, thus 
  rendering it useless. Sharpening takes 1 turn. 
   
  Kynimatia's Cloak: 
  
  A person who falls while wearing this cloak will almost always (95%) land on their feet. Falling 
  damage is reduced by -2 per dice (this does not affect damage caused by landing on spikes, 
  etc.). 
   
  Lenses of Reading:  
  Often attached to a wireframe set of spectacles, a character placing this enchanted glass before 
  his eyes allows him to read text even in fog or thick darkness.  
  The lens creates no light, but magically allows the viewer to see the words clearly. The lens will 
  not make the viewer understand a language he cannot already read, nor allow the illiterate the 
  ability to read. Lenses of Reading will not see through magically summoned darkness.  
  The lenses have no charges and will work for about a thousand years or so before the glass 
  degrades too far to hold the enchantment. 
   
  Merryman’s Mandolin:  
  This appears as a normal instrument until it is used by a Bard.  When played by a Bard 
  Merryman’s mandolin creates a protection from evil spell in a 10’ radius for as long as it is 
  played. 
   
  Mess Kit of Plenty:  
  This is a mess kit that once per day creates a full hot meal for 1 person. 
   
  Minor Necklace of Flaming Marbles:  
  While a major version of this item has never been found, this necklace will have 2d20 beads. 
  The beads resemble red marbles, and can be removed from the necklace, but not reattached. 
  Once removed, each marble will detonate within 3 segments.  
  When it detonates, it will cause 1d4 damage to anyone it strikes directly, and 1 point of damage 
  to anyone within 5'.  
  After the initial explosion, the marble will continue to burn brightly for about 10 minutes, 
  illuminating everything within 30'. 
   
  Necklace of Fighting Prowess:  
  Any character wearing this steel necklace will have 1 less subtraction for using a weapon they 
  are not proficient in. (ex: a fighter would receive a -1 instead of a -2) 
   
  Philter of Flatulence:  
  This potion causes the drinker to become extremely gassy and to have severe diarrhea.  The 
  drinker will need 12 hours of rest for the potion to pass, otherwise his movement rate is cut in 
  half and he loses all reaction adjustment bonuses for 24 hours. 
   
  Plume of the Peacock:   
  This long brightly colored feather gives the wearer a +10% to reaction adjustment when worn 
  on a hat or helm. 
   
   
  
   
  Pocket Lilacs:  
  This small ceramic or glass flower radiates a slight magical aura visible even to those without 
  the ability to cast detection spells.  
  If the owner places the tiny sculpture in his pocket, he will radiate a pleasant odor (not too 
  strong, not so weak) that masks any unclean scent. Although the item is shaped like a flower, 
  the scent the owner radiates is not necessarily floral in nature.  
  Each person around the owner will smell a different pleasant scent. Although this enchanted 
  little item is relatively low in power, it can fetch an amazing price if offered to a woman of high 
  social standing.  
   
  Pocket Watch of Narcolepsy:   
  This is a beautifully gem encrusted silver pocket watch.  When the watches owner engages in 
  any strenuous activity he has a 5% chance of falling asleep on the spot and will remain asleep 
  until he is awoken by another person, or 15 minutes has past.  
  The owner will not be able to rid himself of the watch until a remove curse is cast upon him. 
   
  Prismatic Hood:  
  The wearer of this hood can pull it over his head, think of a hair color, and pull it back to reveal 
  his/her hair has changed to the designated color.  
  The coloration will last until the hair grows out or until the hood is used again. Any coloration 
  will do, even streaks, highlights, etc.  
  The hood itself attaches to the collar of any shirt, tunic, jerkin, cloak, etc., and will appear a 
  color appropriate to the clothes to which it is attached. Each use drains one charge, and a 
  Prismatic Hood normally has between 2 and 20 charges when found. 
   
  Quill of the Thaumaturgist:  
  This item allows a Magic-User to copy a total of 10 levels of spells from a scroll into his 
  spellbook.  
  The Quill prevents the transcription process from erasing the scroll and the copied spell will be 
  100% error free. Once 10 levels of spells have been written using the Quill, it disappears in a 
  puff of smoke. 
   
  Robe of Memory:  
  This set of robes will allow a spell caster to memorize 1 additional spell more than he normally 
  would.  What level spell should be determined from the below chart. 
  1-3 1st level 
  4-5 2nd level 
  6 3rd level 
  The spell must be one the character can normally cast. 
   
  Screaming Stones:  
  These tiny blue stones appear to have no special value except when magical detection is 
  applied.  
  
  When a screaming stone is hurled, it makes a loud high-pitched screech as it streaks through the 
  air. The farther it is thrown, the longer the duration of the screech. The harder it is thrown, the 
  higher pitch the screech.  
  After being hurled, the stone loses its coloration and its enchantment. When found, the 
  Screaming stones will number somewhere between 2 and 20. 
   
  Seeds of Wisdom:  
  Specially prepared hazelnuts and acorns which, when eaten by a druid, enhance spell 
  effectiveness , +50% range or duration, -1 to saving throws. 
   
  Slippers of Relaxation:  
  These charmed footwear are made from the fur of rabbits- clearly so, since the heads of the 
  coneys are still attached to the front of the slipper. They come in several colours, which have 
  different enchantments. They must be worn for at least an hour before the wearer goes to sleep 
  at night for their powers to be effective. 
   
  Pink: Anyone wearing these slippers for an hour before bed will sleep very restfully, and will 
  regain d3 hit points instead of the regular 1. 
   
  Purple: A magic-user wearing these slippers in the evening will wake up refreshed enough to 
  memorize one -extra- first level in the morning. 
   
  Grey: Anyone wearing these slippers rior to sleeping will wake up feeling alert and clear-
  headed. All saving throws made vs. spells the next day will be made as if the wearer had a 
  wisdom two points greater than the actual wisdom score. 
   
  These slippers will only function for one person per day. 
   
  Sentry Stones:  
  This are a enchanted handful of white-colored stones.. When setting up camp, the character 
  places the stones in a ring approximately 30' diameter. Any living being who crosses the plane 
  of the circle will alert the magic user with an alarm only he can hear.  
  Unfortunately, any bird, insect, or meandering rodent will cause the alarm to occur, making the 
  character get a poor night's sleep. 
   
  Skull of Yam-Gregak:  
  This staff is topped with a strange demonic-looking skull, with small curled horns and sharp 
  teeth. A magic-user who bears it can turn skeletal undead as if a very low-level cleric (a roll of 
  16 is needed to turn ordinary skeletons, and only 1-6 skeletons will be affected).  
  If the mage is 5th level or above, s/he may animate a single skeleton (as per animate dead) once 
  per week- this skeleton will obey the bearer of the staff only so long as s/he holds it.  
  Should the MU set down the staff, sleep, be disarmed or incapacitated, the skeleton will stand 
  unmoving until the MU picks up the staff once more. The skeleton will collapse into dust if 
  turned by a cleric, slain, or after the passage of a week. 
  
  Spiderstone:  
  A mottled black and red polished stone normally set into an amulet, brooch or necklace.  
  When the command word is uttered, the stone transforms into a Large Spider and will attack 
  any creature in sight as indicated by its owner.  
  Another command word will return it to stone form. If slain it likewise returns to stone. The 
  stone may be used once/day, and when found has 2d4 charges. It cannot be recharged. 
   
  Spike of Wizard Lock:  
  When placed into a door or other item that opens/shuts, this item acts upon the door/item as if it 
  has had Wizard Lock cast upon it. 
  All counters to Wizard Lock work on this item. If someone removes the spike from the door/
  item, the Wizard Lock is removed. 
   
  Spoon of Stirring:  
  When this large wooden spoon is placed in a container with liquid it will begin stirring 
  continuously until removed. 
   
  Staff of Entanglement:   
  This acts as a normal staff for every class but a druid.  For a druid the staff will allow the 
  casting of an entangle spell once per day the spell will be equal to the druids level.   
  The druid may also expend a charge to cast a detect snares and pits at a 6th level of ability. The 
  staff comes with 2-8 charges and can be recharged. 
   
  Staff of Knocking:  
  This normal looking staff acts as the magic user spell knock as if cast my a 4th level mage when 
  a charge is expended.  It holds 1-4 charges and can be recharged. 
   
  Stein of Endless Ale:   
  This steel beer stein is engraved with scenes of warriors at battle and has an attached lid that can 
  be lifted by pushing a level over the handle with the thumb.   
  When the lid is lifted the stein will instantly fill with a high quality ale.   
   
  Stone of the Witching Hour:  
  This small smooth flat onyx pebble is 1” in diameter.  Any offensive spell, cast by the holder of 
  the stone between the hours of midnight and 1 AM will gain 1 dice of damage. 
   
  Time Chime:  
  This small brass disk has a convex shape, like a very flattened bell. It can be carried around by 
  anyone interested in keeping careful track of the passage of time.  
  Once per half hour, the item makes a distinct chime noise, audible to the owner only. 
   
  Tools of Picking:  
  The enchanted version of lock picks allow the possesseor to add 1d4% to his Pick Locks 
  percentage.  
  
  If a 4 is rolled an additional 1d6% is added. The picks are often found in a leather case stamped 
  with the sigil of Norebo or Olidammara. 
   
  Torc of Concentration:  
  When this torc is worn properly on the brow, it slowly throbs and pulses giving the wearer a 
  nasty migraine, but does not actually cause physical injury or impairment otherwise.  
  However, should something that requires concentration be attempted whilst the torc is worn, 
  there is a 15% chance that concentration is broken, at which point the victim falls over in agony, 
  remaining so for 1d4+1 rounds.  
  Actions, save those that need concentration, are possible during this state but are always 
  resolved last and at -3 to any die roll needed.  A remove curse will allow the person to remove 
  the torc. 
   
  Towel of Drying:  
  When this plain cotton towel is wiped once over skin and cloth and will instantly remove all 
  excess water from such items expending a charge.  
  The towel can then be rung out, releasing the water.  
  The owner could become completely submersed in water fully clothed, step out of the water, 
  and towel off in seconds, ringing a sizable puddle out of the Towel of Drying.  
  When found, the item has between 2 and 20 charges. When the charges expire, the item takes on 
  a slight moldy smell but functions as a normal towel. 
   
  Vasili's Torc of the Rush Man: 
  In order for this braided copper Torc to function, the user must first lash together a halfling-
  sized mannequin from rushes and saplings-a process taking no more than half an hour or so.  
  Once crafted, the wielder of the Torc can use its power to animate and control the doll. The 
  resulting creature (MV-6", AC 10, HP-8) cannot fight but can carry up to 100 lbs and does not 
  tire.  
  Control is line-of-sight. Seven days after the Rush Man is activated, it begins to blacken and 
  char, and by nightfall is consumed utterly. 
   
  Vasili's Saddle: 
  This saddle of polished leather and sturdy willow frame may be used as a normal saddle, but the 
  mount will find it somewhat uncomfortable. 
  To use the Saddle as intended, a Rush Mount must be created as per the Rush Men above-about 
  an hour's work.  
  The Rush Mount (MV-18", AC 10, HP-20) is like the Rush Man in all respects save for the 
  ability to carry a load of 500 lbs. 
   
  Wand of Fog:   
  When a charge is expended this wand casts a wall of fog (1st level illusionist spell) at the 4th 
  level of ability.  The wand holds 2-5 charges and can be recharged. 
   
  Wizard's Everfull Quill:  
  
  This quill, obviously plucked from some type of exotic creature, is enchanted to never require 
  dipped into ink.  
  It will produce ink every moment the quill is in contact with paper or papyrus.  
   
  Wizard's Oaken Staff:  
  This staff is made of oaks as old as the world, with a core cast of silver. Despite being wooden 
  on the outside, the staff will harm creatures who require silver weapons to be harmed (such as 
  lycanthropes).  
  Additionally, any spell with a range of "touch" will work through the staff, allowing such spells 
  as Shocking Grasp to work through contact with the Wizard's Oaken Staff. 
   
  Wizard's Solar Lantern:  
  This fist-sized sphere made of smokey glass can be left out in the light of the sun. If left outside 
  for a complete day, it will shed light in a 30' radius, as a magic user spell light, until the sun next 
  rises.  
  The globe's light cannot be turned off, but can be covered by a thick sack or cloth to conceal its 
  radiance. 
   
  Wonderbait:  
  This is a silvery, flexible worm-like length of gummy string. It can be placed on a normal 
  fishing hook and lowered in the water.  
  If the body of water into which it is placed has any edible fish within half a mile, they will be 
  called to the Wonderbait.  
  This allows even complete fishing novice to fish like a professional. The owner of Wonderbait 
  can live off a body of water as long as that body of water contains any fish at all.  
  Wonderbait does not have charges, will never run out of enchantment... but there is a 1% chance 
  of a fish making off with it any time it is used. 
   
  Wristbands of Atlas:  
  These thick leather studded bands are the sort that may be worn by a wrestler or pugilist.  
  If detected, they radiate a weak alteration aura. Upon command, they cause powerful ripping 
  muscles to appear all over the body of the wearer.  
  The wearer will appear as if he possesses strength of 19, clearly more powerfully muscled than 
  any mere mortal man.  
  However, the character's Strength is unaffected, and he receives no form of bonus to any 
  physical action. The added muscles look and feel real, but otherwise do nothing.  
  With the DM's permission, the added muscles might allow a bonus to a Charisma check to 
  intimidate.  
  Wristbands of Atlas come in pairs and will not work individually. They have between 2 and 20 
  charges when found. Activating the bands drains one charge and lasts up to 30 minutes, though 
  the effect can be dismissed before the duration expires. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/Articles/Tome of Minor Items.pdf