Re: Strange Magic In Flight
After identifying a few of the smaller items, Mort learns a bit more about the slate. Once it identifies an item, the writing remains visible on the slate for about 5 minutes after the item is removed, or until another magical item is placed on it. In this way, he can set large items on it until they glow, and then remove the item to see what it is.
He has no trouble identifying everything except the crystal skull. It glows blue as if it is magical, but no writing appears on the slate.
3 Eggs (black egg explodes for 5d6 acid damage; red egg explodes for 5d6 fire damage; and olive drab green explodes for 5d6 force damage)
Amulet of Protect from scrying
Armbands of Enlargement (you can grow up to twice as large as normal)
Avanti’s Floating Chest (it floats and follows beyond its owner)
Backpack is a Handy Haversack
Bag of Holding
Belt of Toughness (the wearer gains 20 temporary HP)
Book of Spells
Bottle of Air (transparent blue glass bottle always has air in it)
Bottle of Sovereign Glue
Jar of Universal Solvent
Bowl of Scrying with a bottle of scrying oil
Brass Horn of Glorian (small bugle produces a thick cloud of fog that is an obscuring mist.
The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; it can 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. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. At higher levels, the horn blower can also produce other types of fogs, such as stinking cloud, incendiary cloud and cloudkill.)
Brooch of Shielding (absorbs 101 points of damage from Magic Missile spells before it is used up and crumbles to dust)
Broom of Flying (black ‘Bat Out of Hell’ model; fly at 480’ per turn, but cannot carry anyone else)
Brython Mandolin (while someone is playing this instrument, allies gain a +1 bonus to die rolls)
Burglar’s Bracers (these bracers conceal burglar’s tools that give you a +2 bonus to open locks)
Candle of Warding (when lit, it burns for up to 24 hours, and keeps away any creatures with less than 5 HD)
Carpet of Flying (small carpet only holds 2 people)
Cat Gloves of Dexterity +4
Chime of Opening (casts the equivalent of a Knock spell)
Cloak of Elvinkind
Crystal Ball (lets you scry to different location)
Crystal Skull red
Dagger +1 of Extinguishing
Dagger +2 of Defending
Endless Quiver (never runs out of normal arrows)
Gauntlets of Ogre Power
Gem of True-Seeing
Goblet of Fire-Breathing (taking a drink from this goblet allows you to breathe fire (3d6 fire damage in 20-foot cone) for one round, regardless of the liquid put into the goblet)
Goggles of Night Vision
Hammer +2 of Undead Smashing
Headband of Intuition (this copper and silver headband gives you intuitive insights; once per encounter, you can assess your opponent to give you a +3 bonus to one ability of yours—AC, attack bonus, saving throw, or a skill check)
Heavyload Belt (wide leather belt lets you carry triple your normal weight)
Helm of Reading (anyone wearing this helmet can read any writing in any language)
Horseshoes (4) of Speed
Jar of Salve of Slipperiness
Kaelyn’s Spicy Spoon (any food stirred with this spoon will take on a spicy flavoring)
Little Brown Jug of Endless Ale
Long Bow +1 of Distance
Long Sword +2 of Flaming
Mage Scroll
Magic Lantern of Detection (four-sided lantern with 4 lenses; when that shutter is raised, the light from that side will illuminate the area; the lenses can detect invisible, alignment, traps, or magic)
Mask of Disguise (when worn, it can change your face to look like any other person’s face, or even some other type of mask)
Medallion of Zagan Zeer (emits a beam of 'light' visible only to the wearer that can reveal invisible things, hidden things, and lies; it is also able to emit a beam of light that anyone can see)
Necklace of Elemental Beads (20 beads; when you pluck a bead, you state what kind of elemental power you wish the bead to be—fire, cold, electrical, sonic, wind, water, force, light or darkness; it will then have that effect when thrown; explodes on impact for 3d6 points of damage of that elemental type)
Raelyn’s Sweet Spoon (makes any food you stir with it taste sweet)
Ring of Protection +2
Ring of Spell Storing (holds two 2nd level spells; currently has Knock and Web in it)
Robe of Blending (blend into your surroundings)
Rod of Healing (rod made of white ash inlaid with silver runes; can heal 1d8+3 hp per person per day)
Rope of Climbing
Scarab of Protection (black jade beetle-like brooch absorbs energy-draining attacks, death effects, and negative energy effects, but can only absorb 12 such attacks before it turns to powder and is destroyed)
Scroll of Useful Items (has 20 items drawn on it; touching an item causes it to turn real; items: sack of gold, 2 potions of healing, ladder, 10-foot pole, campfire, coil of rope, banquet table with chairs and banquet, canoe, dagger, fur coat, lantern, longbow with quiver of arrows, keg of ale, bottle of wine, small pile of gems, a pit, a horse with cart, a pair of dogs, a tent, a lit torch.
Silver arrow +1 of Refilling (when placed in a quiver, it will fill up the quiver with 10 +1 arrows and 10 silver arrows)
Slate of Identification
Statuette: Black Jade Raven
Statuette: Onyx Dog
Stone Hand (petrified Dwarf hand; can cast Pass Wall, Transmute Rock to Mud, Wall of Stone and Transmute Stone to Flesh; each only once)
Thinking Cap (this gem-studded copper cap with silver runes lets you rethink your recent action and attempt it again; reroll dice)
Tome of Monster ID (you can look up a monster by description to find out its abilities and weaknesses)
Tunic of Fashion (can change to any outfit of clothing you want it to)
Vest of Storing (simple worn nondescript dark brown leather vest is studded with 24 secret pockets sewn into it. Pockets are only visible and accessible by the wearer; each pocket can hold twice as much as a normal pocket and yet does not appear to have anything in it)
Wand of Cold (looks like an icicle; holds 100 charges; emits Cone of Cold spell; number of charges used depends on how many dice you load the Cone of Cold with, up to a maximum of 6d6 points of cold damage)
Wand of Trap Detection (two twisted together twigs of witch-hazel and willow, this wand will point at all traps within 20', one at a time, at a cost of one charge per trap found)