*** Magical Items ***
* Bloodhawk Feather Token - "Kanda" - Can change into snake bow instantly, turns regular arrows into snake arrows (1d6 dmg. Save vs. poison @ -1 or para. 1d4 +2 rnds.)
Can also summon a 12' anaconda ("Kanda") that is lime green, takes one full round to form. Att: 1/1 1d4 Bite, 2d6 Crush. HP: 50 Thaco: 13 AC: 5 Mvmt: 6/ 9 Swim Saves as 10 HD creature.
* Scarab Brooch of Night - Can use 3x/Day up to 1 hour per use. Forms Globe of Darkness 20' diameter, 100' range.
* Chimes of Animal Friendship - Can use 3x/day Just jangle chimes to use, acts as per spell.
* Necklace of Lilith - (worth 82,000 gp) This heavy, gold necklace is Egyptian looking and inlaid with 4 rare gems in a circle in the middle of it. Three of the gems have powers, the other is just a normal (albeit precious) jewel. Red Diamond: Atonement 1x/day (gives back levels lost) Ruby: Cure Blindness/Disease/Serious Wounds 1x/day. Sapphire: Has falcon spirit inside ("Rodanne") that can be summoned 1x/day for 8 hours to act as scout, etc. Emerald: Normal gem.
* Empty Ring of Eqqus - Can bind an animal to the ring. Acts as a figurine of wondrous power. The ring is empty at the moment.
* Elemental Stone - This teardrop shaped, blue stone has the power to summon 1 of 3 elemental types (Earth, Air or Water) 1x/Week. Can be up to 16 HD (roll for HP, etc.). Stone is mounted on a small, silver circlet that Denora wears. A Fire Elemental may never be summoned with this stone.
* Band of the hand Steel Ring ("Tallacan") Bonded to Ironwood Staff and gives the staff 4x dmg if it hits fire mages - This steel ring has elemental symbols on it and is one of 5 such rings created by the Druidic order "The Band of the Hand". These druids fought evil fire mages, and each ring was made specifically to bond with a druidic staff of wood, bone, stone, etc. and has a spirit inside of it. The spirit inside of Denora’s is a Wood Sprite spirit named "Tallacan", and she can do the following powers, when summoned or asked by Denora:
** Call Lightning 1x/Day - Dur: 12 turns 1 Bolt/turn (12d8 + 2d8 dmg.)
** Control Winds (p. 282 PHB) - 1x/Week : Starts at 3 mph winds, but can reach gale force with enough time. Lasts 12 turns, affects 480' radius, takes 5 turns to go from 3 mph to 55 mph storm and fades @ 3mph/rnd. Note: If small enough space on the ground, the eye may shrink and affect caster.
** Weather Summon (p. 292 PHB) - Varies. The weather shows up within 1d12 + 5 turns after 4 turns, it is obvious what kind of storm has been summoned. Storm cannot be changed and cannot be dispelled. 1-100 miles sq. radius and may last 1 turn to days. Extreme weather ex: tornado lasts 1 turn generic affect 50 mi. last 1 day.
** Extinguish Fires (this is almost automatic, if Denora and Tallacan are within 10' of a fire, it will be extinguished, due to Tallacan’s power), but can also be extended up to 20'.
** Sticks to Snakes/Warp Wood/Gaze reflection/Cure Poison/Water Breathing (as per Spells)
** Open Portals to Elemental Planes 1x/Day (Cubic Gate) - can gate in 10%/ton of H2O, Earth, Air, Positive Energy, etc. but no Fire. Can also step thru gate and stay for 12 hours...can keep open up to 12 hours.
** Magic Missles 1x/Day (5d4 =4) elemental missles (dbl dmg) can be any element but fire.
** Mend 3x/Day (as per spell)
** Spirit of the Ring (Change Staff) - 1x/Day summons treant-like creature - 24' high, 12 HD, HP: 40, AC: 0 2/1 Att. 4d6 each arm (can do structural dmg.) Lasts for 12 turns.