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Magic Items

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Items

Magic Armor - Zelda d20Armour, Magic: -100 rupees each round, -dmgx100 rupees when struck. This unusual armour causes one’s rupees to absorb damage received, destroying them instead of the wearer. However, its magic is also fueled by rupees. If one runs out of rupees while wearing the armour, movement speed is reduced to 5 feet and AC is reduced by 10 until the player removes the armour (which takes one full round).
Zora Armor - Zelda d20Armour, Zora:
+3 AC, +5 Swim, x2 damage against fire and ice; allows wearer to breathe underwater.
Hover Boots - Zelda d20Blue Fire:
This cold fire is most commonly used to melt red ice, though it has potential applications in keeping other items chilly as well.
Boots, Hover: Allows the wearer to walk on air for five steps or two seconds.
Boots, Pegasus:
Doubles wearer’s base run speed.
Cane of Byrna:
Creates an impenetrable force field around the user at the cost of 10MP per minute.
Cane of Somaria:
Creates an indestructible three-foot red cube that can be pushed around. Only one block can exist at a time. Each block consumes 5 MP.
Courage Gem
Cyclone Slate

Deku Leaf
Din’s Charm
Din’s Pearl
Farore’s Charm
Farore’s Pearl
Forest Water
Gauntlets, Silver:
+2 to Strength checks.
Gauntlets, Gold:
+4 to Strength checks.
Gnat Hat
Goron Ruby
Guardian Acorn:
When cracked open, this golden acorn emits a mist that surrounds and protects a 15ft.x15ft. area, centered on the location of the acorn. Characters inside the Guardian Acorn’s shield are immune to all enemy magic and take a +3 bonus to AC. The Guardian Acorn’s protection lasts 1d4+2 rounds.
Gust Jar
Hero’s Charm
Jabber Nut

Kokiri Emerald
Lens of Truth:
When a character looks through the Lens of Truth, he can see through all illusions. Invisible things become visible, illusions disappear, and disguises fall away. Looking through the Lens of Truth uses up 6 MP per round.
Magical Clock: When the button on the top of this magical stopwatch is depressed, time freezes for all but the clock and its holder. Enemies and party members alike do not appear to move and are considered prone, but terrain hazards such as fire or acid are still present. The clock’s magic lasts for one minute, after which the clock destructs under the pressure of warping time.
Magical Oar
Magic Bean:
Can be planted to grow into a magic bean sprout.
Magic Cape:
Wearer becomes invisible at the cost of 6mp per round.
Magic Hammer
Magic Mirror:
Allows travel between the Light Realm (Hyrule, Termina, etc.) and the Dark Realm (not to be confused with the Twilight Realm).
Magic Pendant
Medallion, Bombos:
Absorbs up to 100 points of bludgeoning damage, shielding the wearer, before it shatters.
Medallion, Ether: Absorbs up to 100 points of ice magic damage, shielding the wearer, before it shatters.
Medallion, Fire: Absorbs up to 100 points of fire magic damage, shielding the wearer, before it shatters.
Medallion, Forest:
Absorbs up to 100 points of piercing weapon damage, shielding the wearer, before it shatters.
Medallion, Light: Absorbs up to 100 points of light magic damage, shielding the wearer, before it shatters.
Medallion, Quake:
Absorbs up to 100 points of slashing weapon damage, shielding the wearer, before it shatters.
Medallion, Shadow: Absorbs up to 100 points of shadow magic damage, shielding the wearer, before it shatters.
Medallion, Spirit
: Absorbs up to 100 points of any magic damage, shielding the wearer, before it shatters.
Medallion, Water: Absorbs up to 100 points of water magic damage, shielding the wearer, before it shatters.
Moon Pearl - Zelda d20Moon Pearl:
Allows non-Twili to travel the Twilight Realm without converting to a beast form.
Moon Tear - Zelda d20Moon Tear:
Allows Twili to travel outside the Twilight Realm without converting to an imp form.
Nayru’s Charm
Nayru’s Pearl
Pendant of Courage:
+5 to total Courage score while the pendant is worn.
Pendant of Power: +5 to total Power score while the pendant is worn.
Pendant of Wisdom:
+5 to total Wisdom score while the pendant is worn.
Poe Soul

Potion, Blue
Potion, Gold
Potion, Green
Potion, Magic
Potion, Purple
Potion, Red
Potion, Yellow

Power Bracelet
Power Gem:
Possession of ten Power Gems doubles the damage a character would do in an attack. Possessing twenty doubles the damage again.
Power Glove
Roc’s Cape:
+3 to Jump checks.
Roc’s Feather:
+2 to Jump checks.Roc's Feather - Zelda d20
Rod, Ages
Rod, Dominion
Rod, Fire:
Shoots fireballs for 50 feet, causing 1d8 fire damage at the cost of 10 MP.
Rod, Ice: Shoots balls of freezing frost for 50 feet, causing 1d8 ice damage at the cost of 10 MP.
Rod, Seasons
Sand Wand:
Transforms one square foot of sand into one square foot of stone at the cost of 10 MP.
Seed, Armour
Seed, Razor

Titan’s Mitt
Tuni Nut
Wisdom Gem:
Possession of ten Wisdom Gems halves the damage a character would take from an attack. Possessing twenty halves the damage again.
Zora Sapphire
Tunic, Goron:
Allows the wearer to withstand any hot temperature.
Tunic, Zora: Allows the wearer to breathe underwater.

Masks

All-Night: Allows the wearer to stay awake all night (to keep watch, et cetera) while still regaining health and spells as though the character had slept.
Blast:
Explodes when the wearer wishes, causing 1d6 damage to everything in a five-foot radius. Wearer must make a fortitude save DC 14 to avoid taking damage by the mask.
Bremen:
Allows the wearer to speak to animals.
Bunny Hood:
Doubles wearer’s move speed.
Captain’s Hat
Circus Leader
Deku Mask - Zelda d20Deku:
Transforms the wearer into a Deku Scrub. Cannot be used while the wearer is in beast or imp form.
Don Gero

Fierce Deity

Garo

Gerudo
Gibdo

Goron Mask - Zelda d20Goron:
Transforms the wearer into a Goron. Cannot be used while the wearer is in beast or imp form.
Great Fairy

Hawkeye - Zelda d20Hawkeye:
+2 attack to ranged attacks.
Happy Couple
Kafei
Kamaro
Keaton
Postman’s Hat
Romani
Scents:
Allows the wearer to see smells visibly and thereby to follow a trail by its scent. Unfortunately, it also causes the wearer to snort like a pig while in use.
Skull: Wearer will not be noticed by Keese.
Stone: Wearer becomes invisible.
Truth: Allows the wearer to speak to Gossip Stones.
Zora: Transforms the wearer into a Zora. Cannot be used while the wearer is in beast or imp form.

Rings

100th Ring: Trophy indicating that the wearer has had 100 rings appraised.
Armour Ring Level 1: +2 AC
Armour Ring Level 2: +3 AC
Armour Ring Level 3: +4 AC
Blast Ring: +2 to damage if attacking with bombs.
Blue Ring: Halves damage taken.
Blue Joy Ring: All healing spells or potions on the wearer restore double.
Blue Holy Ring: +2
Blue Luck Ring: +2 AC against projectile weapons
Bomber’s Ring: Doubles damage done by bombs.
Charge Ring: Allows wearer to charge and spin attack in the same turn.
Cursed Ring: +1 Attack, x2 Damage
Discovery Ring: Wearer automatically discovers spots where something is buried.
Energy Ring: Allows wearer to shoot beams without a beam sword.
Expert’s Ring: Allows empty-handed attacks to deal lethal damage.
Fist Ring: Allows unarmed strikes to deal lethal damage.
Flower Ring: Wearer cannot be damaged by own bombs.
Gasha Ring: Allows the wearer to grow rare Gasha seeds.
Green Ring: +2 Attack, +1 Damage
Green Holy Ring: +2 AC against electrical attacks.
Green Joy Ring: +2 Search and Spot for ore chunks.
Green Luck Ring: +2 when searching for traps
Heart Ring Level 1: Heal 2 hearts per night instead of one.
Heart Ring Level 2: Heal 3 hearts per night instead of one.
Jade Ring: Fires a triangle-shaped bolt of green magic at the enemy for 1d4 damage. Requisite Courage score: 20. Consumes 3 MP.
Light Ring Level 1: Beam and Dagger swords still shoot at -1 hearts. Sell price: 200,000 rupees
Light Ring Level 2: Beam and Dagger swords still shoot at -2 hearts.
Like Like Ring: Transform into a Like-Like while the ring is on.
Maple’s Ring: Decreases number of monsters slain to cause Maple to appear.
Moblin Ring: Transform into a Moblin while the ring is on.Sell price: 200,000 rupees
Octo Ring: Transform into an Octorok while the ring is on.Sell price: 200,000 rupees
Peace Ring: Bombs will not explode in the wearer’s hands.Sell price: 200,000 rupees
Pegasus Ring: Increases longevity of Pegasus Seeds by +3 rounds.Sell price: 200,000 rupees
Power Ring Level 1: +1 Attack, +2 Damage
Power Ring Level 2: +2 Attack, +2 Damage
Power Ring Level 3: +3 Attack, +8 Damage
Protection Ring: All hits do one heart of damage.
Quicksand Ring: Wearer is unaffected by quicksand.
Rang Ring Level 1: +2 to attack if using a boomerang
Rang Ring Level 2: +4 to attack if using a boomerang.
Razor Ring: Wearer is unaffected by attacks that do less than a heart of damage.
Red Ring: Base attack +2
Red Holy Ring: +2 AC against rocks.
Red Joy Ring: Wearer gets double loot from slain foes.
Red Luck Ring: +2 to Reflex saves
Roc’s Ring: Wearer will not fall through cracked floors. Sell price: 200,000 rupees
Spin Ring: Grants wearer an additional move action when using a spin attack.
Steadfast Ring: +2 will save
Snowshoe Ring: Wearer will not slip when walking on ice. Sell price: 200,000 rupees
Subrosian Ring: + Transform into a Subrosian while the ring is on. Sell price: 200,000 rupees
Swimmer’s Ring: Doubles swim speed. Sell price: 200,000 rupees
Toss Ring: Increases throwing distance by 10 feet
Turquoise Ring: Fires a bolt of blue magic at up to three enemies for 1d8 damage. Requisite Wisdom score: 20. Consumes 10 MP.
Whimsical Ring: Reduces attack needed to crit by -2.
Whisp Ring: Wearer is unaffected by whisps.
Yellow Joy Ring: +2 Search check.
Yellow Luck Ring: +2 to Dexterity checks
Zora Ring: Allows the wearer to breathe underwater.

o Allows the wearer to see smells visibly and thereby to follow a trail by its scent. Unfortunately, it also causes the wearer to snort like a pig while in use.

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