conjuration/summoning aura. Effect – whenever the user would fumble his sword in combat, instead of having to pick it up, making him/herself vulnerable, another sword non-magical, normal quality sword appears in the scabbard ready to be drawn. This works each time the character fumbles one of the conjured swords, but it will cease to produce swords if one is not sheathed within it after combat, and does not work if another character fumbles a conjured sword. Scroll case of message sending: Uses – 1/day. Dweomer – strong invocation/evocation aura. Effect – This scroll case comes in pairs, and is many times used by military commanders and thieves’ guild masters to keep track of their spies. Each carrier may send one message per day to the other by writing the message on a piece of paper, rolling it up, and placing it inside of the tube-shaped case. It will only teleport the paper, though, so kings have found their seals and ribbons still in the tube after the message has been sent. Powder of drying: Uses – depends on amount carried. One vile carries 5 applications. Dweomer – weak transmutation aura. Effect – when powder is sprinkled on wet wood, paper, leaves, or grass, it dries out, making it able to be burned. This is very useful immediately after a rainstorm for building a campfire. Log of Burning: Uses – 1 Dweomer – powerful invocation/evocation and transmutation aura. Effect – when placed in a pile of burnable material, and command word spoken, this log bursts into flame, igniting any combustible materials that the magically conjured flame touches. This works even if drenched, and if any of the materials touched by the magical flame were wet, they immediately dry out and ignite. Bedroll of warmth: Uses – any time anywhere. Dweomer – powerful transmutation and enchantment/charm aura. Effect – When a character lies down inside the bedroll, it heats up to a temperature that is comfortable to the user, thereby making it easier for the character to sleep in cold temperatures. The bedroll does not induce sleep, and will not hinder the character from waking up due to noises, or being physically touched, shaken, or prodded. (or bitten). The bedroll will also not keep pests from hindering the sleeper’s rest, nor will it keep him/her dry or asleep if rainfall occurs while resting. Anti-vermin bedroll: Uses – any time, anywhere. Dweomer – strong abjuration aura. Effect – This bedroll repels rodents, insects, and reptiles. Naturally, you will not see a lizard-man or wererat sleeping in one. It has no other power. Pot of cooking: Uses – 3/day Dweomer – strong alteration aura. Effect – when something is placed into the cooking pot and command word spoken, the pot will automatically heat to cook the contents. If one command word is spoken, then it heats to the point of boiling water. If another command word is spoken, it heats to a good cooking temperature below the boiling point. If a third command word is spoken, it will only heat the contents to a good warm temperature, suitable for serving warmed-over leftovers steaming hot. This pot does nothing to influence the cooking ability of its user, however, so the food itself may not be particularly tasty. Mug of safe drinking: Uses – any time, anywhere. Dweomer – strong transmutation aura. Effect – When a liquid is poured into this mug, it is purified so as not to be hazardous to the person who then drinks it. In other words, it can be used to make disease-infested water or even poison, harmless to consume. It does not, however, ensure that the liquid will taste very good. Also, any magical potion that is placed into this mug will immediately become non-magical and will do nothing for the imbiber aside from whatever nourishment the ingredients provide. Dwarven mug of drinking: Uses – any time, anywhere. Dweomer – strong transmutation aura. Effect – This mug was made by a mage for a Dwarven friend of his who always grumbled about never having enough ale. This is a slight variation on the mug of safe drinking, in that it turns whatever liquid is poured into it into some type of alcoholic beverage. A 2d6 roll randomly determines the exact type. See below for result: 2 Dwarven firewater 3 Elven brandymeade 4 Gnomish honey wine 5 Whiskey 6 Dwarven bloodwine 7 Goff’s tap standard ale 8 Danwyn’s prunewine 9 Moonshine 10 Dragon’s Breath ale 11 Elister’s golden drunkard 12 Underdark ale The imbiber has no way of knowing what type of ale it is until he or she begins to consume the beverage. Staff of walking: Uses – any time, anywhere. Dweomer – strong enchantment/charm aura. Effect - As long as this staff is used while walking, the user will not tire due to exercise related exhaustion, however, the character will still need to keep up his/her normal sleep pattern, for it will not allow the user to walk for days on end with no food or rest. Also, if traveling through difficult terrain, the staff will ensure that the character using it gets the best footing. It does not behave like a staff of free action, but it will allow a +2 bonus to the save against a web or entangle spell. Pepper of sneezing: Uses – varies, average peppershaker holds 25 applications. Dweomer – vague enchantment/charm aura. Effect – when sprinkled on the ground, this pepper causes anyone who walks over the area that the pepper was sprinkled over to immediately start sneezing until they move away from the area of effect. Duration is 1 turn.