
MAGIC ITEMS
BONE BLADE
This magical artifact weapon is carved from a single huge bone of some unknown monster. The blade is serated and acts as a +5 vorpal weapon against all living creatures. against all undead creatures and non living monsters it acts as a normal weapon for combat purposes. when the weapon is used in combat against undead, the player must make a willpower check DC20 to avoid going berserk and attacking all living things. this berserker rage will last for 1-3 rounds or until everyone else is dead. once per turn the person holding the weapon can summon 1-4 skeletons to fight for them. once the battle is over or the posessor of the weapon is killed then the skeletons vanish. If this ability is used more than once per day, then the character must make a fortitude check DC:25 or slowly begin to become ill and loose 1-2 hit points per day untill dead or they have a remove curse cast on them. once the character dies, they become a zombie 24 hours later that is immune to turning.

CRYSTAL RUNE STAFF
staff length=6' staff diameter=4" staff weight=20cn (2 pounds)
known powers:all wizards useing this staff gain a +1 bonus on all saving throws vs. spells.
The staff has the following abilities one time per day:light, darkness 15' radius, detect evil in 1000' radius, invisibility. each of these are treated as the spells and as if they were cast at 25th level of experience.
the staff has the folowing abilities one time per turn up to three times per day:25 hit die magic missile, and shield as per the spells. Each of these effects are treated as if they were cast at 25th level of experience.
Once per day the staff can emit a 20 hit die lightning bolt at a single target providing that the target is evil.
when used by a mage in combat, that character will gain a +5 to hit bonus, and a +6 damage bonus.
When commanded, the staff can open a planar gateway to any plane of existence that the mage has previously visited. This gate is stable and will allow the mage to use it to travel to another plane of existence. When opened, the gate is roughly 12 feet in diameter and will stay open for 2-4 rounds unless comanded by the mage to close sooner, or to stay open longer. should the mage move further than four feet from the open gate, it will immediately colapse. The maximum amount of time a gate can be held open is one turn. This staff can only create one gate at a time, and then only 4 times per day.
The staff is made entirely out of a crystaline substance that is silver colored and semi-transparent. The substance is similar in nature to spell crystal and can absorb up to 100 spell points per day from spells cast at the user or the staff itself. The staff can never absorb more than 100 points per day, and attempts to do so will cause an energy backlash from the staff that does 1D6 damage per spell point that is to be absorbed. For every level of spell cast at the user or staff, it is one spell point. The spell being cast at the user or staff will still go off as normal in addition to the staff backfiring on the user.

BONE RING
This magical ring is made out of the bone of some unknown creature and provides a +1 bonus to the A.C. the drawback is that the character must make a willpower check everytime they face a lawful good creature or other being. (DC:25) If they make the check nothing unusual happens. a failed check means they suddenly attack and try to kill the lawful good being or creature. The ring once put on can not ever be removed unless the wearer dies, or the ring has a remove curse cast on it by a 20th level lawful good priest.

BLACK CRYSTAL AMULET
This amulet made of black crystal is hung on a fine chain made of adamite. When worn, this amulet makes the wearer immune to fear and all fear based attacks and effects. As with the bone ring, there is a drawback to this benefit. The wearer must drink the blood of a sentient being at least once a week or loose a point of constitution per week untill they die or begin drinking the blood. as an added effect, if the blood is that of an innocent being, the wearer gains a point of constitution permanently. The blood that the wearer drinks must always come from a sentient creature they have killed by themselves. If a vampire wears this amulet then they gain double their normal hit points and a danger sense 200 foot radius. The only way to remove this item is to die or have a remove curse cast on the item by a 20th level priest of lawful good alignment.

TOOTH DAGGER
Every time this dagger is used in combat against a living creature it will do normal damage as well as draining a point of strength and constitution from them temporarily as well. Anyone drained of all their strength or costitution by this item rises 3 nights later as a vampire. This dagger does normal damage against all non living monsters. on a critical strike with this weapon, the victim loses three points of strength and three points of constitution as well as taking tripple damage from the weapon. There is a side effect from useing this weapon. the user must make a fortitude check each time they use it or take one point of damage. (DC25) They must also make a willpower check every day they have it in their posesion or slowly start to become insane and evil. (DC27) The dager will whisper dark thoughts to the user of it while they are in posesion of it causing them to loose a point of wisdom every day unless they save against the effects. The user of this dager will be unable to get rid of the item unless they die or have a remove curse cast on it by a 20th level lawful good priest.

DEMON BELT
this unusal item is made from the scales and bones of some type of demon or devil. The wearer is granted an immunity to heat based attacks as well as a stregth boost of 3 points. The wearer also gains the ability to gate in a minor demon to serve them once per day (5 hit dice or less). This minor demon will do whatever the wearer of the belt instructs with no deception on it's part. once the task assigned is completed or it is destroyed, it returns to the plane it came from. No more than three minor demons can be in use at one time by the wearer. The cost for this kind of power is dangerous. The wearer must make willpower check (DC26) each day they wear the belt to avoid succumbing to it's darker desires. a failed check causes the wearer to comit an evil act such as murder or betrayal. for each failed check the difficulty class to resist rises by one. If the wearer does not try to resist the effect, then they quickly change alignment to lawful evil and begin to become more and more demon like with each act they comit untill they become a pit fiend by the end of a year. the only ways to remove this item are to die, become a pitfiend, or to have a lawful good 20th level priest cast a remove curse on the item.

RUNE BRACELET
This seemingly innocent looking item is carved out of a piece of smokey quartz and covered in runes. When worn, the user is able to become invisible and can not be detected by any means short of a wish untill they choose to become visible again. while invisible they must make a willpower check (DC25) or attack party member or other innocent victim from behind. for every time they fail this check the DC goes up by one point. Each time they attack an innocent victim or party member they begin to change alignment and race. by the time this has happened 15 times, they become lawful evil and are completely transformed into a osyluth.

TALES FROM THE DEPTHS OF LIMBO

DARK THOUGHTS OF PAIN AND SUFFERING

GAMES PLAYED IN LIMBO

FONTS USED IN LIMBO
