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Into the Storm: Leo
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== Magic Items == *Long Sword +1, Wishes **The sword grants a total of 1d4 wishes (1 used) **The wish must be spoken out loud by the wielder of the sword *Slippers of Spider Climbing **Supple footwear that grants the ability for the wearer to climb all surfaces and even move upside down across ceilings at a rate of 20 ft. **The wearer is “hands free” when climbing with the slippers **Any condition which would make normal walking on a horizontal surface hazardous, e.g. ice, grease, or oil of slipperiness, will render the slippers useless **The slippers can be used 10 minutes cumulative per 24 hour day *Gauntlets of Ogre Power - A character who wears these gauntlets has a Strength score of 18. This grants all the usual bonuses, including: **Melee attacks: +3 bonus to attack and damage rolls, in melee **Unarmed attacks: Deal 1d2+3 damage **Extra weight: The character’s ability to carry weight is increased by 1,000 coins *Handy Haversack - A well-made but otherwise plain leather haversack with two side pouches and brass hardware **Each side pouch functions as a bag of holding and both will hold up to either 20 cubic ft of material or 20 lbs in weight **The main part of the haversack can hold up to 80 cubic ft of material or 80 lbs of weight **No matter how much material is placed into the handy haversack it will never weigh more than 5 lbs **When the user reaches into the pack for a specific item, that item will always be on top *Crossbow +2, Accuracy **Attack rolls at long range: The normal –1 range modifier does not apply **Maximum range: Is not increased by the enchantment *Ring of Warmth **The wearer will be completely comfortable and can maintain normal body temperature even in conditions of extreme cold **Grants the ability to regenerate cold based damage at a rate of 1 hp per turn **Grants a +2 to all saving throws vs cold based attacks **Reduces damage from cold based attacks by -1 per die (minimum damage of 1 point per die) *Ring of Fire Resistance **Normal fire: Unharmed by non-magical fire **Save bonus: Gain a +2 bonus to all saving throws versus fire-based magical or breath attacks **Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 hit point damage.)
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