Information: The standard kind of magic wand used by the
Magikoopas of the Koopa Troop. It allows them to cast
spells, but is of no real use as a melee weapon.
Name: Dark Magikoopa Rod
Type: Magic
Element: None
Ailment: None
Power: Attack x2
Hits: 1
Information: A pure black silhouette of a Magikoopa Rod, used by the similarly
shadowy Dark Magikoopas. Since those guys are
stronger than ordinary Magikoopas, these rods will deal more damage with a melee whack.
Name: Wizzerd Gloves
Type: Magic
Element: None
Ailment: None
Power: Magic x1
Hits: 1
Information: The floating hands of a
Wizzerd, Dark
Wizzerd, or Elite Wizzerd, used to channel
their magic. If stolen by another character, the Wizzerd is left handless, and the four hands
float around the new owner rather than being worn like gloves. They come in purple, red, or
blue.
Name: Magiblot Gloves
Type: Magic
Element: None
Ailment: None
Power: Magic x1
Hits: 1
Information: The gloves of a Blue,
Red, or
Yellow Magiblot—inky black creatures that live
in the space between dimensions. Like Wizzerd Gloves, these are used to cast spells, but there
are only two instead of four. Their colors match those of the names of their respective
Magiblots.
Name: Dark Magiblot Gloves
Type: Magic
Element: None
Ailment: None
Power: Magic x2
Hits: 1
Information: The gloves of a Dark
Magiblot, a type that is completely black down to these gloves, and is stronger than any of
the colored Magiblots. As such, these gloves deal more damage with a melee slap.
Name: Pharaonic Headdress
Type: Magic
Element: None
Ailment: Silence, Turns: 1, Chance: 25%
Power: Magic x1
Hits: 1
Information: The Egyptian-style headdress worn by
Tutankoopa, which he uses to channel his magic. It has
a miniature Chomp on the forehead which occasionally flexes its jaws.
Name: Jr. Wand
Type: Magic
Element: None
Ailment: None
Power: Magic x2
Hits: 1
Information: A cane-like magic wand used by
Jr. Troopa. Its weak appearance is somewhat
deceiving.
Name: X-Scepter
Type: Magic
Element: None
Ailment: None
Power: 0
Hits: 0
Information: The magical scepter wielded by
Sir Grodus, leader of the X-Nauts. Though his spells
were potent, if he tries to attack directly with the scepter, it will merely let off smoke and
fail to do anything, wasting his turn. (This was apparently something that would happen
occasionally in his battle, so this is how I've accounted for it in Arpeggio.)
Name: Shade Gloves
Type: Magic
Element: None
Ailment: Burn, Turns: 2, Chance: 100%
Power: Magic +2
Hits: 1
Information: The magical gloves worn by
Vivian of the Shadow Sirens and used to cast her
fiery magic. A basic attack with the gloves is non-Elemental but will leave the target with a
Burn; this is equivalent to Vivian's main attack in the game, Shade Fist.
Name: Jester Cap
Type: Magic
Element: None
Ailment: Confusion, Chance: 25%
Power: Magic x1
Hits: 1
Information: Dimentio's signature
headdress, a purple, yellow, and black affair that completes his motley costume. If the Jester
Cap is stolen, it will vanish and reappear back on Dimentio's head, so disabling his magical
abilities is impossible. A direct headbutt with it won't earn him more than a small chance at
causing confusion, though.
Name: Jeweled Scepter
Type: Magic
Element: None
Ailment: None
Power: Magic x1
Hits: 1
Information: The scepter held by Count Bleck.
Alongside the Dark Prognosticus, this is one of the magical artifacts that he uses to cast spells.
This one is comparatively unremarkable.
Name: Toadsworth Cane
Type: Magic
Element: None
Ailment: None
Power: Attack +1
Hits: 1
Information: A cane tipped with a small brown mushroom, carried by Princess Peach's
elderly attendant. It's actually a magic wand in disguise, though this secret weapon rarely gets
Toadsworth out of trouble.
Name: Peach Parasol
Type: Magic
Element: None
Ailment: None
Power: Attack x2
Hits: 1
Information: Peach's pink umbrella,
which allows her to cast magical spells. It also grants her the effects of the other
umbrella-type weapons: protection against the damaging effects of
Rain,
Hail,
Acid Rain, and
Harsh Sunlight (only Hail and Acid Rain
would hurt Peach), a lightning rod effect causing all Thunder-type attacks to home in on her,
Wind-type attacks having a 50% chance to
Disarm her for 1 turn, and the ability to
use it to prevent damage from a Long Fall in the
field.
Name: Bean Scepter
Type: Magic
Element: Plant
Ailment: Magic -1, Turns: 2, Chance: 100%
Power: Magic x2
Hits: 1
Information: A magic wand with a bean on the end. It is carried by
Queen Bean and can reduce the power of
opposing magic users.
Name: Light Prognosticus
Type: Magic
Element: None
Ailment: None
Power: Heal Magic x2 +4 HP
Hits: 1
Information: The counterpart to the Dark Prognosticus, written by Merlumina. In
Super Paper Mario, Count Bleck followed the latter book whilst Flipside's version of
Merlon followed this one. Despite the Light version only being written to counter the Dark one
and therefore not truly prophetic, its happier ending still came to pass, and the destruction of
all worlds was undone. In battle, the Light Prognosticus can be used to heal allies with a direct
attack.
Name: Dark Prognosticus
Type: Magic
Element: None
Ailment: None
Power: Magic x2 +4
Hits: 1
Information: A prophetic book from Super Paper Mario that Count Bleck
was following in order to destroy all worlds. It didn't work out, so the book's word isn't
completely accurate, but it is still a powerful artifact of dark magic. When followed so
faithfully, the book will tend to teleport back to such a loyal owner if stolen by others in
battle.
Name: Star Rod
Type: Magic
Element: None
Ailment: None
Power: Magic x2 +4 [X]
Hits: 1
Information: The Star Rod. The wand of near-infinite power used by the Star Spirits
to grant wishes. Bowser stole and wielded it in the
first Paper Mario game. When equipped, it automatically fully restores the user's MP
at the beginning of their phase of every turn without using up an action, and for a turn's action
it can be used at no cost to bestow a state of total invincibility on a target. This status never
wears off and protects the character even from attacks by characters under the normal
Invincibility Status Benefit; the only
things that can remove this super-invincibility status are the Star Rod itself (again using up an
action) or the Star Beam ability granted to a character by the seven Star Spirits. However, like
regular Invincibility, two characters who are both in this state will deal normal amounts of
damage to one another. With the aid of Kammy Koopa's special machine, this invincibility can be
bumped up to yet another level, necessitating a wish-upgraded Star Beam to remove, but again
about the two people attacking each other thing. In either version of this state, if the
character attacks a target who is not also in this state, the attack will deal twice its normal
damage (before subtracting defenses—although this is not consistent with the
first Bowser fight, so the boost can be varied at the
Maestro's discretion), even to a target under normal Invincibility.