DMG pg 126
Sword +1, +3 vs. lycanthropes & shape changers 700 3,500 36-40 Sword +1, +3 vs. regenerating creatures 800 4,000 41-45 Sword +1, +4 vs. reptiles 800 4,000 46-49 Sword +1, Flame Tongue: +2 vs. regenerating creatures +3 vs. cold-using, inflammable, or avian creatures +4 vs. undead 900 4,500 50 Sword +1, Luck Blade 1,000 5,000 51-58 Sword +2 800 4,000 59-62 Sword +2, Giant Slayer 900 4,500 63-66 Sword +2, Dragon Slayer 900 4,500 67 Sword +2, Nine Lives Stealer 1,600 8,000 68-71 Sword +3 1,400 7,000 72-74 Sword +3, Frost Brand: +6 vs. fire using/dwelling creatures 1,600 8,000 75-76 Sword +4 2,000 10,000 77 Sword +4, Defender 3,000 15,000 78 Sword +5 3,000 15,000 79 Sword +5, Defender 3,600 18,000 80 Sword +5, Holy Avenger 4,000 20,000 81 Sword of Dancing 4,400 22,000 82 Sword of Wounding 4,400 22,000 83 Sword of Life Stealing 5,000 25,000 84 Sword of Sharpness 7,000 35,000 85 Sword, Vorpal Weapon 10,000 50,000 86-90 Sword +1, Cursed 400 --- 91-95 Sword -2, Cursed 600 --- 96-00 Sword, Cursed Berserking 900 --- Note: 70% of swords are longswords, 20% are broadswords, 5% are short (small) swords, 4% are bastard swords, 1% are two-handed swords. TREASURE (RANDOM DETERMINATION) TREASURE (RANDOM DETERMINATION) 124 ===== PAGE 126 ===== III.H. MISCELLANEOUS WEAPONS Dice Result Experience Point Value G.P. Sale Value 01-08 Arrow +1, 2-24 in number 20 120 09-12 Arrow +2, 2-16 in number 50 300 13-14 Arrow +3, 2-12 in number 75 450 15 Arrow of Slaying 250 2,500 16-20 Axe +1 300 1,750 21-22 Axe +2 600 3,750 23 Axe +2, Throwing 750 4,500 24 Axe +3 1,000 7,000 25-27 Battle Axe +1 400 2,500 28-32 Bolt +2, 2-20 in number 50 300 33-35 Bow +1 500 3,500 36 Crossbow of Accuracy, +3 2,000 12,000 37 Crossbow of Distance 1,500 7,500 38 Crossbow of Speed 1,500 7,500 39-46 Dagger +1, +2 vs. creatures smaller than man-sized 100 750 47-50 Dagger +2, +3 vs. creatures larger than man-sized 250 2,000 51 Dagger of Venom 350 3,000 52-56 Flail +1 450 4,000 57-60 Hammer +2 300 2,500 61-62 Hammer +2 650 6,000 63 Hammer +3, Dwarven Thrower 1,500 15,000 64 Hammer of Thunderbolts 2,500 25,000 65-67 Javelin +2 750 5,000 68-72 Mace +1 350 3,000 73-75 Mace +2 700 4,500 76 Mace of Disruption 1,750 17,500 77 Mace +4 1,500 15,000 78-80 Military Pick +1 350 2,500 81-83 Morning Star +1 400 3,000 84-88 Scimitar +2 750 6,000 89 Sling of Seeking +2 700 7,000 90-94 Spear +1 500 3,000 95-96 Spear +2 1,000 6,500 97 Spear +3 1,750 15,000 98-99 Spear, Cursed Backbiter --- 1,000 00 Trident (Military Fork) +3 1,500 12,500 EXPLANATIONS AND DESCRIPTIONS OF MAGIC ITEMS POTIONS (III.A.) Potions are typically found in ceramic, crystal, glass, or metal flasks in enough quantity to provide one person with one complete dose so as to be able to achieve the effects which are given hereafter for each type of potion. Potion containers can be other than as described at your option. As a general rule they should bear no identifying marks, so that the players must sample from each container in order to determine the nature of the liquid. However, even a small taste should suffice to identify a potion in some way - even if just a slight urge. As Dungeon Master you should add a few different sorts of potions, both helpful and harmful, of such nature as to cause difficulties in identification. In addition, the same type of potion, when derived from different sources, might smell, taste, and look differently. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed. While potions can be compounded by magic-user/alchemist teams at a relatively low cost, they must have an actual potion to obtain the formula for each type. Furthermore, the ingredients are always rare and/or hard to come by. This aspect of potions, as well as the formulation of new ones by players, is detailed in the appropriate subsection of the MAGICAL RESEARCH rules. Animal Control: This potion enables the imbiber to empathize with and control the emotions of animals of 1 type, i.e. cats, dogs, horses, etc. The number of animals so controlled depends upon size: 5-20 animals of the size of giant rats, 3-12 animals of about man-size, or 1-4 animals of about 1/2 ton or more in weight. The sort of animal which can be controlled depends upon the particular potion as indicated by die roll (d20): 1-4 mammal/marsupial 5-8 avian 9-12 reptile/amphibian 13-15 fish 16-17 mammal/marsupial/avian 18-19 reptile/amphibian/fish 20 all of the above Animals with intelligence of 5 (low intelligence) or better are entitled to a saving throw versus magic. Control is limited to emotions or drives unless some form of communication is possible. Note that many monsters cannot be controlled by the use of this potion, nor can humans, demi-humans, or humanoids. (Cf. Ring of Mammal Control.) Clairaudience: This potion empowers the creature drinking it to hear as the third level magic-user spell of the same name (q.v.). It can be used, however, to clairaudit unknown areas within 3". Its effects last for 2 turns only. Clairvoyance: This potion empowers the individual to see as the third level magic-user spell, clairvoyance (q.v.). It differs from the spell in that unknown areas up to 3" distant can be seen. Its effects last for 1 turn only. Climbing: Imbibing this potion enables the individual to climb as a thief, up or down vertical surfaces, with only a base 1% chance of slipping and falling. (Check at the halfway point, d%, 01 equals a fall.) A climbing potion is effective for 1 turn plus 5 to 20 rounds. For every 1,000 g.p. weight equivalent carried by the character, there is an additional 1% added to chance of slipping. If the climber wears armor, there are the following additions to the slipping/falling chance: studded leather 1% ring mail 2% scale mail 4% chainmail 7% banded or splinted armor 8% plate mail 10% magic armor, any type 1% Delusion: This potion affects the mind of the character so that he or she believes the liquid is some other potion (healing, for example, is a good choice - damage is "restored" by drinking it, and only death or rest after an adventure will reveal that the potion only caused the imbiber to believe that he or she was aided). If several individuals taste this potion, it is still 90% probable that they will all agree it is the same potion (or whatever type the DM announces or hints at). Diminution: When this potion is quaffed, the individual, and all he or she carries and wears, will diminish in size to as small as 5% of normal size. If half of the contents are swallowed, the person shrinks to 50% of normal size. The effects of this potion last for 6 turns plus 2-5 turns (d4 + 1). Dragon Control: This potion enables the individual drinking it to cast what is in effect a charm monster spell upon any dragon within 6". The dragon is entitled to a saving throw versus magic, but it is made at -2 on the die. There are various sorts of dragon control potions, as shown below (d20): 1-2 white dragon control 3-4 black dragon control 5-7 green dragon control 8-9 blue dragon control 10 red dragon control 11-12 brass dragon control 13-14 copper dragon control 15 bronze dragon control 16 silver dragon control 17 gold dragon control 18-19 evil dragon control* 20 good dragon control** * Black, blue, green, red, white. ** Brass, bronze, copper, gold, silver. Control lasts for from 5-20 (5d4) rounds. TREASURE (RANDOM DETERMINATION) TREASURE (POTIONS) 125 ===== PAGE 127 ===== TREASURE (POTIONS) TREASURE (POTIONS) ESP: The ESP potion bestows an ability which is the same as the second level magic-user spell of the same name (q.v.), except that its effects last for 5-40 (5d8) rounds, i.e. 5 to 40 minutes. Extra-Healing: This potion restores 6-27 (3d8 + 3) hit points of damage when wholly consumed, or 1-8 hit points of damage for each one-third potion. Fire Resistance: This potion bestows magical invulnerability to all forms of normal fire (such as bonfires, burning oil, or even huge pyres of flaming wood) upon the person drinking it. It furthermore gives resistance to such fires as generated by molten lava, a wall of fire, a fireball, fiery dragon breath and similar intense flame/heat. All damage from such fires is reduced by -2 from each die of damage, and if a saving throw is applicable, it is made at +4. Note: If but one-half of the potion is consumed it confers invulnerability to normal fires and half the benefits noted above (-1, +2). The potion lasts 1 turn, or 5 rounds for half doses. Flying: A flying potion enables the individual drinking it to fly in the same manner as the third level magic-user spell, fly (q.v.). Gaseous Form: By imbibing this magical liquid, the individual causes his or her body, as well as what it carries and wears, to become gaseous in form and able to flow accordingly at a base speed of 3"/round. (A gust of wind spell, or even normal strong air currents, will blow the gaseous form backwards at air speed.) The gaseous form is transparent and insubstantial. It wavers and shifts. It cannot be harmed except by magical fires or lightnings, in which case damage is normal. A whirlwind will inflict double damage upon any creature in gaseous form. When in such condition the individual is able to enter any space which is not airtight, i.e., a small crack or hole which allows air to penetrate also allows entry by a creature in gaseous form. The entire potion must be consumed to achieve this result, and the effects last the entire duration. Giant Control: A full potion of this draught must be drunk in order to make its effects be felt. It will influence 1 or 2 giants as if a charm monster spell were affecting them. If only 1 giant is so influenced, it is entitled to a saving throw versus magic at -4 on the die roll; if 2 are influenced the die rolls are at +2. The type of giant subject to a particular potion is randomly determined as follows: 1-5 hill giant 6-9 stone giant 10-13 frost giant 14-17 fire giant 18-19 cloud giant 20 storm giant Control lasts for only 5-30 (5d6) rounds. Giant Strength: When a giant strength potion is consumed the individual gains great strength and bonuses to damage when he or she scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks as shown on the table below. Note that the type of giant strength gained by drinking the potion is randomly determined on the same table: Die Score Strength Equivalent Weight Allow. Damage Bonus Rock Hurling Bend Bars/ Lift Gates Range Base Damage 1-6 Hill Giant + 4,500 + 7 8" 1-6 50% 7-10 Stone Giant + 5,000 + 8 16" 1-12 60% 11-14 Frost Giant + 6,000 + 9 10" 1-8 70% 15-17 Fire Giant + 7,500 +10 12" 1-8 80% 18-19 Cloud Giant + 9,000 +11 14" 1-10 90% 20 Storm Giant + 12,000 +12 16" 1-12 100% Compare these abilities to the character strength ability and to the girdle of giant strength. The potion can be used only by fighters. Note this does not give the same powers as a girdle. Growth: This potion causes the person consuming it to enlarge in both height and weight, his or her garments and other worn and carried gear likewise growing in size. Strength is increased sufficiently to allow bearing normal armor and weapons, but does not add to combat. Movement increases to that of a giant of approximately equal size. Each quarter of the potion consumed causes 6' height growth, i.e. a full potion increases height by 24'. Healing: An entire potion must be consumed in a single drinking (round) in order for this liquor to restore 4-10 (2d4 + 2) hit points of damage. (Cf. extra-healing.) Heroism: This potion gives the imbiber a temporary increase in life energy levels if he or she has fewer than 10 levels of experience. This is shown below: Level of Consumer Number of Energy Levels Bestowed 10-sided Dice for Accumulated Damage Bestowed 0 4 4 1st-3rd 3 3 + 1 4th-6th 2 2 + 2 7th-9th 1 1 + 3 When the potion is quaffed, the individual fights as if he or she were at the experience level bestowed by the magic of the elixir. Damage sustained is taken first from magically gained hit dice and bonus points. This potion is restricted to use by men-at-arms and fighters. Human Control: A potion of human control allows the imbiber to control up to 32 levels/hit dice of humans/humanoids/demi-humans as if a charm person spell had been cast, and the human types to be controlled are entitled to saving throws versus magic. Any pluses on hit dice are rounded down to the lowest whole die, i.e. 1 + 2 = 1 HD, 2 + 6 = 2 HD. The type of human(s) which can be controlled is randomly determined on the table below: 1-2 Dwarves 3-4 Elves/Half-Elves 5-6 Gnomes 7-8 Halflings 9-10 Half-Orcs 11-16 Humans 17-19 Humanoids (gnolls, orcs, goblins, etc.) 20 Elves, Half-Elves, and Humans This potion lasts for from 5-30 rounds. Invisibility: When this potion is consumed it confers invisibility similar to the spell of the same name (q.v.). As actions involving combat cause termination of the non-visible state, the individual possessing the potion can quaff a single gulp - equal to 1/8 of the contents of the container - to bestow invisibility for 3-6 turns. Invulnerability: This potion confers immunity to non-magical weapons and attacks from creatures with no magical properties (see CREATURES STRUCK ONLY BY MAGICAL WEAPONS) or with fewer than 4 hit dice. Thus, an 8th level character without a magical weapon could not harm the imbiber of an invulnerability potion. It further improves armor class rating by 2 classes and gives a bonus of +2 to the individual on his or her saving throws versus all forms of attack. Its effects are realized only when the entire potion is consumed, and they last for 5-20 rounds. Only fighters can use this potion. Levitation: A levitation potion enables the consumer to levitate in much the same manner as the second level magic-user spell of the same name (q.v.). The potion allows levitation of the individual only, subject to a maximum weight of 6,000 g.p. equivalent, so it is possible that the individual drinking the potion could carry another person. Longevity: The longevity potion reduces the character's game age by from 1-12 years when it is imbibed, but each time one is drunk there is a 1% cumulative chance that it will have the effect of reversing all age removal from previously consumed longevity potions. The potion otherwise restores youth and vigor. It is also useful to counter magical or monster-based aging attacks. The entire potion must be consumed to achieve the results. Oil of Etherealness: This potion is actually a light oil which is applied externally to the dress and exposed flesh. It then confers etherealness. In the ethereal state the individual can pass through solid objects - sideways, upwards, downwards - or to different planes. Naturally, the individual cannot touch non-ethereal objects. The oil takes effect 3 rounds after application and it lasts for 4 + 1-4 turns unless removed with a weak acidic solution prior to the expiration of its normal effective duration. It can be applied to objects as well as creatures; one potion is sufficient to anoint a normal human and such gear as he or she typically carries (2 or 3 weapons, garments, armor, shield, and the usual miscellaneous gear carried). Ethereal individuals are invisible. (Cf. phase door spell, and TRAVEL IN THE KNOWN PLANES OF EXISTENCE hereafter.) Oil of Slipperiness: Similar to the oil of etherealness described above, this 126 ===== PAGE 128 ===== TREASURE (POTIONS) TREASURE (SCROLLS) liquid is to be applied externally. This application makes it impossible for the individual to be grabbed or grasped/hugged by any opponent or constricted by snakes or tentacles. (Note that a roper could still inflict weakness, but that the monster's tentacles could not entwine the opponent coated with oil of slipperiness.) In addition, such obstructions as webs, magical or otherwise, will not affect an anointed individual; and bonds such as ropes, manacles, and chains can be slipped free. Magical ropes and the like are not effective against this oil. If poured on a floor or on steps there is a 95% chance/round that creatures standing on the surface will slip and fall. The oil lasts 8 hours to wear off normally, or it can be wiped off with an alcohol solution (such as wine). Philter of Love: This potion is such as to cause the individual drinking it to become charmed (Cf. charm spells) with the first creature seen after consuming the draught, or actually become enamored and charmed if the creature is of similar race and of the opposite sex. Charming effects wear off in 4 + 1-4 turns, but the enamoring effects last until a dispel magic spell is cast upon the individual. Philter of Persuasiveness: When this potion is imbibed the individual becomes more charismatic. Thus, he or she gains a bonus of 25% on reaction dice rolls. The individual is also able to suggest (Cf. the magic-user suggestion spell) once per turn to as many creatures as are within a range of 3" of him or her. Plant Control: A plant control potion enables the individual who consumed it to influence the behavior of vegetable life forms - including normal plants, fungi, and even molds and shambling mounds - within the parameters of their normal abilities. The imbiber can cause the vegetable forms to remain still/silent, move, entwine, etc. according to their limits. Vegetable monsters with intelligence of 5 or higher are entitled to a saving throw versus magic. Plants within a 2" x 2" square can be controlled subject to the limitations set forth above, for from 5-20 rounds. Self-destructive control is not directly possible if the plants are intelligent. (Cf. charm plants spell.) Control range is 9". Poison: A poison potion is simply a highly toxic liquid in a potion flask. Typically, poison potions are odorless and of any color. Ingestion, introduction of the poison through a break in the skin, or possibly just skin contact, will cause death. Poison can be weak (+4 to +1 on saving throw), average, or deadly (-1 to -4 or more on the saving throw). Some poison can be such that a neutralize poison spell will simply lower the toxicity level by 40% - say from a -4 to a +4 on saving throw potion. You might wish to allow characters to hurl poison flasks (see COMBAT). Polymorph (self): This potion duplicates the effects of the fourth level magicuser spell of the same name (q.v.) in most respects. Speed: A potion of speed increases the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9" becomes 18", and a character normally able to attack but once per round would gain double attacks in a round. Note that this does not reduce spell casting time, however (Cf. haste spell). Use of a speed potion ages the individual by 1 year. The other effects last for 5-20 rounds, the aging is permanent. Super-Heroism: This potion gives the individual a temporary increase in life energy levels (Cf. heroism potion) if he or she has fewer than 13 levels of experience: Level of Consumer Number of Energy Levels Bestowed 10-sided Dice for Accumulated Damage Bestowed 0 6 5 1st-3rd 5 4 + 1 4th-6th 4 3 + 2 7th-9th 3 2 + 3 10th-12th 2 1 + 4 It is otherwise the same as a heroism potion, but its effects last from but 5 to 30 melee rounds. Sweet Water: This liquid is not actually a potion to be drunk (though if it is drunk it will taste good), but it is to be added to other liquids in order to change them to pure, drinkable water. It will neutralize poison and ruin magic potions (no saving throw). The contents of the container will change up to 100,000 cubic feet of polluted or salt or alkaline water to fresh water. It will turn up to 1,000 cubic feet of acid into pure water. The effects of the potion are permanent, but subject to later contamination or infusion after an initial period of 5-20 rounds. Treasure Finding: A potion of treasure finding empowers the drinker with a location sense, so that he or she can point to the direction of the nearest mass of treasure. The treasure must be within 24" or less, and its mass must equal metal of at least 10,000 copper pieces or 100 gems or any combination thereof. Note that only valuable metals (copper, silver, electrum, gold, platinum, etc.) and gems (and jewelry, of course) are located; worthless metals or magic without precious metals/gems are not found. The consumer of the potion can "feel" the direction in which the treasure lies, but not its distance. Intervening substances other than special magical wards or lead-lined walls will not withstand the powers which the liquor bestows upon the individual. The effects of the potion last for from 5-20 rounds. (Clever players will attempt triangulation.) Undead Control: This potion in effect gives the imbiber the ability to charm certain undead (ghasts, ghosts, ghouls, shadows, skeletons, spectres, wights, wraiths, vampires, and zombies). The charming ability is similar to the magic-user spell, charm person (q.v.). It affects a maximum of 16 hit dice of undead, rounding down any hit point additions to hit dice to the lowest die, i.e. 4 + 1 equals 4 hit dice. The undead are entitled to saving throws versus magic only if they have intelligence. Saving throws are made at -2 due to the power of the potion, but the effects wear off in from 5-20 rounds. To determine type of undead affected by a particular potion, roll d10 and consult the following table: Die Roll Undead Type 1 Ghasts 2 Ghosts 3 Ghouls 4 Shadows 5 Skeletons 6 Spectres 7 Wights 8 Wraiths 9 Vampires 0 Zombies Water Breathing: It is 75% likely that a water breathing potion will contain two doses, 25% probable that there will be four in the container. The elixir allows the character drinking it to breathe normally in liquids which contain oxygen suspended within them. This ability lasts for one full hour per dose of potion quaffed, with an additional 1-10 rounds (minutes) variable. Thus, a character who has consumed a water breathing potion could enter the depths of a river, lake, or even the ocean and not drown while the magical effects of the potion persisted. SCROLLS (III.B.) Scrolls will generally be found in cylinders - tubes of ivory, jade, leather, metal, or wood. You may require that players read certain magic runes/writings inscribed on tubes in order to open the container in some cases. This enables you to have read magic (or comprehend languages) spells taken and used, as well as giving the possibility for traps (symbols, explosive runes) and curses along with a powerful scroll. Each scroll is written in its own magical cypher, so to understand what sort of scroll has been found the ability to read magic must be available. Once a scroll is read to determine its contents, a read magic will not be needed at a subsequent time to invoke the magic. Note that even a map will appear magical until the proper spell is used. Reading a scroll to find its contents does not invoke its magic unless it is a specially triggered curse. The latter scroll appears to be a scroll of any sort. It radiates no evil or special aura beyond the magical. Scrolls not read to determine contents immediately are from 5% to 30% likely to fade; it is your option to set the percentage or use a d6 to randomly determine it for each scroll. When scrolls are examined, the following table can be used to find their nature: First Roll Second Roll 01-70 Magic-user then 01-10 Illusionist 71-00 Cleric then 01-25 Druid Only the indicated class of character can use the scroll, except thieves. Protection scrolls can be read by any class or race of character even without a magic spell. 127 ===== PAGE 129 ===== Spell Level of Scroll Spells: All scroll spells are assumed to be written so as to make it as easy and quick as possible for the writer. Thus, the level of the spell, its characteristics with respect to range, duration, area of effect, etc., where level is a factor, is typically but 1 level higher than that required to actually use the spell, but never below 6th level of experience. Thus, a sixth level magic-user spell is written at 13th level of ability, a seventh at 15th level, etc. A scroll fireball or lightning bolt spell is of 6 dice (6d6) in most cases, but as DM you may decide to make certain scroll spells more powerful by increasing the level at which they are written; however, this will certainly affect the chance of spell failure as given below: Magic Spell Failure: If a spell-user acquires a scroll with a spell(s) of a level(s) not yet usable by the character, the spell-user may still attempt to use the spell; the chance of failure, or other bad effect, is 5% per level difference between the character's present level and the level of magic use at which the spell could be used. For example, a 1st level magic-user finds a scroll with a wish spell inscribed upon it. The chance of failure is 85%, as wish is a spell of 9th level magic attained at 18th level of magic use - 18 - 1 = 17 x 5% = 85%. Dice are rolled, and any score of 85 or less indicates failure of some sort, and the following table is consulted: Level Difference Total Failure Reverse or Harmful Effect 1-3 95% 5% 4-6 85% 15% 7-9 75% 25% 10-12 65% 35% 13-15 50% 50% 16 and up 30% 70% Use of Scroll Spells: When any given scroll is read for purposes of copying the spell's formula (so as to be able to "know" it) or to release its magic, the writing completely and permanently disappears from the scroll. The magic content of the spell is bound up in the writing, and use releases and erases it. Thus, reading a spell from a scroll of 7 spells makes the thing a scroll of 6 spells. No matter what a player may attempt, a scroll spell is usable but once and once only. No exceptions should be made save in the case where you have a special magic item in mind - perhaps a scroll which can be read from once per week or whatever - and always only in rare finds. Note Regarding Use Of Scroll Spells: Those characters able to read and employ scroll spells may do so regardless of other restrictions, and once the spell is known, it is not necessary to use a special read magic in order to effect its powers. Reading of such scrolls is possible even to magic-users who are otherwise unable to employ such a spell for any reason whatsoever, be it inability to learn or above level of use - although in the latter case there is a chance of spell failure (q.v.). Ability to use scroll spells does not permit a cleric to use a druid spell, a magic-user spell, or a magic-user to use a cleric spell. Likewise, it does not extend the ability of spell use to non-spell-using characters except with respect to protection scrolls. Spell Level Range: This gives the parameters for random determination of spell level for those scrolls you do not set beforehand. When spell level is determined it is a simple matter to randomly find which particular spell it is by consulting the appropriate SPELL TABLES (Cf. PLAYER'S HANDBOOK). Protection Scrolls: Protection from Demons: This scroll requires 1 full round to read if it is to protect against all sorts of demons, including demon princes, 7 segments to protect against demons of type VI or lower, and only 3 segments to protect against type III or lower. The circle of protection generated springs out-wards from the scroll reader in a 10' radius. No demon protected against can penetrate the circle physically or magically or in any way, but the person(s) within can launch attacks, if otherwise possible, upon demons. The protection moves with the reader of the scroll. Its effect lasts for 5-20 (5d4) rounds. Note that the protection radius is not an actual physical globe, and if the user forces a demon into a place from which further retreat is impossible (e.g., a corner), and then continues forward until the demon would be within the radius of the circle, the demon is not harmed, and the protection is considered voluntarily broken and disappears. There is no way in which this can be used as an offensive weapon. Protection from Devils: This scroll is nearly identical to the protection from demons scroll. It requires 1 round to read if it is to protect against all kinds of devils, including arch-devils, 7 segments to protect against greater devils or lower, and 3 segments to protect against lesser devils or lower. Protection from Elementals: Reading time: 6 segments. There are 5 varieties of this scroll: 01-15 Protection from Air Elementals (including aerial servants, djinn, invisible stalkers, and wind walkers) 16-30 Protection from Earth Elementals (including xorn) 31-45 Protection from Fire Elementals (including efreet and salamanders) 46-60 Protection from Water Elementals (including tritons and water weirds) 61-00 Protection from All Elementals The magic protects the reader and all within 10' of him or her from the kind of elemental noted, as well as elemental creatures of the same, or all, planes. The circle of protection affects a maximum of 24 hit dice of elemental creatures if the scroll is of a specific elemental type, 16 hit dice if it is against all sorts of elementals. The spell lasts for 5-40 (5d8) rounds. Attack out of the circle is possible, as is attack into it by any elemental creature with more hit dice than are protected against or by several elemental creatures - those in excess of the protected number of hit dice being able to enter and attack. Protection from Lycanthropes: Reading time: 4 segments. There are 7 types of this scroll: 01-05 Protection from Werebears 06-10 Protection from Wereboars 11-20 Protection from Wererats 21-25 Protection from Weretigers 26-40 Protection from Werewolves 41-98 Protection from all Lycanthropes 99-00 Protection from Shape-Changers The magic circle from the reading of the scroll extends in a 10' radius. It moves with the person who read the scroll. Each scroll protects against 49 hit dice of lycanthrope(s), rounding all hit points pluses downwards unless they exceed +2. The protection is otherwise similar to that against elementals. The protection from shape-changers scroll protects against monsters (except gods and god-like creatures) able to change their form to that of man; i.e. dopplegangers, certain dragons, druids, jackalwere, and those under the influence of polymorph spells, as well as all actual lycanthropes. The magic lasts for 5-30 rounds. Protection from Magic: Reading time: 8 segments. This scroll invokes a very powerful and invisible globe of anti-magic in a 5' radius from the reader. It prevents any form of magic from passing into or out of its confines, but normal things are not restricted by it. As with other protections, the globe of anti-magic moves with its invoker. Any magical item which touches the globe must be saved for with a 50% likelihood of the object being drained of all magic from the power of the globe, i.e. save equals 11 or better with d20. The protection lasts for 5-30 (5d6) rounds. If multiple magic items encounter the globe simultaneously, the leading item (a magic sword held in advance of its holder, for instance) is the first affected, then the others are checked in order of decreasing power until the first item fails its save, at which time the globe is cancelled and the item is drained of its magic. Protection from Petrification: Reading time: 5 segments: A 10' radius circle of protection extends from, and moves with, the reader of this scroll. All within its confines are absolutely immune to any attack forms, magical or otherwise, which cause flesh to turn to stone. The protection lasts for 5-20 (5d4) rounds. Protection from Possession: Reading time: 1 round. This scroll generates a magic circle of 10' radius which extends from, and moves with, the reader. All creatures within its confines are protected from possession by magical spell attacks such as magic jar; attack forms aimed at possession or mental control or psychic energy drain which are psionically based or magically based; or demon, devil, night hag, or similar creature possession (obsession). This protects TREASURE (SCROLLS) TREASURE (SCROLLS) 128 ===== PAGE 130 ===== even dead bodies if they are within the magic circle. The protection lasts for 10 to 60 rounds in 90% of these scrolls; 10% have power which lasts 10 to 60 turns, but the protection is stationary. Protection from Undead: Reading time: 4 segments. When this scroll is read a 5' radius circle of protection extends from, and moves with, the reader. It protects all within its circumference from all physical attacks from undead (ghasts, ghosts, ghouls, shadows, skeletons, spectres, wights, wraiths, vampires, zombies) but not magic spells or other attack forms. If a creature leaves the protected area it is then subject to physical attack as well. The protection will restrain up to 35 hit dice/levels of undead; excess hit dice/levels can pass through the circle. It remains in effect for 10-80 (10d8) rounds. Note: some protection scrolls of this nature will protect only against certain types of undead (one or more) rather than all undead, at the DM's option. (Cf. POTIONS, Undead Control for a die roll table.) Special Note: All protection scrolls are cumulative in effect but not in duration. RINGS (III.C.) All magic rings will normally radiate magic, but most are impossible to detect as magic rings without some mystic means. Furthermore, all magic rings look alike, so that determination of a given ring's magical powers is very difficult. The ring must be put on and various things tried in order to find what it does. This requires patience on your part, but the game demands it. No ring radiates good or evil. No more than 2 magic rings can be worn by a character at the same time. If more are worn, then none will function. No more than 1 magic ring can be worn on the same hand; a 2nd will cause both to be useless. Rings must be worn on the fingers. Rings on toes, in ear lobes, etc. do not function as magic rings. Rings' spell-like abilities function as 12th level of magic use unless the power requires a higher level of magic use. The latter function at the minimum level of magic use necessary to cast the equivalent spell. Magic rings can be worn and used by all character classes and humans/ humanoids not specifically prohibited elsewhere. You might allow "monsters" with digits to wear rings, and some can actually benefit from them. For example, a troll ("thin and rubbery") could wear a ring of regeneration and gain its benefits in addition to its normal regenerative abilities. Rings can be used by any race of character, but those worn by gnomes, dwarves, and halflings have a 20% chance per use of malfunctioning. If a malfunction occurs the ring simply does not work. This applies to cursed rings (contrariness, delusion, weakness) as well; if they do not work they are recognized and can be removed. Note: The symbol ‡ appearing on the RINGS table (III.C.) and in the following descriptions denotes rings of the most powerful magical abilities, which will often possess a limited number of magical charges at the option of the DM. Ring of Contrariness: This magic ring is cursed so as to make its wearer unable to agree with any idea or statement or action. Once put on, the ring can be removed only after a remove curse spell is cast upon the individual wearing it. Because of the curse, the wearer will resist any attempts to cast such a spell. Furthermore, the contrariness ring will have one of the following additional magical properties: 01-20 Flying 21-40 Invisibility 41-60 Levitation 61-70 Shocking Grasp (once per round) 71-80 Spell Turning 81-00 Strength (18/00) Note that contrariness can never be removed from the ring. The wearer will use his or her own powers, plus those of the ring, to retain it on his or her finger. The wearer of the ring will never damage him or herself. If, for example, other characters suggest that the wearer should make certain that attacks upon him or her are well-defended against, or that he or she should not strike his or her own head, the ring wearer will agree - possibly attacking or striking at the speaker's head - because obviously the result must be contrary in this case. If a ring of contrariness turns spells, the cumulative remove curse cast upon the individual wearing it must equal or exceed 00 (100%). Ring of Delusion: A delusion ring will convince the wearer that it is some other sort of ring, a ring of whatever sort the wearer really desires. As the wearer will be completely convinced that the ring is actually one with other magical properties, he or she will unconsciously use his or her abilities of any sort (including those of other magical items available) to actually produce a result commensurate with the supposed properties of the delusion ring. As referee, you will have to be most judicious in determining how successful the self-delusion can be, as well as how observers can be affected and what they will observe. The ring can be removed at any time. Ring of Djinni Summoning‡: One of the many fabled rings of fantasy legend, the "genie" ring is most useful indeed, for it is a special "gate" by means of which a certain djinni can be summoned from the Elemental Plane of Air. When the ring is rubbed the summons is served, and the djinni will appear on the next round. The djinni will faithfully obey and serve the wearer of the ring, but if the servant of the ring is ever killed, the ring becomes non-magical and worthless. See ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, for details of a djinni's abilities and capabilities. Ring of Elemental Command: The 4 types of elemental command rings are very powerful. Each appears to be nothing more than a lesser ring (detailed below), but each has certain other powers as well as the following common properties: 1. Elementals of the plane to which the ring is attuned cannot approach within 5' of or attack the wearer; or, if the wearer desires, he or she may forego this protection and instead attempt to charm the elemental (saving throw applicable at -2 on the die). If the latter fails, however, total protection is lost and no further attempt at charming can be made, but the secondary properties given below will then function with respect to the elemental. 2. Creatures, other than normal elementals, from the plane to which the ring is attuned attack at -1 on their "to hit" dice, the ring wearer takes damage at -1 on each hit die, makes applicable saving throws from the creature's attacks at +2, all attacks are made by the wearer of the ring at +4 "to hit" (or -4 on the elemental creature's saving throw), and the wearer does +6 damage (total, not per die) adjusted by any other applicable bonuses and/or penalties. Any weapon used by the ring wearer can hit elementals or elemental creatures even if it is not magical. 3. The wearer of the ring is able to converse with the elementals or elemental creatures of the plane to which the ring is attuned, and they will recognize that he or she wears the ring, so they are at least going to show a healthy respect to the wearer. If alignment is opposed, this respect will be fear if the wearer is strong, hatred and a desire to slay if the wearer is weak. 4. In addition, the possessor of a ring of elemental command will suffer a saving throw penalty as follows: Air -2 vs. fire Earth -2 vs. petrification Fire -2 vs. water or cold Water -2 vs. lightning/electricity 5. Only one power (whether major or minor) of a ring of elemental command can be in use at one time. -Air: The wearer can at will produce the following magical effects: gust of wind (once per round) fly wall of force (once per day) control winds (once per week) invisibility The ring will appear to be nothing other than an invisibility ring until a certain condition is met (such as having the ring blessed, slaying an air elemental, or whatever you determine as necessary to activate its full potential). -Earth: The wearer can at will produce the following magical effects: TREASURE (RINGS) TREASURE (RINGS) 129 ===== PAGE 131 ===== stone tell (once per day) passwall (twice per day) wall of stone (once per day) stone to flesh (twice per week) move earth (once per week) feather fall The ring will appear to be nothing other than a ring of feather falling until the condition you establish is met. -Fire: The wearer can at will produce the following magical effects: burning hands (once per turn) pyrotechnics (twice per day) wall of fire (once per day) flame strike (twice per week) fire resistance The ring will appear to be nothing other than a ring of fire resistance until the condition you establish is met. -Water: The wearer can at will produce the following magical effects: purify water create water (once per day) water breathing (5' radius) wall of ice (once per day) airy water lower water (twice per week) part water (twice per week) water walking The ring will appear to be nothing other than a ring of water walking until the condition you establish is met. Rings operate at 12th level of experience, or the minimum level needed to perform the equivalent magic spell, if greater, with respect to range, duration, or area of effect determinations which might apply. The additional powers take only 5 segments to bring forth. Ring of Feather Falling: This ring protects its wearer by automatic activation of a feather fall if the individual falls 5' or more. (Cf. feather fall spell.) Ring of Fire Resistance: The wearer of this ring is totally immune to the effects of normal fires - torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, demon immolation, hell hound breath, or a wall of fire spell will cause 10 hit points of damage per round (1 per segment) if the wearer is directly within such conflagration. Exceptionally hot fires such as red dragon breath, pyrohydra breath, fireballs, flame strike, fire storm, etc. are saved against at +4 on the die roll, and all damage dice are calculated at -2 per die, but each die is never less than 1 in any event. (As a rule of thumb, consider very hot fires as those which have a maximum initial exposure of up to 24 hit points, those of exceptional heat 25 or more hit points.) Ring of Free Action: This ring enables the wearer to move and attack freely and normally whether attacked by a web, hold, or slow spell, or even while under water. In the former case the spells have no effect, while in the latter the individual moves at normal (surface) speed and does full damage even with such cutting weapons as axes and scimitars and with such smashing weapons as flails, hammers, and maces, insofar as the weapon used is held rather than hurled. This will not, however, enable water breathing without the further appropriate magic. Ring of Human Influence‡: This ring has the effect of raising the wearer's charisma to 18 with respect to encounter reactions with humans/humanoids. The wearer can make a suggestion to any human or humanoid conversed with (saving throw applies). The wearer can also charm up to 21 levels/hit dice of human/humanoids (saving throws apply) just as if he or she were using the magic-user spell, charm person. The two latter uses of the ring are applicable but once per day. Suggestion or charm requires 3 segments of casting time. Ring of Invisibility: The wearer of an invisibility ring is able to become invisible at will, instantly, This non-visible state is exactly the same as the magicuser invisibility spell (q.v.), except that 10% of these rings also have inaudibility as well, making the wearer absolutely silent. If the wearer wishes to speak, he or she breaks all silence features in order to do so. Ring of Mammal Control‡: This ring enables its wearer to exercise complete control over mammals with intelligence of 4 or less (animal or semiintelligent mammals). Up to 30 hit dice of mammals can be controlled. Control extends to such limits as to enable the wearer to have the creatures controlled actually kill themselves, but complete concentration is required. (Note: the ring does not affect bird-mammal combinations, humans, semi-humans, and monsters such as lammasu, shedu, manticores, etc.) If you are in doubt about any monster, it is NOT a mammal. Obviously, rats, weasels, herd animals, dolphins, and even unicorns are mammals, but intelligence will preclude control of the better ones. Control time is 3 segments. Ring of Multiple Wishes‡: This ring contains from 2-8 (2d4) wish spells (q.v.). As with any wish, you must be very judicious in how you handle the request. If players are greedy and grasping, be sure to "crock" them. Interpret their wording exactly, twist the wording, or simply rule the request is beyond the power of the magic. In any case, the wish is used up, whether or not (or how) the wish was granted. Note that no wish is able to cancel the decrees of godlike beings, unless it comes from another such creature. Ring of Protection: A ring of protection increases the wearer's armor class value and saving throws versus all forms of attack. A +1 ring raises AC by 1, say from 10 to 9 and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows: 1. The ring does not add to armor value if magical armor is worn, although it does add to saving throw die rolls. 2. More than 1 ring of protection operating on the same person, or in the same area, do not combine protection; only one - the strongest, if applicable - will function, so a pair of +2 protection rings are still only +2. To determine the value of the protection ring use the table below: 01-70 +1 71-82 +2 83 +2, 5' radius protection 84-90 +3 91 +3, 5' radius protection 92-97 +4 on AC, +2 on saving throws 98-00 +6 on AC, +1 on saving throws The radius bonus of 5' extends to all creatures within its circle, but applies only to their saving throws, i.e. only the ring wearer gains armor class additions. Ring of Regeneration: There are 2 forms of this ring: The standard regeneration ring restores 1 hit point of damage (and will replace lost limbs or organs eventually also) per turn. It will bring its wearer back from death (but if poison is the cause, the saving throw must be made or else the wearer dies again from the poison still in his or her system). Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course the ring must be worn, and its removal stops regeneration processes. The rare form is the vampiric regeneration ring. This ring bestows one-half of the value of hit points of damage the wearer inflicts upon opponents in hand-to-hand (melee, non-missile, non-spell) combat immediately upon its wearer (fractions dropped). It does not otherwise cause regeneration or restore life, limb or organ. To determine which type of ring is discovered roll percentile dice: 01-90 = ring of regeneration, 91-00 = vampiric regeneration ring. In no case can the wearer's hit point total exceed that initially generated. Ring of Shooting Stars: This ring has 2 modes of operation, both working only in relative darkness. During night hours, under the open sky, the shooting stars ring will perform the following functions: dancing lights (once per hour) - as the spell light (twice per night), 12" range - as the spell ball lightning (once per night) - see below shooting stars (special) - see below The ball lightning function releases 1 to 4 balls of lightning at the wearer's option. These glowing globes exactly resemble dancing lights, and the ring wearer controls them as he or she would control dancing lights. These spheres have a 12" range and a 4 round duration. They can be moved at 4" per round. Each sphere is about 3' in diameter, and any creature it touches or TREASURE (RINGS) TREASURE (RINGS) 130 ===== PAGE 132 ===== comes near to dissipates its charge (save versus magic equals one-half damage as the contact was across an air gap). The charge values are: 4 lightning balls 2-8 hit points damage each 3 lightning balls 2-12 hit points damage each 2 lightning balls 5-20 hit points damage each 1 lightning ball 4-48 hit points damage Release can be simultaneous or singular, during the course of 1 round or as needed throughout the night. The shooting stars are glowing missiles with fiery trails, much like a meteor swarm. 3 shooting stars can be released from the ring each week, simultaneously or one at a time. They impact for 12 hit points of damage and burst (as a fireball) in a 1" diameter sphere for 24 hit points of damage. Any creature struck will take full damage from impact plus full damage from the shooting star burst. Creatures within the burst radius must save versus magic to take only one-half damage, i.e. 12 hit points of damage, otherwise they too take the full 24 hit points of damage. Range is 7", at the end of which the burst will occur, unless an object or creature is struck before that. The shooting stars follow a straight line path. A creature in the path must save versus magic or be impacted upon by the missile, and saving throw rolls are at -3 within 2" of the ring wearer, -1 within 2" to 4", normal beyond 4". Indoors at night, or underground, the ring has the following properties: faerie fire (twice per day) - as the spell spark shower (once per day) - see below The spark shower is a flying cloud of sizzling purple sparks, which fan out from the ring for 20' to a breadth of 10'. Creatures within this area take from 2-8 hit points of damage each if no metallic armor is worn or no metallic weapon is held, 4-16 otherwise. Range, duration, and area of effect of functions are the minimum for the comparable spell unless otherwise stated. Casting time is 5 segments. Ring of Spell Storing: A ring of spell storing will contain 2-5 (d4 + 1) spells which the wearer can employ just as if he or she were a spell user of the level appropriate to use the spell in question. The class of spells contained within the ring is determined in the same fashion as the spells on scrolls. The level of each spell is determined as follows: cleric: d6, if 6 is rolled roll d4 instead druid: as cleric magic-user: d8, if 8 is rolled roll d6 instead illusionist: as cleric Which spell type of any given level is contained by the ring is also randomly determined. The ring has the empathic ability to impart to the wearer the names of its spells. Once class, level, and type are determined, the properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can only be restored by a character of appropriate class and level of experience, i.e. a 12th level magic-user is needed to restore a 6th level magic-user spell to the ring. Spells stored require 5 segments each to cast. Ring of Spell Turning: This ring distorts the three normal dimensions with respect to magic spells directed at its wearer. Any spell cast at an individual will usually rebound, in part or perhaps in whole, upon the spell caster. The distance between, and area occupied by, the victim (the ring wearer) and the spell caster are not as they seem when the magic activates the spell turning ring. Three important exceptions must be noted: 1. Spells which affect an area, and which are not cast directly at the ring wearer, are not turned by the ring. 2. Spells which are delivered by touch are not turned. 3. Magic contained in devices (rods, staves, wands, rings, and other items) which are triggered without spell casting are not turned. Note: a scroll spell is not considered a device. When a spell is cast at an individual wearing a ring of spell turning percentile dice are rolled and rounded to the nearest decimal, i.e. 1-5 is dropped, 6-9 adds 10, so 05 equals 0%, but 96 equals 100%. The score of the percentile dice indicates what portion of the spell has been turned back upon its caster. Damage is determined and awarded proportionately. Saving throws (for both opponents) are adjusted upwards by +1 for each 10% below 100%, i.e. 80% = +2, 70% = +3, . . . 10% = +9. Even with such adjustments in saving throw it is possible that both target individual and spell caster will end up polymorphed into bullfrogs! Note Regarding Ring of Spell Turning: Unless the percentile dice score for the turning effect is 09 or less or 91 or more, this ring will allow a saving throw against spells which normally have none. The effect of the save will be to negate or inflict half normal damage as appropriate to the spell in question. For each 10% of the spell turned, allow a 5% chance (1 in 20) to save. Thus, if 11- 19 is rolled, a roll of 20 saves, 20-29 allows a 19-20 to save, 30-39 allows 18- 20, and so on. Example: An illusionist casts a maze spell upon a fighter wearing a ring of spell turning. The maze spell normally allows no saving throw, but the ring turns 34% of the spell effect. The fighter has a 15% chance to save against the spell (34% on the turning); otherwise it will take full normal effect. The illusionist must also save (100% - 34% = 66%, or 6 10% increments, which converts to a 30% chance to save) by rolling a 15-20 or be mazed also. Saving in this case will negate spell effect. This special saving throw is NOT modified by race, magic items, or any other condition, including existing spells. Spells which affect a certain number of levels which are aimed at the ring wearer must be able to affect as many levels as the wearer and the spell caster combined. If this condition is fulfilled, then the procedure above applies to ultimate effect determination. In the case of the ring wearer desiring to receive a spell, he or she must remove the spell turning ring to be able to do so. Psionic attacks are not considered as spell casting. If the spell caster and spell recipient both wear spell turning rings a resonating field is set up, and one of the following results will take place: 01-70 spell drains away without effect 71-80 spell affects both equally at full effect 81-97 both rings are drained permanently 98-00 both individuals go through a rift into the Positive Material Plane Ring of Swimming: The ring of swimming bestows the ability to swim at a full 21" base speed upon the wearer, assuming, of course, he or she is clad only in garments appropriate for such activity. It further enables the wearer to dive up to 50' into water without injury, providing the depth of the water is at least 11/2' per 10' of diving elevation; and the wearer can stay underwater for up to 4 rounds without needing a breath of air. Surface swimming can continue for 4 hours before a 1 hour (floating) rest is needed. The ring confers the ability to stay afloat under all but typhoon-like conditions. Ring of Telekinesis‡: This ring enables the wearer to telekinese objects in the same manner as the fifth level magic-user spell, telekinesis (q.v.). The amount of weight which can be so moved, however, is variable. Roll percentile dice to find the strength of the ring: 01-25 250 g.p. maximum 26-50 500 g.p. maximum 51-89 1,000 g.p. maximum 90-99 2,000 g.p. maximum 00 4,000 g.p. maximum Telekinesis time is only 1 segment to begin the effect. Ring of Three Wishes: Although the ring contains 3 wish spells instead of a variable number, it is otherwise the same as a multiple wish ring except that 25% (01-25) contain 3 limited wish spells (q.v.). Ring of Warmth: A warmth ring provides its wearer with body heat even in conditions of extreme cold where the wearer has no clothing whatsoever. It also provides restoration of cold-sustained damage at the rate of 1 hit point of damage per turn. It increases saving throws versus cold-based attacks by +2 and reduces damage sustained by -1 per die. Ring of Water Walking: This ring enables the wearer to walk upon any liquid without sinking into it; this includes mud, quicksand, oil, running water, TREASURE (RINGS) TREASURE (RINGS) 131 ===== PAGE 133 ===== and even snow. The ring wearer's feet do not actually contact the surface he or she is walking upon when liquid or water is being walked upon (but oval depressions about 11/2' long and 1 inch deep per 100 pounds of weight of the walker will be observed in hardening mud or set snow). Rate of movement is standard movement for the individual wearing the ring. Up to 1,200 pounds weight can be supported by a water walking ring. Ring of Weakness: This cursed ring causes the wearer to lose 1 point of strength and 1 point of constitution per turn until the individual reaches 3 in each ability area. This loss is not noticeable until the individual actually observes his or her weakened state due to some exertion (such as combat or heavy lifting), for the ring will also make the wearer invisible at will (and also cause the rate of strength and constitution point loss to double). Note that when full weakness is attained the wearer will be unable to function in his or her class. The weakness ring can be removed only if a remove curse spell, followed by a dispel magic spell, is cast upon the ring. There is a 5% chance that the ring is reversed, being a ring of berserk strength. This form gradually increases strength and constitution to 18 each (roll percentile dice for bonus strength if the wearer is a fighter). Increase is 1 point per ability per turn. However, once 18s in both abilities are reached, the wearer will always melee with any opponent he or she meets, immediately, regardless of circumstances. Points lost from the ring are restored by rest on a 1 day for 1 point basis, with 1 point of each ability lost being restored in 1 day of rest. Berserk strength is lost when the ring is removed, as are constitution points gained. Ring of Wizardry: Only magic-users can benefit from this type of ring. Other classes, even those with spell ability, can neither use nor understand the working of a ring of wizardry. The ring doubles spell ability (i.e. the number of spells a magic-user may prepare each day) in one or more spell levels. To determine the properties of a given ring use the table below:
| Die | Result |
|---|
| 01-50 | doubles first level spells |
| 51-75 | doubles second level spells |
| 76-82 | doubles third level spells |
| 83-88 | doubles first and second level spells |
| 89-92 | doubles fourth level spells |
| 93-95 | doubles fifth level spells |
| 96-99 | doubles first through third level spells 00 doubles fourth and fifth level |
spells Ring of X-Ray Vision: A ring of X-ray vision empowers its possessor with the ability to see into and/or through substances which are impenetrable to normal sight. Vision range is 20', with the viewer seeing as if it were normal light due to expanded vision capability. X-ray vision will penetrate 20' of cloth, wood, or similar animal or vegetable material, up to 10' of stone or 10 inches of many metals: Substance Scanned Thickness Penetrated per Round of X-Raying Maximum Thickness Animal matter 4' 20' Vegetable matter 21/2' 20' Stone 1' 10' Iron, Steel, etc. 1 inch 10 inches Lead, Gold, Platinum nil nil It is possible to scan 100 square feet of area during 1 round; thus during 1 turn the wearer of the ring could scan a full area of stone 10' wide, 10' high and 10' thick, or 100' wide, 10' high, and 1' thick. Secret compartments, drawers, recesses, and doors are 90% likely to be located by X-ray vision scanning. Even though this ring enables its wearer to scan secret doors, traps, hidden items, and the like, it also limits his or her use of the power, for it drains 1 point of constitution if used more frequently than once every 6 turns. If it is used 3 turns in 1 hour the user loses 2 points from his or her total constitution score, 3 if used 4 turns, etc. Constitution loss is recovered at the rate of 2 points per day of rest. Constitution of 2 means the wearer is exhausted and must rest immediately. No activity, not even walking, can be performed until constitution of 3 or better is restored. RODS, et al. (Including Staves and Wands) (III.D.) Rods are about 3' long and as thick as your thumb. Staves are about 5' or 6' long and as thick as a young sapling, i.e. about an inch and a half at the base, tapering to an inch at the tip, although they can be of nearly equal diameter throughout, knurled, etc. Wands are 11/4' long and slender. Rods are fashioned from metal, strange wood, ivory or bone. They can be plain or decorated and carved, tipped or not. Staves are typically fashioned of wood, often carved, usually metal bound and shod, and likely to be gnarly and twisted. They can be unusual or appear to be ordinary. Wands are of ivory, bone, or wood and are usually tipped with something - metal, crystal, stone, etc. They are fragile and tend to break easily. Rods and wands will usually be found in cases or similar storage places. Staves stand sturdily alone. In neither case is concealment precluded, of course. Unless noted to the contrary, these items will have the following number of charges; each time the item is used, there is an expenditure of 1 charge (the user will not necessarily be aware of the number of charges in an item): rods 50 charges minus 0 to 9 (d10 - 1) staves 25 charges minus 0 to 5 (d6 - 1) wands 100 charges minus 0 to 19 (d20 - 1) Most of these items can be recharged by spell users of sufficiently high level. This is discussed elsewhere under the heading FABRICATION OF MAGIC ITEMS. Note that a rod, staff or wand completely drained will become forever useless, crumbling to powder as its last charge is expended. Use of Rods, Staves, and Wands: Any device of this nature which discharges some form of magic over a distance (that is, the device does not require touch or contact with the object or creature to be affected) must generally have a command word spoken in order to cause the device to function. Thus, a wand of lightning, for example, might require the utterance of the key word "blitzen" in order to discharge, or it might have a key phrase to cause it to function, such as "Watt and ampere, volt and ohm" (possibly even extending to: " . . . let this discharge find its home!"). A wand of polymorphing, or other similar device performing a like function, would require a key word and the new form to be made by the power: "Xot's the word, be a bird!" or some such. Magical silence will most certainly prevent such devices from functioning. (See also USE OF MAGIC ITEMS, COMMAND WORDS.) Rods: Unless specified otherwise, rods radiate a magical effect which influences creatures hostile to the wielder. Rod of Absorption: This rod acts as a magnet and draws magic spells of any nature (cleric, druid, magic-user, or illusionist) into itself, nullifying their effects but storing their potential within until the wielder chooses to release this energy in the form of spells of his or her own casting. The magic absorbed must have been directed at the character possessing the rod. (Cf. ring of spell turning). The wielder can instantly detect the spell level and decide on whether to react or not when the rod absorbs it. The wielder can use the energy to cast any spell he or she has memorized, in but 1 segment, without loss of spell memory, as long as the spell so cast is of equal or lesser level than the one absorbed. Excess levels are stored as potential, and can be cast in like manner (in 1 segment with no spell memory loss) as any level of spell so long as the wielder knows the spell and has it memorized. The rod of absorption can never be recharged. It absorbs 50 spell levels and can thereafter only discharge any remaining potential it might have within. The wielder will know this upon grasping the item. If it has charges used, this indicates that it has already absorbed that many spell levels and they have been used. Example: a cleric has a rod of absorption and uses it to nullify the effect of a hold person spell cast at him by a magic-user. The rod now has absorbed 3 spell levels, can absorb 47 more, and the cleric can, in 1 segment, cast any first, second, or third level spell he or she has memorized, without memory loss of that spell, by using the stored potential of the rod. Assume the cleric casts a hold person back. This spell is only second level to him or her, so the rod then holds 1 spell level of potential, and can absorb 47 more still, with 2 charges permanently disposed of. Rod of Beguiling: This rod enables its possessor to radiate an emotional and mental wave of fellow-feeling to all creatures with any intelligence whatsoever (1 or higher intelligence). The effect is to cause all such creatures within a 2" radius of the device to be virtually charmed by the individual and TREASURE (RINGS) TREASURE (RODS, STAVES & WANDS) 132 ===== PAGE 134 ===== beguiled into regarding him or her as their comrade, friend, and/or mentor (no saving throw). The beguiled creatures will love and respect the rod wielder. They will trustingly listen and obey insofar as communication is possible, and the instruction seems plausible and does not outwardly consign the beguiled to needless injury or destruction or go against their nature or alignment. Each charge of the rod beguiles for 1 turn. It can be recharged. Rod of Cancellation: This dreaded rod is a bane to all classes, for its touch will drain any item of all magical properties unless a saving throw versus the cancellation is made. Contact is made by scoring a normal "to hit" score in combat melee. Saving Throw Item 20 potion 19 scroll 17 ring 14 rod 13 staff 15 wand 12 miscellaneous magic item 3 artifact or relic 11 (8) armor or shield (if +5) 9 (7) sword (holy sword) 10 miscellaneous weapon* * Several small items, such as magic arrows or bolts, together in one container will be drained simultaneously. If the score indicated, or higher, is not rolled (d20), the item is drained. Upon the item's draining, the rod itself becomes brittle and is no longer potent. Drained items are not restorable, even by wish. Rod of Lordly Might: This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (-1 on "to hit" die rolls for each point of strength below 16). The spell-like functions of the rod are: 1. Paralyzation upon touch if the wielder so commands 2. Fear upon all enemies viewing it if the wielder so desires (6" maximum range) 3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder's normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful "hit" during melee combat. The weapon uses of the rod are: 1. +2 mace as is 2. +1 sword of flame when button #1 is pushed - a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3' 3. +4 battle axe when button #2 is pushed - blade springs forth at the ball, and the whole lengthens to a 4' length 4. +3 spear when button #3 is pushed - the sword blade springs forth, and the handle can be lengthened up to 12', for an overall length of from 6' minimum to 15' maximum (the latter length highly suitable for lance employment). These functions do not use charges. The mundane uses of the rod are: 1. Climbing pole - when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5' per segment until button #4 is pushed again or until 50' is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1' apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5. 2. The same function will force open doors if the rod's base is planted 30' or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength. 3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways. Rod of Resurrection: This rod enables the cleric to resurrect the dead - even elven, dwarven, gnome, or halfling - as if he or she were of high enough level to cast the spell, and no rest will be required as the rod bestows the lifegiving effects. The rod can be used once per day. The number of charges used to resurrect a character depends on class and race: cleric 1 plus druid 2 dwarf 3 fighter 2 elf 4 paladin 1 gnome 3 ranger 2 half-elf 2 magic-user 3 halfling 2 illusionist 3 half-orc 4 thief 3 human 1 assassin 4 monk 3 bard 2 Multi-classed characters use the least favorable category. The rod cannot be recharged. Rod of Rulership: The individual who possesses this magic rod is able to exercise rulership (command the obedience and fealty) of creatures within 12" when he or she activates the device. From 200 to 500 hit dice (or levels of experience) can be ruled, but creatures with 15 or greater intelligence and 12 or more hit dice/levels are entitled to a saving throw versus magic. Ruled creatures will obey the wielder of the rod of rulership as if he or she were their absolute suzerain, but if some command given is absolutely contrary to the nature of the commanded, the magic will be broken. The rod takes 5 segments to activate. Each charge lasts for 1 turn. The rod cannot be recharged. Rod of Smiting: This rod is a +3 magic weapon which inflicts 4-11 (d8 + 3) hit points of damage. Against golems the rod does 8-22 (2d8 + 6) hit points of damage, any score of 20 or better completely destroys the monster, but any hit upon a golem drains 1 charge. The rod does normal damage (4-11) versus creatures of the outer planes such as demons, devils, and night hags. Any score of 20 or better draws off 1 charge and causes triple damage: (d8 + 3) x 3. The rod cannot be recharged. Staves: Unless inapplicable or otherwise specified, staves function at the 8th level of magic-use, i.e. their spell discharge is that of an 8th level of experience magicuser with respect to range, duration, area of effect. The magic functions of a staff generally require only 2 segments to discharge, but the device must then build up power again, and this requires 8 segments. Damage is nominally 8d6 with respect to fireballs, lightning bolts, etc. Staff of Command: This device has 3 functions, only 2 of which will be effective if the wielder is a magic-user, but all 3 work when the staff is in a cleric's hands. The 3 functions are: 1. Human influence: This power duplicates that of the ring of the same name. Each suggestion or charm draws 1 charge from the staff. TREASURE (RODS, STAVES & WANDS) TREASURE (RODS, STAVES & WANDS) 133 ===== PAGE 135 ===== 2. Mammal control/animal control: This power functions only as mammal control (as the ring of that name) when the staff is used by a magic-user, but in the hands of a cleric it is animal control (as the potion of that name, all types of animals listed). Either use drains 1 charge per turn or fraction thereof. 3. Plant control: This function duplicates that of the potion of the same name, but for each 1" square area of plants controlled for 1 turn or less 1 charge is used. A magic-user cannot control plants at all. The staff can be recharged. Staff of Curing: This device can cure disease, cure blindness, cure wounds (6-21 hit points - 3d6 + 3), or cure insanity. Each function drains 1 charge. The device can be used but once per day on any person (dwarf, elf, gnome, half-elf, halfling, half-orc included), and no function may be employed more than twice per day, i.e. the staff can only function 8 times during a 24 hour period. It can be recharged. Staff of the Magi: This potent staff contains many spell powers and other functions as well so as to be a walking arsenal in one device. The staff has the following powers which do not drain charges: detect magic enlarge hold portal light protection from evil/good The following powers drain 1 charge per usage: invisibility fireball knock lightning bolt pyrotechnics ice storm web wall of fire dispel magic passwall These powers drain 2 charges per usage: whirlwind conjure elemental plane travel telekinesis The whirlwind is identical to that caused by a djinni (q.v.). Plane travel is similar to the psionic ability of probability travel (q.v.), but travel is possible only to the various planes. The staff can be used to conjure 1 elemental (q.v.) of each type per day, each having 8 hit dice. Telekinesis is at 8th level also, i.e. 200 pounds maximum weight. The staff of the magi adds +2 to all saving throws versus magic. The staff can be used to absorb magic-user spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit it will explode just as if a "retributive strike" (see below) had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Note also that the wielder has no idea of how many spell levels are cast at him, for the staff does not communicate this knowledge as does a rod of absorption. Therefore, absorbing spells can be risky. Absorption is the only way this staff can be recharged. Retributive strike is a breaking of the staff. It must be purposeful and declared by the magic-user wielding it. When this is done all levels of spell energy in the staff are released in a globe of 3" radius. All creatures within 1" of the broken staff take hit points of damage equal to 8 times the number of spell levels of energy (1 to 25), those between 1"-2" take 6 x levels, and those 2"-3" distant take 4 x levels. Successful saving throws versus magic indicate only one-half damage is sustained. The magic-user breaking the staff has a 50% chance of plane travelling to another plane of existence, but if he or she does not, the explosive release of spell energy totally destroys him or her. This, and the staff of power, are the only magic items capable of a retributive strike. Staff of Power: The staff of power is also a very potent magic item, with offensive and defensive abilities. It has these powers: continual light magic missile or lightning bolt darkness, 5' radius ray of enfeeblement levitation cone of cold or fireball These functions cost 1 charge each. The following powers drain 2 charges each: shield, 5' radius globe of invulnerability paralyzation Paralyzation is a ray from the end of the staff which extends in a cone 4" long and 2" wide at its base. The wielder of this staff gains +2 on armor class and saving throws. He or she may use the staff to smite opponents. It strikes as a +2 magic weapon and does 3-8 hit points of damage; if 1 charge is expended, the staff does double damage, but 2 charges do not triple damage. A staff of power can be broken for a retributive strike (Cf. staff of the magi). The staff can be recharged. You may determine alternate powers shown by random die roll. Staff of the Serpent: There are 2 varieties of this staff, the "Python" and the "Adder". The python strikes as a +2 magic weapon and does 3-8 hit points of damage when it hits. If the cleric throws the staff to the ground, its 6' lengthens and thickens to become a constrictor snake, 25' long (AC 3, 49 hit points, 9" movement). This happens in 1 round. The snake will entwine if it scores a hit, the opponent being constricted for 4-10 hit points of damage per round, and the victim will be so engaged until it or the python is destroyed. Note that the python will return to its owner upon command. If it is destroyed while in snake form the staff is destroyed. The adder strikes as a +1 magic weapon and does 2-4 hit points of damage when it hits. Upon command the head of the staff becomes that of an actual serpent (AC 5, 20 hit points). This head remains for 1 full turn. When a hit is scored, damage is not increased, but the victim must save versus poison or be slain. Only evil clerics will employ an adder staff. If the snake head is killed, the staff is destroyed. Neither staff has or requires charges. 60% of these staves are pythons. Staff of Striking: This oaken staff is the equivalent of a +3 magic weapon. (If weapon vs. armor type adjustment is made, the staff of striking is always treated as the most favorable weapon type vs. any armor.) It causes 4-9 (d6 + 3) points of damage when a hit is scored. This expends a charge. If 2 charges are expended, bonus damage is doubled (d6 + 6); if 3 charges are expended, bonus damage is tripled (d6 + 9). No more than 3 charges can be expended per strike. The staff can be recharged. Staff of Withering: The staff of withering is a +1 magic weapon. A hit from it causes 2-5 points of damage. If 2 charges are expended when a hit is scored, the creature struck will also age 10 years, its abilities and life span adjusted for the resulting age increase. If 3 charges are expended when a hit is made, 1 of the opponent creature's limbs can be made to shrivel and become useless unless it saves versus magic (check by random number generation for which member is struck). Note that ageless creatures (undead, demons, devils, etc.) cannot be aged or withered. Each effect of the staff is cumulative, so that 3 charges will score damage, age, and wither. Aging a dwarf is of little effect, while aging a dragon could actually aid the creature. TREASURE (RODS, STAVES & WANDS) TREASURE (RODS, STAVES & WANDS) 134 ===== PAGE 136 ===== Wands: Wands perform at 6th level of experience with respect to the damage they cause, range, duration, area of effect, etc. unless otherwise stated. At your option 1% of all wands are trapped to backfire. Wand of Conjuration: Grasping of this device enables a magic-user to immediately recognize any cast or written magic-user conjuration/ summoning spell (unseen servant, monster summoning, conjure elemental, death spell, invisible stalker, limited wish, symbol, maze, gate, prismatic sphere, wish). The wand has the following powers which require expenditure of 1 charge: unseen servant monster summoning* * A maximum of 6 charges may be expended, 1 per level of the monster summoning, or 6 monster summoning I, 3 monster summoning II, 2 monster summoning III, or any combination totalling 6. The magic-user must be of a sufficient experience level to cast the appropriate summoning spell. The monster summoning takes 5 segments. The wand can also conjure up a curtain of blackness - a veil of total black which absorbs all light. The curtain of blackness can cover a maximum area of 600 square feet (60' x 10', 40' x 15', 30' x 20'), but it must stretch from ceiling to floor, wall to wall. The curtain costs 2 charges to conjure. The veil of total lightlessness can be penetrated only by physical means or magic. The wand also enables its wielder to construct a prismatic sphere (or wall), one color at a time, red to violet, at a 1 charge per color cost. Each function of the wand takes 5 segments of time, and only 1 function per round is possible. The wand may be recharged. Wand of Enemy Detection: This wand gives off a pulse and points in the direction of any hostile creature(s) intent upon the bearer of the device. The creature(s) can be invisible, ethereal, astral, out of phase, hidden, disguised, or in plain sight. Detection range is a 6" sphere. The function requires 1 charge to operate for 1 turn. The wand can be recharged. Wand of Fear: When the fear wand is activated a pale amber ray springs from the tip of the wand, a cone 6" long by 2" in base diameter, which flashes on in 1 segment and instantly disappears. Each creature touched by the ray must save versus a wand or react as per the fear spell (first level cleric spell, remove fear reversal), i.e. turn and move at fastest possible speed away from the wand user for 6 rounds. Each usage costs 1 charge. It can operate but once per round. The wand can be recharged. Wand of Fire: This wand can be employed in 4 separate functions which duplicate the following magic-user spells: 1. Burning hands: The wand emits a plane of fire, a fan-shaped sheet 10' wide at its terminus and 12' long. Each creature touched takes 6 hit points of damage. The plane appears in 1 segment, shoots forth its dark red flames, and snuffs out in less than 1 second. It expends 1 charge. 2. Pyrotechnics: This function exactly duplicates the spell of the same name. It requires 2 segments to activate. It expends 1 charge. 3. Fireball: The wand coughs forth a pea-sized sphere which streaks out to the desired range (or to a maximum range of 16") and bursts in a fiery violet-red blast, exactly as a fireball cast by a spell of that name would. The function takes 2 segments. It expends 2 charges. The fireball does 6 hit dice of damage, but all 1's rolled are counted as 2's, i.e. the burst does 12- 36 hit points. A saving throw versus wand is applicable. 4. Wall of fire: The wand can be used to draw a fiery curtain of purplishred flames which exactly duplicates the wall of fire spell cast by a magic-user, i.e. a sheet of flame 12 square " (1" x 12", 2" x 6", 3" x 4", etc.) which lasts for 6 rounds, causes 8-18 hit points damage (2d6 + 6) if touched (2-8 hit points if within 1" of the fire, 1-4 if within 2"), and can also be made as a ring-shape around the wand user (but the circle is only 21/4" in diameter). This function requires 3 segments. It expends 2 charges. The wand of fire can operate but once per round. It can be recharged. Wand of Frost: A frost wand can perform 3 functions which duplicate magic-user spells: 1. Ice storm: A silvery ray springs forth from the wand and in 1 segment an ice (or sleet) storm occurs up to 6" distant from the wand holder. This function requires 1 charge. 2. Wall of ice: The silvery ray will form a wall of ice, 6 inches thick, and a square area equal to 6" (1" x 6", 2" x 3", etc.) in 2 segments at a cost of 1 charge. 3. Cone of cold: Dancing white crystalline motes spray forth from the wand in a cone with a 6" length and a terminal diameter of 2". The cold comes forth in 2 segments but lasts but 1 second. The temperature is c. -100° F., and damage is 6 hit dice, treating all 1's rolled as 2's (6d6, 12-36). The cost is 2 charges per use. Saving throw versus a wand is applicable. The wand can function but once per round, and may be recharged. Wand of Illumination: This wand has 4 separate functions, 3 of which approximate magic-user spells, and 1 of which is singular: 1. Dancing lights: In 1 segment the wand will produce this effect at a cost of 1 charge. 2. Light: The illumination wand sends forth light in 2 segments time at an expenditure of 1 charge. 3. Continual light: This function requires only 2 segments to perform, but the cost is 2 charges. 4. Sunburst: When this effect is called forth the wand delivers a sudden flash of brilliant greenish-white light, with blazing golden rays. The range of this sunburst is 12" maximum, and its duration is but 1/10 of a second. Its area of effect is a globe of 4" diameter. Any undead within this globe take 6-36 hit points of damage, with no saving throw. Creatures within or facing the burst must save versus a wand or be blinded for 2-12 segments and unable to do anything during that period. (Of course, the creatures in question must have ocular organs sensitive to the visible light spectrum). The function requires 3 segments and expends 3 charges. The wand can be recharged. Wand of Illusion: The illusion wand creates both audible and visual illusions (Cf. audible glamer, phantasmal force). The wand emits an invisible ray, with a 14" maximum range. The effect takes 3 segments to commence. The wand wielder must concentrate on the illusion in order to maintain it, but he or she may move normally (not melee) and still do so. Each portion - audible and visual - costs 1 charge to effect and 1 per round to continue. The wand may be recharged. Wand of Lightning: This wand has 2 functions which closely resemble magic-user spells: 1. Shock: This function causes the recipient to take 1-10 hit points of damage, with no saving throw, when struck in melee combat. Any "to hit" score discounts metallic armor and shield (giving opponents armor class 10) but not plain leather or wood. Magic bonuses on metallic armor do not affect armor class, but such items as a ring of protection do. The shock uses 1 charge. 2. Lightning bolt: The possessor of the wand can discharge a bolt of lightning. The stroke can be either the forked or straight bolt (Cf. magic-user spell, lightning bolt). Damage is 12-36 (6d6, treating 1's as 2's), but a saving throw is applicable. This function uses 2 charges. It requires 2 segments to discharge. The wand may be recharged. It can perform but 1 function per round. Wand of Magic Detection: This wand is similar in operation to the enemy detection wand. If any form of magic is in operation, or a magic item exists, within a 3" radius, the magic detection wand will pulse and point to the strongest source. Note that the wand will point to a person upon whom a spell has been cast. Operation requires 1 round, and successive rounds will point out successively less powerful magic radiations. The category of magic (abjuration, alteration, etc.) can be determined if one round is spent TREASURE (RODS, STAVES & WANDS) TREASURE (RODS, STAVES & WANDS) 135 ===== PAGE 137 ===== concentrating on the subject emanation. 1 charge is expended per turn (or fraction thereof) of use. Starting with the second round of continuous use, there is a 2% cumulative chance per round that the wand will temporarily malfunction and indicate non-magical items as magical, or vice-versa. The wand may be recharged. Wand of Metal and Mineral Detection: This wand also has a 3" radius range and pulses and points to the largest mass of metal within its effective area of operation. However, the wielder can concentrate on a specific metal or mineral type (gold, platinum, quartz, beryl, diamond, corundum, etc.); if the specific type is within range the wand will point to any and all places it is located, and the wand possessor will know the approximate quantity as well. Each operation requires 1 round. Each charge powers the wand for 1 full turn. The wand may be recharged. Wand of Magic Missiles: The missiles wand discharges magic missiles which are similar to those of the first level magic-user spell, magic missile. The device fires a magic missile which causes 2-5 hit points of damage. It operates as the spell of the same name, always hitting its target when wielded by a magic-user, otherwise requiring a "to hit" die roll. Each missile takes 3 segments to discharge, and costs 1 charge. A maximum of 2 may be expended in 1 round. The wand may be recharged. Wand of Negation: This device operates to negate the spell or spell-like function(s) of rods, staves, wands and other magical items. The individual with the negation wand points the device, and a pale gray beam shoots forth to touch the target - device or individual. This will totally negate any wand function, and make any other spell or spell-like function from a device 75% likely to be negated, whether it is a low-level spell, or even if it is an ultrapowerful spell. Operation of the wand requires but 1 segment of a round. It can function but once per round, and each negation drains 1 charge. The wand cannot be recharged. Wand of Paralyzation: This wand shoots forth a thin ray of bluish color to a maximum range of 6". If the ray touches any creature it must save versus wands or be rigidly immobile for from 5-20 rounds. A save indicates the ray missed, and there is no effect. Each operation takes 3 segments and costs 1 charge. The wand may operate once per round. It may be recharged. (Note that as soon as the ray touches 1 creature it stops; the wand can attack only 1 target per round.) Wand of Polymorphing: The polymorphing wand emits a green beam, a thin ray which darts forth to a maximum distance of 6". If this beam touches any creature, it must make its saving throw versus wands (success indicating a miss) or be polymorphed (others) as the spell of the same name (q.v.). The wand wielder may opt to form the victim into a snail, frog, insect, etc. as long as the result is a small and inoffensive creature. The possessor of the wand may elect to touch a creature with the device instead. When this is done (unwilling creatures must be hit and they are also entitled to a saving throw) the recipient is surrounded by dancing motes of sparkling emerald light, and then transforms into whatever creature-shape the wand wielder has stated. This is the same magical effect as the polymorph (self) spell (q.v.). Either function requires 3 segments. Each draws 1 charge. Only 1 function per round is possible. The wand may be recharged. Wand of Secret Door and Trap Location: This wand has an effective radius of 11/2" for secret door location, 3" for trap location. When the wand is energized it will pulse and point to whichever thing it is to locate if a secret door/trap is within location range. Note that it locates either one or the other, not both during one operation. It requires 1 round to function and draws 1 charge. The wand may be recharged. Wand of Wonder: The wand of wonder is a strange and unpredictable device which will generate any number of strange effects, randomly, each time it is used. The usual effects are shown on the table below, but you may alter those for any or all of these wands in your campaign as you see fit, although it is recommended that you follow the pattern shown. The functions of the wand are: 01-10 slow creature pointed at for 1 turn 11-18 deludes wielder for 1 round into believing the wand functions as indicated by a second die roll 19-25 gust of wind, double force of spell 26-30 stinking cloud at 3" range 31-33 heavy rain falls for 1 round in 6" radius of wand wielder 34-36 summon rhino (1-25), elephant (26-50) or mouse (51-00) 37-46 lightning bolt (7" x 1/2") as wand 47-49 stream of 600 large butterflies pour forth and flutter around for 2 rounds, blinding everyone (including wielder) 50-53 enlarge target if in 6" of wand 54-58 darkness in a 3" diameter hemisphere at 3" center distance from wand 59-62 grass grows in area of 16" square before wand, or grass existing there grows to 10 times normal size 63-65 vanish any non-living object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal) 66-69 diminish wand wielder to 1" height 70-79 fireball as wand 80-84 invisibility covers wand wielder 85-87 leaves grow from target if in 6" of wand 88-90 10-40 gems of 1 g.p. base value shoot forth in a 3" long stream, each causing 1 h.p. of damage to any creature in path - roll 5d4 for number of hits 91-97 shimmering colors dance and play over a 4" x 3" area in front of wand - creatures therein blinded for 1-6 rounds 98-00 flesh to stone (or reverse if target is stone) if target is within 6" The wand uses 1 charge per function. It may not be recharged. Where applicable, saving throws should be made. MISCELLANEOUS MAGIC (III.E., 1. through 5. and Special) As the name implies, this category is a catch-all for many sorts of magical items. Some are powerful, others weak; some are highly desirable, others are deadly to the finder. The number of such items is great in order to make it improbable that there will be duplicates in a campaign - or at least not more than 2 or 3. Use care in revealing information regarding any item found by players. Describe an item only in the most general of terms, viz. wood, metal, cloth, leather, etc. Allow player questions to simulate visual and tactile examination. A cloak appears as a cloth object - only examination will reveal its form and probable nature. Likewise, do not simply blurt out the properties and powers of an item. It must be held, or worn, or whatever; and experiment and experience are the best determinators of magical qualities if some other means is not available (a bard, sage, commune spell, etc.). Items are listed alphabetically. Artifacts and relics are listed (1%) on table E.1., directing the reader to E. Special for enumeration. These items are detailed after all other miscellaneous magic. If you do not desire such an item to occur, substitute a bag of beans, or the next item on the table. Unless noted by class letter in parenthesis after a listing, items are usable by any class not otherwise prohibited. Class letters are (C) clerics, (F) fighters, etc. and each listing includes appropriate sub-classes. Special Note: All magical books, librams, manuals, tomes, etc. appear to be "normal" works of arcane lore. Each is completely indistinguishable from the other by visual examination of the outer parts or by detection for magic aura. Bard characters will have normal chances of finding out the nature of such writings, as will an identify spell from a magic-user. Otherwise, only a wish will be useful in typing a magical writing, i.e. alter reality, commune, contact higher planes, limited wish, true seeing, true sight, and other spells or powers are useless. A wish will reveal general contents of a book, telling what characteristics or class is most affected (not necessarily benefited) by the work. It requires a second wish to determine exact contents. After being perused by a character, most of these magical works will vanish forever, but those which are non-beneficial to the reader will typically be attached to the character, and he or she will be unable to be rid of it. If the work benefits another alignment of character, the possessor is geased to conceal and guard the writing. As Dungeon Master you should use your judgment and imagination as to exactly how these items will be treated, using the rules herein as parameters. TREASURE (RODS, STAVES & WANDS) TREASURE (MISCELLANEOUS MAGIC) 136 ===== PAGE 138 ===== TABLE (III.E.) 1. Alchemy Jug: This magical device can pour forth varying liquids upon command. The quantity of each liquid is dependent upon the liquid itself. The jug can pour only 1 kind of liquid on any given day, 7 pourings maximum. The liquids pourable and quantity per pouring are: salt water 16 gallons fresh water 8 gallons beer 4 gallons vinegar 2 gallons wine 1 gallon ammonia 1 quart oil 1 pint aqua regia 2 gills (8 oz.) alcohol 1 gill (4 oz.) chlorine 8 drams (1 oz.) cyanide 4 drams (1/2 oz.) The jug will pour forth 2 gallons per round, so it will require 8 rounds to complete 1 pouring of salt water. Amulet of Inescapable Location: This device is typically worn on a chain or as a brooch which pins on. It appears to be an amulet which prevents location, scrying (crystal ball viewing and the like), or detection/influence by ESP/telepathy. Actually, the amulet doubles the likelihood and/or range of these location and detection modes, however. Normal determination attempts, including detect magic, will not reveal its true nature. Amulet of Life Protection: This pendant or brooch device serves as a ward for the psyche (soul). The wearer cannot be possessed by magic jar spell or any similar mental attack, including demonic or diabolic means. If the wearer is slain, the psyche enters the amulet and is protected for 7 full days. Thereafter it goes to the plane of its alignment, however. If the amulet is destroyed during the 7 days, the psyche is utterly and irrevocably annihilated. Note: psionic attack modes psionic blast or psychic crush will not harm the wearer. Amulet of the Planes: The amulet of the planes is a device which enables the individual possessing it to transport himself or herself instantly to or from any one of the upper levels of the Outer Planes. This travel is absolutely safe, but until the individual learns the device, transport will be random. Roll d6, 1-3 = do not add 12, 4-6 = add 12 to d12 for 1-24 random results: 1-2 Seven Heavens 3 Twin Paradises 4 Elysium 5 Happy Hunting Grounds 6-7 Olympus 8 Gladsheim 9 Limbo 10 Pandemonium 11-12 Abyss 13 Tarterus 14 Hades 15 Gehenna 16-17 Nine Hells 18 Acheron 19 Nirvana 20 Arcadia 21-24 Prime Material Plane You may alternately have the following results: 22 Ethereal Plane 23 Astral Plane 24 Prime, but alternate Earth Amulet of Proof Against Detection and Location: This device wards the wearer against all divination and mental or magical location and/or detection. The wearer cannot be detected through clairaudience, clairvoyance, ESP, telepathy, crystal balls, or any other scrying devices. No aura is discernible on the wearer, and predictions cannot be made regarding him or her, unless some powerful being is consulted. Apparatus of Kwalish: When initially found this item will certainly appear as a large iron barrel. It has a secret catch which opens a hatch in one end. Inside are 10 levers: 1 extend legs and tail/retract same 2 uncover forward porthole/cover same 3 uncover side portholes/cover same 4 extend pincers and feelers/retract same 5 snap pincers 6 forward/left or right 7 backwards/left or right 8 open "eyes" with continual light inside/close "eyes" 9 raise (levitate)/sink 10 open hatch/close hatch The apparatus moves forward at a 3" speed, backwards at 6". The 2 pincers extend forward 4' and snap for 2-12 hit points damage each if they hit a creature - 25% chance, no reduction for armor, but dexterity reduction applies. The device can operate in waters up to 900' deep. It can hold 2 human-sized persons and enough air to operate for 2-5 hours at maximum capacity. The apparatus is AC 0 and will take 100 hit points damage to cause a leak, 200 to stave in a side. When the device is fully operating the whole appears as something like a giant lobster. Arrow of Direction: An arrow of direction typically appears to be a normal (or possibly magic) arrow. Its magical properties make it function much as a locate object spell, however, empowering the arrow to show the direction of the desired way. Once per day the device can be tossed into the air; it will fall and point towards the desired way, and this process can be repeated 7 times during the next 7 turns. Note: the arrow will point only towards requested way/ location. The request can be only for one of the following: stairway (up or down), sloping passage (up or down), dungeon exit or entrance, cave, cavern. Requests must be phrased by distance (nearest, farthest, highest, lowest) or by direction (north, south, east, west, etc.). Bag of Beans: This bag is constructed of heavy cloth. It is about 2' wide and 4' long (the size of any other bag or large sack). When it is opened and examined it will reveal several large pebble-like objects. If these objects are dumped out of the bag they will each explode for 5-20 hit points of damage each; all creatures within a 10' radius must save versus magic or take full damage. To be removed safely, the beans in the bag must be taken out by hand; telekinesis will not work, nor can they be worked out using tools in any way which will not explode them. Each pebble-like bean must be placed in dirt and watered. From each, in succession, will spring some creature or object. It is suggested that 3-12 beans are optimum, and only 1 or 2 will be beneficial, the others being monsters or useless things. For example: #1 3 shriekers spring up and begin wailing #2 an ice storm strikes the area #3 a poisonous raspberry bush with animated runners shoots up, but each of its 5-20 berries is a gem of 100 or 500 g.p. base value (or perhaps just worthless glass) #4 a hole opens in the ground; a purple worm can be below or a djinni ring . . . #5 smoke and gases cover an area of 50' radius for 5 turns, and creatures therein cannot see and will be blinded for 1-6 rounds even when they step out of the cloud #6 a wyvern grows instantly and attacks; its sting is a javelin of piercing #7 poison gas seeps out slowly forming a cloud of 20' radius which persists for 1 turn; while it lasts it might turn some dirt at its center to magic dust (appearance, vanishing, sneezing and choking . . . ) Thought, imagination and judgment are required with this item. Bag of Devouring: This bag appears as a typical sack - possibly appearing to be empty, possibly as having beans in its bottom. The sack is, however, the lure used by an extra-dimensional creature. It is one of its feeding orifices. Any substance of animal or vegetable nature is subject to "swallowing" if it is thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusions, but anytime it senses living human flesh within, it is 60% likely to close and attempt to draw the whole victim within - base 75% chance for success less strength bonus for "damage", each +1 = -5% on base chance. Thus an 18 strength character (with +2 damage) is only 65% likely to be drawn into the bag, while a 5 strength character (with -1 damage) is 80% likely to be drawn in. The bag radiates magic. It can hold up to 30 cubic feet of matter. It will act as a bag of holding (normal capacity), but each turn it has a 5% TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 137 ===== PAGE 139 ===== cumulative chance of "swallowing" the contents and then "spitting the stuff out" in some non-space. Creatures drawn within are consumed in 7 segments of a round, eaten, and forever gone. Bag of Holding: As with other magic bags, this one appears to be a common cloth sack of about 2' x 4' size. The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag of holding always weighs a fixed amount. This weight, the bag's weight limit in contents, and its volume content are dependent upon its quality as shown below: Dice Weight Weight Limit Volume Limit 01-30 15 pounds 250 pounds 30 cubic feet 31-70 15 pounds 500 pounds 70 cubic feet 71-90 35 pounds 1,000 pounds 150 cubic feet 91-00 60 pounds 1,500 pounds 250 cubic feet If overloaded, or sharp objects are placed within so as to pierce it, the bag will rupture and be ruined, and the contents will be lost forever in the vortices of nilspace. Bag of Transmuting: This magical sack appears to be a bag of holding of one of the 4 quality types. It will perform properly for 2-5 uses (or more if the usages are made within a few days time). However, at some point the magic field will waver, and precious metals and gems within the bag will be turned into common metals and stones of no worth. When emptied, the bag will burst to pour forth these transmuted metals and minerals. Any magic items (other than artifacts and relics) placed in the bag will become ordinary and dull lead, glass or wood as appropriate (no saving throw) once the transmuting effects have begun. Bag of Tricks: As is usual, a bag of tricks appears to be of typical size for sacks, and visual or other examination will not reveal any contents. However, if an individual reaches inside, he or she will feel a small, fuzzy object. If this is withdrawn and tossed 1' to 20' away, it will balloon into one of the following animals, which will obey and fight for the individual who brought it into being until the current combat terminates. The animals inside a bag of tricks are dependent upon which sort of bag is found. Roll d10 to determine which type: Type 1-5 Die Animal AC Hit Dice Hit Points Damage per Attack 1 Weasel 6 1/2 2 1 2 Skunk 9 1/2 2 Musk 3 Badger 4 1 + 2 7 1-2/1-2/1-3 4 Wolf 7 2 + 2 12 2-5 5 Lynx, giant 6 2 + 2 12 1-2/1-2/1-4 - 1-3/1-3 6 Wolverine 5 3 15 1-4/1-4/2-5 + musk 7 Boar 7 3 + 3 18 3-12 8 Stag, giant 7 5 25 4-16 or 1-4/1-4 Type 6-8 Die Animal AC Hit Dice Hit Points Damage per Attack 1 Rat 7 1/2 2 1 2 Owl 7 1/2 3 1-3/1-3 3 Dog 7 1 + 1 6 1-4 4 Goat 7 1 + 1 8 1-6 5 Ram 6 2 10 2-5 6 Bull 7 4 20 1-6/1-6 7 Bear 6 5 + 5 30 1-6/1-6/1-8 - 2-12 8 Lion 5/6 5 + 2 28 1-4/1-4/1-10 - 2-7/2-7 Type 9-0 Die Animal AC Hit Dice Hit Points Damage per Attack 1 Jackal 7 1/2 2 1-2 2 Eagle 7 1 5 1-2/1-2/1 3 Baboon 7 1 + 1 6 1-4 4 Ostrich 7 3 15 1-4 or 2-8 5 Leopard 6 3 + 2 17 1-3/1-3/1-6 - 1-4/1-4 6 Jaguar 6 4 + 2 21 1-3/1-3/1-8 - 2-5/2-5 7 Buffalo 7 5 25 1-8/1-8 8 Tiger 6 5 + 5 30 2-5/2-5/1-10 - 2-8/2-8 Only 1 creature can be drawn forth at a time. It alone exists until it is slain or 1 turn has elapsed and it is ordered back into the bag of tricks. Another animal may then be brought forth, but it could be another just like the one which was drawn previously. Note that only one roll is made for type of bag, but type of creature is rolled for each time one is drawn forth. Up to 10 creatures maximum may be drawn from the bag each week. Beaker of Plentiful Potions: This container resembles a jug or flask. It is a magical beaker with alchemical properties which compound from 2-5 doses of from 2-5 potions of any sort as initially determined by random selection. Different potion sorts are layered in the container, and each pouring takes 1 round and spills forth 1 dose of 1 potion type. Roll d4, +1, to find the number of potions the beaker contains. Roll for each potion contained so as to find what it is - delusion and poison are possible - and record type by order of occurrence. Duplication is possible. If the container holds only 2 potions it will dispense them 1 each per day, 3 times per week; if 3 are contained, it will dispense them 1 each per day, 2 times per week; and if 4 or 5 are contained it will pour each forth but 1 time per week. Once opened, the beaker will gradually lose the ability to produce potions. This reduction in ability results in the permanent loss of one potion type per month. Boat, Folding: A folding boat will always be discovered as a small wooden "box" - about 1' long, 1/2' wide, and 1/2' deep. It will, of course, radiate magic if detection is possible. The "box" can contain other things. If a command word is given, the box will unfold itself to form a boat of 10' length, 4' width and 2' depth. A second (different) command word will cause it to unfold to a 24' long, 8' wide, and 6' deep ship. The former will have 1 pair of oars, an anchor, a mast, and lateen sail. The latter is decked, has single rowing seats, 5 sets of oars, a steering oar, anchor, a deck cabin, a mast, and square sail. The first can hold 3 or 4 persons comfortably, the second will carry 15 persons with ease. A third word of command will cause the boat/ship to fold itself into a box once again. You may have the words of command inscribed visibly or invisibly on the box, have them written elsewhere - perhaps on an item within the box, or you might simply have them lost and require a search (via legend lore, consulting a sage, physical search of the dungeon, etc.) to discover them. Book of Exalted Deeds: This holy book is sacred to clerics of good alignment. Reading of the work will require 1 week, but upon completion the good cleric will gain 1 point of wisdom and experience points sufficient to place him or her exactly half way into the next level of experience. Clerics neither good nor evil will lose 20,000-80,000 experience points from perusal of the work (a negative x.p. total is possible, requiring restoration but not lowering level below 1st). Evil clerics will lose 1 full experience level, dropping to the lowest possible number of experience points possible to hold the level; they will furthermore have to atone by magical means or by offering up 50% of everything they gain for 2-5 adventures, losing the appropriate number of experience points as well, or gain no further experience. Fighters who handle or read the book will not be affected, although a paladin will feel it to be good. Magic-users who read it will suffer the loss of 1 point of intelligence unless they save versus magic; and if they do save they will lose from 2,000-20,000 experience points. A thief who handles or reads the work will sustain 5-30 hit points of damage and must save versus magic or lose 1 point of dexterity and have a 10%-60% chance of giving up his or her profession to become a good cleric if wisdom is 15 or higher. Assassins handling or reading the book of exalted deeds will take 5-40 hit points of damage and must save versus magic or commit suicide. Monks are not harmed by the work, nor can they understand it. Bards are treated as neutral clerics, experience point loss being from bard experience only. Note that except as indicated above, this writing cannot be distinguished by cover or scansion from any other magic book, libram, tome, etc. It must be perused. (This applies also to other magical writings detailed hereafter.) Once perused, the book vanishes, never to be seen again, nor can the same player character ever benefit from perusing the like a second time. Book of Infinite Spells: This magical writing bestows spell use ability upon its possessor, but upon first reading the work any character not already able to use spells will suffer 5-20 hit points of damage and be stunned for 5-20 turns. Thereafter, he or she can examine the writing without further harm. The book of infinite spells contains from 23-30 (22 + d8) pages. The nature of each page must be determined by random die roll. Use the following table: TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 138 ===== PAGE 140 ===== 01-30 blank page 31-50 cleric spell 51-60 druid spell 61-95 magic-user spell 96-00 illusionist spell If a spell is written on a page, roll d10 for all except magic-user spell, for which a d12 is rolled, to determine spell level. Results of 8-10 (or 10-12) indicate a d6 (d8 for magic-user spells) is to be rolled instead. When level is known, determine the particular spell by random means also. Record page contents secretly, and DO NOT REVEAL THIS INFORMATION TO THE HOLDER OF THE BOOK. Once a page is turned it can never be flipped back, i.e. paging through the book is a one-way trip. When the last page is turned, the book vanishes. The owner of the book of infinite spells can cast the spell to which the book is opened, but once per day only, unless the spell is one which the character would normally be able to cast by reason of class and level, in which case the spell can be cast up to 4 times per day due to the book's magical powers. The book need not be in the actual presence of the owner in order to empower spell ability, so he or she can store it in a place of safety while adventuring and still cast spells by means of its power. Each time a spell is cast there is a chance the energy connected with its use will cause the page to magically turn (despite all precautions). The owner will know this and possibly even benefit from the turning by gaining access to a new spell. The chance of a page turning is as follows: Spell-caster employing spells usable by his or her class and/or level. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10% Spell-caster using spell foreign to his or her class and/or level . . . . . . .20% Non-spell caster using cleric spell. . . . . . . . . . . . . . . . . . . . . . . . . . . . 25% Non-spell caster using magic-user spell. . . . . . . . . . . . . . . . . . . . . . . .30% Treat the spell use just as if a scroll were being employed, including time of casting, spell failure, etc. Book of Vile Darkness: This work of ineffable evil is meat and drink to clerics of that alignment. To fully consume the contents requires 1 week of reading, but when such has been accomplished, the evil cleric will gain 1 point of wisdom and experience points sufficient to place him or her exactly half way into the next level of experience. Clerics neither good nor evil who read the book will either lose 30,000-120,000 experience points or become evil without benefit from the work; there is a 50% chance for either. Good clerics perusing the pages of the unspeakable Book of Vile Darkness will have to save versus poison or die; and if they do not die they must save versus magic or become permanently insane. In the latter event, even if the save is successful, the cleric loses 250,000 experience points, less 10,000 for each of his or her points of wisdom. Other characters of good alignment will take 5-30 hit points of damage from handling the tome and if they look inside there is an 80% chance a night hag (q.v.) will thereafter come to the character that night and attack. Non-evil neutral characters will take 5-20 hit points of damage from handling the book, and reading its pages will cause them to save versus poison or become evil, immediately seeking out an evil cleric to confirm their new alignment. (Cf. Book of Exalted Deeds for other details.) Boots of Dancing: The magical boots of dancing will expand or contract to fit any foot size, from halfling to giant (just as other magic boots will do, of course). They radiate a dim magic if detection is used. They are indistinguishable from other magic boots, and until actual melee combat is engaged in they will function exactly as if they were one of the other 4 types of useful boots (see below). When in melee combat, or if the wearer is fleeing from the actuality of same, the boots of dancing will impede his or her movement, begin to tap and shuffle, heel and toe, or shuffle off to Buffalo, making the wearer behave exactly as if Otto's irresistible dance spell had been cast upon him or her (-4 from armor class rating, no saving throws possible, and no attacks possible). Only a remove curse spell will allow the boots to be removed once their true nature comes forth. Boots of Elvenkind: These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a normally creaky wooden floor and make only a whisper of noise - say 95% chance of silence in the worst of conditions, 100% in the best. Boots of Levitation: As other magical boots, these soft footgear will expand or contract to fit giant to halfling-sized feet. Boots of levitation allow the wearer, at will, to ascend or descend vertically. The speed of ascent/descent is 20' per round (minute). There is no limitation on usage. The amount of weight the boots can levitate is randomly determined in 14 pound increments by rolling d20 and adding the result to a base of 280 pounds, i.e. a given pair of boots can levitate from 294 to 560 pounds of weight. Thus, an ogre could be wearing such boots, but its weight would be too great to levitate. (Cf. second level magic-user spell, levitation.) Boots of Speed: These boots enable the wearer to run at the speed of a fast horse, viz. 24" base movement speed. For every 10 pounds (100 g.p. equivalent) of weight over 200 pounds, the wearer is slowed 1" in movement, so a 180 pound human with 60 pounds of gear would move at 20" base movement rate, and if a sack of 500 gold pieces were being carried in addition, the movement rate would be slowed yet another 5". For every hour of continuous fast movement, the wearer must rest 1 hour. No more than 8 hours of continuous fast movement are possible before the wearer must rest. Boots of speed give +2 to armor class value in combat situations where movement of this sort is possible. Boots of Striding and Springing: The wearer of these magical boots has a base movement rate of 12", regardless of size or weight. This speed can be maintained tirelessly for up to 12 hours per day, but thereafter the boots no longer function for 12 hours - assume they "recharge" for that period. In addition to the striding factor, these boots also have a springing factor. While "normal" paces for the individual wearing this type of footgear are 3' long, the boots also enable forward jumps of up to 30', backward leaps of 9', and vertical springs of 15'. If circumstances permit the use of such movement in combat, the wearer can effectively strike and spring away when he or she has the initiative during a melee round. However, such activity has a degree of danger, and there is a base 20% chance that the wearer of the boots will stumble and be stunned on the following round; adjust the 20% chance downwards by 3% for each point of dexterity above 12 of the wearer, i.e. 17% at 13 dexterity, 14% at 14, 11% at 15, 8% at 16, 5% at 17, and but 2% at 18 dexterity. In any event, the wearer increases armor class value by +1 due to the quickness of movement these boots imbue, so armor class 2 becomes 1, armor class 1 becomes 0, etc. Bowl Commanding Water Elementals: This large container is usually fashioned from blue or green stone of semi-precious value such as malachite or lapis lazuli. Sometimes jade will be used. It is about 1' in diameter, half that deep, and relatively fragile. When the bowl is filled with water, fresh or salt, and certain words are spoken, an elemental of 12 hit dice will appear. The summoning words require 1 round to speak. Note that if salt water is used, the elemental will be stronger (+2 per hit die, maximum 8 h.p. per die, however). Control and similar information are given under Elemental in ADVANCED DUNGEONS AND DRAGONS, MONSTER MANUAL. (Cf. bowl of watery death below.) Bowl of Watery Death: This device exactly resembles a bowl commanding water elementals, including color, design, magic radiation, etc. However, when it is filled with water, the magic-user must save versus magic or be shrunk to the size of a small ant and plunged into the center of the bowl. Note: if salt water is poured into the bowl the saving throw is at -2. The victim will drown in from 3-8 rounds, unless magic is used to save the individual, for he or she cannot be physically removed from the bowl of watery death except by magical means: animal growth, enlarge, or wish are the only spells which will free the victim, and restore normal size; a growth potion poured into the water will have the same effect; a sweet water potion will allow the victim another saving throw, i.e. a chance that the curse magic of the bowl works only briefly. If the victim drowns, death is permanent, no resurrection is possible, and even a wish will not work. Bracers of Defense: These items appear to be some sort of wrist or arm guards. Their magic bestows an effective armor class equal to actually wearing armor and employing a shield. Of course, if armor is actually worn, the bracers will not be effective, but they do work in conjunction with other magical items of protection. The armor class the bracers of defense bestow is determined by random dicing on the table below: Armor Class 01-05 8 06-15 7 16-35 6 36-50 5 51-70 4 71-85 3 86-00 2 TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 139 ===== PAGE 141 ===== Bracers of Defenselessness: These items appear to be some sort of bracers of defense, and they will actually serve as one of the above types until the wearer is attacked in anger by a dangerous enemy. At that moment, the bracers will lower armor class to 10 and negate any and all other magical protections and dexterity bonuses. Thereafter the bracers can only be removed by means of a remove curse spell. Brazier Commanding Fire Elementals: This device appears to be a normal container for holding burning coals unless magic is detected for. It enables a magic-user to summon an elemental of 12 hit dice strength from the Elemental Plane of Fire. A fire must be lit in the brazier - usually 1 round is required to do so. If sulphur is added the elemental will be of +1 on each hit die, i.e. 2-9 hit points per hit die. The fire elemental will appear as soon as the fire is burning and a command word is uttered. (See MONSTER MANUAL for other details.) Brazier of Sleep Smoke: This device is exactly similar to the brazier commanding fire elementals. However, when a fire is started within it the burning will cause great clouds of magical smoke to pour forth in a cloud of 1" radius from the brazier. All creatures within the cloud must save versus magic or fall into a deep sleep. At the same moment a fire elemental of 12 hit dice will appear and attack the nearest creature. Sleeping creatures can only be awakened by means of a dispel magic or remove curse spell. Brooch of Shielding: The brooch of shielding appears to be a piece of silver or gold jewelry, usually (90%) without gems inset, which is meant to fasten a cloak or cape. It has the property, however, to absorb magic missiles of the sort generated by spell, wand, or other magic device. A brooch can absorb up to 101 hit points of magic missile damage before it melts and becomes useless. Its use can normally be determined only by means of a detect magic spell and then experimentation. Broom of Animated Attack: Indistinguishable from a normal broom, except by means of detection of its magic, and completely identical to a broom of flying by all tests short of attempted use, the broom of animated attack is a very nasty item. If a command word ("fly", "soar", etc.) is spoken, the broom will do a loop the loop with its hopeful rider, dumping him or her off on his or her head from 6' to 9' off the ground. The broom will then attack the stunned victim, swatting the face with the straw/twig end to blind and beating with the "bald headed end", the handle. Each such attack takes place twice per round, the broom attacking as if it were a 4 hit die monster. The straw end will cause blindness for 1 round if it hits. The other end causes 1-3 hit points of damage when it hits. The broom is armor class 7 and takes 18 hit points to destroy. Broom of Flying: This magical broom is able to fly through the air at up to 30" movement speed. The broom can carry 182 pounds at this rate, but every 14 additional pounds slows movement by 1". The device can climb or dive at about 30 degrees. A command word must be used, the word to be determined by you as desired. The broom will travel alone to any destination named. It will come up to 30" to its owner when he or she speaks the command word. Bucknard's Everfull Purse: Appearing as nothing more than a leather pouch or small bag, this magical poke is most useful to its owner, for each morning it will duplicate certain coins - and possibly gems as well. When found, the purse will be full of coins. If totally emptied, and left so for more than a few minutes, the magic of the purse is lost, but if 1 of each type of coin is placed within the bag, the next morning 26 of each applicable type will be found inside. Bucknard's Everfull Purse can contain: C.P. S.P. E.P. G.P. P.P. Gems* 01-50 - 26 26 26 - - 51-90 26 - 26 - 26 - 91-00 26 - 26 - - 26 * Base 10 g.p. gems which may increase to a maximum of 100 g.p. only. Once the type of bag is first determined by roll, its abilities will not change. (This item was designed to maintain spice, providing a constant source of funds without attracting undue attention to the bearer or necessitating chests of treasure.) TABLE (III.E.) 2. Candle of Invocation: Candles of Invocation are specially blessed and prayered tapers which are dedicated to the pantheon of gods of one of the nine alignments. The typical candle is not remarkable, but it will radiate magic if such is detected, and good or evil will be radiated also if appropriate. Simply burning the candle will generate a favorable aura for the individual so doing if the candle's alignment matches that of the character's. If burned by a cleric of the same alignment, the candle temporarily increases the cleric's level of experience by 2, allowing him or her to cast additional spells, and even normally unavailable spells, as if he or she were of the higher level, but only so long as the taper is aflame. Any burning also allows the casting of a gate spell, the respondent being of the alignment of the candle, but the taper is immediately consumed in the process. Each candle will burn for 4 hours. It is possible to extinguish the candle as any other, but it can be placed in a lantern or otherwise sheltered to protect it from drafts and other things which could put it out, without affecting its magical properties. Carpet of Flying: The size, carrying capacity and speed of a carpet are determined by use of the table below. Each carpet has its own command word to activate it, and each is then controlled by spoken directions. If the device is within voice range, the command word will activate it. These rugs are of oriental make and design. Each is very beautiful and durable. Note, however, that tears or other rents cannot be repaired without special weaving techniques which are generally known only in the East. Dice Size Capacity Speed 01-20 3' x 5' 1 person 42" 21-55 4' x 6' 2 persons 36" 56-80 5' x 7' 3 persons 30" 81-00 6' x 9' 4 persons 24" Censer Controlling Air Elementals: This perforated golden vessel resembles any thurible found in places of worship. If filled with incense and lit, a command word need only be spoken to summon forth a 12 hit dice-sized air elemental which will appear on the following round. If incense of meditation is burned within this 1/2' wide, 1' high vessel, the air elemental will have +3 on each of its hit dice, and it will willingly obey the commands of its summoner. Note that if the censer is extinguished, the elemental will remain and turn on the summoner. (Cf. Elemental in MONSTER MANUAL.) Censer of Summoning Hostile Air Elementals: This thurible is indistinguishable from other censers - magical or ordinary. It is cursed, so that if any incense is burned within it from 1 to 4 enraged air elementals will appear, 1 per round, from the censer and attack any and all creatures within sight. The censer will burn and cannot be extinguished until either the summoner or the elementals have been killed. Chime of Opening: A chime of opening is a hollow mithral tube about 1' long. When it is struck it sends forth magical vibrations which cause locks to open. Likewise lids, doors, valves, and portals will open when the chime is sounded. The device will function against normal bars, shackles, chains, bolts, etc. It also destroys the magic of a hold portal spell or even a wizard lock cast by a magic-user of less than 15th level. The chime must be pointed at the area of the item or gate which is to be loosed or opened. It is then struck, a clear chiming ring sounds (which may attract monsters), and in 1 round 1 of the functions of the device will be completed, i.e., a lock opened, a shackle loosed, a secret door opened, the lid of a chest lifted, etc. Note that if a chest is chained, padlocked, locked, and wizard locked, it will take 4 or 5 soundings of the chime of opening to get it open. A silence spell negates the power of the device. The chime has 20- 80 (20 + d6 x 10) charges before it will crack and become useless. Chime of Hunger: This device exactly resembles a chime of opening. When it is struck all creatures within 6" are immediately struck with ravenous hunger. Characters will tear into their rations, ignoring everything else, and even dropping everything they are holding in order to eat. Creatures without food immediately available will rush to where the chime of hunger sounded and attack any creatures there in order to kill and eat them. All creatures must eat for at least 1 round, but they are then entitled to a saving throw vs. magic on each successive round until such is made, i.e. hunger is satisfied. Note: It is recommended that the chime of hunger operate as one of opening for several rounds of use before its curse be put into operation. Cloak of Displacement: This item appears to be a normal cloak, but when it is worn by a character its magical properties distort and warp light waves. This displacement of light waves causes the wearer to appear to be from 1' to 2' from his or her actual position. Any attack by missile or melee strike which is aimed at the wearer will automatically miss the first time*. Thereafter the cloak affords +2 protection, i.e. 2 classes better on armor class, as well as +2 on saving throw dice versus attack forms directed at the wearer (such as spells, TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 140 ===== PAGE 142 ===== gaze weapon attacks, spitting and breath attacks, etc. which are aimed at the wearer of the cloak of displacement). Note that 75% of all cloaks of displacement are sized for humans or elves (persons 5' to 6' or so tall), and but 25% are sized for persons of about 4' height (dwarves, gnomes, halflings). * This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss. Cloak of Elvenkind: A cloak of elvenkind is of a plain neutral gray which is indistinguishable from any sort of ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible, for the cloak has chameleon-like powers. In the outdoors the wearer of a cloak of elvenkind is almost totally invisible in natural surroundings, nearly so in other settings. Note that the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is: Outdoors, natural surroundings heavy growth ....................................................................... 100% light growth .......................................................................... 99% open fields ........................................................................... 95% Outdoors, other rocky terrain ......................................................................... 98% buildings ............................................................................... 90% brightly lit room ..................................................................... 50% Underground torch/lantern light .................................................................. 95% infravision ............................................................................. 90% light/continual light ............................................................... 50% Fully 90% of these cloaks are sized for human to elven-sized persons. The other 10% are sized for smaller persons (4' or so in height). Cloak of the Manta Ray: This cloak appears to be made from leather. When it is donned it appears as a normal cloak until the wearer enters salt water, at which time the cloak of the manta ray adheres to the individual, and he or she appears nearly (90%) identical to a manta ray. The wearer is enabled to breathe underwater and move as a manta ray - 18", see MONSTER MANUAL. The wearer also has an armor class of at least 6, that of a manta ray, and other magical protections or magical armor will improve that armor value. Although the cloak does not enable the wearer to bite opponents as a manta ray does, the garment does have a tail spine which the wearer can use to strike at opponents behind him or her - damage is only 1-6 hit points, and there is no chance of stunning. This attack mode can be used in addition to other sorts, for the wearer can release his or her arms from the cloak's "wings" without sacrificing movement if so desired. Cloak of Poisonousness: This particular cloak is usually of woolen-like material, although it can be leathern. It can be handled without harm, and it radiates magic. A neutralize poison spell will not affect it. As soon as the cloak of poisonousness is actually worn, the wearer will be stricken stone dead. The cloak can only be removed with a remove curse, which destroys the magical properties of the cloak. If a neutralize poison spell is then used, the person can possibly be revived by a raise dead or resurrection spell, but there is a -10% chance of success because of the poison. After its effects are known, a small label saying "Nessus Shirt Company" might be seen at your option. Cloak of Protection: The various forms of this marvelous device all appear to be normal garments, whether made of cloth or leather. Each lends to its wearer benefits on armor class - each plus of the cloak of protection bettering armor class by 1 factor - and to saving throw - each plus being added to the wearer's saving throw dice rolls. Thus a +1 cloak would make armor class 10 (no armor) into armor class 9, and add +1 to saving throw dice rolls. To determine how powerful a given cloak is, use this table: 01-35 +1 cloak 36-65 +2 cloak 66-85 +3 cloak 86-95 +4 cloak 96-00 +5 cloak Note that this device can be combined with other items, or worn with leather armor. It cannot function in conjunction with any sort of magical armor, normal armor other than that of leather, or in conjunction with a shield of any sort. Crystal Ball: This is the most common form of scrying device, a crystal sphere of about 1/2' diameter. A magic-user can use the device to see over virtually any distance or into other planes of existence. The user of a crystal ball must know the subject which is to be viewed. Knowledge can be from personal acquaintance, possession of personal belongings, a likeness of the object, or accumulated information. Knowledge is the key to how successful location will be, not distance: Subject is Chance of Locating* Personally well known 100% Personally known slightly 85% Pictured 50% Part of in possession 50% Garment in possession 25% Well informed of 25% Slightly informed of 20% On another plane -25% * Unless masked by magic or psionics. The chance of locating also dictates how long a magic-user will be able to view the subject, both with respect to length of period and frequency: Chances of Locating* Viewing Period and Frequency 100% or more 1 hour, 3 times/day 99% to 90% 1/2 hour, 3 times/day 89% to 75% 1/2 hour, 2 times/day 74% to 50% 1/2 hour, 1 time/day 49% to 25% 1/4 hour, 1 time/day 24% or less 1/6 hour, 1 time/day * Unless masked by magic or psionics. Viewing beyond the periods or frequencies noted will cause the magic-user to make a saving throw versus magic each round, and failure to make it will permanently lower the character's intelligence by 1 point and drive him or her insane until healed. Certain spells cast upon the user of the crystal ball might improve his or her ability. They are: comprehend languages, read magic, infravision, tongues. Two spells can be cast through a crystal ball, with a 5% chance per level of experience of the magic-user of working correctly. The spells are: detect magic, detect evil/good. Certain crystal balls have additional powers. To determine this, consult the table below: 01-50 crystal ball 51-75 crystal ball with clairaudience 76-90 crystal ball with ESP 91-00 crystal ball with telepathy* * Communication only. The spell function of the device operates at 10th level. Only creatures with intelligence of 12 or better have a chance of noticing the scrying. The base chance is determined by class. Fighter 2% Thief 6% Paladin 6% Assassin 5% Ranger 4% Monk 1% Bard 3% For each factor of intelligence above 12 the creature has an additional arithmetically ascending cumulative chance beginning at 1%, i.e. 1%, 3%, 6%, 10%, 15%, 21%, at 13, 14, 15, 16, 17, and 18 intelligence. These creatures also have a cumulative chance of 1% per level of experience of detecting scrying. Treat monsters as one of above as is most applicable. Check each round of scrying, and if the percentage or less is rolled, the subject is aware of being watched. If a spell-user (cleric, druid, magic-user, or illusionist) is being observed, use the DETECTION OF INVISIBILITY table on page 60 rather than the percentages above to determine whether the observation is detected, checking each round. A dispel magic will cause the crystal ball being used to cease functioning for 1 day. The various protections against crystal ball viewing will simply leave the device hazy and non-functioning. TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 141 ===== PAGE 143 ===== (Note: You may allow scrying devices for clerics and druids; water basins and mirrors are suggested. Have them function as normal crystal balls.) Crystal Hypnosis Ball: This cursed item type is indistinguishable from a normal crystal ball, and it radiates magic, but not evil, if detected for. Any magic-user attempting to use it will become hypnotized, and a telepathic suggestion will be implanted in his or her mind. The user of the device will believe that the desired object was viewed, but actually he or she became partially under the influence of a powerful magic-user, lich, or even some power/being from another plane. Each further use will bring the crystal ball gazer more under the influence of the creature, either as a servant, tool, or possession object. As referee, you must decide whether to make this a gradual or sudden affair according to the surroundings and circumstances peculiar to the finding of the crystal hypnosis ball and the character(s) locating it. Cube of Force: A device of but about the size of a large die - perhaps 3/4 of an inch across - the cube of force enables its possessor to put up a wall of force 1" per side around his or her person, and this cubic screen is impervious to the attack forms shown on the table below. The cube has 36 charges, and each day this energy is restored. The holder presses one face of the cube to activate or deactivate the field: Cube Face Charge Cost per Turn/ Movement Rate Effect one 1/1" keeps out gases, wind, etc. two 2/8" keeps out non-living matter three 3/6" keeps out living matter four 4/4" keeps out magic five 6/3" keeps out all things six 0/normal deactivates When the force screen is up, the following attack forms cost extra charges from the cube in order to maintain the integrity of the screen. Note that these spells cannot be cast either into or out of the cube: catapult-like missiles 1 flame strike 3 very hot normal fires 2 lightning bolt 4 horn of blasting 6 meteor swarm 8 delayed blast fireball 3 passwall 3 disintegrate 6 phase door 5 fireball 3 prismatic spray 7 fire storm 3 wall of fire 2 The cube of force can be of any hard mineral, ivory or bone. Cube of Frost Resistance: This device resembles a cube of force. When the cube is activated it encloses an area of 1" per side, and the temperature within this area is always 65 degrees F. The field will absorb all cold-based attacks, i.e. cone of cold, ice storm, and even white dragon's breath. However, if the field is subjected to more than 50 hit points of cold in any turn (10 rounds) it collapses and cannot be renewed for 1 hour. If it receives over 100 hit points of damage in 1 turn the cube is destroyed. Note: cold below 0 degrees F. effectively inflicts 2 hit points of cold for every -10 degrees, so that the cube is at -2 at -1 to -10 degrees F., -4 at -11 to -20, etc. Thus, at -40 degrees F. the device can withstand only 42 hit points. Cubic Gate: Another small cubic device, this item is fashioned from carnelian. The 6 sides of the cube are each keyed to a plane, 1 of which will always be the Prime Material, of course. The other 5 can be chosen by any means desired. If the side of the cubic gate is pressed but once, it opens a nexus to the appropriate plane, and there is a 10% chance per turn that something will come through it looking for food, fun, and/or trouble. If the side is pressed twice, the creature so doing, along with all creatures in a 5' radius will be drawn through the nexus to the other plane. It is impossible to open more than 1 nexial link at once. Daern's Instant Fortress: This metal cube is of small size, but when activated it grows to form a metal tower 20' square and 30' high, with arrow slits on all sides and a machicolated battlement atop it, the metal extending 10' into the ground. It has a small door which will open only to the command of the owner of the fortress, knock spells notwithstanding. The adamantite walls of Daern's Instant Fortress are totally unaffected by normal weapons other than those of catapult type. The whole can take 200 points of damage before the tower collapses. Note that damage sustained is cumulative. The fortress cannot be repaired, although a wish will restore 10 points of damage sustained. It requires but 1 round to cause the fortress to spring up, but the person or persons nearby must be careful not to be caught by its sudden growth, or else they will sustain 10-100 hit points of damage. The door will always be facing the owner of the device when it becomes a fortress, and it will open and close instantly at his command. Decanter of Endless Water: This flask is quite ordinary looking, but if magic is detected it will radiate that property. The decanter has a stopper, and if this is removed, and the proper words spoken, it will pour forth a stream of fresh or salt water as ordered. There are separate command words for the amount as well as the type of water. Water can be made to come forth as follows: Stream: pours out 1 gallon per round Fountain: 5' long stream at 5 gallons per round Geyser: 20' long stream at 30 gallons per round The last shown application causes considerable back pressure, and the holder must be well braced or be knocked over. The force of the geyser will kill small animals and insects (mice, moles, small bats, etc.). The command word must be given to cease. Deck of Many Things: A deck of many things (beneficial and baneful) usually is found contained within a box or leather pouch. Each deck contains a number of thin plaques or plates. These sheets are usually of ivory or vellum. Each is engraved and/or inscribed with glyphs, characters, and magical sigils. As soon as one of these sheets is drawn forth from the pack, its magic is bestowed upon the person who drew it, for better or worse. The character gaining a deck of many things may announce that only 1 will be drawn from the pack, or he or she may opt to draw forth 2, 3, or even 4, but the number must be announced prior to the first plaque withdrawn. Note that if the jester is drawn, the possessor of the deck may elect to draw 2 additional cards. Each time a plaque is taken from the deck it is replaced unless the draw is a jester or fool, in which case the plaque is discarded from the pack. The deck will contain either 13 or 22 plaques, 75%/25% chance. Additional plaques in a 22 card deck are indicated by an asterisk (*) before their names. To simulate the plaques you may use the normal playing card indicated: Sun (KD) Gain beneficial miscellaneous magic item and 50,000 experience points Moon (QD) You are granted 1-4 wishes Star (JD) Immediately gain 2 points on your major ability *Comet (2D) Defeat the next monster you meet to gain 1 level Throne (KH) Gain charisma of 18 and small keep Key (QH) Gain a treasure map plus 1 magic weapon Knight (JH) Gain the service of a 4th level fighter *Gem (2H) Gain your choice of 20 jewelry or 50 gems The Void (KC) Body functions, but soul is trapped elsewhere Flames (QC) Enmity between you and a devil Skull (JC) Defeat Death or be forever destroyed *Talons (2C) All magic items you possess are torn from you Ruin (KS) Immediately lose all wealth and real property Euryale (QS) Minus 3 on all saving throws vs. petrification Rogue (JS) One of your henchmen turns against you *Balance (2S) Change alignment or be judged Jester (J) Gain 10,000 experience points or 2 more draws from the deck *Fool (J with Trademark) Lose 10,000 experience points; draw again *Vizier (AD) Know the answer to your next dilemma *Idiot (AD) Lose 1-4 points of intelligence, you may draw again *Fates (AH) Avoid any situation you choose . . . once *Donjon (AS) You are imprisoned Upon drawing the last plaque possible, or immediately upon drawing the plaques in bold face (The Void, Donjon), the deck disappears. The plaques are explained below: Sun: Roll on the MISCELLANEOUS MAGIC TABLE (III.E., 1.-5.) until a useful item (other than artifacts or relics) is indicated. The player gets experience points for this as well. Moon: This is best represented by a moonstone gem with the appropriate number of wishes shown as gleams therein. These wishes are the same as the ninth level magic-user spell (q.v.) and must be used in a number of turns equal to the number received. TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 142 ===== PAGE 144 ===== Star: If the 2 points would place the character's score at 19, use 1 or both in any of the other abilities in this order: constitution, charisma, wisdom, dexterity, intelligence, strength. Comet: The player must single-handedly defeat the next monster - singular or plural - of hostile nature or the benefit is lost. If successful, the character moves to the mid-point of the next experience level. Throne: If charisma is 18 already, the individual still gains +25% on encounter and loyalty reactions. He or she becomes a real leader in people's eyes. The castle gained will be near to any stronghold already possessed. Key: Roll a treasure map with +20% on the dice. The weapon with it must be one usable by the character, so use the table for SWORDS (III.G.), MISCELLANEOUS WEAPONS (III.H.), or RODS, et al. (III.D.) as needed. Knight: The hero will join as the character's henchman and loyally serve until death. The hero has +1 per die (18 maximum) on each ability roll. Gem: This indicates wealth. The jewelry will all be gold set with gems, the gems all of 1,000 g.p. base value. With this wealth should come experience points equal in value, but never more than sufficient for 1 level rise in experience. The Void: This lightless black plaque spells instant disaster. The character's body functions, and he or she speaks like an automaton, but the psyche is trapped in a prison somewhere - in an object on a far planet or plane, possibly in the possession of a demon. A wish will not bring the character back, but the plane of entrapment might be revealed. Flames: Hot anger, jealousy, envy, are but a few of the possible motivational forces for the enmity. The devil is usually of the Greater sort, possibly even an Arch-devil. The enmity can never be satisfied, save one or the other is slain. Skull: A minor Death appears (AC -4; 33 hit points; strikes with a scythe for 2-16 hit points, never missing, always striking first in a round) and the character must fight it alone - if others help, they get minor Deaths to fight as well. If the character is slain he or she is slain forever. Treat the Death as undead with respect to spells. Cold or fire do not harm it, neither does electrical energy. Talons: When this plaque is drawn each and every magic item owned or possessed by the character drawing is irrevocably gone. This happens instantly. Ruin: As implied, when this plaque is drawn every bit of money (including all gems, jewelry, and like previous and valuable treasure and art) and all real property and buildings thereon currently owned are lost forever. Euryale: The Medusa-like visage of this plaque brings a curse which only the Fates card or god-like beings can remove. The -3 is permanent otherwise. Rogue: When this plaque is drawn, 1 of the character's henchmen will be totally alienated and forever hostile henceforward. If the character has no henchmen, the enmity of some powerful personage - community or religious - can be substituted. The hatred will be secret until the time is ripe for devastating effect. Balance: As "weighed in the balance and found wanting", the character must change, and perform accordingly, to a radically different alignment, i.e. lawful-chaotic, good-evil, neutral-non-neutral. Failure brings judgment, and if there is substantial deviation from professed alignment, the character will be destroyed permanently. Jester: This plaque actually makes either pack more beneficial if the experience point award is taken. It is always discarded when drawn, unlike all others except the Fool. Fool: The payment and draw are mandatory! Vizier: This plaque empowers the character drawing it with the ability to call upon supernatural wisdom to solve any single problem or answer fully any question whenever he or she so requests. Whether the information gained can be successfully acted upon is another question entirely. Idiot: As indicated, the mongoloid countenance causes loss of 1-4 (d4) points of intelligence immediately. They are lost and cannot be regained (although points can be restored by other means). The additional draw is optional. Fates: This plaque enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun, so to speak. Note that it does not allow something to happen, only not to take place. This reversal is for the individual character only, and the party must still endure the confrontation. Donjon: This signifies imprisonment - either by spell or by some creature/ being at your option. All gear and spells will be stripped from the victim in any case. Drums of Deafening: This item is a pair of kettle drums, radiating magic if so detected, but otherwise unremarkable. If either is struck nothing happens, but if both are sounded together all creatures within 7" are permanently deaf and will remain so until a heal spell or similar cure is used to restore shattered eardrums. Furthermore, those within 1" of the drums will be stunned by the noise for from 2-8 rounds. Each drum is a hemisphere of about 11/2' diameter. Drums of Panic: These kettle drums are unremarkable in appearance. If both of the pair are sounded, all creatures within 12", save for a "safe zone" of 2" radius from the drums, must make their saving throw versus magic or turn and move directly away from the sound for 1 full turn. Each turn thereafter, the panicked creatures may attempt to save versus magic again. Each failure brings another turn of movement away from the drums of panic. Movement is at fastest possible speed while fleeing in panic, and 3 rounds of rest are required for each 1 turn of fast movement after the saving throw is made. Creatures with intelligence of 2 make saving throws at -2, those with 1 or less save at -4. Each drum is a hemisphere of about 11/2' diameter. Dust of Appearance: This fine powder appears much like any other dust unless a careful examination is conducted. The latter will reveal it to be more like a metal dust, but very fine and very light. One handful of this substance flung into the air will coat all objects, making them visible even if they are invisible, out of phase, astral, or ethereal. Note that the dust will also reveal mirror images and projected images for what they are, and it likewise negates the effects of cloaks of displacement or elvenkind or robes of blending. Appearance lasts for 2-20 turns. It is typically in small silk packets or hollow bone blow tubes. A packet can be shaken out to cover an area with a radius of 10' from the user. A tube can be blown in a cone shape, 1' wide at the start, 15' at the end, and 20' long. From 5 to 50 containers can be in one place. Dust of Disappearance: This dust exactly resembles that of appearance, and it is typically found stored in the same manner and quantity. All things touched by it reflect and bend light of all sorts (infra-red and ultra-violet included) so as to become invisible to sight or virtually any other means of normal detection or even magical means such as detect invisibility spells, but not dust of appearance. Invisibility bestowed by the dust lasts for 2 to 20 turns, 11- 20 if carefully sprinkled upon an object. Attack while thus invisible is possible, always by surprise if the opponent is unable to note invisible things and always at an armor class 4 places better while invisibility lasts. Note that unlike the invisibility spell, attack while using the dust of disappearance will not obviate the invisibility. Dust of Sneezing and Choking: This fine dust appears to be either of the above types of magical powders. If spread, however, it will cause those within a 20' radius to fall into fits of sneezing and coughing, those failing to save versus poison die immediately, those who do being disabled by the choking for 5-20 rounds. Efreeti Bottle: This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. It not uncommonly has a thin stream of smoke issuing from it. There is a 10% chance that the efreeti will be insane and attack immediately upon being released. There is also a 10% chance that the efreeti of the bottle will only grant 3 wishes. The other 80% of the time, however, the inhabitant of the bottle will serve normally (see MONSTER MANUAL). When opened, the efreeti issues from the bottle in but 1 segment. Eversmoking Bottle: This metal urn is identical to an efreeti bottle. It does nothing but smoke, however. The amount of smoke will be very great if the stopper is pulled out, pouring from the bottle and totally obscuring vision in a 50,000 cubic foot area in 1 round. The bottle, left unstoppered, will fill another 10,000 cubic feet of space with smoke each round until 120,000 cubic feet of space is fogged, and this area will continue to remain so smoked until the TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 143 ===== PAGE 145 ===== eversmoking bottle is stoppered. The bottle can only be resealed if a command word is known. Eyes of Charming: This item consists of a pair of convex crystal lenses which fit over the user's eyes. When in place, the wearer is able to charm persons merely by meeting their gaze. Those failing to save versus magic are charmed as per the spell. One person per round can be thus looked at. Saving throws are at -2 if the wearer has both lenses, at +2 if he or she wears only 1 of a pair of eyes of charming. Eyes of the Eagle: These optics are also of special crystal and fit over the eyes of the wearer. They give vision 100 times greater than normal at distances of 1' or more, i.e. the wearer can see at 2,000' what a person could normally see at 20'. Wearing only 1 of the cusps will cause the character to become dizzy, and in effect stunned, for 1 round. Thereafter, 1 eye must always be covered to avoid this vertigo. Eyes of Minute Seeing: Appearing much the same as any other magical lenses, eyes of minute seeing enable the wearer to see 100 times better at distances of 1' or less. Thus, tiny seams, minute marks, even the impression left from writing can be seen, thus secret compartments and hidden joints can be noted and the information acted upon. The effect of wearing but one of these crystals is the same as given for eyes of the eagle. Eyes of Petrification: Totally indistinguishable from any other magical cusps, the effect of donning these lenses is instantaneous: the wearer is turned to stone. Note: 25% of these devices work as the gaze of a basilisk does, including reflection of the weapon turning the gazer to stone. Note: Mixing eye types is certain to cause immediate insanity for 2-8 (2d4) turns. TABLE (III.E.) 3. Figurines of Wondrous Power: There are various figurines, but all have the following in common. Each is apparently a statuette of small size, but an inch or so high. When the figurine is tossed down and a command word spoken, however, it becomes a living creature which obeys and serves its owner. If any figurine is destroyed in its statuette form it is forever ruined, all magic is lost, and it has no power. If slain in animal-like form the figurine simply reverts to its statuette conformation and can be used again at a later time as long as the statuette is not broken. When figurines of wondrous power are indicated, roll on the table below to determine the type: 01-15 ebony fly 16-30 golden lions (pair) 31-40 ivory goats (trio) 41-55 marble elephant 56-65 obsidian steed 66-85 onyx dog 86-00 serpentine owl Ebony Fly: At a word the small carving grows to the size of a pony. The ebony fly is armor class 4, has 4 + 4 hit dice, air maneuverability class C, and flies at 48" movement rate without a rider, at 36" carrying up to 210 pounds weight, and 24" carrying from 211 to 350 pounds weight. The item can be used a maximum of 3 times per week, 12 hours per day. When 12 hours have expired, or in any event when the command word is spoken, the ebony fly shrinks to statuette size. Golden Lions: A pair of golden lions are exceptionally useful as they become 2 normal adult male lions (armor class 5/6, 5 + 2 hit dice, and normal attack modes). If slain in combat, the lions cannot be brought back from statuette form for 1 full week; otherwise, they can be used once every day. They enlarge and shrink upon speaking the command word. Ivory Goats: Each goat of this trio of statuettes looks slightly different, for each has a different function. These are: 1. The Goat of Travelling: This statuette provides a speedy and enduring mount of armor class 6, with 24 hit points and 2 attacks (horns) for 1-8 each (consider as 4 hit dice monster). It moves at 48" bearing 280 pounds or less, and at -1" for every additional 14 pounds of weight carried. The goat can travel a maximum of 1 day each week - continuously or in any combination of periods totalling 24 hours. At this point, or when the command word is uttered, it returns to its small form for not less than 1 day before it can again be used. 2. The Goat of Travail: When commanded, this statuette becomes an enormous creature, larger than a bull, with sharp hooves (4-10/4-10), a vicious bite (2-8), and a pair of wicked horns of exceptional size (2-12/2- 12). If it is charging to attack, it may only use its horns, but +6 damage is added to each hit on that round, i.e., 8-18 h.p. damage per horn. It is armor class 0, has 96 hit points, and attacks as a 16 hit dice monster. It can be called to life but once per month. It moves 24". 3. The Goat of Terror: When called upon with the proper command word, this statuette becomes a destrier-like mount, 36" movement, armor class 2, 48 hit points, and no attacks itself. However, its rider can employ the goat's horns as weapons, one horn as a +3 spear (lance), the other as a +6 sword. When ridden versus an opponent, the goat of terror radiates terror in a 3" radius, and any opponent in this radius must make a saving throw versus magic or lose 50% of strength and suffer at least -3 on "to hit" dice rolls, all due to weakness caused by terror. When all opponents are slain, or upon the proper command, the goat returns to its statuette form. It can be used once every 2 weeks. After 3 uses each of the goats loses its magical abilities forever. Marble Elephant: These are the largest of the figurines, each statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant can be caused to grow to the size and specifications of a true elephant or return to statuette form. The animal created from the statuette is fully obedient to its commander, serving as a beast of burden, mount, or attacking alone. The type of marble elephant obtained is determined as follows: 01-50 Asiatic (Elephant) 51-90 African (Loxodont) 91-93 Prehistoric (Mammoth) 94-00 Prehistoric (Mastodon) Details of each type of creature are found in the MONSTER MANUAL. The statuette can be used a maximum of 24 hours at a time, 4 times per month. Obsidian Steed: An obsidian steed appears as a small, nearly shapeless lump of black stone. Only careful inspection will reveal that it vaguely resembles some form of quadruped, and of course, if magic is detected for, the piece of rock which is the steed figurine will be noted as radiating some dweomer (magic). Upon speaking the command word, the near formless piece of obsidian becomes a true nightmare. It will allow itself to be ridden, but if the rider is of good alignment, it is 10% likely per use to carry its "master" to the floor of Hades' first layer and then return to its statuette form. See MONSTER MANUAL for details of the nightmare. The statuette can be used for a 24 hour period maximum, once per week. Note that when the obsidian steed becomes astral or ethereal its rider and gear likewise so become; thus travel to other planes is easily accomplished by means of this item. Onyx Dog: When commanded, this statuette changes into a creature which has the same properties as a war dog, except that it is endowed with intelligence of 8-10, can communicate in the common tongue, and has exceptional olfactory and visual abilities. The olfactory power enables the onyx dog to scent the trail of a known creature 100% of the time if it is 1 hour or less old, -10% per hour thereafter, and subject to being thrown off by false trails, breaks, water, and masking or blocking substances or scents. The visual power enables the onyx dog to use 90' range infravision, spotting hidden (such as in shadows) things 80% of the time, normally invisible things 65% of the time, and noting astral, ethereal, and out-of-phase things 50% of the time. For details, see DOG, WAR in the MONSTER MANUAL. An onyx dog can be used for up to 6 continuous hours, once per week. It obeys only its owner. Serpentine Owl: A serpentine owl becomes a normal-sized horned owl (AC 7; 24" move; 2-4 hit points; 1-2/1-2 hit points of damage when attacking) if its possessor so commands, or it can become a giant owl if its owner so requires. The latter usage, however, is limited to 3 times; thereafter the statuette loses all of its magical properties. The normalsized form of the magical statuette moves with 95% silence, has infravision to 90', can see in normal, above ground darkness as if it were full light, and twice as well as a human at that. Its hearing is so keen as to be able to detect a mouse moving at 60' distance; thus, silent movement chances are reduced 50% with respect to the serpentine owl in TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 144 ===== PAGE 146 ===== smaller form. Furthermore, it can and will communicate with its owner by telepathic means, informing of all it sees and hears according to its (low, 2-4) intelligence in normal-size. If commanded to giant-size, a serpentine owl is in all respects the same as a giant owl. For information see Owl, giant, in the MONSTER MANUAL. As with most other figurines of wondrous power, this one readily obeys all commands of its owner. Flask of Curses: This item appears much the same as any beaker, bottle, container, decanter, flask, jug, etc. It has magical properties, but detection will not reveal the nature of the flask of curses. It often contains liquid substance too, or it may emit smoke. When the flask is first unstoppered, a curse of some sort will be visited upon the person or persons nearby (it will subsequently be harmless). The suggestions given for the curse reverse of the cleric bless spell, and those stated for typical curses found on a scroll are recommended for use here as well, or some monster can appear and attack all creatures in sight, etc. Gauntlets of Dexterity: A pair of these gloves appears to be nothing more than light leather handwear of the everyday sort. Naturally, they radiate magic if so detected. They size themselves magically to fit any hand, from that of a huge human to that of a small halfling, when drawn on. A pair of gauntlets of dexterity increase overall dexterity by 4 points if at 6 or less, by 2 points if at 7-13, and by 1 point if dexterity is 14 or higher. Furthermore, wearing these gloves enables non-thief characters to pick pockets or open locks as if he or she were a 4th level thief; if worn by a thief they increase these abilities by adding 10% to the normal percentage chance for the character's level. Gauntlets of Fumbling: These gauntlets may be of supple leather or heavy protective gloves suitable for use with armor of ring, scale, chain, etc. In the former instance these gauntlets will appear to be of dexterity, in the latter case of ogre power. They will perform according to every test just as if they were other gauntlets, but when an enemy is actively seeking to harm their wearer, or in some similar life and death situation, their curse is activated, and he or she will become very clumsy, with a 50% chance each round of dropping anything held in either hand - not from both singly. The gauntlets will also lower overall dexterity by 2 points. Once the curse is activated, the gloves can only be removed by means of a remove curse spell or a wish. Gauntlets of Ogre Power: A pair of ogre power gauntlets appear the same as typical handwear for armor. The wearer of these gloves, however, is imbued with 18/00 strength in his or her hands, arms, and shoulders. When striking with the hand or with a weapon hurled or held, the gauntlets add +3 to hit probability and +6 to damage inflicted when a hit is made. These gauntlets are particularly desirable when combined with a girdle of giant strength and a hurled weapon. They enlarge or shrink to fit human to halfling-sized hands. Gauntlets of Swimming and Climbing: A pair of these gloves appear as normal lightweight handwear, but they are most useful magic items, and radiate their dweomer if a detection is attempted. The wearer can have hands of large (human) or small (halfling) size. He or she will be enabled to swim as fast as a triton (15") under water, and as fast as a merman (18") on the surface. Of course, these gauntlets do not empower the wearer to breathe water. These gloves also give the wearer a very strong and able gripping and holding ability with respect to climbing, so as to enable him or her to climb vertical or nearly vertical surfaces, upwards or downwards, with a 95% probability of not slipping and falling - and if the wearer is a thief the gauntlets increase success probability to 99.5%. Gem of Brightness: This crystal appears to be nothing more than a gem in rather rough, long prismed shape. Upon utterance of the proper spell words, however, the crystal will emit bright light of 3 sorts. It can be caused to shed a pale light in a cone-shape 10' long, emanating from the gem to a radius of 21/2' at the end of the beam. This does not discharge any of the energy of the device. Another command will cause the gem of brightness to send out a very bright ray of light of only 1' diameter but of 50' length, and any creature who is struck in the eyes by this beam will be dazzled for 1-4 rounds and unable to see. The creature struck is entitled to a saving throw versus magic to determine whether or not its eyes were shut or averted in time. This use of the gem expends 1 energy charge. The third manner in which the item may be used is to cause it to flare in a blinding flash of light in a cone 30' long and 5' radius at its terminus. Although this glare lasts but a moment, all creatures within its area must save versus magic or be blinded for 1-4 rounds and thereafter suffer a penalty of -1 to -4 on hit probability dice rolls due to permanent eye damage. This use expends 5 charges. Dazzling or blindness effect can be removed by a cure blindness spell; eye damage can be cured only by a heal spell. The gem of brightness has 50 charges and cannot be recharged. A darkness spell will drain 1 of its charges, or make it useless for 1 round, at the option of the gem owner. A continual darkness spell will cause it to be useless for 1 day, or expend 5 charges, at the option of the owner. Gem of Seeing: One of these finely cut and polished stones is normally indistinguishable from a jewel of the ordinary sort, although a detect magic will reveal its dweomer. When gazed through, the gem of seeing enables the user to detect all hidden, illusionary, invisible, astral, ethereal, or out of phase things within viewing range. Peering through the crystal is time consuming and tedious. The viewing range of the gem is 30" for a cursory scan if only large, obvious objects are being sought, 10" if small things are to be seen. It requires 1 round to scan a 200' square area in a cursory manner, 2 rounds to view a 100' square area in a careful way. There is a 5% chance each time the gem is used that the viewer will see an hallucination, see something that is not there, or possibly see through some real thing as if it were an illusion. Girdle of Femininity/Masculinity: This broad leather band appears to be a normal belt used commonly by all sorts of adventurers, but of course it is magical. If buckled on, it will immediately change the sex of its wearer to the opposite gender. Its magical curse fulfilled, the belt then loses all power. The original sex of the character cannot be restored by any normal means, although a wish might do so (50% chance), and a powerful being can alter the situation, i.e., it takes a god-like creature to set matters aright with certainty. 10% of these girdles actually remove all sex from the wearer. Girdle of Giant Strength: This belt looks similar to those normal to adventuring. It is imbued with very powerful magic, of course, and when worn it increases the physical prowess of its wearer as follows: Dice Roll Type of Giant Strength & Rating Bonuses To Hit Damage Open Doors* 01-30 Hill 19 +3 +7 7 in 8 (3) 31-50 Stone 20 +3 +8 7 in 8 (3) 51-70 Frost 21 +4 +9 9 in 10 (4) 71-85 Fire 22 +4 +10 11 in 12 (4) 86-95 Cloud 23 +5 +11 11 in 12 (5) 96-00 Storm 24 +6 +12 19 in 20 (7 in 8) * The number in parentheses is the number of chances out of 6 (8 for storm giant strength) for the character to be able to force open a locked, barred, magically held, or wizard locked door, but only one attempt ever (per door) may be made, and if it fails, no further attempts can succeed. The wearer of the girdle is able to otherwise hurl rocks and bend bars as if he or she had imbibed a potion of giant strength. These abilities are: Rock Hurling Type Weight Allowance Range Base Damage Rock Wt.** Bend Bars/ Lift Gates Hill +4,500 8" 1-6 140 50% Stone +5,000 16" 1-12 198 60% Frost +6,000 10" 1-8 156 70% Fire +7,500 12" 1-8 170 80% Cloud +9,000 14" 1-10 184 90% Storm +12,000 16" 1-12 212 100% ** Approximate average missile weight. The strength gained is not cumulative with normal or magical strength bonuses except with regard to use in combination with gauntlets of ogre power and magic war hammers (q.v.). Helm of Brilliance: When discovered, a helm of brilliance appears to be nothing more than an ordinary piece of armor for head protection, viz. a helmet, basinet, sallet, etc. of iron or steel. When worn, it functions only upon the utterance of a special command word. When so empowered the true nature of the helm is visible to all. The helm is armor of +2 value. It is of brilliant silver and polished steel, and set with 10 diamonds, 20 rubies, 30 fire opals, and 40 opals - each of large size and magicked - which perform as explained below. When struck by bright light the helm will scintillate and send forth reflective rays in all directions from its crown-like spikes set with gems. The jewels' functions are: Diamond Prismatic spray (as the seventh level illusionist spell) Ruby Wall of fire (as the fifth level druid spell) Fire Opal Fireball (as the third level magic-user spell) Opal Light (as the first level cleric spell) TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 145 ===== PAGE 147 ===== Each gem can perform its spell-like power in but 1 segment, but each is usable only once. The helm may be thus used once per round. The level of the spell is doubled to obtain the level at which the spell was cast with respect to range, duration, and such considerations. Until all of its jewels are magically expended, a helm of brilliance also is capable of the following magical properties when activated: 1. It glows with a bluish light when undead are within 30', this light causing pain and 1-6 points of damage to all such creatures save skeletons and zombies. 2. The wearer may command any sword he or she wields to become a sword of flame (q.v.), this being additional to its other special properties, if any; 1 round of time is required to effect this fire. 3. The wearer may produce flame just as if he or she were a 5th level druid. 4. The wearer is protected just as if a double strength fire resistance ring were worn, but this protection cannot be augmented by further magical means. Once all of its jewels have lost their magic, the helm loses all of its powers. The gems turn to worthless powder when this occurs. Removing a jewel destroys the gem. They may not be re-magicked. If for any reason the wearer fails to make his or her saving throw versus a magical fire attack, he or she must attempt another saving throw for the helmet without magical additions. If this is failed, the remaining gems on the helm will all overload and detonate, causing in multiple whatever effects the gems would normally have. Helm of Comprehending Languages and Reading Magic: Appearing as a normal war helmet, a helm of comprehending languages and reading magic enables its wearer to understand 90% of strange tongues and writings, 80% of magical writings. (Note these percentage figures apply to whether all or none of the speaking/writing or inscription is understandable. Understanding does not necessarily imply spell use.) This device is equal to a normal helmet of the type accompanying armor class 5. Helm of Opposite Alignment: By appearance this metal hat is simply a typical helmet. By test, it will radiate an indeterminate dweomer. Once placed upon the head, however, its curse immediately takes place, and the alignment of the wearer is radically altered - good to evil, neutral to some absolute commitment (LE, LG, CE, CG) as radically different from former alignment as possible. Alteration in alignment is mental and, once effected, is desired by the individual whom the magic changed. Only a wish, or alter reality, can restore former alignment, and the affected individual will not make any attempt to return to former alignment. If a paladin is concerned, he or she must undergo a special quest and atone if the curse is to be obliterated. Note that once a helm of opposite alignment has functioned it loses all of its magical properties. Helm of Telepathy: This sturdy metal helmet appears to be a normal piece of headgear, although it will radiate magic if this is detected for. The wearer of a helm of telepathy is able to determine the thoughts of creatures within a 6" range, provided the wearer knows the language used by such creatures (the racial tongue will be used in thoughts in preference to the common, the common in preference to alignment languages), and there is not more than 3' of solid stone, 1/4' of iron, or any solid sheeting of lead or gold between the wearer and the creatures. The thought pick-up is directional. Conscious effort must be made to pick up thoughts. The wearer may communicate by language with any creature within range if there is a mutually known speech, or emotions may be transmitted (empathy) so that a creature will receive the emotional message of the wearer. If the wearer of the helm desires to implant a suggestion (see the third level magic-user spell of that name under CHARACTER SPELLS in the PLAYERS HANDBOOK), he or she may attempt to do so as follows: For every 2 points of intelligence greater than the subject, the wearer is 5% more likely to be successful; but for every 1 point of intelligence lower than the subject, the probability decreases by 5%. Thus the subject creature receiving the suggestion gains a saving throw versus magic with a -1 for every 2 points of intelligence lower than the telepathist, but +1 for every 1 point of intelligence higher than the wearer of the helm, and if intelligence is equal no adjustment is made when the saving throw is rolled. The helm of telepathy gives a +4 with respect to psionic related attacks (see ATTACK MATRICES). It increases total psionic strength by 40 points. Helm of Teleportation: This is another helmet of normal appearance which will give off a magical aura if detected for. Any character wearing this device may teleport (q.v.) once per day, exactly as if he or she were a magic-user, i.e. the destination must be known, and a risk is involved. If a magic-user has access to this device, its full powers can be employed, for the wearer can then memorize a teleportation spell, and use the helm to refresh his or her memory so as to be able to repeat the spell up to 3 times upon objects or characters and still be able to personally teleport by means of the helm. As long as the magic-user retains the teleportation spell uncast, he or she can personally teleport up to 6 times before the memory of the spell is lost, and even then a usage of the helm remains as noted above. Helm of Underwater Action: When this helm is viewed, it is indistinguishable from a normal helmet, but detection will reveal it as magical, and the possessor will be able to both see and breathe under water. Visual properties of the helm are activated when small lenses are drawn across the device from compartments on either side of the helmet. They allow the wearer to see 5 times farther than normal water and light conditions allow for normal human vision. (Note that weeds, obstructions, etc. will block vision in the usual manner.) If the command word is spoken, the helm of underwater action creates a globe of air around the wearer's head, and maintains it, until the command word is again spoken. Thus, the wearer can breathe freely. Horn of Blasting: This magical horn appears as a normal trumpet, but it will reveal a dweomer if a detection for magic is cast upon it. It can be sounded as a normal horn, but if the correct word is spoken and the instrument then winded in the proper manner, it has the following effects: 1. A cone of sound, 12" long and 3" wide at the base, issues forth from the horn and all within it must save versus magic. Those saving are stunned for 1 round and deafened for 2. Those failing the saving throw sustain 1-10 hit points of damage, are stunned for 2 rounds and deafened for 4. 2. A wave of ultrasonic sound issues from the horn at the same time, a 1' wide, 10" long pulse, which causes a weakening of such materials as metal, stone, and wood, the weakening equal in effect to 3 times the damage caused by a hit from a missile hurled by a large catapult, i.e. 18 structural points, or sufficient to smash a drawbridge or flatten a normal cottage. If a horn of blasting is winded magically more than once per day there is a 10% cumulative chance that it will explode itself and inflict 5-50 hit points of damage upon the person sounding it. There are no charges upon a horn, but the device is subject to stresses as noted above, and each time it is used to magical effect there is a 2% cumulative chance of the instrument shivering itself. In the latter case, no damage is inflicted on the character blowing it. Horn of Bubbles: This musical instrument will radiate magic if detected for. It appears as a normal horn, or possibly any one of the many magical ones. It will sound a note and call forth a mass of bubbles which completely surround and blind the individual who blew the horn for 2-20 rounds, but these bubbles will only appear in the presence of a creature actively seeking to slay the character who winded the horn, so their appearance might be delayed for a very short or extremely lengthy period. Horn of Collapsing: The horn appears to be a normal musical instrument, perhaps a bugle or warning horn of some sort. If it is sounded without first speaking the proper rune, or 10% of the time in any event, the following will result: Outside: A rain of fist-sized rocks will strike the individual sounding the horn, from 2-12 in number, each causing 1-6 hit points of damage. Indoors: The ceiling overhead will collapse when the device is blown, so the character will take from 3-36 hit points of damage. Underground: The area immediately above the character sounding the horn will fall upon him or her. The damage is 5-20 hit points base, multiplied by 1 factor for each 10' of height from which the material above drops (i.e., twice damage if a 20' ceiling, three times damage if a 30' ceiling, etc.). Proper use of a horn of collapsing enables the character to sound it while it is pointed at the roof overhead from 30' to 60' beyond the user. The effect is to collapse a section of roof up to 20' wide and 20' long (10' radius from the TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 146 ===== PAGE 148 ===== central aiming point) which inflicts damage as noted above if indoors or underground only. Horn of the Tritons: This device is a conch shell horn which can be blown but once per day, except by a triton who can sound it 3 times daily. A horn of the tritons can do any 1 of the following functions when properly blown: 1. Calm rough waters in a 1 mile radius (this has the effect of dispelling a water elemental or water weird); 2. Summon 5-20 hippocampi (1-2), 5-30 giant sea horses (3-5), or 1-10 sea lions (6) if the character is in a body of water wherein such creatures dwell (the creatures summoned will be friendly to and obey, to the best of their understanding, the character who sounded the horn); or 3. Panic marine creatures with animal, or lower, intelligence so as to cause them to flee unless each saves versus magic, and those who do save must take a -5 penalty on their "to hit" dice rolls for 3-18 turns (30-180 rounds). Any sounding of a horn of the tritons can be heard by all tritons within a 1 league radius. Horn of Valhalla: There are 4 varieties of this magical device. Each summons a number of berserkers from Valhalla to fight for the character who summoned them by blowing the horn. Each variety of horn can be blown but once every 7 days. These horns all appear to be normal instruments until their command word is discovered. The type of horn, its powers, and who is able to employ it are shown below: Die Roll Type of Horn Berserk Fighters Summoned Usable By 1-8 Silver 4-10 2nd level any class 9-15 Brass 3-9 3rd level C, F, T 16-18 Bronze 2-8 4th level C, F 19-20 Iron 2-5 5th level F Any character whose class is unable to employ a particular sort of a horn of Valhalla will be attacked by the berserk fighters summoned when the character winds the horn. Fighters summoned are armor class 4, have 6 hit points per die, armed with sword and spear (50%), or battle axe and spear (50%). They gladly fight whomever the possessor of the horn commands, until they or their opponent(s) are slain, or 6 turns have elapsed, whichever occurs first. Fully 50% of these horns are aligned and will summon only fighters of the horn's alignment. A radical alignment difference will cause the horn blower to be attacked by the fighters. Horseshoes of Speed: These iron shoes are magical and will not wear out. They consist of 4 normal-appearing horse shoes, but when affixed to any horse's hooves, they double the animal's speed. There is a 1% chance per 7 leagues travelled that 1 will drop off, and if this passes unnoticed, the horse's speed will drop to 150% normal rate. If 2 are lost, speed is normal. Horseshoes of a Zephyr: These iron shoes can be affixed as normal horseshoes, and they allow a horse to travel without actually touching the ground, so water can be passed over or no tracks made on any sort of ground. The horse is able to move at normal speeds, and it will not tire for as long as 12 hours continuous riding per day when wearing these magical horseshoes. Incense of Meditation: The small rectangular blocks of sweet-smelling incense of meditation are indistinguishable from non-magical incense until one is lit. When burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by any cleric of 5th or higher level. When a cleric lights a block of the incense of meditation and spends 8 hours praying and meditating nearby, the incense will enable him or her to gain full and best spell effects. Thus, cure wounds spells are always maximum, spell effects are of the broadest area possible, and saving throws against their effects are at -1, and when dead are brought back to life the cleric reduces their chance of not surviving by one-half grounded down). When this item of magic is discovered, there will be from 2-8 pieces of incense. One piece burns for 8 hours; the effects remain for 24 hours. Incense of Obsession: These strange blocks of incense exactly resemble incense of meditation. If set alight and meditation and prayer are conducted while the incense of obsession is nearby, its odor and smoke will cause the cleric to become totally confident that his or her spell ability is superior due to the magical incense. The cleric will be completely determined to use his or her spells at every opportunity, typically when not needed or when useless. Nonetheless, the cleric will remain obsessed with his or her abilities and spells until all are cast or 24 hours have elapsed. There are 2-8 pieces of this incense normally, each burning for 1 hour. Ioun Stones: There are 14 sorts of useful ioun stones. These magical stones always float in the air and must be within 3' of their owner to be efficacious. The new possessor of the stones must hold each and then release it, so it takes up a circling orbit, whirling and trailing, circling at 1' to 3' radius of his or her head. Thereafter, they must be grasped or netted to separate them from their owner. The owner may voluntarily seize and stow the stones (at night, for example) to keep them safe. He or she would of course lose the benefits during that time. From 1-10 ioun stones will be found. Dice for the property of each stone, a duplication indicating a stone which is burned out and useless: Dice Roll Color of Stone Shape Use 1 pale blue rhomboid adds 1 point to strength (18 maximum) 2 scarlet & blue sphere adds 1 point to intelligence (18 maximum) 3 incandescent blue sphere adds 1 point to wisdom (18 maximum) 4 deep red sphere adds 1 point to dexterity (18 maximum) 5 pink rhomboid adds 1 point to constitution (18 maximum) 6 pink & green sphere adds 1 point to charisma (18 maximum) 7 pale green prism adds 1 level of experience 8 clear spindle sustains person without food or water 9 iridescent spindle sustains person without air 10 pearly white spindle regenerates 1 h.p. of damage/ turn 11 pale lavender ellipsoid absorbs spells up to 4th level* 12 lavender & green ellipsoid absorbs spells up to 8th level** 13 vibrant purple prism stores 2-12 levels of spells 14 dusty rose prism gives +1 protection 15-20 dull gray any burned out, "dead" stone*** * After absorbing 10-40 spell levels the stone burns out and turns to dull gray, forever useless. ** After absorbing 20-80 spell levels the stone burns out and turns dull gray, forever useless. *** Adds 10 points to psionic strength total, 50 maximum points. Whenever ioun stones are exposed to attack, they are treated as armor class -4 and take 10 hit points of damage to destroy. They save as if they were of hard metal, +3. Instrument of the Bards: There are 7 magical instruments. Each can be fully utilized only by a bard, particularly a bard of at least as high a college as the instrument is named for, i.e. Fochlucan, Mac-Fuirmidh, Doss, etc. Bards of lower status, as well as other characters able to play such an instrument, will be able to use the device with only limited results. The 7 instruments are described below: Fochlucan Bandore: If this small, 3-stringed instrument is played by a 1st level bard (probationer) or a non-bard, it has a 50% chance per round of playing to cast a faerie fire spell, but there is a 10% chance that the musician will be limned by the glow, if the spell is so cast, rather than the desired target. A bard of Fochlucan or higher college casts the faerie fire spell at base 50% per level of bard experience above 1st, reducing the reverse effect by 1% per level above 1st. Furthermore, the bandore also has the following song properties when properly played: TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 147 ===== PAGE 149 ===== 1. add 10% to the bard's charm percentage; 2. cast an entangle spell once per day; 3. cast a shillelagh spell once per day; and 4. enable the bard to speak with animals once per day. If a 1st level bard attempts these powers, there is a 30% chance that they will work, but a 70% chance that the player will take 2-8 hit points of damage. Mac-Fuirmidh Cittern: This lute-like instrument is 50% likely to deliver 3-12 hit points of damage to any non-bard or bard under 5th level who picks it up and attempts to play it. A 5th or higher level bard who uses the cittern has a 15% better chance of charming and can sing the following songs once per day which: 1. cast a barkskin spell; 2. cure light wounds; and 3. cast an obscurement spell. Lower level bards cannot use the cittern even if they do not harm themselves (whether they take damage or not). Doss Lute: This instrument is 60% likely to deliver 4-16 hit points of damage to any non-bard or bard under 8th level who picks it up and attempts to play it. An 8th or higher level bard who plays the lute has a 20% better chance of charming and can sing magical songs once per day which: 1. cast a hold animal; 2. neutralize poison; and 3. cast a protection from fire in a 10' radius. Canaith Mandolin: The mandolin is 70% likely to cause 5-20 hit points of damage upon any non-bard or bard of under the 11th level who attempts to utilize its powers by playing it. An 11th or higher level bard is able to employ the instrument to add 25% to his or her charming ability and also to cast the following spells once per day: 1. cure serious wounds; 2. dispel magic; and 3. cast a protection from lightning in a 10' radius. Cli Lyre: A Cli Lyre is 80% likely to cause 6-24 hit points of damage upon any non-bard or bard of less than the 14th level of experience who plays it. A 14th or higher level bard adds 30% to charming ability and can cast the following spells by singing and playing on the Lyre, once each per day: 1. control winds; 2. transmute rock to mud; and 3. create a wall of fire. Anstruth Harp: This powerful instrument is 90% likely to cause 8-32 hit points of damage to any non-bard or bard of less than 17th level who attempts to strum it. In the hands of a 17th or higher level bard the harp adds 35% to charming abilities and can be played so as to cast the following spells, one each per day: 1. cure critical wounds; 2. create a wall of thorns; and 3. cast a weather summoning. Ollamh Harp: If an Ollamh Harp is played by any non-bard or bard of under 20th level it will inflict 10-40 hit points of damage upon such an individual. When played by a bard of 20th or higher level, it adds 40% to his or her charming abilities and can cast one each of the following spells daily: 1. confusion; 2. control weather; and 3. fire storm. General Properties Of All Bard Instruments: Each and every instrument looks exactly alike due to powerful dweomers placed upon them. Any character able to play one of these instruments can sing so as to do one of the following for as many turns as the order of the college, i.e. 1-7, a magnus alumni for 8 turns with any of the 7, once each per day: 1. put up a 10' radius protection from evil; 2. become invisible (although the strumming and singing can still be heard distantly, the exact location is impossible to discover unless detection of invisibility is possible); 3. levitate; and 4. fly. Each ability of the instrument takes 5 segments to activate, and not less than 1 full round to complete. If the bard's charming ability exceeds 100% with instrument bonus, the creature saving against the magic does so at -1 for every 5% above 100%, 3% or 4% being rounded to the next 5%, i.e. 3% = 5%, 8% = 10%, 13% = 15%, etc. The type of instrument found is determined by the table below: Die Roll Instrument 1-5 Fochlucan Bandore 6-9 Mac-Fuirmidh Cittern 10-12 Doss Lute 13-15 Canaith Mandolin 16-17 Cli Lyre 18-19 Anstruth Harp 20 Ollamh Harp Iron Flask: One of these special containers will typically be inlaid with runes of silver and stoppered by a brass plug bearing a seal of great dweomer set round with sigils, glyphs, and special symbols. When the user speaks a command, he or she can force any creature from another plane (daemon, demon, devil, elemental, etc.) into the container, provided the creature does not make its saving throw versus magic - after magic resistance, if any, is checked. Range is 6". Only 1 creature at a time can be so contained. Loosing the stopper frees the captured creature; and if the individual loosing the plug knows the command word, the creature can be forced to serve for 1 turn (or to perform a minor service which takes up to 1 hour of time). If freed without command knowledge, dice for the creature's reaction . . . Any attempt to force the same creature into the flask a second time allows it +2 on its saving throw and makes it VERY angry and totally hostile. A discovered bottle can contain: 01-50 empty 51-54 air elemental 55-56 demon (type I-III) 57 demon (type IV-VI) 58-59 devil (lesser) 60 devil (greater) 61-65 djinni 66-69 earth elemental 70-72 efreeti 73-76 fire elemental 77-81 invisible stalker 82-83 mezzodaemon 84-85 night hag 86 nycadaemon 87-89 rakshasa 90-93 salamander 94-97 water elemental 98-99 wind walker 00 xorn Javelin of Lightning: A javelin of lightning is considered equal to a +2 magic weapon, although it has neither "to hit" nor damage bonuses. It has a range of 9" and whenever it strikes, the javelin then becomes the head of a 1/2" wide, 3" long stroke of lightning. Any creature hit by the javelin suffers 1-6 hit TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 148 ===== PAGE 150 ===== points of damage, plus 20 hit points of electrical damage. Any other creatures in the path of the back stroke take either 20 or 10 hit points of damage. (Draw a straight line between point of impact 3" back in the direction of the character hurling it.) From 2-5 will be found. The javelin is consumed in the lightning discharge. Javelin of Piercing: This weapon is not actually hurled, as when a command word is spoken, the javelin of piercing launches itself. Range is 6", all distances considered as short range. The javelin is +6 "to hit" and inflicts 7-12 hit points of damage. (Note this missile will fly horizontally, vertically, or any combination thereof to the full extent of its range.) From 2-8 will be found. The magic of the javelin is good for only 1 throw. Jewel of Attacks: This gleaming gem radiates magic and appears to be a valuable item. It is cursed, however, and it brings both 100% more likelihood of encountering wandering monsters and 100% greater likelihood of pursuit when monsters are encountered and the party seeks to evade them by flight. Once picked up, the jewel of attacks will always magically return to its finder (secreting itself in pouch, bag, pack, pocket, etc.) until a remove curse spell or an atonement is cast upon him or her. Jewel of Flawlessness: This magical gem appears to be a very fine stone of some sort, but if magic is detected for, its dweomer will be noted. When a jewel of flawlessness is placed with other gems, it increases the likelihood of their being more valuable by 100%, i.e., the chance for each stone going up in value increases from 1 in 10 to 2 in 10. The jewel has from 10-100 facets, and whenever a gem increases in value because of the magic of the jewel of flawlessness (a roll of 2 on d10), 1 of these facets disappears. When all are gone, the jewel is a spherical stone of no value. Keoghtom's Ointment: This sovereign salve is useful for drawing poison, curing disease, or healing wounds. A jar of the unguent is small - perhaps three inches in diameter and one inch deep - but contains 5 applications. Placed upon a poisoned wound (or swallowed), it detoxifies any poison or disease. Rubbed on the body, the ointment heals 9-12 points of damage. 1-3 jars will commonly be found. TABLE (III.E.) 4. Libram of Gainful Conjuration: This mystic compilation contains much arcane knowledge for magic-users (including illusionists) of neutral (neutral, chaotic neutral, lawful neutral) alignment. If a character of this class and alignment spends a full week, cloistered and undisturbed, pondering its contents, he or she will gain experience points sufficient to place him or her exactly at the mid-point of the next higher level. When this occurs, the libram will disappear - totally gone - and that same character can never benefit again from reading such a work. Any non-neutral magic-user reading so much as a line of the libram will take 5-20 points of damage, be unconscious for a like number of turns, and must seek a cleric to atone in order to regain the ability to progress in experience (until doing so, he or she will gain no further experience). Any non-magic-user perusing the work will be required to save versus magic in order to avoid insanity. Those characters going insane must receive a remove curse and rest for 1 month or have a cleric heal them. Libram of Ineffable Damnation: This work is exactly like the Libram of Gainful Conjuration except that it benefits evil magic-users, and non-evil characters of that class will lose 1 level of experience merely from looking inside of its brass-bound covers, in addition to the other ill effects of perusing but 1 line of its contents. Libram of Silver Magic: This mystic text is the reverse of the Libram of Ineffable Damnation, greatly beneficial to good magic-users, most baneful to non-good ones. Like all magical works of this sort, it vanishes after 1 week of study, and the character having benefited from it can never be so aided again. Lyre of Building: The enchantments placed upon this instrument make it indistinguishable from a normal one; and even if its magic is detected, it cannot be told from an instrument of the bards until it is played. If the proper chords are struck, the lyre will negate the effects of a horn of blasting, a disintegrate spell, or the effects of 6 rounds of an attack of an earth elemental - all as pertains to constructions. Such playing of these negatory chords can be done once per day. The lyre is also useful with respect to actual building, of course. Once per week its strings can be strummed so as to produce chords which magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 3 turns of such playing is equal to the work of 100 men laboring for 3 days. If a false chord is struck, all effects of the lyre are 20% likely to be negated. A false chord is only 5% likely once the character knows the proper ones, but if disturbed by physical or mental attack while playing, the likelihood rises to 50%. Manual of Bodily Health: As with all magical writings of this nature, the metal-bound Manual of Bodily Health appears to be an arcane, rare, but nonmagical book. If a detect magic spell is cast upon it, the manual' will radiate an aura of magic. Any single character who reads the work (24 hours of time over 3-5 days) will know how to increase his or her constitution by 1 point by following a regimen of special dietary intake and breathing exercises over a 1 month period. The book disappears immediately upon completion of its contents. The 1 point of constitution is gained only after the prescribed regimen is followed. In 3 months the knowledge of the secrets to bodily health will be forgotten. The knowledge cannot be articulated or recorded by the reader. The manual will not be useful to any character a second time, nor will other than a single character be able to benefit from it. Manual of Gainful Exercise: This work is similar to the Manual of Bodily Health, but its reading and prescribed course of action will result in the addition of 1 point to the reader's strength. Manual of Golems: This compilation is a treatise on the construction and animation of a golem. It contains all of the information and incantations necessary to make 1 of the 4 sorts of golems (Cf. ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Golem). It will take a considerable amount of time, and be expensive as well, to construct and animate the golem. During this period, a single magic-user or cleric must have the manual at hand to study, and he or she must not be interrupted. The type of manual found is determined as noted below: Die Roll Type of Golem Construction Time G.P. Cost 1-5 Clay (C) 1 month 65,000 6-17 Flesh (M) 2 months 50,000 18 Iron (M) 4 months 100,000 19-20 Stone (M) 3 months 80,000 Once the golem is finished, the writing fades and the book is consumed in flames. When the ashes of the manual are sprinkled upon the golem it becomes fully animated. It is assumed that the user of the manual is of 10th or higher level. For every level of experience under 10th there is a cumulative 10% chance that the golem will fall to pieces within 1 turn of completion of its construction due to the maker's imperfect understanding. If a cleric reads a work for magic-users, he or she will lose 10,000-60,000 experience points. A magic-user reading a clerical work will lose 1 level of experience. Any other class of character will suffer 6-36 hit points of damage from opening the work. Manual of Puissant Skill at Arms: This scholarly study contains expert advice and instruction regarding weapon use and various attack and defense modes. Any single fighter (including a bard, but not a paladin or ranger) who reads the manual and practices the skills described therein for 1 month will go up to the mid-point of the next higher level. The book disappears after it is read, and the knowledge therein will be forgotten within 3 months, so it must be acted upon with reasonable expedition. The fighter cannot articulate what he or she has read, nor can it be recorded in any fashion. A paladin or ranger will understand the work but it cannot benefit either class. Any cleric (including druid), thief (including assassin), or monk who handles/reads the manual will not understand it. If a magic-user (including an illusionist) so much as scans a few of its letters, he or she will be stunned for 1-6 turns and lose 10,000-60,000 experience points as the work is so opposed to the magicusing profession. Only one perusal of the work will benefit the same character. Manual of Quickness of Action: The heavy covers and metal bindings of this compilation will not distinguish it from any of scores of semi-valuable, nonmagical texts. This work contains certain secret formulae and prescriptions for unguents and exercises which enable a single reader to assimilate the text (3 days of uninterrupted study) and then practice the skills detailed therein. If this practice is faithfully done for 1 month, the character will gain 1 point of dexterity. While the manual will disappear immediately after reading, the contents will be remembered for 3 months (although the reader will not be able to articulate or otherwise record the information he or she retains). Only after TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 149 ===== PAGE 151 ===== the month of training will the dexterity bonus be gained. Further perusal of a similar text will not add further to the same character's dexterity. Manual of Stealthy Pilfering: This guide to expertise at thievery is so learned and erudite that any single thief who reads it and then spends 1 month thereafter practicing the skills therein will gain experience points sufficient to place him or her at the mid-point of the next higher level. The text disappears after reading, but knowledge is retained for 3 months - as with other magical texts of this sort, the knowledge cannot be recorded or told of, however. Any additional reading of a like manual' is of no benefit to the same character. Assassins who read the work will gain but 5,000 additional experience points after the contents have been read and pondered for 1 week. Fighters, magicusers, and monks will not comprehend the work. Clerics, rangers, and paladins who read even a word of the book take 5-20 hit points of damage, are stunned for a like number of rounds, and if a saving throw versus magic is failed, they lose 5,000-20,000 experience points as well. In addition, such characters must atone within 1 day or lose 1 point of wisdom. Mattock of the Titans: This huge digging tool is 10' long and weighs over 100 pounds. Any giant-sized creature with a strength of 20 or more can use it to loosen (or tumble) earth (or earthen ramparts) in a 100 cubic foot area in 1 turn. It will smash rock in a 20 cubic feet area in the same amount of time. If used as a weapon, it is +3 "to hit" and does 5-30 hit points of damage, exclusive of strength bonuses. (Cf. girdle of giant strength.) Maul of the Titans: This huge mallet is 8' long and weighs over 150 pounds. Any giant-sized creature with strength of 21 or greater can employ it to drive piles of up to 2' diameter into normal earth at 4' per blow - 2 blows per round. The maul will smash to flinders an oaken door of up to 10' height by 4' width by 2 inch thickness in 1 blow - 2 if the door is heavily bound with iron. If used as a weapon it is +2 "to hit" and inflicts 10-40 hit points of damage, exclusive of strength bonuses. Medallion of ESP: An ESP Medallion appears to be a normal neck chain - usually fashioned from bronze, copper, or nickel-silver - with pendant disc. The device enables the wearer to concentrate and pick up thoughts in a path 1' wide at the medallion and broadening 2' every 10' from the device the magic reaches, up to an 11' maximum width at 50' (5"). It requires a full round for a character to so use the device. The medallion is prevented from functioning by stone of over 3' thickness, metal of over 1/6' thickness, or any continuous sheeting of lead, gold or platinum of any thickness greater than paint. The medallion malfunctions (with no result) on a die roll of 6 on d6, and the device must be checked each time it is used. The character using the device can pick up only the surface thoughts of creatures in the path of the ESP area. The general distance can be determined, but all thoughts will be understandable only if the user knows the language of the thinkers. If the creatures use no language, only the prevailing emotions can be felt - understood only with an ESP-Empathy device (see below). Note that undead and mindless golems have neither readable thoughts nor emotions. (See also PSIONICS.) The type of medallion found is determined below: Die Roll Medallion 1-15 30' range 16-18 30' range with empathy 19 60' range 20 90' range Note that thoughts cannot be sent through any medallion of ESP. Medallion of Thought Projection: This device is exactly like a medallion of ESP in every respect, even as to the range it functions at. However, in addition to picking up the thoughts of creatures, it broadcasts the thoughts of the user to the creatures in the path of the beam, thus alerting them. Note: it functions correctly, without projecting thoughts, on a roll of 6. Mirror of Life Trapping: This crystal device is usually about 4 square feet in area, framed in metal, wood, etc. It is usable only by magic-users, although it can be affixed to a surface to operate alone by giving a command word. A mirror has from 13 to 18 non-spatial/extra-dimensional compartments within it. Any creature coming within 30' of the device and looking at it so as to see its reflection must save versus magic or be trapped within the mirror in one of the cells. It is 100% probable that any creature not aware of the nature of the device will see its reflection, the probability dropping to 50% if the creature actively avoids so doing and 20% if the creature is aware that the mirror traps life. When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but automatons and non-living matter (including golems but excluding intelligent undead) are not trapped. The possessor of the mirror can call the reflection of any creature that is trapped within to the surface of the mirror, and the powerless creature can be conversed with. If mirror capacity is exceeded, 1 victim (random) will be set free in order to accommodate the latest one. If the mirror is broken, all victims are freed (usually to then attack the possessor of the device). Note that the possessor of a mirror of life trapping can speak a command word so as to free a trapped creature, but the cell of the creature must be known. Example: "In the name of Zagig the Great I command the occupant of the 3rd cell to come forth!" Mirror of Mental Prowess: This magical mirror resembles an ordinary one. The possessor, however, knowing the proper commands can cause it to perform as follows: 1. Read the thoughts of any creature reflected therein, even though these thoughts are in an unknown language; 2. Scry with it as if it were a crystal ball with clairaudience, but even being able to view into other planes if the viewer knows of them sufficiently; 3. It can be used as a portal to visit other places (possibly other planes, as well, at the DM's option) by first scrying them and then stepping through to the place pictured - an invisible area remains on the "other side", and those using the portal can return if the correct spot can be found. (Note that creatures being scried can step through also if the place is found by them!); 4. Once per week it will answer one short question, briefly, regarding a creature whose image is shown upon its surface. The typical mirror size is 5' x 2'. Mirror of Opposition: This mirror exactly resembles a normal mirror. Any creature reflected in its surface will cause an exact duplicate to come into being, and this opposite will immediately attack. Note that the duplicate will have all items and powers of the original (including magic), but upon the defeat or destruction of either, the duplicate and his or her items disappear completely. Necklace of Adaptation: This chain will resemble a medallion. The wearer will be able to ignore gases of all sorts which affect creatures through respiration, breathe underwater, or even exist in airless space for up to 7 days. Necklace of Missiles: A device of this sort appears to be nothing but a cheap medallion or piece of valueless jewelry due to special enchantments placed upon it. If a character places it about his or her neck, however, that individual can see the necklace as it really is - golden missile globes depending from a golden chain. Each sphere is detachable only by the wearer. They can be easily hurled up to 7" distance. When they arrive at the end of their trajectory they burst as a magical fireball. The number of missiles, and their respective hit dice of fireball damage, are determined on the table below: Die Roll Number of Missiles and Power in Hit Dice 11 10 9 8 7 6 5 4 3 2 1-4 - - - - - - 1 - 2 - 5-8 - - - - - 1 - 2 - 2 9-12 - - - - 1 - 2 - 4 - 13-16 - - - 1 - 2 - 2 - 4 17-18 - - 1 - 2 - 2 - 2 - 19 - 1 - 2 - 2 - 4 - - 20 1 - 2 - 2 - 2 - 2 - For example, on a roll of 9-12 the necklace will possess 7 missiles - one 7-dice, two 5-dice, and four 3-dice fireballs. The size will show that there is a difference in power between globes, but the number of dice and damage each causes cannot generally be known. If the necklace is being worn or carried by a character who fails his or her saving throw versus a magical fire attack, the item must undergo a saving throw check as well. If it fails to save, all remaining missiles detonate simultaneously. TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 150 ===== PAGE 152 ===== Necklace of Prayer Beads: A magical necklace of this sort appears to be a normal piece of non-valuable jewelry until it is placed about a character's neck. Even then, the true nature of the item will only be revealed if the wearer is a cleric (excluding druids and characters otherwise able to use spells of a clerical or druidic nature such as paladins and rangers). The necklace of prayer beads consists of 25-30 semi-precious (60%) and fancy (40%) stones. The wearer will be 25% more likely to successfully petition his or her deity to grant desired spells. There will also be 3-6 special beads (precious stones, gems of 1,000 g.p. base value) of the following sort (roll for each bead): Die Roll Results 1-5 BEAD OF ATONEMENT - as the 5th level spell of the same name 6-10 BEAD OF BLESSING - as the 1st level spell of the same name 11-15 BEAD OF CURING - cures blindness, disease, or serious wounds (as the appropriate spell does) 16-17 BEAD OF KARMA - allows the cleric to cast his or her spells as if he or she were 4 levels higher (with respect to range, duration, etc.) 18 BEAD OF SUMMONS - calls the cleric's deity (90% probability) to come to him or her in material form (but it had better be for a good reason!) 19-20 BEAD OF WIND WALKING - as the 7th level spell of the same name Each special bead can be used but once per day. If the cleric summons his or her deity, the deity will take the necklace as the least punishment for vain purposes in so doing. The function of each bead is known only when the bead is grasped and a commune spell used. All powers of the special beads will be lost if they are removed from the necklace. Necklace of Strangulation: Also covered by enchantments to completely mask its true nature, a necklace of strangulation can be discovered only when placed around a character's neck. The necklace immediately constricts and cannot be removed short of an alter reality, limited wish or wish spell. The wearer will suffer 6 hit points of strangulation damage per round until the character is dead and the necklace remains clasped until the character is a dry skeleton. Net of Entrapment: This magical rope net is so strong as to defy strength under 20 and is equal to AC -10 with respect to blows aimed at cutting it. (Normal sawing attempts to cut it with dagger or sword will not succeed; it must be hacked at to sever a strand of its mesh.) Each net is 10' square and has 1/4' mesh. It can be thrown 20' so as to cover and close upon opponents; each in its area must save versus magic to avoid being entrapped. It can be suspended from a ceiling (or generally overhead) and drop upon a command word. It can be laid upon the floor and likewise close upwards upon command. The net stretches so as to close over an area of up to a 5' cube in the latter case. It can be loosened by its possessor on command. Net of Snaring: This net exactly resembles a net of entrapment, but it functions only underwater. There, it can be commanded to shoot forth up to 3" distance to trap a creature. It is otherwise the same as the former magical net. Nolzur's Marvelous Pigments: These magical emulsions enable their possessor to create actual objects simply by depicting their form in 2 dimensions. The variegated pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the wielder concentrates on the desired image. One pot of Nolzur's Marvelous Pigments is sufficient to create a 1,000 cubic foot object by depicting it 2 dimensionally over a 100 square foot surface. Thus, a 10' x 10' x 10' pit, or a 10' x 10' x 10' room, or a large door with a passage behind it, etc. can be created by application of the pigments. Note that only normal, inanimate things can be so created - doors, pits, flowers, trees, cells, etc.; not monsters, people, golems, and the like. The pigments must be applied to a surface, i.e. a floor, wall, ceiling, door, etc. From 1-4 containers of pigments will be found, usually with a single instrument about 1' long with which to apply them. It takes 1 turn to depict an object with pigments. Objects of value depicted by pigments - precious metals, gems, jewelry, ivory, etc. - will appear valuable but will be tin, lead, paste gems, brass, bone, etc. Normal armor or weapons can, of course, be created. Pearl of Power: This seemingly normal pearl of average size and coloration is a potent aid to a magic-user. Once a day, a pearl of power enables the possessor to recall any 1 spell as desired, even if the spell has already been cast. Of course, the magic-user must have the spell to be remembered amongst those he or she most recently memorized. The power of the pearl is determined below: Die Roll Level of Spell Recalled by Pearl 01-25 first 26-45 second 46-60 third 61-75 fourth 76-85 fifth 86-92 sixth 93-96 seventh 97-98 eighth 99 ninth 00 recalls 2 spells of 1st to 6th level (use d6) 1 in 20 of these pearls is of opposite effect, causing a spell to be forgotten. These pearls can be gotten rid of only by means of exorcism or a wish! Pearl of Wisdom: Although it appears to be a normal pearl, a pearl of wisdom will cause a cleric to increase 1 point in wisdom if he or she retains the pearl for a 1 month period. The increase happens at the expiration of 30 days, but thereafter the pearl must be retained by the cleric and kept on his or her person, or the 1 point gain will be lost. Note that 1 in 20 of these magical pearls are cursed to work in reverse, but once the 1 point of wisdom is lost, the pearl turns to powder, and the loss is permanent barring some magical restoration means such as a wish or Tome of Understanding. Periapt of Foul Rotting: This engraved gem is magicked so as to appear to be a gem of small value. If any character claims it as his or her own, he or she will contract a terrible rotting disease, a form of leprosy which can be removed only by application of a remove curse spell followed by a cure disease and then a heal or limited wish or wish spell. The rotting can also be countered by the crushing of a periapt of health and sprinkling of the dust thereof upon the afflicted character. Otherwise, the afflicted loses 1 point each of dexterity and constitution and charisma per week beginning 1 week after claiming the item, and when any score reaches 0, the character is dead. Each point lost due to the disease will be permanent regardless of subsequent removal of the affliction. Periapt of Health: This gem appears exactly the same as a periapt of foul rotting, but the possessor will be immune from all diseases save that of the latter periapt so long as he or she has it on his or her person. Periapt of Proof Against Poison: The periapt of proof against poison is indistinguishable from any of the other periapts. The character who has one of these magical gems is allowed a 10% saving throw per plus of periapt against poisons which normally disallow any such opportunity, a normal score for poisons which usually are at penalty, and a plus on all other poison saves: Die Roll Plus of Periapt 1-8 +1 9-14 +2 15-18 +3 19-20 +4 Periapt of Wound Closure: This magical stone looks exactly the same as the others of this ilk. The person possessing it will never need fear open, bleeding wounds, for the periapt prevents them. In addition, the periapt doubles the normal rate of healing, or allows normal healing of wounds which would not do so normally. Phylactery of Faithfulness: There is no means to determine what function this device performs until it is worn. The wearer of a phylactery of faithfulness will be aware of any action or item which will adversely affect his or her alignment and standing with his or her deity prior to performing the action or becoming associated with such an item, if a prior moment is taken to contemplate the action. The phylactery must be worn normally by the cleric, of course. TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 151 ===== PAGE 153 ===== Phylactery of Long Years: This device slows the aging process by onequarter for as long as the cleric wears it. The reduction applies even to magical aging. Thus, if a cleric dons the phylactery at age 20, he or she will age 9 months every 12; so that in 12 chronological years, he or she will have aged but 9 and will physically be 29 rather than 32. 1 in 20 of these devices are cursed to operate in reverse. Phylactery of Monstrous Attention: While this arm wrapping appears to be some sort of beneficial device, it actually draws the attention of supernatural creatures of exactly the opposite alignment of the cleric wearing it. This results in the cleric being plagued by powerful and hostile creatures whenever he or she is in an area where such creatures are or can appear. If the cleric is of 10th or higher level, the attention of his or her deity's most powerful enemy will be drawn, so as to cause this being to interfere directly. For example, a lawful good cleric attracts various demons and eventually the notice of Orcus or Demogorgon. Once donned, a phylactery of monstrous attention cannot be removed without an exorcism spell and then a quest must be performed to reestablish the cleric in his or her alignment. Pipes of the Sewers: A set of these wooden pipes appear to be nothing extraordinary, but if the possessor learns the proper tune, he or she can attract from 10-60 (d6 x 10) giant rats (80%) or 30-180 (3d6 x 10) normal rats (20%) if either or both are within 40". For each 5" distance the rats have to travel there will be a 1 round delay. The piper must continue playing until the rats appear, and when they do so, they are 95% likely to obey the piper so long as he or she continues to play. If for any reason the piper ceases playing, the rats summoned will leave immediately. If they are again called it is 70% probable that they will come and obey, 30% likely that they will turn upon the piper. If the rats are under control of a creature such as a vampire, the piper's chance of taking over control is 30% per round of piping. Once control is assumed, there is a 70% chance of maintaining it if the other creature is actively seeking to reassert its control. Portable Hole: A portable hole is a circle of magical cloth spun from the webs of a phase spider interwoven with strands of ether and beams of Astral Plane luminaries. When opened fully, a portable hole is 6' in diameter, but it can be folded as small as a pocket handkerchief. When spread upon any surface, it causes an extra-dimensional hole 10' deep to come into being. This hole can be "picked up" from inside or out by simply taking hold of the edges of the magical cloth and folding it up. Either way, the entrance disappears, but anything inside the "hole" remains. The only oxygen in the "hole" is that allowed by creation of the space, so creatures requiring the gas cannot remain inside for more than a turn or so without opening the space again by means of the magical cloth. The cloth does not accumulate weight even if its hole is filled with gold, for example. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space, and the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to another plane, and the hole, the bag and any creatures within a 10' radius are drawn to the plane, the portable hole and bag of holding being destroyed in the process. Quaal's Feather Token: A feather token is a small magical device of various forms to suit a special need. These various tokens are listed below. Each is usable but once: Die Roll Tokens 1-4 ANCHOR - a token useful to moor a craft so as to render it immobile for 1 full day (or at any time prior upon command from the token's possessor). 5-7 BIRD - a token which can be used to drive off any sort of hostile avian creatures or as a vehicle of transportation equal to a roc of the largest size in all respects (1 day duration). 8-10 FAN - a token which forms a huge flapping fan which can cause a strong breeze (Cf. THE ADVENTURE, WATERBORNE ADVENTURES) in an area large enough to propel one ship. This wind is not cumulative with existing wind speeds - if there is already a strong breeze blowing, this cannot be added to it to create a gale. It can, however, be used against it to create an area of relative calm or lesser winds (though this will not affect wave size in a storm, of course). The fan can be used up to eight hours a day. It will not function on land. 11-13 SWAN BOAT - a token which forms a huge swan-like boat capable of swimming at 24" speed, and carrying 8 horses and gear or 32 men or any combination equal thereto (duration 1 day). 14-18 TREE - a token which causes a great oak to spring into being - 6' diameter trunk, 60' height, 40' top diameter. 19-20 WHIP - a token which causes a huge leather whip to appear and be wielded against any opponent desired (+1 weapon, 9th level fighter "to hit" probability, 2-7 hit points damage plus save versus magic or be bound fast for 2-7 rounds) for up to 6 turns. (Cf. Dancing Sword.) Other similar tokens may be added as desired. TABLE (III.E.) 5. Robe of the Archmagi: This normal-appearing garment can be white (45% - good alignment), gray (30% - neutral, but neither good nor evil, alignment), or black (25% - evil alignment). Its wearer gains the following powers: 1. It serves as armor equal to AC 5; 2. The robe confers a 5% magic resistance; 3. It adds +1 to saving throw scores; and 4. The robe reduces magic resistance and/or saving throws by 20%/-4 when the wearer casts any of the following spells: charm monster, charm person, friends, hold monster, hold person, polymorph other, suggestion. Color of a robe of the archmagi is not determinable until donned by a magicuser. If a white robe is donned by an evil wizard, he or she will take 18-51 (11d4 + 7) hit points of damage and lose 18,000-51,000 experience points, and the same is true with respect to a black robe donned by a good aligned magic-user. An evil or good magic-user putting on a gray robe, or a neutral magic-user donning either a white or black robe, incurs 6-24 hit points damage, 6,000-24,000 experience points loss, and the wearer will be moved towards the alignment of the robe by its enchantments, i.e. he or she should be vocally urged to change alignment to that of the robe, and the magic-user will have to take steps to keep his or her old alignment pure. Robe of Blending: This ordinary appearing robe cannot be detected by magical means. When it is put on, however, the wearer will detect a dweomer and know that the garment has very special properties. A robe of blending enables its wearer to appear to be part of a rock wall, a plant, a creature of another sort - whatever is appropriate. The coloration, form, and even odor are produced by the robe, although it will not make its wearer appear to be more than twice/one-half normal height, and it does not empower language/ noise capabilities - either understanding or imitating. (In situations where several different forms are appropriate, the wearer is obliged to state which form he wishes the robe to camouflage him or her as.) Creatures with exceptional (15+) or better intelligence have a 1% per intelligence point chance of detecting something amiss when they are within 3" of a robe of blending, and those creatures with low intelligence (5+) or better and 10 or more levels of experience or hit dice have a 1% per level or hit die chance of likewise noting something unusual about a robe-wearing character. (The latter is cumulative with the former chance for detection, so an 18 intelligence magic-user of 12th level has a 30% chance - 18% + 12% - of noting something amiss.) There must be an initial check per eligible creature, and successive checks should be made each turn thereafter, if the same creatures are within the 3" range. All creatures acquainted with and friendly to the wearer will see him or her normally. Robe of Eyes: This garment is most valuable (though it appears as a normal robe until it is put on), for its wearer is able to "see" in all directions at the same moment due to the scores of magical "eyes" which adorn the robe. The wearer is empowered with infravisual capability to 12" range, ultravisual abilities, and the power to see displaced or out of phase objects and creatures in their actual positions. The robe of eyes sees all forms of invisible things within a 24" normal vision range (or 12" if infravision is being used). Of course, solid objects obstruct even the robe's powers of observation. While invisibility, dust of disappearance, a robe of blending, or even improved invisibility are not proof against observation, astral or ethereal things cannot be seen by means of this robe. Illusions and secret doors also cannot be seen, but creatures camouflaged or hidden in shadows are easily detected, so ambush or surprise of a character wearing a robe of eyes is impossible. Furthermore, the robe enables its wearer to track as if he or she were a 12th level ranger. A light spell thrown directly on a robe of eyes will blind it for 1-3 rounds, a continual light for 2-8 rounds. Robe of Powerlessness: A robe of this nature appears to be a robe of another sort, and detection of any sort will discover nothing more than the fact that it has a magic aura. As soon as a character dons this garment, he or she drops to 3 intelligence, forgets all spells and magical knowledge, and becomes TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 152 ===== PAGE 154 ===== weak as well (3 strength). The robe can be removed easily, but in order to restore mind and body, the character must have a remove curse spell and then a heal spell placed upon his or her person. Robe of Scintillating Colors: This garment appears quite normal, but a magic aura is detectable. Unless the wearer has an intelligence of 15 or higher and a wisdom of 13 or more, he or she will be unable to cause a robe of scintillating colors to function. If intelligence and wisdom are sufficient, the wearer can cause the garment to become a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. Although this effect sheds light in a 40' diameter sphere, it also has the powers of hypnotizing opponents and causing them to be unable to attack the wearer. It requires a full round for the wearer to cause the colors to begin "flowing" on the robe, but each round that they scintillate and move, any opponent not making its saving throw versus magic (or magic resistance check, then save) will stand transfixed for 2-5 rounds, hypnotized, and even when this effect wears off, additional saves must again be made in order to successfully attack. Furthermore, every round of continuous scintillation of the robe makes the wearer 5% more difficult to hit with missile attacks or hand-held or body weaponry (hands, fists, claws, fangs, horns, etc.) until a maximum of 25% (-5) is attained - 5 continuous rounds of the dazzling play of hues. After the initial round of concealment, the wearer is able to cast spells or engage in all forms of activity which do not require movement of more than 1" from his or her starting position. In non-combat situations, the robe will simply hypnotize creatures failing their saving throws versus magic for a period of 2-5 turns. Robe of Useful Items: Although this appears to be an unremarkable item of apparel, if the robe of useful items is worn, the magic-user will note that it has small cloth patches in various shapes sewn onto it. The wearer, and only the wearer of the robe, can see, recognize, and detach any 1 of these patches in 1 round. Detaching a patch causes it to become an actual item as indicated below. A robe will always have 2 each of the following patches: dagger pole (10') lantern (filled and lit) rope (50' coil) mirror (large) sack (large) Additionally, the robe will have 4-16 of the following items which must be diced for: Dice Roll Result 01-08 Bag of 100 gold pieces 09-15 Coffer (1/2' x 1/2' x 1'), silver (500 g.p. value) 16-22 Door, iron (up to 10' wide and 10' high and barred on 1 side - must be placed upright, will attach and hinge itself) 23-30 Gems, 10 of 100 gold piece value each 31-44 Ladder, wooden (24' long) 45-51 Mule (with saddle bags) 52-59 Pit (10 cubic feet), open 60-68 Potion of extra healing 69-75 Rowboat (12' long) 76-83 Scroll of 1 spell 84-90 War dogs, pair 91-96 Window (2' x 4' - up to 2' deep) 97-00 Roll twice more Multiple items of the same kind are permissible. Once removed, any item may never be replaced. Rope of Climbing: A 60' long rope of climbing is no thicker than a slender wand, weighs no more than 3 pounds, but is strong enough to support 3,000 pounds. Upon command the rope will snake forward, upward, downward, or any other direction at 10' per round and attach itself securely wherever desired. It will return or unfasten itself likewise. In any event, one end of the rope must be held by a character when it performs such actions. It can also be commanded to knot itself, and this will cause large knots to appear at 1' intervals along the rope; knotting shortens the rope to 50' length while so knotted. Rope of Constriction: This rope exactly resembles a rope of climbing or entanglement, but as soon as it is commanded to perform some action, it lashes itself about the neck of the character holding it, and from 1-4 others within 10' of the victim (each entitled to a saving throw versus magic) and strangles and crushes the life from each and every such victim. Each round it delivers 2-12 hit points of damage, and it will continue to constrict until a dispel magic is cast upon it. Note that any creature entwined by the rope cannot cast spells or otherwise free himself or herself by any means. This rope is AC -2 and takes 22 hit points to cut through; all hit points must be inflicted by the same creature (not the one entangled). Rope of Entanglement: A rope of entanglement is exactly the same in appearance as any other magical rope. Upon command, the rope will lash forward 20', or upwards 10' to entangle and tie fast up to 8 man-sized creatures. (Figure 1 storm giant or fire giant = 2 frost or stone or hill giants = 3 ogres = 4 bugbears = 6 gnolls = 8 men = 10 elves = 12 dwarves = 16 gnomes or kobolds.) It takes but a single segment to strike, and another to entwine; the command requires 1 segment also, while the whole takes 3 segments to perform. The rope cannot be broken by sheer strength, it must be hit by an edged weapon. The rope is AC -2 and takes 22 hit points to cut through; all hit points must be inflicted by the same creature (not the one entangled). Damage under 22 hit points will repair itself in 6 turns. If a rope of entanglement is severed, it is destroyed. Note: Any magical rope which is broken or severed will immediately lose its special properties. Rug of Smothering: This finely woven carpet resembles a carpet of flying and will give off magical radiations if detected for. The character seating himself or herself upon it and giving a command will be surprised, however, as the rug of smothering will tightly roll itself around that individual and suffocate him or her in 3-6 rounds. The rug cannot be physically prevented from so wrapping itself, and the rug can be prevented from smothering its victim only by the casting of any one of the following spells: alter reality, animate object, hold plant, wish. Rug of Welcome: A rug of this type appears exactly the same as a carpet of flying, and it performs the functions of one (6' x 9' size), but a rug of welcome has other powers in addition. Upon command it will function as a rug of smothering, entrapping any creature up to ogre-size which steps upon it. A rug of welcome will also elongate itself and stiffen to become as hard and strong as steel, the maximum length being 27' long at 2' width, to serve as a bridge, barricade, etc. In this latter form it is AC 0 and will take 100 hit points to destroy. Best of all, the possessor need only utter a word of command, and the rug will shrink to 1/12 size for easy storage and transportation. Saw of Mighty Cutting: This notched adamantite blade is 12' long and over 1' wide. It requires 18/00 or greater strength to operate alone, or 2 persons of 17 or greater strength to work in tandem. The blade will slice through a 2' thick hardwood tree in 1 turn, a 4' thick trunk in 3 turns, or a 1' diameter tree in but 3 rounds. After 6 turns of cutting with the saw, the character or characters must rest for 6 turns before doing any further work. Scarab of Death: This small brooch or pin of magical nature appears to be any one of the various amulets, brooches, or scarabs of beneficial sort. However, if it is held for more than 1 round or placed within a container (bag, pack, etc.) within 1' of a warm living body for 1 turn, it will change into a horrible burrowing beetle-like creature. The thing will then tear through any leather or cloth, burrow into flesh, and reach the victim's heart in a single round, causing death. It then returns to its scarab form. (Hard wood, ceramic, bone, ivory, or metal will prevent the monster from coming to life, if the scarab is secured within a container of such substance.) Scarab of Enraging Enemies: When one of these devices is displayed and a command uttered, all intelligent hostile creatures within a 4" radius must save versus magic or become enraged. Those making the saving throw may perform normally; enraged enemies will fly into a berserk fury and attack the nearest creature (even their own comrades) - +1 "to hit", +2 on damage, -3 on their own armor class. The rage will last for 7-12 rounds, and during this period, the enraged creatures will continually attack without reason or fear, moving on to attack other creatures nearest them if initial opponents are slain. A scarab of this type contains from 19-24 charges. Scarab of Insanity: This scarab is absolutely indistinguishable from any other amulet, brooch, or scarab. When displayed and a command word is spoken, all other creatures within a 2" radius must save versus magic at -2 (and -10% from any magic resistance as well). Those failing the save are completely insane for 9-12 rounds, unable to cast spells or use reasoning of any sort (treat as a confusion spell (q.v.) with no chance for acting in a non-confused manner). The scarab has 9-16 charges. TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 153 ===== PAGE 155 ===== Scarab of Protection: This device appears to be any one of the various magical amulets, stones, etc. It gives off a faint dweomer, of course, and if it is held for 1 round by any character an inscription will appear on its surface letting the holder know it is a protective device. The possessor gains +1 on all saving throws versus magic, and if no save is normally possible, he or she gains one of 20, adjusted by any other magical protections which normally give bonuses to saving throw dice rolls. Thus, this device allows a save versus magic at base 20 against magic missile attacks, for example, and if the target also has +4 for magical armor and +1 for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage. The scarab can additionally absorb up to 12 life energy level draining attacks (2 level drains count as 2 absorbings) or death touches/death rays/fingers of death. However, upon absorbing 12 such attacks the scarab turns to powder - totally destroyed. 1 in 20 of these scarabs are reversed cursed items, giving the possessor a -2 on his or her dice. However, 1 in 5 of these cursed items are actually +2 if the curse is removed by a cleric of 16 or higher level. In this latter case, the scarab will have absorption capability of 24 rather than 12. Spade of Colossal Excavation: This digging tool is 8' long with a spadelike blade 2' wide and 3' long. Any fighter with 18 strength can use this magical shovel to dig great holes. 1 cubic yard of normal earth can be excavated in 1 round. Every 10 rounds, the user must rest for 5 rounds. Hard pan clay takes twice as long to dig, as does gravel. Loose soil takes only half as long. Sphere of Annihilation: A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2' in diameter. A sphere is actually a hole in the continuity of the multiverse, a void. Any matter which comes in contact with a sphere is instantly sucked into the void, gone, utterly destroyed, wishes and similar magicks notwithstanding! A sphere of annihilation is basically static, resting in some spot just as if it were a normal hole. It can be caused to move, however, by mental effort, the brain waves of the individual concentrating on changing its position bending spatial fabrics so as to cause the hole to slide in some direction. Control range is 40' initially, 1"/level once control is established. Basic movement rate is 10' per round, modified as shown below. Concentration control is based on intelligence and level of experience - the higher the level the greater the mental power and discipline. For every 1 point of intelligence above 12, the magic-user adds 1%; for every 1 point over 15, he or she adds another 3%, i.e. 1% for each point from 13 to 15, and additional 3% for each point from 16-18 - a maximum of 12% bonus at 18 intelligence. The bonus applies to this table: Level of Magic-User Movement/ Round Probability of Control per Round up to 5th 8' 15% 6th-7th 9' 20% 8th-9th 10' 30% 10th-11th 11' 40% 12th-13th 12' 50% 14th-15th 13' 60% 16th-17th 14' 70% 18th-20th 15' 75% 21st & above 16' 80% Any attempt to control the sphere will cause it to move, but if control is not established, the sphere will slide towards the magic-user attempting to do so, and it will continue so moving for 1-4 rounds or longer, if the magic-user is within 30' thereafter. If 2 or more magic-users attempt to control a sphere of annihilation, the strongest (the one with the highest percentage chance to control the sphere) is checked first, then the next strongest, etc. Control chance is reduced 5% per person, cumulative, when 2 or more magic-users concentrate on the sphere, even if they are attempting the same thing (co-operating). If none are successful, the sphere will slip towards the strongest. Control must be checked each and every round. Should a gate spell be cast upon a sphere, there is a 50% chance that the spell will destroy it, 35% that the spell will do nothing, and 15% that a gap will be torn in the spatial fabric, and everything in an 18" radius will be catapulted into another plane or universe. If a rod of cancellation touches a sphere, the two will cause a tremendous explosion as they negate each other. Everything within a 6" radius will sustain 30-120 (3d4 x 10) hit points of damage. A psionic using probability travel discipline when the sphere touches him or her will be able to do away with the sphere, and gain another major psionic power, if he or she succeeds in saving versus magic; failure indicates annihilation. (See Talisman of the Sphere hereafter.) Stone of Controlling Earth Elementals: A stone of this nature is typically an oddly-shaped bit of extrusive rock, shaped and roughly polished. The possessor of such a stone needs but utter a single command word, and an earth elemental of 12 hit dice size will come to the summoner if earth is available, an 8 hit dice elemental if rough, unhewn stone is the summoning medium. (An earth elemental cannot be summoned from worked stone, but one can be from mud, clay, or even sand, although one from sand is an 8 dice monster also. The area of summoning for an earth elemental must be at least 4' square and have 4 cubic yards volume.) The elemental will appear in 1-4 rounds. For details of elementals and their control see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. One elemental per day can be summoned by means of the stone. Stone of Good Luck (Luckstone): This magical stone is typically a bit of rough polished agate or similar mineral. Its possessor gains a +1 (+5% where applicable) on all dice rolls involving factors such as saving, slipping, dodging, etc. - whenever a die or dice are rolled to find whether the character has an adverse happening befall or not. This luck does not affect "to hit" and damage dice or spell failure dice. Additionally, the luckstone gives the possessor a ±1%-10% (at owner's option) on rolls for determination of magic items or division of treasure. The most favorable results will always be gained with a stone of good luck. Stone of Weight (Loadstone): This magical stone appears to be any one of the other sorts, and testing will not reveal its nature. However, as soon as the possessor of a stone of weight is in a situation where he or she is required to move quickly in order to avoid an enemy - combat or pursuit - the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate. Furthermore, the stone cannot be gotten rid of by any means - throwing it away or smashing it notwithstanding - and it will always turn up somewhere on the character's person. If a dispel evil is cast upon a loadstone, the item will disappear and no longer haunt the individual. TREASURE (MISCELLANEOUS MAGIC) TREASURE (MISCELLANEOUS MAGIC) 154 ===== PAGE 156 ===== Talisman of Pure Good: If a high priest or priestess possesses one of these mighty talismans, he or she has the power to cause an evil cleric to be swallowed up forever by a flaming crack which will open at the feet of the victim and precipitate him or her to the center of the earth. The wielder of the talisman must be good, and if he or she is not exceptionally pure in thought and deed, the evil cleric will gain a saving throw versus magic. A talisman of pure good has 7 charges. It cannot be recharged. If a neutral cleric touches one of these magic stones, he or she will take 7-28 hit points of damage; and if an evil cleric touches one he or she will take 12-48 hit points of damage. Nonclerics will not be affected by the device. Talisman of the Sphere: This is a small adamantite loop and handle which will be useless in any but a magic-user's possession, and any other class touching a talisman of this sort will take 5-30 hit points of damage. When held by a magic-user concentrating on control of a sphere of annihilation, a talisman of the sphere doubles the intelligence bonus percentage for control, i.e. 2% per point of intelligence from 13-15, 6% per point of intelligence from 16-18. If control is established by the wielder of a talisman, he or she need check for continual control only every other round thereafter. If control is not established, the sphere will move towards the magic-user at maximum speed (16'/round). Note that a wand of negation will have no effect upon a sphere of annihilation, but if the wand is directed at the talisman it will negate its power of control so long as the wand is so directed. Talisman of Ultimate Evil: This device exactly resembles a talisman of pure good and is exactly its opposite in all respects. It has 6 charges. Talisman of Zagy: A talisman of this sort appears exactly the same as a stone controlling earth elementals. Its power is quite different, and these are dependent upon the charisma of the individual holding the talisman. Whenever a character touches a Talisman of Zagy, a reaction check is made as if the individual were meeting another creature. If a hostile reaction result is obtained, the device will act as a stone of weight, although discarding it or destroying it results only in 5-30 hit points of damage and the disappearance of the talisman. If a neutral reaction results, the talisman will remain with the character for 5-30 hours, or until a wish is made upon it, whichever first occurs, and it will then disappear. If a friendly reaction result is obtained, the character will find it impossible to be rid of the talisman for as many months as he or she has points of charisma. The device will grant 1 wish for every 6 points of the character's charisma; and it will also grow warm and throb whenever its possessor comes within 20' of a mechanical or magical trap. (If the talisman is not held, its warning heat and pulses will be of no avail.) Regardless of which reaction result is obtained, when its time period expires the talisman will disappear, but a base 10,000 g.p. gem (diamond) will remain in its stead. Tome of Clear Thought: A work of this nature is indistinguishable from any normal book (Cf. Manual of Bodily Health). Any single character who reads a tome of clear thought will be able to practice mental exercises which will increase his or her intelligence by 1 point. Reading a work of this nature takes 48 hours time over 6 days, and immediately thereafter the book disappears. The reader must begin a program of concentration and mental disciplines within 1 week of reading the tome. After 1 full month of such exercise, intelligence goes up. If psionics are employed in the campaign and the character is previously a non-psionic, another check may be allowed. The knowledge gained from reading the work can never be recorded or articulated. Any further perusal of a tome of clear thought will be of no benefit to the character. Tome of Leadership and Influence: This leather and brass bound book is similar to a tome of clear thought; but upon completion of reading and practice of what was revealed therein, charisma is increased by 1 point. Tome of Understanding: Identical to a tome of clear thought, this work increases wisdom by 1 point. Trident of Fish Command: This three-tined fork atop a stout rod of 6' length appears to be a barbed military fork of some sort. However, its magical properties enable its wielder to cause all fish - including sharks and eels but excluding mollusks, crustaceans, amphibians, reptiles, mammals and similar sorts of non-piscine marine creatures - within a 6" radius to save versus magic (this uses one charge of the trident). Those which fail this throw are completely under empathic command, they will not attack the possessor of the trident nor any creature within 10' of him or her, and the wielder of the device can cause them to move in whatever direction is desired and convey messages of emotion, i.e. fear, hunger, anger, indifference, repletion, etc. Fish which make their saving throw are free of empathic control, but they will not approach closer than 10' of the trident. Fish which school must be checked as a single entity. A trident of this type contains 17-20 charges. It is otherwise a +1 magic weapon. Trident of Submission: A weapon of this nature appears unremarkable, exactly as any normal trident. The wielder of a trident of submission causes any opponent struck to save versus magic. If the opponent fails to save, it must check morale the next round instead of attacking; if morale is good, the opponent may act normally next round, but if it is poor, the opponent will cease fighting and surrender, overcome with a feeling of hopelessness. The duration of this hopelessness is 2-8 rounds. Thereafter the creature is normal once again. The trident has 17-20 charges. A trident of this type is a +1 magic weapon. Trident of Warning: A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile and/or hungry marine predators within 24". A trident of warning must be grasped and pointed in order for the person using it to gain such information, and it requires 1 round to so scan a 24" radius hemisphere. There are 19-24 charges in a trident of this type, each charge sufficient to last for 2 rounds of scanning. The weapon is otherwise a +2 magic weapon. Trident of Yearning: A trident of yearning looks exactly like any normal trident, and its dweomer is also indistinguishable from the magic aura of other enchanted weapons of this sort. Any character grasping this type of trident immediately conceives an overwhelming desire to immerse himself or herself in as great a depth of water as is possible. The unquenchable longing so generated causes the affected character to instantly proceed toward the largest/ deepest body of water - in any event one that is sufficient to completely cover his or her person - and immerse himself or herself therein permanently. The character cannot loose his or her grip on the trident, and only a water breathing spell (after submersion) placed upon him or her, or use of a wish or alter reality, will enable the character to do so. The trident is otherwise a -2 cursed magical weapon. Note that this item does not confer the ability to breathe underwater. Vacuous Grimoire: A book of this sort is totally impossible to tell from a normal one, although if a detect magic spell is cast, there will be a magical aura noted. Any character who opens the work and reads so much as a single glyph therein must make 2 saving throws versus magic. The first is to determine if 1 point of intelligence is lost or not, the second is to find if 2 points of wisdom are lost. Once opened and read, the vacuous grimoire remains, and it must be burned to be rid of it after first casting a remove curse spell. If the tome is placed with other books, its appearance will instantly alter to conform to one of the other works it is amongst. Well of Many Worlds: This strange inter-dimensional device is exactly the same in appearance as a portable hole. Anything placed within it is immediately cast into another world - a parallel earth, another planet, or a different plane at your option or by random determination. If the well is moved, the random factor again comes into play. It can be picked up, folded, etc. just as a portable hole. Note that things from the world the well touches can come through the opening, just as easily as from the initiating place. Wings of Flying: A pair of these magical wings appears to be nothing more than a plain cloak of old, black cloth. If the wearer speaks a command word, the cloak will turn into a pair of gigantic bat wings (20' span) and empower the wearer to fly as follows: 2 turns at 32" speed 4 turns at 18" speed 8 turns at 12" speed Combinations are possible at the ratio above. After the maximum number of possible turns flying, the wearer must rest for 1 hour - sitting, lying down, or sleeping. Shorter periods of flight do not require full rest, but only relative quiet such as slow walking for 1 hour. Any flying of less than 1 turn duration does not require any rest. Note that regardless of the length of time spent flying the wings can be used but once per day. They will support up to 500 pounds weight. TABLE (III.E.) SPECIAL Notes Regarding Artifacts and Relics: Each artifact or relic is a singular thing of potent powers and possibly strange side effects as well. Regardless of how any of these items come into your campaign, only 1 of each may exist. As TREASURE (MISCELLANEOUS MAGIC) TREASURE (ARTIFACTS & RELICS) 155 ===== PAGE 157 ===== each is placed by you or found by player characters, you must draw a line through its listing on the table to indicate it can no longer be discovered randomly - if the dice indicate an item no longer available, you may substitute a clue as to its whereabouts or simply ignore the result so that no magic item is found at all. Because of the unique nature of each artifact and relic, their powers are only partially described. You, the Dungeon Master, must at least decide what the major powers of each item are to be. This prevents players from gaining any knowledge of these items, even if they happen to own or read a copy of this volume, and it also makes each artifact and relic distinct from campaign to campaign. Those artifacts and relics which you bring into play should be so carefully guarded by location and warding devices and monsters that recovery of any one is an undertaking of such magnitude that only very powerful characters, in concert, and after lengthy attempts have any chance whatsoever of attaining one. Naturally, each artifact and relic might have a body of rumors, tales, and other lore. Discovery of such information should not be by chance. Minor clues may be placed, but any extensive oral or written information must be sought out and obtained only after considerable expenditure of time and money, if at all. Please note that you need not use any or all of the artifacts and/or relics here. If you prefer, you may rename those in your campaign to suit a particular mythos, or you may devise your own entirely. But any creation by you must be done so as to maintain the item in balance with the game as a whole - and this goes for assignment of powers with respect to any of these items, too! A super-weapon is certain to blast the whole campaign to smithereens, unless it is given proper limitations (and also a nemesis creature in some cases). At the end of the descriptions of artifacts and relics are 5 tables which list the various powers and side effects of these items. Each item is described with only a few of its attributes, and its other characteristics are mentioned with respect to the number of each power or effect from the appropriate table, i.e. each item has several powers and/or effects you must select and record in your copy of this book. Players can know virtually nothing about any powers and effects of any artifact or relic. These must be discovered by them through experimentation by their characters, legends, legend lore, etc. If a player refuses to risk his or her character when an item is discovered, preferring to allow some hireling or henchman to hazard the trial and error process necessary, the character given the item or ordered to determine its powers and effects will certainly do one of the following things: 1. If the character is evil, he or she will destroy, or at least escape from, the player character once the artifact or relic abilities are known to the character. 2. If the character is neutral and neither good nor evil otherwise, he or she will use the powers of the artifact or relic to dominate and control his or her former employer/master or mistress, destroying him or her if threatened. 3. If the character is good, he or she will realize that his or her employer/ master or mistress acted in a most evil fashion by giving/forcing upon him or her the artifact or relic; so the character will use every wile to escape the player character and take the item along to give to his or her religious leaders or other suzerain. (And, of course, this character will never again associate with the player character in question.) All hirelings and henchmen of a player character foisting off an artifact or relic in such manner will have a drop in loyalty of 10%-30% if the character having the item is permanently harmed or killed. All artifacts and relics are of such power that they are virtually impervious to harm - magical or physical. Some predate the known gods, and others were formed by the gods. Typically, each can only be destroyed by a single means. A table after those of powers and effects gives a sampling of the various means suggested. Any character attempting to destroy an artifact or relic by disassembling its parts, removing a portion, or similarly defacing it must usually save versus magic at -5; failure equals death. Many of these items tend to make their possessor reclusive, secretive, arrogant, and/or greedy. These effects are best to handle through manipulation of the player by means of powers, non-player characters, etc. Finally, whatever befalls the possessor of an artifact or relic, or the effects he or she causes by use of the prime powers (or even the major powers in some cases), is permanent and usually irreversible by the most powerful of spells - including wishes, for example - or even by deities. Exception: A deity who created the item, or one which can fully control it, may (at your option) be able to reverse effects of some powers. Axe of the Dwarvish Lords: Legend relates that the greatest dwarf who ever lived, the first Dwarven King, forged this weapon in volcanic fires with the aid of a patron god. It passed from dwarven monarch to dwarven monarch until it was lost in the Invoked Devastation centuries gone. Rumors persist of the appearance of the Axe from time to time in various places, but it supposedly bears a curse. The blade of the Axe is equal to a sword of sharpness, and it is backed by a head equal to a +3 hammer. The handle extends or contracts upon command to equal a battle or hand axe (for throwing), and the Axe will return 30' to its thrower. The possessor has dwarven abilities of infravision, trap detection, etc. - double abilities if a dwarf. The possessor's life span is 50% longer than normal, but he or she becomes more and more dwarf-like with time, until eventually he or she exactly resembles one. The Axe has the following additional powers/effects: 2 x I: ___________, ___________ 1 x II: ___________ 1 x III: ___________ 1 x IV: ___________ 1 x V: ___________ 1 x VI: ___________ Baba Yaga's Hut: Ages ago the most powerful female mage ever known spent much of her power in the creation of a magical dwelling of superb character. When she passed to another plane, her hut disappeared and has only been rumored to have been seen once or twice since. Baba Yaga developed a small hut of ordinary appearance - a circular, thatched structure of 15' diameter and 10' high. To this dwelling are attached two powerful fowl legs 12' long, which appear to be stilts. Furthermore, the Hut has intelligence (high) and human senses, plus infravisual ability to 120' and ultravision. Inside, the Hut is a small palace - garden, fountains of water and wine, and 30 rooms on 3 floors, all lavishly and richly furnished! Despite the commodious interior, the bird legs can move Baba Yaga's Hut at up to 48" speed over swamp, 36" over rough or normal terrain, 12" over hills, through forests, etc. The Hut will obey commands from 1 person (the one first using a key phrase) and can come to a call from as far away as 1 league. Its legs deliver blows equal to those of a hill giant, 2 attacks per round, to any so rash as to come near without invitation or knowing the command phrase. The legs are armor class 2 and can take 48 hit points damage each, regenerating at 1 hit point/ melee round. The walls of the Hut are the equivalent of 5' thick granite. The Hut has the following additional powers/effects: 4 x I: ___________, ___________, ___________, ___________ 2 x II: ___________, ___________ 1 x III: ___________ 1 x IV: ___________ 1 x V: ___________ 1 x VI: ___________ Codex of the Infinite Planes: In the distant past the High Wizard Priest of the Isles of Woe (now sunken beneath the waters of the Nyr Dyv - see THE WORLD OF GREYHAWK from TSR) discovered this work and used its arcane powers to dominate the neighboring states, but legend also has it that these same powers eventually brought doom to the mage-priest and his tyrannical domain. It must be that somehow the Codex survived the inundation, for the archmage Tzunk scribed the following fragment prior to his strange disappearance: ". . . and the two strong slaves lifted it [the Codex] from the back of the Beast. Thereupon I commanded the Brazen Portals to be brought low, and they were wrenched from their hinges and rang upon the stone. The Efreet howled in fear and fled when I caused the page to be read, and the Beast passed into the City of Brass. Now was I, Tzunk, Master of the Plane of Molten Skies. With sure hand I closed Yagrax's Tome [the Codex], dreading to -" From the foregoing it is evident that the item is very large and of exceptional power. Any person reading its 99 damned pages is 99% certain to meet a terrible fate (1% cumulative chance per page). The Codex's other pages have the keys to instant physical transference to any one of the other planes and alternates of any world or universe. The work will destroy instantly any TREASURE (ARTIFACTS & RELICS) TREASURE (ARTIFACTS & RELICS) 156 ===== PAGE 158 ===== character under 11th level of experience who touches it, but those of 11th level or higher who make a saving throw versus magic can command the powers and effects of the Codex: 4 x I: ___________, ___________, ___________, ___________ 4 x II: ___________, ___________, ___________, ___________ 2 x III: ___________, ___________ 2 x IV: ___________, ___________ 2 x V: ___________, ___________ 2 x VI: ___________, ___________ Note: When activating powers and effects, base their coming into play upon the progress of the character's perusal of the Codex. Crown of Might: According to tradition, great items of regalia were constructed for special servants of the deities of each alignment when the gods were contending amongst themselves. Who amongst them first conceived the idea is unknown. The champion of each ethic alignment - Evil, Good, Neutrality - was given a crown, an orb, and a sceptre. These items have been scattered and lost over the centuries of struggle since they first appeared. These 3 complete sets bestow great powers, but even mere possession of a Crown of Might gives a character of the same ethos great benefits (if a character of another alignment touches such an item he or she takes 5-30 hit points of damage and must save versus magic or be instantly killed). The alignment of a Crown is determined as follows: 01-06 Evil 07-14 Good 15-20 Neutrality While being worn, the Crown raises its wearer's level of experience by 1 and confers the following additional powers/effects: Evil Good Neutrality 2 x I: __________ , __________ __________ , __________ __________ , __________ 1 x II: __________ __________ __________ 1 x III: __________ __________ __________ Should a character wearing a Crown touch an Orb of Might (q.v.) or a Sceptre of Might of a different ethos, he or she takes damage and must save as noted above, and if the saving throw is successful, 1 malevolent power from Table IV. will affect him or her. However, if the Orb or Sceptre is of the same ethos, the following extra powers (and effects) are conferred upon the possessor: 2nd Item of Set Evil Good Neutrality 1 x I: ___________ ___________ ___________ 1 x II: ___________ ___________ ___________ 3rd Item of Set 1 x I: ___________ ___________ ___________ 1 x II: ___________ ___________ ___________ 1 x IV: ___________ ___________ ___________ 1 x V: ___________ ___________ ___________ 1 x VI: ___________ ___________ ___________ Note: Each of these items is so similar in appearance to the other that examination will reveal no difference, and detection magically will not reveal their ethic alignment. Each Crown is a slender diadem of gold set with 3 precious stones of great size so as to bring 50,000 or more gold pieces if openly sold. Crystal of the Ebon Flame: The origin of this artifact is entirely unknown, as is its exact whereabouts. It is a beautifully formed, diamond-hard mineral the size of a hand. When it is touched, the Crystal sends forth rays of light and a black flame seems to leap and dance in the heart of the jewel. All creatures within 30' must save versus magic or be charmed as if by a fire charm spell. The possessor of the Crystal may draw upon its powers by gazing at the Ebon Flame at its center. These powers and effects are: 4 x I: ___________, ___________, ___________, ___________ 2 x II: ___________, ___________ 1 x III: ___________ 1 x IV: ___________ 1 x V: ___________ 1 x VI: ___________ Cup and Talisman of Al'Akbar: This pair of holy relics were given by the gods of the Paynims to their most exalted high priest of lawful good alignment in the days following the Invoked Devastation. It was lost to demi-human raiders and was last rumored to be somewhere in the Southeastern portion of the Bandit Kingdoms. The Cup is made of hammered gold, chased with silver filigree, and set with 12 great gems in electrum settings - a jewelry value of 75,000 or more gold pieces on the market. It does not radiate magic, but it has the following powers/effects: 4 x I: ___________, ___________, ___________, ___________ 1 x III: ___________* The Talisman is made of hammered platinum, a star of 8 points, chased with gold inlays, and with a small gem tipping each point. The star is hung from a chain of gold and electrum set with silver beading (8 sets of 3 beads each) - a jewelry value of 10,000 or more gold pieces. It does not radiate magic either, but has the following powers/effects: 2 x II: ___________, ___________ 1 x IV: ___________** If a cleric, druid, paladin, or ranger possesses both, he or she may fill the cup with holy water and immerse the talisman into the fluid to create a potion once per week. The potion will be: 1-5 healing 6-10 extra healing 11-15 poison antidote balm 16-17 cure disease salve 18-19 remove curse ointment 20 raise dead balm And the possessor gains the following powers/effects from both: 1 x V: ___________ 1 x VI: ___________ * For neutral or evil characters only. ** For evil characters only. Eye of Vecna: Seldom is the name of Vecna spoken except in hushed voice, and never within hearing of strangers, for legends say that the phantom of this once supreme lich still roams the Material Plane. It is certain that when Vecna finally met his doom, one eye and one hand survived. The Eye of Vecna is said to glow in the same manner as that of a feral creature. It appears to be an agate until it is placed in an empty eye socket of a living character. Once pressed in, it instantly and irrevocably grafts itself to the head, and it cannot be removed or harmed without slaying the character. The alignment of the character immediately becomes neutral evil and may never change. The Eye bestows both infravision and ultravision to its host, and gives the following additional powers/effects: 2 x I: ___________, ___________ 2 x II: ___________, ___________ 1 x IV: ___________ 1 x V: ___________ The minor or major powers may be used without fear of harm, but use of the primary power causes a malevolent effect upon the host character. The Hand of Vecna: The arch-lich Vecna supposedly imbued both his hand (left) and his eye (see the foregoing listing) with wondrous and horrible powers enabling them to persist long after his other remains mouldered away into dust (Cf. Eye of Vecna). Tales say that the Hand appears to be a mummified extremity, a blackened and shriveled hand, possibly from a burned body. If the wrist portion is pressed against the stump of a forearm, it will instantly graft itself to the limb and become a functioning member with 18/00 strength in its grip (no "to hit" or damage bonuses). The Hand will eventually turn the alignment of the host character to neutral evil as explained hereafter. The host character may use any minor power without fear, but as soon as a major power of the Hand is used, he or she awakes a spirit of great evil. (You, the DM, should then begin an insidious campaign of suggestion and urging towards evil on that character's part.) When a primary power is used, the host will instantly become neutral evil - very evil. The Hand can be severed from TREASURE (ARTIFACTS & RELICS) TREASURE (ARTIFACTS & RELICS) 157 ===== PAGE 159 ===== the host at any time before its powers are used with 100% certainty, but each major power use subtracts 1% from the probability, and each use of a primary power makes success 10% less likely. Whenever 100% subtraction has occurred there is no possibility of removing the Hand, and the character will know this. To use any power, the fingers of the Hand must be extended, curled, or whatever in different combinations. The powers and effects are: 10 x I: ___________, ___________, ___________, ___________, ___________, ___________, ___________, ___________, ___________, ___________ 5 x II: ___________, ___________, ___________, ___________, ___________ 2 x III: ___________, ___________ 2 x IV:___________, ___________ 2 x V: ___________, ___________ 1 x VI:___________ Remember that NOTHING SHORT OF INTERVENTION FROM THE MOST POWERFUL OF GODS CAN ALTER THE EFFECTS OF VECNA'S HAND UPON ITS HOST, and it is urged that even the greatest of deities will be loath to attempt to undertake meddling with any host creature - so allow the effects to be irrevocable. Note: Devise the combinations of finger/hand positions you have assigned to each power and record them, i.e. fist = ( ), thumb down = ( ), pointing little finger = ( ), etc. Keep this chart handy and make the host character use the positions to use a power of the Hand. Heward's Mystical Organ: In the pages of the Fables of Burdock there is mention of a musical instrument of large size, an organ of such power that the mighty and terrible enchantments possible to cast by playing upon it are only hinted at. Heward's Organ has 77 great and small pipes, a console with many keys of black and white beneath 13 ivory stops, and 3 great foot pedals. The bellows which sends a rush of wind to the pipes is said to be worked by a conjured and chained air elemental of huge size. Each stop causes the pipes to sound in a different voice, while the keys vary the notes, of course. No one is certain what purpose the foot pedals serve. Despite the ravages of time which have silenced some of its pipes, and abuse and neglect which have supposedly made some keys and stops unworkable, the Organ can still work mighty magicks when properly played. The would-be conjurer must be most careful, however, when attempting to work this relic/artifact, for pulling the wrong stops can cause the summoning of something undesired or the casting of the wrong type of spell. If the wrong keys are depressed - or the right ones are not - something called up might be unbound or the magic might backfire. Similarly, the alignment of the caster or manipulator of the Organ might be changed by improper playing. After the powers and effects of the Organ have been determined by you, decide which stops and what key sequence/combinations will do what. (If you are conversant with musical notation, you can write tunes if you like, and make your players actually perform them on a piano or other instrument. Otherwise, pick some appropriate songs and give clues so that the player character can hum different ditties, i.e. "Fly Me to the Moon", "That Old Black Magic", "That Old Devil Moon", "You've Got Me in Between the Devil and the Deep Blue Sea", "The Monster Mash", etc.) The suggested powers and effects are: 7 x I: ______________, ______________, ______________,______________, ______________, ______________, ______________ 7 x II: ______________, ______________, ______________,______________, ______________, ______________, ______________ 3 x III: ______________, ______________, ______________ 7 x IV: ______________, ______________, ______________,______________, ______________, ______________, ______________ 7 x V: ______________, ______________, ______________,______________, ______________, ______________, ______________ 3 x VI: ______________, ______________, ______________ Remember that effects can be negated, reversed, changed, etc. by misplaying the Organ. Horn of Change: This ancient artifact exactly resembles any of the more common magical horns such as a horn of blasting, a horn of bubbles, etc. If it is winded 1 time, a power from Table I or an effect from Table III will occur. If the Horn is twice sounded, a power from Table II or an effect from Table VI will occur. If 3 blasts are given, a power from Table V or an effect from Table IV will occur. You must determine the probability of a power or effect. 75%/25% is suggested and then dice for a random result on the appropriate table. Results which are inappropriate should be ignored. Invulnerable Coat of Arnd: The High Priest Arnd of Tdon is said to have been the original possessor of this relic. The Coat is a bright and shimmering shirt of fine and almost weightless chain links. It covers the upper arms, torso, and groin of any human-shaped wearer of from 3' to 8' height, and makes the wearer totally invulnerable to physical attacks with respect to covered areas and gives AC 5 protection to all other areas. In addition, the Coat adds +5 to saving throws as if it were +5 magic armor, protects its wearer from fire as if it were a ring of fire resistance, and acid, cold, and electrical attacks have no effect upon the wearer. Additionally, the Invulnerable Coat of Arnd has the following powers/effects: 3 x I: ______________, ______________, ______________ 2 x II: ______________, ______________ 2 x III: ______________, ______________ 1 x IV: ______________ 1 x V: ______________ 1 x VI: ______________ Iron Flask of Tuerny the Merciless: This artifact is reported to be a small and heavy urn, easily carried in a pack or by hand despite its weight. The Flask is stoppered with a turnip-shaped plug, engraved and embossed with sigils, glyphs, and runes of power so as to contain the spirit therein. The possessor need but know 3 words to have the Flask function properly, i.e. the word of OPENING, the word of COMMAND, the word of CLOSING AND SEALING. Tuerny's Flask is rumored to imprison one of the following: a greater devil a groaning spirit a major demon a night hag a nycadaemon It is generally conceded that the Servant of the Flask can be loosed only to perform evil deeds, and it must always kill before it can be commanded to return to its prison. In addition to the Servant, the Flask has the following powers/effects: 3 x I: ______________, ______________, ______________ 1 x III: ______________ 1 x V: ______________ 1 x VI: ______________ Jacinth of Inestimable Beauty: It is said that the finest corundum gem from the heart of the largest mountain was taken and fashioned by the gods themselves to form the Jacinth of Inestimable Beauty. This huge, priceless fiery orange jewel is indescribably beautiful and exquisitely cut in dozens of facets which shoot forth brilliant beams, and all who see it within 20' or less must save versus magic or be charmed by it. Legend relates that the Jacinth was possessed by the fabled Sultan Jehef Peh'reen for a time and then passed into the Land of Ket and southward into Keoland (see THE WORLD OF GREYHAWK), where all trace disappeared. When the possessor firmly grasps this lustrous orange gem, the following powers/effects are gained: 2 x I: ______________, ______________ 2 x II: ______________, ______________ 1 x III: ______________ 1 x IV: ______________ 1 x V: ______________ 1 x VI: ______________ Johydee's Mask: The high priestess Johydee supposedly tricked the powers of evil into making this strange artifact and then wisely used it to overthrow their hold upon her nation. The Mask completely covers the wearer's face and enables him or her to assume the likeness of any human or human-like creature. It also prevents all forms of mind contact, detection or attack. Johydee's Mask is rumored to give the wearer total immunity to all gaze attacks (basilisk, catoblepas, medusa, etc.) and the following powers/effects: 2 x I: ______________, ______________ 1 x II: ______________ 1 x VI: ______________ TREASURE (ARTIFACTS & RELICS) TREASURE (ARTIFACTS & RELICS) 158 ===== PAGE 160 ===== Kuroth's Quill: There can be but little dispute that the master thief Kuroth was the most successful of his profession, and several sages attribute his performance to the acquisition of a writing instrument of unknown antiquity which now bears Kuroth's name. This Quill reportedly draws and writes infallibly upon command, depicting whatever its possessor sees or speaks accordingly. It also is supposed to be able to find treasure (as a potion of treasure finding) 1 time per month. These powers and effects are attributed to it as well: 2 x I: ______________, ______________ 1 x III: ______________ 1 x IV: ______________ 1 x VI: ______________ Mace of Cuthbert: This weapon is said to be that actually used by the Venerable Saint Cuthbert of the Cudgel when he demonstrated the folly of error to the unbeliever. Over the decades since then, holy relics of the Saint himself have been encased within the Mace to give this arm of lawful good a +5 bonus for both hitting and damage as well as disruption effects. Only clerics with 18 strength of lawful good alignment are able to wield this weapon and gain these other powers/effects: 3 x I: ______________, ______________, ______________ 2 x II: ______________, ______________ 1 x VI: ______________ Machine of Lum the Mad: Perhaps this strange device was built by gods long forgotten and survived the eons since their passing, for it is incredibly ancient and of workmanship unlike anything known today. The Machine was used by Baron Lum to build an empire, but what has since become of this ponderous mechanism none can say. Legends report that it has 60 levers, 40 dials, and 20 switches (but only about one-half still function). Singly or in combination, these controls will generate all sorts of powers and effects. The Machine is delicate, intricate, bulky and very heavy (5,500 pounds). It cannot be moved normally, and any serious jolt will set off and then destroy 1-4 functions of the artifact which can never be restored. It has a booth of a size suitable for 4 man-sized creatures (4' x 5' x 7') to stand inside, and if a creature or object is placed therein and the Machine's controls are worked, something might happen. You must matrix the 60 levers, 40 dials, and 20 switches, showing which will perform functions. You may opt to include powers and/or effects of your own devising: 15 x I: ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________,___________, ___________ 15 x II: ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________,___________, ___________ 10 x III: ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________,___________, ___________ 10 x IV: ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________,___________, ___________ 15 x V: ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________,___________, ___________ 5 x VI: ___________, ___________, ___________,___________, ___________ Mighty Servant of Leuk-O: Those who are most knowledgeable regarding ancient artifacts believe that this device is of the same manufacture as the Machine of Lum. The Mighty Servant of the famous General Leuk-O is a towering automaton of crystal, unknown metals, and strange fibrous material. It is over 9' tall, 6' deep, and some 41/2' wide. Inside is a compartment suitable for holding 2 man-sized creatures, and there is space for 4-5 others to sit outside. If the possessor knows the proper command phrases, he or she can use the Mighty Servant as a transportation mode, magical attack device, or fighting machine. It is armor class -1 and can withstand 60 hit points of damage. Note all weapons do only 50% of normal damage (round down). The Mighty Servant regenerates (self-repairs) 2 points of damage per round. Its magic resistance is 100%. Acid, cold, fire, heat, vacuum, and/or water have no effect on the device. Electrical/lightning attacks cause only 20% normal damage (round down), even if the Servant fails the magic resistance check. The Mighty Servant moves at a maximum speed of 3". After each 12 hours of operation it must rest (recharge) itself for 1 hour. Any intelligent viewer within 12" must save versus magic (+2 on the die roll) or flee in panic. It can attack but 1 time per round, and it has a base 15% chance to hit an opponent regardless of its armor class. Opponents with intelligence and a dexterity of 15 or better reduce the base chance to hit by 21/2% per 1 point of dexterity above 14. A hit from the Mighty Servant causes 10-100 hit points of damage. In addition, the Mighty Servant of Leuk-O has these powers/effects: 6 x I: ______________, ______________, ______________, ______________,______________,______________ 6 x II: ______________, ______________, ______________, ______________,______________,______________ 1 x III: ______________ 2 x IV: ______________, ______________ 2 x VI: ______________, ______________ Effects are triggered by major power use. The Mighty Servant will obey those humans who learn its secrets of automation and control. Orb of Dragonkind: It is written that when certain of the good deities conspired to devise means to easily control the evil dragons plaguing mankind, demon servants of evil changed the magical forces involved so as to include all of dragonkind and then caused the Orbs fashioned to have inimical properties as well. In all, 8 globes of carven white jade were made, 1 each for each age in a dragon's life span. The smallest is but 3 inches in diameter, the largest is about 10 inches across. Each is covered with bas reliefs of entwined dragons of all sorts, the whole being of incredible hardness, and somehow imprisoning the very essence of all dragons. The 8 different Orbs are: 1. Orb of the Hatchling: The possessor of this device is empowered to charm any very young dragon. The Orb has an intelligence of 9 and an ego of 9, and if this combination equals or exceeds the combined intelligence and wisdom of its possessor, the Orb will control him or her and surely slay him or her. The Orb has these powers: 3 x I: ______________, ______________, ______________ 2. Orb of the Wyrmkin: The possessor of this device is empowered to charm any young dragon. The Orb has an intelligence of 10 and an ego of 10, and if this combination equals or exceeds the combined intelligence and wisdom of its possessor, the Orb will control him or her and cause the character's demise as speedily as possible. The Orb has these powers: 2 x I: ______________, ______________ 1 x II: ______________, 3. Orb of the Dragonette: The possessor of this device is empowered to charm any sub-adult dragon. The Orb has an intelligence of 11 and an ego of 11, and if this combination equals or exceeds the combined intelligence and wisdom of its possessor, the Orb will control him or her and bring death as rapidly as possible to the individual. The Orb has these powers/effects: 3 x I: ______________, ______________, ______________ 1 x II: ______________ 1 x III: ______________ 4. Orb of the Dragon: The possessor of this device is empowered to charm any young adult dragon. The Orb has an intelligence of 12 and an ego of 12, and if this combination equals or exceeds the combined intelligence and wisdom of its possessor, the Orb will control the character and cause his or her death as speedily as it can. The Orb has these powers/effects: 4 x I: ______________, ______________, ______________,_____________ 1 x II: ______________ 1 x III: ______________ 5. Orb of the Great Serpent: The possessor of this device is empowered to charm any adult dragon. It is otherwise the same as others of its ilk, with intelligence and ego of 13 each and has these powers/effects: 3 x I: ______________, ______________, ______________ 2 x II: ______________, ______________ 1 x III: ______________ 1 x VI: ______________ TREASURE (ARTIFACTS & RELICS) TREASURE (ARTIFACTS & RELICS) 159 ===== PAGE 161 ===== 6. Orb of the Firedrake: The possessor of this device is empowered to charm any old dragon. It is otherwise similar to its fellows, with an intelligence and ego of 14 each and has the following powers/effects: 3 x I: ______________, ______________, ______________ 3 x II: ______________,______________,______________ 2 x III: ______________, ______________ 1 x VI: ______________, 7. Orb of the Elder Wyrm: The possessor of this device is empowered to charm any very old dragon. This Orb is the same as the others of its type, with intelligence and ego of 16 each and the following powers/effects: 4 x I: ______________, ______________, ______________,_____________ 3 x II: ______________, ______________, ______________ 2 x III: ______________, ______________ 1 x IV: ______________ 1 x V: ______________ 1 x VI: ______________ 8. Orb of the Eternal Grand Dragon: The possessor of this device is empowered to charm any ancient dragon. Furthermore, its possessor is given a +8 for any saving throws, attacks, and damage he or she makes when contending directly with either Tiamat or Bahamut. The Orb is similar to its lesser cousins, having 18 for both intelligence and ego, and the following powers/effects: 4 x I: ______________, ______________, ______________,_____________ 3 x II: ______________, ______________, ______________ 2 x III: ______________,______________ 1 x IV: ______________ 2 x V: ______________, ______________ 1 x VI: ______________ Notes Regarding Orbs of Dragonkind: All of these Orbs have a strong component of evil, and a neutral or good character will have to save versus magic to resist charming a neutral/good dragon. Charm range is 5" and requires 1 full round with the subject fully awake and aware of the character. Because of the original purpose, only evil dragons are automatically charmed, neutral dragons save at -4 on their dice, good dragons at -2. Charmed characters can be considered as possessing 50% of their normal wisdom with respect to an Orb of Dragonkind. Any possessor with feeblemind affecting him or her, or insane, will have 3 intelligence, or 50% of normal, respectively. The Orb can control only an active and awake mind. Destruction of a character will typically be by sacrifice to a dragon, if one is at hand, otherwise by the most sure and expeditious method. Orb of Might: For the legendary source of the 3 Orbs of Might, see the foregoing Crown of Might. Each Orb has an ethic alignment determined as follows: 01-06 Evil 07-14 Good 15-20 Neutrality If a character of another ethos touches an Orb different from his or hers, a saving throw versus magic must be made to avoid death and from 4-24 hit points of damage will be taken if the save is successful. If the character so touching an Orb also possesses a Crown and/or Sceptre, surviving the saving throw versus magic will invoke a malevolent effect from Table IV. Each Orb is of platinum, encrusted with gems, and topped with a device of precious metals and stones, so as to be worth 100,000 or more gold pieces on the open market. Each Orb is equal to a Gem of Brightness and also has the following powers/effects: Evil Good Neutrality 2 x I: ___________, ___________ ___________, ___________ ___________, ___________ 1 x III: ___________ ___________ ___________ For additional powers in combination with other items of regalia, see Crown of Might. Queen Ehlissa's Marvelous Nightingale: The origin of this artifact is unknown, although the Mage Mordenkainen is reported to have asserted that the Nightingale was made by Xagy and the goddess of volcanic activity, Joramy, some 17 centuries ago. Queen Ehlissa bent all to her will with the enchantments of the device, and throughout her reign of several centuries the Nightingale never escaped its confinement. This bejeweled songbird seems to actually spring to life when its mechanism is activated. The creature is held within a fine mesh of golden wires, much like the cage of a real bird, and when set in motion the Nightingale opens its glittering wings, hops to the highest perch in the cage and performs. It is rumored that the eyes of this artifact can shoot forth scintillating rays of brilliant color, each color having a different effect; its songs likewise are able to work magical wonders, and if the rays and songs are directed in combination highly powerful spells are supposedly woven. It is known that the device throws forth a protective sphere, preventing detection or magical (or psionic) intrusion in a 30' radius. Those within this sphere are reported to neither hunger nor thirst as long as they remain within. The Marvelous Nightingale also has these powers and effects: 4 x I: ______________, ______________, ______________,______________ 2 x II: ______________, ______________ 1 x III: ______________ 1 x IV: ______________ 1 x V: ______________ 1 x VI: ______________ Recorder of Ye'Cind: This most magical wind instrument needs no musician to play upon it, for the Recorder itself can play the most complicated of airs upon command. It will always sound an alarm if anything belonging to its possessor (including itself) is stolen while within 30' of it, and the Recorder is able to give information through music to its possessor by playing certain tunes and songs with clue words in their lyrics if the character desires information of what has taken place within 30' of the instrument. It is also rumored that the device can communicate other information, as well as cast certain spells, by means of its notes. Its other powers and effects are: 5 x I: ___________, ___________, ___________, ___________, ___________ 2 x II: ___________, ___________ 1 x III: ___________ 1 x IV: ___________ 1 x V: ___________ 1 x VI: ___________ Ring of Gaxx: This piece of jewelry is of totally alien origin, for while its loop appears to be of platinum and its stone a very fine spinel, examination by the most astute dwarf or expert jeweler will discover the workmanship to be unique and the gem of unknown type. The Ring of Gaxx must be placed on a finger in order to discover its powers. Its wearer can turn the nine-faceted gem set in the Ring, and each facing of the gem gives a different power/effect when it is faced towards the top (the finger end) of the ring. Note, however, that the stone will turn by itself whenever the Ring is taken off, put on, or its wearer is asleep. Therefore, each day the ring is used, a random facet facing must be determined (secretly by the DM) and discovered by the wearer. Of course, once all powers/effects are known to the possessor, knowledge of a single facet facing should enable him or her to determine the order of the other facets and make desired settings. It is absolutely impossible to mark either the ring or the gem stone in any way, so random determination and discovery is totally unavoidable - even a wish will not help determine which facet is which. The Ring has the following powers/effects: 3 x I: ______________, ______________, ______________ 2 x II: ______________, ______________ 1 x III: ______________, 1 x IV: ______________, 1 x V: ______________, 1 x VI: ______________, Rod of Seven Parts: The Wind Dukes of Aaqa are the legendary creators of this artifact. It is said that they constructed the Rod to use in the great battle of Pesh where Chaos and Law contended. There, the Rod was shattered, and its parts scattered, but the enchantments of the item were such that nothing could actually destroy it, so if its sections are recovered and put together in the correct order, the possessor will wield a weapon of surpassing power. The 7 parts of the Rod are slightly different, the first being the largest in length and diameter, the seventh being the smallest. No single part has any power or effect alone. Singly each appears to be a short bar or baton, except the seventh which looks much the same as a short metal wand. The first part of the Rod will give its possessor a feeling as to which direction the second part lies in - but only when the character thinks of the section as a fraction of a whole magic item. If the second, third, etc. parts are discovered prior to the first, second, etc., the section will lead only to the next higher numbered, not a lower one. If an outof-order section is placed against another part of the Rod (first - third, second TREASURE (ARTIFACTS & RELICS) TREASURE (ARTIFACTS & RELICS) 160 ===== PAGE 162 ===== - sixth, whatever), the higher numbered piece will teleport away in a random direction from 100 to 1,000 miles away. When fully assembled, the Rod of Seven Parts is almost 5' long. As soon as three joining sections are fitted together, the possessor is unable to let go of the Rod as long as he or she lives, until all parts are joined. The powers of each part of the Rod are cumulative whenever joined, but the full powers shown work only when all parts of the artifact are joined. Although the Rod cannot be disassembled by its possessor, each time a prime power is used, there is a 1 in 20 (5%) chance that the whole will fly into its component pieces and teleport 100-1200 miles away in random directions. Assembly Powers and Effects Parts 1-2 - 1 x III: ___________ Parts 2-3 - 1 x I: ___________ Parts 3-4 - 1 x I: ___________ Parts 4-5 - 1 x IV: ___________ Parts 5-6 - 1 x II: ___________ Parts 6-7 - 1 x VI: ___________ Complete Rod Powers and Effects 1 x I: ___________ 1 x II: ___________ 2 x III: ___________, ___________ 2 x V: ___________, ___________ 1 x IV: ___________ If the Rod is not assembled in order, the powers/effects are not cumulative; only the power or effect of the last piece joined will be active, all prior parts being negated. Note that as stated earlier, if the first section is joined to the second, the second to the third, etc., powers/effects are cumulative, and when the entire Rod is assembled, the additional full powers and effects are gained. Sceptre of Might: For the legendary source of the 3 Sceptres of Might, see the foregoing section on Crown of Might. Each Sceptre has an ethic alignment as follows: 1-6 Evil 7-14 Good 15-20 Neutrality The effects of handling a Sceptre of an ethos not a character's own are the same as those of a Crown. Each Sceptre is wrought of bronze inlaid with silver and many fine gems, with a huge precious stone tipping its 2' length, giving the item a value of 150,000 or more gold pieces on the open market. Each Sceptre functions as a Rod of Beguiling and has the following powers and effects: Evil Good Neutrality 1 x I: _______________ _______________ _______________ 1 x II: _______________ _______________ _______________ 1 x VI: _______________ _______________ _______________ For additional powers in combination with a Crown or Orb of the same ethic alignment, see Crown of Might. Sword of Kas: There is recorded this additional information regarding the lich, Vecna: "When Vecna grew in power he appointed a most evil and ruthless lieutenant to serve as his bodyguard and right hand. This henchman was the lord, Kas, and for him Vecna found a weapon of potency, a long and thin flatchet of dull gray metal; a sword of unsurpassed hardness with sharp point, keen edges, and magical properties. For a long, long time Kas faithfully served the lich, but as his power grew, so did his hubris, for his Sword was constantly urging him on, saying that Kas was now greater than Vecna himself, and with the might of the Sword to aid and direct him, Kas could rule in Vecna's stead. Legend says that the destruction of Vecna was by Kas and his Sword, but at the same time Vecna wrought his rebellious lieutenant's doom, and the world was made brighter thereby." Although the powers and effects of the Sword are only hinted at, there can be little doubt that Kas became the most renowned swordsman of his age because of it. It is a +6 defender, doing double damage against all creatures which are from a plane other than the Prime Material (but only normal damage when on any plane other than the Prime Material). This short sword is highly evil and chaotic in alignment, and with its 15 intelligence and 19 ego, it will certainly attempt to control whomever takes it as his or her own. The Sword of Kas has these powers and effects: 5 x I: ___________, ___________, ___________, ___________, ___________ 2 x II: ___________, ___________ 1 x III: ___________ 2 x IV: ___________, ___________ 2 x V: ___________, ___________ 1 x VI: ___________ The Teeth of Dahlver-Nar: If any cleric was more powerful than the renowned Dahlver-Nar, histories do not tell us. The gods themselves gave special powers to him, and these have passed on to others by means of the great relics of Dahlver-Nar, his teeth. Each of the Teeth has some power, and if one character manages to gain a full quarter, half, or all of them, other grand benefits accrue. In order to gain the power of one of these teeth, however, the character must place it into his or her mouth, where it will graft itself in the place of a like missing tooth. The teeth can never be removed once so emplaced, short of the demise of the possessor. Their powers/effects are: Tooth # 1) 1 x I: ______________ 17) 1 x I: ______________ 2) 1 x II: ______________ 18) 1 x I: ______________ 3) 1 x III: ______________ 19) 1 x I: ______________ 4) 1 x I: ______________ 20) 1 x I: ______________ 5) 1 x I: ______________ 21) 1 x IV: ______________ 6) 1 x I: ______________ 22) 1 x I: ______________ 7) 1 x VI: ______________ 23) 1 x I: ______________ 8) 1 x I: ______________ 24) 1 x II: ______________ 9) 1 x III: ______________ 25) 1 x I: ______________ 10) 1 x I: ______________ 26) 1 x III: ______________ 11) 1 x I: ______________ 27) 1 x I: ______________ 12) 1 x I: ______________ 28) 1 x II: ______________ 13) 1 x I: ______________ 29) 1 x III: ______________ 14) 1 x VI: ______________ 30) 1 x I: ______________ 15) 1 x I: ______________ 31) 1 x I: ______________ 16) 1 x II: ______________ 32) 1 x I: ______________ Set of 1-8) 1 x II: ______________ 1 x VI: ______________ 9-16) 1 x II: ______________ 1 x IV: ______________ 17-24) 1 x II: ______________ 1 x III: ______________ 25-32) 1 x II: ______________ 1 x III: ______________ 1-8) 1 x II: ______________ 1 x VI: ______________ 9-16) 1 x II: ______________ 1 x IV: ______________ 17-24) 1 x II: ______________ 1 x III: ______________ 25-32) 1 x II: ______________ 1 x III: ______________ Set of 1-16) 1 x V: ______________ 17-32) 1 x V: ______________ 1-32) 1 x V: ______________ Powers/effects are cumulative. Throne of the Gods: It is said that somewhere there is carven from the heart of a majestic mountain a massive stone chair, inlaid with mosaics of ivory and precious metals and set about with gems, a throne upon which certain gods actually sat when they walked the world. The Throne supposedly is within a great cavern, a part of the mountain's core, so as to be immobile and immovable. Anyone daring to seat himself or herself upon this chair is subject to the effects, and may gain benefits from the Throne's magic. It is certain, according to fables, that the character will gain a magic item, but in doing so he or she will also be subject to malevolent effect. The same character cannot again gain any magic item, but he or she can have the Throne affect him or her if the proper words and gestures are known and followed. The powers/effects of the Throne of the Gods are: 3 x I: ______________, ______________, ______________ 3 x II: ______________, ______________, ______________ 2 x III: ______________, ______________ 2 x IV: ______________, ______________ 2 x V: ______________, ______________ 2 x VI: ______________, ______________ TREASURE (ARTIFACTS & RELICS) TREASURE (ARTIFACTS & RELICS) 161 ===== PAGE 163 ===== As DM you should determine which power or effect will be activated when the character seated on the Throne grasps either arm, both, or none and utters a command or asks that the Throne give him or her its power. Wand of Orcus: This ghastly weapon is the property of the demon prince, Orcus, but at times it is said that he will allow his Wand to pass into the Prime Material Plane in order to wreak chaos and evil upon all living things there. (See ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Demon, Orcus, for information regarding both Orcus and his Wand.) The wielder of the Wand does not have the full death-dealing power of the device, the victim of its blow having a saving throw versus magic to avoid death or annihilation (gods, godlings, demon lords, greater devils, saints, and demi-gods are not affected at all, of course). However, the Wand of Orcus confers these other powers/effects upon the user: 4 x I: ______________, ______________, ______________ ______________ 2 x II: ______________, ______________ 2 x III: ______________, ______________ 1 x IV: ______________ 1 x VI: ______________ ARTIFACTS AND RELICS POWERS/EFFECTS TABLES I. Minor Benign Powers II. Major Benign Powers III. Minor Malevolent Effects IV. Major Malevolent Effects V. Prime Powers VI. Side Effects TABLE I: MINOR BENIGN POWERS A. Adds 1 point to possessor's major attribute B. Animate dead (1 figure) (by touch) - 7 times/week C. Audible glamer upon command - 3 times/day D. Bless (by touch) E. Clairaudience (when touched to the ear) F. Clairvoyance (when touched to the eyes) G. Color spray - 3 times/day H. Comprehend languages when held I. Create food and water - 1 time/day J. Cure light wounds - 7 times/week K. Darkness (5', 10', or 15' radius) - 3 times/day L. Detect charm - 3 times/day M. Detect evil/good when held or ordered N. Detect invisibility when held and ordered O. Detect magic - 3 times/day P. ESP (30', 40', 50', or 60' range) - 3 times/day Q. Feather fall when grasped and ordered R. Find traps - 3 times/day S. Fly when held and ordered - 1 time/day T. Hypnotic pattern (when moved) - 3 times/day U. Infravision when held or worn V. Invisibility (improved) - 3 times/day W. Know alignment when held and ordered - 1 time/day X. Levitate when held and ordered - 3 times/day Y. Light - 7 times/week Z. Mind blank - 3 times/day AA. Obscurement - 1 time/day BB. Pass without trace - 1 time/day CC. Possessor immune to disease DD. Possessor immune to fear EE. Possessor immune to gas of any type FF. Possessor need neither eat nor drink for up to 1 week GG. Protection +2 when held or worn HH. Remove fear by touch II. Sanctuary when held or worn - 1 time/day JJ. Shield, when held or worn, upon command - 3 times/day KK. Speak with animals - 3 times/day LL. Speak with dead - 1 time/day MM. Speak with plants - 7 times/week NN. Tongues when held or worn and commanded OO. Ultravision when held or worn PP. Ventriloquism upon command - 3 times/day QQ. Water breathing upon command RR. Water walking ability SS. Wearer immune to charm or hold spells TT. Wearer immune to magic missiles UU. Web - 1 time/day W. Wizard lock - 7 times/week WW. Write - 1 time/day XX. Zombie animation - 1 time/week TABLE II: MAJOR BENIGN POWERS A. Animal summoning (II or III) - 2 times/day B. Animate object upon command - 1 time/day C. +2 to armor class of possessor or AC 0, whichever is better D. Cause serious wounds by touch E. Charm monster - 2 times/day F. Charm person - 7 times/week G. Cone of cold (9-12 dice) - 2 times/day H. Confusion - 1 time/day I. Cure blindness by touch J. Cure disease by touch K. Dimension door - 2 times/day L. Disintegrate - 1 time/day M. Dispel illusion upon command - 2 times/day N. Dispel magic upon command - 2 times/day O. Double movement speed (on foot) P. Emotion - 2 times/day Q. Exorcise - 1 time/month R. Fear by touch or gaze S. Fireball (9-12 dice) - 2 times/day T. Fire shield - 2 times/day U. Giant strength (determine type) for 2 turns - 2 times/day V. Haste - 1 time/day W. Heal - 1 time/day X. Hold animal - 1 time/day Y. Hold monster - 1 time/day Z. Hold person - 1 time/day AA. Lightning bolt (9-12 dice) - 2 times/day BB. Minor globe of invulnerability - 1 time/day CC. Paralyzation by touch DD. Passwall - 2 times/day EE. Phantasmal killer - 1 time/day FF. Polymorph self - 7 times/week GG. Regenerate 2 h.p./turn (but not if killed) HH. Remove curse by touch - 7 times/week II. Slow - 1 time/day JJ. Speak with monster - 2 times/day KK. Stone to flesh - 1 time/day LL. Suggestion - 2 times/day MM. Telekinesis (1,000-6,000 g.p. weight) - 2 times/day NN. Teleport (no error) - 2 times/day OO. Transmute rock to mud - 2 times/day PP. True seeing - 1 time/day QQ. Turn wood - 1 time/day RR. Wall of fire - 2 times/day SS. Wall of ice - 2 times/day TT. Wall of thorns - 2 times/day UU. Weapon damage is +2 hit points VV. Wind walk - 1 time/day WW. Wizard eye - 2 times/day XX. Word of recall - 1 time/day YY. X-ray vision - 2 times/day TABLE III: MINOR MALEVOLENT EFFECTS A. Acne on possessor's face B. Blindness for 1-4 rounds when first used against an enemy C. Body odor noticeable at 10' distance D. Deafness for 1-4 turns when first used against an enemy E. Gems or jewelry found never increase in value F. Holy water within 10' of item becomes polluted G. Lose 1-4 points of charisma for 1-4 days when major power used H. Possessor loses interest in sex I. Possessor has satyriasis J. Possessor's hair turns white K. Saving throws versus magic are at -1 L. Saving throws versus poison are at -2 M. Sense of smell lost for 2-8 hours when first used against an enemy TREASURE (ARTIFACTS & RELICS) TREASURE (ARTIFACTS & RELICS) 162 ===== PAGE 164 ===== N. Small fires (torches, et al.) extinguished when major power used O. Small items of wood rot from possessor's touch (any item up to normal door size, 1-7 days time) P. Touch of possessor kills green plants Q. User causes hostility towards himself in all mammals within 6" R. User must eat and drink 6 times the normal amount due to the item's drain upon him or her S. User's sex changes T. Wart appears on possessor's nose U. Weight gain of 10-40 pounds V. Weight loss of 5-30 pounds W. Yearning for item forces possessor to never be away from it for more than 1 day if at all possible X. Yelling becomes necessary to invoke spells with verbal components Notes Regarding Minor Malevolent Effects: These powers should be inflicted upon the possessor of the item after he or she has had the artifact or relic for a period of time (1-4 weeks) or after using major powers of the item. TABLE IV: MAJOR MALEVOLENT EFFECTS A. Body rot is 10% cumulative likely whenever a primary power is used, and part of the body is lost permanently B. Capricious alignment change each time a primary power is used C. Geas/quest placed upon possessor D. Item contains the life force of another person, and after a set number of uses, the possessor's life force is drawn into it and the former soul released E. Item has power to affect its possessor when a primary power is used if the character has not followed the alignment or purposes of the artifact/relic F. Item is a prison for a powerful being; and there is a 1%-4% cumulative chance per usage that it will break free, kill the possessor's soul, and, using his or her body, proceed to slay all associates and henchmen of this character G. Item is itself a living, sentient being forced to serve; but each usage of a primary power gives a 1%-3% cumulative possibility that the spell will be broken and the being will: 1) change the possessor into a like artifact/relic 2) geas/quest the possessor to perform a mission of its choosing 3) kill the possessor 4) mentally enslave the possessor for a period of 2-8 weeks H. Item is powerless against and hates 1-3 species of creatures, and when within 10" of any such creatures it forces its possessor to attack I. Item releases a gas which renders all creatures, including wielder, within 20' powerless to move for 5-20 rounds J. Lose 1 point of charisma permanently K. Lose 1 point of constitution permanently L. Lose 1 point of dexterity permanently M. Lose 1 point from hit points permanently N. Lose 1 point of intelligence permanently O. Lose 1 point of strength permanently P. Lose 1 point of wisdom permanently Q. Magic drained from the most powerful magic item (other than an artifact or relic) within 20' of user R. Reverse alignment permanently S. Sacrifice a certain animal to activate item for 1 day T. Sacrifice a human or player character to activate item for 1 day U. Sacrifice 10,000-60,000 g.p. worth of gems and/or jewelry to activate item for 1 day V. User becomes berserk and attacks creatures within 20' randomly (check each round) for 5-20 rounds W. User goes insane for 1-4 days X. User grows 1/4' taller each time primary power is used Y. User instantly killed (but may be raised or resurrected) Z. User loses 1 level of experience AA. User receives 2-20 hit points damage BB. User receives 5-30 hit points damage CC. User required to slay a certain type of creature to activate item, and slaying another set type will de-activate item DD. User shrinks 1/4' each time primary power is used EE. User transformed into a very powerful but minor being from another plane (demon, devil, godling) by creator of item and is carried off to serve this new master (start a new character) FF. User withers and ages 3-30 years each time the primary power is used, eventually turning the possessor into a deathless withered zombie guardian of the item GG. Utterance of a spell causes complete loss of voice for one day HH. Yearning to be worshipped is uncontrollable; those failing to bow and scrape to the artifact's possessor will be subject to instant attack. Notes Regarding Major Malevolent Effects: Malevolent powers operate whenever a major or primary power of the artifact or relic is used, unless operation occurs after a pre-determined (but low) number of uneventful usages of a major or primary power, as stated above (item description or Table). Effects can be successive and cumulative. Body rot affects extremities - toes, fingers, ears, nose, lips, eyelids, hands, feet, arms, legs, head in that order - 1 member per operation. Nothing can prevent the loss or restore the member. Geas/quest fulfillment enables the possessor to act freely until primary power use once again operates this power. Life force freeing and associated entrapment of the possessor's soul will likewise free the life force of a player character (and restore his or her body) if and when another character so uses the item. Where creature types are called for, select powerful types which would be logically connected to the item, usually foes of its creator or alignment or purpose. Aging 3-30 years is done by race life expectancy: 1) 3 years for half-orcs 2) 4 years for humans 3) 7 years for halflings 4) 12 years for half-elves 5) 20 years for gnomes 6) 25 years for dwarves 7) 30 years for elves The aging cannot be reversed. TABLE V: PRIME POWERS A. All of possessor's ability totals permanently raised 2 points each upon pronouncement of a command word (18 maximum) B. All of possessor's ability totals raised to 18 each upon pronouncement of a command word C. Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day D. Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month E. Creeping doom callable - 1 time/day F. Death ray equal to a finger of death with no saving throw - 1 time/day G. Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day H. Gate spell power, 100% effective - 1 time/day I. Imprisonment spell power - 1 time/week J. Magical resistance of 50%-75% for possessor upon command word - 1 time/day K. Major attribute permanently raised to 19 upon command word L. Meteor swarm - 1 time/day M. Monster summoning VIII - 2 times/day N. Plane shift - 1 time/day O. Polymorph any object - 1 time/day P. Power word blind/kill/stun - 1 time/day Q. Premonition of death or serious harm to possessor R. Prismatic spray - 1 time/day S. Restoration - 1 time/day T. Resurrection - 7 times/week U. Shades - 2 times/day V. Shape change - 2 times/day W. Spell absorption, 19-24 levels - 1 time/week X. Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week Y. Summon djinn or efreet lord (8 h.p./die, +2 "to hit" and +4 damage) for 1 day of service - 1 time/week Z. Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature TREASURE (ARTIFACTS & RELICS) TREASURE (ARTIFACTS & RELICS) 163 ===== PAGE 165 ===== AA. Temporal stasis, no saving throw, upon touch - 1 time/month BB. The item enables the possessor to legend lore, commune, or contact higher plane (7th-10th) - 1 time/week CC. Time stop of twice normal duration - 1 time/week DD. Total fire/heat resistance for all creatures within 20' of the item EE. Total immunity from all forms of mental and psionic attacks FF. Total immunity from all forms of cold GG. Trap the soul with 90% effectiveness - 1 time/month HH. User can cast combination spells (if a spell caster) as follows (d4): 1) 1st and 2nd level spells simultaneously 2) 2nd and 3rd level spells simultaneously 3) 3rd and 4th level spells simultaneously 4) 1st, 2nd, and 3rd level spells simultaneously II. Vanish - 2 times/day JJ. Vision - 1 time/day KK. Wish - 1 time/day LL. Youth restored to creature touched - 1 time/month TABLE VI: SIDE EFFECTS A. Alignment of possessor permanently changed to that of item B. Charisma of possessor reduced to 3 as long as item is owned C. Fear reaction possible in any creature within 20' of the item whenever a major or primary power is used; all, including possessor, must save versus magic or flee in panic D. Fumble reaction possible (as C. above) E. Greed and covetousness reaction in all intelligent creatures viewing the item; save versus magic or attack possessor and steal the item - associates are only 25% likely to have to check; henchmen check loyalty first, failure then requires saving throw as above F. Lycanthropy inflicted upon the possessor, type according to alignment of item, change to animal form involuntary and 50% likely (1 check only) whenever confronted and attacked by an enemy G. Treasure within 5' radius of mineral nature (metal or gems) of nonmagical type is reduced by 20%-80% as the item consumes it to sustain its power H. User becomes ethereal whenever any major or primary power of the item is activated, and there is a 5% cumulative chance that he or she will thereafter become ethereal whenever a stress (combat, life-or-death, difficult problem involving user's decision) situation exists; the ethereal state lasts until stress is removed I. User becomes fantastically strong (18/00 - 19 if 18/00 already) but very clumsy; so dexterity is reduced by as many points as strength was increased, and so no "to hit" bonuses are allowed for strength, and a -2 for clumsiness is given instead; furthermore, the individual must be checked as if he or she has a fumble spell cast upon him or her whenever any item is handled or spell is to be cast by the user J. User cannot touch or be touched by any (even magical) metal; metal simply passes through his or her body as if it did not exist and has no effect K. User has a poison touch which requires that humans and man-sized humanoids (but not undead) save versus poison whenever touched L. User has limited omniscience and may request the DM to answer 1 question per game day (answer is given with limitations set by DM's discretion, with overall campaign factors and knowledge of player vs. player character overriding considerations) M. User has short-duration super charismatic effect upon creatures of the same basic alignment - evil, good, neutral (chaotic, lawful, true) - so that they will willingly join and serve the character for 1-4, 2-8, or 3-12 turns (depending upon how exact the alignment match is); thereafter the effect of the dweomer wears off and the creature(s) will no longer serve due to realization of the enchantment and fear of it (and hostility is possible) N. Whenever any power of the item is used, temperature within a 6" radius is raised 20°-50° F. for 2-8 turns (moves with item) O. Whenever the major or prime power of the item is used, temperature within a 6" radius is lowered 20°-80° F. for 2-8 turns (moves with item) P. Whenever the prime power is used the possessor must save versus magic or lose 1 level of experience Q. Whenever the prime power is used, those creatures friendly to the user within 20', excluding the user, will sustain 5-20 hit points of damage R. Whenever this item is used as a weapon to strike an enemy, it does double normal damage to the opponent but the wielder takes (normal) damage just as if he or she had been struck by the item POSSIBLE DESTRUCTION MEANS FOR ARTIFACTS/RELICS Artifacts and relics are virtually impervious to magical and physical harm and each may only be "destroyed" by a single legendary means. Frequently, the supposed "destruction" is actually a form of nullification or containment of the artifact/relic, but results in the neutralization of its powers for vast periods of time. The following table suggests various means that might apply to the destruction of an artifact/relic and is open to additions and alterations by the DM. No artifact/ relic should have the same nemesis as another; though the means may be the same, the specifics should vary. It should be kept in mind that the means of destruction are as rare and nearly unattainable as are the artifacts/relics themselves. Actively seeking the destruction of an artifact/relic is tedious, demanding, and fraught with great perils to body and soul, and the chances of surviving the destruction of the artifact/relic are minute without the grace of the gods. The way to destroy a particular artifact/relic is to: 1. Melt it down in the fiery furnace, pit, mountain, forge, crucible or kiln in which it was created. 2. Drop it into or bury it beneath (1) the Well of Time, (2) the Abyss, (3) the Earth Wound, (4) Adonais' Deep, (5) the Spring of Eternity, (6) Marion's Trench, (7) the Living Stone, (8) Mountain of Thunder, (9) 100 adult red dragon skulls, (10) the Tree of the Universe. 3. Cause it to be devoured by (1) Cerebus, (2) a Lernaean Hydra, (3) a Titan, (4) an ancient Dragon Turtle. 4. Cause it to be broken against/by or crushed by (1) Talos, a triple iron golem, (2) the Gates of Hell, (3) the Cornerstone of the World, (4) Artur's Dolmen, (5) the Juggernaut of the Endless Labyrinth, (6) the heel of a god, (7) the Clashing Rocks, (8) the foot of a humble ant. 5. Expose it to the penetrating light and flame of (1) the Ray of Eternal Shrinking, (2) the Sun, (3) Truth: that which is pure will become Light, that which is impure will surely wither. 6. Cause it to be steeped in either the encephalic fluids of the brain of Bahamut (the platinum dragon), or in the black and foul blood from the heart of Tiamat, the chromatic dragon. 7. Cause it to be seared by the odious flames of Geryon's destroyed soul or disintegrated in the putrid ichor of Juiblex's deliquescing flesh. 8. Sprinkle it with/baptize it in the (1) Well of Life, (2) River Styx, (3) River of Flame, (4) River Lethe (the river of forgetfulness). Legended items and regions should be placed by the DM in his or her own milieu in isolated locales - preferably warded by mighty mythical and magical guardians (e.g., the serpent which guarded the golden fleece). ARMOR AND SHIELD (III.F.) As Dungeon Master you must be fully conversant with the armor gradation system. Because prior game forms worked from a high base number (9) upwards, I have opted to follow the same progression herein for the sake of continuity and familiarity. As a shield is the single common factor, it must be given a +1 factor, i.e. be 1 class (5%) better than no armor, but listed before the diverse armor types, in order to allow its inclusion as a constant (without over-valuing it). For each +1 of armor, regardless of the type of armor, the wearer moves upwards (toward or beyond AC 2 to 1, 0, -1, -2, etc.). Thus, chain mail +1 is chain mail (AC 5) 1 category better (AC 4), while a shield +1 is equal to armor class 8 - or 2 places better than the armor worn by its inclusion, rather than but 1 (+1 for bearing shield, +1 for the magical bonus of the shield). For game purposes all magical armor should be considered as being virtually weightless - equal to normal clothing, let us assume. This gives characters so clad a base movement speed equal to an unarmored man. Magic shields, however, weigh the same as a normal shield of the same size. Armor of +3 bonus is of special meteorite iron steel, +4 is mithral alloyed steel, +5 is adamantite alloyed steel. Special items are described below: Leather armor +1 is usable by those characters permitted to wear this form of armor. Plate Mail of Etherealness is seemingly normal +5 armor, but if a command word is spoken, the suit enables its wearer and all non-living items he or she wears and carries to become ethereal, just as if oil of etherealness (q.v.) had been used. While in the ethereal state the wearer TREASURE (ARTIFACTS & RELICS) TREASURE (ARMOR & SHIELD) 164 ===== PAGE 166 ===== cannot attack material creatures. A phase door spell will negate the ethereal state and prevent the armor from again so functioning for 1 day. There are 20 charges placed upon plate mail of etherealness, and, once used, they cannot be replaced or recharged. Furthermore, every 5 uses reduces the class of the armor by 1, so if 5 charges are used to become ethereal the armor is +4, if 10 are used it is +3, +2 if 15 are used, and only +1 if all 20 are exhausted. Plate Mail of Vulnerability appears to every test to be magical +1, +2, or +3 armor, but it is actually -2, -3, or -4 cursed plate mail, whose great vulnerability will not be apparent until an enemy successfully strikes a blow in anger with desire and intent to kill its wearer. The armor will fall to pieces whenever an opponent strikes the wearer with an unmodified "to hit" score of 20. Shield, large, +1, +4 versus missiles is a typical large shield, but it is four times more effective against hand hurled and mechanically propelled missiles of all sorts. More importantly, the shield has a 20% chance of negating magic missile attacks (from a frontal position, of course). Shield -1, missile attracter not only makes the bearer equivalent to a shieldless person, it also attracts missiles of all sorts to itself, so double or treble the bearer's chances of being selected by random die rolling according to the size of the party he or she is in. This cursed shield is not distinguishable from a useful magical shield. Note: If you are unfamiliar with medieval armor types, you might find Charles ffoulkes' ARMOUR AND WEAPONS (Oxford 1909) a short and useful text. The armor types I have selected are fitted into a game system. Here is what they subsume: LEATHER ARMOR is cuir bouli, consisting of coat, leggings, boots, and gauntlets. STUDDED LEATHER adds protective plates set in the leather and an extra layer of protection at shoulder area. RING MAIL is leather armor sewn with closely set iron rings. SCALE MAIL is a suit of leather armor set with small overlapping iron plates. CHAIN MAIL needs no explanation. BANDED MAIL is horizontal strips of articulated armor plates worn over a suit of chain mail. SPLINT MAIL is a coat of vertical plates of armor sandwiched within the layers of the garment and worn over chain. PLATE MAIL is a set of pieces of plate (shoulder, breast, back, elbow, groin/hips, legs) worn over chain mail. Plate armor is a late development and is not considered, i.e. the full suit of solid plate used c. 1500 is not an armor type used, but the reader should be aware that this form of protection was lighter and more mobile than plate mail! It is also two or three times more costly . . . SWORDS (III.G.) All magic swords receive their stated bonus both for purposes of hitting (as a bonus to the "to hit" die) and for damage (as +1, +2, +3, etc. addition to hit points of damage scored). The special features of listed swords are described below. Thereafter, considerations of unusual aspects of swords are listed, i.e. intelligence, abilities, powers, purpose, alignment, languages, and ego. Finally, the effects of unusual swords are dealt with. Note that few swords will have any unusual aspects. All +5 Holy Avenger swords are lawful good. All Swords of Sharpness are of chaotic alignment. All Vorpal Weapons are lawfully aligned. Most swords (and all daggers) of magical nature shed light when drawn from their scabbard (see ADVANCED DUNGEONS & DRAGONS, PLAYERS HANDBOOK, THE ADVENTURE, Light). The sole exceptions are the Flame Tongue, Frost Brand, Holy Avenger, Life Stealing, and Sharpness swords, and these will be dealt with individually. Whenever a sword has some unknown quality - such as the wishes in a Luck Blade or a sword with unusual aspects, you should prepare a special 3 x 5 index card on it and keep the information handy whenever the possessor of the weapon is playing. Sword +1, +2 vs. magic-using and enchanted creatures, gives its +1 bonus always, +2 when employed against magic-users, monsters which can cast spells, conjured, created, gated, or summoned creatures. Note that the +2 would not operate against a creature magically empowered by some item to cast spells - such as a ring of spell storing. Sword +1, +3 vs. lycanthropes and shape changers, gives its +3 against were creatures, those able to assume the form of another creature (such as a vampire or a druid), or any creature under the influence of a polymorph or shape change spell.