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Encyclopedia Magica Vol I

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Page 1: Encyclopedia Magica Vol I
Bambi
TRS2152 - Encyclopedia Magica - Volume I Scanned and OCRed by Bambi for the bookswarez scene. With no damn internet connection, thanks to my ISP catching me with uncaped cable.... 03/2002
Page 2: Encyclopedia Magica Vol I

Encyclopedia Magica™Accessory

CreditsDesign; It is impossible to list all of the creators of the items cataloged in these volumes,

but credit goes to everyone who has created a magic item in a module, boxed set, accessory,hardbound, or magazine article published in the last 20 years.

Compilation and Development: sladeDevelopment and Editing: Doug StewartProject Coordination: Roger E. Moore

Interior Black and White Art: Arnie SwekelInterior Color Art: Gerald Brom, Clyde Caldwell, Jeff Easley, Fred Fields, and Robb Ruppcl

Art Coordination: Peggy CooperGraphic Design: Dee BarnettProduction: Paul Hanchette

Graphic Coordination: Sarah FeggestadTypesetting: Nancy J. Kerkstra

Acknowledgments: L. Richard Baker III, Anne Brown, Brace Heard, Colin McComb,Ed Greenwood, Roger E. Moore, Steven E. Schend, slade, Doug Stewart, and Georgia S. Stewart

who supplied new and unique magical items. And, of course, James M. Ward, for laughingwhen he heard slade had this project.

Volume OneAbacus of Calculation to Dust of Blending

TABLE or CONTENTSI n t r o d u c t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Artifact T a b l e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Enchanted Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3 3D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 355

TSR, Inc.P.O. Box 756Lake GenevaWI 53147-0756USA

TSR Ltd120 Church End

Cherry HintonCambridge, CBI 3LB

United Kingdom

AD&D, ADVANCED DUNOEONS & DRAGONS, AI.-QADIM, BATTLESYSTEM, BLACKMOOR, CARDMASTER, D£D, DARK SUN, DRAGON,DRAGONLANCE, DRAQON MOUNTAIN, DRAGON QUEST, DRAGON'S CROWN, DUNGEON, DUNGEONS & DRAGONS, DUNGEON MASTER,FIEND FOLIO, FORGOTTEN REALMS, GAMMA WORi-D, GREY1EAWK, HOLLOW WORLD, POLYHEDRON, RAVENLOFT, RPOA, the RPGA Logo,SPELLJAMMER, and WORLD OF GREYIIAWK are registered trademarks owned by TSR, Inc.ALWAYS AN ADVENTURE!. CREATURE CRUCIBLE, DEITIES AND DEMIGODS, ENCYCLOPEDIA MAGICA, MONSTROUS MANUAL, MYS-TAR A, PLANESCAPE, RAVENS BLUFF, ROLE PLAYING GAME ASSOCIATION, and the TSR Logo are trademarks owned by TSR, Inc.

All TSR characters, character names, spell names, magical item names, unique place locations, and the distinct likenesses Thereof are trademarks owned by TSR,Inc. LANKHMAR is a trademark owned by and under license from Fritz Lciber.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the toyand hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.

This work is protected under the copyright laws of the United Stales of America. Any reproduction or unauthorized use of the material or artwork presentedherein is prohibited by law without the express written permission of TSR, Inc.

C1994 TSR, Inc. All Rights Reserved.First Printing, December 1944

Printed in the U.S.A.

Page 3: Encyclopedia Magica Vol I

When the DUNGEONS & DRAGONS* Game firstappeared in 1974, no one was sure how the publicwould receive it. Nothing could prepare thefledgling Tactical Studies Rules for the stir thatD&D9 created in the hearts and minds of millionsof fantasy lovers all over the world. Twenty yearslater, fantasy role-playing, the ADVANCEDDUNGEONS & DRAGONS® and the DUNGEONS &DRAGONS games are better than ever, and there isno end in sight.

The uniqueness of these two game systems liesin the fact that they are open-ended. The gameconstantly changes and continually expands withnew monsters, extra spells for Spellcasters, sup-plementary proficiencies, and supernumerarymagical items—there is nothing that can't beadded to the AD&D* game system.

Throughout the 20-year history of the D&Dand AD&D game worlds, reams of paper andgallons of ink have detailed thousands of magi-cal items. From the original D&D boxed set andthe first issue of THE STRATEGIC REVIEW Maga-zine, to the last products shipped in December1993, almost every product has featured at leastone new magical item, and you will find themall in the ENCYCLOPEDIA MAGICA™ collection.Since many of these products are long out ofprint, it is impossible for the majority of playersand Dungeon Masters around the world to enjoythese unique treasures. We had to call a halt atsome point, so these volumes only includethose products shipped through December1993.

Besides the magical items from game prod-ucts, we have included those from DRAGON*Magazine, up to #200; DUNGEON® Magazine,issues 1 through 45; all 30 issues of IMAGINEMagazine; POLYHEDRON Newszines through90, and all seven issues of THE STRATEGICREVIEW.

In 1992 and 1993, TSR produced a two-vol-ume set, The Magical Encyclopedia. The olderencyclopedia is an index of magical items andwhere these PC trophies can be found among themyriad TSR products. Unfortunately, most ofthose older products are unavailable—many arenow collectors' items.

We decided to do something about that. TheENCYCLOPEDIA MAGICA volumes feature everymagical item we could find, in every product wehave ever created. From obscure references to

special weapons in the first modules to thedetailed weapons of the DUNGEON MASTER'*' Guide(DMG), players and DMs alike will have years ofenjoyment discovering the thousands of itemsenchanted by the wonderful power of magic.

DMs are forewarned though, just because anitem is listed here does not mean it should begiven to players casually. Many items are artifacts(often believed to be items of extreme power),relics (items of historic or sacred value), or itemsof such potency they can destroy a continuingcampaign. Be very careful when releasing theseitems to your players.

With the enormous number of magical itemswoven into game systems, it is difficult to over-come the attitude that magic is everywhere andeasy to obtain. Given the amount of time, energy,and self-sacrifice required to produce even a dag-ger +1, finding a single magical item should be amarvelous event in the lives of your characters.(Sec the Book of Artifacts for information onmagical item creation.)

It is not surprising then that the earliest magi-cal items (especially weapons) were given names.From Bucknards everfull purse to the Equalizer(an extremely lethal sword), rare items werenamed for the individuals who created them orwho first used them heroically. However theycame by their titles, they now belong to the realmof legend.

Players should be encouraged by the DM toname the items they possess, or the DM shouldname them before granting them to a player.After all, finding Prismal's wand of lightningwith 10 charges remaining is much more excit-ing than stumbling over a generic wand of light-ning with 10 charges, especially when theplayers learn that Prismal's wand overwhelmedthe chateau of a renowned and virtuous noble.Players will enjoy items of historical signifi-cance more than mundane ones, and a note ofrealism wi l l be added to your campaign.Remember too, that items themselves canbecome characters.

ALWAYS AN ADVENTURE!™ is the basic premisefor every product produced by TSR, and thisencyclopedia is no exception. The ENCYCLOPEDIAMAGICA collection is designed to be a useful andenjoyable addition to any role-player's library,one that will stimulate years of adventure.

Page 4: Encyclopedia Magica Vol I

How to Use These BooksThe last volume of this encyclopedia containstables that randomly determine which magicalitems are found in a treasure hoard, though arti-facts and most rel ics are excluded from thetables. (For those players and DMs who prefer toplay a tongue-in-cheek game, we included punitems in the random tables.) We suggest that DMsselect the items PCs discover in order to keepgame-busters from appearing at random.

Each item listed in the ENCYCLOPEDIA MAGICAcollection marks its type and name, gives theexperience point and gold piece values, thesource, and a detailed description. To find a par-ticular item, look under its name or use thedetailed index supplied in the final volume.

Magical Item Name: Most often, this is thename given to the item in its first (and usually)subsequent appearances. Unfortunately, somenames changed. This was done for three reasons.First, we tried to make items more useful, excit-ing, or easier to find. Second, a few were changedin order to make placement more convenient andlogical. Finally, some of the D&D and first edi-tion items had names that were changed in latereditions, updates, and product lines. These werebrought into line with current usage to preventconfusion.

In many cases, items were grouped together tocreate order and make it easier to find things. Forexample, short swords, bastard swords, and allother swords are grouped together under the sin-gle entry Sword. This means that a DM lookingfor information on the sword of dancing doesn'thave to remember if it's a short sword or a longsword. These entries typically have a randomtable at the beginning of the entry that allows theDungeon Master to create a larger repertoire ofmagical items. (The Sword entry's random table,for example, includes rapier, bastard sword, glad-ius, claymore, khopesh, cutlass, ninja-to, amongmany, many others.)

Experience Point Value: To make use of anitem's experience point value, check the particu-lar set of rules you are using. In the originalAD&D game, experience is awarded only foritems kept and used on an adventure. This helpedto check the idea that killing monsters and NPCsis the only way to gain experience. In the AD&D2nd Edition game, experience is awarded to the

character who creates an item in order to slowlevel progression. In the D&D game, experiencepoints are not usually awarded for magical items.However, many Dungeon Masters find it conve-nient to grant experience points to characters whofind and keep items no matter what rules thecampaign uses.

In some entries, experience point value is listedas "—". This indicates a unique and potent item(often called an artifact or relic). Artifacts andrelics have powers far beyond what even the mostheroic mortal can wield without detrimentaleffects to his or her health and psyche. Experi-ence is never given for these items, and the DMmust carefully monitor their use in a campaign.Generally, it is unwise to introduce any magicalitem into a game unless the DM understands theitem's powers and how those powers affect play—this is especially true for artifacts and relics.

Gold Piece Value: Throughout theENCYCLOPEDIA MAGICA volumes, items aregiven a value, listed in gp. This does not meanthat every item can be purchased by simply sur-rendering the specified coinage. Instead, gpvalue is used to rate the relative values of differ-ent items to each other. In individual campaigns,the Dungeon Master may wish to increase the"bartering value" of items two-fold, ten-fold, oreven 100-fold to keep magical items the rare andwonderful things that they are, and it's a greatway to keep the campaign from overbalancing.See the section below on Monetary System Con-versions for an extensive table to convert theAD&D gold piece standard to any AD&D cam-paign world that uses a different standard. Manyentries have a gold piece value rated "—". Thismeans that the item is so priceless that it isimpossible to rate its true barter value.

First Appearance or Best Reference: Thesmall type (DRAGON Magazine 2) designateseither the first source in which an item appeared,or the title of the most complete reference.

Description/Explanation: This is the descrip-tive text of an item. Often, the original passagehas been altered or expanded to clarify the use ofthe item or its history. In a few cases, the descrip-tion is either significantly or completely changed(but this is rare).

Running Magical Item Total: Along thefooter of each page is a series of numbers. Theseenumerate the number of magical items cited up

Page 5: Encyclopedia Magica Vol I

to that page. Each new header for a magical itemincreases the number of items described in theentry. To find the total magical items detailed inthis encyclopedia, look at the final magical itementry in the last volume.

Design NotesThe items listed in the ENCYCLOPEDIA MAGICAaccessory are categorized wherever possible. Thismay cause some initial confusion until the readergets used to the format. The summary belowshould help solve these problems.

Ammunition: There are three basic types ofammunition in the AD&D game: Arrows (includ-ing bolts), sling bullets (for sling weapons), andshot (for powder weapons). All ammunition is tobe found in one of these three categories.

Armor: All armor (but not shields, helmets, orgauntlets) is placed in a single category. Randomselection charts augment the unique nature ofthese items.

Books: Magical books have been categorizedin five different sections: Book, Libram, Man-ual, Spellbook, and Tome. Books are used exclu-sively by priests and librams only by wizards.Manuals can be used by any character class andtomes are magical volumes that can be used bythieves or fighters. Spellbooks contain spells forboth wizards and priests.

Musical Instruments: Instruments arc sepa-rated into three basic types: Wind, percussion,and stringed. In general, if you are looking for aharp, guitar, or harpsichord, look under StringedInstrument. To find bagpipes, flutes, organs,trumpets, and the like, refer to Wind Instru-ment. To locate drums, rattles, chimes, bells, orother noisemakers, look under PercussionInstrument.

Potions vs. Oils: A great deal of confusionexists about the difference between potions andoils. Potions, philters, and elixirs are things thatmust be swallowed to gain the magical effect orproperty they contain. Oils, salves, and ointmentsare liquids that are rubbed into the flesh or hair,or coated on items to release their magical prop-erties.

Weapons: There are so many different types ofweapons (and many of them have but a singlemagical version), it was necessary to categorizethese as well. The 19 sections on weapons in thisencyclopedia are: Axe, Bow (including cross-bows), Club, Dagger, Dart, Flail Weapon,

Hammer, Lance, Mace, Mattock, Polearm,Powder Weapon, Sickle, Sling, Spear, Staff,Sword, Throwing Star, and Whip. (Quarter-staves and similar weapons are included withmagical staves.) To find your favorite weapon,please refer to the index. At the top of eachweapon category is a random chart that allowsthe DM to create unique, magical items that existonly in his or her campaign. For instance, in theDUNGEON MASTER Guide, the holy avenger isalways a long sword. Using the charts, it is pos-sible to have a holy avenger khopesh, or even aninja-to; the possibilities are almost endless.

Most items, clothing, block and tackle, cloaks,wands, staves, etc., are to be found in their usualposition in the alphabetical listings. Again, if youhave problems finding a particular item, pleaserefer to the index in the last volume. The index isyour guide to exciting, magic-laden campaigns.

While this game accessory is intended to beused with the AD&D game system, a little tinker-ing is all that is required to make the items listedhere compatible with traditional D&D game cam-paigns. The DUNGEONS & DRAGONS Rules Cyclo-pedia, Appendix Two contains rules that willmake conversions easy.

Navigating theEncyclopedia

We tried to make using this encyclopedia as sim-ple and as easy as possible, and we developed ourown system of classification. First, ail commonitems, amulets, books, cloaks, daggers, have theirown combined entries. This was done to avoid theboredom of reading "Sword of, Sword of, Swordof," and to make it easier for you to find the itemsyou need quickly. Within the multiple listings youwill find a header, Amulet, for example, followedby alphabetical listings of the amulets. These arelisted simply as "of the Abyss, Against Disease, ofAmiability" and so on. If the object type was pre-ceded by a title or a name, Cartographer's, forexample, it is listed with just the name of theobject—we thought "Attacks Upon the Owner,Jewel of was a bit unwieldy.

When searching for unique items that are notcovered by the group entries, look under an item'sname, not under the subject. For example, youwill find Queen Ehlissa's Marvelous Nightin-gale under Q, listed just that way—not as"Nightingale, QueenEhlissa'sMarvelous''

Page 6: Encyclopedia Magica Vol I

ReferencesIn a set of volumes that compiles over 20 yearsworth of material, there is little space leftover. Itwas not possible to reveal and detail all of thepeople and places that appear in the text. Entiremodules and boxed sets have been dedicated tothem—besides, a little mystery about magicalitems is a good thing. For the truly curious (andfor those of you who want to make sure this ency-clopedia is complete), we have placed the nameof the TSR product in which the item firstappeared (or the one with the most details, ifthere was more than one use) beneath the GP/XPvalues of each item. You can research the back-ground of the item, or go creative. You might usethe information given as a starting point and tellyour own talcs. The choice is yours.

Rules, Stats, andMonsters

Twenty years have elapsed since some of theseitems have appeared. It was necessary, therefore,to convert all game statistics to AD&D 2nd Edi-tion rules. The D&D Rules Cyclopedia has achapter on conversion, for those of you who needit, and First Edition DMs and players should bewell used to tweaking 2nd Edition rules and stats.

Some of the items from earlier products werealtered, names of monsters were brought into linewith current practices, and the names of theplanes were altered to avoid confusion with thenew PLANESCAPE™ line—Tarterus, for example,is now Carceri. Some th ings could not bechanged, however. Athena's Shield is still Athena'sShield. Wherever possible, we have tried to keepthe flavor and integrity of the earlier works intactwhile bringing older material into a new andmore enjoyable light.

Monetary SystemConversion

Many campaign worlds under the AD&D bannerdo not use the same gold piece standard. TheDRAGONLANCE* campaign world, DARK SUN*adventure setting, and the Oriental Adventuresrealm (found in the Kara-Tur boxed set and theOriental Adventures rulebook) are just threeexamples. Therefore, before an item can be used(purchased, stolen, or traded), you must convert

the value of the item into the monetary systemof the game world in which your campaign isset.

In a DRAGONLANCE campaign, the gold piece iseither devalued by a factor of 10 or has beenreplaced by the steel piece (stl). To change thisinto the proper currency, the DM should eitherconvert the prices given here to steel pieces, orsimply multiply the gp value by 10 and keepprices in gold. In the Oriental Adventures realm,the gold piece is not even a viable coin. There-fore, assume the characters must pay in Ch'ao orTael and multiply the value by two.

Please note that the tables on the followingpage allow easy conversion of the differentcoinage found throughout TSR's game worlds.

Note—The abbreviations used in these volumesare:DMG = DUNGEON MASTER GuidePHB = Player s Handbook

Page 7: Encyclopedia Magica Vol I

ADVANCED DUNGEONS & DRAGONS GamePP GP EP SP CP Ch'ien

Oriental AdventuresCh'ao Tael Yuan Fen

AD&D GamePlatinum =Gold =Electrnm =Silver =Copper =

11/51/101/501/500

5)1/21/101/100

10211/51/50

5010511/10

50010050101

11/51/101/501/500

10211/51/50

10211/51/50

200402041/4

1000200100202

Oriental Adventures CampaignCh'ien =Ch'ao -Tael-Yuan =Fen =

11/101/101/2001/1000

51/21/21/401/200

10111/201/100

50551/41/20

500505041/2

11/101/101/2001/1000

10111/20

10111/20

1/100 1/100

200202011/5

100010010051

DRAGONLANCE CampaignPlatinum =Steel =Iron =•Bronze =Gold =Silver =Copper =

DARK SUN CampaignPlatinum =Gold =Electrum =Silver =Ceramic =Blt =

11/51/101/251/501/1001/500

11/51/101/501/5001/5000

511/21/51/101/201/100

511/21/101/1001/100

10211/2.51/51/101/50

10211/51/501/500

50105211/21/10

5010511/101/100

50010050201051

500100501011/10

11/51/101/251/501/1001/500

11/51/101/501/5001/5000

DRAGONLANCE ADVENTURES

AD&D GamePlatinum =Gold =Electrum =Silver =Copper =

Stl

511/21/tO1/100

IP

10211/550

BP

2552.51/21/20

GP

5010511/10

SP

100201021/5

CP

50010050101

PP

11/51/101/501/500

10511/2.51/51/101/50

10211/51/50

10511/2.51/51/101/50

10211/51/50

1/500 1/500

200100208421/10

200402041/41/40

10005001004020101/2

10002001002021/2

DARK SUN CampaignGP

511/21/101/100

EP SP

10 502 101 51/5 11/50 1/10

CP

50010050101

Bit

5000100050010010

Oriental Adventures CampaignCh'ien -Ch'ao =Tael =Yuan =Fen =

51/51/51/1001/500

10111/201/100

252.52.51/81/40

50551/41/20

10010101/21/10

5005050102

11/101/101/2001/1000

51/21/21/401/200

10 501 51 51/20 1/41/100 1/20

500505041/2

5000500500402

DRAGONLANCE CampaignPlatinum =Steel =Iron =Bronze =Gold =Silver =Copper =

511/21/51/101/201/100

10211/2.51/51/101/50

2552.511/21/41/20

50105211/21/10

10020104211/5

50010050201051

11/51/101/251/501/1001/500

511/21/51/101/201/100

10 502 101 51/2.5 21/5 11/10 1/21/50 1/10

50010050201051

50001000500200100SO10

DARK SUN CampaignPlatinum =Gold-Electrum =Silver =Ceramic =Bit =

511/21/101/1001/1000

10211/51/501/500

2552.51/21/201/200

5010511/101/100

100201021/51/50

500100501011/10

11/51/101/501/5001/5000

511/21/101/1001/100

10 502 101 51/5 11/50 1/10

50010050101

1/500 1/100 1/10

50001000500100101

Page 8: Encyclopedia Magica Vol I

Random Power Tablesfor Artifacts

Book of ArtifactsAlthough complete descriptions of the magicalpowers of many artifacts are given, there aremany items that lack detailed explanations. Ran-dom tables for determining unlisted powers arepresented here. To discover the powers of an arti-fact, find the appropriate table in this section andeither select one appropriate to your campaign, orroll the dice.

The tables provide broad categories to define awide variety of artifact powers. DMs are urged toselect powers from the lists, rather than rely ondice rolls. Blind chance can easily lead to unusualand illogical results, destroying the continuity ofan artifact's nature and history, as well as disrupt-ing your campaign. There are only a few itemswhere a completely random selection is trulyappropriate. It works well wi th the horn ofchange, and possibly even with a device like themachine ofLum the Mad. With these items, ran-domness is a basic property, but randomness isapplicable to few others.

In addition to selecting powers, the DM mustalso decide how the power is applied. A sug-gested use is given for most powers, but this canhardly account for all possible shapes, forms,and usages. A character can strike an enemywith the sword ofKas, but that would be quite atrick with Heward 's mystical organ. As a guide-line, hand held items (swords, scepters, etc.)should touch the target to activate a power, whilethose items that are worn are activated bythought or spoken command. The large, immo-bile items (like the machine of Lum the Mad)either have immediate effects on characters orcharge them with powers that can be releasedlater. The machine could immediately increaseprime requisite ability scores or provide theknowledge needed to cast a. fireball (for a singleuse, or even once per day!) into a character'smind.

Most of the random artifact powers duplicateexisting spells and have the same restrictions.Obviously, magical items never require materialcomponents. Spells that vary by level shouldoperate as if cast by a 2Qth-level wizard or priest(within the limitations of the spell), unless other-wise noted. Powers marked in italic boldface are

from spells found in the Tame of Magic.Some random artifact powers are unique.

These are described where they appear, butbecause of the necessity to be brief, not everyrule can be covered. DMs are once moreencouraged to resolve these as they think best.Individual judgments add to each campaign'sunique flavor. As an aid to designing new arti-facts, each table has a brief description of itscategory.

Two of the tables below—Table 1-19: Natureand Table 1-20: Necromancy—are not used inthis book. They are provided to round out the col-lection for those DMs who want to design theirown artifacts.

The tables cannot include every possiblepower an artifact might have. In addition to thetables here, there could be others based on anyimaginable topic. Those who want more varietyshould add whatever powers they need, creatingnew tables when necessary. Nor should anyoneconsider themselves limited to AD&D gamerules. Other genres—horror, science fiction, aswell as your own imagination, can provide inspi-ration for the creation of new and unique magi-cal items. For example, many of the mutationsfound in the G A M M A WORLD™ game couldbecome strange and wonderful powers in abizarre, other-worldly device. In short, have fun,expand, experiment.

In Ravenloft: Due to their unusual power andpurpose, artifacts and relics may transcend thelimitations of Ravenloft. At the DM's discretion,spells cast from an artifact or relic are unchangedby the demiplane (as are any spell-like abilities).These powerful items may even help charactersescape from Ravenloft. An evil artifact may notwant to leave, however. Furthermore, any charac-ter who owns an evil artifact or relic must make aRavenloft powers check once a week.

Table 1-00: AbjurationAbjuration primarily negates properties and pow-ers. Unlike offensive spells, these powers do notdestroy, rather they remove enchantments, bind-ings, and the like.

Roll Power1 Cast abjure (3/day)2 Cast avoidance between a creature and

the user(I/day)3 Cast banishment by touch (I/week)

Page 9: Encyclopedia Magica Vol I

4 Instantly dismiss an elemental (I/week)5 Cast dismissal upon any planar creature

by touch (1/week)6 Casl dispel evil/dispel good (1 /day)7 Cast dispel magic by touch (I/day)8 Cast holy word/unholy word (I/week)9 Cast Hornung 's random dispatcher by

touch (I/week)10 Cast imprisonment/freedom by touch.

Imprisoned creatures are freed by namingthem (1/month).

11 Cast knock (3/day)12 Cast lower resistance (7/day)13 Have minor spell turning continually in

effect while the artifact is in hand. Roll1 d4 to determine the maximum level ofthe spell turned,

14 Cast purify food & drink on all itemswithin a 10' radius of the artifact (7/day)

15 Cast remove curse by touch (3/day)16 Have repel insects in a 10' radius in con-

stant effect while the artifact is held17 Cast repulsion upon one named creature

(I/week)18 Cast spell turning for two turns duration

(I/day)19 Dispel illusions within a 60' radius

(3/day)20 Have turn wood continually in effect

while the artifact is in hand

Table 1-01: CataclysmCataclysms cannot be intentionally called uponby an artifact's owner. They occur at randomintervals. While a character might get luckyand trigger an incendiary cloud just as orcsstorm the stronghold, the cataclysm takes nosides. Human defenders and orc attackers areequally vulnerable to the artifact's vengeance—even the artifact's owner. All of the cataclysmsdescribed here affect a minimum area one milein diameter.

Roll Power1 Cast acid storm to rain down upon the

area of effect for two full turns2 Create a permanent aura of desolation

that settles over the area of effect. Indi-viduals of good alignment are haunted byterrifying dreams and suffer -2 penaltiesto THACO and saving throws while evilcreatures gain +2 penalties to the same.

Plants twist and wither, crops fail, andherds grow sickly.

3 Blanket the area of effect with a bliz-zard, dropping temperatures to 0° F andinflicting 1d6 points of damage per hourto those unsheltered. Overland move-ment is impossible. The storm lasts1d6+12 hours and snows remain 1d3days (summer), 2d6 days (spring/fall),or 2d20 days (winter).

4 Ravage the area of effect with call light-ning for 72 hours (432 bolts), randomlystriking any targets

5 Create a cloudkill spell upon the area ofeffect for 1d6 hours

6 Form a ring of creeping doom aroundthe area of effect that constricts in asolid blanket inward, not diminishinguntil the center is reached (4 hours toreach center).

7 Settle a death fog over the area of effectthat remains in place for 2d20 rounds

8 Strike the area of effect with a permanentdrought. All water present or brought intothe area of effect evaporates instantly.

9 Hit the area of effect with an earthquakespell.

10 Rain afire storm down upon the area ofeffect for 2d6 rounds

11 Flood the entire area of effect, destroyingbuildings and fields. All living creaturesunable to fly risk drowning in the rushingwaters. The waters recede to safe levelsin 1d6 hours but remain for 2d20 days.

12 Sweep an incendiary cloud through theentire area of effect

13 Settle an insect plague upon the area ofeffect for 1d6 hours that, besides otherspell effects, destroys all plants.

14 Instantly create a permanent magic-deadarea of effect. Nonartifact magical itemsdo not function in the zone, spellcastingis impossible, and all existing spells arenegated, including permanent enchant-ments on creatures. Summoned beingsare driven back to their own plane.

15 Create a meteor swarm to rain downupon the area of effect for 1dl2 hours(8 spheres/round, or 480/hour), ran-domly striking targets within the areaof effect

16 Create a permanent spiral ofdegenera-

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tion that settles upon the area of effect.Only artifacts remain unaffected.

17 Create a permanent wildzone in the areaof effect

18 Transfer the whole area of effect to a ran-domly chosen lower plane. The artifact isnot transported.

19 Strike the entire area of effect with astorm of vengeance.

20 Create permanent wolf spirits to guardthe area of effect; they are hostile to allnonanimal life forms.

Table 1-02: CombatThe powers on this table are associated withweapons and generally give advantages in meleecombat.

Roll Power1 Cause paralyzation by touch (3/day)2 Provide initiative each combat round3 Have blur constantly in effect while the

artifact is in hand4 Cast choose future (I/day)5 Provide double attacks per round6 Cast energy drain by touch (I/week)7 Cast/Tre shield (1 /day)8 Cause an opponent to fumble (7/day)9 Cause an opponent to suffer greater mal-

ison (7/day)10 Imbue the user with the skills to use the

weapon, despite class11 Cast harm upon an opponent struck by

the weapon (I/week)12 Cast improved invisibility (1 /day)13 Cast mirror image (7/day)14 Imbue the user with the combat skills to

use two weapons at no penalty15 Weapon is aware of its surroundings.

The user is never struck from behindand never suffers penalties for b l indfighting.

16 Cast slay living upon an opponent struckby the weapon (I/week)

17 Imbue the user with all benefits ofweapon specialization

18 Cast Tenser'a transformation upon theuser(I/day)

19 Function as a vampiric regeneration ring20 Cast warband quest (1 /month)

Table 1-03: ConjurationThe powers here relate to the ability to summoncreatures or objects from other places or to createthings out of thin air.

Roll Power1 Cast aerial servant (1 /week)2 Cast animal horde (1 /month)3 Cast animal summoning I-III—the user

chooses the creature summoned (I/day)4 Cast animate object (I/day)5 Cast call lightning (1 /week)6 Cast a conjure elemental spell of the

user's choice (I/week)7 Cast Leom und 's secure shelter (1 /day)8 • Cast fabricate (I/day)9 Call upon Leomund's secret chest at any

time, using the chest to store the artifactwhen not needed

10 Cast maze (I/week)11 Cast monster summoning I-VII with user

choosing the monster summoned(I/week)

12 Cast prismatic sphere (1 /week)13 Summon 1d4 berserkers as a horn of Val-

halla (I/week)14 Summon a genie (1 /week)15 Summon an invisible stalker (I/week)16 Cast summon shadow (I/week)17 Inscribe a symbol of the user's choice

(I/week)18 Cast trap the soul upon a creature by

touch (1/month)19 Cast unseen servant to be constantly at

hand to serve the user20 Cast weather summoning (I/week)

Table 1-04: CursedThese powers usually affect only the owner of anartifact. Once a curse triggers, the presence of theartifact is not important, since the effect centerson the character and not on the item. Most cursesend when the character voluntarily surrenders theartifact, whether it is given up, lost, or stolen.

Roll Power1 Instantly pollute all holy water within 30'

of the user2 Reduce the user's Charisma by 1d4 points3 Inflict a -1 penalty on the user's saving

throws vs. magic

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4 Inflict a -2 penalty on the user's savingthrows vs. poison

5 Cause the user's touch to rot awaywooden items the size of a bow or less in1d4 days

6 Cause the user's touch to kill plants(inflicts 1d6 points of damage to plant-based creatures)

7 Cause NPC reactions to the user to beneutral or worse

8 Inflict insatiable hunger upon the user,who must eat a full meal once every wak-ing hour

9 Instantly change the gender of anyonehandling an artifact for the first time

10 Inflict deafness upon the user, who thencan only hear when people shout. Spell-casters must shout their spells to be suc-cessful.

11 Inflict an incurable disease upon the user.At the beginning of each month a savingthrow vs. death magic must be made toavoid losing 1 point of Constitution.When the user's Constitution reaches 0,death occurs,

12 Cause the user's touch to have a 50%chance of draining the magic from anyitem not an artifact

13 Inflict 5d10 points of damage upon any-one handling the artifact for the first time

14 Cause a 50% chance of the user beingstruck by a geas each time a power of theartifact is used. The geas must be com-pleted before the artifact can be usedagain.

15 Age the user ] d10 years each time theartifact is used. Although the user suffersall the effects of aging, death by old ageis not possible as long as the artifactremains in possession.

16 Afflict the user with lycanthropy17 Cause the user's touch to be poisonous

(saving throw vs. poison or 2dl2 pointsof damage are inflicted)

18 Inflict photosensitivity upon the user,who suffers a -1 penalty to all die rollswhile in daylight

19 Cause the user's personal possessions togradually disappear as if lost. Littlethings disappear first, then larger posses-sions, until the user is stripped of allworldly goods.

20 Cause the user to become forgetful, start-ing with small details and progressinguntil full amnesia occurs

Table 1-05: DetectionThese powers are oriented toward finding anddiscovering things hidden, but not necessarilyunknown. Unless noted, these powers are in effectwhenever the artifact is held or worn.

Roll Power1 Provide a +1 bonus to the user's surprise

rolls while the artifact is in hand2 Imbue the user with all benefits of the

appraisal proficiency3 Have comprehend languages constantly

in effect while the artifact is in hand4 Have detect charm continually in effect

while the artifact is in hand5 Cast detect evil/detect good (3/day)6 Detect illusions (3/day)7 Cast detect invisibility (3/day)8 Cast detect magic (3/day)9 Cast detect poison (3/day)

10 Have detect snares & pits constantly ineffect while the artifact is in hand

11 Detect stonework traps12 Cast detect undead (3/day)13 Cast emotion read (3/day)14 Cast extradimensional detection (3/day)15 Caslfind traps (I/day)16 Have infravision continually in effect

while the artifact is in hand17 Cast locate object (3/day)18 Cast true seeing (1 /day)19 Cast wizard eye (3/day)20 Cast wizard sight (3/day)

Table 1-06: DivinationDivination is the complement of detection,revealing things unknown or uncertain. Unlikemost detection abilities, these powers tend toreveal intangibles—things that cannot and couldnot have been seen without the aid of the power.In most cases the artifact must be touched againstthe desired target of the power.

Roll Power1 Cast analyze balance by touch (7/day)2 Cast augury (3/day)3 The user communes with the deity affiliated

with the artifact. Questions about the

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artifact are not answered (I/week).4 Cast consequence (1 /day)

Permits the wielder to use contact otherplane through the artifact, which selec-tively screens out all information relatingto itself or its powers (I/week)

6 Cast detect lie upon any creature within10'(3/day)

7 Cast detect scrying (1 /day)8 Cast divination (I/day)9 Cast divine inspiration (I/day)

10 Cast ESP by touch (3/day)11 Cast find the path (I/day)12 Cast foresight (1 /week)13 Cast identify by touch (I/day).14 Cast know alignment by touch (3/day)15 Cast moment reading (3/day)16 Cast past life (3/day)17 Cast pattern-weave by touch (I/day)18 Cast personal reading upon a creature by

touch (3/day)19 Cast read magic by touching the artifact

to written material (3/day)20 Cast stone tell by touch (3/day)

Table 1-07: Elemental AirThese powers grant knowledge of or control ofthe elemental forces of Air. Most function identi-cally to the spell of the same name. Some areactivated by the touch of the artifact while otherstransfer their power to the wielder.

Roll Power1 Cast aerial servant (I/week)2 Cast cloud of purification (2/day)3 Cast cloudkill (I/day)4 Cast conjure air elemental (I/week)5 Cast control winds (3/day)6 Create a windstorm equal to a djinni's

whirlwind. The storm lasts for 1 full turn(I/day)

7 Have feather fall constantly in effectwhile the artifact is in hand

8 Cast fly (3/day)9 Change the user (and all possessions car-

ried) into a gaseous form, vulnerableonly to area-effect spells. The user canremain gaseous for 2d6 rounds and canmove at full normal movement rate(I/day)

10 Cast gust of wind (5/day)11 Cast solid fog (1 /day)

12 Cast stinking cloud (3/day)13 Cast wall of fog (3/day)14 Cast weather summoning (1 /day)15 Cast wind walk (1 /day)16 Cast wind wall (I/day)17 Have zone of sweet air (10' radius) con-

tinually surrounding the user while theartifact is in hand

18 Open a portal to the Elemental Plane ofAir. The passage can be traversed in bothdirections and the portal remains openfor 1 hour. Any creature may use the por-tal.

19 Imbue the user with immunity to thehostile environment found on the Ele-mental Plane of Air and the ability tofly through it normally while the arti-fact is in hand

20 Send messages in a fashion similar to awhispering wind. The user need onlyknow the name of the recipient beforewhispering a message to the sky. Theuser's voice reaches its target within 24hours, if that person is on the same plane(at will).

Table 1-08: Elemental FireThese powers grant knowledge of or control ofthe elemental forces of Fire. Most function iden-tically to the spell of the same name. Some acti-vate by the touch of the artifact while otherstransfer their power to the wielder.

Roll Power1 Cast chariot ofSustarre (I/week)2 Cast conjure fire elemental (1 /week)3 Cast delayed blast fireball (1 /day)4 Imbue the user with the ability to breathe

a cone of fire 30' x 10', inflicting 1 d6points of damage per level (I/day)

5 Cast fire burst (3/day)6 Imbue the user with the ability to assume

the form of a small fire elemental, chang-ing body and possessions into flame. Allwithin 5' suffer 2d6 points of damageeach round (successful saving throw vs.spell reduces damage by one-half) andthe user's physical blows inflict 2dSpoints of damage per hit. The user isimmune to all types of fire. The formlasts 2d6 rounds.

7 Cast fire shield (I/day)

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8 Cast fireball (3/day)9 Cast fire/low (3/day)

10 Cast flame strike (1 /day)11 Cm flame walk (3/day)12 Cast Forest's fiery constrictor (I/day)13 Imbue the user with immunity to the

hostile environment found on the Ele-mental Plane of Fire while the artifact isin hand

14 Cast light (3/day)15 Cast Malec-Keth 's flame fist (3/day)16 Have protection from fire constantly in

effect while the artifact is in hand17 Imbue the user with the ability to sculpt

normal fire by hand (no damage suf-fered). The fire can be fashioned intoany shape the user is capable of making,but does not gain any special powersbecause of it. Sculpted fire holds itsform for 1d6 turns before returning tonormal.

18 Cast sunray (I/day)19 Cast wall of fire (1 /day)20 Open a portal to the Elemental Plane of

Fire. The passage can be traversed bothways and the portal remains open for 1hour—any creature may use it.

Table 1-09: Elemental WaterThese powers grant knowledge of or control overthe elemental forces of Water, Most functionidentically to the spell of the same name. Someare activated by the touch of the artifact whileothers transfer their power to the wielder.

Roll Power1 Cast airy water (3/day)2 Cast cone of cold (1 /day)3 Cast conjure water elemental (I/week)4 Transform small quantities of liquids

into holy water (or unholy water,depending upon the item's nature) bytouch. Up to 1 pint can be transformed(3/day).

5 Cast create -water (1 /day)6 Cast ice storm (1 /day)7 Shoot a watery blue beam at a single tar-

get. If struck, the target must roll a suc-cessful saving throw vs. death magic. Ifthe saving throw fails, the target is slainas the victim melts into a puddle of ooze.If the save is successful, the target still

suffers 2d8 points of damage. This poweris not effective on water-based creaturesor those that lack solid structure (pud-dings, oozes, jellies.) (I/day).

8 Empower any basin of water to func-t ion as a magic font spell by touch(I/day)

9 Cast metamorphose liquids by touch (atwill)

10 Cast Otiluke 's freezing sphere (1 /day)11 Cast part water (3/day)12 Imbue the user with immunity to the hos-

tile environment found on the ElementalPlane of Water and with the ability tobreathe normally there while the artifactis in hand

13 Render any small body of water into areflecting pool (I/day)

14 Imbue the user with all sailing and navi-gation proficiencies for as long as theartifact is in the user's possession

15 Transform any small body of water into atime pool (I/day)

16 Cast wall of ice (I/day)17 Imbue the user with water breathing

while the artifact is in hand18 Imbue the user with the abilities of water

walk while the artifact is in hand19 Transform the user's body into liquid.

The character can move through water atnormal movement speeds and takes theform of a water weird. The user retainsall normal abilities but cannot venturemore than 30' away from a large body ofwater. The user is immune to water-based attacks and suffers only half dam-age from electrical attacks. Fire-basedattacks cause double damage, whilecold-based spells cause no damage butforce the user to revert to true form. Thepower lasts for 1d6 hours or until can-celed by the user (I/day).

20 Open a portal to the Elemental Plane ofWater. The passage can be traversedboth ways and the portal remains openfor 1 hour. Any creature may use theportal.

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Table 1-10: Elemental EarthThese powers grant knowledge of or control ofthe elemental forces of earth. Most function likethe spell of the same name. Some activate bytouching the artifact while others transfer powerto the user.

Roll Power1 Cast animate rock by touch (I/day)2 Imbue the user with the ability to appraise

gems and jewelry as long as the artifact isin the user's possession

3 Cast conjure earth elemental (I/week)4 Imbue the user with the ability to detect

depth underground as a dwarf while theartifact is in hand

5 Imbue the user with the ability to detectgems while the artifact is in hand

6 Imbue the user with the ability to detectstonework traps as a dwarf while the arti-fact is in hand

7 Cast earthquake (I/month)8 Cast/Jit of stone upon the user (3/day)9 Cast flesh to stone by touch (I/day)

10 Imbue the user with the gem cutting pro-ficiency

11 Cast meld into stone (3/day)12 Cast move earth (I/week)13 Cast passwalt (1 /day)14 Cast sink (I/week)15 Cast stone shape (3/day)16 Cast stone tell (3/day)17 Cast stonesldn (I/day)18 Cast transmute rock to mud (I/day)19 Cast -wall of stone (I/day)20 Open a portal to the Elemental Plane of

Earth. The passage can be traversedboth ways and the portal remains openfor 1 hour. Any creature may use theportal.

Table 1-11: Enchantment/CharmThese are the charms, holds, suggestions, andother abilities that influence the minds of crea-tures. Most operate directly through the arti-fact—the owner must present the device boldlywhen activating the power. The targets may thenbe entranced by the power radiating from theartifact.

Roll Power1 Increase the user's Charisma score by

3, but the enhancement only affects theopposite gender. The user need not pre-sent the artifact, but the power vanisheswhen the artifact is no longer in pos-session.

2 Imbue the user with the effects of animalfriendship while the artifact is in hand

3 Cast charm monster (1 /day)4 Cast charm person (2/day)5 Cast charm plants (5/day)6 Cast cloak of bravery/cloak of fear

(2/day)7 Cast command (7/day)8 Cast confusion (I/day)9 Cast demand (1 /week)

10 Cast domination (I/week)11 Cast emotion (1 /day)12 Imbue the user's gaze with the effects of

cause fear while the device is in hand13 Caslfeeblemind by touch (I/week)14 Cast forget by touch (3/day)15 Cast geas by touch. The mission must

relate to the goals of the artifact, if any(I/month).

16 Cast hold person (1 /day)17 Cast hypnotism (1 /day)18 Cast Otto 's irresistible dance by touch

(I/day)19 Cast quest by touch. The mission must

relate to the goals of the artifact, if any(1/month)

20 Cast suggestion (3/day)

Table 1-12: Fate and FortuneThis table is a collection of powers that grantthe user the benefits of good fortune. Somepowers are straightforward, many are unusual,and a few are quite potent. These powers tend tobe automatic as long as the user possesses theartifact.

Roll Power1 Grant a+1 bonus to all saving throws2 Grant a +1 bonus to the user's TH ACO3 Grant a +1 bonus (assuming a high roll

is good) to all die rolls for the divisionof treasure, including magical items(but not other artifacts). This bonus ismandatory.

4 Permanently imbue the user with all

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knowledge of the gambling proficiency.If the user is already proficient in gam-bling, add +1 to the ability score.

5 Grant a +1 bonus to the user's encounterreaction rolls

6 Imbue the user with natural luck in com-bat, granting a +1 bonus to all surpriserolls

7 Grant a -1 bonus on all of the user's ini-tiative rolls

8 Grant the user a change of luck. Once per(game) day, the player can choose to haveany die roll rerolled—an attack roll, dam-age roll, resurrection/survival roll, etc.The second roll is the actual result

9 Grant the user incredible luck. Once per(game) week, the user's player canchoose to alter any situation by declar-ing that an incredible event hasoccurred, (as long as it does not involvemagical items or cause the death of acreature), and that incident follows. Forexample, evil wizards could be made totrip over their own robes in the middleof spellcasting, but could not be madeto fall off a cliff.

10 Grant the user's adventuring group auto-matic surprise (I/week)

11 Allow the user to always find suitablework, despite status or skills

12 Prevent the user from ever being com-pletely destitute. Should all of the user'sfunds be consumed, some lucky chancehappens to provide just enough to get by,such as a reward, coins found in the streetor a kind stranger. The amount is nevergreat, but it sees to basic needs.

13 Always grant fair sailing winds to anyship or wind-powered vessel the user isaboard

14 Prevent the user from ever being the tar-get of pickpockets, thieves, house-break-ers, or con artists—except for those whoare specifically after the artifact. Thepower does not prevent general holdupsby bandits and the like, only individualthefts.

15 Prevnts mercahnts from overcharging theuser, always offering the best deals

16 Prevent the user from ever getting lost17 Allow the user to always sell goods at

50% greater than normal prices

18 Prevent the user from ever going hungry.If the user is unable to buy or find food,some fortunate circumstance occurs toprovide a meal. A deer may wander tooclose to camp, or an innkeeper mayextend the hand of charity.

19 Cause the user to always appear innocentof crimes. The user is never suspected oraccused of a crime unless there is noother possibility. Even then, plausibleexplanations cause a reaction roll to seeif the story is accepted

20 Cause all spells cast by the user to oper-ate at maximum effect

Table 1-13: HealingThese powers take away the injuries and woesthat beset characters and make the world a betterplace. Most trigger by touching the artifact to theperson to be healed or cured. Only a few are con-tinually in effect. The artifact can:

Roll Power1 Constantly provide the user with the ben-

efits of accelerated healing2 Cast aid (5/day)3 Cast breath of life (1 /week)4 Render one creature permanently

immune to a specific disease or poisonby touch (I/week)

5 Cast cure blindness or deafness (3/day)6 Cast cure critical wounds (2/day)7 Cast cure disease (3/day)8 Cure insanity or restore the mind of one

affected byfeeblemind or similar spells(I/week)

9 Cast cure light wounds (7/day)10 Cast cure serious wounds (3/day)11 Purge a body of the effects of any drug,

including drunkenness, by touch(I/day)

12 Cast heal (I/day)13 Grant the user the power to heal accord-

ing to the paladin's ability to lay on hands14 Restore hit points to the user by draining

1d6 points from every other creaturewithin 10'. Drained points are added tothe user's but cannot exceed the originalhp total.

15 Cast neutralize poison (3/day)16 Cast raise dead (1 /week)17 Cast regenerate (1 /week)

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18 Place a creature in stasis, halting allfurther decay and damage. The inertbody is immune to gases, fire, cold, orlack of oxygen, but can still be harmedby physical attacks. Damage from theseattacks is subtracted immediately, butdeath does not occur until the stasis islifted. No further damage affects thebody but all damage suffered and poi-sons still in the system continue theirnormal course when stasis ends. Onlywil l ing targets can be placed in stasisand the effects last 1 week or until theuser of the artifact cancels it. Those instasis are completely static, and noteven mental and psionic powers canfunction (I/week).

19 Cause all healing spells applied to theuser to be doubly effective

20 Erase scars and other disfigurementscaused by battle (at will)

Table 1-14: ImmunityThese powers are similar to those found onTable 1-23: Protection, and prevent the user ofthe artifact from coming to harm. Those listedhere, however, are much more sweeping—theyprovide a complete shield to certain effects.Unless otherwise noted, immunities are contin-ually in effect—the character need only havethe artifact at hand to gain the benefit. The arti-fact can:

Roll Power1 Make the user immune to all normal dis-

eases—colds, flu, black death, even foodpoisoning. This does not include diseasescaused by spells or monsters (likemummy rot).

2 Grant immunity to all magical diseases.While it offers no protection from thingsas mundane as the common cold or theflu, the immunity works against diseaseslike mummy rot and the results of causedisease spells.

3 Imbue the user with immunity to allforms of disease, both normal andmagical

4 Create immunity to magically causedfear

5 Make the user immune to all forms ofgas. The user must still breathe, however,

and coutd suffocate or drown.6 Confer immunity to charm- and hold-

based spells and spell-l ike effects—except those caused by artifacts

7 Make the user immune to missiles frommagic missile spells

8 Imbue the user with immunity to allforms of psionics

9 Provide immunity to all magical mentalattacks. The character is still vulnerable,though, to psionic attacks.

10 Grant immunity to all forms of paralysis,including all hold-bused spells, and theresults of web and entangle spells

11 Create immunity to cold temperatures aslow as -50°. Saving throws vs. magicalcold gain a +2 bonus

12 Bestows a 20% magic resistance or givesthe user a 20% bonus to any existingmagic resistance

13 Impart immunity to all forms of poison14 Grant immunity to normal fire and pro-

vide a +2 bonus to saving throws vs. allforms of magical fire

15 Make the user immune to all forms ofelectrical attack

16 Make the user immune to energy drains17 Imbue the user with complete immunity

to illusions, always revealing these asshadowy forms. This power does notreveal anything where the physical formhas actually been changed, such as poly-morphed objects or creatures.

18 Serves as a moral guide. Whenever theuser intends something evil or unlawful,the artifact delivers a powerful, numbingshock. No damage is taken, but the useris paralyzed for 1d6 rounds. The shocksend when the character gives up theintention or the temptation is gone. Notethat this power is only suitable for lawfulgood artifacts.

19 Confer immunity to polymorph andshapechanging spells and spell-likeeffects

20 Make the user immune to petrification

Table 1-15: Major PowersThis table is a collection of powerful spells, manyof which do not fit well into any other category.These powers must be invoked directly from theartifact and are identical to the spells named.

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Roil PowerI 3 Cast age object (I/day)4-7 Cast animate dead (1 /day)8-10 Cast blade barrier (I/day)11—13 Cast cause critical wounds (I/day)14—17 Cast cause serious wounds (3/day)18-20 Cast control undead (3/day)21—23 Cast control weather (1 /day)24-26 Cast destruction (I/week)27—30 Castforcecage (I/day)31—33 Cast globe of invulnerability (I/day)34-36 Cast harm( I/day)37^0 Cast hold monster (2/day)41-43 Cast liveoak (3/day)44-46 Cast magic jar ({/day)47-50 Cast mindshatter (1 /week)51—53 Cast Mordenkainen's disjunction

(I/day)54—57 Cause ghoul-like paralysis by touch

(3/day)58—60 Cast physical mirror (I/day)61—63 Cast prismatic spray (1 /day)63-67 Cast resurrection (1 /week)6 8-70 Cast reverse gravity (1 /day)71 -73 Cast shades (1 /day)74-76 Cast spacewarp (1 /day)77-80 Cast telekinesis (3/day)81-83 Cast rime stop (1 /week)84-86 Cast veil (I/day)87-90 Cast wall of force (I/day)91-95 Cast wall of thorns (1 /day)96-00 Cast wrtter (1 /week)

Table 1-16: Minor PowersThis table contains all of the minor powers thatinfuse many artifacts. All of these powers func-t ion as the spells they are named for and onlywork when the artifact is pointed at or touches thetarget or area of effect.

Roll Power1 Cast accelerate healing (5/day)

2-3 Cast audible glamer (7/day)4-5 Cast bless (7/day)6—7 Cast burning hands (5/day)

8 Cast call upon faith (5/day)9-10 Cast call woodland beings (5/day)

I I Cast calm chaos (5/day)12-13 Cast chill touch (5/day)14-15 Cast color spray (5/day)

16 Cast contagion (3 /day)17-18 Cast continual darkness (3/day)

19-20 Cast continual light (3/day)21-22 Cast control temperature, 10'radius

(5/day)23—24 Cast create food and water (5/day)25-26 Cast curse (5/day)27-28 Cast dancing lights (5/day)

29 Cast darkness, 15' radius (3/day)30 Cast dispel magic (3/day)31 Cast dust devil (5/day)

32-33 Cast enlarge (3/day)34 Cast enthrall (5/day)

35-36 Cast Evard 's black tentacles (3/day)38-39 Cast faerie fire (5/day)

40 Cast fear (3/day)41 Cast fire purge (5/day)

42-43 Cast flame arrow (5/day)44—45 Cast flaming sphere (5/day)

46 Cast gaze reflection (3/day)47^-8 Cast glyph of warding (3/day)49-5 0 Cast grease (7/day)51-52 Cast ho 1d animal (5/day)53-54 Cast hold plant (5/day)

55 Cast hypnotic pattern (3/day)56-57 Cast invisibility (3/day)

58 Cast levitate (5/day)59^60 Cast magic missile (5/day)

61 Cast music of the spheres (5/day)62-63 Cast phantasmal force (3/day)

64 Cast phantasmal killer (3/day)65-66 Cast plant growth (5/day)67-68 Cast polymorph other (3/day)69-70 Cast protection from cantrips (7/day)71-72 Cast shadow monsters (3/day)73—74 Cast shocking grasp (5/day)

75 Cast shout (3/day)76-77 Cast silence, 15' radius (3/day)7 8-79 Cast sleep (5/day)

80 Cast slow (3/day)81 Cast slow poison (7/day)82 Cast spike growth (3/day)

83-84 Cast stinking cloud (5/day)85-86 Cast stone shape (5/day)87-88 Cast summon lycanthrope (3/day)89-90 Cast tongues (5/day)91-92 Cast trip (5/day)93—95 Cast vampiric touch (3/day)96-98 Cast web (5/day)99--00 Cast wizard lock (5/day)

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Table 1-17: MovementThese powers enhance a character's ability tomaneuver and travel quickly. Since most artifactscannot carry the user, their powers activate whenthe artifact is in hand. The artifact can:

Roll Power1 Cast air walk (2/day)2 Cast blink (3/day)3 Cast dimensional folding (1 /day)4 Imbue the user with double the normal

overland movement rate as long as theartifact is in hand

5 Cast flame walk (3/day)6 Cast/fy (2/day)7 Cast/ree action (I/day)8 Cast haste (I/day)9 Cast jump (5/day)

10 Cast pass without trace (3/day)11 Cast pass-wall (1 /day)12 Cast rainbow bridge (\ /day)13 Cast shadow walk (1 /day)14 Cast spider climb (3/day)15 Cast teleport without error (I/day)16 Cast transport via plants (3/day)17 Cast water walk (5/day)18 Cast wind walk (I/day)19 Cast word of recall (I/day)20 Cast wraithform (I/day)

Table 1-18: Offensive PowersThese are the powers that are coveted by players.Unlike those associated with Table 1^02: Com-bat, those listed here are not limited to weaponsor hand-to-hand combat. These powers must betriggered from the artifact and most function asthe spell of the same name.

Roll Power1 Cast age creature (1 /day)2 Cast Bigby 's crushing hand (1 /day)3 Fire a black beam of death that causes

2d8 points of damage to any creaturesuccessfully hit. The beam's range is 100yards (5/day).

4 Cast cause critical wounds (I/day)5 Cast chain lightning (1 /day)6 Cast claws of the umber hulk (I/day)7 Inflict an equal amount of damage upon

any creature that inflicts nonspell damageupon the user

8 Cast disin tegrate {1 /week)

9 Cast finger of death (1 /week)10 Cast fireball (I/day)11 Cast flame strike (1 /day)12 Cast lightning bolt (I/day)13 Cast mmdshatter (1 /day)14 Castpower word, blind (I/day)15 C&st power word, stun (I/day)16 Cast power word, kill (1 /week)17 Cast shape change (I/week)18 Cast suffocate (1 /week)19 Cast vanish (I/week)20 Cast weird (\/week)

Table 1-19: NatureThe powers of this table are related to plants, ani-mals, and weather. Most function as spells. Otherpowers are explained below.

Roll Power1 Have animal friendship constantly in

effect as long as the artifact is in hand2 Cast animal growth (3/day)3 Transfer one of a creature's powers to the

user by touch. This can include AC,movement, senses, or any noncombatspecial ability. The transfer lasts 1 hourand then fades (3/day).

4 Imbue the user with the ability to seethrough the eyes of any normal animal.The creature must be within sight andwithin 60' of the artifact at the time ofactivation. The power lasts 1d3 turns(3/day).

5 Cast animal summoning III (2/day)6 Cast call lightning (1 /day)7 Protect the user as a cloak of elvenkind8 Cast charm plan ts (3/day)9 Cast entangle (3/day)

10 Heighten one of the user's senses—keenhearing, infravision, superior smell, andthe like, granting a +1 bonus to all sur-prise rolls

11 Cast hold animal (3/day)12 Have pass without trace continually in

effect as long as the artifact is in hand13 Cast plant growth (3/day)14 Empower the user with the ability to

speak with plants at will15 Grant the user the ability to speak with

animals at will16 Cast transport via plants (I/day)17 Cast -wall of thorns (1 /day)

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18 Cast warp wood (3/day)19 Cast weather summoning (1 /day)20 Cast anti-plant shell (\/day)

Table 1-20: NecromanticThese deadly powers are among .the mosthideous to be found in any artifact. All affectthe life force of creatures. Unless otherwisenoted, the artifact must touch the target for thepower to be effective.

Roll Power1 Cast Abi-Dahlm 's horrid wilting (1 /day)2 Cast animate dead (3/day)3 Cast Bloodstone's frightful joining

(2/day)4 Cast Bloodstone's spectral steed (1 /day)5 Cast breath of death (I/day)6 Cast cause blindness (1 /day)7 Cast chill touch (3/day)8 Cast contagion (2/day)9 Cast control undead (2/day)

10 Cast death spell (I/week)11 Cast energy drain (I/week)12 Cast/e jgn death (3/day)13 Create a window to the border of the

Negative Material Plane that remainsopen for 1 hour. Creatures can passthrough freely from both sides.

14 Cast slay living (I/week)15 Imbue the user with the ability to use

speak with dead at will, as long as theartifact is in hand

16 Cast summon shadow (I/week)17 Transform the user into an undead crea-

ture. The user retains all original hitpoints and abilities and gains the immu-nities of an undead creature. In addi-tion, the user is not affected by gassesor poisons that would harm a l iv ingbeing. The condition lasts 1d6 turns(I/day).

18 Cast vampirie touch (3/day)19 Cast wall of the banshee (I/week)20 Cast wither (\/week)

Table 1-21:Personal Enhancements

Aside from artifacts of massive power, the powersmany player characters dream about are personalenhancements—undeserved rewards for simplyfinding an artifact. Unl ike many other powers,

those given here can be used virtually withoutrestriction. Unless otherwise stated, these powerslast as long as the character owns the artifact. Afew are noted as permanent, remaining with thecharacter even after the artifact is gone. Perma-nent powers take effect as soon as the artifact istouched, but may only be used for a single adven-ture (or until the owner is dead).

Roll Power1 Cast alter self at will for as long as the

artifact is owned2 Cast Clairaudience at will for as long as

the artifact is owned3 Cast clairvoyance at will for as long as

the artifact is owned4 Have animal friendship constantly in

effect for as long as the artifact isowned

5 Provide the user with the effects of deep-pockets, regardless of what is worn for aslong as the artifact is owned

6 Imbue the user with invisibility to undeadfor as long as the artifact is owned

7 Shield the user continually with protec-tion from evil/protection from good (asappropriate to the artifact) for as long asthe artifact is owned

8 Regenerate two of the user's hit pointsper turn for as long as the artifact isowned

9 Cast feign death at will for as long as theartifact is owned

10 Cast friends at will for as long as the arti-fact is owned

11 Cast lasting breath at will for as long asthe artifact is owned

12 Provide the user with a permanent +1bonus to saving throws

13 Permanently increase the user's primerequisite score (or scores) by 1

14 Give the user the permanent ability to usecomprehend languages at will

15 Endow the user with the permanent abil-ity to use negative plane protection atwill

16 Grant the user the permanent ability tospeak with monsters at will

17 Impart permanent ability to speak withanimals at will

18 Provide the user with the permanent abil-ity to speak with plants at will

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19 Furnish the permanent ability of waterbreathing at will

20 Bestow upon the user the ability to useventriloquism at will permanently

Table 1-22: PlanarThe powers of this table transcend the limitations ofsingle realms of existence, allowing the characteraccess to other dimensions. These powers only func-tion when the artifact is present and most requirethat they be activated by a specific command.

Roll Power1 Cast astral spell (I/week)2 Cast astral window (I/week)3 Cast binding (1 /week)4 Cast contact higher plane about any

topic other than the artifact or its powers(1/wcck)

5 Cast dimension door (I/day)6 Energy drain one level/Hit Die from an

opponent on a successful touch (I/day)7 Cast estate transference (I/month)8 Open a gate to a particular island of pro-

tomatter in the Ethereal Plane 100' x100' across. This can be used by the char-acter as a residence, storage place, oreven prison (2/day),

9 Create a 10' x 10' ethereal window,allowing v iewing of whatever liesbeyond. The window is one-way, so thoseviewed do not know it is there. Steppingthrough the window strands the person inthe Ethereal Plane (I/day).

10 Cast exaction {1 /week)11 Cast extradimensional manipulation

(I/week)12 Cast gate (I/week)13 Cast Mordenkainen's magnificent man-

sion (2/weck)14 Imbue the user with the ability to phase

like a phase spider (2/day)15 Grant the user immunity to the hostile

environment of one plane, DM's choice.This lasts as long as the user owns theartifact.

16 Open a window to any outer plane. Noth-ing can pass through the window, butevents can be seen and heard in bothdirections (I/week).

17 Cast plane shift (1 /week)18 Cast speak with astral traveler (1 /day)

19 Summon one nondeity from the outerplanes. The name or type of creaturemust be known. Obedience is not guaran-teed (1/month).

20 Cast wish (1/month)

Table 1-23: ProtectionThis table contains powers that enhance thesafety of the artifact's owner and, in some cases,any companions present. Unlike Table 1-14:Immunity, not all of these powers are constantnor are they 100% effective. Some function allthe time, some require the artifact to be in hand,and others must be invoked by the user.

Roll Power1 Grant an Armor Class bonus of +2 to the

user when held2 Function as a ring of protection +2 when

held3 Cast anti-magic shell (1 /day)4 Cast anti-plant shell (2/day)5 Cast armor upon any creature the artifact

touches (5/day)6 Protect the user constantly with the

effects of A feather fall spell7 Cast fire shield (I/day)8 Generate a sphere offorhiddance, 15' in

radius, centered on the artifact. Thefor-biddance is not permanent (as is thespell), but has a duration of 2d6 hours. Itcan be password locked, however(I/week).

9 Hold mind blank in effect as long as theartifact is in hand

10 Keep Negative Plane Protection continu-ally in effect as long as the artifact is inhand, with no saving throw necessary

11 Maintain nondetection constant effect aslong as the artifact is in hand

12 Hold protection from normal missilescontinual effect as long as the artifact isin hand

13 Keep protection from lightning con-stantly in effect as long as the artifact isin hand

14 Maintain protection from fire continu-ally in effect as long as the artifact is inhand

15 Hold protection from paralysis incon-stant effect as long as the artifact is inhand

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16 Keep shield in effect when the artifact isboldly presented (5/day)

17 Cast thief's lament on any nonlivingitem of chest size or smaller by touch.The effect is permanent (I/week)

18 Cast unceasing vigilance of the holysentinel (I/week)

19 Cast undead ward upon a 100' by 100'c'ube. The undead are turned as if by an18th level priest (I/week)

20 Cast zone of truth (1 /week)

Table 1-24: Divination ResultsOriental Adventures

Roll Result1-2 111 omen. The characters should not

undertake any task this day. If this adviceis ignored, all characters suffer a -1 onattack rolls and saving throws for the restof the day. Their chance for encountersare doubled and a -10% reaction modi-fier is applied to all encounters.

3-4 Great danger exists. The chance forencounters doubles for the day and a-10 reaction modifier applies to allencounters. Adversaries have a +1applied to their attack rolls for that day.

5-7 Neutral omen, no special modifiersapply.

8-9 Favorable omen. The characters will beable to travel half again their normaltraveling rate that day. Opponents willhave a -1 on their attack rolls for thatday.

10 Auspicious omen. All the effects of afavorable omen apply. In addition, thecharacters gain a +1 on all savingthrows made that day.

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Enchanted enhancements are magical quirksor additional enchantments that can be addedto any item. These can make an item more orless valuable depending upon the enchant-ment. Each of the random tables supplied inthe last volume of this Encyclopedia has a sin-gle entry titled "Enchanted Enhancement." Ifthat is the result of the die roll , refer to thetable below to determine the exact type ofenhancement.

Roll Enhancement Type01-10 Anything Item11-20 Aquatic*21-30 Cloaked Wizardry*31—40 Lightweight Equipment*41-50 Miniature Gear*51-60 Polymorphed Gear*61-70 Psionic Dampener*71-80 Quirk*81-90 Racial Enhancements*91-00 Weightless Item*

Anything ItemXP Value: 4,000 GP Value: 40,000

Unearthed ArcanaA magical item of this sort appears to be anyone of the small, rather weak miscellaneousmagic items that arc more frequently found—typically one with a limited number of usages,although this is not always true. If the posses-sor commands it to do so, the item suddenlyalters itself to become any other miscellaneousmagic item except an artifact or relic. Thisenables the owner to command the item tobecome some form of horn of Valhalla, forinstance.

Limitations: No form can ever be repeated. Ifthe item commanded into being is normallydestroyed in usage, the anything item is alsodestroyed. If the item duplicated has a short-term,single-use effect (such as a horn or drums), thenthe anything item returns to its original form afterone use of that power. If the item has a long-termeffect (such as a helm of underwater action), thedweomer of the anything item lasts for one day(24 hours). In any case, the item disappears afterthree uses.

Aquatic*XP Value GP ValueWith free action: -25% -25%Without free action: -50% -50%

DRAGON Magazine 1811deal gear for the fledgling underwater adven-turer, these are weapons and suits of armor thathave their bonuses only underwater. After all,since the PCs are out of their element underwater,they may need advantages they would not needon dry land. Aquatic weapons and armor cost halfas much as their normal counterparts. Note thatfree action is not included in their powers, so anaquatic long sword +1 is still difficult to swingundersea.

Free Action: The DM may provide theseweapons and armor with/fee action ability (onlywhile underwater, of course), for an XP valueequal to that of a normal, magical weapon or suitof armor. Note that with free action, an aquaticlong sword +7 is not difficult to swing undersea.

Cloaked Wizardry*XP Value: +800 GP Value: +4,000

DRAGON Magazine 179The item is magical but does not radiate adweomer upon the casting of a detect magic spell(though other divination spells do reveal its truenature). Some items, such as wings of/lying or aflask ringed with magical writings, are obviouslymagical despite their "cloaks."

Drow Treasure*XP Value: +650 GP Value: +3,250

FIEND FOLIO* TomeCloaks, armor, weapons, and other miscellaneousmagical drow treasure have special properties,although they do not radiate magic. The items aremade in the strange homeland of the drow, thevast underground cities of carved stone and min-erals, places of weird, fantastic beauty inundatedwith unknown radiations that impart the specialproperties to drow goods. When these are exposedto direct sunlight, irreversible decay begins andthe items become totally useless ih 2d6 days. Ifprotected from sunlight, they retain their specialproperties for 1d20+30 days before becomingnormal nonmagical items. If exposed to the radia-tions of the drow homeland for a period of oneweek out of every four, the items can remainpotent indefinitely. Drow poisons, on the otherhand, decay instantly in sunlight and are rendered

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completely ineffective 60 days after exposure toair, although unopened packets of drow poisonremain potent for one year.

Lightweight Equipment4

XPValue:+10 GPValue:+100DRAGON Magazine 181

For thieves, mountain climbers, fast scouts, andothers in a hurry, these items are extremely use-ful. Weight and encumbrance may be reduced byhalf (rounding down) when these weapons andarmor are used instead of ordinary ones. No addi-tional advantages are given in combat, thoughthey do count as magical for attack purposesagainst certain monsters.

Miniature Gear*XP Value: +50 GP Value: +500

DRAGON Magazine 181Miniaturized items are shrunken, mundane items,the size of a bit of jewelry or any one of thepatches on a robe of useful items. When theappropriate command word is spoken, they growinto full-sized, nonmagical weapons, armor, ortools. This gives PCs the ability to smuggle weap-ons and armor into restricted areas, which can beparticularly useful in urban adventures.

The items are no heavier than one-tenth of apound when small (the dweomer affects weightas well as size), increasing in weight when theyexpand. Miniaturized armor grown large muststill be donned normally. This is also useful whenthe PCs climb vertical surfaces or when encum-brance is an issue. An ogre might chase a smallknot of unarmed "peasants" and temporarily losesight of them, only to discover upon catching upthat the enemy is now a ring of heavily armed andarmored heroes. The potential for PC and NPCambushes is obvious.

Polymorphed Gear*XP Value: +100 GPValue: +1,000

DRAGON Magazine 181Polymorphed items usually come in three basictypes: a brooch that turns into a suit of armor, aring that turns into a shield, and a gem or wandthat turns into a weapon, giving the same advan-tages of lightness and surprise capability asminiature weapons and armor do. With anarmor brooch or shield ring, the armor or shieldis already being worn properly once the com-mand word is spoken, whereas polymorphed

armor must be donned normally. Most polymor-phed devices produce only one weapon orarmor type.

Psionic Dampener*XP Value: GPValue:Normal: +200 +1,000Self-Dampening: — +600

New ItemThis item can be used on any world where psion-ics are present. The frequency of the item is, ofcourse, determined by the frequency of thepsionic ability.

Designed by wizards frustrated by their inabil-ity to defend themselves and their laboratoriesagainst those wielding the psionic arts, thepsionic dampener has many applications andguises. Most common are helmets that limitsight, though some designs are collars and mana-cles that serve the same function.

Psionic dampeners, if placed on a psionic indi-vidual, immediately inflict a penalty of-8 to anypower score the psionicist has to make. Addition-ally, if the psionicist attempts to use psionic abili-ties more than once over the course of a 12-hourperiod, the dampeners inflict a nasty shock worth1d6 points of damage to the psionicist.

Psionic dampeners are permanently chargeditems, and require no more maintenance than anordinary item. They can be removed as any ordi-nary items of the same variety; thus, a helmet cansimply be removed, or manacles unlocked. If theone imprisoning the psionicist takes any precau-tions against this, the psionicist can be renderedfairly helpless.

There are also rumors of psionic dampenersthat inhibit the use of psionics against a personwearing a dampener. Unfortunately, the truth ofthe rumor cannot be confirmed or denied, as noone has found one. Rest assured, however, that ifsomeone has thought of it, someone else hasinvented it,

Quirk*XP Value: — GP Value: —

DRAGON Magazine 163The AD&D game has one of the largest compi-lations of magical items in the fantasy gamingindustry. The following tables have been cre-ated to add some spice and variety to existingmagical items in the AD&D game world. A tableof nonstandard magical item abilities is offered

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for each major type of magical item in theAD&D game. The rationale for such quirks issimple.

Most items arc created normally, they functionexactly as a standard item of the same type in theDMG. However, sometimes there is a slightmishap in the creation of the device: the steps arenot followed in the proper order, the astrologicalsigns do not bode well, the item's creator is dis-turbed to begin with, the instructions are incom-plete, or something just plain goes wrong. Any ofthese results can cause a magical item to behavedifferently from others just like it.

Not a l l quirks are bad, however. Some aredetrimental to the item or its user, some are neu-tral, and some are even beneficial. The possibilityof quirks existing (and the actual number ofquirks) is determined by using the table below; aspecific table is thereafter used to determine theexact quirks that the magical item possesses.

Roll Quirks Present01-86 No quirks87-94 One quirk95-98 Two quirks99-00 Three quirks

Roll Result01-03 Item has a habit of burying itself in any

sack, backpack, or container in which itis carried. Tf other items are in the con-tainer, 1d3 rounds are necessary forsomeone to find and retrieve the item.

04-07 Item works normally, but it appearsdirty and ready to fall apart. For exam-ple, a cloak of protection +1 might bemoth-eaten and stained, but still func-tional.

08—11 Item attunes itself to one owner at atime; if it is removed from its owner, orif another person tries to use the device,it goes dormant for 1d4 days as it growsaccustomed to its new owner.

12-16 Item has the annoying habit of buzzingwhen it is used. The buzzing is audibleto anyone within 60 feetj and it isimpossible to surprise anyone while thedevice is buzzing.

17—20 Item glows with a soft l ight (as perfaerie fire) when it is used.

21 —24 Item is durable and makes any neces-sary saving throws at +2 to the die roll.

25—29 Item does not function if user wears anykind of head gear or adornment (includ-ing a hood).

30-32 Item cannot function underground.33 Item cannot function above ground.

34—36 Item cannot function at night.37—38 Item cannot function during the day.39—43 Item is unaffected by blows of any kind,

unless the forces are of giant strength(19) or greater.

44^48 Item has a finite number of uses; it isfound with 2d20 charges remaining.Whether or not the item can berecharged is up to the DM.

49-51 Item works erratically; it functions nor-mally 70% of the time, fails 20% of thetime, and acts as a wand of wonder 10%of the time.

52—55 Item is magically buoyant and tends tolevitate upward at the rate of 5 feet perround unless held or tied down.

56--60 Item is immune to electricity or magi-cal lightning. If the item is metal, it isalso nonconductive.

61-64 Item can only be used twice per day; ifused more often, it shorts itself out andcannot be used for 48 hours.

65-69 Item causes its owner to becomeextremely possessive of it. If the item iskept for more than 14 days, a mild formof paranoia sets in. The owner assumesthat anyone mentioning the item wantsit. The owner never relinquishes theitem to anyone as a result. Removecurse cast by a 9th-level priest, or get-ting rid of the item before 14 days pass,are the only ways to negate the paranoiaeffect.

70-72 Item is powerful; it works 125% moreeffectively than a standard item of thesame type, and any saving throw againstits effects is made at -1.

73-78 Item is substandard and only works halfas well as a standard item of the sametype.

79—83 Item has a curse upon it. All savingthrows attempted by its owner are madeat -1 until the item has a remove cursecast upon it.

84-86 Item does not function underwater,unless it is an item specifically designedfor underwater use. In that case, it never

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works outside of a watery environ-ment—50% chance salt water, 50%chance fresh water.

87-90 Item belongs to an extraplanar creatureor other powerful being (this is shownon the item by the creature's personalsign). After 1d4 weeks, the item islocated by the being, and it shows up toclaim "its" property.

91-95 Item must rest for six turns minimumbetween uses.

96-98 Item cannot be destroyed by any meansshort of an incredible excess of force(such as a deity), by dropping it into alava pit, or the like.

99-00 Item is intelligent; roll on the SwordIntelligence Table (see Sword, Spe-cial) and disregard any result of nointelligence. The item also has an ego;its personality must be determined aswell. Though the item does tell itsowner of the powers it offers, it neverdiscloses the number of charges it pos-sesses. Note that an intelligent itemnever willingly uses its last few charges.These items can always be recharged,regardless of type and capabilities.

Racial Enhancements*XP Value:+150 GPValue:+750

DRAGON Magazine 181Racial weapons, armor, and equipment (the latterincluding rings and other protective devices) havemagical bonuses, but only when being used bymembers of the race that created them. While it ispossible, of course, for humans to make magicalitems of this sort, their main purpose should be toadd more interest in the demihuman and human-oid races. Because these items are not so versatileas regular magical items, even a relatively weakhumanoid tribal shaman or witch doctor couldmake one with a great deal of effort. When theowner fights a foe of another race, he or shealways has the satisfaction that a victoriousenemy won't get the same advantage from themagical item that he or she had with it. As forbeefing up humanoid foes without upsettinggame balance, you could equip an entire tribe oforcs with orcish chain mail +1 and orcish scimi-tars + 1; if the heroes win anyway, they won't beable to use one bit of the magical stuff that gavethem so much trouble.

Weightless Item*XP Value: +20 GP Value: +200

DRAGON Magazine 181For thieves, mountain climbers, fast scouts, andothers in a hurry, these items are extremely use-ful. Weight and encumbrance may be eliminatedaltogether when these weapons and armor areused instead of ordinary ones. No additionaladvantages are given in combat, though they docount as magical for attack purposes against cer-tain monsters.

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Abacus of CalculationXP Value: 1,200 GP Value: 12,000

DRAGON Magazine 73This device is a simple wooden frame, about 8 by10 inches. Several heavy wires are strung acrossthe frame, parallel to one another. On each wireare 10 wooden balis. When mathematical formu-las involving numbers (adding, subtracting, mul-tipingly, dividing and simple operations) arespoken near the object, the balls shift about andthe answer is spoken aloud by a disembodiedvoice.

AcceleratorXP Value: 4,500 GP Value: 45,000

War Captain's CompanionThe accelerator is a rapid-fire weapon built by thearcane for use on spelljamming craft of all types.Much in the same way that spelljamming helmsgain their magical properties from the Spellcasterswho sit in them, the accelerator gains its magicalproperties from the activated spelljamming helm.(Without the helm, the accelerator is nonfunc-tional.) When first found or purchased, it does notpossess any dweomer at all. Only when fitted to aship with an occupied, functioning spelljamminghelm, does it radiate an aura of magic.

Looking much like a gigantic sextant, theaccelerator's main arm is a 4-foot-long, 6-inch-diameter hollow tube with a hand-sized cup atone end. The arm can be elevated and swiveledonce the weapon is bolted in place. Items placedin the cup are magically seized, acceleratedthrough the arm's length, and shot out the far end.The weapon can be fired twice in a single round.The range of the weapon is six hexes (6,000yards). It causes 1d2 points of hull damage toships and 1d10 points of damage to individuals.On an attack roll of 19 or greater, it inflicts a crit-ical hit.

When the accelerator is aboard a spelljam-ming ship, it decreases the ship's total SR by onepoint, even when the accelerator is not mountedor in use. The penalty occurs even if the acceler-ator is merely in the presence of an activatedhelm. There is no way to block the penalty orregain the lost SR. The weapon-handler mustbeware. Anything placed in the cup is shot outthe other end, including sleeves, knives, dag-gers, fingers, toes, hands, rocks, helmseekers,etc. Anything living, including any of the vast

Acorn of Wo Mai

number of slimes, jellies, and molds,dies when shot by the accelerator.

It is not known if the arcane themselvesuse this weapon, but apparently only the arcanecan repair or service it, should anything damageits delicate mechanisms.

Acorn of Wo MaiXP Value: — GP Value: —

Book of ArtifactsThe acorn of Wo Mai is a large lead vessel, dudgray in color. As its name suggests, it is fashionedto look like an enormous acorn, almost 3 feet inheight. Two golden bands, inscribed with arcanecharacters, encircle it from bottom to top, wherethey meet under a large seal of a dragon coiledaround a sword. Although it appears to be tremen-dously heavy, the artifact can be carried by astrong individual with ease. It sometimes makesfaint thumping noises, and is warm to the touch.

According to ancient eastern legend, the acornof Wo Mai is the prison of a powerful fiend whoonce ruled and terrorized a great empire at theedges of the eastern lands. The fiend was sum-moned by war-wizards but escaped their control.Hearing of the fiend's cruelties, the great Wo Maichallenged it to battle. They fought long, thefiend confident, for its life force was hidden faraway, and it could not be slain. When Wo Maidiscovered this, he bound the fiend in irons that itcould not break. Next, he and his companionsshaped the acorn, imprisoned the fiend inside,and brought the prize back to the imperial court.When the court fell to barbarian invaders, theacorn was lost.

The acorn is best used if allowed to fall into thehands of the player characters, since its powers(and curse) can create many role-playing oppor-tunities. The PCs could find the acorn as part of atreasure trove, or wrest it from another victimover whom the fiend has gained control. Thefiend seeks to seduce a PC to his aid, all the timestressing the need for secrecy. Should it be suc-cessful, the fiend manipulates the character andeven the entire party into freeing it. Should anyPC oppose it, the fiend does its best to turn theothers against the enemy.

To rid themselves of this artifact, the PCsshould find some way to bury the acorn away,preferably forever, or they could carry it to thelower planes and open it, trapping the fiend in itsown plane.

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Air Spores

Invoked Powers: The fiend within the acornprovides good advice (Int 20), telepathically pro-viding answers to questions posed by its owner. Itgrants the ability to polymorph any object (I/day).

Random Powers: Three from the ArtifactTable 1-16: Minor Powers.

Curse: The fiend trapped within the acorn isan evil demigod and craves its release more thananything else. Tt is aware of its surroundings, par-ticularly the life forces of creatures nearby, anduses its powers (and advice) to persuade its ownerto free it from its prison. Once freed, of course, itrewards its former master with death.

Suggested Means of Destruction:• The seal must be broken with a +5 weapon

upon the throne of the Emperor.• The inscribed characters on the golden bands

must be erased.• It must be cast into a volcano of Carceri.

•Air Spores

XP Value: 500 GP Value: 2,500Tome of Magic

Rumors indicate that the famed wizard Mordomcreated these odd, pollen spores. Only a few wiz-ards know how to make them today. Air spores thatstill exist are usually sequestered as specimens ofstudy in the labs of powerful wizards.

When air spores are ingested by a creature, thespores work their way into the creature's lungs.There they grow, reproduce, and die. While livingout their lives, they create oxygen that the host bodycan use to breathe when deprived of oxygen fromthe environment. The spores can live for 2d4 days.

In a normal environment, the spores hinder thecharacter's normal respiration, causing all Consti-tution checks to be made with a -4 penalty. Fortu-nately, 12 hours of breathing in a normalenvironment for each day the spores were usedwill clear the lungs of the colony.

Chandrasakar'sXP Value: 1,000 GP Value: 5,000

1992 Fantasy Collector Card 394It is rumored that Chandrasakar saved a crew ofReigar with these special air spores. The storygoes that he was deep in wildspace, in a stolenelven flitter, when he encountered a Reigar shipwhose air envelope had been exhausted. Chan-drasakar had ingested some stolen, space-borneair spores and no longer required an oxygen enve-

lope to sustain him. While attempting mouth-to-mouth resuscitation on a Reigar, it soon becameclear that the air spores were transmittable, whichsaved the entire Reigar crew.

Al-Azid's Ghostly PalaceXP Value: 4,000 GP Value: 40,000

Secrets of the LampThis huge palace of fine white marble and slen-der minarets is magically linked to the EtherealPlane. It can be called into existence from thatplane by the owner of the magical key to thepalace's front gate. The owner of the key cansummon the ghostly palace whenever needed,though it is only visible at night, when its wallsshine in the darkness. By day the palace is invis-ible from the outside, though once inside, visitorscan see its features easily.

The chambers within are well appointed, andgentle fountains play. Invisible musicians strumsoothing tunes, and unseen servants take care ofwhatever cleaning, cooking, and menial choresthe owner demands with a clap of the hands.

Al-Azid's ghostly palace is also subject to acurse, cast by Al-Azid to prevent others fromenjoying his mansion after his death. Whoeverbears the key that opens its doors is perpetuallyhaunted by an invisible stalker.

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Amulet of Amiability

AmuletAmulets are magical devices that are commonlyworn around the neck, suspended from a chain.The type of chain that comes with an amulet gen-erally increases the item's aesthetic value, not itsmagical properties. Amulets can also be pinned toa shirt, cloak, or headband, but not boots, hats, orgloves. Only one amulet can be attached to anarticle of clothing and only one can be dangledfrom the neck.

In the AD&D game system, some amuletshave restrictions, particularly if they were createdto be used in a specific campaign world.

of the AbyssXP Value: 2,000 GP Value: 6,000

DUNGEON Magazine 13On the Prime Material Plane, an amulet of theAbyss is indeed rare, but it is an item commonlyworn by honored guests when traveling throughcertain layers of the Abyss. The amulet consistsof a 36-inch silver chain from which hangs adisk of tooled adamantite about 3 inches indiameter. Some type of identifying mark isplaced on the amulet's front, and its inscribedback (in Tanar'ri) bears the name of the wearerand the areas to which access is allowed.Amulets usually radiate magic and possess astrong aura of evil.

The amulet enables the wearer to summontanar'ri aid twice per day. At the wearer'soption, it may summon 1d6 manes or 1-2 dretch.All summoning is done indirectly throughArzial, a baron serving under Graz'zt, and issubject to possible denial. If approved, the sum-moned creatures serve without question andremain for 3d6 hours or until dismissed. Thesummoning requires 1-8 rounds, depending onthe speed of the baron's answer. Summoningmay be performed only by evil persons withknowledge of the correct idiom and pronuncia-tion of tanar'ri names. Any neutral PC attempt-ing to summon creatures suffers 1dl 0 hp damageper attempt. Any PC of good alignment suffers3d8 hp damage, and there is a 10% chance ofattracting the attention of Arzial. The amuletmay be used to communicate with Arzialdirectly, once per month, with two questions percontact. The answers received are not alwayscorrect, and Arzial dislikes frequent contact.

Against Crystal Balls & ESPXP Value: 4,000 GP Value: 15,000

DUNGEONS & DRAGONS Expert Rules SetThe wearer of this item is automatically protectedfrom being spied on by someone using a crystalbait or any type of ESP.

Against DiseaseXP Value: 350 GP Value: 1,000

The Glory of RomeThis Roman magical item is an amulet inscribedto various gods and spirits of healing. It functionsas a. periapt of health (total protection vs. dis-ease), but only against one specific form of dis-ease or illness.

of AmiabilityXP Value: — GP Value: 3,500

POLYHEDRON Newszine 43This amulet of unassuming appearance emits adweomer of magic, but there is no way to tell theexact effect of the amulet short of trying it on. Oncethe amulet is on, the wearer is unable to take it offunless remove curse or dispel magic is cast. Anyperson wearing the amulet regardless of race, class,or alignment becomes incredibly nice, kind, andthoughtful. While the wearer cannot do anything tohurt him or herself, the victim of this "blessing"does everything possible to help those around himor her and falls in with their plans and suggestions.He or she freely gives away possessions, bestowsspells, tries to be friendly with everyone (even mon-sters), helps others with camp chores—this charac-ter is "at your service." The wearer is appalled at thethought of theft and refuses to take treasure thatbelongs to someone else. The victim does notattack. If confronted by a monster or a hostile partymember, gifts are offered and peace is sought. Thecharacter tries to explain to the attacker why every-one should live in love, peace, and harmony.

Note that the amulet does not actually alter aperson's alignment, it only forces one to act in afriendly, helpful manner despite alignment.Actions under this enchantment do not endangeralignment in any way. The amulet also gives a +7bonus to the existing Armor Class of the wearerand gives a bonus of +7 to all saving throws. Thewearer is further endowed with the ability to con-jure up infinite quantities of chocolate chip cook-ies (6 at a time) and fresh flowers (a handful at atime) simply by concentrating.

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Amulet of Arachnid Control

of Arachnid ControlXP Value: 2,000 GP Value: 8,000

War Captain's CompanionThis amulet can control one giant or 1d10 nor-mal arachnids of any type. This includes beingswho have magically assumed arachnid form inwhole or in part. Arachnids are allowed a sav-ing throw if they have an Intelligence of threeor better. Unlike the ring of arachnid control,all neogi (even the Great Old Masters) mustmake a saving throw vs. spell at a -2 penalty inorder to avoid being magically compelled toobey the command of the amulet's wearer. (Ifsuccessful, the neogi can choose whether or notto obey.)

of the BeastXP Value GP ValueIvory: — 3,500Silver: — 5,000

RAVENLOFT* Campaign SetTwo versions of the amulet exist—one is made ofsilver, the other of ivory. Both show the image ofa wild, wolfish beast bonded in chains. Eachamulet is round, and has a small hole at the topfor threading a cord or chain.

The silver amulet functions only when worn bya lycanthrope. As long as the creature carries theamulet somewhere on his or her person, lycan-thropy is suppressed. Even a true lycanthropecannot change shape while holding the silveramulet. No magical force prevents its removal,but the owner may protect it by other means.

The ivory amulet, when touched to a character,gives its victim the symptoms of lycanthropy. (Itdoes not affect creatures who are already lycan-thropes.) Most ivory amulets produce "were-wolves," but a given amulet could mimic anyform of the disease. The amulet is magicallyattached to its owner until a remove curse spell iscast. Even then, the victim must save vs. spellsuccessfully to be free of the amulet. Not everyvictim wants such freedom, however. When theamulet is gone, so are the symptoms of lycan-thropy.

of the Cairn HillsXP Value: 2,000 GP Value: 18,000

GREYHAWK* AdventuresOriginally created to protect the common folkfrom the spirits that haunt these hills, this amulethas become a favorite among grave robbers. It

allows a saving throw vs. spell to avoid any spe-cial attacks from undead (aging, energy drain,fear, disease, Strength drain). Physical attacksand spells cast by undead are unaffected. A suc-cessful saving throw against an undead attackuses one charge, except the following: a two-levelenergy drain uses two charges, and aging usesone charge per 10 years of aging. The amulet has2d10 charges and is not rechargeable.

Cartographer'sXP Value: 3,000 GP Value: 21,000

Revenge of AlphaksThis amulet, constructed from a huge flawlessjacinth, is cut into a lens-shaped disk 6 inches indiameter and 'A inch thick. It has a platinum set-ting and chain. Twelve diamond chips are placedat 30° intervals on the left side of the setting anda single rune surrounds the top chip.

With the proper command words, the user candirect the amulet to display a scale map of theimmediate, surrounding area once every threedays. Remaining on the face of the amulet for oneturn, the map can show either a small or largearea. The rune indicates true north. The amuletmust be held in the user's hand when the com-mand word is spoken.

The small area map, when used indoors, showsthe area within the 60-foot, radial area of theamulet. The map shows passages, stairways,doors, and other normal features such as foun-tains, furnishings and loose treasure. The usersees in the amulet what would be seen viewingthe displayed area with normal vision in daylight.The map does not however, reveal traps, secretdoors, creatures, nor the nature of what is shown.

Once the map is invoked, the user can describeup to four objects and the amulet locates them bynumber on the map. The user must know exactlywhat each object is. It is possible that secret doorsor very familiar types of traps could be located inthe same manner. If there are two or more of aparticular object within range, only the one clos-est to the amulet is shown. The user can describethe same object more than once, up to a limit offour times.

Outdoors, the small area map displays the areawithin a 60-yard radius of the amulet showinghills, cave mouths, buildings, and other terrainfeatures. Hidden objects do not appear if the usercould not discern them in daylight using normalvision, although they may be located if the user

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AmuJet of Dramatic Death

possesses the proper description.The large area map can only be used outdoors

and shows the area within a 3-league radius of theamulet. The map is, out of necessity, less detailedthan the small area map but otherwise has thesame features. The user can command the amuletto locate only two special objects when using themap.

of Caterpillar ControlXP Value: 5 GP Value: 25

DRAGON Magazine 30The amulet of caterpillar control allows thewearer to control the actions of 4 to 24 gardencaterpillars.

of Charm ResistanceXP Value GP Value+3: 1,500 8,000+4:2,000 10,000

Top BallistaThese small amulets of brass or bronze allow thewearer to save against all charm effects (charmperson spells, the charm song of a harpy, thecharm of a vampire) with a +4 bonus,

of CharmingXP Value: 2,500 GP Value: 12,500

POLYHEDRON Newszine 50Anyone viewing the amulet is favorably disposedto the wearer {saving throw vs. spell negates theeffect). Furthermore, the wearer's Charisma andcomeliness are raised 3 points.

of Cheetah SpeedXP Value: 1,000 GPValue: 4,000

DUNGEON Magazine 15This is an ordinary silver amulet engraved withthe silhouette of a long-legged cat on one side.The movement rate of anyone wearing this amuletincreases by 2. Once per day, the wearer can runat the speed of a cheetah (MV 45 for threerounds). This amulet works only for lightlyencumbered characters wearing nonbulky or noarmor.

of CommunicationXP Value: 1,000 GP Value: 5,000

Kara-TurThis amulet allows a person to communicateclearly with anyone who understands anotherdialect of the same parent tongue. The maker of

the amulet must know the parent tongue at thetime the amulet is constructed. These amulets aremuch favored by foreign merchants and are com-monly found at the gatherings of the Issacortaechieftains each year. Bearers of these amulets areottern recognized as special messengers.

of Dragon WardingXP Value: 8,000 GP Value: 47,500

DRAGON MOUNTAIN* Campaign SetThe amulet of dragon warding has the followingpowers: it acts as bracers, AC 0 and as a ring ofspell turning. The amulet glows with a pure goldlight. Any character touching it knows all of itspowers,

of Dramatic DeathXP Value: 300 GPValue: 1,500

The Complete Thief's HandbookOnly a few of these prized items exist, each cre-ated for a high-level thief who was in the serviceof two powerful Spellcasters, a wizard and an illu-sionist. They combined their skills to create theseunique items. There are six amulets known,which differ from each other in only one respect;all have the following common properties—themagic of amulet is activated when the wearer suf-fers one particular attack form (and only thatattack form) that would be sufficient to kill orwholly disable the wearer (such as by petrifica-tion). Damage sustained from the attack is whollynegated, and special attacks (such as petrifica-tion) are likewise negated. The thief is at oncemade invisible. Lastly, a powerful, programmedillusion is brought into operation so that thewearer of the amulet appears to have been slain ordisabled by the attack. The programmed illusionis both complete and dramatic—an amulet pro-tecting against magical fire shows the victim offireball attack as a burned corpse, complete withthe smell of roasted flesh. Only direct, tactilechecks or a powerful divination spell can revealthe illusion for what it is. The amulet functionsonce per day. Roll 1d6 on the table below todetermine the single attack form that the amuletprotects against.

Roll Specific Protection1 Magical fire (includes red dragon breath

and all other forms),2 Lightning and Electrical attacks

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Amulet of Far Reaching

3 Cold-based attacks4 Petrification5 Edged Weapons6 Blunt Weapons

Draskilion's Amulet of LifeXP Value: 5,000 GP Value: 50,000

DUNGEON Magazine 28Though only one of these devices is known toexist, it stands to reason that others may be cre-ated if its secrets are discovered.

Originally an amulet of life protection, thispowerful item functions as follows: After the con-struction of the amulet is completed, the first liv-ing creature with an essence who touches theitem is then attuned to it. When that being's bodyis destroyed, its essence is immediately absorbedinto the amulet. The being whose essence is con-tained by it is fully cognizant of what is going onin his, her, or its environment. The occupant mustthen wait for the amulet to be placed about theneck of another creature. At that time, the occu-pant may attempt to dominate the new body.

There is a base 25% chance of a successfuldomination. For every point of Intelligence aboveor below that of the intended host, 10% is addedto or subtracted from the odds. For every point ofWisdom above or below that of the intended host,8% is added to or subtracted from the chance. Forexample, if the occupant's statistics are Intelli-gence 17 and Wisdom 16 and the victim's are Int13 and Wis 15, the chance for successful posses-sion is 73% (base chance of 25% plus 40% forsuperior Intelligence plus 8% for superior Wis-dom = 73%). The struggle for control is totallyinternal and has no visible sign, nor is the victimalerted. After an unsuccessful dominationattempt, the victim feels suddenly fatigued.Attempts can be made to possess the body everysix turns.

As soon as domination is successful, theinvader is in full control of the body and pos-sesses all of the host's abilities (spells, combatskills, and all other skills). The host's essence istransferred into the amulet. Strength, Dexterity,Constitution, and Charisma are that of the victim,but Intelligence, Wisdom, and personality arc thatof the possessor. If an invader continues to wearthe amulet, the victim may try to regain posses-sion with a base 25% chance plus or minus modi-fiers for Intelligence and Wisdom.

This particular amulet is enchanted with a

powerful suggestion spell. Anyone touching itmust save vs. spell at -5 to keep from putting thedevice about his or her neck. A save is requiredfor every round a person is in contact with it.

of Elemental CommandXP Value: 1,000 GP Value: 10,000

POLYHEDRON Newszine 23See Talisman, Greater Talisman of Elemental

Travel,

of EmotionsXP Value: 1,000 GP Value: 5,000

The Revenge of RusakThis amulet is identical to any other magicalamulet. When worn or carried, the user does notnotice any effect. However, the amulet magicallyalters a person's appearance to match his or heremotions of the moment, but greatly exaggeratesthem. Thus, rage and anger make the personappear horrific and hideous, fear makes thewearer appear weak and sniveling with mousyfeatures, and milquetoast eyes. Once the amuletis put on it can only be removed by a removecurse spell.

of ExtensionXP Value: 1,200 GP Value: 6,000

Tome of MagicWhen desired by the caster, this amulet can beused to increase the duration of 1st- and 2nd-levelspells by 50%, and the duration of 3rd- and 4th-level spells by 25%. Fractions of 'A and above arerounded up (for example, a spell with duration of1 round extended to 1/2 rounds is rounded to 2rounds). Fractions less than 'A are rounded down(a spell with 1 round duration extended to I 'Arounds is rounded down to one round and thusgains no benefit from the amulet).

The amulet has no effect on spells with instan-taneous or permanent durations. A maximum ofld10+4 speli levels can be affected by the amuleteach day. Each amulet has its own individuallimit, secretly determined when it is found. If thislimit is exceeded on any given day, the amuletshatters and is destroyed permanently.

of Far ReachingXP Value: 1,000 GP Value: 5,000

Tome of MagicWhen willed by a caster, this amulet increases therange of Ist-level spells by 30%, 2nd-level spells

Page 33: Encyclopedia Magica Vol I

Fiend Amulet

by 20%, and 3rd-and 4th-level spells by 10%.Fractions of 1A and greater are rounded up—allothers rounded down.

The amulet affects only range and does notalter a spell's area of effect. The amulet cannotaffect spells with ranges of 0 or touch.

A maximum of 1 d 10+4 spell levels can beaffected by the amulet each day. Each amulet hasan individual limit—secretly determined whenfound.

FiendXP Value: — GP Value: —

FlKND FOLIO TomeFiend lords and princes maintain their vitalessences in small containers, so they are at onceprotected and yet vulnerable if some enterprisingcharacter should gain the amulet. Fiends withamulets are able to magic jar once per day. Fiendamulets cannot be detected as such by any magi-cal means, and they do not otherwise appearunusual in any way. The device need not be withthe most powerful princes, although the lesserfiends typically need to carry them on or neartheir person.

Possession of an amulet gives the possessorpower over the fiend to whom it "belongs" forthe span of, for example, one adventure, andnever more than a day (24 hours). The amuletmust then be returned to the fiend—or it can bedestroyed, condemning the prince to the Abyssfor one year (it may return after that only if sum-moned). The use of these amulets is very, verydangerous. Possession of one doubles the chanceof calling the attention of another fiend, and anyfiend not controlled by the device immediatelyattacks the person possessing such an amulet. Ifthe amulet leaves the hand of the one command-ing the fiend to whom it belongs, that fiendattacks in its most effective fashion, immedi-ately, trying to slay the former possessor. If suc-cessful, it carries all that remains to its owndomain, and the character is lost and gone for-ever. On the positive side, however, if thewielder of the amulet carefully repays the fiendfor aid rendered, then adds a considerable sumfor having the temerity to dare to command thefiend in the first place, and carefully restores theamulet to the fiend, the prince might not bear agrudge forever afterward—nor seek to hunt itsformer master whenever possible.

of FindingXP Value: 500 GP Value: 2,500

Temple of DeathThese amulets work in pairs. Anyone wearing onemay see through the amulet of a person wearinganother. Each user sees whatever is in range ofthe other's amulet.

Furyondy'sXP Value: 1,400 GP Value: 7,000

GMYHAWK AdventuresThe first of these amulets was enchanted to pro-tect the good natives of Furyondy, though theyhave since been used by characters of many landsand alignments. Hung around the neck from a sil-ver chain, the amulet bestows a remove curseupon any wearer who is cursed. The amuletglows, expending one charge, and any curse sub-ject to the spell remove curse is broken. Forexample, it immediately allows a character to berid of a cursed item, such as a helm of alignmentchange, although it does not cure lycanthropy.The amulet has 1d6+l charges and cannot berecharged.

of the Golden CollarXP Value: 1,500 GP Value: 12,000

IMAGINE Magazine 16This amulet was designed to help a mummy freeitself from its bandages on the long journey to theafterlife. A living user, however, can use theamulet to break any magical or nonmagicalbonds. This includes the rope of entanglement,web spells, dexterously knotted ropes, and otherforms of confinement. It takes one full round forthe amulet to break the character free. It can beused twice per day.

GreenstoneXP Value: 5,000 GP Value: 30,000

DRAGON Magazine 39These rare, highly prized devices are fist-sizedgreen stones made by some forgotten magicalprocess. They glow when in operation and arequite brittle. Worn next to the skin, they conferupon the wearer the protection (spell immuni-ties) of a mind blank spell, as well as immunityto: chaos, forget, geas, hold person, hypnotism(but not hypnotic pattern or fire charm); masscharm, quest, scare, and sleep. The wearer alsogains +4 on saving throws against :fumble, rayof enfeeblement, and trip, and is allowed a sav-

Page 34: Encyclopedia Magica Vol I

Hands of the Healing Spirit

ing throw against both Otto's irresistible danceand maze spells. (If successful, the duration ofeffect of any spell is reduced by half, roundingup.)

These amulets may be worn by any class ofcharacter. The protection they give is involuntary.(The wearer cannot actually communicate tele-pathically, even if he or she so desires.) Protectiononly extends to 11-44 (1d4xl 1) spell levels beforethe amulet is exhausted. (For this purpose, protec-tion against a psionic power drains the levels of theequivalent spell.) Note that the amulet only coun-ters the listed spells, and is in no way affected byother spells (for instance lightning bolt). Exhaus-tion is mentally evident to the wearer, and visuallyevident to others; the amulet blazes brightly for 30seconds before slowly fading to darkness. Theamulet recharges at the rate of one spell level perturn, but it does not counter spells for which itlacks sufficient power to negate—that is, it doesnot provide partial protection.

Hands of the Healing SpiritXP Value: 5,500 GP Value: 10,000

Tales of the LanceThis elegant amulet is made of white gold. Theamulet is a circle formed by three crooked arms,with three hands clasped together at its center.

The amulet was crafted during the Age ofDreams by Sirrion and given to Mishakal so thatshe would intercede with Shinare for him. Intime, the amulet came into the possession of TraeJerrold, who gave it to Mirri Witikell upon theirbetrothal. The wicked schemes of Hiddukelbetrayed the young lovers, entrapping Mini's lifeforce in the amulet itself. According to a mysticprophecy, "Mirri shall one day find rest with thespirits of her lover and his brother."

Eventually, the hands of the healing spirit fellinto the possession of Huma of the Lance, givento him by his uncle. When Huma at last admittedhis love for the elf maid Gwynneth (the silverdragon El'liolle or "Silver Heart") he gave herthis amulet as a pledge. Gwynneth wisely gavethe amulet to her younger sister Dargent beforeshe followed Huma through death's doorway.Dargent honored Gwynneth by taking the nameof Silvara when she moved among mortals as awild elf.

Centuries passed before the amulet againchanged hands. This time it was given to a wildogre of unexpected wit and compassion, whotried to lead his people away from darkness andinto harmony. After the Cataclysm, the amuletwas held by a mad gnome named FractoreGearslip, the dark wizard Dalamar, and thekender Glendoll Allseer. At last, it returned to thedragon Dargent. Fate has decreed that the amuletmust one day be given to another mortal who cap-tures Dargent's heart.

The amulet detects only minor magic, for itsmight comes from the spirit of Mirri trappedwithin. It adds a +3 bonus to saves against all poi-sons and diseases and adds a +3 bonus to thewearer's Wisdom, allowing spell bonuses topriests. It continuously radiates an aura equal to aprotection from evil 10-foot radius spell.

Once per day, the wearer can cast one of everyhealing spell: cure blindness or deafness; curecritical wounds, cure disease, cure light wounds,cure serious wounds, heal, and neutralize poison.It can evoke continual light as well. However,each time an effect is invoked, the user mustmake a system shock roll or become exhaustedfor 1d6 turns.

The hands of the healing spirit promotes har-mony and cooperation, and grants a +3 to allreaction rolls made by the wearer. Further, thewearer slowly begins to shift alignment towardneutral good, and is repeatedly drawn to provide

Page 35: Encyclopedia Magica Vol I

Hardwater Amulet

succor for the oppressed and aid for the injured.This artifact doubles the healing rate of thewearer and protects against the infirmities of timeand age, keeping the body healthy and vibrant.The wearer is undying.

The hands of the healing spirit is one of thethree artifacts in the Circle of Love, created byMishakal to end the war between two noble fami-lies. The spirit of Mirri's love is in the amulet,Trae and his brother Heris are trapped in the othertwo artifacts: the ring of nature's healing and thearmband ofTrueheart s warding. The hands ofthe healing spirit oppose the coin of greed in theTriad of Betrayal, artifacts created by Hiddukel.

HardwaterXP Value: 300 GP Value: 1,500

OtherlandsThis beautiful, starburst amulet is made of clearcrystal and is practically invisible on the wearer.Activated by the wielder's will, it can hardenwater to a granite like consistency. The user cancreate walls or hurl bolts of hard water at ene-mies. The volume of hardened water is equal to30,000 square feet. This can be a single largemass or several small ones. The user can shape itinto any desired form. The bolts cause 4d8 pointsof damage (half with a successful saving throwvs. breath weapon) and can be used five times aday. It requires no command word, but the wielderdoes incur a +3 initiative penalty when using thehard-water amulet.

HealthXP Value GP ValueCursed: — 2,000Standard: 2,000 10,000

Kara-TurA common Northern belief is that illness is aform of possession, the influence of evil spiritsthat have taken control of the afflicted person'sspirit. A fever, for example, stems from thespirit's subjection to flames inflicted by evil spir-its. For this reason, many health amulets also pro-tect from possession, or even have powers ofexorcism. Health amulets come in countless vari-eties. The moiganis, for example, is supposed toprotect against diseases of the lungs. It is left tothe DM to devise individual health amulets andempower them.

For example: One powerful moiganis may keepthe bearer from contracting any lung ailments and

may in addition provide a bonus of +4 on savingthrows against inhaled spore attacks (yellowmold, basidirond—others).

Cursed health amulets increase the chance ofcontracting diseases, or reduce the bearer'schance to save successfully against appropriateattack forms.

of the HeroXP Value: 300 GP Value: 1,500

POLYHEDRON Introductory IssueThis amulet generates three heroes, one at a time,who are Sth-level fighters, have 80 hit points, andan AC of 2. When the command words are spo-ken, the hero appears, ready to do the bidding ofthe amulet's owner. Once a hero is called, a newhero cannot be generated until the old one dies.However, the hero cannot hit anything, nor suc-cessfully accomplish any task—he or she alwaysfails. The hero cannot leave until slain by anenemy, nor can the hero take his or her own life.All damage to the hero is permanent and cannotbe healed by any means short of a wish. The heroalways remains within 300 yards of the owner ofthe amulet. In addition, the hero must alwayswalk; riding a mount is impossible.

of Holy TurningXP Value5th level: 1,0006th level: 1,2007th level: 1,4008th level: 1,6009th level: 1,800

GP Value5,0006,0007,0008,0009,000

DUNGEON MASTER Guide, 1st EditionThis prized emblem is an especially blessed sym-bol that enables the wearer to turn undead like apriest. The amulet seems ordinary, but glowsbrightly when strongly presented (as if it were aholy symbol) in the presence of undead. The suc-cess of the attempt to turn is determined by thepower of the amulet—the strength of each amuletvaries, and when one is discovered, its type isascertained by rolling on the following table:

Dice Effective PriestalRoll Level of Amulet

01-30 5th level31-55 6th level56-75 7th level76-90 8th level91-00 9th level

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Amulet of Leadership

It must be worn at all times to remain effective.When not worn, it becomes inert, remaining inac-tive for the first 7 days it is again worn.

In Ravenloft: Undead are more difficult tocontrol than in other realms. Amulets against theundead, like the amulet of holy turning, work onelevel below their usual capacity while in thedemiplane.

of HuntingXP Value GP ValueStandard+1:600 3,000Standard +2: 900 4,500Standard+3: 1,200 6,000Standard+4: 1,500 7,500Standard+5: 1,800 9,000Cursed-1:— 1,000Cursed-2:— 1,200Cursed-3:— 1,400

Kara-TurThese items increase the bearer's chance of hunt-ing successfully. In game terms, the charactergains up to +5 on all hunting skill rolls. If thecharacter does not possess the hunting skill, thisamulet bestows it.

Cursed hunting amulets exist as well; whenborne, the carrier has reduced chances of huntingsuccess (up to -5 percent).

of Immunity to CharmXP Value: 4,000 GP Value: 20,000

Top BallistaThese rare amulets arc identical to amulets ofcharm resistance but offer total immunity to allforms of magical charm unless produced by alimited wish or wish.

of Inescapable LocationXP Value:— GP Value: 1,000

DUNGEON MASTER Guide, 1st EditionThis device is typically worn on a chain or as abrooch. It appears to be an amulet that preventslocation, scrying (crystal ball viewing and thelike), or detection or influence by ESP or telepa-thy. Actually, the amulet doubles the likelihoodand range of these location and detection modes.Normal item identification attempts, includingdetect magic, do not reveal their true nature.

of Insect RepellencyXP Value: 300 GP Value: 1,500

DRAGON Magazine 73This is a piece of jade carved in the shape of aninsect 1-inch long and suspended from a lightchain. The amulet keeps fleas and other insects ofsimilar size from approaching within 3 feet of thewearer. It does not force them out of an area orlocation, so it could not be used, for example, toclear a bed of fleas.

Kaleen's Undead StoneXP Value: 6,000 GP Value: 30,000

1992 Fantasy Collector Card 243Kaleen's magical amulet is a particularly potentversion of a typical amulet vs. undead, allowingKaleen to turn undead as if a 12th-level priest.The amulet also holds at bay forms of undead thatare normally immune to the effects of turningunless those creatures roll a successful savingthrow vs. spell. Failure means that the undeadcreature must remain at least 5 feet from theholder of the amulet.

of LathanderXP Value: 6,000 GP Value: 30,000

POLYHEDRON Newszine 82This hammered platinum amulet was fashionedby the high-level, specialty priests of Lathander,the god of Dawn on Abeir-Toril, the world of theFORGOTTEN REALMS" campaign setting. If thewearer of the amulet falls during combat (reducedto 0 hit points or less), the amulet heals 1d6points of damage. This function of the amuletoperates up to three times a day.

If the amulet is worn by a priest of Lathander,and that priest falls during combat, the amuletcasts a heal spell upon the priest. This functionoperates up to three times a day.

The amulet can only be worn by individuals ofgood alignment. Others trying to don this amuletsuffer 3d6 points of damage per round until it isremoved.

of LeadershipXP Value: 5,000 GP Value: 25,000

Tome of MagicThis amulet bestows a character of any level theability of a 9th-level fighter to attract men-at-arms. The amulet does not attract additional men-at-arms to a fighter who has already gainedfollowers.

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Amulet of Life Protection

A fighter normally gains troops at 9th levelbecause the warrior's name is so well known thathe or she attracts the loyalty of other warriors.The amulet works in much the same way. When astranger meets a character wearing the amulet,the stranger perceives the character to be a leaderwho is destined for greatness, regardless of thecharacter's class. Just as the reputation of a 9th-level fighter spreads, so the reputation of the per-son wearing the amulet spreads. Roll 1d10O todetermine followers:

Roll Followers (all 0 level)01-50 20 calvary with ring mail, shield, 3

javelins, long sword, hand axe; 100infantry with scale mail, polearm{player selects type), and club.

51-75 20 infantry with splint mail, morningstar, hand axe; 60 infantry with leatherarmor, pike, and short sword.

76-90 40 infantry with chain mail, heavycrossbow, light crossbow, and militaryfork.

91-99 10 cavalry with banded mail, shield,lance, bastard sword, and mace; 20 cav-alry with scale mail, shield, lance, longsword, and mace; 30 cavalry with stud-ded leather armor, shield, lance, andlong sword.

00 DM's option—Barbarians, headhunters,armed peasents, extra-heavy cavalry,etc.

*If the amulet is lost or destroyed, the followers

immediately lose faith in their leader. They grad-ually depart or desert. Once this occurs, the char-acter's reputation is sullied such that he or she cannever gain the benefit of the amulet again. Thefighter can, of course, gain followers normallyupon reaching the 9th level.

of Life ProtectionXP Value: 5,000 GP Value: 20,000

DUNGEON MASTER Guide, 1st EditionThis amulet serves as protection for the psyche.The wearer is protected from magic jar and simi-lar mental attacks that usurp control of thewearer's body. If the wearer is slain, the psycheenters the amulet and is protected for seven fulldays. After that, it departs to the plane of itsalignment. If the amulet is destroyed during theseven days, the psyche is utterly and irrevocably

annihilated.In Ravenloft: As long as the amulet of life pro-

tection is in Ravenloft, a captured psyche cannotleave the demiplane. If the amulet is removedfrom Ravenloft, the psyche can depart.

of Magic ResistanceXP Value GP Value5%: 5,000 25,00010%: 6,000 30,00015%: 7,000 35,00020%: 8,000 40,00025%: 9,000 45,00030%: 10,000 50,000

Tome of MagicThis powerful amulet grants the wearer a degreeof magic resistance ranging from 5% to 30%,The level of magic resistance is determinedwhen the amulet is found by rolling 1d6 andmultiplying the result by 5. Any time the amuletis worn and a spell is cast at the wearer, thewearer is allowed a percentile roll to avoid thefull effects of the spell.

Only 50% of these amulets confer magic resis-tance against all spells. The remaining 50%extend magic resistance only to spells of 1 stthrough 6th levels. These amulets have no effecton more powerful spells. The DM should secretlydetermine this when the item is discovered.

All such amulets, regardless of the degree ofresistance conferred, are delicate, magical struc-tures. If the wearer rolls for magic resistance andthe roll is 95-00, this fragile item shatters intouseless scrap.

Roll Magic Resistance01-14 5% for spell levels 1 through 615-26 10% for spell levels 1 through 627-35 15% for spell levels 1 through 636-42 20% for spell levels 1 through 643-47 25% for spell levels 1 through 648-50 30% for spell levels 1 through 651-00 Resistance to spell levels 1 through 9

instead of just 1 through 6. Roll again,ignoring results of 51^)0.

of Metaspell InfluenceXP Value: 3,000 GP Value: 15,000

Tome of MagicThis amulet does not appear to have any magicalfunction (although it radiates magic if detectionis used) until it is worn by someone using one of

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Palm Sign Amulet

the dilation, far-reaching, or extension spells.When such a spell is cast, the amulet adds 50% tothe functional effect of the spell. For example, ifextension /is used to increase the duration of a3rd-level spell by 50%, the wearer of this amuletcan add another 50%, raising it to a 75% exten-sion effect.

of NeutralityXP Value: 1,000 GP Value: 5,000

Fate of IstusThe amulet of neutrality is generally used by evilindividuals to shield their evil nature and make themseem neutral to all dweomers. (Thus, know align-ment, and similar spells show the wearer to be neu-tral, with respect to evil and good—protection fmmevil and equivalent spells won't keep them away.)

NoseeumXP Value: 5,000 GP Value: 25,000

UnidentifiedThis device protects the wearer against all divina-tion spells and magical location and detection.The wearer cannot be detected through Clairaudi-ence, clairvoyance, ESP, telepathy, crystal balls,or any other scrying devices. No aura is dis-cernible on the wearer, and predictions cannot bemade regarding the character unless a powerfulbeing is consulted.

OrcishXP Value GP ValueCursed: — 1,000Normal: 1,000 5,000

The Orcs of TharOrcish witches and shamans have very limitedabilities when it comes to creating magical items.They prefer sending a few hordes of bloodthirstywarriors to steal them from whoever has some.However, they can create amulets for themselvesor others. Special components are required to cre-ate these amulets. These items have limited pow-ers as described below.

Roll01-0910-1819-2728-36

37-4546-54

Amulet Power+1 bonus to attack rolls-1 bonus to Armor Class+1 bonus to damage+1 bonus to saving throws+1 bonus to an Ability check

StrengthDexterity

55-63 Wisdom64-72 Intelligence73-81 Constitution82-90 Charisma91-00 Bonus turns into a penalty instead.

Palm SignXP Value: 500 GP Value: 2,500

Oasis of the White PalmThe palm sign is a symbol that magically appearson the palm of the woman chosen by fate to bethe bride of the sheik of the oasis. The mark alsoappears on the palm of the woman betrothed tothe sheik's firstborn son. The sheik and his soneach wear the amulet. The origins of the amuletand the palm mark were lost in antiquity and noone now knows their true purpose.

Martek, after his visions of the future, gave thepalm sign and the amulet to the ancient leader ofthe Symbayans. They were to be handed downthrough the ages until the time when the twowould be combined to tel! where and how torelease the djinni.

Anyone who puts the amulet against the palmsymbol is able to align the symbols and read clearly:

City of Phoenix over the house of Setwhere sleeps salvation—

There speakAtmopryeetno\

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Amulet of the Papyrus Scepter

The message can be read only when the palmmark and the pal'm sign amulet are alignedtogether. "Atmopryeetno" is the word thatreleases the Djinni at the ancient (and nowdestroyed) City of Phoenix.

The amulet itself is a weapon. It glows in thepresence of efreeti, and strikes them with abeam of cold, blue light. The pain caused by thebeam drives efreeti away in three rounds. Theamulet also acts as a ring of fire resistance. Theamulet loses its powers once it is used to free thedjinni.

of the Papyrus ScepterXP Value: 600 GP Value: 9,000

IMAGINE Maga7ine ! 6This amulet is a sheaf of papyrus leaves and givesthe deceased renewed vigor and youth for theirjourney to the afterlife. It is placed on the cheston the day of the funeral.

For the living, the amulet raises one score—Dexterity, Strength, or Constitution—of any userone point (to a maximum of 18), If the Strengthof a warrior is 18, a user can raise his or herexceptional Strength on a 1 d20 roll.

Alternately, the user can choose to retrogradethe aging process. If this option is selected, thecharacter's age is reduced by one year every yearfor ld6+4 years. Once this ld6+4 year timeperiod is complete, the character begins to ageagain normally, beginning at the new, youngerage. This amulet can be used once.

«of Perpetual Youth

XP Value: 2,000 GP Value: 20,000Tome of Magic

This amulet glows with a faint, blue light. Thewearer has temporary immunity to the effects ofboth natural and magical aging; the amulet growsolder instead of the wearer. As the amulet ages, itgradually becomes dimmer. It can absorb 5d6years of aging, at which time its light dims com-pletely, its magic negated, and the wearer resumesnormal aging,

of Perpetual Youthand Inexperience

XP Value: — GP Value: 2,0001992 Fantasy Collector Card 624

This amulet glows continuously with a faint, bluelight and conveys immunity from aging for 5d6years, just like an amulet of perpetual youth. Once

donned, however, it cannot be removed without theaid of a remove curse spell or similar magicalmeans until its magic has expired. Furthermore.the wearer cannot accumulate any experiencepoints until the amulet is removed. A PC wearingthis amulet should not be advised of this by theDM unt i l the curse is broken—the charactershould continue to believe that experience pointsare being accumulated (unless attempting toadvance while wearing the cursed item).

Phelthong'sXP Value: 7,000 GP Value: 30,000

Menzoberranzan Campaign SetNamed for the drow wizard of fabled powers whodevised them long ago, these rare, fist-sizedobsidian pendants are carved into smiling drowfaces. In Menzoberranzan, they are worn only bypowerful Master Mages of Sorcere. These amuletshave the following powers (identical to the citedspells):• Comprehend languages whenever held or

worn.• Dimension door twice per day, by silent com-

mand of the bearer. Use of this power extin-guishes any fires within 30 feet in the roundof its activation by will.

• Obscurement once per day, activated by thebearer's will.

• Timestop once every 12 days: This power canonly be unleashed by speaking a secret wordwhile touching the amulet to a magical item(that is then forever drained).

of the PlanesXP Value: 6,000 GP Value: 30,000

DUNGEON MASTER Guide, 1st EditionThis device enables the individual possessing it totransport instantly to or from any one of the clos-est levels of the Outer Planes. The journey isabsolutely safe, if not absolutely sure, but untilthe individual learns the device, transport is ran-dom. Roll 1d6. On a 4-6, add 12 to the result of a1dl2 roll (for a result between 1 and 24). On a1-3 do not add 12 to a 1dl2 roll Figure the totaland consult the following table to determinewhere the amulet holder goes:

Roll Planar Location01-02 Mount Ceiestia

03 Bytopia04 Elysium

Page 40: Encyclopedia Magica Vol I

Amulet of Protection from Crystal Balls and ESP

0506-07

080910

11-12131415

16-17181920

21-24

The BeastlandsArboreaYsgardLimboPandemoniumAbyssCarceriThe Gray WasteGehennaBaatorAcheronMechanusArcadiaPrime Material Plane*

of Proof Against Detection andLocation

XP Value: 4,000 GP Value: 15,000DLINOEON MASTER Guide, 1st Edition

This device protects the wearer against all divina-tion and magical location and detection. Thewearer cannot be detected through Clairaudience,clairvoyance, ESP, telepathy, crystal balls, or anyother scrying devices. No aura is discernible, andpredictions cannot be made regarding the userunless a very powerful being is consulted.

of ProtectionXP Value GP Value

*As an alternative, the following may be substi-tuted for totals between 22 and 24:

Roll Planar Location22 Ethereal Plane23 Astral Plane24 Prime Material Plane, but alternate cam-

paign world

In a DRAGONLANCE Campaign: The amulet ofthe planes does not exist on Ansalon.

In Ravenloft: The amulet of the planes doesnot function in the Demiplane of Ravenloft.

of PowerXP Value: 12,000 GP Value: 60,000

* DRAGON Magazine 5Usable by all Spellcasters, this object serves toperiodically boost latent magical energy. One dayeach week, the number of spells (of each level)the caster may perform, and the range, duration,and power (dice, area, number affected, etc.) ofthose spells, is increased by 50%. An enchantercould, for example, do 6-4-3-1 spells on one daya week, rather than the usual 4-3-2-1. (Alwaysround fractions down.) Due to the increase inspell capabilities, the target's saving throw is aug-mented by+3.

Upon acquiring the amulet of power, a newuser must wear it for 30 consecutive days beforeit melds properly to his or her mental capacities.After that period, the amulet becomes fully func-tional. Any attempts to make use of the powerboost before the 30-day period is completed areall in vain.

+1: 1,000+2: 2,000+3: 3,000+4: 4,000+5: 5,000

10,00015,00020,00025,00030,000

Drums on Fire MountainThis amulet, in the form of a distorted boar's headon a fine gold chain, has been specially enchantedby KalnaKaa. It has the properties of a ring ofprotection +3, but it also protects any lycan-thrope wearing it from the effects of wolfsbane.KalnaKaa can wear it in both pig and humanform.

of Protection from Alignment ChangeXP Value: 3,000 GP Value: 30,000

Old EmpiresThis magical talisman has a ruby as its center-piece. The amulet protects the wearer against theeffects of magic designed to fundamentally altera person's alignment. While this does not protectcharacters from spells that charm them intoactions that they wouldn't normally perform, itdoes prevent the effects of a helm of oppositealignment and similar items. It cannot stop thealignment reversal process of an artifact or relic,but (DM's option) it may slow it down.

of Protection from Crystal Ballsand ESP

XP Value: 4,000 GP Value: 15,000DUNGEONS & DRAGONS Rules Cyclopedia

The wearer of this item is protected from beingspied upon with crystal balls and any type ofESP.

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Amulet of Protection From Good

of Protection from GoodXP Value: 600 GP Value: 3,000

DUNGEON Magazine 11This item is worn by all temple guards and priestsof evil deities. The amulets are created by a spe-cial process known only to higher-level priests.Each amulet, shaped like a distorted skull, isworn in plain view and serves as an unholy sym-bol. A +2 bonus is given to the wearer's ArmorClass as long as the wearer remains evil, and a +1attack bonus is applied when fighting good-aligned creatures.

of Protection from SleepXP Value: 500 GP Value: 2,000

DRAGON Magazine 91When worn on a chain or on a cord around theneck, this object prevents its wearer from fallingasleep, either natural or induced, magical sleep.The wearer is always alert under its influence,and cannot be affected by sleep spells, potions, orpoisons that cause sleep, nor the sleep gaze of ajackalwere, or any other item or procedure thatcauses sleep or drowsiness.

The amulet of protection from sleep can beworn as long as desired. However, after threedays of continuous use, the wearer begins to havemild and infrequent hallucinations. These effects

increase in frequency and intensity each day afterthat. After seven straight days of sleeplessness,the user is afflicted by a form of insanity, deter-mined by a roll of 1d6:

Roll1

Induced DementiaDementia Praecox: The afflicted charac-ter is quite uninterested in any undertak-ing when suffering from this form ofmadness. Nothing seems worthwhile, andthe individual is filled with lassitude anda tremendous feeling of ennui. No matterhow important the situation, it is 25%likely that the distressed characterchooses to ignore it as meaningless.Delusional Insanity: Similar to megalo-mania, in this state, the deluded person isconvinced that he or she is a famous fig-ure—a monarch, demigod, or similar per-sonage. Those who fail to recognize thetrue nature of the afflicted arouse greathostility. In normal affairs, the individualseems sane, but acts in a manner appro-priate to a station that he or she does notactually hold, gives orders to actual orimagined creatures, and draws uponmonies or items that do not exist.Schizophrenia: This form of insanitystrikes suddenly and violently (1 in 6chance per turn, lasting 2d6 turns, then 1in 6 chance per turn to return to normal).The afflicted can become hysterical,enraged, or completely maniacal. Theinsane character shrieks, raves, andbehaves in a violent manner, possessing18/50, 18/75, or 18/00 Strength accord-ing to the state he or she is in.

Roll1-23-45-6

StateHysteriaEnragementMania

Strength18S°18"18M

(Note that even nonfighters can possess excep-tional Strength during this state, as can nonhu-man races.) The lunatic is unreasonable whenspoken to, but he or she possesses great cunning.The afflicted person seeks to either avoid conflictor to do something (not necessarily the appropri-ate something) about the situation at hand. Whenthe madness has passed, the afflicted one does notremember his or her actions while mad, believingthat he or she is sane.

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Amulet of Protection from Turning

4 Paranoia: At the onset of this derange-ment, the beset individual becomes con-vinced that "they" are plotting againsthim or her, spying, listening, and alwaysnearby. As the affliction develops overseveral days, the tormented characterbecomes convinced that everyone is partof the plot. Conversations are about theparanoid character, laughter is directed athim or her, and every action of formerfriends is aimed at deluding the afflictedto fulfill the "plot." The paranoid is prin-cipally concerned about social positionsor goods first, but as the ailment pro-gresses, he or she "realizes" that the plot-ters are actually after his or her life, Aparanoid displays signs of increasing sus-picion, taking elaborate precautions withlocks, guards, devices, and food anddrink. In the later stages of paranoia, thevictim exhibits extremely irrationalbehavior, may hire assassins to do awaywith "plotters," or even become homici-dal in order to protect his or her life.Paranoids trust absolutely no one whenthe affliction is in the advanced stage,regarding their former close associatesand friends as their worst enemies.

5-6 Hallucinatory insanity: This maladycauses the sufferer to see, hear, and oth-erwise sense things that do not exist. Themore exciting or stressful a given situa-tion, the more likely the individual is tohallucinate. Common delusions are: ordi-nary objects that do not exist, peoplenearby or passing when there are nopeople, voices giving information orinstructions, abilities or forms that thecharacter does not really possess(Strength, wings, gills, etc.), threateningcreatures appearing from nowhere, etc. Itis 50% likely that the afflicted individualbehaves normally until stimulated orunder stress. Hallucinations commenceand continue for 1d20 turns after theexcitement or stress passes.

The hallucinations stop immediately if theamulet is taken off before seven straight days ofuse, but if the wearer is stricken by insanity, thiscondition persists until removed by a heal,restoration, or wish spell, or by similar magic. If

the amulet is worn for 10 consecutive days, thewearer dies when the 10th day has passed. Nomagical cures can offset this effect, and the char-acter can only be brought back to life by a raisedead, resurrection, or wish spell. The amulet doesnot provide a substitute for sleep, it merely post-pones the need for it. A character who goes with-out sleep by using the amulet eventually has tomake up for this deficiency.

To make up lost sleep, a character only needsto sleep one half-hour for each hour of lost slum-ber. This does not apply when the deficit is a fullnight's sleep (8 hours or less); in that case, lostsleep must be made up on an hour-for-hour basis.The wearer of the amulet is not penalized for lackof sleep (except by the side effects describedabove). Lost hit points are regained at the normalrate, and a Spellcaster's ability to study and mem-orize spells is not impaired by lack of sleep aslong as the amulet is worn.

The amulet can be removed at any time, either bythe wearer or someone else. If the wearer has lost16 hours (two nights) of sleep or less when theamulet is removed, he or she is able to remainawake for up to one hour, if engaged in fairly stren-uous physical activity. (No one drops off to sleep infront of an onrushing dragon, for instance.) If theamulet has been used to postpone sleep for longerthan two nights, the wearer immediately fallsasleep when the amulet is removed, and cannot beawakened by normal means for 1-6 hours there-after. A haste or similar spell can restore the char-acter to consciousness (but not provide any hastingeffects) for the duration of the spell. Until a charac-ter has made up all lost sleep, he or she fights at -1to attack rolls for every 8 hours of sleep (or anyportion of that) that have not been made up. Theamulet may be worn by any character class, andfunctions indefinitely without need for recharging.

of Protection from TurningXP Value GP Value+1: 1,000 5,000+2: 1,500 7,500+3:2,000 10,000+4:2,500 12,500+5:3,000 15,000

The Hidden Shrine of TamoachanThis is an amulet of silver and turquoise. It allowsany creature who is being turned to save vs. turn-ing with a bonus to its roll, depending upon thevariety at hand.

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Amulet of Psionic Interference

of Psionic InterferenceXP Value: 5,000 GP Value: 7,500

DARK SUN Campaign SetThis item scrambles the wearer's psionic abilities,rendering the user incapable of making anypsionic power checks. The device creates a magi-cal field around the wearer's mind that does noteliminate Psionic Strength Points, but interfereswith them so that they cannot be called upon forpower checks. The amulet does not interfere withthe wearer's ability to recover psionic strengthpoints. Only the person who places the amuletcan remove it. If someone puts it on, he or shecan easily remove it, but if it was placed there byanother, it cannot be removed without a removecurse or wish spell.

of Psionic ReflectionXP Value: 2,500 GP Value: 10,000

DRAGON Magazine 99The ancient githyanki/mind flayer wars spawneda number of interesting, psionically related magi-cal items and weapons. Among them is the gith-yanki amulet of psionic reflection, a small, ornatedevice that is pinned to a headband and placed sothat it is centered on the user's forehead. Thewearer is protected from all Psionic Blast attacks;the protection does not extend to anyone else. Inaddition, if a Psionic Blast is cast upon the personwearing this amulet, the amulet itself generates aPsionic Blast in the direction of the attacker, at %the strength of the original attack (round fractionsdown). If the wearer is psionic, he or she cannotfire a Psionic Blast without being destroyed.

This device is generally used by githyankiscouts operating alone on missions into illithidlairs. Wearing these amulets is considered a greathonor, and githyanki go to great lengths torecover lost amulets. Mind flayers are equallyenraged to see such an amulet if they recognize itfor what it is. Only humans, githyanki, and githz-erai may use this item; psionic demihumans andnonpsionic characters are neither aided norinjured by it.

of Psychic ProtectionXP Value: 3,000 GP Value: 15,000

D&D Expert Rules SetThis amulet is good against both crystal balls andESP. The wearer of this item is automatically pro-tected from spying by anyone using a crystal ballor any type otESP.

of RecallXP Value: 1,000 GP Value: 5,000

Ghost Tower of InvernessThe amulet of recall can teleport ot plane shift itsuser (and anyone touching the user) and all car-ried gear, to its symbiont point. The amulet'ssymbiont point is the last location in which it lay,untouched by any living creature, for 30 days ormore.

ShaktiXP Value: 6,000 GP Value: 60,000

DUNGEON Magazine 45When called to battle, Cosette uses a small fig-urine at her belt called a shakti. When shespeaks the command word, the shakti sur-rounds her in scintillating blue-green armor(AC 0) and arms her with two short swords +1that give off electrical discharges when they hitan opponent (2d6+l hp damage) on an attackroll of 20.

Shell of Protection from SharksXP Value: 600 GP Value: 3,000

OtherlandsThis amulet is always in the form of a beautifullypolished sea shell half. When worn around theneck, it creates a circle of protection with a 10-

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Amulet of Transformation

foot radius around the owner. Sharks cannot pen-etrate the circle, but the protection is forfeited ifthe user attacks.

ShieldXP Value: 750 GP Value: 7,500

POLYHEDRON Newszine 67These small amulets of carved stone contain upto 24 charges. After uttering the command word(usually inscribed on the amulet), the wearer isprotected with a shield spell, cast at the 12th levelwith a duration of six turns. Each use expendsone charge, and the item cannot be recharged.

of SleeplessnessXP Value: — GP Value: 1,000

DRAGON Magazine 91This magic item is the same as the amulet of pro-tection from sleep. When worn, it performs all ofthe same functions, with all of the same restric-tions and dangers, However, it cannot be removedfrom the wearer's neck by anything less than alimited wish or alter reality spell.

of SpinecastleXP Value: 900 GP Value: 4,500

GREYHAWK AdventuresThe wizards of the Kingdom of Aerdy createdthis amulet to aid in the war against the northernbarbarians. After the fall of Spinecastle, theamulet disappeared. Scholars assumed it didn'tsurvive the wrath of the barbarians, but stories ofthe amulet's use still surface in the Bone March.

Once per hour this golden amulet can be com-manded to radiate a magical aura in a 30-footradius for one turn. The aura has negative effectson all northern barbarians, raising their supersti-tious fears and generating hatred for magic.Those of the 1 st to 4th level must save vs. spell orimmediately retreat out of the area of effect for1dS turns. Those of the 5th to 7th level must savevs. spell or be stunned for one round. Those ofhigher level suffer a -1 on their attack rolls.

of the SpiritXP Value: 1,000 GP Value: 5,000

Fate of IsUisThis item is a small gold disk on a thin chain. Theuse of detect magic and similar spells indicate astrong dweomer, but won't give any idea ofexactly what the amulet's powers are.

Anyone wearing the amulet is immune to

magic and attacks that directly affect the soul orspirit (Like trap the soul, magic jar, a ghostattack, or possession). The amulet also provides a25% magic resistance against ESP and telepathythat cannot be waived.

If the wearer dies while wearing the amulet, hisessence is held in stasis until freed. While in sta-sis, the essence cannot progress to any otherplane of existence that may be waiting for it; theperson cannot be raised, resurrected or reincar-nated; and speak with dead and similar spellswon't work at all. To free the essence, the amuletmust be removed from contact with the body,then the spells bless, protection from evil, andchant must be cast over the body.

ThetofPtahXP Value: GP Value: —

Gods, Demigods, & HeroesPtah enjoys new ideas and devices. When a beingcreates a device that is highly useful (DM'soption), there is a 10% chance that the deity willreward that being with a thet. This device is anamulet geared to do one of two things—eitherproject an antimagic shell around the user thatdoes not affect the user's ability to cast spells, orallow the wearer to go ethereal once a week.

of TimekeepingXP Value: 100 GP Value: 500

The Book of Marvelous MagicThis simple hexagonal medallion is inscribedwith three lines connecting the points and cross-ing in the center. Upon command, the six sectionsof the amulet slowly turn color, one at a time.Each color shift is gradual, taking one turn. Whenthe last section completes its color shift, exactlyone hour after the command, the entire medallionreturns to its original color and resumes theprocess. It stops keeping time on command of theuser. The amulet functions only on the PrimeMaterial Plane and stops in mid-change if takento another plane.

of TransformationXP Value: 350 GP Value: 3,500

DRAGON Magazine 187These amulets, carved from oak bark, are hungaround the neck by cords of woven mistletoe.Each amulet enables a druid to transform into aspecific animal—mammal, bird, reptile, amphib-ian, fish, or insect. This transformation is like the

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Two Fingers Amulet

transformation ability druids acquire at the 7thlevel, except that it does not heal hit point dam-age and a druid using such an amulet radiatesfaintly of alteration magic when transformed. Toactivate an amulet, a druid must be wearing it andmust speak a command word. Only one amuletmay be worn at a time, and the druid must poly-morph to human form before using the 7th-leveltransformation ability. Druids may use eachamulet in their possession once per day.

Amulets of transformation are generally foundin groups of two to five. Mammal and bird formsare common; the other forms are rare, as are theforms of animals larger than a black bear orsmaller than a toad. Note that two druids who usethe same amulet on different occasions appearidentical once transformed. The amulet allowstransformation into a particular creature recog-nizable by druids, rangers, and members of thesame creature species. When the transformationoccurs, the animal form is visibly as healthy asthe druid's form was before the transformation. Ifa druid dies in animal form, he or she reverts tooriginal form and the amutet crumbles into dust.

Two FingersXP Value: 1,400 GP Value: 14,000

IMAGINE Magazine 16This amulet was intended to represent the twofingers of Horus, the god of the sky. He usedthem to help his father Osiris, the god of theUnderworld, up the ladder and into the heavens. Itis often found on the interior of mummy casks; itis usually made of obsidian or hematite.

The amulet allows its living user to create aladder that magically extends as far as 100 feet.The ladder can be used at any angle (even hori-zontally), extending from the character's feet asfar as needed. The ladder can hold up to 1,000pounds. If more than 1,000 Ibs. is applied to theladder, it immediately converts back into anamulet. The amulet can be used once per day.

of Undersea FriendshipXP Value: 800 GP Value: 4,000

Nightwatch in the Living CityThis powerful medallion was created by theLocathah for diplomatic negotiations betweenunderwater races. It works as a. friendship spell,with permanency cast on it. If worn by a waterbreather it makes all creatures perceive thewearer as a friend. The amulet works only on

races born to be water breathers, and drives non-water breathers insane within hours. The insanitymanifests itself as an obsession to attack all thosenearby. It causes the wearer to think all otherbeings are fish-headed humanoids. A removecurse spell is required for land-based creatures toremove the item from another's body.

of VadarinXP Value: — GP Value: 2,500

1992 Fantasy Collector Card 21This amulet has been specifically created byVadarin, psionically enhanced by him to providethe following powers—five times per day, theamulet issues a Psionic Blast as if the user'spower score were rolled and without consump-tion of the user's Psionic Strength Points. Theamulet also generates an Intellect Fortress at alltimes to a radius of 5 yards from the user, provid-ing mental protection from psionic attack for any-one within range. This defense is made as if theuser's power score were rolled.

VultureXP Value: 700 GP Value: 1,200

IMAGINE Magazine 16The vulture amulet was intended to cause thepower of Isis as the Divine Mother to be a protec-tion for the deceased. It is placed upon the bodyon the day of the funeral while the activationword is recited over it.

When this amulet is placed on a dead body forone full day, the deceased can never be turnedinto an undead creature. The amulet can be usedonce per week.

of WeakeningXP Value: 5,000 GP Value: 25,000

The Hidden Shrine of TamoachanThis amulet makes all foes within a 30-footradius feel weak and ineffective. The closer acharacter gets to the amulet, the weaker he or shebecomes. For every 5 feet of approach within the30-foot radius, the victim (temporarily) loses onepoint of Strength. This amulet does not affect thewearer, although the user's companions (if withinrange of the effect) are affected.

AnchorAn anchor holds a vessel in place, A ship's anchoris the most familiar sort, consisting of a straightcentral bar (the shank), an upper crosspiece (the

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stock), and two curved lower arms (the crown)having widened ends (the flukes). Attached to achain or rope (the cable), it is tightly secured tothe ship. The depth of the water can be deter-mined, if desired, by marks on the chain or ropeonce the anchor rests on the bottom. Most ordi-nary anchors are made of iron, though othermaterials, usually metal, may be used. A magicalanchor may be of any size or material, but alwaysshaped like a ship's anchor. Roll on the tablebelow to determine the type.

Roll Anchor Type01-70 Anchor71-80 Anjar81-90 Bawara91-00 Sinn

AerialXP Value: 3,000 GP Value: 22,500

The Book of Marvelous MagicThis 3-inch-long, miniature golden anchor needsonly a thread or string as a cable. When droppedfrom any flying device or creature, it keeps thecreature or object steady at a point in the air,despite air movements or storms of any kind. Itcan also be thrown upward and commanded tosecure itself where it stops, and cannot be moveduntil the command to release is given. Normalthread or string used as its cable supports up to3,000 pounds of weight for as long as the usercan hold on (approximately one hour per point ofStrength).

Aerial IIXP Value: 2,000 GP Value: 18,000

Champions of MYSTARA™This 3-inch-long, miniature golden anchor alsouses a thread or string for a cable. When droppedfrom a flying device or creature, it maintains itsburden, fixed at that point in the air, regardless ofair movements or storms. The only danger is thatthe thread might break. For every five tons ofship's tonnage, there is a 5% chance the thread orstring breaks in any wind stronger than a lightbreeze. Double the chance of breakage for nor-mal winds; triple it for high winds.

Some aerial anchors come equipped with amagical cable. This anchors any skyship in any-thing less than high winds. Tn high winds or astorm, however, the cable has a 5% chance ofbreaking per every 50 tons of ship's Tonnage.

FishingXP Value: — GP Value: 5,000

The Book, of Marvelous MagicA fishing anchor functions as a seafaringanchor. However, once dropped in a sea orocean, there is a 25% chance per use of attract-ing a sea serpent or sperm whale. If so, thecreature swallows the anchor and attempts toleave. A lesser sea serpent can tow a vessel hav-ing 25 hull points or less; a greater sea serpentcan tow a vessel having up to 75 hull points;and a sperm whale, a vessel up to 150 hullpoints. Towing speed is half normal swimmingspeed for the monster. If the creature hookedcannot tow the vessel, it surfaces and attacks.Once a creature swallows it, the anchor is nolonger able to hoist itself. In this event its cablecan be cut and the anchor lost, or a party can besent underwater to deal with the monster andretrieve the anchor.

Hold FastXP Value: 800 GP Value: 4,000

POLYHEDRON Newszine 79This magical item fashioned of silver and ironweighs only 3 pounds. When the command words"hold fast" are spoken and the anchor is tossedover the side of a ship, it magically imbeds itselfin the sea floor and holds any vessel weighing upto 20 tons. Even the worst storms cannot affectthe anchor's ability to holdfast.

The anchor holds a ship with a thin, invisiblerope 300 feet long. If the rope is cut, both therope and the anchor lose all magical properties.The anchor rope is treated as AC 0 and isimpervious to all damage save that from edgedweapons; 30 points of damage must be deliv-ered in one round to sever the rope. The anchorcannot hold ships that try to anchor in waterdeeper than 300 feet or weighing more than 20tons.

ManXP Value: 3,000 GP Value: 22,500

The Book of Marvelous MagicThis item appears and functions as a seafaringanchor in all respects. However, it may also becommanded to animate. This means theanchor's stock grows arms with clawed hands(#AT 2, Dmg 1d6 each) and the crown becomesa set of moving legs that generate flukes forfins and can swim (60 feet per round). The

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anchor can be animated only when it is touch-ing salt water. It is neither intelligent nor alive,and immune to most spells; its iron body (AC 0;50 hp) is not easily damaged. The anchor mancan stand watch, but communicates only by tug-ging on the cable—once for sightinghumanoids, twice for dangerous or very largefish, and three times for other monstrous forms.It defends itself only if attacked. It returns tothe ship if reduced to 10 hit points or less, ifcommanded to hoist itself, or returns if it hasbeen ordered previously to return instead of sig-naling. The anchor man disintegrates if slain,and when removed from the water turns backinto an ordinary, inanimate anchor. It may beanimated once per day.

SeafaringXP Value: 2,000 GP Value: 15,000

The Book of Marvelous MagicThis anchor is 2 feet long and weighs 100 pounds.When commanded, it magically lengthens itscable either to any named length or until theanchor touches bottom; the cable's maximumlength is one mile. It also shortens its cable oncommand and requires no capstan (cable winch).

XP ValueCursed: —Greater: 500Lesser: 300

of StayingGP Value

2,0005,0003,000

War Captain's CompanionThis item appears as a standard anchor, except forthe faint magical aura radiating from the anchorand its chain. When pitched over the side of aship moving at tactical speed, the anchor comesto rest on the gravity plane, stopping the ship(reduces SR to 0). The ship becomes stationarywith respect to the closest Class A or greatercelestial body. When the anchor is pulled up, theship can move once again.

The anchor can be dropped while moving atspelljamming speed, but with dire consequences.The ship instantly stops, while everything in theship tries to continue forward. All crew memberssuffer 3d10 points of damage (save vs. spell forhalf damage). Unsecured items must roll a savevs. falling or be broken. Typical anchor variationsinclude:

Lesser anchor of staying: This item gives off afaint auburn aura when cast over the side. It canstop a ship powered by a minor helm, but itsdweomer is not sufficient to halt a ship with amajor helm. A ship with a major helm or equiva-lent is only slowed by 3 SR (to a minimum of SR1).

Greater anchor of staying: This item gives offa faint bluish aura when cast over the side. It canbe used on any spelljamming ship. Its dweomer issufficient to stop a ship powered by the equiva-lent of a major helm.

Cursed anchor: While all tests and divinationsshow this item to be a greater anchor of staying,when activated it moves the ship toward the near-est body greater than 10 tons at an SR of one. Themotion is at first so subtle it is virtually unde-tectable; except for the fact that a planet or shipcan be seen (eventually) moving toward the ship.The ship gradually accelerates to spelljammingspeed. If the anchor has been in place for 24 con-tinuous hours, it cannot be pulled in. Only by theuse of a remove curse on the item itself, can thecursed anchor be brought back into the ship, andthe motion stopped. After 24 hours under theeffects of the cursed anchor, a spelljamming helmceases to function.

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of WeightXP Value: — GP Value: 8,000

The Book of Marvelous MagicThis item is identical to an aerial anchor. How-ever, there is a 50% chance that suddenly, magi-cally, it weighs 2,000 pounds, dragging the userdown. The victim can stop the plunge by cuttingthe cable immediately or by snapping it, deter-mined by a standard "open doors" roll. If thecable is severed, the anchor of weight vanishesupon hitting the ground.

AnkhAnkhs are tau crosses with a loop at the top.They are generally used as a symbol ofendurance, continuation, and creation—allsymbols of life. Originally an Egyptian symbol,ankhs have found popularity among the north-ern cultures. Often the tau itself can be foundwithout the rounded or looped top, but these areconsidered cruciforms.

of LifeXP Value: — GP Value: —

Old EmpiresThis powerful symbol of divinity was lost millen-nia ago in the Orcgate Wars. It was the holy sym-bol of the manifestation of Re. It is a worn anddirty rod of birchwood, without any ornamenta-tion, 1-foot-long, in the shape of an ankh.

It has the following powers: continual light (atwill), destroy undead 30' radius (3/day), regener-ate (3/day), restoration (3/day), resurrection(2/day).

The destroy undead power slays all undead ofless than 7 HD (or levels), and inflicts 12d8points of damage (no saving throw) on all undeadof 7 Hit Dice or higher.

If used by a mortal, the ankh drains one levelof experience each time a power is used (and onlya wish directly granted from a deity can restorethe lost level).

This relic is sought after by the priests ofHorus, Ra, and Osiris, as they wish to place itwith the mummified body of the manifestation ofRa in the Tower of Eternity in Skuld. Anyone whopresents it to an incarnation or manifestation ofeither god will be richly rewarded.

NithianXP ValueIxion: 200Kagyar: 300Pflarr: 250Rathanos: 200Valerias: 200

GP Value2,0003,0002,5002,0002,000

Kingdom of NithiaMany of these are worn in Nithia. A few of the ankhsare magical tokens given by the Immortals, usuallyin time of need and as rewards for worthy deeds.

The powers of the ankhs vary depending uponwhich Immortal created the talisman. However,regardless of which Immortal created the ankh,its power only works once. When a magical ankhis grasped, it glows with a brilliant pure lightallowing sight in darkness up to 20 paces in alldirections. Ankh powers are listed below:

Immortal EffectIxion Shoot a flaming stream causing

1d6 damage per level,Kagyar Walk through stone.Pflarr Memorize twice the normal number

of spells. Caster cannot memorizenew spells until the excess is used.

Rathanos Summon a fire elemental.Valerias Enchant a weapon to +1.

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of PowerXP Value: — GP Value: —

Legends & LoreEach of the gods of the Great Ennead has thepower to create an ankh of power at will. In prac-tice, however, they are rarely manufactured. It isbelieved that fewer than a dozen of these price-less objects exist.

In the hands of a priest who worships a mem-ber of the Great Ennead, an ankh of power glowsas if under the influence of & continual light spell.The light is pure and holy, having the power todrive away any undead creature it shines upon.Any attempt to conceal or darken the light is anaffront to the gods and results in the instantdestruction of the ankh.

Any healing spell cast by a priest while holdingthe ankh in hand is at double effectiveness. Fur-ther, as long as the object is in his or her posses-sion, the priest is immune to all forms of poisonand disease, including such unusual afflictions asmummy rot and lycanthropy. Lastly, an ankh ofpower can cast a sunray spell three times per dayif the priest speaks a command word unique tothe individual ankh.

Ra'sXP Value: — GP Value: —

Legends & LoreRa's avatar can use his ankh to instantly destroyany form of undead creature or any being that isnot on its home plane.

TrueXP Value: — GP Value: —

DEITIES & DEMIGODS™ CyclopediaThis magical device, carried by all of the gods ofthe Nile at one time or another, enables them toraise any dead creature (as the spell) as long as allof the body parts are present at the time of theraising. The device kills by fire any nondivinebeing that touches it. Tt is about 1-foot long,shaped like a cross with a loop on the top. It isusually bright blue in color. There are only sevenof these in any given plane at any one time. Non-magical ankhs are used as holy symbols by manypriests of Egyptian deities.

AnkletA strip of leather or metal with a hasp on eachend, this jewelry is usually ornate, adorned withgems. In use, it is fastened around the ankle. It

does not function if fastened to any other part ofthe body and cannot be used by a legless creature.Anklets may be found singly or in pairs, but apair found together need not match. Any magicalanklet has two command words—one to lock,and one to unlock. When locked, an anklet cannotbe opened except by destruction, by command, bya remove curse applied by a 15th- or higher-levelcaster, or by a dispel magic spell, the anklettreated as 30th level. A magical anklet cannot bedamaged by force, even by magical weapons, butmay be destroyed by dragon breath or by damagecausing spells. Each anklet can withstand 20points of damage. An anklet cannot be placed onan unwilling victim unless the creature is para-lyzed, unconscious, or dead.

EquusXP Value: 2,000 GP Value: 8,000

DUNGEON Magazine 22An equus is a magical piece of jewelry that, uponcommand, polymorphs into some form of a beastof burden. The word "equus" (plural "equi")comes from an ancient language and has no lit-eral translation in the common tongue. The clos-est translation is "beast of burden" or "horse," butthe word can be applied to anything that is usedlike a horse. Thus, an actual horse, mule, worg,camel, dog-sled team, nightmare, or any othercreature that can be ridden, used to pull a load, orcarry goods can be termed an equus. Equi comein many different varieties, with the most com-mon listed below. While 80% of equi are eithergood or neutrally aligned, 20% polymorph intoevil creatures such as nightmares, worgs, andgiant spiders. It is said that the death knight ShanNikkoleth once possessed an equus thaipolymor-phed into gorgon form.

The anklets are invariably made of silver, oneside engraved with the image of the creature itbecomes and the reverse etched with the com-mand word.

Creature ListThe DM may choose the form of the creature intowhich the equus polymorphs from the followingtabled The jewelry form polymorphs into one typeof creature only. A DM who prefers to roll ran-domly should add the roll of 1d8 to that of 1dl2and consult the table below. The DM should useonly a creature he or she feels comfortable withand is sure will not give the PC an unfair advan-

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tage in the campaign. Different creatures can beadded to or deleted from the list as the DM seesfit. Any of the following creatures that do notappear on Table 49 in the PHB should be consid-ered equal to a heavy horse in movement rate andencumbrance.

If an equus is slain (reduced to 0 hit points orfewer) in creature form, the creature immedi-ately reverts to anklet form and cannot changeinto a creature again. Damage to the creatureform of the equus can be healed magically bycure wounds spells. If the creature is allowedfood and rest, it heals naturally at the rate ofone hit point per day. However, the equus canneither heal itself nor be healed while in ankletform.

Roll Creature02 Unicorn: AC 2; MV 24; HD 4+4; hp 28;

THACO 15; #AT 3 (hooves and horn);Dmg 1d6/ld6/ldl2; SA charge, +2 to hitwhen attacking with horn, -6 penalty toopponents' surprise rolls; SD teleport,immune to poison, charm, hold, anddeath spells; can sense approach ofenemy at 240 yards distance; makes allsaving throws as 1 Ith-level wizard; ML14; AL CG. The unicorn's Intelligence is8-10 (ld4+8). It can be ridden only byfemale characters; if a male characterrolls the unicorn, use the ultraheavy warhorse (#20) instead.

03 Giant stag: AC 7; MV 21; HD 5; hp30; THACO 15; #AT 1 (antlers) or 2(hooves); Dmg 4d4 or 1d4/ld4; ML 14;AL N. This creature's Intelligence is4-7 (ld4+3).

04-05 Bull: AC 7; MV 15; HD 4; hp 24;THACO IS; #AT 2 (horns); Dmg1d6/ld6; SA charge; ML 15; AL N. Thebull has an Intelligence of 4-7 (ld4+3).

06-08 Superheavy war horse: AC 6; MV 15;HD 4+4; hp 28; THACO 15; #AT 3(hooves and bite); Dmg 1d8/ld8/ld4;SD.30' infravision, immunity to all holdand charm spells; ML 16; AL NG. Thishorse has an Intelligence of 7-12(ld6+6).

09-13 Heavy war horse: AC 7; MV 15; HD4+4; hp 21; THACO 17; #AT 3 (hoovesand bite); Dmg 1d8/ld8/ld4; ML 15;AL N. Intelligence is 5-8 (ld4+4).

14—16 Superheavy war horse (special): Sameas above (roll of 6-8), though it has MV18, a 40-!b. bonus on its carrying capac-ity load limits, and no infravision.

17-18 Camel: AC 7 MV 21; HD 3; hp 18;THACO 17; #AT 1 (bite); Dmg 1d4; SAspitting; ML 14; AL N. This camel is ofa more mellow disposition than itsmeaner cousins and has an Intelligenceof 4-7 (ld4+3).

19 Water buffalo: AC 7; MV 15; HD 5;hp 30; THACO 15; #AT 2 (horns); Dmg1d8/ld8; ML 16; AL N. This water buf-falo has an Intelligence of 4—7 (ld4+3).

20 Ultraheavy war horse: AC 5; MV 24;HD 5+5; hp 35; THACO 15; #AT 3(hooves and bite); Dmg 1d8/ld8/ld4;SD 60' infravision, immunity to poisonand all hold and charm spells; ML 18;AL LG. This special horse can under-stand but not speak the common tongueand is able to use animal friendship andpass without trace spells three times perday each, locate animals or plants onceper day, and water walk once per week.This horse has an Intelligence of 9-16(ld8+8).

of GrowthXP Value: —m GP Value: 1,200

The Book of Marvelous MagicThis anklet appears and functions as an anklet oflevitation in all respects. However, it also causesthe wearer's leg to grow at the rate of 1 inch perturn (or part of a turn) for as long as it is worn. Thevictim's Dexterity score drops by 2 points per foot(two hours) of growth: if two anklets are worn,both legs grow evenly, and Dexterity drops by onlyone point per foot of growth. The anklet may beremoved by the usual methods. The magicalgrowth and loss of Dexterity can be negated onlyby a remove curse cast caster of at least 26th levelor by a wish. Although either remedy instantlyrestores the victim to normal size and Dexterity,the anklets, wherever they are, disintegrate.

of HobblingXP Value: 600 GP Value: 6,000

The Book of Marvelous MagicWhen locked on an ankle, this item causes thevictim to move at 'A normal rate. If two are used,only 'A normal rate is possible.

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of LevitationXP Value: 2,500 GP Value: 17,000

The Book of Marvelous MagicThis item can be locked and commanded to rise.It stops and goes upon command of the personwho locked it. If one anklet is used, the wearer ishoisted by one leg, in a most inconvenient pos-ture; if two are used, normal levitation is obtained.It is controlled within a range of 60 feet, but theeffect is otherwise identical to the wizards' spelllevitate, bestowing vertical movement at the rateof 20 feet per round. The victim cannot be"dropped" unless the anklet is suddenly unlockedor destroyed.

of SinkingXP Value: — GP Value: 600

The Book of Marvelous MagicThis anklet appears and functions as an anklet ofwalking in all respects. However, when used towalk on acid, or on water more than 30 feet deep,the anklet stops functioning at some inconvenientpoint, suddenly becoming as heavy as a 100-poundweight (per anklet). When the malfunction occurs,the anklet also negates all other 'water walkingspells and effects. The wearer sinks like a stoneuntil the anklet is removed, although, jeatherfall orother spell effects may slow the victim for a time.

of Sure FootingXP Value: 2,000 GP Value: 16,000

POLYHEDRON Newszine 90It is popularly believed by most sages that thewizard who invented these items served on apirate ship based in the Corsair Domains. Legendhas it that the wizard did not adapt well to life atsea; the ship's pitching and rolling as it rode thewaves made it impossible for the wizard to castspells. After months of research, he enchanted apair of anklets that would make his life at sea eas-ier. The anklets were woven from kelp, and thewizard dubbed them anklets of sure footing.

Both anklets must be worn, and they do notfunction if covered by footwear or cloth. Thewearer is never affected by seasickness and canmove at normal speeds across ship decks, evenunder treacherous conditions such as mountain-ous waves and gale force winds. Spellcasting isnot hampered by the ship's movement, becausethe anklets ensure the caster's steadiness.

In addition, the wearer can climb rigging aseasily as walk, and fight and cast spells from therigging as if standing on solid ground.

Although the anklets can be worn by any raceand class, they are highly sought after by seafar-ing rogues and Spellcasters.

of WalkingXP Value: 1,200 GP Value: 6,000

The Book of Marvelous MagicWhen locked, this anklet enables the wearer towalk upon any fluid, water, oil, acid, etc., withoutactually touching it. Feet or boots hover a fractionof an inch above the fluid. One anklet can support200 pounds in weight; two support 500 pounds.

Antennae of TriangulationXP Value: — GP Value: 55,000

RealmspaceThese antennae are usually over 8 feet in widthand can be 20 feet or more in length. They appearto be antennae removed from some gargantuaninsect. There is a helmet of liaison that accompa-nies the antennae when it is first purchased—assuming one is for sale—that links the antennaeand the wearer of the helmet. The helmet relaysthe information found by the antennae in exactdetail to the wearer. When the helmet is put on,the wearer immediately gets a complete picture ofthe space around him. The operator sees every-thing in a 360-degree, 10,000 yard sphere. Every

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little detail can be viewed mentally. The position-ing of these items changes whenever the ship'sheading changes, or if the objects in sight change.These antennae make it impossible for anyone tosurprise the ship, as long as someone is wearingthe helmet. The antennae can be used to tell thewearer where an approaching spelljamming shipor an asteroid is in relation to the vessel's currentlocation. The items, having no charges, can beused an unlimited number of times.

AnvilAn anvil is a heavy iron block that has a flat topand a round, horn-shaped end. Blacksmiths heatmetals until they soften, and use the anvil's sur-face to hammer the metal into the desired shape.Magical anvils, however, can be of any size,shape, or weight, and they are commonly used toperform functions other than those performed bytheir nonmagical counterparts.

High Anvil of the DwarvesXP Value: 5,000 GP Value: 50,000

DRAGON Magazine 58The skill of dwarf metalcrafters is legendary, andthrough the ages they have continued to findways of improving their smithing abilities. Atsome time within the last several centuries,dwarves learned how to create a magical devicethat would make them even more skilled asarmorers, weapon makers, and smiths. The greatcost of creating a high anvil, however, has keptthe number of these items down to a precious few.Only a very large enclave can afford to makeone—high anvils are never found in the shops ofdwarven armorers, weapon makers, or smithslocated in cities and towns—the danger of theft istoo great.

High anvils are large, elaborately carved, andforged from an alloy of adamantite and steel.They radiate a faint aura of magic. The anvilsweigh about 175 pounds and cannot be easilymoved or carried, and are often fixed or welded tothe floor of the main armory of dwarven colonies.

The workmanship involved in the forging anddecoration of a high anvil represents the best thatthe dwarves of the clan can offer, frequentlyadorned with depictions of great events in theclan's history. While dwarves hold their highanvils to be beyond price, a realistic appraisal ofone's worth would probably range from 30,000 to60,000 gold pieces.

When used for metalworking, a high anvil adds+50% to the skill level of dwarven armorers, anddoubles their efficiency, effectively cutting armorconstruction time in half. Dwarven smiths using ahigh anvil have doubled efficiency when forgingany item, and weapon makers may constructaxes, swords, and the like at three times the nor-mal rate, working them on a high anvil. Nond-warf characters or creatures who use a high anvil(a very rare event, since dwarves are extremelyprotective of their treasures) have +25% added totheir skill as armorers but enjoy no other benefits.

The increase in skill level and decrease in con-struction time are not permanent and only applywhen a high anvil is used. Mithral and adamantitealloys can be worked with greater ease on a highanvil, and anything forged on one is of the high-e*&t quality.

A high anvil is created by a long and involvedprocess of crafting and enchantment. The physi-cal work upon the Anvil takes between 24 and 36months, and can only begin after the members ofthe clan have taken 6d4 months to decide on theanvil's shape, design, and decorations. Once theanvil has been forged, it must undergo a ritualblessing by the most powerful dwarven priest inthe clan, and 4d4 other priestal assistants. (Themain priest must be at least 6th level, and a mem-ber of the same clan as the dwarves who forgedthe anvil.) The blessing takes ld4+4 days, and theclan's patron deity is invoked during the finalenchantments.

High anvils are not commonly found in trea-sure hoards. One might be discovered in the ruinsof a dwarven stronghold, but even if the clan hadbeen destroyed or driven off, another clan wouldtry to recover the anvil to keep it from falling intothe hands of another race. Dwarves who do man-age to gain possession of a high anvil (fromnondwarves, of course, since dwarves do notsteal from each other) gain 10,000 experiencepoints; the award is half as great for nondwarveswho come to own one.

Iron Anvil of the ArmiesXPValue: 1,750 GPValue: 17,500

DRAGON Magazine 178This is a great, black, iron anvil, embossed withrunes of power in gold and brass. Any competentsmith will find nonmagical tasks uncannily easywhen using this anvil. Bent swords straightenwith a single tap, having lost none of their

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strength; horse shoes are just the right size; andeverything worked on this anvil has a little extrashine and a cleaner finish. In actual game terms,the smith works at six times the usual speed,

The anvil is too massive to transport exceptwith the most elaborate methods, and using it ishard work. The smith must have a minimumStrength of 15 and can work only as many days inone stretch as his or her Constitution scoredivided by five (rounded down) before resting fora like period of time.

of the Lortmil MountainsXP Value; 3,000 GP Value: 30,000

GREYHAWK AdventuresThis blacksmith's tool was enchanted in a shrineof Moradin, king of the dwarven gods. It allows adwarven weaponsmith to create extremely strongand sharp blades. Each weapon takes twice aslong to create, but, when finished, is either a nor-mal weapon (on an unsuccessful proficiencycheck) or a weapon of fine quality (on a success-ful proficiency check). All weapons of fine qual-ity created by this anvil are worth 100 times thecost of a normal weapon of the same type. It isrumored that this anvil forged legendary magicalweapons for the dwarves.

Apparatus"Apparatus" is an all-encompassing term used todescribe a machine so complex, it is impossibleto associate a name with its function. Other termsthat could work as well are "magical machine,""contraption," or "mechanism." Most apparati aretoo large to move or relocate due to the possibil-ity of breakage,

The ApparatusXP Value: — GP Value: —

RAVENLOFT Campaign SetThis huge machine stands over 30 feet tall and itis 20 feet wide at the base. A glass globe, 15 feethigh, rests upon a massive tripod made of woodand steel. The tripod lifts the globe over 15 feetfrom the floor. The globe encases a great, spin-ning ball of sulphur. A network of rings, made ofcold-forged steel, tops the enormous glasssphere.

Two smaller globes, each the height of a man,are suspended below the large one. The pair,linked by a narrow glass neck, looks like an hour-glass on its side. A 3-foot-wide trap door opens

from the bottom of each smaller globe. A steel,tubular arch links each smaller globe to themother sphere above.

A third, and still smaller series of globes ringsthe entire base of the tripod, linked together like achain by thin glass tubes. A bewildering array ofmetal and glass—rods, wires, and plates—joinsthe circle of spheres to the two human-sized glasschambers.

Lightning energizes the apparatus. The steelrings on top focus electricity into the motherglobe. To fully charge, the apparatus requires 12lightning strikes within the span of three hours;over a longer period, the charge fades. The energyis convened into a magical force by the spinningball of sulphur within the globe.

This contraption can perform a number ofmonstrous and misguided tasks. The first is a"transpossession." It can cause the exchange ofminds, between two intelligent subjects—even anintelligent creature and a man. The subjects muststand in the formidable glass chambers. On the12th lightning strike, the psyches of the two indi-viduals are exchanged. All mental abilities gowith the psyche, all physical abilities stay withthe body. Both subjects fall unconscious for 1d3turns. Any attempts to determine the alignment ortrue nature of a transpossessed subject fails.Spells such as know alignment, detect evil or trueseeing act as if the subject had a truly neutralalignment.

The second function of this machine requiresthe rod ofRastinon. When the rod is placed in theglass tube connecting the two large chambers, asubject's personality can be split in two. An intel-ligent subject must stand in one of the big globes.On the 12th lightning strike, the psyche splits. Ina flash, a duplicate of the subject appears in theadjacent chamber. Physically, they are almosttwins. Mentally, they are unique. As of this writ-ing, the split has involved only good and evil,separating the dark side from the light. Otherdivisions may be possible.

The "dark side" is a being of such evil thatRavenloft's dark powers envelop him or her,granting a lordship and a domain. They may alsogive great powers, and transform the characterphysically. The individual immediately seeks todestroy the other half, because only then is he orshe secure.

According to legend, the apparatus can alsorejoin the psyches it has divided. Both halves

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Alchemist's Apparatus

must occupy the globes, with the rod ofRastinonin place. On the 12th strike, their psyches join,and the original subject is restored. Theoretically,two normal subjects—each unique and whole—might be forced to share one body through thisprocess. The stronger body would harbor the twopsyches, while the weaker body would become awithered, empty shell.

Alchemist's ApparatusXP Value: — GP Value: —

Book of ArtifactsThe apparatus, or the alchemist's apparatus as itis sometimes known, is best described from thenotebooks of Meister Dettrick.

The very sight of it [the Apparatus/ inspired a ter-ror within me, for its very shape spoke of theunholy researches that planned it. It filled HerrGustav 's great hall, o 'er-reaching even the bal-conies that looked upon the floor below. The mainpart consisted of a great glass sphere of sul-phurous fumes, madly churning as the lightningteased the steel receptors set atop it. The whole issupported in a tripod of oppressive wood andiron, beneath which were suspended two smallerglobes, each the height of a man. Piping arcedfrom these to the sulphurous orb. Ringing thesewere yet smaller orbs, interwoven by tubesthrough which flowed streams of noxious yellowgas. To my trepidation, Herr Gustav alreadystood among the wires and pipes of the platform,priming the foul device for the coming storm.Then I saw that each contained a beast—one aquivering fawn, the other a ravening dire wolf."Behold the test!" he cried to me, frantic with hismadness as he gestured to the orbs. From hisrobes he produced a crystal rod, no more than 2feet long, that throbbed with crystal fire. "Therod!" he shouted above the enraged storm. "Withthe rod I shall..."

No more of his madness could I bear, and sorisking the fury of the elements I fled the sage'shalls, out into the night....

It is unclear whether the apparatus is a singledevice or a set of plans and concepts so infernalin their execution that the result is the diabolicmachine known by that name. The doubt existsbecause several times this artifact is said to havebeen both invented and destroyed, and yet, some-how it seems to recreate itself elsewhere to once

again wreak havoc upon those who experimentwith it.

The first known construction of the apparatuswas by one known as the Alchemist of Mor-dentshire, sometimes confused with Count StrahdVon Zarovich, another player in this tale. Thestory is that the alchemist created the apparatus inorder to divide a soul and purge it of evil or, asothers maintain, to fuse his own incomplete soulwith that of another. Whatever his goal, his ambi-rfons became entangled in those of Strahd and ledto disaster, destroying the apparatus and itsmaker.

The monstrous apparatus had more of a lifethan its maker, it seems, for it has reappeared inother lands, sometimes as it was and sometimeschanged and improved. Thus it is that some sagesmaintain that the true artifact is not the apparatusitself but the supposed notebooks of the originalalchemist, and that it is from these plans that thephysical apparatus is built. No one, however, canever testify to seeing a copy of these notes.

One important feature of the apparatus is therod ofRastinon. This magical item, although notan artifact in its own right, is vital to several ofthe apparatus's powers. It must be set in placebetween the two chamber orbs and then poweredby lightning—or so that is how the story goes.

The apparatus is a wonderful artifact withwhich to threaten PCs, because its powers oftranspossession and soul-splitting strike at thevery essence of the player character. The thoughtof having one's mind and psyche transferred intothat of an orc or, perhaps worse, a goat should beenough to rouse fear in the heart of any PC.

Since the apparatus is not small, portable, oreven quick to use, any adventure involving itmust have a strong villain, one who can trap thePCs and then operate the device. A strong villainneeds strong ambitions, too. The goals of this vil-lain are certainly more than just tormenting thePCs. They are only attacked because they are use-ful in some experiments or because they threaten,knowingly or not, greater plans.

Should the characters manage to avoid thethreats posed by the apparatus, they may stillhave problems. Friends and allies may suddenlybecome enemies through transpossession. Inno-cents may need to be restored or transpossessedspies ferreted out. This might require that thecharacters to seize and operate the apparatus, allat great peril to themselves!

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Among all of the artifacts, this apparatus is theeasiest to remove from any campaign, for it has ahistory of overloading, exploding, and otherwisedestroying itself. Whenever the device's time haspassed, it is a simple matter to demolish it in adramatic stroke of lightning. Another apparatus,should it ever be needed, can always convenientlyappear elsewhere, for like true science, oncereleased from Pandora's box, it can never be ban-ished completely.

Unlike many other artifacts, the powers of theapparatus cannot be utilized at will. Althoughmagical in nature, the device operates more like amachine. To run, it must be energized by light-ning. No other electrical source can suffice, forthe apparatus requires not only the voltage, butthe elemental power that the lightning provides.The metal receptor plate in the top must be struck12 times in the space of three hours for the deviceto build up the necessary charge. Only one chargecan be held at a time and beyond the time limit,the stored energies fade. The charge is enough tofeed a single power of the apparatus. Whichpower is used is determined by the operator, whomust constantly supervise the machine's opera-tion. Transpossession can be used without addi-tional preparation, but the remaining powers ofthe apparatus require the use of the rod ofRasti-non, set in its place between the two globes.

Invoked Powers: The simplest power is trans-possession, the complete exchange of mindsbetween two creatures. The subjects are placed inthe two globes and, amid swirls of gas and glow-ing blue sparks, the transfer is made. All mental,spellcasting, and psionic abilities are transferredbetween the two bodies. The new form has theStrength, Constitution, Dexterity, and Charismaof the host, but the Intelligence and Wisdom ofthe transferred mind. The subjects are struckunconscious for 1d3 turns. Transpossessed sub-jects detect as neutral to all spells and psionicsthat would reveal alignment, ethos, or personality.

The second power, soul splitting, divides a sin-gle subject into two personalities. The split sepa-rates some property of the psyche into itsOpposing elements—good vs. evil, law vs. chaos,wisdom vs. folly, and other opposing forces. Thetwo persons are physically similar, differing onlyin ways that characterize the nature of the splitand the strength of each trait. The good personal-ity may be fair and strong, if the original subjectwas filled with good, or sickly and pale if the sub-

ject was less than noble. Each personality has thefull knowledge and abilities (within the limits ofthe separation) of the original body.

The two forms are also utterly opposed to eachother, so that cooperation is impossible. Depend-ing on the nature of the separation, one seeks todestroy the other or reverse the soul splitting *process. An evil twin would seek its counterpart'sdeath while the good one tries for reunion. A wisetwin might revel in freedom from the foolish half.A foolish twin is likely to become wild and bes-tial, filled with more-than-animal cunning. In allcases, the two separated properties become con-centrated and exaggerated in each individual untilthe distilled trait dominates their personalities. Itradiates with astonishing intensity to detectionspells revealing that trait.

The third power is that of soul fusing. Here,two personalities are joined in one body. Nor-mally this is done to reverse the process of soulsplitting, but it is possible to merge two unrelatedpersonalities into a single creature. The mergedform now has two separate minds within it. Eachretains its own personality, including all class,mental, spellcasting, and psionic powers. Onepersonality, however, cannot use the powers ofthe other.

The result of this fusion is seldom harmonious,for unless the two minds are in perfect agreementon all things, they vie for control of the body. Anytime there is a disagreement over a course ofaction, an Intelligence check is made for eachmind. Should one succeed and the other fail, thatpersonality seizes physical control. The subject'smannerisms, voice, accent, likes, and dislikes areinstantly those of the dominant personality.Should both fail, the subject is racked by fear-some headaches so severe that any action isimpossible. If both succeed, the subject's body isthe battleground for control. Movements becomeconfused and jerky, behavior erratic from momentto moment, as each tries to assert itself.

Attempts to detect the mental nature of such aperson reveal details of the current dominant per-sonality. If there is no dominant force, the resultis a confused blur that might be mistaken for neu-trality.

Curse: With the apparatus there are perils bothfor those subjected to its horrible transformationsand for those who would use it upon themselvesor others.

For subjects, beyond the perils described

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Apparatus of Dreadful Construction

above, there is a chance that, unable to reconcileoneself to the alteration, madness results. Thesubject (or subjects in the case of a split) mustimmediately roll a successful saving throw vs.death magic or succumb to incurable madness.After that, the subject must roll a successful sav-ing throw every day for a full week. Only afterthis time is the subject able to come to terms withthe situation. Note that for those subjected to sou!fusing, each personality must roll a separate sav-ing throw and it is perfectly possible for one per-sonality to be sane and the other to be utterlymad.

The experimenter risks other fates each timethe apparatus is used. There is a 20% chance(noncumulative) that the energies of the appara-tus create a field that transfers the device and sur-rounding locale (such as the building housing it),along with all characters, into Ravenloft. (Playersfamiliar with the demiplane know this is a seriouscurse.)

In Ravenloft: Where the device was originallyfound, the operator must roll a dark powers checkeach time the device is used—even if the operatoris the subject. Evil "twins" created by the appara-tus are immediately adopted by the land,

Suggested Means of Destruction:• The machine itself is quite fragile and can be

easily destroyed. However, it recreates itself atsome other place and time.

• The characters must travel back in time to theworkshops of the original alchemist and theredestroy him, his works, and all his notes.

• Mystical barriers blocking the blend of sci-ence and magic must be built to protect eachworld in the Prime Material Plane. This doesnot destroy it. It merely prevents its appear-ance in that world,

of Dreadful ConstructionXP Value: GP Value: —

New ItemReports have surfaced from those who visitother worlds of the appearance of a bizarredevice that disrupts the tranquility of civilizedlife. Sages who collect and study such reportssay that a large wheeled mechanism, reputed tobe made of adamantite-alloyed iron, has brieflyappeared on certain worlds at random to leave atrail of chaos in its wake. The purpose and ori-gins of the device are a mystery, but a few facts

are known about it.The apparatus of dreadful construction, as it

has come to be known, resembles a huge, iron,fully enclosed, two-wheeled chariot lacking thefront bar to which horses would be harnessed. Itstands about 15 feet high, 20 feet wide, and 25feet long. Its weight is guessed to be 15 to 30tons. Three great metal chimneys rear from itsstern, spewing sparks and flames up to 30 feetinto the air. (The fires cause any flammable mate-rial within 30 feet of the device to save vs. normalfire or burn.) Two monstrous studded wheelsenable the apparatus to cross any terrain at a con-stant speed (MV 24, or 8,182 miles per hour),night or day. Most fearsome, however, are theeight human-sized metal teeth at its front, eachdriven by a great piston, which chew throughevery kind of stone, metal, or other substance. Ifthe apparatus runs jnto a cliff or mountainside, itdigs its way through at a reduced but still rapidspeed (MV 18), leaving a permanent tunnelbehind it. Any being run over by this device,whether crushed by a wheel or "bitten" by a metaltooth, takes 10dl2 points of crushing damage and6d6 points of heat damage (no saving throw), andmust pass a system shock roll or die at once.

As the apparatus travels across the landscape,it destroys everything before it in a path 20 feetwide, moving in a perfectly straight (if notentirely level) line. Nothing, not even a wishspell, can turn it aside or direct its movements.Witnesses report that the apparatus is able to sur-vive falls from considerable heights without dam-age, observing that it continued on its journey asif nothing happened. The single mindedness ofthe apparatus's movements and feats leads mostobservers to believe that it has escaped its origi-nal owner or creator and is now running withoutany intelligent control.

As it moves, part of the mechanism takes therocky material it destroys, draws the debris intothe vehicle, and leaves it behind in the form of ablack paved road measuring 12 feet wide, withchurned earth and ground rock littering eitherside. The created road is exceptionally durable,making all saving throws as metal +4. Immedi-ately after the passage of the apparatus, however,the roadway is extremely hot, doing 6d6 points ofdamage to anyone who touches it; it cools by onedie of damage for every hour that passes after itbegins to cool. Furthermore, the road containspoisonous substances that kill all plant life within

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50 yards for a full year. This road, though of highquality, of course leads nowhere in particularexcept by random chance. Any city unluckyenough to be in the path of the device must beabandoned until it has departed, leaving road andruin behind it.

The apparatus travels from world to world as aresult of a random plane shift power, 1-20 roundsafter it is fully submerged in water—ocean, lake,or river. After its plane shift, it reappears out ofthe deep waters of another world, in another crys-tal sphere, to drive across the landscape until itreaches water again. A few wizards and priestsdiscovered this aspect of its nature arid exploitedit by having lakes dug and filled in its path to pro-tect cities, causing the device to leave their worldfor another.

Though the device has caused destruction in itspassage across inhabited lands, the ruin is verylimited in scope and the damage is eventuallyreversed (though the roadway it creates remains).In some cases, its passage has even been benefi-cial, as it opens tunnels through the most impass-able mountains and builds roads across the worstterrain. It is more an annoyance than a real threat.The device radiates enormous, powerful magic,and its invulnerability to all forms of magical andphysical attack certainly indicate that it is an arti-fact. Because the upper part of the apparatus hasthe appearance of a beast's head, complete withfiery nostrils and smokestack "horns," it is some-times called the Iron Bull, as well as Ground-Eater, Road-Maker, the Starving Juggernaut, anda few less pleasant epithets (particularly thrownby those who have lost farms and forests to itsflames).

Certain elements of its appearance have led tospeculations that it was built with the assistanceof Krynnish tinker gnomes (Minoi), though thereis neither record nor proof of this. (Indeed, sometinker gnomes actively pursue the device in orderto learn more about it.) Another theory is that it isa reactivated relic from the ancient empire ofBiackmoor—of Mystara, not of Oerth. The truthcannot be known at this time. As its first appear-ance in the Known Spheres dates back to only130 years, the assumption of scholarly sages isthat the device is either of recent construction orlay dormant until accidentally activated by a curi-ous (and no doubt now deceased) discoverer.

of KwalishXP Value: 8,000 GP Value: 35,000

DUNGRON MASTER Guide, 1st EditionWhen found, this item is a large, sealed iron bar-rel, but it has a secret catch that opens a hatch inone end. Inside are 10 levers:

Level Effect1 Extend/retract legs and tail2 Uncover/cover forward porthole3 Uncover/cover side portholes4 Extend/retract pincers and feelers5 Snap pincers6 Forward/left or right7 Backward/left or right8 Open "eyes" with continual light

inside/close "eyes"9 Raise (levitate) or sink

10 Open/close hatch

The apparatus moves forward at a speed ofthree, backward at six. Two pincers extend for-ward 4 feet and snap for 2d6 points of damageeach if they hit a creature—25% chance, noreduction for armor, but Dexterity reductionapplies (5% per bonus point). The device canoperate in water up to 900 feet deep. It can holdtwo human-sized characters and enough air tooperate for 1d4+l hours at maximum capacity.The apparatus is AC 0 and requires 100 points ofdamage to cause a leak, 200 to stave in a side.When the device is operating it looks somethinglike a giant lobster.

In a DRAGONLANCE Campaign: The appara-tus of Kwalish does not exist on Ansalon.

of Spikey OwnsXP Value: 7,000 GP Value: 32,000

DRAGON Magazine 28This item exactly resembles the apparatus ofKwalish except that, when activated, it becomesa 10-piece one-man-band renowned for itscacophony. It enrages all who hear it, includingparty members, unless a saving throw vs. spell ismade. Those who fail the saving throw willattempt to do harm to the operator until he orshe stops playing the apparatus. Of course, theowner is charmed by the device and continues tooperate it.

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Apple of Bragi

AppleAlthough they are extremely rare, two magicalapples have been discovered.

of BragiXP Value: 500 GP Value: 2,500

DUNOEONS & DRAGONS Master SetIn Scandinavian legend, Bragi (son of Odin) hada magically inexhaustible supply of these apples.Each can cure weariness, decay of power, ill tem-per, or failing health.

of ChaosXP Value: 300 GP Value: 3,000

POLYHKDRON Newszine 26The apple of chaos is a 5-inch-diameter apple ofgold. If thrown, its material form disappearswhere it lands, but its image remains (a phan-tasm), affecting all creatures within 40 feet of it.All victims are affected as if by the 5th-levet wiz-ard spell chaos, suffering confusion (as the druidspell). Normal fighters (not paladins or rangers),illusionists, creatures with Intelligence 4 or less,and monsters that do not use magic may eachmake a saving throw vs. spell to avoid the effect;no other creatures gain a saving throw. The confu-sion lasts for 20 rounds, until the phantasmalapple disappears. The image (and the effect) maybe removed by a dispel magic spell, but checkedagainst 20th-level magic use.

ApronAprons are used for a multitude of purposes.Mostly, they protect the wearer from the effectsof heat, sparks, or haphazard knife wielding.Magical aprons, on the other hand, can be used torelieve fatigue, grant cooking proficiencies, orpromote cleanliness.

of ComfortXP Value: 800 GP Value: 4,000

POLYHEDRON Newszine 57This magical apron must be worn to be effective.It makes its wearer immune to heat and fatiguecaused from fong hours in the kitchen, or fromprolonged adventuring in hot climes. The apronalso catches spills and stains before they touchthe wearer or the wearer's clothing. Upon utteringthe command word, the apron cleans itself andappears new. The apron increases the cookingproficiency of the wearer by +3. If the wearer

cannot cook, the apron taps natural-talents andgrants the basic proficiency in cqoking.

Flandal Steelskin'sXP Value: GP Value: —

Monster MythologyThe avatar wears an apron of fire resistance thatcan cast stoneskin twice per day. Once per day, hecan summon 1d4 16 HD fire elementals for sixturns.

LeatherXP Value: 300 GP Value: 2,000

Day of At'AkbarThis leather wrap is a magical leather apron +1that acts as leather armor.

Arabel's Huggable BearXP Value: 3,000 GP Value: 30,000

POLYHEDRON Newszine 82This huggable, lovable stuffed magical bear ismade of white ermine. It sports an onyx nose,sapphire eyes, and is stuffed with owlbear down.During the slumber hours, this small bear radiatesa sphere of protection in a radius of 3 yards. Thesphere keeps invading forces from entering themind of any sleeping person. ESP and mind-

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affecting spells, including psionics, do not workon any subjects sleeping within the bear's domain.The stuffed animal also prevents those in its areaof effect from suffering bad dreams. Because ofthe restful nature of sleep while slumbering nearthe bear, hit points are restored at twice the nor-mal rate.

Arcane FormulaArcane formulae are recipes for converting a vic-tim into another, often mystical, form. Generally,the formula converts living or recently deceasedwizards and priests into undead versions ofliches.

for a DracolichXP\ Value: GP Value:

FORGOTTEN REALMS MC AppendixThe creation of a dracolich is a complex processinvolving the transformation of an evil dragon byarcane magical forces, the most notorious practi-tioners of which are members of the Cult of theDragon. The process is usually a cooperativeeffort between the evil dragon and the wizards,but especially powerful wizards have been knownto coerce an evil dragon to undergo transforma-tion against its will.

Any evil dragon is a possible candidate fortransformation, although old dragons or olderwith spellcasting abilities are preferred. Once acandidate is secured, the wizards first prepare thedragon's host, an inanimate object that holds thedragon's life force. The host must be a solid itemof not less than 2,000 gp value, resistant to decay(wood, for instance, is unsuitable). A gemstone iscommonly used as a host, particularly a ruby,pearl, carbuncle, and jet, and is often set in thehilt of a sword or other weapon. The host is pre-pared by casting enchant an item upon it andspeaking the name of the evil dragon; the itemmay resist the spell by successfully saving vs.spell as an 1 Ith-level wizard. If the spell isresisted, another item must be used for the host. Ifthe spell is not resisted, the item can then functionas a host. If desired, glassteel can be cast uponthe host to protect it.

Next, a special potion is prepared for the evildragon to consume. The exact composition of thepotion varies according to the age and type ofdragon, but it must contain precisely seven ingre-dients, among them a potion of evil dragon con-trol, a potion of invulnerability, and the blood of a

vampire. When the evil dragon consumes thepotion, the results are determined as follows (rollpercentile dice):

Roll Result01-10 No effect11-40 Potion does not work. The dragon suf-

fers 2dl2 points of damage and is help-less with convulsions for 1d2 rounds.

41-50 Potion does not work. The dragon dies.A full wish or similar spell is needed torestore the dragon to life; a wish totransform the dragon into a dracolichresults in another roll on this table.

51-00 Potion works.

If the potion works, the dragon's spirit transfersto the host, despite the distance between thedragon's body and the host. A dim light withinthe host indicates the presence of the spirit. Whilecontained in the host, the spirit cannot take anyactions; it cannot be contacted nor attacked bymagic. The spirit can remain in the host indefi-nitely.

Once the spirit is contained hi the host, the hostmust be brought within 90 feet of a reptiliancorpse; under no circumstances can the spiritpossess a living body. The spirit's original body isthe ideal, but the corpse of any reptilian creaturethat died or was killed within the previous 30days is suitable.

The wizard who originally prepared the hostmust touch the host, cast a magic jar spell whilespeaking the name of the dragon, then touch thecorpse. The corpse must fail a saving throw vs.spell for the spirit to successfully possess it; if itsaves, it never accepts the spirit. The followingmodifiers apply to the roll:

-10 If the corpse is the spirit's own formerbody (which can be dead for any lengthof time)

-A If the corpse is of the same alignment asthe dragon

~4 If the corpse is that of a true dragon (anytype)

-3 If the corpse is that of a firedrake, icelizard, wyvern, or fire lizard

-1 If the corpse is that of a dracolisk, drag-onne, dinosaur, snake, or other reptile

If the corpse accepts the spirit, it becomes ani-117

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mated by the spirit. If the animated corpse is thespirit's former body, it immediately becomes adracolich; however, it does not regain the use ofits voice and breath weapon for another sevendays (note that it is unable to cast spells with ver-bal components during this time). At the end ofseven days, the dracolich regains the use of itsvoice and breath weapon.

If the animated corpse is not the spirit's formerbody, it immediately becomes a protodracolich. Aprotodracolich has the mind and memories of itsoriginal form, but the hit points, immunities tospells, and priestly turning of a dracolich. A pro-todracolich can neither speak nor cast spells. Fur-thermore, it cannot cause chilling damage, use abreath weapon, or cause fear as a dracolich. ItsStrength, movement, and Armor Class are thoseof the possessed body.

To become a full dracolich, a protodracolichmust devour at least 10% of its original body.Unless the body has been dispatched to anotherplane of existence, a protodracolich can alwayssense the presence of its original body, whateverthe distance. A protodracolich tirelessly seeks itsoriginal body to the exclusion of all other activi-ties. If its original body has been burned, dis-membered, or otherwise destroyed, theprotodracolich need only devour the ashes orpieces equal to or exceeding 10% of its originalbody mass (total destruction of the original bodyis possible only through use of a disintegrate orsimilar spell; the body could be reconstructedwith a wish or similar spell, so long as the spell iscast in the same plane as the disintegration). If aprotodracolich is unable to devour its originalbody, it is trapped in its current form until slain.

A protodracolich transforms into a full dracol-ich within seven days after it devours its originalbody. When the transformation is complete, thedracolich resembles its original body; it can nowspeak, cast spells, and employ the breath weaponof its original body, besides having all of the abil-ities of a dracolich.

The procedure for possessing a new corpse isthe same as explained above, except that theassistance of a wizard is no longer necessary(casting magic jar is required only for the firstpossessions). If the spirit successfully repos-sesses its original body, it again becomes a fulldracolich. If the spirit possesses a different body,it becomes a protodracolich and must devour itsformer body to become a full dracolich.

A symbiotic relationship exists between a dra-colich and the wizards who create it. The wizardshonor and aid their dracolich, and provide it withregular offerings of treasure items. In return, thedracolich defends its wizards against enemies andother threats, as well as assisting them in theirvarious schemes. Like dragons, dracoliches areloners, but they take comfort in the knowledgethat they have allies.

for a LichXP Value: — GP Value: —

Lords of DarknessTo become a lich, a wizard or wizard/priest mustattain at least the 18th-level of experience as awizard. A candidate for lichdom must haveaccess to the spells magic jar, enchant an item,and trap the soul. Nulathoe 's ninemen, a 5th-levelwizard spell that serves to preserve corpsesagainst decay, keeping them as strong and suppleas in life, is also required.

The procedure for attaining lichdom is ruined ifthe candidate dies at any point during the process.Even if successful resurrection follows, the work-ings must be started anew. The procedure involvesthe preparation of a magical phylactery and apotion. Most candidates prepare the potion firstand arrange for an apprentice or ally to raise themif ingestion of the potion proves fatal. Preparationof the phylactery is so expensive that most candi-dates do not wish to waste all the effort of itspreparation by dying after it is completed butbefore they are prepared for lichdom.

The nine ingredients of the potion are as fol-lows:• Arsenic (2 drops of the purest distillate).• Belladonna (1 drop of the purest distillate).• Blood (1 quart of blood from a dead pegasus

foal, killed by wyvern venom).• Blood (1 quart from a dead demihuman slain

by a phase spider).• Blood (1 quart from a vampire or a being

infected with vampirism).• Heart (the intact heart of a humanoid killed by

poisoning, a mixture of arsenic and bel-ladonna must be used).

• Reproductive glands (from seven giant moths,dead for less than 10 days, ground together).

• Venom (1 pint or more, drawn from a phasespider less than 30 days prior)

• Venom (1 pint or more, drawn from a wyvernless than 60 days prior)

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The ingredients are mixed in the order given,by the light of a full moon, and must be drunkwithin seven days after they combine into asparkling black liquid that gleams with a bluishradiance. All of the potion must be drunk by thecandidate, and wi th in six rounds produces aneffect as follows (roll percentile dice):

Roll Effect01-10 All body hair falls out, but potion is

ineffective (the candidate knows this).Another potion must be prepared iflichdom is desired.

11-40 Candidate falls into a coma for 1d6+ldays, is physically helpless and immo-bile, mentally unreachable. Upon wak-ing, potion works; the candidate knowsthis.

41-70 Potion works, but candidate is feeble-minded. Any failed attempt to cure thecandidate's condition is 20% likely toslay the candidate.

71-90 Potion works, but candidate is para-lyzed for 2d6+2 days (no saving throw,despite curative magic). There is a 30%chance for permanent loss of 1d6 Dex-terity points.

91-96 Potion works, but candidate is perma-nently:

01-33 Deaf34-66 Dumb67-00 Blind

The lost sense can only be regained by awish or limited wish.

97-00 Death of the candidate. Potion does notwork.

The successfully prepared candidate for lich-dom can exist for an indefinite number of yearsbefore becoming a lich, Lichdom is not achievedat death unless preparation of his or her phylac-tery is complete. A successfully prepared candi-date may appear somewhat paler of skin thanbefore imbibing the potion, but cannot be men-tally or magically detected by others as ready fortichdom. The candidate, however, is always awareof readiness for lichdom, even \fcharmed, insane,or memory loss occurs. (A charmed candidatecan never be made to reveal the location of thephylactery—although he or she could be com-pelled to identify what the phylactery is, if it isshown.)

The phylactery may take any form—it may be

a pendant, gauntlet, scepter, helm, crown, ring, oreven a lump of stone. It must be of inorganicmaterial, must be solid and of high-quality work-manship if made by humans and cannot be anitem having other spells or magical properties init. It may be decorated or carved in any fashion.

Enchant an item is cast on the phylactery (thisis one of the rare cases in which this spell can becast on unworked material), a process requiringcontinual handling of the phylactery for a longtime. The phylactery must successfully make itssaving throw as noted in the spell description. Itmust be completely enchanted within nine days(not the 24 hours normally allowed by the spell).Note that the "additional spell" times given in theenchant an item spell description are required.

When the phylactery is made ready forenchantment, the candidate must cast trap thesoul on it. Percentile dice are rolled; the spell hasa 50% chance or working, plus 6% per level ofthe candidate (or caster, if it is another being)over 11th level. The phylactery glows with aflickering, blue-green faerie fire radiance for oneround if it is successfully receptive for the candi-date's essence.

The candidate then must cast Nulathoe s nine-men on the phylactery, and within one turn ofdoing so, cast magic jar on it and enter it with hisor her life force. No victim is required for this useof the magic jar spell. Upon entering the phylac-tery, the candidate instantly loses one experiencelevel along with its commensurate spells and hitpoints. The essence and lost hit points remain inthe phylactery, which becomes AC 0 and main-tains those hit points from now on. The candidateis now a lichnee, and must return to his or herown body to rest for 1d6+l days. The ordeal ofbecoming a lichnee is so traumatic that the candi-date forgets any memorized spells of the top threelevels available, and cannot regain any spells ofthose levels until the rest period is completed.(Candidates usually resume a life of adventuringto regain the lost level.)

The next time the lichnee candidate dies,despite the manner or planar location of death, orbarriers of any sort between corpse and phylac-tery, the candidate's life force goes into the phy-lactery. For it to emerge again, there must be arecently dead (less than 30 days) corpse within 90feet of the phylactery. The corpse may be that ofany creature, and must fail a saving throw vs.spell to be possessed. If it makes its saving throw,

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Ardiaken's Refreshment Simulacrum

it never receives the lich. If the creature had 3 HitDice or fewer in life, it saves as a 0-level fighter.If it had 3+1 Hit Dice or greater in life, it saves asif it were alive, with the following alignmentmodifiers:

LG, CG, NG: +0LN, CN, N: -3LE:^tNE:-5CE:-6

The candidate's own corpse, if within range, is at-10, and may have been dead for any length oftime. The lichnee may attempt to enter its owncorpse once per week until it succeeds. (A phy-lactery too well hidden might never offer the lich-nee a corpse to enter. Many lichnee commitsuicide to save themselves such troubles.) Whenthe lichnee enters its own corpse, it rises in 1d4turns as a full lich, with all memorized spells andall undead abilities described in the MonstrousManuaF" accessory.

Ardraken's RefreshmentSimulacrum

XP Value: — GP Value: 11,500The Book of Wondrous Inventions

Ardraken, a wizard from Greyhawk adventuringin another dimension, first discovered the crea-ture named "Cola." Cola was a rectangular,human-sized thing. It spoke few words, but was .very friendly. For just two silver pieces, Colagave a total stranger a refreshing elixir. Onceback in Greyhawk, Ardraken resolved to createhis own "cola."

Ardraken 's refreshment simulacrum is a color-ful box standing on one end. Its usual colors arered, white, and blue. Glowing runes read, "Cola,""Drink," "New Generation," "Exact ChangeWhen Lit," and other arcane sayings. A smallopening large enough to accept a coin is locatedmidway to the top, on the right. One foot from thebottom is a large aperture, almost as wide as thebox. 1deally, the thing affably greets people, thenoffers its elixir for a mere two silver pieces.

Construction: 11,500 gp; 17 days.A simulacrum is magically created to duplicate

another living being. The process calls for an icemodel of the creature to be duplicated. Thus, arefreshment simulacrum requires a block of icewith the dimensions given under Statistics. Thewater for the ice is mixed first with crushed red,white, and blue precious gems. Each gemstone

must be valued at 100 gp. Three gems of eachcolor are needed. The mixture is frozen around acontainer of that exotic potion Elixir of Cola,called simply "cola," named for the creature thatproduces it. The cola is usually contained inmetal cylinders. If found in Oerth markets, a 12-ounce cola is worth 600 gp. The ice model iscarved with the proper runes. Finally, the spellsreincarnation and limited wish or create monsterare cast. These give the simulacrum life and theability to imitate Cola's talents.

Statistics: Size: 2 x 4 x 6 feet. Weight: 300pounds.

Two silver pieces are put in the metal slot, andthe simulacrum drops a potion in a metal cylinderthrough the lower aperture. It can also acceptother coins and will make correct change. Bothprocesses are magical conversions—silver toelixir.

Somehow these enchantments never malfunc-tion for the wizard who casts them, so a colaalways operates perfectly for the wizard thatmade it. For anyone else, any number of nastythings can happen. First, Cola may accept money,but not give any change due. Half the time, it dis-misses the user with a simple taunt: "No drinksfor you, scum." Those less fortunate are eitherattacked or become the recipients of one of Cola's

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Arm of Doom

Special Drinks. Each Special differs from the lastand its effects are always malign. At best, a Spe-cial Drink is noxious and gives the imbiber anembarrassing acne problem. The worst Specialscause insanity, loss of hit points, or death. It isbelieved these hazards prove that simulacrumsare inherently evil. Simulacrums are thought tofear their makers and therefore do them no mis-chief.

Cola: AC 2; 7 HD; hp 28; MV nil; AT 1d3, Range16; Dmg ld4+3; AL CE. The creature attacks byfiring 1d3 of its drinks as missiles. If reduced tohalf its hit points or less, Cola gives up and offersits attackers the real elixir.

ArmMagical arms are prosthetics that are placed in anempty socket, such as an elbow or shoulder joint.The arm, once in place, grafts to the user, becom-ing an easily manipulated appendage. Prostheticsare often permanently attached until a dispelmagic or remove curse is cast upon the item oruser, but some can be removed by simply speak-ing the command word.

of DoomXP Value: 8,000 GP Value: 40,000

New ItemThis scaled, taloned, reptilian limb is believed tohave been severed from a lizard man long ago,and infused with powerful magic by a Calishitearchmage who was later killed by an apprenticeemploying the arm. It grafts itself to the chest,back, pelvis, or shoulders of any creature whotouches it and wills a union (and location ofattachment). It becomes part of the body of theafflicted creature and is under the same muscularcontrol as the creature's own normal limbs.

In the early days of Calimshan (when thatcountry was a loose collection of warring satrapsand self-styled pashas), a mountain stood nearthe city of Calimport. The Sunspire was a tall,needle-pointed cone honeycombed with internalpassages. The subterranean depths beneath thepeak were flooded, and home to many lizard men.These 'scalyskins* raided coastal Calimshan atwill, retreating to their lightless, watery lairwhenever strong forces rose to oppose them.

One day, a local pasha looked out over hisruined city after one too many lizard man raids,and resolved to destroy the scalyskins of Sun-

spire. The pasha, Thurongh Klazarr, hired all thewizards he could find, and they worked powerfulspells together, blasting the Sunspire until it col-lapsed, crushing the lizard man colony inside.Only a few scalyskin raiding bands escaped; onewas taken in by the evil, reclusive archmageIlthoon Sarshimm. Ilthoon wanted guards for hishome (now a long-vanished tower northwest ofCalimport), but found his authority challenged bythe leader of the lizard men—so he slew thatscalyskin and took one of its arms as his own. Helaid powerful spells on the limb, to preserve, ani-mate, and control it. He made it into a removablebody part, which grafts itself onto the user andbecomes a directly controlled limb (it need notreplace a missing limb, but can function as an"extra"). Throughout the years that followed,Ilthoon added magical powers to the arm, rulingthe towns around his tower by fear. There weretales of the disembodied limb crawling about atnight by itself, strangling folk, and it becameknown as the arm of doom. Ilthoon was ulti-mately slain by a treacherous apprentice employ-ing the arm—but that unfortunate wizardling fellafoul of brigands soon after, and the arm saw usein brigand ambushes and feuds throughout Cal-imshan for many years. It is believed to havesince fallen into the possession of an agent ofThat, and to have traveled with him around theHeartlands, seeing use in night strangling andalley attacks. Its precise, current whereabouts(and its owner's identity) are unknown.

Powers: The arm of doom can punch and slashfoes for 2dl2 hp damage per round, and it canpass through metal barriers (such as armor,shields, shackles, and the bars of prison cells) asif they do not exist to attack targets (the metal isnot affected in any way by the passage of thearm). It is immune to all magical attacks andeffects, even those that the host body may suc-cumb to (a held being would be frozen, but notthe arm of doom).

The touch of the arm of doom, on any itembearing a dweomer suspends the operation of allitem magic for one turn, one time only. (That par-ticular item can never again be affected by thearm; its magic isn't ruined, nor does its duration"run out," it simply doesn't work for one turn.)

The arm serves until the being it is attached tois slain or it has taken 50 lives while attached to asingle being. Whenever either of these states isreached, the arm tears free, and crawls away at

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Silver Arm of Ergoth

MV 9 (can jump to 20 feet horizontally), seekinganother living being. If the arm tears free, it does4d6 damage, and forces a system shock roll.

The arm is rumored to have other powers, andperhaps even a destiny (to slay particular types,nationalities, or classes of beings, regardless ofthe wishes of the being attached to it), but theseare the subject of great controversy among sages,and have not yet been clearly established.

Silver Arm of ErgothXP Value: 10,000 GP Value: 50,000

Dragons of LightThe silver arm of Ergoth was forged by dragon,elf, man, and dwarf during the creation of theoriginal dragonlances. This artifact is able toguide the hammer ofKharas to the exact locationof the dragonmetal to create a perfect lance. Onlywith pure dragonmetal, the silver arm, and thehammer ofKharas, can lasting dragonlances becrafted. The silver arm also acts as a ring ofregeneration for its owner.

Silver Arm of Ergoth IIXP Value: 9,000 GP Value: 45,000

Tales of the LanceThe silver arm of Ergoth was created by dwarves,elves, men, and good dragons during the ThirdDragon War. Used to forge the original drag-onlances, it was used again during the recent waragainst the Dragon Empire.

The arm must be attached to a humanoid witha Strength of at least 17. The person must be ofgood alignment and be missing his or her rightarm. When a proper wearer places the arm to hisor her right shoulder, the arm grafts itself to thecharacter and becomes a normal arm for all com-mon tasks.

When used with the hammer ofKharas, how-ever, the silver arm of Ergoth has the power toproperly forge dragonlances from dragonmetal.Only with the hammer ofKharas, the silver arm ofErgoth, pure dragonmetal, and the skill of a black-smith or weaponsmith can true dragonlances beforged. The arm acts as a ring of regeneration.

ofValorXP Value: 8,000 GP Value: 40,000

The Ruins of Myth DrannorThis priceless item is one of two known survivingpower arms in the Realms (the other is in the keep-ing of the Heralds, in the Herald's Holdfast)—and

only certain senior Harpers and powerful wizardssuch as Elminster know about the other one.

Made by a cabal of mighty archmages whenMyth Drannor was strong, the arm of valor takesthe form of five pieces of full, adamantite platearmor. Together, the five pieces form a completecovering for one arm (they alter size and shape tofit either arm of any M-sized creature). There isno known way to dispel the magic instilled inthem, and they make all saving throws at 1 on1d20. (If three or more pieces are worn together,the save drops to 0 or automatic.)

Whenever any power of any piece of the arm isused, there is a 1% chance (not cumulative) thatone of the pieces vanishes, teleporting far away(despite the my thai), and draining the life-forcefrom the wearer. The power that was used takesfull effect, but the wearer suffers 1dl2 hp damage,and permanently loses an additional 1d2 hit points.The arm was designed for use by championsdefending Myth Drannor; its powers override allmythal powers and aren't subject to wild magic.

The pieces are a gauntlet, vambrace (tubularcovering for the forearm), couter (a winged,hinged elbow-covering), rerebrace (tubular coverfor the upper arm), and a pauldron (shouldercover, flaring up into a raised half—collar, andover to cover much of the chest and shoulderblade at the back). The rerebrace and vambraceeach contain small (4 by 6 by 2 inches) storagecompartments that latch shut, and are shieldedagainst magical scrying.

Whenever any piece of the arm is first broughtto within 200 feet of another, both pieces glowwith a blue—white faerie fire for four rounds (thiswon't happen again until the two pieces are far-ther apart, and then moved together again; itdoesn't happen continuously when the pieces arevery close together or actually touching). Whenworn ("worn together" in this context meansstrapped onto the same arm of the same being),the pieces of armor confer the following powers:

Gauntlet• immunity to charm, hold, and sleep (and all

related spells and psionics).• punch does 1d4+l points of damage, and can

strike creatures only hit by +1 or better magi-cal weapons.

• power smash (3d6 points of damage plus"crushing blow" saving throw forced on itemsstruck) once per turn.

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Armband of Healing

Vambrace• feather fall at wi 11.• jump once per turn (range as the spell, but safe

landing guaranteed).• all weapons wielded solely by the arm wear-

ing the vambrace strike at +1 damage.• immunity to ESP spells, spell-like powers,

and psionics.• wearer can sec invisible beings and objects

(30-foot range).

Couter• dimension door once per turn• airy water (creates airy water automatically

around the wearer, whenever submerged)• wearer can see dweomers within 30 feet and dis-

tinguish between spell areas of effect, enchantedbeings, and permanent magical auras.

Rerebrace• temporarily raises the status of all weapons

wielded by the wearer to the status of +2 magi-cal weapons—+2 on damage and attack rolls,and can be used to hit beings struck only bymagical weapons; these bonuses are not cumu-lative with magical weapon bonuses, (a +1sword would be raised to +2, but a +2 sworddoesn't become +4), but are cumulative withvambrace bonuses, if both are worn together.

• immunity to all illusion and phantasm spells.Pauldron• wearer's Armor Class improved by four points.• immunity to all enchantment and charm

spells.• force blast once per turn (does 3d4 points of

damage, neither has nor uses charges, addi-tional impact powers as for a ring of the ram.

The arm of valor also has some cumulative addi-tional powers, conferred only by combinations ofvarious pieces worn together, as follows:

Any Two Pieces Worn Together• immunity from all polymorph attacks.• all system shock rolls automatically successful.• immunity from magical fear,' a bonus of+1 on all saving throws.

Gauntlet, Vambrace. and Couter WornTogether• dispel magic (90-foot range, 90-arc ray, once

per turn).

• magic missile (5 missiles, 1d4+l points ofdamage each, one missile from each digit ofgauntlet, one unleashed per turn, of all fivemissiles in the same round).

• immunity from petrification.

Entire Arm Worn Together• additional +2 bonus on all saving throws.• fly (four rounds maximum burst, one use per

turn).• minor creation once per day.• wizard eye once per day.• If all five pieces of the arm are worn together,

they fuse into a flexible but solidly linked unitthat can be readily separated at the wearer'swill, but not otherwise.

ArmbandArmbands appear and function almost exactlylike anklets, but are usually made of sturdiermaterials. In use, an armband is fastened aboutthe upper arm—it does not function if attached toany other body part. It may not be used by anarmless creature, although it may function on atentacle. All other details for Anklet (commandwords, resistance, hit points, and so on) applyalso to armbands.

Comfort of SleepXP Value: 300 GP Value: 1,500

DRAGON Magazine 73These are black arm wrappings. An insomniac (oranyone else) wearing these bands sleeps soundlyand comfortably.

of DeathXP Value: 250 GP Value: 1,200

The Book of Marvelous MagicThis armband appears to be an armband of heal-ing, but when locked on the arm, the snakes of itsinsignia animate and bite the wearer. Both hiteach round, with no attack roll required. Eachinflicts one point of damage per bite and requiresa saving throw vs. poison per bite—failure resultsin death. After the snakes are animated, the arm-band cannot unlock until destroyed.

of HealingXP Value: 1,500 GP Value: 9,000

The Book of Marvelous MagicThis item bears the insignia of a caduceus—twosnakes entwined about a staff. When locked on

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Armband of Music

the arm of a priest, it causes any three curingspells cast by that priest to cure the maximumpossible damage: seven points for a cure lightwounds, 14 for a cure serious wounds, etc. Onlythree spells per day are affected.

of MusicXP Value: 700 GP Value: 7,000

The Book of Marvelous MagicThis item appears to be and functions in allrespects as cither an armband of healing or anarmband of strength. However, each time it isactivated, the armband emits the sounds of abrass band (with drums). The band plays a rous-ing march for one turn. These "concerts" don'toverlap if the armband is used while the music isplaying; if the armband is activated three times inthree successive rounds, the music lasts for threeturns. The armband cannot be unlocked while it isproducing music. The noise can be heard clearlywithin a 60-foot range, regardless of interveningwalls, doors, etc., and may attract the attention ofmonsters within that area. Note that a silence 15'radius spell only dampens the effect slightly,reducing the range to 30 feet.

of SalutationXP Value:— GP Value: 1,500

The Book of Marvelous MagicThis armband bears the symbol of a fleur-de-lis.When locked on the arm, it causes the wearer tosalute an opponent, bending the arm and raisinghand to the eyebrow, before engaging in hand-to-hand combat. It has no effect on missile fire com-bat. The victim must hold the salute for oneround. The opponent may attack during thatround, gaining a +2 bonus on attack rolls. Thereis, however, a 50% chance that the opponent is sosurprised it fails to attack that round. The weareris never forced to salute an opponent more thanonce in any melee. Once the first salute is made,the armband cannot unlock unless a wish is used.

of Snake ChangingXP Value: 500 GP Value: 2,500

POLYHEDRON Newszine 17These armbands, found in pairs, allow the user tocast an equivalent of the polymorph self spell, butthe user can only change to some form of snake.Both bands must be worn and the power can beinvoked once a day.

of StrengthXP Value: 750 GP Value: 8,000

The Book of Marvelous MagicThis band bears the symbol of a lion. Whenlocked on the arm, it may be commanded to raisethe wearer's Strength score to 18 for one turn. Itfunctions three times per day.

Trueheart's WardingXP Value: 6,900 GP Value: 42,000

Tales of the LanceThis armband of bronze is etched with a hawkthat bears arrows in its talons and four roses uponits breast. Its tale is a twisted web of intrigue andtragedy.

The armband's origins are clouded in mysteryto mortal inquirers. Eventually, it passed into thehands of Khantal Krellick "Oathbreaker," whomaintained a bloody feud with his brother. Atlast, weary of war, Khantal bequeathed the arm-band to his brother Novace to end their feud.Among the ranks of mercenaries, however,Novace's magic armband became coveted bymany. A soldier who desired the armband used apeculiar dagger of venom to slay Novace frombehind. While the coward looted the body, thewarrior Vanderjack who had witnessed thebetrayal, confronted the villain with his crime. Inthe ensuing skirmish, Vanderjack slew the man.Vanderjack swore an oath to one day return thearmband to its family.

In the years that followed, Vanderjack's pathcrossed that of the legendary Gregor Uth Matar.Seeing a similarity in the crests on the armbandand Sir Gregor's armor, Vanderjack passed thearmband to Sir Gregor, who promised to return itto his relatives, who had that very crest. WhetherGregor ever intended to honor the bargainremains uncertain. Gregor bequeathed the arm-band to his daughter Kitiara. She wore it proudlyand began her own career as a warrior. As timepassed, she bid farewell to her family and gavethe armband to her warrior brother Caramon,who still holds it.

This artifact detects only as simple magic, forthe depths of its powers are drawn from the spiritbound within the metal: the armband provides itswearer with several enchantments. The wearerreceives protection from normal missiles and a +3bonus to saves vs. magic and special attacks.Three times a day, the armband lets the wearerautomatically avoid a special attack or reduce it

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Armband of Variable Strength

to its minimal effect (DM's option),The armband also works much like a ring of

protection +3, improving the wearer's ArmorClass by 3. Further, only +2 weapons or bettercan strike the wearer for full damage. Otherweapons only inflict 1 point of damage plusStrength and magical bonuses,

The armband can heal the wearer of a l lwounds once per day. With all of these abilities,Trueheart 's warding is proof against the blightof age, ill will, and curses, and the wearer isundying.

This artifact is the third in the Circle of Love,created by Sirrion for the goddess Mishakal dur-ing the Age of Dreams. To prove the strength oflove over deceit, Mishakal drew the girl Mirri tothe young enemy warrior Trae. They fell in love.Allied with Trae's brother Heris, the lovers set toestablishing peace between their warring nations.The evil god Hiddukel, however, betrayed thelovers, imprisoning each of their spirits in oneartifact from the Circle of Love. Trae is bound inthe Trueheart's warding. The armband opposesthe dagger of vengeance in Hiddukel's Triad ofBetrayal,

of Variable StrengthXP Value: — GP Value: 750

The Book of Marvelous MagicThis armband is indistinguishable from an arm-band of strength but, when commanded to func-tion it drops the wearer's Strength score to 3. TheStrength score rises by one per turn, until 18 isreached, and drops again to 3 on the followingturn. The victim's original Strength returns only ifa remove curse spell is applied by a Spellcaster of15th level.

ArmorIn this section, there are descriptions of somevery special kinds of armor. Before adding theseto your campaign, however, be sure you arefamiliar with the armor gradation system:

For each +1 bonus to armor, regardless of thetype of armor, the wearer's Armor Class movesdown (AC 2 to 1, to 0, -1, -2, and so on). A nor-mal shield improves the Armor Class by 1. Amagical shield improves Armor Class like magi-cal armor—to -1, -2, etc. Note, however, thatArmor Class can never be improved beyond -10.

Thus, chain mail +1 is like ordinary chain mail(AC 5), but one category better (AC 4). A shield+1 is equal to Armor Class 8—two places betterthan no armor (+1 for bearing a shield, +1 for themagical bonus of the shield).

When adding magical armor to the game, beaware of sizing problems: 65% of all armor(except elven chain mail) is human size, 20% iself size, 10% is dwarf size, and only 5% is sizedfor gnomes or halflings. (Elven chain mail sizingis determined on the table below.)

After determining the magical properties of thearmor the character found, purchased, or tradedfor, roll on the two following tables to determinethe type of armor and the construction materials.Please note that certain armor types do notrequire a roll on the materials table (for example,the different types of leather and padded armors).Roll on the table below to determine the type ofitem found.

According to the first edition of the DMG,page 164:• Armor of+3 bonus is of special steel made

from meteorite iron.• +4 is mithral, alloyed with steel.• +5 is adamantite, alloyed with steel.

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Armor of Acidic Secretion

Roll01-06

070809

10-1415-18

1920212223

24-2829-33

34353637383940

41-46474849

50-565152535455

56-6162-6768-73

7475-80

8182-8687-9192-96

9798

99-00

Roll01

02-0506-0809-1011-1213-6263-72

ArmorBandedBatakariBrigadineChahar-ainaChainCoinCuir-BoulliDo-maruDrow ChainDwarven PlateElven PlateField PlateFull PlateGallic ArmorGnomish LeatherHaidatcKara— ateHara-ate-gawaHaramakiHaramaki-doHideHoroKotLamellarLeatherLeather ScaleLorica HamataLorica SegmentaMetal ScaleO-YoroiPaddedPiate MailRingSamnite ArmorScaleSodcSpiked LeatherSplintStudded LeatherSune-ateThracian Armorwith Body spikes*

Armor Material Cost MultiplierAdamantite x 50Bronze x .95Copper x .9Electrum x 2.5Gold x 5Iron x 1Obsidian x 75

73 Platinum x 2574-75 Silver x 576-90 Steel x 991-99 Wood x 5

00 Mithral x 100

Abbathor'sXP Value : — GP Value : —

Monster MythologyAbbathor's avatar's leather armor +4 can castblindness at one creature per round within 30 feet(save vs. spell at -6 to negate, -3 if lookingaway).

of AbsorptionXP Value: 5,000 GP Value: 25,000

DUNGEONS & DRAOONS Rules CyclopediaIf the user is hit by a blow that would cause anenergy drain, this armor absorbs the draining effectand only the normal damage affects the user. Eachenergy drain causes the loss of one AC bonus modi-fier from the armor. When reduced to zero bonuses,the item crumbles to dust. (For instance, armor +3that has absorbed two energy drain attacks is nowarmor +1, If it absorbs yet another energy drain, itis reduced to zero and disintegrates.) This specialpower is not under the control of the user; a charac-ter cannot choose to suffer the energy drain andleave the item intact. The normal limit of one useper day does not apply to this power.

of Acidic Secretion*XP Value: — GP Value: +2,000

DRAGON Magazine 99This cursed armor appears to be normal, magicalarmor, but it gives no benefit to the wearer in com-bat (though this is not known by the wearer). Fromthe moment that the wearer first suffers damagewhile using this suit, the armor and any paddingused with it secretes a corrosive acid for 1d20rounds, causing 1d4 points of damage to thewearer each round (no saving throw). It takes a fullturn (10 rounds) to remove this suit of armor, andit continues doing acidic damage during that entiretime (if the secretion duration is still in effect).

Due to the nature of the acid, the burns andblisters left by such wounds cannot be removedexcept by a wish, alter reality, or tempusfugitspell, although normal rest and healing doesrecover lost hit points. Once the 1d20 round,acid-secretion period is past, the armor is onceagain safe to wear.

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Anything Armor

AnythingXP Value: 4,500 GP Value: 45,000

Unearthed ArcanaAnything armor can be of any construction, fromleather to plate. Initially, it has a +1 dweomer,but, on command, it can become any sort of othernormal magical armor—one of the types listed onthe tables, and not necessarily of the same con-struction as the anything armor in its unchangedform (for example, anything armor that appearsas leather can change into plate, or vice versa).However, each such change is singular; anythingarmor never forms into a specific type of armormore than once. A change into a nonspecial sortof armor lasts for one day (24 hours) before any-thing armor reverts to its usual +1 status. Achange into armor with a special function (suchas plate mail of etherealness) lasts but one hour.After the owner has commanded the anythingarmor to change three different times, the armorloses all of its magical properties.

Aquatic Armor*XP Value GP ValueWith free action: -25% -25%Without free action: -50% -50%

DRAGON Magazine 1811deal gear for fledgling underwater adventurers,these weapons and suits of armor have bonusesthat apply only underwater. After all, since thePCs are out of their element underwater, theymay need advantages that they would not need ondry land. Aquatic weapons and armor cost half asmuch as their normal counterparts.

Free Action: The DM may provide theseweapons and armor with /ree action ability(only while underwater, of course) for an XPvalue equal to that of a normal, magical weaponor suit of armor. Note that with free action, anaquatic long sword +1 is not difficult to swingundersea.

ArcaneXP Valne: 3,000 GP Value: 20,000

Lost ShipsA few of these blue giants have been encounteredwearing magical armor. The arcane do not sell orgive away their armor, and its stability is often(75%) linked to the wearer's life. If an arcane isslain, the armor slowly melts away, dissolvingdespite any magic used to try to stop the process.

Armor of the arcane magically alters in size to

fit the wearer, and confers AC 3 protection. Twohit points of every physical attack striking thewearer are suffered by the armor, and are not sub-tracted from the wearer's hit points. It protects thewearer from all forms of natural or magical men-tal influence and control, and similarly makeshim or her immune to the effects of poisonousvapors. It prevents cantrips and all spells of the3rd or lower levels from affecting the wearer,absorbing the spell energy for its own mainte-nance.

A suit of armor of the arcane can absorb1d20+12 points of damage before dissipating.Consider the contact of any spell to give thearmor additional hit points—2 per spell level—with a cantrip giving a single point, unless thespell is one that normally deals damage. In suchcases, the damage the spell would have done isgained by the armor as additional hit points of itsown. All damage dealt by spells of the 4th orhigher levels is suffered directly by the armor,until it is destroyed. All other spell effects (suchas spells that do not cause damage) of suchhigher level spells affect the wearer directly,bypassing the armor's protection completely,unless they involve poisonous vapors or mentalattacks.

Finally, armor of the arcane confers 90-foot-range infravision upon any wearer who does notpossess this power naturally. The armor itselfsaves as metal with a +3 bonus against all attackforms requiring a saving throw. An arcane whosees a nonarcane wearing such armor will chal-lenge the individual. Anyone impersonating anarcane needs telepathic powers, not merely illu-sions, to be successful, and must know much ofthe arcane society, values, and aims. The chal-lenging arcane offers the armor wearer whatevermagical item he or she desires most in return forthe armor—and the tale of how the being came tobe wearing it. If the wearer refuses the deal,demands an artifact or too much magic in return,or offers the arcane an unbelievable tale, thearcane calls on other arcane, or its hired minionsand directs them to attack the wearer. It thenreturns, invisible, following the wearer to seewhere the user goes and who he or she has deal-ings with, until the attack comes. The arcane con-tinue to hire attackers until the armor is destroyedor surrendered. They don't care if this involvesthe death of the wearer.

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Aslyferund 's Armor

Arvoreen's Chain MailXP Value: — GP Value: —

Monster MythologyArvoreen's avatar wears chain mail +3 that cancast all cure wounds spells on him once each day.

Aslyferund'sXPValue: 10,000 GPValue: 90,000

POLYHEDRON Newszine 90Ages ago, when Myth Drannor was still a thriv-ing, elven metropolis, there lived an armorernamed Aslyferund who fashioned fine elvenchain mail.

One day, another armorer by the name of Gre-lifgray moved nearby. He, too, knew the secret offorging elven chain and soon started taking someof Aslyferund's customers.

Aslyferund became furious and started addingmore design and detail to his armor. This in turnmade Grelifgray also exceed his prior creations.Grelifgray even went so far as to have a wizardenchant his armor.

Aslyferund knew at this point he could not bet-ter Grelifgray's work and felt disgraced. He leftMyth Drannor and traveled from town to town,doing odd jobs in exchange for food and lodging.While traveling overland one day during a terriblerainstorm, he sought shelter in a cave. After dryingoff, Aslyferund discovered that he was not alone.

Peering at him from the back of the cave was amassive, ancient gold wyrm. Aslyferund fell tohis knees, begging for his life. The dragonlaughed and told Aslyferund that she was goodand kind and did not eat elves. They talked forhours, and soon the dragon learned of Aslyfer-und's woes.

The dragon decided to help Aslyferund—butonly if he could do her a favor. She explained tohim that she had always wanted a crown, one thatheld the most beautiful gems from her horde. If hecould fashion such a thing for her, she would showhim how to make his armor rival Grelifgray's.

Aslyferund immediately set to work and inthree months created a monstrous crownbedecked with the most exquisite gems and jew-els from the dragon's horde. As she touched thecrown her eyes misted over, and huge tears rolleddown her cheeks, landing on her stomach scales,glistening and sparkling as they went.

Reaching down with a massive claw to herstomach, she tugged loose six of her goldenscales—those that had been struck by her tears.

She gave the scales, the size of small shields, toAslyferund and explained that by working eachinto breastplates, he could create armor thatwould make the wearer immune to natural andmagical fire, chlorine gas—and more. The wearerof the armor would be like the ancient wyrm her-self, immune to nonmagical missile fire andimpervious to blows by normal weapons. Onlymagical weapons would harm the wearer.

Aslyferund thanked the dragon profusely andreturned to Myth Drannor with his newfoundknowledge. He spent the next year fashioning sixsuits of elven mail with gold dragon scale breast-plates. The suits of armor were like no others, andeach bore Aslyferund's mark—three holly berriesetched in gold, in the center of the chest. The suitswere as light as leather, but much stronger andconsidered chain mail +5.

Grelifgray immediately offered a fortune forthe secret of the armor's making, but Aslyferundrefused to share it with anyone. Soon the kingheard of the armor's existence and wished topurchase a suit for himself when he and hisescort reached Myth Drannor, however, theyfound Aslyferund murdered and his home awreck. Ail six suits of Aslyferund's armor weremissing, and to this day the whereabouts of thearmor is a mystery.

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Armor of Black/lame

of BlackflameXP Value: 30,000 GP Value: 200,000

The Five ShiresThis is one the rarest and most special magicalitems. It can be worn by any single being of half-ling size or smaller, but cannot be worn over nor-mal or magical armor, bulky backpacks, or thelike. It looks to be a rigid but weightless suit offull plate armor that, when empty, is a shimmer-ing black.

When worn, it creates a vague, shifting aura ofdarkness, an other-than-solid garment. It confersno Armor Class protection, cannot be harmed,and does not stop physical attacks. It does notencumber or blind its wearer, may be worn by anyclass, and its darkness conceals the features of thewearer even against magical scrutiny,

Armor of black/lame can be worn as long asdesired and breathing is unrestricted. It cannot beremoved unless the wearer does not resist, andcan only be destroyed by a disintegrate or -wishspell, or the touch of a rod of cancellation (nosaving throw). If destroyed, the armor dissipatesutterly; it cannot be repaired or magicallyrestored.

Armor of black/lame protects its wearer at alltimes from all natural and magical heat, flame,cold, and explosive attacks. A blast might hurl awearer of armor of black/lame end over end, butno damage would be suffered. The armor'sweightlessness and total lack of encumbranceallows the wearer to swim, climb, and performdelicate tasks normally.

of BlendingXP Value: 500 GP Value: 4,000

Oriental AdventuresThis armor looks like normal armor and detectmagic does not reveal its special property. How-ever, when the command word is spoken, thearmor changes shape and form, appearing to allas a set of normal clothing. The armor retains allof its properties and functions normally, evenwhen disguised. Its true nature can be seen by theuse of a true, seeing spell,

Blue Armor of the CrystaJmistMountains

XP Value: 3,000 GP Value: 17,500GREYHAWK Adventures

Cut from the hide of an adult blue dragon, thissuit of armor +3 was fashioned for use by the

mountain dwarves of the Crystalmist range. Thearmor can be loosely hung on a human-sizedcharacter, though the character loses all dexteritybonuses to his or her Armor Class, and fightswith a -2 attack penalty. Aside from the ArmorClass bonus, the wearer saves against electrical-attacks for half damage or none.

Bradlie's LeatherXP Value: 250 GP Value: 2,500

1993 Collector Card 352Bradlie's suit of armor functions as a standardmagical suit of leather armor +7. It is, however,so incredibly ugly that anyone wearing it alwayssuffers a negative reaction adjustment. Bradlieloathes to wear the armor and has been lookingfor another suit that fits his needs better but thusfar has not found one.

Callarduran Smoothhands'sChain Mail

XP Value: GP Value: —Monster Mythology

The avatar's chain +4 confers 80% magic resis-tance against spells cast by drow.

of CharmXP Value: 1,000 GP Value: 7,500

DUNGEONS & DRAGONS Rules CyclopediaWhen the user is hit by an opponent, the oppo-nent must make a saving throw vs. spell orbecome charmed by the user of this special armor(like the wizard spells charm person or charmmonster). If a hand held weapon is used in theattack, the opponent gains a +4 bonus to the sav-ing throw. Only one victim can be charmed eachday, but any number of saving throws may bemade before the charm is successful.

of Comfort*XP Value: +500 GP Value: +2,500

DRAGON Magazine 181Armor of comfort is as comfortable to wear asordinary clothing, and it may be slept in with noproblems. For someone adventuring in the wilder-ness and camping out where an attack can comeat any time, this comes close to being the ultimatelow-level lifesaver. A suit of mundane armor thatyou already have on is far superior to armor + 5that you don't have time to put on before the noc-turnal raiders of your choice are in the middle ofthe camp.

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of CommandXP Value: J,000 GP Value: 10,000

DUNGEON MASTER GuideThis finely crafted armor radiates a powerful auraof magic. When worn, the armor bestows a digni-fied and commanding aura upon its owner. Thewearer is treated as if he or she had a Charisma of18 for all encounter reactions. Friendly troopswithin 360 feet of the user have their moraleincreased by +2. Since the effect arises in greatpart from the distinctiveness of the armor, thewearer cannot hide or be concealed in any wayand still have the effect function.

Bards wearing this armor are able to speak onecommand a day with the effects of the Ist-leveipriest spell command.

of Concealed Wizardry*XP Value: +300 GP Value: +1,500

Land of FateThese armor types have their magical nature con-cealed by powerful spells, such that they do notrespond to detect magic or similar spells (seeWeapon, of Concealed Wizardry).

of Continual CleanlinessXP Value: 1,200 GP Value: 12,000

RealmspaceThis armor is believed to be unique. It is cur-rently worn by a paladin named Kyriel AlatharPellinore, son of Chiros Pellinore, Third Lord ofEverlund, and proud servant of Tyr. Beingobsessed with cleanliness, he had Prismal cast acleaning invocation onto his plate mail +2,adding permanency to it as well. This makes hisarmor continuously clean. It is never dirty, nordoes it rust or show blemishes.

of CoolnessXP Value: 250 GP Value: 1,250

DRAGON Magazine 181Armor of coolness may be worn without any dis-comfort due to heat, and enables its wearer tooperate in the hottest of natural environments (70to 150° F) as well as in a temperate climate. Notethat the temperatures must be due to the weatherand not to any attack by fire, magic, or monstrousabilities; the armor does not give fire resistance.At the DM's option, the armor can give protectionagainst the natural environments of the ElementalPlane of Fire.

of Cure WoundsXP Value: 5,000 GP Value: 40,000

DUNGEONS & DRAGONS Rules CyclopediaThis armor can cure half the damage the user hasincurred, whatever that amount may be, once perday. It can only cure the user, not another crea-ture, and it cannot affect poison, disease, or anyother damage except that caused by wounds.

of the Desert EveningXP Value: 500 GP Value: 2,500

DRAGON Magazine 179This lamellar armor has no magical bonus toArmor Class, but it may be worn in the desertheat without ill effect to the wearer.

Dragon armorXP Value: 3,000 GP Value: 30,000

Tales of the LanceThis armor consists of a padded tunic and leg-gings topped by breast and shoulder plates madeof dragon scale and plate mail. The thighs andshins are protected by additional plates, theseattached separately. The full-sized helm is a two-piece arrangement, granting protection to theback of the neck as well as the face.

Dragonarmor is custom-fitted to its wearer,who suffers an encumbrance penalty when wear-ing it. Others may find a suit either too loose ortoo tight, suffering a -1 penalty on all attacks andall proficiency checks that depend on Dexterity.Dragonarmor was the invention of Sargonnas forhis Dark Lady during the War of the Lance.

Dragonarmor is considered scale armor +2.Those who wear the tunic and leggings subtract1d6 points from any cold- or fire-based attacksagainst them.

Eastern WoodenXP Value: 750 GP Value: 7,500

DRAUON Magazine 187This armor closely resembles banded mai l ,except that it is made from strips of highly flexi-ble wood, treated and enchanted to be no morecumbersome than leather armor. It offers protec-tion equivalent to chain mail + I (AC 4). In addi-tion to its protective value, the armor is silent andcan be concealed beneath normal clothing. Forthese reasons, it is highly prized. This armor maybe worn by characters others than druids. Priestsand fighters may wear it to full effect; thievesmay wear it, but may not perform thieving skills

15S

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Armor of Eel ix

in it other than picking locks and listening atdoors. The armor does not include a helm, but itis sometimes found along with a wooden shield+1 of medium size.

ofEelixXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 139This magical ring produces a suit of armor madeof blue light around its wearer on demand. Thearmor is equivalent to chain mail but is weight-less. This item may be used by any class for anunlimited duration,

of ElectricityXP Value: 1,500 GP Value: 15,000

DUNGEONS & DRAGONS Rules CyclopediaThis armor can, on command of the user, becomecharged with magical, electrical force. If the useris hit while "charged," the attacker takes 6d6points of electrical damage. The attacker maymake a saving throw vs. spell to take half dam-age; if a weapon is used in the attack, a +4 bonusto the saving throw applies. The armor can becharged or neutralized as often as desired byusing command words, but it can only causedamage ("discharge") once per day.

Elven Chain MailXP Value GP Value+1: 1,200 7,500+2:2,000 12,500+3:3,000 20,000+4:5,000 30,000+5: 7,500 50,000

DUNGEON MASTER GuideThis is magical armor so fine and light that it canbe worn under normal clothing without revealingits presence. Its lightness and flexibility alloweven wizards and thieves to use it with fewrestrictions (see the PHB, Player CharacterClasses Chapter). Elven fighter/mages use itwithout restriction. However, it is rarely sized tofit anyone other than an elf or a half-elf. Roll per-centile dice and consult the following table toascertain what size character elven chain maildoes fit:

Roll Size of Elven Chain Mail01-10 Gnome/Halfling (Hairfoot)11-15 Dwarf/Halfling (Stout or Tallfellow)16-80 Elf/Half Elf

81-95 Human size, normal (up to 6', 200pounds)

96-00 Human size, large (up to 6/2', 250pounds)

of Energy DrainXP Value: 1,500 GP Value: 15,000

DUNGEONS & DRAGONS Rules CyclopediaThe armor can become "charged" on command(as described under the electricity special power),but instead of inflicting damage, it causes the lossof one of the opponent's levels or Hit Dice (as if awight). The same saving throw as the electricitypower applies (possibly with bonuses); if success-ful, the energy drain does not occur. The item candrain one level or Hit Die per day, but any num-ber of saving throws may be made before thisoccurs.

of EtherealityXP Value: 5,000 GP Value: 30,000

DUNGEONS & DRAGONS Rules CyclopediaThe user may become ethereal on command andremain so for as long as desired. The user mayreturn to the Prime Material Plane when a secondcommand word is spoken. Each command wordmay be used once per day.

of EtherealnessXP Value: 5,000 GP Value: 30,000

GREVHAWKThe most magical of all forms of armor, this suitof plate allows the wearer to take either of twooptions—wear it as armor +3, or decide tobecome ethereal. In the latter case, the wearer canmove through solid objects and is subject toattack only by creatures that are able to come outof phase. Only spells such as phase door negatethe etherealness of the armor. Attacks while ethe-real are not possible. The armor can be madeethereal a total of 49 times, and then it becomesmerely armor +3, It can never be recharged orrestored.

of Etherealness IIXP Value: 5,000 GP Value: 30,000

DUNGEON MASTER GuideThis is seemingly normal armor +5, but if a com-mand word is spoken, the suit enables its wearerand all nonliving items either worn or carried tobecome ethereal, as if oil of etherealness hadbeen used. While in the ethereal state the wearer

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Evil Dragon Armor

cannot attack material creatures. Pi phase doorspell negates the ethereal state and prevents thearmor from functioning for one day.

There are 20 charges placed upon armor ofetherealness. Once used, the armor cannot berecharged. Furthermore, every five uses reducesthe bonus of the armor by one—if five chargesare used to become ethereal, the armor is +4, if10 are used it is +3, +2 if 15 are used, and only +1if all 20 are exhausted.

Evil DragonXP Value: 1,000 GP Value: 7,500

DRAGON Magazine 62In an era long past, an intrepid dragon-hunterand his wizard friend discovered that the hide ofan evil dragon, if properly prepared, could be cutand formed into a suit of armor that providesprotection against attack forms resembling thebreath weapon of the dragon from which it wasmade.

To begin the process, an evil dragon (white,black, red, blue, or green) of at least adult agemust be killed, without the use of magic andpreferably by means of repeated attacks withblunt weapons. Even a single magical attackdirected against a dragon, whether or not thespellcasting succeeds and whether or not the

spell causes damage to the dragon, ruins theprotective potential of the creature's hide andmakes later attempts at enchantment ineffective.If the dragon is hit with edged weapons, there isa chance that the hide is cut and marred to suchan extent that it becomes unusable as armor. Foreach successful hit on the dragon with an edgedweapon (regardless of the amount of damagedone), add 5% to the chance of the hide beingdamaged beyond use. (Thus, if a dragon takes20 hits from edged weapons, there is no chancethat the hide can be used as armor.) If and whenthe dragon is killed, the chance that the hide isspoiled must be exceeded on a percentage dieroll in order for the armor-making process tocontinue.

The hide must be removed with care, and atthis juncture a very sharp edged weapon is essen-tial to trim the hide as cleanly and efficiently aspossible. The instrument must be able to be con-trolled with precision, which means it can't beany larger than a standard dagger blade. If thecharacter doing the skinning uses a normal (non-magical) blade, there is a 30% chance that,despite his or her best efforts, the hide does notseparate cleanly from the body and the resultingscraps of dragon skin are unusable as armor. If anenchanted blade is employed, the chance of fail-ure at this step of the process decreases by 10%for each "plus" of the instrument; thus, with anyblade of+3 or greater, successful skinning isassured.

Once the hide is removed and transported tocivilization (assuming the dragon wasn't killed inthe village square), the services of skilled armor-ers, leather-workers, and tailors must be employedto fashion the hide into armor. This process takesld10+20 days for each suit of armor, and pricesfor the needed services are three times the stan-dard rate. Only one set of armor may be fash-ioned from the hide of a single dragon.

The resulting suit of armor is equivalent to nor-mal scale mail in Armor Class (6), maximummovement rate (6), and bulk (fairly bulky). Itweighs about 30 pounds, compared to 40 poundsfor normal scale mail. Unenchanted armor can beworn "as is," but if the nonmagical armor is hiteven once by an edged weapon, it cannot beenchanted again.

Enchanting the armor must be done by amagic-user of at least 16th level, who insists on agenerous payment in gold pieces, or the promise

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Armor of Fear

(and proof) of some other benefit that might beoffered. At least half the payment must be sup-plied in advance, with the rest due when thearmor is delivered.

The magic-user must first successfully castenchant an item on the armor, and then apply asecond spell (which varies depending on thearmor type) to act as a catalyst, triggering thearmor's capability to resist a particular attackform. This second spell must be applied (the cast-ing must have been begun) within 12 hours afterthe completion of enchant an item. If the enchant-ing process fails, either because the casting ofenchant an item is unsuccessful or because thesecond spell is not applied within the requiredtime, the wizard is under no obligation to makeanother attempt free of charge.

The second step in the process depends on thetype (color) of dragon hide used. To completewhite dragon armor, an ice storm spell must becast on the hide; for black dragon armor, the fin-ished hide must be immersed in acid for 1dl2+12hours; to complete green dragon armor, a stink-ing cloud spell must be cast on (around) the hide;for blue dragon armor, a shocking grasp spell isneeded, and for red dragon armor, burninghands. None of these spells or substances damagethe armor when they are applied, their function isto activate the innate resistance in the hide thathas already been "brought to the surface" by theenchant an item spell.

When the enchantment is complete, the armoris the equivalent to scale mail + /: Armor Class 5,movement 9, weight 15 pounds. In addition, eachcolored armor type affords the wearer resistanceor immunity to a particular attack form. The spe-cial properties of each type are:

White dragon armor—Resistance againstwhite dragon breath, winter wolf breath, cone ofcold spells, and other attack forms involving cold,ice, or frost.

Black dragon armor—Resistance against blackdragon breath, giant slug spittle, anhkheg diges-tive acid, and other attack forms using acid oracid like effects.

Green dragon armor—Resistance againstgreen dragon breath, iron golem breath, cloudkillspells, and other attack forms using poisonousgases.

Blue dragon armor—Resistance against bluedragon breath, lightning bolt spells, storm giant'slightning attack, and other sorts of natural or

magical lightning or electricity.Red dragon armor —Resistance against red

dragon breath, fireball spells, and other attacksusing heat or fire.

"Resistance" includes these benefits: Thewearer of the armor gains +1 on all saving throwsagainst the specified attack form; the wearer isunaffected by any attack of the specified type thatdoes six points of damage or less in a round. Inall cases, the wearer is entitled to a -1 modifieron each and every damage die rolled (with a min-imum of one point of damage per die). If theapplication of this modifier reduces damagetaken in a round to six points or less, the wearertakes no damage (as stipulated above).

Although these suits of armor come from evildragons, priests and fighters of all alignmentsmay wear them.

of FearXP Value: 4,000 GP Value: 40,000

Oriental AdventuresThis armor looks like normal armor and detectmagic only reveals that it is magical. However,the armor contains 2d10 fear charges whenfound. Upon uttering the command word, thewearer radiates a fear aura to a 30-foot radius. Allcreatures within that radius must make a savingthrow vs. spell or flee in panic for one turn. Thewearer is immune to this effect. Each use expendsone charge. When all charges are spent, the armorfunctions as normal armor. It cannot berecharged.

of Fear IIXP Value: 3,000 GP Value: 30,000

DUNGEON MASTER GuideThis armor functions as normal plate mail +1.However, it is imbued with 2d2 fear charges.Upon uttering the command, a charge is spentand the wearer radiates a 30—foot aura of fear. Allcreatures (except the one wearing the armor)must save vs. spell or flee in panic for 1d4+lrounds. When all charges are spent, the armorfunctions as normal armor +1. It cannot berecharged.

of FlightXP Value: 1,000 GP Value: 7,500

DUNGEONS & DRAGONS Rules CyclopediaWhen commanded, the armor creates a fly spelleffect on the user, which lasts for 12 turns. The

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Kumakawa Armor

user may then travel in the air at up to 360 feetper turn by mere concentration (as the 3rd-levelspell).

of Gaseous FormXP Value: 3,000 GP Value: 15,000

DUNGEONS &. DRAGONS Rules CyclopediaThis valuable armor enables the user to turn intoa cloud of gas (as the potion of gaseous form),including all equipment carried (unlike thepotion). The user can remain gaseous for up to 6turns and returns to normal form by mere con-centration.

Gnarldan'sXP Value: — GP Value: —

Monster MythologyGnarldan's avatar wears chain mail +2 of fireresistance.

of HasteXP Value: 2,000 GP Value: 10,000

DUNGEONS & DRAGONS Rules CyclopediaWhen commanded, the armor creates a hastespell effect on the user, doubling the normalmovement rate and the number of attacks (as the3rd-level wizard spell). The haste lasts for only 1turn and is usable only once per day.

of HealingXP Value: 10,000 GP Value: 80,000

Oriental AdventuresThis armor appears to be normal, magical armor.However, once per day, it automatically heals thewearer of 2d6 points of damage (whether desiredor not). It does this without warning or set time.Each healing takes one charge and the armor has3d10 charges when found. When ail the chargesare spent, the armor becomes magical armor +1.

Heimdall'sXP Value: — GP Value: —

Gods, Demigods, & HeroesHeimdall's full plate mail +3 is pure white incolor and works as a gem of brightness.

Heimdall's WhiteXP Value: — GP Value: —

Legends & LoreHeimdall's avatar's white plate armor +3 preventshim from being hit by any weapon of less than +3.

ofHorusXP Value: 3,500 GP Value: 17,500

Old EmpiresThis armor is scale mail +4. It is the equivalentof AC 2, and also gives the wearer resistance toall fire and lightning attacks (fire and lightningattacks automatically inflict only kz-damage, %-damage if the saving throw is successful).

Ilneval's Red Chain MailXP Value: GP Value: —

Monster MythologyHe wears red chain mail +4 that deflects all boltand ray spells and spell-like effects (polymorphwand, the ray version of Otiluke 's freezing sphere,etc.).

Indra's GoldenXP Value: — GP Value: —

Legends & LoreIndra's avatar wears magical golden armor thatprotects him from all nonmagical miss i leattacks.

of InvisibilityXP Value: 1,500 GP Value: 7,500

DUNGEONS &. DRAGONS Rules CyclopediaWhen commanded, this armor makes the userinvisible, as if the 2nd-level wizard spell werecast. In addition, the armor itself can becomeinvisible three times per day, on command of theuser.

Keolish Plate Mail of the SeasXP Value: 1,500 GP Value: 7,500

GREYHAWK AdventuresThis mail armor was given by the King ofKeoland to an admiral who had fought success-fully against the Sea Princes. It is plate mail +1,and floats in water, negating the chance for itswearer to sink in even slightly choppy water. Thewearer can tread water indefinitely, but cannotdive deeper than 2 feet. Swimming speed is notaffected by this armor.

KumakawaXP Value: 300 GP Value: 2,000

DRAGON QUEST* GameThis is a suit of leather armor fashioned from thehide of an owl bear. It has been enchanted withwax from mystical candles. Unlike normal leatherarmor, which gives its wearer an Armor Class of

isi

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Laeral's Storm Armor

7, the Kumakawa provides an Armor Class of 6.Of course, a shield, a high Dexterity score, ormagic can improve this even more.

Laeral's StormXP Value: 1,800 GP Value: 13,500

DRAGON Magazine 39Named for the wizardess who devised it, stormarmor is plate armor +2, of a peculiar nonmetal-lic alloy. It does not conduct electricity, and hasthe power to transfer heat to and from the sur-rounding air, so that the wearer remains comfort-able during a freezing gale or under the hot desertsun. The wearer is thus unaffected by fireball, icestorm, or cone of cold spells, and immune to elec-trical damage of any kind. The wearer can standsecurely, or move forward at normal speed, in theface of even the most powerful wind (including amagical gust of wind). If storm armor is strucksimultaneously in different areas by spells caus-ing hot and cold (such as cone of cold or chillmetal and wall of fire or heat metal) it becomesbrittle and may be shattered by physical attacksdoing at least 9 points of damage. (The charactertakes all damage inflicted over 9 points.) Thearmor is only brittle while both hot and coldspells affect it and for one round afterward. Whenit shatters, it does so thoroughly; a chain reactionoccurs in the unstable components of the alloyand the armor disintegrates into useless pieces.

Lemmikainen 'sXP Value: — GP Value: —

Gods, Demigods, & HeroesLemmikainen's avatar usually wears ckainmail+4.

of Missile AttractionXP Value GP Value-1:— 1,500-2: — - 3,000-3: 4,500-4: — 6,000

DUNGEON MASTER Guide, 1st EditionThis armor appears to be a normal suit of magicalarmor (determine type and modifier normally).However, the armor is cursed and actually servesto attract missiles. The wearer is two or threetimes more likely to be selected as a randommissle target than normal. In cases where eachperson is the target of a set number of missiles(most often in large combats), the wearer has a

greater number of missiles fired at him or her.The magical protection of the armor fails whencalculated for missile attacks. Its true nature isnot revealed until the character is fired upon inearnest—simple experiments (throwing rocks,etc.) do not suffice.

Mourner'sXP Value: — GP Value: 8,000

Secrets of the LampThis suit of lamellar armor is often edged withyellow, gold, red, or other bright colors, but theplates are always black. Individual suits vary from+2 to +4 in enchantment, but all provide completeprotection from normal missiles. This armor is theproduct of the great ghul sha'ir, and its protectionis a very mixed blessing. When the wearer suffers50% or more damage in battle, he or she no longerfeels pain. (At this point, the DM should stoptelling the armor wearer how much damage thecharacter takes.) All wounds feel trivial.

At 75% or more damage, the wearer is filledwith a feeling of invincibility and continuesfighting no matter what the odds. The PC is nowan NPC for the duration of the battle. If he or shesurvives, the curse is still relentless—magicalhealing is useless on the victim, and only timecan heal his wounds. If the PC is slain, he or shedoes not notice and continues fighting, thoughany companions may hear his or her bones shat-tering or see terrible wounds inflicted on thewearer. The victim "lives" for as many days as thecharacter has levels, as his or her trapped lifeforce is consumed by the armor. Neither priestnor wizard spells can be regained, though sha'irscan still request spells. At the end of this time, thePC is irrevocably dead.

Only a wish spell or the will of the great ghulsha'ir can undo the curse of mourner's armoronce it has been activated in battle, althoughsome powerful sha'irs are also said to be able tounlock it from the victim's body. A few greatheroes are said to have willingly donnedmourner s armor before a critical battle, addingto their army's strength with the certain knowl-edge of their own doom.

Oyori of the Unknown WarriorXP Value: 2,000 GP Value: 12,000

POLYHEDRON Newszine 82This oriental (Kozakuran) armor +2 has beenenchanted to display the family mon (crest) of the

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Armor Quirk

wearer. When first found, the armor is starkwhite. However, when it is put on, it immediatelyturns black, and the wearer's family mon appearson the chest plate in the appropriate colors.

If a warrior is killed while wearing the armor, itreturns immediately to its white state, the color ofdeath and mourning. The wearer can change theappearance of the armor, allowing the user to passas another individual or create a disguise. Thearmor can duplicate any color and mon that thewearer imagines. In order to invoke this power, thewearer must make an Intelligence check at a -3penalty. The number of hours the armor holds thefalse image is equal to the wearer's Intelligenceminus the die roll, if successful.

Plate of SolamnusXP Value: 5,000 GP Value: 20,000

Tales of the LanceThese suits consist of field plate armor that hasbeen beautifully tooled with the markings of allthree Solamnic orders. The sigil of the Order ofthe Rose shows prominently on the breastplate.The suits, made when the Knighthood was firstestablished, have been used by certain Knights ofthe Rose ever since. Vinas Solamnus wore thefirst such suit, as did Huma, although he neverbecame a Knight of the Rose. Currently suchsuits are scarce.

This armor carries a +5 enchantment (AC -3).Wearers must strictly follow the tenets of the law-fill good alignment or the armor loses its magicalbonus. Neutral or evil characters suffer an addi-tional 1d10 points of damage from any damagereceived while wearing this armor. DMs mustremember that this armor is very rare. It is nolonger made. One suit could be the goal of a long,dangerous quest.

of PossessionXP Value: GP Value: 10,000

Oriental AdventuresThis armor appears to be a normal suit of magicalarmor and provides the protection of whateverplus is determined. However, in making thearmor the craftsman has invested more than thenormal effort. The armor has absorbed or stolenthe personality and life force of its maker.

The first time the armor is donned, and once perday thereafter, the DM must secretly roll a savingthrow vs. spell for the character wearing the armor.If the saving throw is successful, nothing happens.

However, if the saving throw fails, the life forcecontained within the armor successfully possessesthe character. The possession is not a suddenoccurrence, but rather a gradual insinuation of thenew personality onto the character's psyche. Thistakes 3d4 days. At first the change is hardly notice-able—a few odd quirks not evidenced before and acertain possessiveness toward the armor. As thedays go by, possession becomes stronger and morepronounced. The character leaves old friends as thearmorer's personality takes over. He or she aban-dons old haunts, roaming the streets searching forplaces the possessing personality once knew, hasmemories that do not belong, and refuses to aban-don or remove the armor. At the end of the giventime period, the character is entirely possessed bythe armor. As such, the character does not recog-nize old friends, remember events of his or herown life, or perhaps even the abilities of the char-acter class. He or she may change names, adopt anew alignment, display abilities of a new characterclass, and the like. If not freed of the possession,the character becomes an NPC under the control ofthe DM.

The possession can be broken by an exorcismspell, which destroys the personality of the armor.Dispel magic releases the character from posses-sion long enough to remove the armor, but doesnot cancel any personality traits the charactermay have already absorbed. If the possessinginfluence is destroyed, the armor loses all itsmagical properties.

of PresenceXP Value: 3,000 GP Value: 30,000

Oriental AdventuresThis armor magically bestows on its wearer a dig-nified and commanding aura. While wearing thearmor, a character is treated as if he or she has an18 Charisma for all encounter reactions. Friendlytroops within 120 feet of a wearer have their moraleraised by two points. The armor is quite distinctiveand only has its effect when visible to others. Assuch, the character cannot hope to use the powersof the armor and hide unnoticed in a crowd.

Quirk*XP Value: GP Value: —

DRAGON Magazine 163The AD&D game has one of the largest compi-lations of magical items in the fantasy gamingindustry. The following tables have been created

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Armor Quirk

to add some spice and variety to existing magi-cal items in AD&D game worlds. A table ofnonstandard magical item abilities is offered foreach major type of magical item in the AD&Dgame.

Most items are created normally, and theyfunction exactly as a standard item of the sametype in the DMG. However, sometimes there is aslight mishap in the creation of the device: thesteps are not followed in the proper order, theastrological signs do not bode well, the item'screator is disturbed to begin with, the instruc-tions are incomplete, or something just plaingoes wrong. Any of these results may cause amagical item to behave differently from othersjust like it.

Not all quirks are bad, however. Some aredetrimental to the item or its user, some are neu-tral, and some are even beneficial. The possibilityof quirks existing (and the actual number ofquirks) is determined by using the table below todetermine the exact quirks that the magical armorpossesses.

Roll Quirks Present01-86 No quirks87-94 One quirk95-98 Two quirks99-00 Three quirks

Roll Result01-06 Armor is incredibly shiny and reflects

light of any kind; furthermore, anycreature using a gaze attack within 10feet of the armor has a 75% chance ofseeing its own reflection,

07-11 Armor is heavy; add 25% to its totalweight and encumbrance.

12-16 Armor is tight-fitting; if not oiled atleast once every three days, the suitcramps the wearer's fighting skills. As aresult, the wearer suffers a -1 penaltyon all reaction, attack, and damage rollsuntil the armor is oiled.

17-21 Armor works normally but appearsincredibly beaten and battered. Noamount of repair can change its appear-ance. (Status-conscious cavaliers andpaladins do have reservations aboutwearing armor that does not look good.)

22-26 Armor is silent; the wearer does notclank loudly if the armor is metal. Note

that this does not mean that the wearercan move silently; the armor simplymakes no noise.

27—32 Armor glows with the light of 'A faeriefire spell. Only continual darkness cannegate this radiation (and then for sixturns plus one turn per level of thecaster). If the armor is covered by cloth-ing, the glow still shines through.

33-37 Armor weighs '/> as much as normalarmor of the same type.

38^13 Armor lacks magical protective abilityagainst 1d4 specific types of creatures.

44-48 Armor is resistant to fire; it can neverbe burned or melted by normal or mag-ical fire.

49-53 Armor has an "Achilles' heel;" everytime the wearer is hit, there is a 5%chance that the "heel" is hit and doubledamage is done to the wearer.

54-59 Armor does not magically expand orcontract to fit any size wearer. Rollld6+3 to determine height of thehumanoid figure that can use the armor.Anyone within 1 foot of the size canuse the armor.

60—64 Armor is attuned to a place of specialmagical radiance, in much the samemanner as drow armor (See Drow Trea-sure). If the armor is not exposed tothis place once every 30 days, its magicis lost.

65-70 Armor has complicated straps and ishard to put on and remove. Conse-quently, the time required to put on andtake off the armor is increased by 10rounds.

71-74 Armor can not be scratched, stained, ordented.

75—78 Armor has an inherent disruption ofmagic. While its wearer enjoys a +1bonus on saving throws vs. spell, spellscannot be cast if he or she is a multi-classed wizard or a spell-using rangeror paladin.

79-84 Armor attracts monsters; any randomencounter checks are at double the nor-mal chance for anyone wearing thisarmor.

85-89 Armor is a superconductor of heat andelectricity; add +1 hp per die to alldamage from fire or electricity.

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Armor of Reflection

90-94 Armor does not provide magical pro-tection if clothing or a covering is wornover it.

95-98 Armor is an exquisite piece of work-manship and commands a price of150% over normal prices due to itsquality.

99-00 Armor is possessed by a spirit of ran-dom alignment; if the wearer's align-ment differs from the spirit's, the armorperiodically attempts to possess thewearer. Determine the chance of suc-cess as noted under the 5th-level wizardspell, magic jar. The spirit's intelli-gence can be determined by ro l l ing3d6. The chance of a possession attemptoccurring is 15% per week, cumulative.

of RageXP Value: — GP Value: 1,500

DUNGEON MASTER Guide, 1st EditionThis armor is identical in appearance to armor ofcommand and functions as a suit of armor +1.However, when worn, the armor causes the char-acter to suffer a -3 penalty to all encounterchecks. All friendly troops within 360 feet havetheir morale lowered by -2. The effect is notnoticeable to the wearer or those affected (charac-ters do not immediately notice that the armor isthe cause of their problems).

RainbowXP Value: 2,000 GP Value: 12,500

POLYHEDRON Newszine 43Only a couple of suits of this incredible chainmail are known to exist, and those few arehanded down from clan leader to successor.They are given by the Norse bridge guardian,Heimdall, to his followers for exceptional deedsperformed in the deity's name. Rainbow armor-takes the form of multicolored, shimmeringchain mail, enchanted to a bonus of+3. Thearmor glows with a radiance that illuminates a20-foot surrounding area, negating magicaldarkness and the ability to hide in shadows.Even invisible objects are revealed within thisradius by the thin aura of rainbow light that out-lines them. The mail is extremely light, encum-bering the wearer only as much as elvenchainmail.

Raji's Armor of the Desert EveningXP Value: 500 GP Value: 5,000

1992 Fantasy Collector Card 298Raji's magical armor is unusual for the land ofZakhara—it is a suit of banded, rather than lamel-lar, armor. Like other forms of armor of thedesert evening, this magical armor does not pro-vide additional bonuses to Armor Class, but itcan be worn in the desert heat without ill effect.Raji believes that this armor was originally madefor an outland warrior from some country that ismore accustomed to banded mail armor.

Red Armor of the HellfurnacesXP Value: 6,000 GP Value: 35,000

GREYIIAWK AdventuresThis blood-red armor was cut from the backplates of an adult red dragon. Many warriorsfrom the Yeomanry died in the battle to k i l l thecreature, and the best dwarven armorers werehired to rework the plates into a wearable suit.The final product is a set of plate mail +4 thatallows its wearer to save against fire-basedattacks for half or no damage. Red dragons whosee this armor make unusual efforts to kill thewearer.

Red Dragon Scale MailXP Value: 2,500 GP Value: 12,500

DRAGON Magazine 39Made from the scales of a huge old red dragon,this mail is AC 1. Like all magical armor, it is vir-tually weightless. It covers the body from neck tofoot, being worn just like a normal suit of scalemail. Normal weapons employed against the maildo only half damage if a hit is scored. Magicalweapons of+1 or better do full damage. The mailprovides protection of +3 against all fire-basedattacks and the breath weapons of all dragons,with the following exceptions- it cannot protectits wearer against the sonic blast of a platinumdragon, and it does not protect against any breathweapon employed by a red dragon.

of ReflectionXP Value: 1,000 GP Value: 5,000

DUNGEONS & DRAGONS Rules CyclopediaIf a light or continual light spell is cast at theuser, the armor automatically reflects it back atthe caster, who must make a saving throw vs.spell or be blinded (as in the respective spelldescriptions). The item reflects up to three spells

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Remove Curse Armor

per day. In addition, when the user is in meleeagainst a creature with a gaze attack, the chancesof gaze reflection are the same as if a mirror wereheld, but without the -2 penalty to the user'sattack rolls (which represents the awkwardness ofholding the mirror and attempting to attack at thesame time).

Remove CurseXP Value: 1,000 GP Value: 7,500

DUNGEONS & DRAGONS Rules CyclopediaThis armor cannot be cursed when found. Whencommanded, the item creates a remove cursespell effect on the user only as if a 36th-tevelcaster (automatically removing one curse). Note:This item functions for a total of three times, at amaximum rate of once per day. After its threecharges are used, no other special abilities remainand it cannot be recharged; the item does remainmagical, however, regardless of spent charges.

Scale Mail of HorusXP Value: 3,500 GP Value: 25,000

Old EmpiresThis armor is scale mail +4. It is the equivalentof AC 2, and also gives the wearer resistance toalt fire and lightning attacks (fire and lightningattacks automatically inflict M-damage, %-damageif the saving throw is successful).

Skoriaan's Drow Chain MailXP Value: — GP Value: 5,000

1993 Collector Card 466Skoriaan believes that his chain mail affordsmagical protection, while in reality it has beencursed to serve no better than normal humanmail. What's worse, Skoriaan's ex-lover had aspecial magical spell placed upon it that allowsher to track Skoriaan wherever he may run. Upuntil this point, Skoriaan has believed that hisspurned lover's minions have been lucky in find-ing him, but he finally is beginning to suspectthat something is not quite right.

of SolamniaXPValue: 3,000 GP Value: 15,000

Tales of the LanceAll Knights of Solamnia gain a suit of this armorwhen they attain the title of Lord and prove them-selves worthy as true and noble knights. Each suitis engraved with the symbols of the knight's orderand (for Sword and Rose Knights) those of any

previously held knighthood. Production of Solarn-nic armor resumed in the aftermath of the War ofthe Lance. The armor is a suit of field plate +1.

Surtr's IronXP Value: GP Value: —

Legends & LoreAny being touching this red-hot iron armor suf-fers 1d10 damage. The person in the armor isimmune to its effects.

of Swimming*XP Value: +700 GP Value: +3,500

DRAGON Magazine 179This lamellar armor allows its user to movethrough water as if unencumbered. It does notconvey water breathing abilities nor the swim-ming proficiency, but it does allow the individ-ual to float and swim if he or she is otherwisecapable.

of Temperature Control*XP Value: +500 GP Value: +2,500

DRAOON Magazine 18!Armor of temperature control may be worn with-out any discomfort due to cold or heat, andenables its wearer to operate in the coldest orhottest of natural environments (-40 to 150° F).Note that the temperatures must be due to theweather and not to any attack by fire, cold, magic,or monstrous abilities; the armor does not givefire or frost resistance. At the DM's option, thearmor can give protection against the naturalenvironments of the Paraelemental Plane of Iceor the Elemental Plane of Fire. Remember noextra protection is given in combat.

Tulen's Plate Mail of EthcrcalnessXP Value: 5,000 GP Value: 25,000

1992 Fantasy Collector Card 26Tulen's armor +5 can be recharged, but only by a15th- or higher level wizard. It allows Tulen andanyone who touches the armor to go into theEthereal Plane. Other people who ride along onthe armor's power stay in the plane up to fivehours after touching it. but Tulen may remainethereal indefinitely! This light gray armor neverloses its magical AC bonus no matter how manyethereal charges it is reduced to. The armor alsoglows brightly when ethereal creatures approachwithin 20 feet.

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of the UndeadXP Value: 1,500 GP Value: 15,000

POLYHEDRON Newszine 43Created and once worn by the infamous Thorinesof Thessla, this suit of armor consists of thebones of many creatures, bound together by liga-ments and metal hinges to allow movement. Itonly can be safely worn by a lawful evil character.All others find it cannot be made to fit them,regardless of their size. It confers AC 3, and radi-ates a. protection from good 10' radius. If worn bya priest, it raises the individual's effective experi-ence level by 2, but only to turn or befriendundead.

of Underwater ActionXP Value: 1,400 P Value: 7,000

POLYHEDRON Newszine 82Found only as chain mail or plate mail, this armoris always airtight and keeps its wearer dry andcomfortable. The armor creates a breathableatmosphere that lasts for 24 hours before it mustsit unused another 24 hours to recharge itself. Thesuit allows the wearer to swim 180 feet per round,provided he or she has a swimming proficiency.

Voice of HeroesXP Value: 6,000 GP Value: 32,000

DRAGON Magazine 16This is armor +5, but it weighs just 3 pounds.

of VulnerabilityXP Value GP Value-1:— 1,500-2: 3,000-3: — 4,500-4: — 6,000

GREYHAWK,This armor seems to be genuine, magical armorwith a protection factor of +1 to +4—but the fac-tor is actually -1 to -4. The vulnerability of sucharmor is not revealed until an enemy strikes ablow in anger at its wearer.

of Vulnerability IIXP Value GP Value-1: — 1,500-2: — 3,000-3: — 4,500

DUNGEON MASTER Guide, 1st EditionThis appears to every test to be magical platemail +], +2, or +3, but it is actually cursed

armor-2, -3, or -4. The armor's great vulnerabil-ity is not apparent until an enemy successfullystrikes a blow in anger with desire and intent tokill the wearer. The armor falls to pieces when-ever an opponent strikes the wearer with anunmodified attack roll of 20,

ofWarmthXP Value: 250 GP Value: 1,250

DRAOON Magazine 181Armor of warmth may be worn without any dis-comfort due to cold, and enables its wearer tooperate in the coldest of natural environments (20to -4Q° F) as well as in a temperate climate. Notethat the temperatures must be due to the weatherand not to any attack by cold, magic, or monstrousabilities; the armor does not give frost resistance.At the DM's option, it can give protection againstthe natural environments of the ParaelementalPlane of Ice.

White Armor of theGriff Mountains

XP Value: 2,250 GP Value: 13,500GREYHAWK Adventures

After tribesmen of the Griff Mountains slew anadult white dragon, they sold the hide to dwarvenarmorers who created this suit of scale mail +3,The dwarves created it for a human-sized wearer,but a dwarf or halfling can wear it at a penalty of-1 to Armor Class; the total AC modifier is +2.The armor allows the user to save vs. cold-basedattacks for half or no damage.

Armor BathXP Value: 2,000 GP Value: 10,000

New ItemThis extremely rare item appears as a 5-foot tall,6-foot long, claw-footed cauldron made of ametal and ceramic mix. The rim of the cauldron isinlaid with sandalwood, upon which are carvedrunes of an ancient language. If someone canread the language, they can decipher the messageas reading, "To protect one from grievous harmsand render oneself immune to the ordinary hurtsof the world"

If blessed (or cursed, depending on the align-ment of the user) water fills the bath, it can con-fer great power upon the bather. In short, it placesan invisible armor, harder than steel, over bodyparts immersed in the water. The armor is com-pletely impervious to ordinary weapons and

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. Abaris's Arrow

attacks, and grants an effective AC 0 againstmagical weapons for the affected area. Creaturesthat are magical in nature are assumed to be asmagical weapons, so they attack against AC 0.Damage-causing spells that are not directly castat the armored individual (such as fireballs notdirectly centered on the character) cause no dam-age to the armored parts of the body, thoughunarmored parts suffer ordinary damage.

There are several disadvantages to this armor.First, it can never be removed. Second, it robs theaffected area of all feeling, so tasks that requirethe tactile skills of a covered area cannot be per-formed. In addition to losing all feeling in thearea, the bathed part loses flexibility, able tomove only in a limited fashion.

Third, and most dangerous, if a person using thebath applies the bath's armor to more than 50% ofa body, the individual dies. There is no save againstthis effect. Thus, those who know the full effects ofthe bath use it only sparingly, covering only theirnecks, forearms, chest, and the like. They arealways careful to restrict how much they place onthemselves, knowing that too much can kill them.

Some call this the bath of death. There is somespeculation that it was created by dark gods, orfashioned by priests at the behest of gods whoneeded secret and near-invulnerable assassins fortheir evil works.

ArrowWhen a magical arrow misses its target, there is a50% chance that it breaks or is otherwise ren-dered useless, A magical arrow that hits its targetis destroyed unless otherwise specified in itsdescription.

After determining the magical properties of thearrow acquired, roll on the following table todetermine the type of arrow. Note: Quarrels andbolts are crossbow missiles.

Roll01-0304-0506-0809-1011-1314-1516-1819-2021-2324-25

Arrow TypeArmor-PiercingBarbedBird Arrow/BoltBlunt-headedBroad-headedCordedEkaaFishing Arrow/BoltFlare ArrowFlight

26-28 Frog-Crotch29-30 Grappling31-33 Hand Quarrel/Bolt34-35 Heavy Quarrel/Bolt

Hollow-Tipped:36-38 Ac id Arrow/Bolt39^tO Dust Arrow/Bolt41^43 Flashpowder Arrow/Bolt44-45 Gas Arrow/Bolt46-48 Pepper Arrow/Bolt49-50 Poison Arrow/Bolt51-53 Humming Bulb54-55 Incendiary56-58 Leaf Head59^60 Light Quarrel/Bolt61-63 Mail-Piercer64-65 Major Grapple66-68 Medium Quarrel69-70 Message Arrow71-73 Minor Grapple74-75 Normal76-78 Sheath79-80 Spiral81-83 Stone84-85 Stone Biter86-88 Stone Flight Arrow89-90 Sunet91 -93 Training/Target Arrow/Bolt94-95 Trukaa96-98 Wood Biter99-00 Wooden

Abaris'sXP Value: 200 GP Value: 2,000

DUNGEONS & DRAGONS Master SetAbaris the Hyperborean, a Greek sage in the 6thCentury B. C. E., once received a magic arrowfrom the god Apollo (according to Greek legend).The arrow enabled him to become invisible, curedisease^ fly (riding the arrow; MV 60, MC C),and divine the future.

AcidXP Value: 30 GP Value: 75

POLYHEDRON Newszine 47Found in caches of 1d6, these +1 oddities arehighly valued. They transform themselves into aspray of acid when fired, doing 2d6 points ofdamage to the target, and soaking everythingwithin 15 feet of the point of impact with acid(items must save vs. acid or be destroyed).

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of AggravationXP Value: — GP Value: 100

DRAGON Magazine 135This cursed arrow infuriates any being it hits,granting its victim a bonus of +2 on attack anddamage rolls as well as on saving throws, butcausing the victim to lose one point of ArmorClass. These effects last for 1d6 turns, duringwhich time the target does everything in its powerto slay the archer. The arrow does no damage atall to its victim.

AntimagicXP Value: 60 GP Value: 360

DRAGON Magazine 135This magical arrow grants a +2 bonus on attackrolls but causes no damage if the target is struck.Instead, the arrow negates all magic within a 10-foot radius of the target for 3d10 rounds. (If thearrow misses its target, the area of effect is cen-tered on the first thing the arrow hits.) All magi-cal items in the area of effect, except for artifactsand relics, are rendered inert for the duration ofthe arrow's effect. All spells cast by, on, andaround the target are dispelled, regardless of thecaster's level. Illusions of all sorts are likewisenullified. Spellcasters are also unable to cast anyspells for the duration of the effect of this arrow.Note that the arrow's effect causes the target, andthe area of effect around it, to be renderedimmune to magic. Therefore, fireballs, magicmissiles, and the like do not cause any damage tothe target, nor to anyone within 10 feet. Only onesuch arrow may be found at a time.

Apollo'sXP Value: — GP Value: —

Legends & LoreAnyone struck by an arrow of Apollo's avatarmust save vs, death magic or become instantly ill,suffering a loss of 1d10 points per round until acure disease spell is cast upon the victim,

of AttractionXP Value: 100 GP Value: 400

The Complete Book of ElvesAttracted arrows, if they hit, cannot be removedfrom the victim's body until dispel magic is castupon the person. Meanwhile, the arrow begins tofester within the wound, causing infection andeven death in the unfortunate being.

of BitingXP Value: 100 GP Value: 500

DUNGEONS & DRAGONS Rules CyclopediaWhen this missile hits it turns into a poisonoussnake. In addition to normal damage, the victimmust make a saving throw vs. poison or die (or, atthe DM's choice, take extra damage; 2d6, 2d10,or 2d20 are recommended amounts).

Black Arrow of luzXP Value: 750 GP Value: 7,500

GREYHAWK AdventuresCarved from the bone of a black dragon, thisenchanted arrow strikes with a +3 attack anddamage modifier. The arrow reappears in theowner's quiver each dawn after it is used—thisitem is permanent unless lost to a special attackform or deliberately destroyed. Once a day, anarcher can call upon itsdeadly powers, causing the target to save vs.death magic or die immediately.

Good-aligned characters save at —2. This powermust be summoned before the arrow is fired, anda miss wastes its magic for that day.

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Arrow of Blinding

of BlindingXP Value: 20 GP Value: 120

DRAGON Magazine 135When this arrow hits a target, it explodes in aflash of light that blinds everyone within 60 feetfor 2d6 turns unless a saving throw vs. breathweapon is made. The archer must be outside thearea of effect to avoid being blinded.

of BlinkingXP Value: 200 GP Value: 600

DUNGEONS & DRAGONS Rules CyclopediaA missile with this talent cannot hit any friends ofthe user, "blinking" in and out of existence until itreaches an enemy. (If the sight of the enemy isblocked by friends, a penalty may apply to theattack roll.)

Bolts of LightningXP Value: 200 GP Value: 1,200

DRAGON Magazine 127Also called thunder bolts, these bolts appear to benormal bolts until fired from a crossbow. Afterbeing fired, a bolt of lightning becomes a 7-footbolt of lightning with a range equal to the maxi-mum range of the bow that fired it (a bolt firedfrom a heavy crossbow has a range of 240 yards,and a bolt fired from a light crossbow 180 yards).

These bolts grant a +2 bonus on attack rollsand cause 4d4 hp of damage if they strike a tar-get. A save vs. spell is applicable; if the save issuccessful, only half damage accrues to the crea-ture struck. Furthermore, all creatures within a15-foot radius of where this magical bolt hitsmust save vs. petrification or be stunned for oneround due to the ear-piercing clash of thunderwhich accompanies the strike.

Bolts of lightning are usually found in quanti-ties of 2d4. They are also often found mixedwith normal bolts or with magical bolts of othertypes.

of Bow-BreakingXP Value: GP Value: 100

DRAGON Magazine 135This arrow breaks any bow used to fire it, unlessthe bow makes a successful saving throw vs.crushing blow at -4.

of BurningXP Value: 100 GP Value: 600

DRAGON Magazine 135All creatures are considered to be AC 10 againstthis arrow, although creatures with a high dexter-ity receive their Armor Class bonus. With anysuccessful attack roll, the arrow engulfs the targetin a flaming shroud that does 4d6 hp damage (nosave), affecting only the victim and a 1-footradius around him for one round. Creatures thatare touching the target when the arrow strikesmay make a saving throw vs. spell for half dam-age. All equipment on the victim must save vs.magical fire at -2. An arrow of burning may beused to burn through an average-sized dungeondoor in 1d4+l rounds.

of CharmingXP Value: 800 GP Value: 2,000

DUNGEONS & DRAGONS Rules CyclopediaThe victim must make a saving throw vs. spell <xbe charmed by the user (as the charm person andcharm monster wizard spells).

of Charming IIXP Value: 800 GP Value: 2,000

DRAGON Magazine 91An item often made by priests of Aphrodite, thisarrow has a +3 bonus to attack, but causes nodamage to the being struck by it. Any human,demihuman, or humanoid hit by an arrow of

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charming is affected as if the one who fired thearrow had cast a charm person spell. The feelingsof the charmed figure develop quickly into infat-uation and then love if the one who fired the mis-sile is of the same race or species and of theopposite sex. No saving throw is allowed at firstagainst the effect, though the charm does wear offover time (see the description of the druid spellcharm person or mammal). A detect charm spellnotes the arrow's influence, and a successful dis-pel magic cast against 12th-level magic removesthe charm.

The arrow only affects creature types that aresusceptible to charm person spells. It can only beused once. Once the arrow strikes its target, itdisappears. If the arrow misses its intended tar-get, it vanishes. If it hits a creature that cannot becharmed by it, the arrow disappears with noeffect, just as if it had missed the target.

An arrow of charming is always red in color,with a heart-shaped arrowhead. Note that othersorts of magical arrows may strongly resemblethis one. Arrows of charming are always foundsingly.

of ClairaudienceXP Value: 20 GP Value: 120

DRAGON Magazine 135This arrow gives the archer the ability to hearsounds within range of the arrow's location. Likethe arrow of clairvoyance, this arrow is activatedby saying the command word ("Listen!") andshooting the arrow. The archer is then able to hearsounds from the arrow's location by covering hisears and concentrating. Sounds within a 15-footradius around the arrow may be heard in thismanner. This arrow can "hear" anything louderthan regular breathing. The range is 240 yards,and its duration (once the arrow is fired) is sixturns.

of ClairvoyanceXP Value: 20 GP Value: 120

DRAGON Magazine 135This arrow gives its user the ability to see an areafrom the location of the arrow. The field of visionis equal to the archer's normal field, and activatesby sounding the command word ("Vision!") andfiring the arrow. The archer is then able to see thearea in front of the arrowhead by closing his orher eyes and concentrating. Normal restrictionsfor distance of vision apply with this magical

arrow. In addition to normal vision, the arrowgrants infravision, limited to a 10-foot radiusaround the arrow's location. The range of theclairvoyance is 240 yards, and its duration (oncethe arrow is fired) is six turns.

of ClimbingXP Value: 300 GP Value: 500

DUNGEONS & DRAGONS Rules CyclopediaThis talent only functions if the missile is fired atan object. The missile securely fastens itself toany object it strikes and creates a magical 50-footrope, issuing from the point of entry. The ropesupports any weight of climbers and disappearsone turn later or upon command of the user. Themissile cannot be moved after it hits, and it disap-pears with the rope.

of ConnectionXP Value: 50 GP Value: 300

POLYHEDRON Newszine 82When fired, this arrow creates a magically sup-ported rope extending from whatever the arrowhit to the archer's location, up to a maximum of300 feet. The rope appears to float in midair andcan support up to 3,000 pounds at one time. Therope is indestructible and lasts for 24 hoursunless the archer releases it earlier with a com-mand. When the rope expires or is released, bothit and the arrow disappear.

of CuringXP Value: 200 GP Value: 500

DUNGEONS & DRAGONS Rules CyclopediaThis missile is blunt, and inscribed with a holysymbol. When it hits a living creature, it inflictsno damage. Instead, it cures 2d6 points of dam-age plus 2 extra points for each magical bonusof the missile. For example, if a 5 is rolled for acuring arrow +2, the total points of damagecured are 9.

of DarknessXP Value: 100 GP Value: 500

The Complete Book of ElvesThese are among the most permanent and com-monly used of all the enspelled arrows. If a con-tinual darkness spell is cast upon the shaft of anarrow, it can then be used to blind an enemy.These arrows are common among elf scouts, whocarry them sheathed until there is a use for them.

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of DetonationXP Value: 200 GP Value: 2,000

POLYHEDRON Newszine 82When fired, this arrow flies very slowly, mov-ing only 5 feet per round. It travels up to 300feet before falling to the ground. Each arrowhas two command words, and any time duringan arrow's course, the archer may speak one ofthe words, causing the arrow to either explodein a burst of light or to erupt into a ball offlame. The first effect is the same as a continuallight spell except that it creates a globe ofbright light that illuminates a 100-foot radius.The second effect is a fireball that causes 5d6points of damage to all in a 50-foot radius, savevs. spell for M damage.

of DirectionXP Value: 2,500 GP Value: 17,500

DUNGEON MASTER GuideThis typically appears to be a normal arrow.However, its magical properties make it functionlike a locate object spell, allowing the arrow toshow the direction to the nearest stairway, pas-sage, cave or another specific location.

Once per day the device can be tossed into theair, it falls and points in the requested direction.This process can be repeated seven times duringthe next seven turns. The request must be for oneof the following:• Stairway (up or down)• Sloping passage (up or down)• Dungeon exit or entrance• Cave or cavern

Requests must be given by distance (nearest,farthest, highest, lowest) or by direction (north,south, east, west).

of DisarmingXP Value: 400 GP Value: 700

DUNGEONS & DRAGONS Rules CyclopediaThis arrow only functions if the victim is holdinga weapon or other item. The victim must make asaving throw vs. spell or drop the item. A droppeditem may be normally recovered in 1 round(unless that is impossible).

of DisintegrationXP Value: 60 GP Value: 360

DRAGON Magazine 135This arrow is +1 to attack but has -4 on its savingthrows. The arrow's effect is the same as the 6th-

level magic-user spell disintegrate, except that itdoes not affect targets of a magical nature. Theeffects of the arrow also differ from the spell inthat only nonliving material, up to 20 cubic feetin volume, may be obliterated. If the arrowmisses its target, nothing is disintegrated and thearrow turns to dust. If a living victim is struck bythis arrow, the victim takes normal damage (1 d6hit points) but can only be healed by magicalspells, potions, or powers; normal healing is inef-fective.

The arrow of disintegration is made of a longshaft of oak with a lodestone arrowhead. Theflights are usually made from the feathers of rarebirds. Often, magical words are inscribed on theshaft; these must be repeated before the arrow isfired. Only one such arrow may be found at atime.

of DispellingXP Value: 200 GP Value: 400

DUNGEONS & DRAGONS Rules CyclopediaWhen a missile with this talent hits, it creates adispel magic effect centered on the point ofimpact (a 20-foot-cube) as if cast by a 15th-levelcaster.

DistanceXP Value: 25 GP Value: 150

DRAGON Magazine 135When loosed, this arrow has a range equal totwice that of a normal arrow, depending upon thetype of bow used to fire the arrow. This extendedrange does not, however, affect distances of shortand medium range, so all distances beyond nor-mal are considered long range. The arrow has a+1 bonus on attack and damage rolls.

of Draconian SlayingXP Value: 250 GP Value: 2,500

Dwarven Kingdoms of KrynnThese arrows serve as normal arrows of slaying,but against all types of draconians.

Note: These arrows only exist in the DRAG-ONLANCE* campaign world of Ansalon.

ElvenXP Value: 20 GP Value: 120

The Elves of AlftieimElven arrows are made from the limbs of the treeof life; the stone points are tempered in the sap ofthe tree of life. Since both superfluous branches

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and sap come available only a few times in adecade, elven arrows are rare.

They are unique in that they have no pluses(unless they are further enchanted), but they arepermanently magical. The arrow always counts asa magical weapon, affecting creatures that canonly be affected by magic. There is a 10% chancethe arrow breaks after each time it is used. Thecost of an elven arrow in human markets is usu-ally around 1,000 gp.

These arrows are only used for special mis-sions. Elven army archers who know they may befacing enchanted monsters generally have one ortwo in their quivers along with their usual non-magical stone or metal-tipped arrows.

of EnchantmentXP Value: 20 GP Value: 120

DRAGON Magazine 181These magical arrows possess a dweomer thatallows them to penetrate the magical defenses ofcreatures that ean be struck only by enchantedweapons. No bonuses for attacks or damageoccur; such a weapon has the same chance to hit ahighly magical monster as an ordinary arrow hasto hit a normal, flesh-and-blood creature, doingas much damage as a regular arrow.

Missile weapons are a bit different. Actual mis-siles of enchantment (bolts, arrows, sling bullets,etc.) are the same as melee weapons. However,bows, crossbows, and slings of enchantment casta magical aura on any mundane ammunition withwhich they are loaded (no extra bonus for usingmissiles and bows of enchantment together).

For all weapons of enchantment, the XP cost isthat of a regular +1 version of that weapon type,or whatever other official magical weapon existsof that type that is of low value. These weaponsdo not lose their abilities when taken to otherplanes, and the missile launchers can providetheir owners with a virtually unlimited supply of"magical" missiles. Just remember that the dam-age done is the same as for ordinary weapons.The magic doesn't add to the weapon's attackcapabilities; it negates a monster's defensivecapabilities.

of ExplosionsXP Value: — GP Value: 500

DRAGON Magazine 135When nocked into a bow, this arrow explodes intoa 6 HD fireball (as if cast by a 6th-level wizard).

There is no saving throw against the effect, andthe personal possessions the archer carries mustsave vs. magical fire at -4.

of Extended RangeXP Value: 100 GP Value: 600

The Complete Book of ElvesThere are three versions of this arrow, whichallow the user to double, triple, or even quadruplethe normal ranges for any type of bow. The firstversion allows for a double range, it is the oneencountered about 60% of the time. The triple-range version is found about 30% of the time, andthe quadruple-range arrow is met only 10% of thetime.

Although these arrows do not have an attackbonus, they are effective against creatures that areimmune to all but magical weapons (up to +1). Inaddition, the arrows cancel out the normal rangemodifiers of the bow, using instead the modified,multiplied range for purposes of figuring modi-fiers. Arrows of extended range are usually foundin groups of 2d10.

Faerie FireXP Value: 20 GP Value: 120

DRAGON Magazine 135This arrow covers any human-size or smallercreature it hits with faerie fire, as the Ist-levelpriest spell. The spell lasts 12 rounds. Normaldamage is also done to the victim.

of FireXP Value: 40 GP Value: 240

DRAGON Magazine 135This arrow immediately bursts into flame afterbeing fired. An arrow of fire does normal damageplus 1 d6 hp fire damage to any creature it hits.Creatures native to the Plane of Elemental Fireare immune to the fire damage, but cold-dwellingcreatures take +2 hp damage from this arrow. Anyclothing worn by the victim must make a savingthrow vs. normal fire or be destroyed.

Fire SeedXP Value: 200 GP Value: 500

The Complete Book of ElvesLike the./zre trap arrow, this one requires a spe-cial, hollow pottery tip, wherein the fire seeds areplaced. When the arrow strikes the target, theseeds detonate, inflicting 2d8 points of damage toall within 10 feet of where the arrow falls. If the

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arrow hits someone, the victim suffers 1d4 pointsof damage, as well as the 2d8 points from the fireseed', the victim doesn't even get a saving throwto take only half damage.

Fire TrapXP Value: 300 GP Value: 700

The Complete Book of ElvesBy casting afire trap spell on a tiny and delicatebox, then sealing this box inside a special, frag-ile arrowhead, an elf priest can create an effec-tive flame arrow. In theory, when the arrow hitsa firm enough target (anything harder thanwater), it triggers the spell, engulfing its targetin a sudden blaze of flame. In game terms, thehead and box must make a single saving throwagainst crushing blow (as pottery) in order forthe fire trap to detonate. Otherwise, the arrow isa dud, though it could possibly be reused againstthe archer.

The damage caused by this arrow is 1d4+lplus the variable damage caused by the fire trap.Even if the arrow misses its target, it still createsa conflagration in the area if the head cracksopen.

FlamingXP Value: 20 GP Value: 60

POLYHEDRON Newszine 47These magical arrows +2 are found in caches of2d6. When fired, they burst into flame, doing anadditional 1d6 points of damage to the target, andset fire to all flammables within 3 feet of thepoint of impact.

of FlyingXP Value: 500 GP Value: 750

DUNGEONS & DRAGONS Rules CyclopediaA missile with this talent can be fired at rangesfive times greater than normal. If the missileweapon firing this arrow is also magical and hasan additional range multiplier, the effect is cumu-lative; multiply each maximum range by five. Ifthe missile weapon is not magical, use the maxi-mum ranges.

of ForceXP Value: 80 GP Value: 480

DRAGON Magazine 135This arrow causes the struck creature to make asaving throw vs. spell at -3. If the save is unsuc-cessful, the creature is encased in aforcecage for

three turns (see the 7th~level wizard spell fordetails). Due to its high degree of power, thearrow of force provides a -3 penalty on attackrolls. No damage is done to the victim.

of HarmXP Value: 80 GP Value: 480

DRAGON Magazine 135This arrow does double normal damage to onespecified type of creature. If used on any creatureother than that specified for the arrow's use, nor-mal damage is done to the target. The followingtable lists the most basic types of creatures forwhich arrows of harm are created. At the DM'sdiscretion, other monsters and demihuman racesmay be added.

Roll Creature type1 Aquatic creatures2 Tanar'ri, Yugoloth, and Baatezu3 Demihumans4 Dragons5 Elementals6 Giants7 Lycanthropes8 Undead

of HoldingXP Value: 50 GP Value: 300

DRAGON Magazine 135This mystical arrow is inscribed with strangerunes. When it hits its target, the target mustmake a saving throw vs. spell or freeze as ifaffected by a hold spell. The effect lasts for 2d4rounds. The victim takes no other damage.

of Holding IIXP Value: 50 GP Value: 100

The Ruins of UndermountainThese finely made arrows are usually crafted byelves, but the secrets of their manufacture areknown to a few craftsmen of all races. Sucharrows count as magical weapons when deter-mining what they can strike, but they provide nocombat bonuses of any sort.

The strike of an arrow of holding does onlyone point of damage, but these arrows pierceany armor. On striking, the arrow vanishes in apulse of silvery radiance, and the target crea-ture must save vs. spell at -4 or suffer theeffects of a hold person spell for 5+ld4 rounds.All types of creatures can be affected, and an

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Arrow of Light

arrow of holding even affects levitating, self-animating, or otherwise mobile dweomereditems, freezing them in one relative place. (Ifan arrow of holding misses, it may be retrievedfor reuse.) A typical treasure hoard holds 1d6arrows of holding.

IceXP Value: 10 GP Value: 50

POLYHEDRON Newszine 47Crafted of solid steel, these arrows radiate alter-ation magic and are cold to the touch. Whenfired, they transform themselves into 18 inch ici-cles that do an additional 1 d6 damage to fire-using or fire-dwelling creatures. They have nomagical bonus. They are found in catches of 1d8.

of IlluminationXP Value: 30 GP Value: I SO

POLYHEDRON Newszine 82When fired, this arrow levitates to a point 3 feetabove the archer's head. The arrow follows thearcher as he or she travels, adjusting its height ifthe ceiling lowers. The arrow glows with theequivalent of a light spell and functions for 24turns or until it is broken. Usually 2d4 of thesearrows are found together.

Illusory MissilesXP Value: 10 GP Value: 100

DRAGON Magazine 181There are illusory missiles of various types tocomplement illusory weapons and armor. Illu-sory sticks and stones are tiny things, totally use-less in battle—normally. When the commandword is spoken, however, a faintly visible magicalfield surrounds them, stretching them out to theproportions of regular javelins, arrows, or slingbullets. Although the field does no damage itself,it is substantial enough to enable the missile to behandled and used with a blowgun, bow, sling, orspear thrower. If the enemy sees one of thesecoming, the foe will probably assume the worstand take damage equivalent to that of an ordinarymissile, but it's all show. These devices are usableonly once.

of JusticeXP Value: 200 GP Value: 400

The Five ShiresAll shire sheriffs carry 1 d8 arrows of justice intheir boots or thrust through their belts. The

arrows remain inactive in the hands of anyonebut a halfling. When cast by a halfling at a vis-ible target, an arrow of justice flashes unerr-ingly to strike the creature as a magic missile,following it around obstructions and throughchanges in direction to any range, within oneround.

The touch of an arrow of justice may deal 2d6points of damage (save vs. spell allows half dam-age), or merely root the subject to the spot (heldfor 1d4+l rounds, with no save), as its hurlerdesires. It may be mentally commanded to causeboth effects when it is released. If not com-manded, it always deals damage. If the target isan illusion, the arrow simply falls from thecaster's hand to the ground, unused and inacti-vated. Upon striking a target, an arrow of justicevanishes forever.

A creature struck by an arrow of justice glowswith a silvery radiance for 3d6 rounds. This effectfoils attempts to hide in shadows, mingle withother creatures, or use invisibility, but dispelmagic cancels the arrow's effect.

Hin masters and keepers construct these itemsin secrecy under the guidance of certain humanwizards, and sheriffs hide caches of replacementsin handy places about the shires. No hin woulddare to move or take a discovered arrow of jus-tice, unless fellow hin are endangered and thearrow might aid them—the hin would then actand trust to the wisdom and mercy of the sheriffsto avoid any punishment.

of LawXP Value: 200 GP Value: 400

Gods, Demigods, & HeroesThis is found as a quiver of 20 arrows. Thearrows always hit and kill chaotic creatures atnormal long bow ranges.

of LightXP Value: 40 GP Value: 120

The Complete Book of ElvesThese are among the most permanent and com-mon of all the enspeiled arrows. If a continuallight spell is cast upon the shaft of an arrow, itcan then be used to either spotlight or blind anenemy. These arrows are common among elfscouts, who carry them sheathed until there is aneed for them.

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of LightingXP Value: 50 GP Value: 100

DUNGEONS & DRAUONS Rules CyclopediaThe missile can create a light spell effect (30-foot-diameter), either upon command or when ithits a target. If a creature is hit, the victim mustmake a saving throw vs. spell or be blinded by thelight (as if the spell had been cast at its eyes). Themissile disintegrates when the light is created.

of LightningXP Value: 100 GP Value: 600

DKAGON Magazine 135This arrow has a +2 bonus on attack rolls andcauses 1d6 hp damage, plus 20 hp electrical dam-age. When the arrow hits, it emits a large andbright flash of light for a split second (longenough to light up a dungeon corridor). Anyonetouching the victim suffers 1d 10 hp electricaldamage. The arrow is consumed in the lightningcharge. If the arrow misses its intended target, itdischarges all of its electrical energy upon hittingthe ground (or any other solid object, such as adungeon wall).

Lycanthrope SlayerXP Value: 200 GP Value: 1,200

DRAGON Magazine 135This silver-tipped arrow not only gives a +3bonus to attack and damage rolls, but also slaysany lycanthrope it strikes, whether in beast orhuman form, unless the creature struck makes asaving throw vs. death magic. A successful sav-ing throw causes the victim to take double dam-age from the arrow.

Maglubiyet's WoundingXP Value: 500 GP Value: 2,500

Dungeon Magazine 33These arrows have been enchanted by Maglubiyet,a goblin deity. They can only be enspeiled throughdiligent prayer and ceremony. They can be usedonly once and are +2 to attack and damage. A crea-ture struck by an arrow of Maglubiyet's woundingloses half its Strength immediately, in addition tothe arrow damage. If the arrow remains in thewound, the creature does not regain its Strength ormagical abilities, and cannot heal its wounds—even at normal rates. Goblins normally use thisarrow against monsters that have no hands, so thearrow cannot be removed.

of MisdirectionXP Value: — GP Value: 100

DRAGON Magazine 135This arrow is similar to an arrow of direction; thedifference is that this cursed arrow reveals thewrong direction.

Missile Weapon of AccuracyXP Value: 50 GP Value: 300

Oriental AdventuresThis magical missile weapon is +3 on both attackand damage. Furthermore, all ranges are consid-ered to be short range (no range modifierapplied).

Missile Weapon of Distance*XP Value: +50 GP Value: +300

Oriental AdventuresThe weapon is able to fire to double all normalrange categories for the weapon.

of MultiplicityXP Value: 100 GP Value: 600

DRAOON Magazine 135For every 30 feet this arrow travels, anotherarrow appears in flight alongside the originalarrow (up to a total of 10 arrows). Each arrowreceives an individual attack roll with no bonus.For example, a fighter fires one of these arrowsfrom a bow +3. The arrow travels a distance of 65feet. Three arrows reach the target, each of themhaving normal attack chances (counting nonefrom the magical bow).

NilbogXP Value: 100 GP Value: 150

POLYHEDRON Newszine 47Nondescript in appearance, these arrows have anodd power. Due to their unusual enchantment, thetarget is cured of 1d6 hit points upon contact. Asa final touch, the arrows create an illusion ofdamage upon the target (dents in armor, tornclothing, etc.). The illusion lasts one turn. Nilbogarrows are found in caches of 1d8.

Oberon's Arrow of SubduingXP Value: — GP Value: —

Monster MythologyOberon carries arrows used for hunting stags thatare enchanted to inflict subduing damage only.

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Oberon's Arrow of SlayingXP Value: — GP Value: —

Monster MythologyOberon carries a quiver of arrows of slaying andis known to use these on bugbears, goblins, hob-goblins, and orcs (others at the DM's option).When they strike, the victim does not receive asaving throw.

ParalyzationXP Value: 50 GP Value: 120

POLYHEDRON Newszine 47These +1 arrows are found in caches of 1d6. Inaddition to the regular damage, a creature struckby an arrow must make a save vs. paralyzation orbe paralyzed for 1d6 rounds.

of PenetratingXP Value: 50 GP Value: 300

DUNGEONS & DRAGONS Rules CyclopediaA missile with this talent cannot be stowed byunderbrush, webs (normal or magical), or otherforms of cover. The victim's Armor Class is notmodified by cover of any sort.

of PenetrationXP Value: 50 GP Value: 300

DRAGON Magazine 135This magical arrow has no attack or damagebonuses. Once fired from a bow, however, an arrowof penetration keeps going, phasing through anynonliving material in its paths until it reaches itsmaximum range or strikes a living object. Againstthis arrow, normal armor and shields are ignored inthe determination of Armor Class. Magical armorand shields improve the Armor Class of the victimby one for each +1 of protection they provide, as dorings and cloaks of protection. Bracers of defense,however, are useless. Bonuses for cover and con-cealment are ignored unless the cover is made ofliving material. Creatures totally hidden from vieware treated as invisible (—4 to hit them). Magicalprotections and Armor Class adjustments for highDexterity still apply. The Armor Class of creatureswith natural armor remains unaffected.

of PerseveranceXP Value: 50 GP Value: 300

DRAGON Magazine 135Once shot, this arrow goes after its target regard-less of range, as long as the target is within view.The arrow, however, gains a cumulative -1 to

attack for every 100 yards beyond its maximumrange that it travels. Once the arrow gains a totalof a -10 penalty to attack, it vanishes. The arrowhas a +2 bonus to damage.

of PiercingXP Value: 50 GP Value: 300

DRAGON Magazine 135The target of this missile must save vs. petrifica-tion or lose all protection provided by armor andhide. The subject has AC 10 with regards to thismissile attack if the saving throw fails, the arrowthen does maximum damage (6 hp, plus theStrength bonuses of the archer if applicable). Thearrow does normal damage if the victim's savingthrow is successful.

of PolymorphingXP Value GP ValueGlass: 225 1,350Ice: 225 1,350Monster: 225 1,350Paper: 225 1,350Small Animal: 225 1,350Stone: 225 1,350

DRAGON Magazine 135An arrow of polymorphing is as rare as an arrowof slaying, and is thus infrequently encountered.

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Arrow of Pursuit

This arrow is +3 to attack but not to damage.Besides taking normal damage after being hit, acreature struck by an arrow of polymorphingmust save vs. polymorph. If successful, nothingfurther occurs. If the creature fails to save, it ispolymorphed into another form. Only one arrowof this type may be found at a time.

There are six different kinds of arrows ofpotymorpfti'/ig; when found, a random roll isrequired to determine the arrow type. Note thatthe only creatures affected by arrows of poly-morphing are those that are susceptible to thespell polymorph other. Arrows of polymorphingare classified according to the form into whichthey change the recipient. The six differentarrow types are as follows:

Roll123456

Form assumedStoneMonsterIceSmall animalPaperGlass

Stone: A creature hit by an arrow of this typebecomes petrified as if struck by a cockatrice.The duration of the petrification is permanent,although spells such as stone to flesh or limitedwish may be used to reverse the effects of thearrow.

Monster: This arrow polymorphs the victiminto a randomly determined monster. If the vic-tim's personality is lost, the monster attacks allnearby creatures until it is killed or until there isnothing left for it to fight. The effects last untildispelled. The suggested monster types are as fol-lows:

Roll Monster1 Werewolf2 Medusa3 Ogre4 Troll5 Owlbear6 Five-headed hydra

Ice: This is perhaps the most deadly of the var-ious types of arrows of polymorphing. A creaturehit by one of these arrows is instantly trans-formed into a statue of solid ice. Unless the statueis kept at a temperature below freezing, it melts

away, completely destroying the polymorphedcreature in the process. The ice statue lasts for asmany rounds as the target creature has hit points.If the ice form is undone by a dispel magic spell(against 12th-level magic) or by other magicalmeans, the victim is restored to life if a systemshock roll is made; otherwise, the victim reap-pears, but is dead. For every round spent in theice form, the victim loses 1 hp from the effects ofmelting—a fighter restored to life after 12 roundsin ice form has lost 12 hp.

Small animal: An arrow of this sort trans-forms the creature it hits into a small, harmlessanimal such as a mouse (AC 8; MV 6; HD %; hp1; #AT nil). This form lasts until dispelled.

Paper: This type of arrow reduces any individ-ual it hits to a two-dimensional paper replica ofhe, she, or it. This "paper doll" is life-size and ishighly flammable. The duration of this effect isonly 4d6 turns. After this time has expired and ifthe paper has not been destroyed, the individualreturns to normal. These paper dolls may befolded and carried without injury to the polymor-phed individual (unless the effect expires, whichcauses the individual to return to his normal sizeand shape).

Glass: This final arrow type turns a creature ithits to solid glass. The effects of this arrow arepermanent and may only be reversed with a stoneto flesh or similar spell. A glassteel spell can pre-serve the victim from most harm until further aidcan be rendered, but the spell must be removedbefore the victim is fully restored by other means.

of PursuitXP Value: 85 GP Value: 500

DRAGON Magazine 135An arrow of pursuit is +3 to hit and damage.When shot from a bow, the arrow unerringlyseeks out the living being with the greatest num-ber of hit points within its range, then heads forthat individual—no matter what the original tar-get. In addition, if the arrow misses on its firstpass, it returns on the following round, after along curved, flight and attempts to hit the target asecond time, now with a +2 bonus to attack anddamage rolls. If the second pass misses, it triesone last time on the following round with a +1bonus. If it fails then, it crashes into the earth andis destroyed. This arrow has a range of 3 miles,though it does not often need to follow its targetthat far.

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An arrow of pursuit is very useful when a char-acter wants to pick off a group leader who ismoving about in an army, protected by troops. Inthis case, the arrow winds its way in and out ofthe troops until it hits its target. Only one sucharrow may be found at a time.

Quarrel of BitingXP Value GP ValueAcid; 150 400Normal: 100 300Poison: 150 400

The Ruins of UndermountainThis rare type of magical crossbow bolt does 1d6damage when striking, turning into a smallwinged snake upon impact. The snake immedi-ately hits and bites for an additional 1d4+l pointsof damage. It then flies about for another tworounds, biting at the same target, before dissipat-ing into a plume of harmless smoke. Quarrelsnakes can damage creatures vulnerable to +1weapons. Such snakes are unintel l igent anduncontrollable by magical means. Their combatstatistics are: AC 3; MV Fl 12 (B); HD 1+1; 9 hp;THACO 19, #AT 1. Quarrels of biting are morecommon in eastern and southern lands of theRealms, but the costs listed above apply to theircreation and sale prices in the North. Rumors per-sist across Faerun of poisonous and even acid-spitting specimens of these weapons. Poisonousor not, most guilds, factions, and priesthoods donot consider the use of these weapons a good act(or, in the case of the priests and worshipers ofTempus, an "honorable" act). Quarrels of bitingare usually found in bundles of 1dl2.

RedXP Value+1:20+2:50+3:75+4: 100+5: 150-1: —

GP Value120300450600900

50Kingdom of Nithia

Red shafted arrows are not uncommon in Nithia.Some are made from red-colored reeds whileothers are dyed. The common belief is that a redarrow seeks blood, making it more likely to hitand cause damage. This belief is backed by thefact that truly magical red arrows do exist inNithia. Their source is uncertain. Perhaps a

nomadic archer, a sect of priests, or an elderlyscribe created them. In any event, a true (magi-cal) red arrow provides an equal bonus to attackand damage rolls. Bonuses are as follows:

Roll123456

Bonus+1+2+3+4+5cursed, -1

of RefillingXP Value: 100 GP Value: 400

DUNGKONS & DRAGONS Rules CyclopediaThis talent gives no special effects to a missilewhen fired. If left in a container with other mis-siles of the same type (that is, a refilling arrowwith normal arrows or a refilling sling stone withnormal sling stones), however, it magically cre-ates 1d20 more missiles of the normal type eachday.

of ReturningXP Value: 40 GP Value: 240

DRAGON Magazine 135Once fired, this arrow returns to the archer'squiver after an unsuccessful attempt to strike itstarget has been made. An arrow of returning is +1to attack and damage rolls. It returns at the end ofthe round in which it was fired. For example, aranger fires an arrow of returning at a dragon. Itsattack roll is not high enough to damage thedragon, so the arrow returns to the ranger'squiver, where it can be used again on the ranger'svery next shot.

of Rock PiercingXP Value: 50 GP Value: 300

DRAGON Magazine 135This arrow is made of a special, magical metal.When used by an archer of at least 16 Strength,this missile automatically hits its intended tar-get—which is a specific point of nonliving rockinto which the arrow sinks, leaving around 6inches of the rear of its shaft exposed. A smallsteel ring is set into the rear of the arrow, to whichcan be tied a thin line or cord. If an archer with anarrow of piercing encounters a deep chasm withno way across, he or she needs only to tie a ropeto the end of the arrow and shoot the arrow at the

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Arrow of Roping

intended target. The arrow automatically hits itstarget dead center, and the archer can now crossthe chasm. If a character of less than 16 Strengthattempts to fire the arrow, it bounces off therocky surface at which it was fired.

The arrow of piercing is reusable; in order toretrieve the arrow, the archer simply grasps itwith both hands and pulls it from the target. Thearrow then slides out if an open doors roll is suc-cessful. If the roll fails, another attempt may bemade one turn later.

This arrow actually bounces off any fleshycreature at which it is fired (doing no damage),but it acts as an arrow +5 against any living oranimated target composed of stone (stone golem,crystal warrior—others). Additionally, it slaysinstantly any creature that has been petrified(treat stone as AC 0), if a saving throw vs. deathmagic is failed; a successful save means onlydouble damage.

of RopingXP Value: 20 GP Value: 120

DRAGON Maga7ine 135When used, this magical arrow leaves behind asmoky brown trail through the entire arc of itsflight. The trail solidifies into a material brownrope when the arrow strikes its target, bondingto the bow that fired it. The arrow bonds to anytype of wood it hits, and has a 70% chance ofpenetrating and b o n d i n g to stone or metal.Once bonded, the arrow never pulls free (unlessexcessive weight is applied), and only bends if asuccessful bend bars roll is made. The rope cansupport up to 500 pounds of weight at oncebefore it breaks or the arrow pulls free (50%chance of either).

of Scent DetectionXP Value: 20 GP Value: 120

DRAGON Magazine 135This arrow allows its user to smell odors fromthe location at which the arrow landed, similarto the arrows of Clairaudience and clairvoy-ance.. This ability is activated by uttering thecommand word ("Scent!"), and shooting thearrow. The archer can then smell odors aroundthe arrow's location by plugging his nose andinhaling. In so doing, the archer is able tobreath normally, inhaling air from the arrow'slocation. One major drawback of the arrow'suse is that poisonous or harmful gases may be

inhaled in this manner, affecting the archer asif he or she were breathing the gases normally.If the arrow is entirely buried in water or mud,the arrow's user coughs and chokes for oneround, being unable for that time to breath,f i gh t , or even move. This effect wears offimmediately afterward, leaving the archer noworse for the experience. Odors within 30 feetof the arrow may be inhaled and sensed. Fewarchers use this arrow, but some rangers andscouts have detected monsters with especiallystrong scents.

of ScreamingXP Value: 20 GP Value: 120

DUNGEONS & DRAGONS Rules CyclopediaThis arrow's effect occurs when the missile isfired, even if it misses the target. As it travelsthrough the air, the missile produces a loud cry,causing all within 30 feet of its path to checkmorale. If the morale check fails, the victimsretreat in fear for 1dS rounds.

of Screaming IIXP Value: 20 GP Value: 120

DRAGON Magazine 135When this missile is fired, it emits an ear-shat-tering scream that deafens all beings within 30feet of its flight path for 1 d4+2 rounds—includ-ing the archer, unless protected. In addition,those affected drop everything and cover theirears during the melee round in which the arrowis in flight. Any Spellcasters lose their concen-tration, so all spells to be cast during this timeare lost. There is a 15% chance that a set of earplugs are found with these arrows, to protect thearcher.

of SeekingXP Value: 100 GP Value: 500

DUNGEONS & DRAGONS Rides CyclopediaThis talent only functions when the missile isfired at an object; it is not usable against crea-tures. It automatically hits any one target objectwithin range as long as the path of travel is clear.It may be used as a missile of disarming, if

.desired, or it can be used to sever a normal rope,pierce a sack, push a button, trigger a trap, etc. Itautomatically misses any creature at which it isaimed.

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Arrow of Slaying

of Seeking IIXP Value: 100 GP Value: 500

The Complete Book of ElvesThis is a more powerful version of an arrowimbued with a seeking spell. Not only does itround corners in pursuit of its prey, it also gains abonus of +2 damage. These arrows are usuallyfound in groups of 1d10, although sometimes asmany as 2d8 can be found,

of SetXP Value: 250 GP Value: 1,500

DRAGON Magazine 135At first glance, this appears to be an ordinaryarrow. Closer examination reveals the arrowheadto be made of bone and carved to resemble thehead of a serpent. An arrow of Set is +1 to attackand damage. Anyone hit by one of these arrowsmust save vs. poison at -1 or die within 1d4rounds. A character whose saving throw is suc-cessful takes 2d6 hit points damage from thevenom in addition to the damage taken when hit.The arrow disintegrates on impact.

Making an arrow of Set requires bone from apoisonous snake (for the arrowhead) plus thesnake's venom (the arrowhead is steeped in it). Apriest must cast poison on the arrowhead duringthe enchantment. Only one is found at a time.

of SignalingXP Value: 20 GP Value: 120

DRAGON Magazine 135This magical arrow has a brightly colored shaft,usually red, orange, or yellow in color. It sports acrystalline point. If used as a weapon, it does nor-mal damage. However, if fired directly into theair, at least 100 yards over the head of the bow-man, it leaves a trail of glittering sparks behind itfrom the 100-yard height up to a height of 500yards, regardless of the type of bow from which itwas fired. When the arrow is 500 yards above thearcher, the arrowhead explodes in a sphere oflight 100 yards across—of the same color as thearrow's shaft. The ball of light is visible for manymiles and lasts for 2d4 melee rounds before fad-ing. The arrow disintegrates upon bursting.

of SilenceXP Value: 20 GP Value: 120

DRAGON Magazine 135This magical arrow is very useful indeed—espe-cially when PCs are seeking entry to some heav-

ily guarded fortification. Not only does this arrowhide the "twang" of bow shots, it also silencesany noise made by its target. Furthermore, anyactions conducted within a 15-foot radius of thearrow are cloaked as if by a permanent version ofthe priestal spell, silence 15' radius.

of SinkingXP Value: 200 GP Value: 400

DUNGEONS & DRAGONS Rules CyclopediaWhen fired at a water craft, an arrow of sinkinginflicts ld10+10 (11-20) points of hull damagewhen it hits. (The AC of the vessel is used, as ifthe shot were a ramming or catapult attack.)

of SlayingXP Value: 250 GP Value: 2,500

DUNGEONS & DRAGONS Rules CyclopediaIf the die rolls for a missile indicate this ability,roll 1d10O. The result indicates the missile'sopponent. When an opponent is hit by this mis-sile, the victim must make a saving throw vs.death magic or die.

Roll Opponent Roll Opponent01-06 Bugs 59-67 Reptiles and07-09 Constructs dinosaurs10-15 Dragonkind 68-70 Spell-immune16-24 Enchanted monsters

Monsters 71-76 Spellcasters25-36 Giantkind 77-88 Undead37-48 Lycanthropes 89-94 Water

breathing49-52 Planar Beings monsters53-58 Regenerating 95-00 Weapon-using

monsters monsters

• Bugs include all normal and giant-sized formsof arachnids (spider, tick, scorpion, etc.),insects (ant, beetle, fly, etc.), and chilopods(centipedes, etc.),

• Constructs include all created monsters suchas living statues or golems. Gargoyles are alsoincluded in this category.

• Dragonkind includes dragons of all colorsand sizes plus draconian monsters such as thechimera, hydra (al! types), salamander, andwyvern.

• Enchanted monsters include those creaturesthat cannot be hit by normal or silver weap-ons.

• Giantkind includes all giants and all giant-

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Arrow of Slaying IV

type creatures such as ogres, Cyclopes, andother humanoids that are larger than human-size (including characters who have consumeda potion of growth.).

• Lycanthropes include all werecreatures,whether in animal form or not, and all charac-ters afflicted with lycanthropy.

• Planar monsters include those creatures thatcome from the Elemental, Ethereal, Astral, orOuter Planes. All types are included, butImmortals do not count as planar monsters.

• Regenerating monsters include all creaturesthat regain more than 1 hit point per day byrest or other means. This includes any creaturewearing a ring of regeneration.

• Reptiles and dinosaurs include all normaland giant-sized forms of lizards, snakes, tur-tles, crocodiles, and dinosaurs.

• Spell-immune monsters include those crea-tures that are immune to 1 or more spell lev-els, as specified in the monster descriptions(such as drakes). This does not include crea-tures that are immune merely to certain spe-cific spells (such as the undead immunity tosleep, charm, and hold).

' Spellcasters include all priests, elves, wiz-ards, and other creatures able to use spells.

• Undead includes all types of undead crea-tures, both land and water, from skeleton tolich.

• Water-breathing monsters include thosecreatures able to breathe water, includingcharacters under the influence of a potion orring of water breathing. Note that aquaticmammals breathe air and are not included inthis category.

• Weapon-using monsters include those crea-tures that have weapons in hand (not claws) atthe time of a melee. For example, a wereratwielding a sword would be affected by thisadditional bonus, but the wererat would not beaffected if it were attacking only with its bite.

of Slaying IIXP Value: 250 GP Value: 2,500

DRAGON Magazine 35Ineffective against "wild and crazy" comedians,even when struck in the head. In game terms, thisarrow is -2 to attacks against bards.

of Slaying IIIXP Value: 250 GP Value: 2,500

DUNGEON MASTER GuideThis is an arrow +3 with unusual physical charac-teristics—a shaft of some special material, feathersof some rare creature, a head of some strangedesign, a rune carved on the nock, etc. These char-acteristics indicate the arrow is effective againstsome creature type. If the arrow is employedagainst the kind of creature it has been enchantedto slay, the missile kills it instantly, if it hits the tar-get creature. The following list comprises only aportion of the possible kinds of these arrows:

Roll12345678910

CreatureArachnidsAviansBardsPriestsDragonsDruidsElementalsFightersGiantsGolems

Roll11121314151617181920

CreatureIllusionistsMagesMammalsPaladinsRangersReptilesSea monstersThievesTitansUndead

Develop your own types and modify or limitthe foregoing as fits your campaign.

In a DRAGONLANCE Campaign: The arrow ofdragon slaying does not exist on Ansalon. SeeArrow, of Draconian Slaying.

of Slaying IVXP Value: 250 GP Value: 2,500

Land of FateThis arrow uses the following table in Zakhara:

Roll Victim1 Arachnids2 Bard3 Bird4 Elemental

Roll Victim11 Hierarchy priest12 Mammal13 Paladin14 Ranger

5 Elemental wizard 15 Reptile6 Enlightened* being 16 Sea Creature7 Fighter 17 Sha'ir8 Free Priest 18 Sorcerer9 Genie 19 Unenlightened

being10 Giant 20 Undead*See Sword, of the Believer for definitions ofenlightened and unenlightened.

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Arrow of Sleighing

of SleighingXP Value: — GP Value: 50

DRAGON Magazine 35When this powerful item is drawn in a bow, in acombat situation, it immediately expands andunfolds into a full-size, four-place toboggan.

SnakeXP Value: 50 GP Value: 100

POLYHEDRON Newszine 47When loosed, these arrows +1 transform themselvesinto pit vipers (AC 8; HD 'A; hp 3; #AT 1; Dmg 14; SApoison). Their poison is weak, so all saving throws areat +1. They remain in snake form until killed (whichalso destroys the arrows). A dispel magic spell causesthem to turn into nonmagical arrows.

of SpeakingXP Value: 50 GP Value: 150

DUNGEONS & DRAGONS Rules CyclopediaA missile with this talent misses any creature atwhich it is fired—it is used for communicationpurposes only. The user may give the missile anymessage of 20 words or less and then shoot it,either naming a place within 10 miles or aimingat a target. The missile automatically lands on thefloor or ground in the target area, repeats its mes-sage aloud twice, and falls silent.

Stun BoltXP Value: 200 GP Value: 700

Dwarves DeepThis special crossbow quarrel can be fired fromany size crossbow from hand to heavy, andlooks like a stone door knob on a short, thinshaft. When fired, a stun bolt behaves in allcases (range, ROF, etc.) as if fired from handcrossbow. However, on impact it shatters intodust-sized motes, releasing a stunning magicalshock of force that does 2d4 damage to anybeing struck. Victims of a stun bolt strike areunable to think or act coherently for the roundfollowing the hit (no saving throw). Only livingthings are affected—undead and objects sufferno shock effects. Such weapons are often usedby dwarven guards.

of StunningXP Value: 250 GP Value: 750

DUNGEONS & DRAGONS Rules CyclopediaA victim hit by a missile with this talent mustmake a saving throw vs. spell or be stunned for1d6 rounds.

Stirge's BiteXP Value: 130 GP Value: 780

DEACON Magazine 135This arrow +5 has a steel shaft and is rather largein size. When the arrow hits, it drains one ounce ofits target's blood, which is then stored in a hollowcompartment in the shaft. The following round, thearrow detaches itself from its victim and may berecovered later by the archer. Due to the impor-tance of blood as an ingredient in the fabrication ofscroll inks and potions, this arrow is highly prizedby wizards, priests, and alchemists.

of TeleportingXP Value: 400 GP Value: 800

DUNGEONS & DRAGONS Rules CyclopediaA victim hit by a missile with this talent mustmake a saving throw vs. spell (at a +2 bonus tothe roll) or be teleported to a point 1d10O milesaway, with direction and distance determined ran-domly. The victim cannot arrive in the air orwithin a solid object.

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of TransportingXP Value: 400 GP Value: 800

DUNGEONS & DRAGONS Rules CyclopediaA victim hit by this missile must make a savingthrow vs. spell or be sent to a point up to 360 feetaway, as determined by the missile user. This isidentical to the wizard spell dimension door, andcannot cause the victim to appear within a solidobject.

WoodenXP Value: 1,000 GP Value: 5,000

The Complete Book of ElvesThis is a completely organic arrow. Made entirelyfrom wood and carved with ornate runes, itappears to be nothing more than a novelty, or per-haps a woodcarver's doodle. In reality, this arrowis a very dangerous weapon, and it radiates strongenchantment magic.

The arrow ignores all nonorganic armor.Thus, metal armor offers no protection againstthis missile, while leather, hide, and scale mailmade from a creature's skin offer normalbonuses. Studded leather protects only as leatherarmor.

Those wearing metal armor are considered tobe AC 10 against this arrow. Magical protectionstill applies; thus, plate mail +4, although nor-mally AC -1, would instead be AC 6 against thewooden arrow.

These arrows are never found in bunches. Ifencountered, there is but a single shaft. Further-more, the wooden arrow is an exception to elvenarrows in that it is always destroyed when fired,regardless of whether or not it hits anything. Thewood necessary to the enchantment is such that itcan function no other way.

ofWoundingXP Value: 500 GP Value: 2,500

DUNGEONS & DRAINS Rules CyclopediaWhen a missile with the wounding talent strikes atarget creature, it inflicts normal damage. In addi-tion, however, it causes the loss of 1 hit point perround thereafter until a magical cure is applied (apotion, cure spell of any type, etc.). However, noundead creature or construct (golem, livingstatue, etc.) can be wounded with this talent, andsuch creatures suffer only the initial damage.

Arrowhead of MarkingXP Value: 25 GP Value: 50

The Ruins of UndermountainThese normal-looking stone arrowheads must beshaped by the being enchanting them. The com-mon use of these devices is as dungeon and mazemarkers. If one is placed on a stone surface, and acommand word (set during the enchantment ofthe item) spoken, the arrowhead sinks into thesurface of the stone. There it fuses, leaving aclearly visible arrowhead mark, pointing in thedirection it was set.

These items may be used to point directions, ormultiples can be placed to form code symbols ormessages in the stone walls, floors, and ceilingsof buildings, cave networks, or dungeons. Harpersoften place them on stones in outdoor areas, tomark trails or burial sites. Typical treasure hoardscontain 2dl2 of these arrowheads.

ArtFew magical pieces of artwork (paintings andportraits in particular) exist in the AD&D cam-paign worlds, but those that do show an amazingdiversity of properties. Some can be used by non-mages simply through proper concentration;others can be used to their fullest extent only bywizards. Most radiate a magical aura. Unless oth-erwise specified, magical paintings are totallyimmune to normal fire and to normal crushingblows, or the effects of time. They gain a +4 sav-ing throw bonus vs. other hazards (magical fire,electricity, and so on), reflecting the strength oftheir dweomers.

Blue on BronzeXP Value: 1,000 GP Value: 7,500

DRAGON MagicThis painting is an abstract swirl of deep bluesand violets. If anyone studies the painting for2d10 minutes, a voice sounds in his or her headasking for a question. If the character rolls a suc-cessful Wisdom Check, the magical painting cor-rectly answers any yes or no question. Thepainting answers one question per being per day.

Dragonnel-by-the-CliffXP Value: — GP Value: 9,000

DRAGON Magazine 179This is an unframed square painting, 3 feet to aside, and mounted on tightly stretched dragonnel

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The Gladiators

hide. Its powers are mostly unknown, and this factalone makes the painting worth 5,000 gp. Unlikethe other paintings described in this section, Drag-onnel radiates no aura of magic. Only an identifyspell can show that it is magical. This work wascreated two centuries ago by the half-drow wizardLiemuai (now rumored to have become the lichlord of an Underdark kingdom) and is thought toreside in the treasure repository of some drownoble. This painting originated from an undis-closed location in the Pomarj region of Grayhawk.It depicts a large dragonnel perched on a rockycliff above a river valley.

By concentrating and speaking the word ofsummoning, "fuga," the viewer can call forth thedragonnel, causing it to vanish from the paintingand appear before the summoner. The dragonnelis totally obedient to the mental orders of the per-son who called it forth, willing to act as a mountto the limits of its strength or to fight to the death.Note that obedience is not transferrable, since themental rapport necessary for control exists onlybetween the dragonnel and its summoner.

Dragonnel: (INT semi-; AL NE; AC 3; MV 12,Fl 18 (C, D if mounted); HD 8 +4; hp 68; THACO11; #AT 3; Dmg 1d6/ld6/4d4; SA tail slap to therear, with no other attack, for 2d6; ML 13.

If called during the day, the dragonnel remainsin existence until the sun touches the horizon,disappearing instantly—with no warning (poten-tially embarrassing to its rider if in flight at thetime). If called during the night, it disappears atthe moment the sun first appears above the hori-zon. The dragonnel can be dispelled by its sum-moner at any time, returning it to the painting. Ifthe beast is killed, the corpse remains until thesun next touches the horizon, then returns to thepainting. The dragonnel can only be summonedonce in any 24-hour period; even if it is slain,another dragonnel can not be called again for 24hours.

Alternatively, by concentrating on the paintingfor one round and speaking the word of changing,"mutare," the viewer can shape change (like thewizard spell) into a dragonnel. The duration ofthe effect is 20 turns, but it can be dispelledbythe viewer at any time before it expires. Thispower can be used three times a day.

The GladiatorsXP Value: — GP Value: 48,000

DRAGON Magazine 179The Gladiators is a large painting, 6 feet square,heavy and cumbersome. As its name implies, thepainting depicts four heavily armed and armoredgladiators facing each other in a sandy arena. Itwas painted by Arlena the Pair, to ward hercountry villa. Arlena herself vanished twodecades ago and is believed to be dead. Thepainting disappeared around the same time, butrumors have since reported it in various locales.Because of the size of the painting, transportingand hiding it have undoubtedly proved to beserious problems.

If a human, demihuman or humanoid (exceptArlena herself) walks within 10 feet of the paint-ing without first saying a special password (thisword is thought to be lost with Arlena), the victimand all clothing and equipment are immediatelytransported into the painting. This effect is simi-lar to that of a mirror of life trapping, except thatit does not require the victim to look at the paint-ing. Once within the painting, the victim isimmediately attacked by the four chain mail-cladgladiators.

Gladiators (4): (INT average; AL N; AC 4; MV12; F6; hp 48 each; THACO 15; #AT 2; Dmg byweapon type; splint mail, two-handed sword).

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Glorindel^ Gates

The gladiators are totally resistant to all enchant-ment/charm, fear, and other mind-affectingspells; to other spells, they have a 60% magicresistance. They are totally single-minded in theirintent to kill the victim and cannot be reasonedwith in any way.

If the victim is slain, the body is immediatelytransported back outside the painting. If the glad-iators are slain, the victim cannot escape from thepainting unless someone outside speaks the wordof release, "libertas," which may be learned bycasting a legend lore spell). Any damage receivedfrom the gladiators is real and can be cured nor-mally. None of the gladiators' weaponry or armormay be brought out of the painting.

Up to eight creatures may be trapped by thepainting at any one time. They are kept totallyseparate from each other, each with four gladia-tors to fight. When the word of release is spoken,the creature who has been trapped the longest isthe first to be released (first in, first out). Foreach subsequent repetition of the word, anothercreature is released until all have been freed. Ifthe painting is "full" and a ninth creature passesby, the ninth victim is trapped and the creaturewho has been within the painting the longest isfreed. When a creature is trapped by the painting,

his or her image—seemingly part of the paint-ing—appears in the arena, but remains visible foronly one round. After that time, the paintingreturns to normal.

If someone outside the painting speaks theword of summoning, "aggredivi" (also lostwith Arlena but recoverable with legend lore),the four gladiators vanish from the paintingand appear standing before it. (Note that thishas no effect on anyone within the painting;they still have their own four gladiators to dealwith.) The gladiators immediately attack any-one designated by the person who spoke theword, and fight until either they or their oppo-nents are dead. This is all they can do; if thereis no one to fight, or if their summoner tries togive them other instructions, they immediatelyreturn to the painting. Once the combat is over,one way or the other, the gladiators or theircorpses (and all equipment) vanish and thepainting returns to normal. The gladiators canbe summoned once per day. The word of sum-moning must be spoken within 50 feet of thepainting.

GlorindeFs GatesXP Value: — GP Value: 10,000

DRAGON Magazine 179During her sojourn across the lands of theForgotten Realms, but before her return to thecity of Waterdeep (and eventual disappearance),the wizard-bard Glorindel put much effort intocreating a number of small, exquisitely craftedpaintings depicting places she had visited on herextensive travels. As suited her peaceful nature atthis time, they were typically uninhabited areas ofgreat scenic beauty—sylvan glades, wildernesslakes, and forbidden plateaus. Some paintings,however, depicted some less scenic areas thatwere of importance to her, such as the Market inWaterdeep and the courtyard of her villa. Thesesmall paintings, hsr gates, were GlorindePsfavored means of transport.

Any human, demihuman, or humanoid withIntelligence not less than 13 and Wisdom not lessthan 12 may harness the power of one of thesepaintings. If the painting is stared at, uninter-rupted, for two rounds, the viewer experiences thesensation of the image in the painting enlarginguntil it fills his or her entire field of vision,becoming ever more real as it enlarges. After afurther round, the viewer is able to "step into" the

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Glorindel's Living Painting

painting. The effect is identical to the spell tele-port without error. To someone standing nearby,the viewer seems to simply vanish, along with allitems carried. The painting does not teleport withthe user (although if the viewer has another ofGlorindel's gate paintings in his or her backpack,the second does teleport).

Although Glorindel's home in Waterdeep wasdestroyed by undead foes, her body was neverfound. Some believe that she used one of hergates to effect her escape when it became appar-ent that all was lost. Whatever the case, Glorindelhas not been seen since. No one knows how manyof Glorindel's gates were created or may stillexist. Only three are known for certain to havesurvived, all owned by the bard Diarmund ofWaterdeep, All of Glorindel's gates are smallpaintings, usually less than 1-foot square. Unlikemost other magical paintings, they have no innateresistance to harm; they can be damaged anddestroyed like any normal painting.

Glorindel's Living PaintingXP Value: — GP Value: 36,000

DRAGON Magazine 179Further triumphs of Glorindel's art were her "liv-ing paintings." These are generally square, and upto 6 feet per side, usually depicting scenic panora-

mas. The magic involved in these works is moreapparent than that of the gates as the scenes inthese paintings actually move. In a seascape, theclouds may race, sea gulls fly, and waves washover the rocky shore. In a forest scene, the sunmay cast shifting beams of light through the gen-tly moving branches. These paintings are, withoutexception, strikingly beautiful, and could—if itweren't for their frames—almost be mistaken forwindows.

Although their major purpose is to please theeye, each of these paintings has additional pow-ers. When triggered by a command word"fascinum," each has the effect of the spell, hyp-notic pattern. This effect lasts until dispelled byanother command word "en." In addition, thefollowing spells may be cast upon creatures cap-tivated by the painting, each spell triggered byits own word of command: blindness, "caecitas;"suggestion, obsequium;" geas, "exile;" andsleep, "somnus." These spells have no effect onanyone not previously captivated by the hyp-notic pattern effect, and the spells do not countas being cast from the viewer's mind. Each isusable once per day.

As with Glorindel's gates, no one is sure pre-cisely how many living paintings Glorindel cre-ated or how many have survived. Due to their

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Igraine's Portrait

great value (15,000 gp is a bare minimum), thosethat still exist may probably be found in the col-lections of rich merchants, nobles, and other per-sons of wealth.

Igraine's PortraitXP Value: GP Value: 54,000

DRAGON Magazine 179In her dual roles as Court Wizard and CourtPainter of the minor barony Freeman's Pass,Igraine created a number of remarkable portraitsfor her liege, Lord Balto.

Although many of these paintings perished (asdid Igraine herself) when Freeman's Pass wasoverrun by an army of were-creatures, some havesurvived the last century and a half to the presentday.

Each of these paintings depicts one person—aclose friend, a trusted counsellor, close advisor,or family member—with whom Lord Baltowould often have cause to consult. The purposeof these paintings was to make such consultationeasy. Simply concentrating on the painting setsup a strong mental rapport between the viewerand the person depicted. The rapport takes onecomplete round to develop; after that time, itallows the two people to communicate fully asthough through telepathy. There is no limit to the

duration of the rapport or to the number of timesit can be established. All that is required is for theviewer to look at the painting and concentrate onestablishing the rapport. During rapport, bothparticipants can engage in no other activity.

As the rapport is being established, the persondepicted becomes aware of a chilling cold and asensation of presence. If the person is willing toenter communication, rapport is establishedafter one round; if unwilling, a save vs. spellmust be made to terminate contact. A successfulsave means that contact is broken and cannot bereattempted for a period of one hour. If the savefails, the person being contacted has one lastchance to resist rapport. During the round thatestablishes rapport, contact may be resisted bythe use of mind-shielding spells, devices, orpsionics. Once established, rapport can only bebroken by the viewer or through the death orloss of consciousness of one of the partici-pants—there is no range limit.

All of Igraine's portrait paintings still in exis-tence, except for one to be discussed later,depict people who have died since the creationof the paintings. If anyone, through ignorance ordesign, tries to establish rapport through such apainting, there is a fixed 50% chance of estab-lishing rapport with the spirit of the dead per-son. Treat the rapport as the spell contact otherplane. To determine the chances of insanity,knowledge, and veracity, assume the spirit isnine planes removed from the viewer of thepainting. The viewer can ask one question foreach two levels of experience (only wizardsreceive benefit for Intelligence scores over 15).Since rapport with a dead person requires muchmore of the painting's power, this can only beattempted once per day.

Rumors tell of one surviving painting that doesnot depict a dead confidant of Lord Balto. This isthe painting that Igraine was working on at thetune of her death. The background is complete, asis the body of the person depicted only the faceis missing. Perhaps because its dweomer was notfinally bound by the completion of the painting,this famed "unfinished portrait" has an additionalpower over and above those possessed by Igraine'sother works. By concentrating strongly on thepainting for a period of two rounds, the viewercan make the likeness of anyone well known bythe viewer to appear in the portrait. The paintingcan then be used to establish rapport with that

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Norval's Timely Portrait

person (in this case, a saving throw is automaticwhether the person being contacted is willing ornot). If rapport fails or is broken, the face van-ishes from the portrait again. This power can beused once every two full days. Although no firminformation is available, there is a persistentrumor that Igraine's unfinished portrait hangs inthe halls of a dwarf king.

NorvaPs Timely PortraitXP Value: 750 GP Value: 4,000

POLYHEDRON Newszine 8This small, canvas, inset in a wooden frame, fitsinto the palm of one's hand. To use it, a commandword is spoken and the canvas is held up to a liv-ing subject for 10 minutes. At the end of thattime, an image of the subject appears on the can-vas. During the life of the subject, the painted fig-ure mimics the portrayed individual, showing ageand well being. At the point when the subjectpasses from this world (even if just leaving theplane), the canvas is wiped clean and is ready tobe used again.

Pigments of LongevityXP Value: 5,000 GP Value: 50,000

DUNGEON Magazine 10This powerful but perilous magical item extendsthe life-span of the person whose features areportrayed on its canvas. The canvas must be sub-jected to enchant an item, polymorph object, trapthe soul, and wish spells as a diamond of at least50,000 gp value is crushed and sprinkled on itssurface. The portrait must be painted by a living,master painter, using pigments of longevity. Asthe last brush stroke is applied, the portrait mustbe dried using another wish. Then 1d10O is rolledagainst the following table.

Roll Effect01-20 Subject's body shrivels, and his or her

essence is trapped for eternity in theportrait.

21—35 No effect; subject ages normally. Por-trait may not be retouched.

36-60 Subject's life-span is doubled61-80 Subject's life-span is tripled81-95 Subject's life-span is quadrupled96-99 Subject's life-span is quintupled

00 Subject's aging capacity ceases.Immortality is achieved!

Only one portrait of longevity may be made ofa person during his or her lifetime, but a portraitmay be periodically retouched with pigments oflongevity. Each time a portrait is retouched, thetable above must be consulted to determine thepotency of the restoration. Thus, a subject may betrapped forever or gain immortality the secondtime around, and must decide if the gamble isworthwhile. Even wish spells cannot alter a rollon this table.

The formula for a portrait of longevity is inher-ently evil. There is a 1% cumulative chance perdecade that an alignment shift toward chaotic evil(lawful to neutral to chaotic; good to neutral toevil; one axis at a time) affects the figure depictedby a. portrait of longevity.

If the portrait is destroyed, the following tableshould be consulted:

Roll Effect01-20 Subject turns to dust, forever dead.21-65 Subject reverts to true age. If that age is

greater than venerable, the subject dies.66^99 The subject ages normally from the

current, apparent age.00 Subject's aging capacity is destroyed

with the portrait—Immortality isachieved!

Portraits of longevity are extremely rare. Theonly known location of the formula for creatingthem is the Astral Tome oflldranadum, an artifactlast known to exist in the astral stronghold of theArchmage Azurax.

Portraiture by MagicXP Value: 4,000 GP Value: 40,000

DRAGON Magazine 73A canvas is stretched on an ordinary artist'sframe; when a magical word is spoken, the can-vas takes on the image of whatever faces it. Theresult is a very realistic painting.

The WatchersXP Value: — GP Value: 12,000

DRAGON Magazine 179Created over three centuries ago by Tal Alanan,an evil elven wizard, The Watchers is a bulkypainting, 4 feet wide by 3 feet high, on heavycanvas. When last reported, it was framed in darkoak. The work depicts a wooded area with heavyundergrowth. Barely discernible are the eyes of

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several creatures watching through the bush (aviewer must consciously examine the picture tonotice them). The dark-colored style has anoppressive, almost menacing, feel to it. Just pass-ing the picture or seeing it in peripheral visiongives the viewer an overpowering impression ofsubtle movement; leaves seem to shift, and thebush seems to stir as creatures move behindcover. Looking directly at the painting removesthis discomforting effect,

Concentrated scrutiny for more than one roundactivates the powers of the painting. The viewerbecomes disoriented, then feels that he or she isbeing drawn into the painting. If a saving throwvs. spell fails, the viewer's mind merges with theconsciousness of a small, woodland animal, suchas a fox or an owl, one actually existing in thewooded area nearest to the painting (and viewer)at the moment, within a range of 20 miles. If nosuch woodland area exists or if the viewer's sav-ing throw is successful, no ill effects are suffered.If mental merging with an animal does occur, theviewer's sensory perspective moves as the animaldoes, and all senses become heightened andattuned to the forest and the creature.

Unless the viewer is aware of the problem andconcentrates on avoiding it during the moment ofdisorientation, the victim's mentality becomes

one with the small animal as well, unable to with-draw. (Recognizing this problem requires a Wis-dom check on 1d20 each time the painting isgazed at until the viewer makes the check. Thecheck need not be made again.) Once this magi-cal union is joined, it can be broken only byblocking the victim's view of the painting or ananti-magical field (not by dispel magic). Duringthis union, the participant's body becomes rigidand unresponsive, while heart and breathing ratesrise drastically, posing severe danger. For every10 rounds the victim remains magically capturedby the painting, a successful system shock rollmust be made or take 3d6 hit points damage fromphysical exhaustion.

When an unwitting mental union is broken, thevictim's heart rate and breathing drop back tonormal, but the animal mentality remains. Foreach round such a union exists, the animal men-tality remains for one round after union is broken.Role-playing this event is left to the DM andplayer involved. After this period, the victim'smind returns to normal. This does not occur if theviewer passes the Wisdom check.

If the viewer makes the Wisdom check andthen voids the subsequent saving throw, he or sheis in control of the merged animal when the unionoccurs, able to move anywhere at will, within thenearby woodland, with movement and speedappropriate to the animal (see the MONSTROUSMANUAL"" accessory under Mammal, Small, orthe appropriate animal type; only normal, non-magical animals are contacted). In such a case,the viewer can break contact at will, returning tohis or her own body immediately. However, thestress on the heart, requiring a system shock roll,still exists.

In addition to controlling the animal, someonewho knows the powers of the painting can evenchoose where the animal to be controlled islocated. Before viewing the painting, the usermust concentrate on the desired region. The onlyrestriction is that the area must be wooded andwithin 50 miles . As with teleportation, thechance of successfully "reaching" the target areadepends on familiarity; use the same probabilitiesfor success as for the spell teleport, in the PHB. Ifthe viewer fai ls the roll (comes in "low" or"high") or does not concentrate on a specificlocale, the wooded area used is the one nearest tothe painting within a 20-mile radius.

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the viewer immediately loses a proportion of hitpoints equal to the proportion lost by the animal(if a 4-hit point fox takes a wound doing 3points damage, the viewer immediately takesdamage equal to % total hit points, not the char-acter's current hit point value), fractions arerounded down; save vs. death magic for half ofthis damage. If the animal is killed, the viewermust save vs. death magic or die instantly.(Even if the saving throw is successful, hitpoints drop to one, and the victim falls uncon-scious for 4d4 rounds.)

Any Spellcaster who successfully avoidsmerging with an animal mind, then concentrateson the painting for 10 uninterrupted rounds,gains the power to cast one of the followingspells, chosen at wi l l : entangle, cull woodlandbeings, speak with animals, animal friendship,invisibility to animals, transport via plants. Thisspell is in addition to the character's spell allot-ment for the day. In the case of nondruid spell-casters, the level of casting is 6th level; fordruids, the level of casting is the druid's ownlevel plus two, or 6th level, whichever is greater.Each spell gained can be used only once andmust be cast within a 24-hour period of viewingthe painting, or else the acquired spell fadesfrom the caster's mind.

It is said that Tal Alanan kept close, covertwatch over his elven subjects using this painting,and he was greatly feared for his intimate knowl-edge of the occurrences within his minor king-dom. Until he was overthrown by a neighboringwoodland kingdom, he successfully crushedevery rebellion raised against him and controlledall aspects of life within his magical reach. Afterhis death, his possessions (including the painting)were collected, but later stolen by rival wizards,The painting's whereabouts are cur rent lyunknown.

Widow's WalkXP Value: —- GP Value: 40,000

DRAGON Magazine 179This painting shows the crowded dockside of abustling port. Created by Balfas the Seafarer,famed for his love of ships and all things nautical,the painting was reportedly destroyed in the sackof his island manor, but reappeared in the collec-tion of Ramoth, of Northport. This is often citedas evidence that Ramoth in fact funded the raidon the manor—in any case, there is serious doubt

that Ramoth can tap, or is even aware of, the truepowers of his prize.

When someone viewing the painting looksclosely at the crowd on the dockside, he or sheimmediately notices a representation of the per-son most on the viewer's mind during that day.While initially startling and intriguing, this is buta minor effect of the painting, an intimate align-ment with the viewer's mind.

The major power of the painting is to allow theviewer total protection from divination, detection,and scrying spells or powers. The viewer cannotbe detected from afar by any means while con-centrating on viewing the painting for 10 rounds.Psionics, scrying spells, devices such as crystalballs and magical mirrors—all are useless. If theviewer is a wizard of 6th level or above, thiseffect protects the character from detection byany creature up to the status of a demigod. Theisolation effect lasts for up to eight hours or untilthe invoker consciously dispels it. During thistime, he or she need not concentrate on maintain-ing the effect; nor is it necessary to continueviewing the painting. The effect can be invokedonly once per day and can be granted to but oneperson at a time. This power does not confer anyform of invisibility; the protection is restricted tomagical and psionic forms of detection alone.

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Any creature that can see the viewer directly canattack without interference from the picture.

In addition to the isolation effect, the viewer ofthe painting can cast each of the following wizardspells once per day, at the 18th level, by staring atthe painting for one uninterrupted hour: controlweather, part water, water breathing, and Jogcloud. These spells may be maintained indefi-nitely in the viewer's mind if uncast.

The painting is relatively small, 2- by 2-footsquare, and is lightly framed. Despite its fragileappearance, it is totally immune to damage fromwater or lightning. All other damage is savedagainst at +2.

AstrolabeThe historical astrolabe was a device used todetermine the astron of the sun, the moon, andother celestial objects. Originally, the navigatorof a sea-going vessel would locate a relativelystationary stellar object (the North Star, forinstance) and find its position. From that reading,the navigator woufd be able to calculate theapproximate latitude of the ship. Since most seatravel was done on an east-to-west axis fromcommon ports, the navigator rarely needed toknow the longitude. Simply knowing that the shipwas three days out of home port, the navigatorwould know the approximate number of days leftin the voyage. The navigator did need to knowhow far north or south he or she was from thedestination.

A magical astrolabe allows a navigator to knowexactly where the ship is, both in longitude andlatitude, without having to make exact measure-ments and precise calculations.

CelestialXP Value: 2,000 GP Value: 8,000

War Captain's CompanionCelestial astrolabes are large, fixed devices. Theyare used to display the location of astronomicalbodies of Class A and larger. These fixed astro-labes display a large, spherical projection, andmust be used inside a crystal sphere, in a darkroom, or during the night, when no lights can dis-turb the picture. The item creates a three-dimen-sional picture, exactly to scale. The astrolabeshows the orbital path and the current location ofevery large or major celestial body in the crystalsphere. The 3-D picture perfectly fits the room itis in, or a radius of 30 feet, whichever is smaller.

The points of varying colors of light a fixedastrolabe creates, show the motions and colors ofall planets, moons, suns, asteroids, and comets(though some anomalies cannot be penetrated). Asmall point of white that blinks once every secondshows the relative position of the astrolabe in thesystem. This is often used in navigation rooms tocheck course changes and verify headings.

A celestial astrolabe always operates, and can-not be turned off. Merely bringing a light sourceinto its room, however, is enough to nullify thefaint picture it presents. Thus conferences andmeetings can be held in a room with an astrolabewithout the attendees realizing one is present.

of HenrikXP Value: GP Value: 8,000

In the Phantom's WakeThe astrolabe of Henrik is a cursed item of greatpower. When activated, it sends the user andeverything within 10 feet of the user, to the near-est cursed location or to a place enchanted byevil. The astrolabe of Henrik usually sendspeople to the Hollandes, but the DM is free tosend the characters anywhere. The device itselfdoes not go with the transported party.

of EntrapmentXP Value: 10,000 GP Value: 100,000

A Dozen and One AdventuresOnly a handful of these powerful items exist.They appear to be metal, spherical astrolabes,inscribed with the locations of constellations andplanets. Like all astrolabes, they are useful towizards with the astrology proficiency, who canuse the device to determine the hour, date, andlocation in terms of degrees latitude (each requir-ing a successful ability check). In addition, thisitem magically draws power from the motion ofthe stars and planets in the heavens and uses theenergy to imprison genies.

An astrolabe of entrapment contains 12 genieprisons arranged in an elaborate mechanisminside its metal sphere. As the constellations windtheir paths across the night sky, the inner cycle ofprisons slowly revolves. Only one genie prison inthe device is active in any given month. Duringthat time, the owner of the astrolabe may employany or all of its three functions:• Summon the genie trapped within the active

prison. Roll on the following table to deter-mine each of the 12 prison contents:

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Roll Type of Genie01-20 None. The trapped genie was reieased.21-35 Djinni.36-55 Dao.56-75 Efreeti.76-90 Marid.91-96 Tasked Genie (DM *s choice).97-00 Noble Genie (DM's choice).

Once called, there is an 80% chance that thegenie can be commanded to perform certainactions for the owner of the astrolabe, but there isa 20% chance that the trapped genie is so enragedthat it attacks whoever is within reach for 2dl2rounds before the power of the astrolabe preventsfurther havoc. In these rare instances, the berserkgenie may never harm the owner, though anynearby friends and family are fair game for thegenie's retribution. A trapped (and obedient)genie can only be summoned from its prison onceper day to perform a specific task for its master.• Free the genie trapped within the active prison.

This might be risky, for once the genie is free,nothing can prevent it from seeking revengeon its previous master, the master's friends,and family. Usually, fear of further imprison-ment within the astrolabe keeps the geniefrom immediate, direct vengeance.

• Trap a genie within the active prison. Thisfunction can only be used on a single geniewithin 30 feet of the astrolabe. The victim isentitled to a save vs. spell at a -6 penalty. If itfails, the genie is imprisoned and any geniepreviously trapped in the active prison is auto-matically released, with the consequencesdescribed above. If a genie makes its save, it isimmune to the effects of the astrolabe for afull calendar month and during that time seeksto destroy both the device and its owner.At the end of each month, the current prison

deactivates for the next 11 months, trapping thegenie inside with no chance for release until theclockwork prison mechanism inside the astrolabehas made another complete revolution. Most geniesare aware of the 30 days of "parole" from theircyclical prison, and seek to convince the astrolabe'sowner to release them during that time by swearingoaths and pleading with promises of good behavior.

Although powerful divination spells might hintcryptically at an astrolabe's prisoners, the DMshould never reveal what genies are trappedwithin an astrolabe when it is discovered.

AwlAn awl is a common leather working tool—ametal spike 3 inches or more in length with awooden handle. Though normal awls are com-mon, magical ones are not. Roll on the tablebelow to determine what is found.

Roll Awl Type01-70 Awl71-00 Ice Pick

of the AboveXP Value: 1,000 GP Value: 5,000

POLYHEDRON Newszine 23If this item is held and the command word spoken,it attracts the attention of an Immortal or a deity (apowerful being from the Outer Planes, immune toall character attacks and spells, with very greatpowers). This being's actions are determined byrolling 1d6, using the chart below after applyingthe following adjustments. If the user is magicallycursed when the awl is used (however minor thecurse), or is carrying a cursed item, a -1 penaltyapplies to the roll, if a wish is cast before the awl isused, wishing for good fortune, a +1 bonus applies.After the awl is used, there is no way to alter whatoccurs. The awl may be used once a year. The 1d6table below is adjusted for the modifiers.

Roll Immortal Reaction0 Appear and then depart with both the

character and the awl, (The character canonly be retrieved by others, who mustfirst regain the immortal's attention andthen please the creature with a great ser-vice or sacrifice).

1 Appear, slay the character (no savingthrow), and depart, leaving the awl.

2 Ignore the summons (nothing happens).3 Appear, take the awl, and depart.4 Answer any three questions for the user,

take the awl, and depart.5 Raise any one ability score by three

points (to a maximum of 18), as desiredby the user; the immortal takes the awland departs.

6 Grant one wish to the holder and depart,leaving the awl.

7 Replace the user's wish (usable any timethereafter), grant one other wish (made atthat time), and depart, taking the awl.

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FullXP Value: 3,000 GP Value: 12,000

The Book of Marvelous MagicWhen this awl is inserted into a skin containingone or more drops of water, wine, or oil and thecommand word is spoken, it causes the containerto fill completely with the same liquid. Only non-magical liquids can be affected by the full awl.

of Hole PunchingXP Value: 300 GP Value: 5,000

The Book of Marvelous MagicThis awl can be used to create a hole large enoughto see through (^-inch across and up to 5 feetdeep) in any nonliving material—including magewall spells and solid steel. It does not affect crea-tures of any kind and, if used on a magicalweapon, it does not change or destroy theenchantments upon it. The awl of hole punchingmay be used as often as desired.

InnXP Value: 1,000 GP Value: 8,000

POLYHEDRON Newszine 23This item creates an apparently normal door outof thin air, on command. The door may be openedeasily, and remains open for one turn. Anyonepassing through the door arrives in a safe, friendlyinn, where food, drink, and a good night's restmay be had (though at 10 times normal prices).The inn contains one manager, one chef, one bar-keep, 50 furnished rooms, and 1d20 other visitorsof various races (NPCs and monsters alike). Atleast one of each category also possesses an awl.It is magically impossible for any visitor to dis-obey the Manager or to attack or steal from theinn or from any other resident. There is only agray mist outside of the inn, and the mist cannotbe entered. All visitors leave the inn after break-fast (no saving throw). The awl inn may be usedonly once per week.

MessXP Value: 250 GP Value: 1,000

The Book of Marvelous MagicThis item has no intrinsic value. When a magicaldinner plate is tapped by the awl, it produces fivetimes the given amount of food, 15 meals per dayinstead of three—but just for that day. However,each diner must make a saving throw vs. spellwhile eating; failure indicates that the food spillsout, staining the diner's garments permanently

unless washed with soap of washing. The messawl may be used as often as desired.

OutXP Value: 1,000 GP Value: 5,000

POLYHEDRON Newszine 23When touched, this item forces the victim toimmediately leave the dungeon in which the awi isfound, by the fastest available route. No savingthrow applies, and the victim attempts to avoid allencounters until he or she is outside again. Thevictim may fight normally if cornered, but cannotstop to pick up any treasure. The awl out may bekept by the victim, and functions as a normal awlthereafter, as long as it is physically touching thevictim. Note that if the awl leaves the victim's handor skin at any time, its original power returns.

AxeAxes are woodcutting instruments with sharp-ened metal or stone heads and wooden handles.Axes are also used as weapons of war. War axescome in all sizes, from small hatchets and throw-ing axes to two-handed great axes. Many magi-cally enchanted versions exist, particularlyamong the dwarves.

After determining the magical properties of theaxe the character found, purchased, or traded for,roll on the following table to determine the typeof axe found.

Roil Axe Type01-08 Battle Axe09-15 Carikkal16-23 Bhuj24-31 Eye-axe32-38 Forearm Axe39-46 Hand47-54 Hatchet55—59 Mace-axe60-64 Pick65-69 Pickaxe70-77 Shoka78-85 Throwing86^92 Tungi93-00 Two-handed Battle Axe

Agni's RedXP Value: — GP Value: —

Legends & LoreAnyone hit by Agni's glowing, red axe must savevs. paralyzation or burst into flames. Those fail-

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ing the save suffer an additional 1d10 points ofdamage each round and cannot cast spells, fight,or do anything but roll on the ground until theflames are put out. The flames can only bequenched through magical means; ordinarywater, even holy water, has no effect on them,

Ama-Tsu-Mara's VorpalXP Value: — GP Value: —

Legends & LoreThe avatar carries a huge vorpal axe +5 (AL anylawful) that functions like a vorpal sword.

ArumdinaXP Value: GP Value: —

Monster MythologyGarl Glittergold, the father of the gnomish race,wields an intelligent battle axe named Arumdina.This axe cleaves through stone as easily as air,and slices through metal armor as if it didn'texist.

Azuredge, Slayer of the NetherbornXP Value: 7,000 GP Value: 35,000

New ItemAzuredge is a medium-sized battle axe forged ofsilver, electrum, and steel alloys, its handle castfrom solid steel and wrapped at the haft in blue

dragon skin. There is a star sapphire set into thepommel. It is as effective as a pure silver weaponand is magically enchanted with a number ofpowers, the least of which cause the edges of theaxehead to shimmer a deep blue at all times. Theaxe has six runes carved into it, one along eachedge on either side of the axe and one rune at thecenter of each side of the axe. At various times,the runes flash with blue radiance (apparentlywhen their powers are active). Smaller runes arealso carved into the handle, but these are onlynoticeable under close scrutiny. Though the wide,double-edged axe appears quite heavy andunwieldy, it is light and well-balanced in thehands of its chosen wielder.

Azuredge s origins are even more tightly tied tothe City of Splendors than some suspect. A littleover 300 years ago, Aghairon was marshalling hispower as the premier wizard of Waterdeep underthe just, though violent, rule of Lady Lauroun,Warlord of Waterdeep. Aghairon saw the lasthonorable Warlord of Waterdeep fall in battle, herbody pierced by a score of orcish arrows. Tele-porting her from the field, he performed her lastrequest, "to ensure that she would always be ableto aid the defense of the City of Splendors." Hav-ing been preparing a magical axe to present toher, Aghairon's magic bound a piece of Lauroun's

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fleeting spirit to the weapon, making her foreveran intelligent, soulful presence in an item capableof fulfilling her last request. Though its memoryis not fully Lauroun's, Azuredge remembers hercreation and history as a weapon.

Though powerful and eager to be used in thecity's defense, Azuredge waited six long yearsbefore her initial use. Upon Aghairon's estab-lishment of the Masked Lords' Rule, the blueaxe was given to Kherris—a warrior, Lord ofWaterdeep, and great-grandfather of Baeron—todispatch the heinous otherplanar creatures thatemerged outside the city. Coming from the ruinsof Halaster's tower, these were the first dangersvisited on Waterdeep from Undermountain.Legends tell of a battle late one night, when aflood of ghastly creatures spilled out of Under-mountain, intent on the City herself. Aghairon'smagic slowed them but did not stop them all;many reached the city walls only to meet a tall,cloaked Lord holding the glistening, blue axe.Azuredge sent all the fiends back to their mak-ers, its glowing blue radiance keeping the evilsfrom Waterdeep.

The axe was not seen again by Waterdhaviansuntil the time of Baeron, the next open Lord ofWaterdeep over 200 years later. After Baeron'spassing (many swore they saw the axe disappear

from his belt on the funeral pyre), the axe is notmentioned in any history of the City until Berry-gon, a warrior/blacksmith from South Ward,wielded it against Bane's forces during their inva-sion of Waterdeep at the Time of Troubles. WithBerrygon's fall, his final companion, the wiz-ardess Caryn, risked a spell to teleport the axe tosafety, sending it to Blackstaff Tower. Khelbenkept watch over Azuredge, and added enchant-ments that allow him to watch over the wielder ofthe axe as well as to provide the magical effectsfor her reappearance. Khelben and Piergeiron donot interfere with Azuredge and her protection ofthe City, but they plan on keeping tabs on the axeand her chosen companions, making sure they donot stray from the Lords' path, whether for Water-deep's good or not.

Enchanted as it was ("to be as worthy a weaponas its wielder"), Azuredge s powers wax and wanewith each new wielder. The blue axe's full powersand abilities arc listed and activated as follows:• The blue axe does not have any combat

bonuses for attack or damage, but its magicalconstruction al lows it to hit creatures onlyaffected by silver or magical weapons (eventhose only affected by +3 weapons). Its dam-age cannot be regenerated save by normal rest,making it an effective weapon against trolls.

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• Immediately upon gaining the use of her, thewielder can command Azuredge to generatelight (as the Ist-level spell).

• After reaching 4th level (or wielding her for ayear), Azuredge can be thrown at targets anumber of times per day equal to the level ofthe fighter wielding her (a 6th-level paladin =6 throws per day). Other than that and the lackof combat bonuses, this power is identical toan axe of hurling (double damage whenthrown).

• At 8th level and above, the wielder can useAzuredge against undead and creatures fromthe lower planes as if she were a mace of dis-ruption. This power is coupled with Azuredge'sability to detect evil planar beings and undead,those creatures she was forged to slay; when-ever in the presence of undead or evil beingsfrom outside the Prime Material Plane,Azuredge glows brightly (whether her wielderwishes her to or not) with cold azure flamesenveloping the axehead (illuminating a 40-foot-radius).

• Azuredge is an intelligent weapon (Intelli-gence 14, Ego 12) with a female identity,hence the references to the weapon as "she."With sentience, she is the one who choosesher wielder (magically sticking to surfaceslike sovereign glue until she is touched by oneshe deems worthy); she also has a limiteddetect alignment ability she uses on her wield-ers, which aids her in her choice (she choosesonly good, most often chaotic, heroes). Shechooses a wielder only after the passing of herprevious wielder. She can communicate byspeech or telepathy, though she rarely com-municates until the wielder is at least 12thlevel (any communication before to this ismore apt to be heard as whispers or words in adream). She can also resist identificationmagic at will, relinquishing only the informa-tion she wishes.

Brihaspati'sXP Value: — GP Value:

Legends & LoreWhile carrying his axe, Brihaspati cannot be hitby any creature with a Wisdom of less than 16.

of BrotherhoodXP Value: 2,000 GP Value: 10,000

Tales of the LanceDuring the Dwarfgate Wars, Caramon proposeda contest to bring the two quarreling factions ofhill dwarves and plainsmen together. Caramonraised a tall wooden post in a sea of mud, plac-ing the axe of brotherhood and the sword offriendship at the top. Whoever climbed the postcould claim the prizes. There was a catch,though. Not only was the post greased, but Cara-mon had the contest rigged so that dwarves andmen had to work together to reach the prizes.The axe of brotherhood has a +2 bonus on attackand damage rolls.

Callarduran Smoothhands'sXP Value: — GP Value:

Monster MythologyThe avatar's axe +3 kills drow outright on anattack roll of 17+ (no save).

Cursed BattleXP Value: — GP Value: 1,000

The Hidden Shrine of TtimoachanThis battle axe has a blade of bronze and its hilt iswound with snake skin wrappings. The axe castsan ominous shadow—what appears to be a with-ered arm. Those who approach within reach of itfeel cold chills running up and down their spines.

The battle axe detects as magical. The axe is a+2 weapon, -2 vs. chaotic evil creatures. Theweapon acts like a cursed sword—once handledby a character, he or she may never be rid of it, italways teleports into the possessor's hand andwelds itself there during encounters. The axealso chooses to appear in touchy encounterswith lawful good creatures. Beneath the handlewrappings, a permanent scroll is concealed. Thescroll contains the following spells: passwall,burning hands, and push at 9th level. This scrollprovides the axe with additional powers whenthe wielder pronounces the correct words ofpower, up to a maximum of three times a day perspell. The words of power are engraved on theaxe blade in Olman. The axe may not be used toattack at the same time that it is being used tocast a spell. If the scroll is removed from theaxe, the axe loses its abilities forever and thescroll loses its permanence and becomes anordinary scroll.

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of CuttingXP Value: GP Value: —

Gods, Demigods, & HeroesThis axe +2 has the sword's sharpness ability.

DeathstrikerXP Value: 3,000 GP Value: 15,000

Dragon's RestThis double-edged axe (damage 1d10) can dis-charge a bolt of lighting, either forked or straightlike the wizard spell lightning bolt, to cause 6d6points of damage; saving throw is applicable. Theweapon has an initiative modifier of+2. Each useconsumes one charge; the axe has 2d10+10charges when found.

of the Dwarf LordsXP Value: — GP Value: —

Book of ArtifactsThis is a short-handled axe backed with a clawedhammer head, the blade is pierced with intricaterunes etched and plated in gold. The axe headseems extraordinarily flimsy until tested, whenthe cunning work of the carving and the temperof the steel show the weapon's true strength. Thehammer is made to look like an erupting volcanowith the flames forming the head's jagged prongs.

Legend says that the axe of the Dwarf Lords isthe last of the Five Great Tools forged by the FirstKing, after the brutal pick, the Earthheart forge,the anvil of songs, and the shaping hammer. Withthese, Silvervein Moradinson crafted (ha fierceaxe, the finest of the five.

Silvervein passed the axe on to the SecondKing, and so it went through the generations,until it became known as the axe of the DwarfLords, symbol of the One Clan.

The One Clan was shattered and the age of theHigh Kings broken when Brassbeard slew hisuncle, King Irontooth of Moradinson, out ofgreed for the axe. The dwarves fell into the chaosof civil war, and when all had ended, the axe ofthe Dwarf Lords was lost forever.

The axe's power lies as much in what it sym-bolizes as in its magic, for over the centuries alegend has sprung up that the return of the axeheralds the return of the High Kings and a newDwarven Age.

Adventures involving the axe can have theplayer characters finding the weapon. Onlydwarven PCs should have any idea of theweapon's importance; to others it is merely a

powerful weapon. From here the PCs can beplunged into an adventure of dwarven intrigueand greed as rivals attempt to take possession ofthe axe. The duergar may even attempt to steal itfor their own.

The axe should not resurface without cause, soduring all of the intrigue the PCs should discovera great threat to the dwarves. The clans mightneed to be united or the shade of Silvervein sum-moned to lead a last battle against the foe.

Constant Powers: The axe is a +3 weapon,functioning both as a sword of sharpness and as ahammer +3 dwarven thrower. It grants dwarvendetection and vision abilities at double the nor-mal chance or range.

Invoked Powers: The axe can summon one 16HD earth elemental (I/week),

Random Powers: Three from Artifact Table1-10: Elemental Earth.

Curse: Nondwarf characters permanently lose1 point of Charisma when first they touch theaxe. There is a 20% chance that any magical itempossessed or touched by the owner is perma-nently negated. Finally, artifact transformationchanges the owner into a dwarf, losing all abili-ties not allowed that race.Suggested Means of Destruction:• The axe must be melted down within the

flames of the Earthheart forge.• It must be freely given to the deities of the

orcs.• Moradin, the dwarf deity, must be wounded by

it.

of the Dwarvish LordsXP Value: — GP Value: —

Eldritch WizardryThis axe was forged from the heart of a volcanoby a king of the dwarves long forgotten. It passedfrom father to son until it disappeared in battleover a thousand years ago. Since then it has beenrumored to have appeared in various placesaround the world. The axe has all of the fightingqualities of a sword of sharpness. In addition, itconfers on its user the natural abilities ofdwarves—infravision, the ability to detect slop-ing passages, traps, and construction.

After prolonged use, it tends to make its userresemble a dwarf; the user becomes shorter,stockier, and grows a profuse beard. It also hasthe following abilities and penalties:• Teleport twice per day.

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Axe of the Emperors

• User sustains double damage when attackedwhile using this relic.

• Each day that the owner of the relic wishes tomake use of its powers, a human being mustbe sacrificed to it (possibly a PC). The relicthen functions normally for 24 hours. Afterthat another sacrifice must be made or therelic ceases to perform.

• User granted one wish per week.

of the EmperorsXP Value: — GP Value:

Book of ArtifactsThe axe of the emperors is a double-edged, two-handed war axe. The head is of the brightestadamantite, forged so that it looks like a risingphoenix, the talons wrapping around the socket toclutch a sizeable ruby. The bird's wing feathersform the serrated edges of the blades. The haft isa rod of black crystal wrapped in bands of silver.The crystal enlarges at its base into a carving of acoiled dragon, a great sapphire clutched in thecreature's mouth. The item is originally from Tal-adas on the world of Krynn,

It was in the Age of Dreams, when the ogresfirst warred among themselves, that the seditiousIrix called upon the dark gods to give him aweapon to subdue his fellow Irda. His vile suppli-cations were heard and the dark gods granted untohim the means to make the axe of the emperors.

Aided by the axe, Irix plunged his people intocivil war, splitting the good from the evil. The axeled him to many bloodthirsty victories, but in theend the combined might of Irda brought himdown. Fearful of the axe, the greatest sorcerersand sages among the ogres saw to its destruction.At the end of their mystical workings the axe van-ished, apparently destroyed.

In truth, the axe still existed, magically castaway from the ogres to the lands of Ansalon.There it was found by Ymrald, a green dragon,who added the treasure to her hoard. Wise enoughto know it was a magical device, Ymrald spentdecades trying to puzzle out its powers beforegiving up in frustration. When she died, it passedto her children. Thus the axe languished for thou-sands of years, a beautiful curiosity of drag-onkind.

Such a situation could not last forever, and itended when the treasure hoard was ransacked bya minotaur of spirit and skill, Ambeoutin, fromwhom the later emperors take their name. His

raid was no accident, for a sorcerer among hispeople had guided the minotaur hero to thedragon's lair. Yrmald's offspring strove to stop thethief's escape but they were no match for theminotaur, now equipped with the axe.

It is said that upon returning to his camp, theminotaur and his sorcerous mentor spent the nightperforming sinister rituals over the magical blade.Some contend that these gave the axe even greaterpowers than it held before; others believe it onlyallowed Ambeoutin to master the secrets that werealready there. All agree that with the dawn the axeglowed with a greater fire than before. In Ambe-outin *s hands it was an object of power and might.Minotaurs and ogres kneeled to his cause, allothers fell before the blade's deadly thirst.

Like Irix before him, Ambeoutin becameunstoppable and through bloody war quicklycarved a kingdom for his people. Unlike Irix, theminotaur ruled his people harshly but justly. Ashis time to die approached, Ambeoutin, oncemore advised by his mentor, took up his axe anddisappeared, setting sail for his ancestral home-land in the east.

The axe of the emperors is a powerful artifact,but because of its strictures it is not one the playercharacters are likely to use. Instead, they are farmore likely to encounter this item either as part ofa long-lost treasure hoard or newly discovered inthe hands of someone else. The axe is an evil itemand should be presented to the characters assomething that must be stopped or destroyed.

One possibility for an adventure is that the axehas appeared in a relatively quiet backwater vil-lage and has quickly dominated the local lord, aweak-willed NPC. Utilizing the axe, he or she isstarting a reign of terror and conquest, though ona small scale. For the good of the oppressed farm-ers the player characters must stop this overpow-ered petty tyrant, even if the tyrant never becomesa world threat.

For a more dramatic adventure, the playercharacters can discover a minotaur kingdom in alost valley, a kingdom ruled by the or ig ina lAmbeoutin or by a monstrous, deathless parodyof what he once was. The axe has finally seizedthe mind of the great minotaur hero. The arrivalof the characters rekindles the urge to conquerand now this ancient minotaur civilization ispreparing to burst forth in a wave of conquest.Naturally, it's up to the PCs to stop things hereand now.

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Frostreaver

Once the adventure is over, the axe should not beleft in the control of the player characters unless, ofcourse, their only desire is to destroy it or hide itaway forever. Irda may appear to stop their attemptto destroy it. The minotaurs just might seek toenshrine it as a powerful relic of their history,although they are more likely to use it.

Constant Powers: The axe has all of the prop-erties of a vorpal sword (+3 bonus to attack anddamage rolls, possibility of severing limbs).Against ogres and ogre-kin, the bonus to attackand damage rolls increases to +5.

Invoked Powers: The axe is a powerful symbolof rulership and might. As such, it has powersequal to a ring of human influence and is particu-larly effective against ogres and ogre-kin (—2penalty to all saving throw rolls). This power canbe commanded at will. The axe can also producethe effects of a cause fear spell to all within 120feet (3/day).

Random Powers: Two from Artifact Table1-02: Combat, one from Artifact Table 1-17:Movement.

Curse: Created both for and against the ogreraces, the axe cannot be fully used by anyonewithout some ogre blood in their veins. Nonogrecharacters using the weapon cannot call upon theaxe's command or fear powers. Furthermore, theyare struck with a degenerative disease that drains1 point of Constitution per week until the abilityreaches 0 and they die. Once contracted, the dis-ease runs its course even if ownership of the axeshould change. Mere handling of the axe does nottrigger this effect; the weapon must be used forsome purpose (such as combat). The disease canbe halted by cure disease, but the character can-not recover any Constitution until a remove cursespell is also cast. Constitution points are regainedat 1 point per week.

With its hate-filled creation and bloody back-ground, it is not surprising that the axe of theemperors is imbued with a spirit of intense evil(Int 18, Ego 17). The spirit attempts artifact pos-session, and once this occurs, the character grad-ually becomes a triple-strength (12+3 HD) ogreof lawful evil alignment. Once the transformationis completed, the character becomes a permanentNPC. The spirit of the axe seeks nothing but tokill ogres and their kin. If not quenched in ogreblood at least once a month, the axe refuses to useits invoked powers.

Suggested Means of Destruction:• The axe must be sunk into the center of the

Burning Sea.• The tinker gnomes must examine it for 100

years, during which time they find a way todissemble it.

• Every ogre and ogre-kin with royal bloodmust be slain by the axe.

of EnchantmentXP Value: 300 GP Value: 1,750

DRAGON Magazine 181Magical weapons possess a dweomer that allowsthem to penetrate the magical defenses of crea-tures that can be struck only by enchanted weap-ons. No bonuses for attacks or damage occur;such an axe, for example, has the same chance tohit a highly magical monster as an ordinaryweapon has to hit a plain, flesh-and-blood crea-ture, doing as much damage as a plain weaponwould.

For all weapons of enchantment, the XP cost isthat of a regular +1 version of that weapon type,or whatever other official magical weapon existsof that type and is of low value. These weaponsdo not lose their abilities when taken to otherplanes. Just remember that the damage done isthe same as for ordinary weapons. Magic doesn'tadd to the weapon's attack capabilities, rather, itnegates the monster's defensive capabilities.

FrostreaverXPValue:900 GPValue: 4,500

Tales of the LanceA frostreaver is a heavy battle axe made of icegathered from a secret location on Icewall Glac-ier. The ice at the glacier is unusually dense, theresult of tremendous pressure exerted for cen-turies. The knowledge needed to create a frost-reaver is known only to the Revered Priests of theIce Folk, the barbarian tribes that struggle forcontrol of Icewall Glacier. The blades are formedby using the oil from slain thanoi and other ingre-dients in a mystical process that hones and flat-tens the sheet of ice. The priest must work for anentire month to create the weapon, and even then,there is only a 33% chance that the weapon is sat-isfactory.

A frostreaver functions as a battle axe +4,Because of the weight and size of the weapon, thewielder must have a Strength of 13 or greater towield it. The weakness of the weapon is its mater-

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Garl Glitlergold's Battle Axe

ial. Temperatures above freezing cause the ice tomelt—one full day of above freezing causes afrostreaver to become useless as a weapon. In awarm (50°+) environment, the axe becomesworthless in 1d6 hours.

Garl Giittergold's BattleXP Value: — GP Value: —

Monster MythologyThe avatar of Garl carries a mithral-stee! battleaxe +4, fashioned after Arumdina, the weaponused by the god himself. The axe can heal theavatar (and only the avatar) once per day.

Gnarldan's BattleXP Value: — GP Value: —

Monster MythologyGnarldan's avatar uses a battle axe +5 flame-tongue, of purest adamantite, which slays trollsoutright on a successful strike (save vs. spellapplicable).

Hastseltsi's HandXP Value: 2,000 GP Value: 20,000

DEITIES & DEMIGODS CyclopediaThis hand axe inflicts 2d6 points of damage on ahit and is a +3 weapon.

Hastsezini's HandXP Value: 3,000 GP Value: 30,000

DEITIES & DEMIGODS CyclopediaHis hand axe does 2d10 points of damage and heoften throws it at the strongest enemy he faces.

XP Value+1: 1,500+2: 3,000+3: 4,500+4: 6,000+5: 7,500

of HurlingGP Value

15,00030,00045,00060,00075,000

DUNGEON MASTER GuideThis appears to be a normal hand axe. Withfamiliarity and practice, however, the possessoreventually discovers that the axe can be hurled upto 180 feet, and it returns to the thrower in thesame round, whether or not it scores a hit. Dam-age inflicted by the magical throwing attack istwice normal (2d6 vs. S or M, 2d4 vs. L), withthe weapon's magical bonus added thereafter.(For example, an axe of hurling +3 inflicts 2d6+3

points of damage vs. S-or M-sized creatures and2d4+3 points of damage vs. creatures of size L ifit hits the target.) The axe causes only normaldamage (plus magical bonuses when used as ahandheld weapon).

After each week of using the weapon, the pos-sessor has a 1d8 chance of discovering the fullproperties of the weapon. In any event, the magicalproperties of the weapon are fully known to thepossessor after eight full weeks of familiarization.

The magical bonus of an axe of hurling isdetermined by referring to the table below.

Roll01-0506-1011-1516-19

20

Bonus+1+2+3+4+5

Lortz's BattleXP Value: 1,200 GP Value: 6,000

Adventures in BlackmoorIf used by a dwarf, this weapon is a battle axe+2/+3 vs. orcs and goblins and has the power todetect magic and see invisible (like a magicsword). When used by a dwarf in melee, it raisesthe morale of the dwarves by 1 and lowers themorale of any orcs or goblins by 2.

Maglnbiyet'sXP Value: — GP Value: —

Monster MythologyMaglubiyet's avatar employs a huge, bloodiedcoal-black axe +4 that has the properties of asword of sharpness.

Might of HeroesXPValue: 1,500 GPVaiue: 12,000

DRAGON Magazine 16This axe is +3 on attack rolls and does 2d8 pointsof damage.

Molydeus'sXP Value: 6,400 GP Value: 40,000

Outer Planes MC AppendixThe guardian tanar'ri, the molydeus, prefer agreat axe in combat. Their great axes are highlyenchanted. Each one inflicts a devastating 2d10points of damage per hit and is fully +5 to attackand damage dice. Each is a vorpal weapon andhas all the powers of a dancing sword.

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Sulward'sAxe

MotopuaXP Value: 1,000 GP Value: 7,000

DRAGON QUEST GameThis black battle axe was forged from metalrained from the heart of an ancient volcano. Itsname means "fire steel" in a forgotten tongue.Anyone who uses Motopua in combat can add a+1 bonus to his or her attack and damage rolls.This is a large weapon and may only be used byfighters. (Size Large, Damage 1d8+l)

Nanna Sin's BlackXP Value: 1,500 GP Value: 12,000

DEITIES & DEMIGODS CyclopediaNanna Sin uses a jet black axe +3 in battle thatstrikes for 30 points of damage per hit; it also actsas a sword of sharpness.

Nomog-Geaya's HandXP Value: — GP Value:

Monster MythologyThe avatar's hand axe +2 has the same effects asa symbol of pain when it hits (normal savingthrow vs. spell to negate).

Pickaxe of PiercingXP Value: 2,000 GP Value: 20,000

Dwarves DeepThis rare item is simply an enchanted, adamantitepickaxe, used in mining. It does ld6+2 damage(2d6 against larger than human-sized creatures),and has a special property—it can pierce magicaldefenses.

A creature with a high (20% or more), naturalresistance to magic (such as a dragon ofadvanced age) suffers a temporary 10% loss ofpersonal magic resistance, lasting for one fullturn, after suffering a blow from a pickaxe ofpiercing. Such losses are cumulative—threeblows of a pickaxe of piercing robs a creature of30% magic resistance. This loss is always tem-porary, even if the creature's resistance drops tozero. (A pickaxe of piercing does not cause neg-ative magic resistance.)

Besides shattering dragonscales, armor, orsolid rock, and sundering magic resistance, thepointed, double-ended head of a pickaxe ofpiercing is also effective against magical barri-ers of all sorts—walls, shells, spheres and man-tles. Each contact between the head of thepickaxe and a barrier has a 10% chance (notcumulative) of causing the magical field to

instantly collapse, dispelled If the field survives,it is unharmed, and has normal effects. A singlefield can only be tested once per round by a sin-gle pickaxe of piercing, but multiple blows forcemultiple checks.

RocksplitterXP Value: 5,000 GP Value: 25,000

The Official RPGA* Tournament HandbookRocksplitter is a +3 dwarven thrower with a spe-cial ability. When struck against stone, it gener-ates a huge crack that travels 100 feet in thedirection of the blow, splitting the rock neatly intwo or shearing off large sections of a rock wall.Thus, it can be used to seal passages in a mine,cause an avalanche, or locate new veins of ore.This special ability functions only when it iswielded by a dwarf.

Sampsa's GoldenXP Value: — GP Value: —

Gods, Demigods, & HeroesSampsa's axe is made of gold with a copper haft.When Sampsa carries this axe, all evil animals(those with evil intent, etc.) flee before him. Also,any trees, briars, or bushes that were placed'toeither block or ambush living things are dispelledon contact with this axe.

Shag's BattleXP Value: 300 GP Value: 3,000

1993 Collector Card 462Shag's magical battle axe +1 bestows the appro-priate combat bonus to Shag during melee, butthe axe is also somewhat sentient and is generallyin a very foul mood. Although the axe cannotcommunicate with anyone directly, Shag can pickup bits and pieces of the axe's emotions, whichhave a definite influence on his own. This isprobably why Shag Foultongue is usually in sucha bad mood himself (despite being a dwarf).

Sulward'sXP Value: 400 GP Value: 2,250

GRHYHAWK AdventuresMagically sharpened to aid woodsmen in cuttingrare woods to be exported from the Lordship of theIsles, this axe can also serve as a valuable weapon.Though it causes damage as a battle axe +1, its +2bonus is gained only against wooden objects andplants. On a roll 4 higher than the required attackroll, the axe destroys an opponent's wooden shield.

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Thor's Kiss

Thor's KissXP Value: 800 GP Value: 5,000

Adventures in BlackmoorThorsen One Thumb, the First Jarl's maindefense, is a heavy double-bladed battle axe +1that he calls Thor's Kiss. This weapon does nothave any other extraordinary powers.

ThrowingXP Value+1:600+2: 750+3: 1,000+4: 2,000+5: 3,000

GP Value3,5004,5005,000

10,00012,000

DUNGEON MASTER GuideThis hand axe can be thrown up to 180 feet withthe same attack and damage bonuses as if swungby a character.

Thumb Height Man'sXP Value: — GP Value: —

Gods, Demigods, & HeroesHis axe seems to be his only magic item, it beingA flaming axe +3. When it hits anything it causes20d4 points of regular damage. If the target doesnot make a saving throw vs. spell, he or she isburned to a cinder.

TorshorakXP Value: 1,000 GP Value: 5,000

POLYHEDRON Newszine 43Torshorak (a goblin word meaning "elf-cleaver")is a great axe, notched and nicked but still nasty-looking. It has no magical effect on nonelvencharacters, but in the hands of a person of lawfulevil alignment it functions as a +2 weapon, +3against elves. When the owner is fighting an elf,he or she must save vs. spell at -5 or go into aberserker rage (attacking 2 times per round, with+2 to attack and damage). This weapon is thoughtto be in the hands of an evil warlord who leadsgoblin hordes.

Tunnelrunner'sXP Value: 6,000 GP Value: 65,000

POLYHEDRON Newszine 90Aeons ago, the dwarves of the north lived in thekingdom of Delzoun. This realm was pepperedwith dwarven citadels, large and small, and theirmetal crafts were seldom rivaled. As mining was

the lifeblood of the dwarves, their mines, espe-cially those with mithral veins, were the heart ofDelzoun.

As the sturdy folk worked and prospered, theincreasingly frequent raids by orcs and goblinsbecame a growing nuisance. The humanoidincursions began to menace the dwarven commu-nities. After innumerable clashes in the mines ofDelzoun, one dwarven defender crawled out—and into legend.

Amidst the chaotic frenzy of bloody beardsand flying goblin heads, Tunnelrunner of ClanIrongrip turned the tables on the evil raiders. Theraging warrior led inspired attacks to the veryhearts of the invaders, his axe permanentlyremoving evil thoughts from their leaders' mindsby separating heads from shoulders.

Tunnelrunner continued to roam the fringes ofdwarven society, a free agent in the defense of allthat was good and strong. His fate is unknown,but stories told by forgelight imply that Tunnel-runner met his demise when he ravaged the lair ofa large orcish force—alone.

Tunnelrunner did indeed take on a few moreorcs than he and his trusty axe could handle. Andupon his death, Tunnelrunner's stalwart soul wasgently carried to the mountains of the dwarvishgods by the scarred, leathery hands of ClangeddmSilverbeard himself. At Tunnelrunner's behest, aportion of his spirit was channelled into his oldaxe, so that he could continue to protect hispeople.

The weapon appears to be an old dwarvenbattle axe, showing only faint enchantmentmagic if checked. It has a head of polished steeland a very keen edge. The haft is of stout oak,deeply stained from the axe's grisly past. It isshod with a beaten steel cap that resembles adwarven helmet. Among the many scores andnotches on the haft is carved the original owner'sname—Tunnelrunner. These letters cannot beremoved or defaced by any means short ofdestroying the axe.

Any good dwarf who holds the axe and speaksthe name "Tunnelrunner" hears the dwarvenhero's voice mentally. The hero tells of past bat-tles and the axe's magical nature, and urges thatthe wielder continue to defend against evil. Theaxe's enchantments then reveal themselves.

The weapon is a battle axe +3. Once each daythe wielder can ask the axe to bestow a "tunnel-running" ability, which lasts for three turns. This

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Withering Pickaxe

is similar to the spider climb spell, except that theaffected dwarf's hands need not be empty. Withthis power, the axe wielder can run up a wall andstand freely on the ceiling while continuing toswing the weapon in combat. The tunnelrunningability is not subject to a dwarf's ability to resistmagic.

Should the wielder ever commit an evil act, orfail to protect goodly folk against evil, then Tun-nelrunner ceases communicating. The hero'sspirit withdraws the enchantments from the axe,leaving the wielder a simple, worn weapon. If thewielder atones for his actions, the hero may allowthe enchantments to return.

The weapon is rumored to lie at the bottom ofa "mountain" of orc skeletons. Legends say askeletal dwarvish hand is amid the pile, clutchingan old scarred battle axe, its stained oaken haftcarved with the legend "Tunnelrunner" inDwarvish runes.

Withering PickaxeXP Value: 8,000 GP Value: 35,000

NightstormAt 7th level, a Kirtanta receives a silver pickaxe.In the hands of a Kirtanta, this weapon acts as anaxe +1, but it can be easily concealed by looseclothing. The pickaxe also has certain magicalabilities, but these only function for the individ-ual for whom the axe was forged. The Kirtanta .cannot use their ability to strike from behind withthe pickaxe.

Once per day, the silver pickaxe can act as astaff of withering. The aging occurs during a suc-cessful hit (a saving throw vs. wands negates theeffect), and the withering is in addition to thedamage of the blow.

At 10th level, the withering pickaxe may beused as a staff of withering three times per day. AKirtanta never draws a silver pickaxe in front ofinnocent bystanders, except in dire emergency.Each swears an oath of hatred on a pickaxe: If theperson the weapon was drawn against is not slain,the Kirtanta will track that individual down andfinish the deed, even if it takes the rest of theassassin's life.

of the WoodsmanXP Value: 800 GP Value: 4,000

POLYHEDRON Newzsine 57The long, curved ironwood handle fits neatly intoa mithral-edged iron head. Enchanted to +3attack and damage, it is crafted for felling thelargest of trees. This is a magical version ofwoodsman axes which are designed especially forlumberjacks. Unlike other axes, a woodsman axeis not a slashing weapon, and it is not balancedfor throwing. The axe was not created to be usedas a weapon, however, it can be very deadly. Theaxe has the following statistics: Speed Factor 6,Weight 10 pounds, Size M, Damage 1d4+l/ld4+l(with the +3 bonus added thereafter).

Zcbulon's Axe of LeavingXP Value: 250 GP Value: 1,500

New ItemWhen Zebulon swings this axe +1 three timesaround and concentrates, he can teleport to a sin-gle destination of his choice, and is protectedfrom all magical attacks for 1d4 rounds. He caneven transfer himself to another plane, but only toor from the Prime Material Plane. Planar crea-tures may not use this weapon.

Zzzzzz's Axe of SnoringXP Value: 250 GP Value: 1,500

New ItemThis is an ordinary axe with no magical bonusunless it is used by a dwarf. If a dwarf uses it toattack traditional dwarven foes, the enemy mustmake a save vs. spell or fall sound asleep for 1d4rounds. If a traditional enemy of the dwarvesattempts to wield this axe, he or she automaticallyfalls asleep for 1d6 rounds, no saving throwallowed. This weapon is ineffective against otherdwarves.

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Bag of Beans

c^

Badges are distinctive insignia, usuallymetallic pins, but sometimes cloth patches orother small, distinctive items. Assume that abadge is a metallic pin unless otherwise stated inthe item's description. Patches must be sewn orotherwise secured to an exposed piece of clothingto function. Metallic badges must be pinned tothe outermost piece of clothing for their magic tobe effective. Only one badge may be owned atone tune.

of FreedomXP Value: 500 GP Value: 1000

The Ruins of UndermountainThis small pin is fashioned of any metal, andtakes the shape of a pair of tiny wings above anopen shackle. Worn or carried on the person, itallows that being—or another being touched byit—to be freed of paralysis, hold, and repulsionspells and effects, webs of magical or mundanenature, chains, bonds, and the like. The item doesnot make the bearer immune to the above ensnare-ments. The badge of freedom must be activatedby the conscious will of the wearer, and worksonly once, vanishing when activated in a wink ofwhite light.

of Monster ControlXP Value: 200 GP Value: 1,000

DUNGEON Magazine 11These badges were used during the constructionof the secret conventicle to gain control over themonstrous denizens of the sewers. Each gives itswearer the ability to control any monster, up to atotal of 30 Hit Dice, within a 60-foot radius. Itallows communication with monsters—control isotherwise identical to that of charm monster (nosaving throw). It cannot control humans, demihu-mans, or creatures with Intelligence of 12 orabove who have more than 6 Hit Dice. The con-trol includes humanoids—goblins, orcs, andgnolls.

BagA bag or pouch is small, made of cloth, leather,or burlap. Magical bags are identical to ordinaryones. After learning the magical properties of thebag a character acquired, roll on the followingtable to find the type of bag.

Roll Bag Type01-05 Almoner06-10 Backpack11-15 Bag16-20 Carpetbag21-25 Duffel bag26-30 Feedbag31-35 Gipser36-40 Gunny sack41-45 Haversack46-50 Knapsack51-55 Large Belt Pouch56-60 Large Sack61-65 Pouch66-70 Purse71-75 Rucksack76-80 Saddlebag81-85 Small Belt Pouch86-90 Small Sack91-95 Satchel96-00 Waterskin (1 gal.)

Backpack of HoldingXP Value: 2,500 GP Value: 25,000

DRAGON Magazine 73Appearing as an ordinary leather backpack, thispack contains an other-dimensional space thatallows up to 30 cubic feet of material to be placedin it, if no single object is more than 5 feet inlength. There is no reduction in the weight of thematerials carried, however.

of BeansXP Value: 1,000 GP Value: 5,000

DUNGEON MASTER GuideThis bag, constructed of heavy cloth, is about 2feet wide and 4 feet long (the size of any otherlarge bag or sack). A character who opens it willfind several large, pebble-like objects inside. Ifspilled out of the bag, they explode for 5d4 pointsof damage each. All creatures within a 10-footradius must successfully save vs. spell or sufferfull damage. For safe removal, the beans must betaken from the bag by hand—telekinesis won'tprevent them from exploding, trying to workthem out with tools is also useless. If planted andwatered, each bean "sprouts" a creature or object.Bags of beans generally hold 3d4 beans, only oneor two of which are beneficial, the others sprout-ing monsters or useless things. For example:

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Bag of Beans II

Bean# Sprouted Object/Being1 Three shriekers spring up and wail2 An ice storm .strikes the area3 A poisonous raspberry bush with ani-

mated runners shoots up, but each of its5d4 berries is a gem of 100 or 500 gpbase value (or perhaps just worthlessglass).

4 A hole opens in the ground; a purpleworm or a djinni ring may be below.

5 Smoke and gas cover an area with a 50-foot radius for five turns; creatures inthe smoke cloud can' t see and areblinded for 1 d6 rounds when they stepout of the cloud.

6 A wyvern grows instantly and attacks;its sting is & javelin of piercing.

7 Poison gas seeps slowly, forming a cloudwith a 20-foot radius that persists for oneturn; while it lasts, it might turn some dirtat its center into magical dust (appear-ance, vanishing, sneezing and choking).

Thought, imagination, and judgment by theDM are required with this item.

In Ravenloft: Each bean has a 20% chance of"sprouting" a Ravenloft encounter,

of Beans IIXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 171The following list has been conjured to functionas an alternative whenever a bag of beans is used.If it seems that most of these effects are harmful,remember that the bag is an item used only enextremis or out of great curiosity. All magicaleffects are assumed to be cast at the 12th-level,unless otherwise specified. Just roll 1d10O foreach bean. References for the statistics of mostmonsters and spells are to be found in the appro-priate AD&D manuals. Unless otherwise noted,all items and beings created by beans are perma-nent and may be destroyed or slain normally:

01 Toadstools, lOd10 of them, grow fromthe ground about the planted bean. Ifeaten, they:

01-50 Are poisonous, requiring a save vs. poi-son at —2 to avoid death,

51-00 Act as goodberries, as the 2nd-levelpriest spell.The toadstools vanish after24 hours.

02 A 20-foot-tall tree with 24 assortedfruits instantly springs from the ground.When a fruit is cut, crushed, or bitten,out springs a device of some sort (usethe random roll table for a robe of use-ful items listed under Robe). The treevanishes after 48 hours, but items fromit remain.

03 A great whirlwind (like one created bya djinni) instantly forms above, and dis-sapates one round later.

04 A 50-foot-diameter hemisphere ofdarkness is created and remains untildispelled (see the 1 st-level priest spell).

05 A geyser erupts, throwing water 20 feetinto the air for 1dl2 rounds. If desired,the water may be replaced by anothernonmagical liquid, such as ale, beer,berry juice, tea, vinegar, wine, or crudeoil.

06 A pheasant jumps up from the soil andattempts to fly away (AC 6; MV 3, fl24; HD 1/4; hp 2; no attacks). If stoppedand examined, it may be discovered that1 d4 of its feathers are Quaal 's feathertokens (See Feather).

07 A spring bubbles up. The first personwho drinks from it has his or her age

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reduced by 1 d l2 years. Additionaldrinks age the drinker by 10dl2 yearsper driiik.

08 Several powerful zombies (#AP 3d8;AC 4; MV 12; HD 2; lip 16; #AT 2;Dmg 1-8/1-8; THACO 19} crawl forthand attack all living things. The zom-bies cannot be turned and move fast—they always strike first in a melee round.

09 A 60-foot-diameter earthquake strikesthe area, with the planted bean at itscenter.

10 A chaotic evil treant (AC 0; MV 12;HD 12; hp 52; #AT 2; Dmg 4-24;THACO 9) of the largest size appearsand attempts to destroy all living beingsit can reach within its 10-foot grasp.

11 A pool of molten lava rises to the sur-face, and expands 10 feet every rounduntil it is a maximum of 50 feet indiameter. Anyone caught in the lavareceives 10d8 hp damage per round.The lava remains above ground andslowly cools.

12 Gases erupt from the ground within anarea 60 feet in diameter around thebean and have a mutating effect; anyonecaught in (hem must save vs. spell or beaffected by a 1d4 die roll:1 Gain 1d4 hp permanently.2 Lose 1d4 hp permanently.3 Contract lycanthropy (DM's choice

of type).4 Contract a rotting disease, as if

touched by a mummy.13 Conjured animals begin to rise from the

earth, one animal of the DM's choiceappears each round until a total of 24HD has arrived (see the 6th-level priestspell). They remain until slain or 24rounds have elapsed. They behave as ifthey were under a confusion enchant-ment (see the 7th-level priest spell). Ifthe result is "Act normally for oneround," the animal obeys the wishes ofthe bean planter.

14 A special incendiary cloud flows upfrom the ground, remaining for two fullturns. It is a volume 20 feet in heightand 40 feet in length and breadth. Itremains dormant un t i l any spells orspell-like effects are activated within it.

Damage is 1 hp per level of the spellcast per round.

15 A pair of huge, disembodied magicalhands appear. One is a Bigby s graspinghand and the other a Bigby's clenchedfist. Each attacks or holds immobilizeda random target within 90 feet of thebean for 12 rounds.

16 Fast-growing roots reach up from theground and wrap about creatures as anentangle spell (40-foot-square area),lasting for 10d8 hours.

17 A pit, 40 feet square and lOd10 feetdeep, opens beneath the bean planter.

18 An opening in the ground appearswhere the bean was planted. If enteredand explored, the underground complexturns out to be a sewer beneath a majorcity. The opening to the sewer complex,which is a long-distance gate, closesafter 1d10O rounds, possibly strandingcharacters in their new locale.

19 A simulacrum of the bean planter risesfrom the ground. The duplicate joinsforces with the planter initially, butafter 2d10 days it decides to break awayand establish a life of its own. Only1d10 days later, it melts.

20 An apparatus ofKwalish (See Appara-tus) appears, being operated by a sin-gle, unarmed hobgoblin of 7 hit points.

21 The area around the bean is struck bytransmute rock to mud (100 cubic footareas of effect). The area reverts tostone after 2d4 rounds, entombing any-thing within it.

22 A black sphere rises from the ground,appearing as a sphere of annihilation.The sphere moves at a speed of 9, chas-ing after random targets (one target perround). The exact effects of the sphere,once it touches a creature, are left up tothe DM. Possibilities are the destruc-tion of magical items (as a rod of can-cellation) or the draining of spells fromthe minds of casters. The sphere cannotbe affected in any manner, but if all liv-ing creatures manage to avoid its touchfor three rounds in a row, it disappears.

23 A clear pool of water rises to the sur-face. The planter of the bean may askthe pool a question and receive a vision,

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^•-.v-.," A ••<yfeW>,̂

. .u^u^,.,.. ^^

^^&^S&SB&

as the 7th-level wizard spell of the samename. If the powers are annoyed, thebean planter is attacked by three waterweirds (AC 4; MV 12; HD 3 + 3; hp 16;THACO 15; SA drowning).

24 A stone statue in the exact likeness of' the bean planter grows from the ground.

It makes all sorts of verbal threatsagainst the planter, but it does nothingmore. If left behind, it will direct any-one who will listen to its lies to attackthe planter. Worse, it always knows theexact location of the planter.

25 A female arm wielding an impressivesword of random type thrusts up fromthe ground in the style of the famousLady of the Lake and Excalibur. Thesword can be taken only by the beanplanter, after which the arm descendsback into the earth. If the planter is apaladin, this is the moment to give himor her a holy avenger, otherwise, theweapon is a sun blade (See Sword).

26 The planted bean summons a meteorfrom outer space that strikes the groundwithin five rounds. Anyone standingdirectly over the bean (the point ofimpact) is killed instantly, with all items

destroyed. Only a wish can restore lifeto the victim. All creatures within 30feet receive 10d4 hp damage {save vs.breath weapon for half damage)—acrater 10 feet in diameter is left behind.

27 A special bush grows with fire seeds, asthe 6th-level priest spell; 1d4 missilesand 2d4 incendiaries- can be picked.

28 A minor death (AC -4; 33 hp; MV 24;strikes with a pitchfork for 2d4 hp dam-age, never misses, always strikes first ina round and always pursuing); appearsand attacks the bean planter as if hedrew the Skull card from the deck ofmany things. Only one such creatureappears, but the blows and spells fromthe planter are the only ones that canaffect this being.

29 A wall of thorns springs up instantly ina 20- by 20- by 20-foot cube, trappingall creatures in this area.

30 A wondrous, art iculate war horseappears and offers the planter of thebean a ride to any destination. If theoffer is accepted, the horse takes itsrider to the floor of The Gray Waste'sfirst layer, then disappears. If the offeris not accepted, the horse disappears.

31 An iron golem pops into existence andattacks all nearby living things one byone. In its forehead are set three gems:a gem of brightness, a gem of seeing,and a gem worth 5,000 gp.

32 A chariot ofSustarre (as the 7th-levelpriest spell) is conjured to serve theplanter of the bean for 18 turns. Then itexplodes in a 6d6 hp fireball Those onthe chariot take maximum damage, nosaving throw allowed. This could proveeven more deadly if the chariot is beingused in the sky when it blows up.

33 An ancestral spirit of the bean planter issummoned. If the DM feels the planterhas been faithful to his or her align-ment, the ghostly ancestor rewards thedescendant with 10,000 experiencepoints. Otherwise, the spirit strips awaya like amount from the planter andgives a warning to the planter to changehis or her ways.

34 A single campfire springs forth. Itsflames are blue but otherwise normal.

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35 A huge, gaudy marble fountain, deco-rated with nymphs and dolphins, risesfrom the earth, spraying water high intothe air. A few copper coins (1d4+l) canbe found in its basin. The fountainceases after 2d6 rounds. If cast indoors,the fountain fills the room in which itappears to a height of 20 feet.

36 A creeping doom crawls forth andmoves in a random direction, attackingall creatures who do not escape itswrath. Beyond the initial 80 yards, theinsect mass loses 50 of its number for 43every 10 yards it travels.

37 An extradimensional creature appearsas if an iron flask were opened. It isvery angry, totally hostile, and has max-imum hit points. If "empty" is rolled onthe table, roll again until a creature 44turns up; in this case, the monster isonly an illusion,

38 A well of many worlds opens in theground. It can be picked up and carriedaway.

39 A hostile earth elemental (AC 2; MV 6;HD 16; hp 80; #AT 1; Dmg 4-32; 45THACO 7; SD +2 weapon or better to hit)is conjured. To make matters worse, theplanter of the bean and the elementalswap mental consciousnesses. Thus, theplanter's body goes about pummelingpeople, while the planter must make dowith an elemental form. If either theplanter or elemental are destroyed, thismalady becomes permanent. Player and 46DM must creativity remedy the situation.

40 A hole in the ground opens. Out crawlsa wyvern with 500 gp gems for eyes,the ability to detect invisible objects,and the ability to breathe a cone of cold(for 6d4+6 hp damage) once every 47other round. When slain, the creaturetransforms into harmless blue smoke;the gems are left behind.

41 Sixteen thick and thorny vines crawlfrom the ground and, with evil sentience,seek out victims. The vines are 40 feetlong, AC 4, and have 12 hp each. Theywrap around and constrict their victims,inflicting 2d4 hp damage every round 48after the first successful attack.

42 Flowers shoot up from the ground for

120 yards around the planted bean. Onthe following round, they emit clouds ofmagical pollen. All creatures in the areafall instantly asleep for 1dl2 rounds (nosave allowed). Some of these creatures(1d4+l, chosen randomly) are eachgranted a limited wish of their owndesign, stemming from their dreams.Have the players describe their charac-ters' dreams without knowing the con-sequences, then tailor the resultsaccordingly.Appearing from the ground to attackthe bean planter is a young adult reddragon. If slain, a magical red ruby willbe found in the muscle of the dragon'sheart. The ruby acts as a wand of fire-balls, fully charged.A cloud of solid fog, 120 yards in diam-eter and 20 yards high, rises from theearth, lasting 20 rounds or until dis-persed. Just 1d20 rounds later, a deathfog spell rises from the earth, lastinganother 20 rounds and having the samedimensions.An enchanted heavy catapult appears. Itis +1 to attack and has double normalrange. It fires by itself every otherround, requiring people only to load it.The catapult also shrinks upon com-mand to a height of 1 inch. Once perday, it can hurl a ball lightning (4dl2 hpdamage; see ring of shooting stars fordetails),A huge hemispherical chunk of ground,150 yards in radius about the bean, ripsitself free from the earth and floatsaway. Characters standing on it may bestranded several hundred feet above theground or carried to a foreign land.Nothing seems to happen. If the planterdigs up the bean again, he or she dis-covers a nugget of gold worth 50 gp.Further excavation proves this site to bea suitable gold mine. Serious diggingmay be costly, however, and may alsomean encounters with beings not happyto see miners (angry duergar, drow, pur-ple worms, etc.).Nothing apparently happens, but twoinvisible stalkers of maximum hit pointsare conjured. They follow the bean

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planter and attempt to steal away thebag of beans at the most opportunemoment. Resistance causes the stalkersto attack.

49 A Leomund's secure shelter springsforth. Inside are 2d4+l trolls of differ-ent types and maximum hit points whoconsider this their home. If the DMdesires, a trapdoor in the floorboards ofthe shelter leads to an extradimensionaldungeon of the DM's own design.

50 Only 1d4+l rounds after the bean isplanted, a Daern 's instant fortress grows 54upward so quickly that all within 10yards sustain lOd10 hp damage from itsgrowth. Whoever planted the bean may 55command the fortress's entrance toopen or close. The fortress is permanentbut can never be moved or shrunk to itscube form.

51 A number of toads (1 d4+8) crawl fromthe earth. Whenever a toad is touched, 56it polymorphs into a random monster(check the MONSTROUS MANUAL acces-sory and roll on the Monster Summon-ing Spell Table of the appropriate levelfor the party). Every third round, atoad will polymorph without beingtouched.

52 Immediately after the bean is planted, ahuge tent (30 by 30 by 10 feet) springs 57up, enclosing all creatures within itsvolume. The tent is lavishly furnishedwith velvet pillows, golden lamps,porcelain vases, exotic tapestries, andpervaded with the scent of rich spices.All creatures in the tent are subject tosympathy, as the Sth-level wizard spell;those failing to save vs. spell cannotleave the tent. Anything removed fromthe tent turns into scraps of paper,sticks, rocks, etc. unless removed by a 58thief, in which case they remain as theyare. Individual items have values of1 OOdl 0 gp each. Each thief may removea number of items equal to his or herlevel of experience as a thief; after that,the items not removed by thieves turn 59into debris in 1d4 days. The tent van-ishes after one day.

53 A mass of 4d6 laughing skulls, flying onbat wings, spring from the ground and

surround the bean planter. The demoniclaughter prevents any sleep or spellcast-ing requiring verbal components. Foreach day of sleeplessness, the plantertakes a -1 penalty on attacks, defenses,and saving throws. The skulls cannot beattacked by any means except one, cho-sen by the DM (this method may beuncovered by divination spells). Theskulls remain for 2d4 days, then fly away.They do not interfere in combat, thoughsome might avoid a victim so affected.The bean planter receives an unhatcheddragon's egg of a random type. Ithatches in 2d6 hours if kept warm.A wishing well springs up. It grants awish to the first person who tosses in acoin and to a second person who dumpsin at least 1,000 gp worth of coins ortreasure. The well disappears after thesecond wish.A great fissure in the ground opens. Itis very narrow (only 4 feet wide), so thebottom cannot be seen. Nothing otherthan possible injuries can come ofclimbing down into the crevasse, whichis 1d4 miles deep and 10dl2xlOO yardsin length. After 5d4 days, the crevassecloses again, swallowing anythingwithin it.Mist rises from the ground and, after1d4+l rounds, takes on the form of adragon. The "dragon" breathes a blastof steam and vapor in a cone 40' longand 20' wide upon any creatures nearby.Damage is 6d6 hp. After it breathes, thedragon-cloud dissipates. It cannot beattacked except by magical electricity,which causes the cloud to fade awaywhile it is forming—only to reappearbehind the bean planter 1d4 hours later.A rope grows upward to a length of 30feet. If anyone climbs the rope, anextradimensional space is found (as therope trick spell). It lasts for four hours,after which the rope assumes the abili-ties of a rope of climbing.A beanstalk grows up into the air. Ifclimbed, it leads either to a cloud castle,to wildspace (for a Spelljammer*adventure), or to a different plane ofexistence (a PLANESCAPE™ adventure

37+

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in a cloud city on the Elemental Plane 67of Air?).

60 A lesser basilisk of average hit pointscrawls from the ground. Its gaze attack 68does not turn people to stone, but itages them 5d10 years. The basiliskwanders away after a turn.

6! An umber hulk of maximum hit pointsdigs its way out of the earth, thenattempts to maim or kill as many char-acters as it can before burrowing backinto the ground 1d10O rounds later. Ifslain, the umber hulk changes coloruttering one prophecy before it turnsinto dust. The prophecy always comestrue (the DM should use a lot of imagi- 69nation here).

62 An entire one-story tavern pops upfrom the ground. The pub's interior isoccupied by helpful unseen servantswho dish out helpings of a hero's feast.This tavern remains in place for 3d4days before vanishing.

63 An insane gynosphinx (maximum hit 70points) appears and attempts to devourany creatures who cannot answer itssilly children's riddles.

64 The area about the bean within a 1 d4mile radius suffers its own chaoticweather patterns. The weather changesevery turn for 4dl2 hours. Chooseweather types randomly from thoselisted in the 7th-level priest's spell, con-trol weather.

65 A patch of pumpkins, 40 yards square,grows instantly. The pumpkins ripen,overripen, go foul, then burst open.Everyone in the area is affected by a 71stinking cloud spell and must save vs.breath weapon or contract a debilitatingdisease (see the 3rd-levet priest spellcure disease for details). However, 1d6pumpkins do not explode, but theyinstead turn into scarecrows (see theMONSTROUS MANUAL accessory) ofmaximum hit points, and they willattack the party after two rounds. Ifthey slay the PCs, these monsters roamthe land.

66 The planted bean becomes a delayedblast fireball of 18th level, exploding infive rounds.

The DM's favorite dinosaur (maximumhit points) grows out of the ground tocreate a little havoc among the PCs.A squirrel or other woodland creaturecomes along, digs up the bean, andquickly devours it. The animal thenaddresses the bean planter in Commonand may answer questions as a sageskilled in every field of knowledge. Ifthe planter has no questions, the animalwill give clues to the location of a mag-ical artifact. One hour after eating thebean, the animal reverts to normal,though it now follows the PCs whereverthey go (it does nothing else).A female vampire exits the ground atnightfall, wielding a vorpal weapon anda rope of entanglement to track downand kill the bean planter. She requiresno coffin, staying in gaseous form for12 turns when slain, reforming afterthat. Her magical items may be gath-ered as treasures.A huge eyeball 1-foot in diameter risesfrom the ground and floats 6 feet in theair. All who gaze upon the eye mustsave vs. petrification or be transformedinto (Roll 1d8):1 A statue of wax2 A statue of wood3 A statue of glass4 A statue of ice5 A statue of gold6 A statue of lead7 A statue of iron8 A statue of saltThis can only be reversed with a wish.A pyxis, a unique wooden box of intri-cate design, appears in place of the bean(it must be dug up). It is worth 5,000 gp.If it is opened, a horde of lOd10grotesque monsters pours from the boxat the rate of 1d4 monsters per meleeround. The pyxis can be shut only with aStrength roll to bend bars and lift gates.These monsters could include aboleths,beholders, bulettes, giant crabs, giantcrayfish, giant leeches, otyughs, remor-haz, ropers, rust monsters, giant scorpi-ons, shambling mounds, slitheringtrackers, giant slugs, thessalmonsters,umber hulks, and xorn; all have ran-

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domly determined hit points. If all mon-sters are allowed to escape the pyxis, theperson who opened the box is given onewish (but the wish cannot undo the open-ing of the pyxis).

72 Immediately after the bean is planted, arumbling in the earth is heard. On thenext round, a herd of albino mastodonsis seen stampeding toward the area ofthe bean. How many they number andhow far away they are depends on partystrength and conditions of the environ-ment. The mastodons have average hitpoints. Their tusks have normal valuefor ivory.

73 A cagelike throne appears. It allowstravel into the Ethereal and AstralPlanes at will, for one person only. Itcannot be moved from the spot onwhich it appeared by any means. Thethrone may be used 1d4 times before itvanishes again.

74 This bean summons a kender handlerfrom the D R A G O N L A N C E setting ofKrynn. The kender may either beadopted as a normal player character, ifa player for is available, or may be runas an NPC. The kender is of the same

level as the rest of the party and has nomagical items or treasure—but willsoon!

75 A hostile skeletal creature crawls out ofthe ground. The creature has all of thesame abilities, statistics, and posses-sions as the bean planter (as a mirror ofopposition) and wears black clothing orarmor similar to that worn by theplanter. The beast attacks the planterand disappears, with all its items, onceslain. Only spells and attacks from theplanter affect it.

76 A renegade leprechaun appears for onehour. It is dressed in red clothing andspeaks in a normal Common accent. Ifupset, it attacks with its special abilityto use wizards' symbols (any except asymbol of death; usable once per round,one symbol at a time, inscribed in theair). If given a magical item that is notcursed, the leprechaun grants a limitedwish, then vanishes.

77 A harp floats up from the ground andplays by itself, filling the air with soft,gentle music. All within 60 feet mustsave vs. spell or succumb to a magicaleffect (sleep, fear, confusion, or other)that lasts 2d8 rounds.

78 The ground in a 60-yard radius aroundthe planted bean oozes with a bubblytar. A creature must roll a strengthcheck every round to successfullymove. Movement is cut down to 'A nor-mal anyhow.

79 A hollow sphere of iron, 30 feet indiameter, with the planted bean at itscenter, is conjured. It imprisons anycreatures within that area. Note thathalf the sphere is hidden beneath theground.

80 A giant oak tree grows with lOd 10acorns made of different substances—glass, amber, chocolate, jade, etc. Thevalue of any one acorn is no more than100 gp. The tree grows normal acornsonce all of the unusual acorns havebeen picked or have fallen.

81 A wall of stone appears 500 feet in theair, above the area where the bean wasplanted, and it starts to fall. The squarewall is 3 inches thick and 20 feet on a

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side. Though it does great amounts ofdamage (20d10 hp; saving throw vs.death magic required if 50+ hp taken)to anything it lands on, only the veryslow or very stupid should be unable toget out of its way. Have each characternear the bean make an Intelligencecheck on 1d20 to notice the falling wallor its shadow and escape.

82 A nest of ld4+3 eggs springs from theground. If an egg is eaten, a save vs.poison must be made. The person gainsa point of Intelligence if the save is suc-cessful, but dies otherwise.

83 A pillar of stone 30 feet in diameterrises from the ground and lifts all crea-tures in the area 100 feet into the air.The pillar vanishes in ld4+2 turns,dumping anyone still on it.

84 A simple silver headband appears onthe head of the bean planter. It cannotbe removed, and it reduces the charac-ter's level to zero. The planter retains allacquired hit points and ability scores,but is effectively a normal being. Theperson may assume a new professionand gain experience and levels in thisclass. The DM may allow the characterto later perform a difficult quest for apatron deity or alignment. At the com-pletion of the quest, the silver headbanddisappears forever, and the charactercan add the new experience point total,keep the original profession, or keepboth classes.

85 An area 30 yards in diameter about thebean turns into a sand pit. All creatureswithin that area must make Dexteritychecks or be drawn all the way down toits center. There, lying in wait, iseither—an ant lion of maximum hitpoints, an underground cavern, or aone-day gateway to another dimension.

86 The bean transforms into a ball of softpastel light that floats up from theground and approaches the nearestcharacter. If the light is allowed totouch a character, each item worn mustsave vs. disintegration or be transmutedinto nonmagical glass. But the charac-ter adds one point to the lowest abilityscore.

87 The planter becomes imprisoned withinthe bean. Crystal balls and various div-ination spells reveal what happened tothe character. The person can be freedof the bean only by the spells -wish orfreedom, or if another creature volun-teers to take the character's place.

88 The bean turns into a black-purplishgem, shooting up from the ground andembedding itself in the bean planter'sforehead, inflicting 1dl2 hp damage.After that, whenever the character isinjured, the gem drains any chargedmagical items, such as wands, within20 feet of his or her person. For everycharge drained, the character is healedfor 1 hp. Only one charge is drained perround. This is not a voluntary power; itoccurs whether the character wills it ornot. As side effects, the character's eyesturn blood red, fingernails grow long,teeth become pointed, and the planter'shair grows white. These effects can beundone only with a wish, but the char-acter is otherwise unaffected,

89 Some creatures within 120 yards of thebean shrink while others grow:01-50 Creature shrinks to 50% of

normal size.51-00 Creature's size doubles.Both

effects last 12 turns.90 A tombstone springs up with the name

of the bean planter engraved on it. Thecharacter faints for 2d4 rounds, unlessaroused earlier. For 1d4 weeks after-ward, the planter has a -4 penalty to allsaving throws against magical year.

91 The bean becomes a powerful magnet,drawing all ferrous metallic items within60 feet into it. All characters in metallicarmor are held paralyzed until helpedout of the armor. Metallic items can bepulled out of the area of effect only withStrength rolls to bend bars and lift gates.All items are considered 10 times theirnormal weight when carried from themagnet within its area of effect. Themagnetic effect ends in 24 hours. Thebean then turns into a 5,000 gp gem.

92 A disembodied, fanged maw appears inthe air 4 feet off the ground; only thehuge teeth are visible. The mouth,

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which cannot be harmed in any manner,opens to reveal a small, extradimen-sional space. Inside the space may be alarge cache of gems, several small mag-ical items, or one powerful magicalitem. Reaching in to snatch itemsrequires a Dexterity check on 1d20.Failure indicates the mouth snaps shuton the character's arm, inflicting 4d10hp damage and injuring the limb sobadly that only a heal spell restores it.Nonliving items thrust into the maw arebitten in half and destroyed. The mouthvanishes after 10 rounds.

93 A rolled-up tapestry appears. Engravedwithin its pattern is a symbol of death.The tapestry also shows a fairly accu-rate map to an ancient, undiscoveredtreasure horde (but not an unguardedhorde).

94 An ogre wizard suddenly appears overthe planted bean and attacks the planterof the bean. Besides its normal powers,an ogre mage can use any power that isused upon it. For example, it could casta spell previously used against it orattack several times in one round ifattacked by someone with the sameability. The ogre mage uses a randomlydetermined, magical polearm that maybe gained as treasure.

95 A seemingly normal apple tree grows.It holds ld10+20 fruit, 2d4 of whichwill behave as randomly determinedmagical potions or elixirs (not oils) ifeaten. At least one apple is poisonous.While a person picks apples, branchesin the tree quietly attempt to steal smalltrinkets from the character. Thebranches have an 80% chance to pickpockets, taking one item per round andhiding such items among its leaves. Thetree and all stolen items vanish afterone hour, though any apples pickedremain behind, staying fresh and retain-ing all powers for one month.

96 A small pyramid bursts upward from theground. If its simple interior is investi-gated, a mummy with maximum hitpoints is found, wielding a fully chargedstaff of withering and talisman of ulti-mate evil. If the mummy is slain, it turns

into gold dust worth 1d10x 1,000 gp.97 A pair of bulettes with maximum hit

points burrows out of the earth, attack-ing and devouring as many victims asthey can in 20 rounds, then return to theearth. If slain, each has a magical shieldof random type as one of its back scales.

98 The area around the bean is struck by afire storm (as the Tth-level priest spell).

99 A totem pole grows 20 feet into theair. A magic mouth on the poledemands a suitable sacrifice from thebean planter. If a monetary treasure isgiven, the character is given a magicalweapon (roll on the appropriate tablesin the last volume of this encyclope-dia). If magical treasure is given, thecharacter is granted a wish that mustbe used within the hour. If a sacrificeis not given, the pole permanentlydrains two points from the character'smain attribute.

00 A two-handed, dancing sword (MV 15;THACO 13; #AT 1) rises from theground and begins to strike at randomtargets. Though no physical attack canharm it, it is affected by magical attacks,such as fireball, lightning bolt, or trans-mute metal into wood.

Beltpouch of DisappearanceXP Value: — GP Value: 1,250

POLYHEDRON Newszine 47This highly dweomered belt pouch acts as a bagof holding (200 gp), but it is actually cursed.Once every 24 hours, the pouch opens a rift intothe Astral Plane and dumps its contents, closingone round later. Living things can fall through therift only if they are small enough to fit com-pletely into the pouch (rats, birds, or charactersusing diminutive magic).

Bag of BonesXP Value: 3,000 GP Value: 15,000

Tome of MagicThis item, usable only by priests, is a small,ordinary leather pouch that contains a numberof tiny bones. When the bones are scatteredover a 40 by 20 yard area and the word of com-mand is spoken, a unit of skeletons immediatelysprings from the ground. This unit compriseseight BATTLESYSTEM* rules figure skeletons (80

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skeletons) armed with swords. (The statisticsfor this unit are: AD 6, AR 8, Hits 1, ML n/a,MV 12. Hits from piercing and slashing weap-ons are reduced by half.)

The unit unconditionally obeys the combatorders of the priest, never checking morale. Theunit fights until totally destroyed or until the sunsets (at which time the remaining skeletons crum-ble into dust). Roll 1d10O on the table below todetermine the type of bag found.

Roll Bag of Bones type01-66 The bag is a "one-shot" magical item.

Once the bones are used, they are goneforever.

67-00 The bag magically replenishes itselfevery sunset if the bones have beenused.

A bag of bones works only on a battlefield inthe full heat of battle. (For the purposes of thisdefinition, a "battlefield" is a place where unitsare in conflict and where at least 100 individualsper side are involved.) The unit never splits up,and obeys no orders other than to enter combat.

Certain war deities may frown upon the use ofundead or conjured troops, believing them to beunworthy and cowardly. Priests worshiping thesedeities may suffer divine consequences if theychoose to use a bag of bones.

In Ravenloft: this bag can be used to create asmall army of skeletons (80 of them). The bagworks only in battles where at least 100 creaturesper side are involved. This condition is rarely metin Ravenloft. In the rare event that this bag isused, double the normal number of skeletonsappear (to 160). The user must also roll aRavenloft powers check.

Bucknard's Everfull PurseXP Value GP ValueType I: 1,500 15,000Type 11: 2,500 25,000Type III: 4,000 40,000

DUNGEON MASTER GuideThis item is a leather pouch or small bag, but thismagical poke is most useful to its owner: Eachmorning it duplicates certain coins—and possiblygems as well. When found, the purse is full ofcoins. If totally emptied, and left so for more than afew minutes, the magic of the purse is lost, but ifone coin is left within the bag, the next morning

many coins can be found inside. The type of coinsfound is found by consulting the table below.

Once the type of bag is determined by roll, itsabilities do not change. Roll percentile dice tolearn which type of bag has been found:

Roll cp sp ep gp pp gems00^50 10 5 — 1 —51-90 20 — 5 1 2 —91-00 20 — 5 2 — 10

In a DRAGONLANCE Campaign: Bucknard'severfull purse does not exist on Ansalon.

In Kara-Tur: when opened, the purse con-tains:

of DevouringXP Value: — GP Value: 1,500

DUNGEON MASTER GuideThis bag is an ordinary sack, which may appearempty—it might hold beans. The sack is, how-ever, a lure used by an extradimensional crea-ture—this is one of its feeding orifices.

Any substance of animal or vegetable nature issubject to "swallowing" if it is thrust within the bag.The bag of devouring is 90% likely to ignore any ini-tial intrusions, but any time it senses living humanflesh within, it is 60% likely to close and attempt todraw the whole victim in base 75% chance for suc-cess 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 drawninto the bag, while a 5 Strength character (with -1damage) is 80% likely to be drawn in.

The bag radiates magic. It can hold up to 30cubic feet of matter. It will act as a bag of holding(normal capacity), but each turn it has a 5%cumulative chance of "swallowing" the contentsand then "spitting the stuff out" in some non-space. Creatures drawn within are consumed inone round, eaten, and gone forever.

Devouring PouchXP Value: — GP Value: 1,500

The Book of Marvelous MagicThis pouch appears and functions as a kangaroopouch but may cause its contents to disappear.

379

Roll01-5051-9091-00

Fen—2020

Yuan10——

Tael555

Ch'ien—12

Gems——10

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Bag of Duplication

Check each day by rolling 1d6; a result of 1-2indicates that some wandering ethereal creaturehas found the contents and eaten them. This doesnot cause the pouch to shriek.

of DuplicationXP Value: 4,000 GP Value: 40,000

POLYHEDRON Newszine 82This finely crafted leather pouch can duplicateany nonmagical, nonliving item that weighs threepounds or less. A single item must be placed intothe pouch and a charge expended for the pouch'smagic to take effect. After three rounds, a perma-nent, duplicate item is formed, and both items canbe removed from the pouch. Pouches of duplica-tion can be used up to five times a day. They typi-cally are found with 4d8 charges, and they can berecharged.

Ever-Full Bag of SeedsXP Value: 1,500 GP Value: 2,500

DRAGON'S CROWN* Sourcebox.This small, green leather pouch has a drawstringon top and a pattern of leaves embossed on it. Thepouch feels empty, but any preserver wizard, non-templar priest, or druid reaching inside can drawforth a single seed. The seed, even if planted onbarren ground, grows into a tree of life in fourweeks.

An avangion can draw an unlimited numberof seeds from the bag. Lesser preserver wiz-ards, druids, and nontemplar priests can draw atotal of 1d10 seeds before the bag stops work-ing for them. (At this point it functions for thatcharacter as it would for characters of anotherclass.) Each seed drawn from the bag growsinto (roll 1d10):

Roll123456789

10

SeedOak treeApple treeRedwood treeMaple treeWillow treeFir treePine treeCherry treeCedar treeBirch tree

Any other class reaching into the bag drawsbut a handful of nonmagical seeds. If plantedin fertile ground, watered and tended, theygrow into:

Roll 1d6123456

SeedGrassSmall cactusBerry bushVegetableFlowersVine

of EyesXP Value: 2,250 GP Value: 20,000

The Book of Marvelous MagicThis pouch is the size of a large sack (capacity 60pounds) but has an invisible drawing of an eyeupon its outer surface. When completely filledwith coins of any type and commanded to func-tion, the holder of the item can see with infravi-sion (160-foot range). The effect lasts for fourhours. All the coins in the pouch disappear whenthe command word is spoken,

Feedbag of PlentyXP Value: 500 GP Value: 2,500

DRAGON Magazine 73An ordinary horse's nosebag. Many horses canfeed from the feedbag, yet it continues to befull of grain. If more than 10 different horsesfeed from the bag in one day, however, themagic is lost forever. No grain can be pouredfrom the bag.

Food PouchXP Value: 700 GP Value: 3,500

Dragon DawnA. food pouch contains nuts, grain, and dried fruit,foods suitable for a snack or as trail rations dur-ing lengthy travels. It supplies enough food fortwo meals in the saddle each day.

Henry's Carpetbag of HoldingXP Value: 5,000 GP Value: 25,000

1992 Fantasy Collector Card 78Henry has kept most of his belongings in thismagical bag of holding for years. The outside hasbecome faded and worn, but the inside is full ofsurprises. The bag has not one, but four separatedimensional spaces within it for better organiza-tion. Each space has 200 cubic feet of volume,

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Jasper Thunderhand's Handy Haversack

and Henry has stored up more forgotten treasureand other items in his carpetbag than he canremember. He is constantly searching for somelost item and pulling another out, surprised thathe rediscovered it.

Reward's Handy HaversackXP Value: 3,000 GP Value: 30,000

DUNGEON MASTER GuideA magical backpack of this sort appears quite ordi-nary, well-made and well-used. It is of finelytanned leather, and the straps have brass hardwareand buckles. There are two side pouches, each ofwhich appears large enough to hold about a quartof material, but each is similar to a bag of holdingand actually contains material equal to as much as2 cubic feet in volume or 20 pounds in weight. Thelarge central portion of the pack can contain up to8 cubic feet or 80 pounds of material. The pack hasan even greater power—when the wearer reachesinto it for a specific item, that item is always ontop. Thus, no digging around and fumbling is evernecessary to find what the haversack contains.Heward'x handy haversack, and whatever it con-tains, gains a +2 bonus on all saving throws.

In a DRAGONLANCE Campaign: Heward'shandy haversacks are called haversacks of orderon Ansalon.

XP Value50 Ib: 1,000100 Ib: 2,000150 Ib: 3,000200 Ib: 4,000250 Ib: 5,000500 Ib: 7,500l.OOOlb: 10,0001,500 Ib: 12,5002,000 Ib: 15,000

of HoldingGP Value

5,00010,00015,00020,00025,00037,50050,00065,20070,000

DUNGEON MASTER GuideThis is a common, cloth sack, about 2 by 4 feet.The bag of holding opens into a nondimensionalspace, and inside it is larger than the outside. Nomatter what is put into it, the bag always weighs asame amount. This weight, the bag's weight limitfor contents, and the volume limits are deter-mined by a percentile roll and consulting thetable below:

Roll01-2828^1344-5758-6970-7980-8788-9394-9798-00

Weight51bslOlbslOlbsISlbs151bs151bs351bs60 IbsSOlbs

Weight LimitSOlbs100 Ibs1 SOlbs200 Ibs250 Ibs500 Ibs1, 000 Ibs1,500 Ibs2,000 Ibs

If overloaded, or if sharp objects pierce it (frominside or outside), the bag can rupture andbecome useless. The contents are then lost for-ever in the vortices of nilspace.

of Infinite WealthXP Value: 5,000 GP Value: 25,000

DRAGON Magazine 2This magical bag turns base metals into gold atthe rate of 100 gp per day.

Jasper Thunderhand's HandyHaversack

XP Value: 3,000 GP Value: 15,0001992 Fantasy Collector Card 144

Jasper has managed to locate a Heward's handyhaversack that is dwarf-sized. Other than thatspecial feature, it is the same as other magicalhaversack: it has two quart-sized side pouchesthat are equivalent to bags of holding, capable

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Kangaroo Pouch

of holding up to 2 cubic feet in volume or 20pounds of weight: the central pack holds up to 8cubic feet of volume and 80 pounds of weight.When Jasper reaches into the pack, any item hewants is always waiting on the top; and all con-tents of the haversack gain a +2 bonus to allsaving throws.

Kangaroo PouchXP Value: 600 GP Value: 3,000

The Book of Marvelous MagicThis item can hold up to 60 pounds. When placedover the stomach (armor or clothes do not inter-fere), it blends in and is undetectable except todetect invisible spells, true sight, and similarspells.

Khalid's Pouch of AccessibilityXP Value: 1,000 GP Value: 9,000

1993 Collector Card 460Khalid's pouch functions as a normal pouch ofaccessibility, with one notable difference. Oncein 20 times, when Khalid calls forth a particularitem that he has stored in his pouch, he receivesinstead a random item that magically appears.This item is some sort of trinket, usually a smallpiece of jewelry worth between 50 and 500 gp. Inexchange for this trinket, one of Khalid's storedpersonal items disappears forever.

of Many BagsXP Value: 1,000 GP Value: 2,500

POLYHEDRON Newszine 90This cloth sack is indistinguishable from anyother sack normally found in a market square.However, if a detect magic spell is cast, a faintaura of evocation magic is discovered.

The sack can hold any mundane or magicalitems placed within it—to the normal capacity ofthe bag. However, its magical nature cannot becalled into play unless it is empty. When placed onthe ground and the word "backpack" is spoken, thebag of many bags transforms into a normal canvasbackpack. The words "flask," "small sack," "largesack," "belt pouch," "bucket," "vial" and "waterskin" have like effects on the bag.

Nithian SaddlebagsXP Value: 800 GP Value: 2,400

The Emirates of YlaruamRecently a poor fisher of the Nithian coastal plaindrew up a sealed lamp with a net. He opened the

sealed lamp and freed a djinni, who rewarded himwith these saddlebags, from which may be drawna sumptuous feast three times daily. The qualityof the food is reputedly fit for a sultan.

Noj's Bag of MisplacingXP Value: — GP Value: 500

1992 Fantasy Collector Card 381Noj "the Double-Edged" thought that this item wasa bag of holding until it tost half his equipment. Abag of misplacing is like a bag of devouring exceptnothing disappears forever in it (and it doesn't seeminterested in devouring Noj, either). The bagmerely misplaces items for random periods of time(usually when they're most needed). The upside ofthis bag is that it is very old and has misplacedsome interesting items. When Noj reaches in for anitem, he could come up with anything, including(randomly rolled) magical items (60% chance). Ofcourse, some of them may be cursed!

Pictish Bag of FiendsXP Value: 5,000 GP Value: 25,000

Gods, Demigods, & HeroesThis magical device summons lOd10 creaturesfrom its interior. It is 16 inches by 30 inches andseals with beeswax. The fiends are half man, halfbird, with 35 hit points. They are as strong as afire giant and will not attack anything lying flaton the ground. Their saving throws and attackrolls are comparable to 5th-level warriors.

of PlentyXP Value: 5,000 GP Value: 25,000

The Book of Marvelous MagicThis pouch is small and can hold only 100 gp atmost. If the user places up to 10 coins within thepouch and leaves it closed for 24 hours, the pouchchanges the coins to the next higher value. Thus,10 cp can be changed into 10 pp by leaving themin the pouch for four days. No change occurs ifmore than 10 coins are left inside. The pouch can-not affect platinum pieces. The upgraded coinsmay be used normally, and are not magical.

Protection PouchXP Value: 2,500 GP Value: 25,000

DRAGON Magazine 73A soft suede leather pouch (size varies). Anyglass or ceramic item in the pouch will not breakif the pouch itself is not penetrated or destroyed.For example, a hammer blow on the pouch would

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Silent Purse

not affect the glass, unless the hammer blow wasso powerful that it broke through the leather.

Pouch of AccessibilityXP Value: 1,500 GP Value: 12,500

DUNGEON MASTER GuideThis normal-seeming pouch is actually a stronglymagical item that can contain up to 300 pounds in30 specially constructed pockets. Each pocketholds a maximum of 10 pounds, or 1 cubic footof volume, whichever is reached first.

This device also enables the possessor to openit and call forth the items needed. Merely speak-ing the name of a desired object causes it toappear at the top of the pouch, ready for instantgrasp.

These pouches are similar to bags of holdingand portable holes, and the strictures about place-ment within such magical spaces apply fully. Thepouch weighs one pound empty and four poundswhen filled.

Pouch of HoldingXP Value: 800 GP Value: 4,000

The Temple of Elemental EvilThese apparently normal leather or cloth pouchesare found in groups of ld4+2 attached to a belt.Each pouch can hold 100 gp (or 10 poundsweight) as if it were a tenth of a pound. However,nothing larger than 1 by 2 by 3 inches can fit intoa pouch, and the maximum cubic volume capac-ity for a pouch is 3 by 6 by 12 inches. (Thus, vialsof holy water easily fit, but, normally, a dagger orwand would not.)

of ReturningXP Value: 500 GP Value: 2,500

Black CourserThis hatf-rotten bag contains 1 cp, 1 sp, 1 gp, andone pp. Whenever one of these coins is spent, itreturns to the bag within 24 hours.

Pouch of SecurityXP Value: 2,000 GP Value: 10,000

DUNGEONS & DRAGONS Rules CyclopediaThis item is the size of a large sack (capacity 60pounds). Any attempt at stealing the pouchcauses it to scream, "I am being stolen!" (inCommon) repeatedly for one hour. Its cries canbe heard to 120 feet. If its owner holds it andcommands it to be quiet, it obeys, but repeats itscries if stolen again.

Seed SatchelXP Value: 250 GP Value: 1,250

DRAGON Magazine 5A seed satchel contains ld6+6 magical seeds.When a seed is dropped on the ground and a com-mand word spoken, the seed grows into one of thefeatures listed below. The feature or object disap-pears in one hour—the seed can be used once.

Roll Effect1 A wyvern, commanded and controlled

utterly by the one who spoke the phrase.2 A 100', circular forest. The type is depen-

dant upon the climate and terrain. Theuser controls the density of trees, but nomore than one tree per square foot isallowed.

3 A nearly impenetrable wall of thorns, 10'high and 4' thick. The wall forms astraight line 30' long, stretching in anydirection.

4 An oak-sized, flesh-eating tree, withmany limbs but slow movements. Treatas an evil treant.

5 50' diameter pool of acrid sulphur, 10'deep.

6 Hollow mound of rock 15' high and 3 0'in diameter, with a human-sized crack inone wall for passage. The user can com-mand the passage to close at any point,unless a creature, small-sized or larger, iswithin the crevice.

7 A chasm, 10' deep, 10' across, and upto 30' long, stretching in any desireddirection.

8 Any one-use item that is immediatelynecessary for the user's survival. Gener-ally a potion if severe damage has beensustained, a single-use rope of climbing ifa fast escape is necessary, etc. The usergains no experience points for the grownitem. The item grown cannot exceed2,000 XP or 15,000 gp in value.

Silent PurseXP Value: 500 GP Value: 2,500

DRAGON Magazine 73A leather drawstring purse about the size of asmall fist, whether it is full of coins or holds onlya few, no noise emanates from the purse (Otherobjects in it make a normal amount of noise.)

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Skain's Satchel

Skain's SatchelXP Value: 1,000 GP Value: 5,000

DRAGON QUBST GameThis handy object looks like any other leathersatchel. Anyone who owns it, however, knowsbetter. While a normal satchel allows its owner tocarry 20 pounds of material, Skain's satchel ismagical and has the space of a backpack inside it.Therefore, it allows a hero to carry 40 pounds ofmaterial. Any type of hero may use the satchel.

Sleeping Bag of Armor NullificationXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 181The sleeping bag of armor nullification is a goodsubstitute for the various kinds of armor thatallow their wearers to sleep in them. The power-ful magic of this bag enables anyone wearing anysuit of armor of any type to sleep in it as thoughhe or she were unarmored. As with the specialtypes of armor mentioned earlier, this enablesadventurers camping out in the wilderness toavoid being attacked in the middle of the nightbefore they can don their armor. The only prob-lem is that if the enemy attacks before the warriorcan get out of the bag, he or she is AC 10, sincethis bag totally nullifies any armor in it. In somecircles, this is considered a borderline curseditem.

of TeleportationXPValue: 2,500 GP Value: 10,000

POLYHEDRON Newszine 90A simple, well-made leather bag, roughly 10inches wide, tall, and deep—a'few of them (5%)are as large as duffel bags. When something isput into the bag, and its drawstrings are pulledclosed, the item in the bag is teleported -withouterror to a predetermined location.

Only items that can fit into the bag maybeteleported. The destination is usually pro-grammed into the bag during construction. Thelocation is usually something obscure andrelated to the bag's original owner, such as "thethird floor alcove of Wizzengerd's tower," or"behind the bar at Skully's." The location can bechanged or established only via a wish or limitedwish spell.

When a bag ofteleporting is found, there is ini-tially no way to tell it apart from a normal bag.Individuals using the bag might think it a bag ofdevouring, as the items inside disappear. Further,

there is no simple way to learn where items arebeing teleported. Careful use of spells such asdivination, contact other plane, or scrying dowork, however. Bags ofteleporting are sought bythieves who do not want to get caught with stolentreasure, and by sages who use them for sendingmessages.

of TransmutingXP Value: — GP Value: 500

DUNGEON MASTEr GuideThis magical sack appears to be a bag of holdingof one of the four weight-sizes described above. Itperforms properly for 1d4+l uses (or more if theusages are made within a few days' time). Atsome point, however, the magical field begins towaver, and metals and gems stored in the bag areturned into common metals and stones of noworth.

When emptied, the bag pours out the trans-muted metals and minerals. Any magical items(other than artifacts or relics) placed in the bagturn into ordinary lead, glass, or wood as appro-priate (no saving throw) once the effects begin.

of TravelingXPValue: 2,000 GP Value: 10,000

The Book of Marvelous MagicThis pouch weighs 30 pounds. It contains ironrations for one week, an ordinary tent, blanket,bedroll, tinderbox, cooking utensils, six torches,six iron spikes, one flask of oil, one lantern, onefull waterskin, one empty wineskin, three stakesand a mallet, two large sacks, and four small sacks.Any item may be drawn out at any time and is eas-ily replaced in the pouch by uttering the commandword. Any attempt to place additional items in thepouch burst it and scatter the contents.

of TricksXP Value: 2,500 GP Value: 15,000

DUNGEON MASTER GuideA bag of tricks appears to be a typical sack,visual examination shows it to be empty whenfirst discovered. However, anyone who reachesinside feels a small, fuzzy object If the object istaken from the bag and tossed from 1 to 20 feet, itturns into one of the animals on the table below.

The animals obey and fight for the individualwho brought them into being. The kind of animalinside a bag of tricks varies each time an animalis drawn from the bag.

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Bag of Wind

There are three types of bags of tricks, eachcapable of producing different kinds of animals.To find which kind of bag has been discovered,roll 1d10. After that, the wielder rolls a 1d8 onthe appropriate table to determine the specificanimal found.

Roll1-5

6-8

9-0

BagType A12345678TypeB12345678TypeC12345678

Type

WeaselSkunkBadgerWolfGiant LynxWolverineBoarGiant Stag

RatOwlDogGoatRamBullBearLion

JackalEagleBaboonOstrichLeopardJaguarBuffaloTiger

Only one creature can be drawn at a time. Italone exists until it is slain, until one turn haselapsed, or until it is ordered back into the bag oftricks. At that point, the creature vanishes. Onlythen can another animal be brought forth. Up to10 creatures can be drawn from the bag eachweek.

of Useful ItemsXP Value: 1,500 GP Value: 7,500

DRAGON Magazine 62A bag of useful items is similar to a robe of usefulitems, but the bag is usable by any class, and theitems within are miniatures, easily recognizable,that become real items when desired.

of VanishingXP Value: 5,000 GP Value: 25,000

The Complete Thief's HandbookThis appears to be a simple pouch capable of car-rying some three pounds. In fact, it operates as abag of holding capable of carrying up to 50pounds of weight while having an encumbranceof only three pounds. Furthermore, the bag ofvanishing may have its drawstrings tugged tightlyonce per day and it just disappears for six turns;the equivalent of a rope trick spell will operate onthe bag (although it stays with its owner) and italso has detection resistance operating on it.

This bag is invaluable for smuggling, as shouldbe obvious. The only problem is that each time therope trick function is used there is a 5% chancethat the contents vanish into the Ethereal Plane andthe bag is empty when it is checked later.

ofWindXP Value GP ValueBag of Aeolus: 4,000 20,000Bag of Boreas: 1,400 7,000Bag of Euros: 1,600 8,000BagofNotus: 1,300 6,500Bag of Zephynrus: 1,200 6,000

DRAGON Magazine 27A magical bag of wind is a normal, large sack,but very careful examination of its drawstring

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Wind Pouch

reveals that the cord is woven of special fibersand, if checked for magic, it radiates faintly.When a bag of wind is drawn shut, a bow tied,and a magical word is spoken, the bag fillswith air—appearing then like a normal sackfilled with some kind of goods, clothing, orlight supplies, since it appears lumpy andweighs only about 14 pounds. The possessor ofthe item may at any time loose the bow knotand release the wind that is contained in thebag. The command word necessary to releasethe wind or winds contained by one of thesebags is usually written upon the container mag-ically. Of course, the possessor may know theword in a case where an NPC initially ownedthe item.

Each bag of wind can be used a maximum offour times before its magical powers are lost.Naturally, any such bag found might have beenpreviously used, so the number of magical windsreleased can vary from one to four. The Bag ofAeolus is entirely drained if all four winds arereleased at once. If any one of the separatewinds has been previously released, the whirl-wind function of the sack does not work. Theeffect of the wind depends upon the type of bagof wind.

Anytime a magic bag is found you may assumethere is a 1 in 4 chance that it is a bag of-windrather than the type shown on the miscellaneousmagic table. If a 1 is rolled, it is a bag of wind.Roll 1d6 and use the table below:

Roll Result01 Bag of Boreas02 Bag of Euros03 Bag ofNotus04 Bag ofZephynrus05 Bag of Aeolus

06^10 Roll again using d4 instead of d10.

The Bag of Aeolus: This sack contains onegust of each of the four separate winds (Boreas,Euros, Notus, Zephynrus) described below.These can be loosed one at a time, on com-mand, and the bag relied after each such release.If the possessor wishes, however, he or she canrelease all four winds at once. The releaseequals the whirlwind effect of an air elemental,the whirlwind lasting four rounds; the fourwinds increase the strength of any one air ele-mental in range to a full 8 hit points per Hit

Die, despite the number of Hit Dice of the ele-mental. The range of the released winds is 60feet. Direction is determined by the mouth ofthe bag at the time of opening,

The Bag of Boreas: When this sack is loosedand the command word spoken, a blast of freez-ing wind shoots forth. Creatures within 30 feettake 2d6 hit points of frost damage, those within30 to 60 feet take 1d6 points of damage. Smallflames and fires of nonmagical nature along the20-foot-wide course of the wind gust are extin-guished.

The Bag of Euros: The release of this puff ofair effects an area 30 feet broad by 30 feet deep.All creatures within this area are affected by alanguor that causes them to deduct one pip fromtheir initiative dice. They will also be 10% lesslikely to react unfavorably and attack unless theyare already angry, hostile, or engaging in combat.Fires are only fanned by the release.

The Bag of Notus: By opening this sack, theowner releases a gust of hot dry air that causes2d4 points of damage to all within 30 feet and1d4 points of damage to those from 30 feet to 60feet distant and within its 20-foot-broad path.Water dwelling creatures take double damagefrom dehydration. All fires and flames areaffected as for Boreas.

The Bag of Zephynrus: A gentle breezeissues from this sack when it is untied, and allthose within its 30-foot broad by 44-foot deeparea of effect are so refreshed that they gain 1 d4previously lost hit points. In addition, all crea-tures within the area add one pip to their initiativerolls for the next four turns. Flame and fire arejust fanned by the zephyr's release.

Wind PouchXP Value: 1,600 GP Value: 8,000

Pirates of the Fallen StarsThis looks like an ordinary leather pouch, tightlyshut and bulging at the seams with contents. Itweighs no more than the leather it is made from,for the pouch contains enchanted air. Once thepouch is opened, a magical wind escapes anddoes one of three things.

A. fair breeze blows a steady wind in the direc-tion the user wants to travel. This wind is favor-able and blows for one 24-hour period after it isreleased.

A contrary wind blows a steady, if weakerwind, in the opposite direction from the course

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Zadron's Pouch of Wonders

of the ship's heading. This is treated as anadverse light breeze, and lasts until the ship putsashore and waits one day before continuing itsvoyage.

Finally, a storm wind immediately surroundsthe vessel with gale force winds lasting 1d6hours. These winds require the vessel to makeseaworthiness checks each hour (described inMovement and Combat in The Pirates of theFallen Stars).

In all cases, the wind only affects the user'sship. However, other ships within 30 yards (onehex) of the user's ship may benefit (or suffer)from the effects of the wind, if they remain at thatdistance.

The content of the pouch is determined ran-domly, using the following table:

Roll Type1-3 Fair breeze4-5 Contrary wind

6 Storm wind

of the WoodlandsXP Value: 1,500 GP Value: 5,000

POLYHEDRON Newszine 82This bag is a simple brown leather shoulder bagwith green embroidery. However, in the posses-sion of a druid, its magic becomes active, supply-ing the druid with an unlimited amount of seeds.A druid can call forth seeds by the handful or oneseed at a time, using the bag's magic up to 24times a day. The bag only produces nonmagicalseeds.

When seeds are dispensed randomly, use thechart below:

Roll01020304050607080910

SeedAcornCorn KernelAloe RootMaple SeedTaro RootOrchid RootBananaCarrot SeedRose BulbApple Seed

Roll11121314151617181920

SeedCherryWheatThymePotato EyeWalnutDogwoodCoconutWillowEvergreenApple Seed

Zadron's Pouch of WondersXP Value: 5,000 GP Value: 25,000

DRAGON Magazine 62Zadron's pouch of wonders is a magical grab bag,and inside is a great variety of magical items. It isan ordinary leather pouch with a drawstring madeof silk. When found, the pouch is closed, andexamination reveals that it contains a smallobject. To use the magic of the bag, a charactermust open the pouch and draw the item out. Thefirst character to do this after the pouch is discov-ered becomes its owner.

Each pouch produces 1d20+10 items for itsowner and then teleports away to another treasurehoard to be found anew. However, only one itemfrom the pouch can exist at any given time. Everytime an item is drawn from it, the pouch remainsempty for the next day, but after that there is a 5%chance per day that another item will appear inthe pouch.

When a new item appears in the pouch, the oldone becomes useless and disappears, but the newone is ready for use. If an item from the pouch isdestroyed by any other means, or if an item is putback in the pouch (if possible), it is replaced by anew item. (This does not apply to some curseditems; see individual item descriptions.)

The 5% chance for a new item to be created isalways assumed to be rolled at the start of the dayin question. If a new item is indicated, it is cre-ated immediately—unless the pouch's owner isusing the item, and the loss of the powers of theitem then would directly endanger his or her life.In such a case, the creation of the new item can-not take place until the pouch's owner stops usingthe old item.

If the owner of the pouch is killed, the pouchteleports away as if it had reached its quota,and next appears (if ever) in a different treasurehoard. The pouch does not produce new itemsfor anyone other than its owner, but the ownercan allow others to use the items taken fromthe pouch. However, items being used by othercharacters disappear instantly when the cre-ation of a new item is indicated, despite the cir-cumstances.

The last item drawn from the pouch (the onethat meets the pouch's limit) remains in existenceand usable until the next creation of a new item(according to the 5% chance per day) is Indicated.When this occurs, both the existing magic itemand the pouch disappear. The owner of the pouch

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can keep any item from the pouch as long asdesired, subject only to the eventual disappear-ance of the item.

To find what the pouch contains, roll on thetable below for the type of item produced, thenrefer to the specific tables.

Roll Type of Item Produced Table1 An egg A2 A glove B3 A crystal sphere C4 A rock D5 A figurine E6 A vial F7 A miniature wagon G8 A bag H9 A card I

10 A piece of rope or string J11 A small box with a red button K12 A wand L

Table A: Eggs (Roll 1d6)All creatures hatched from eggs emerge in thethird round after the egg is drawn from the pouch.As with all creatures conjured by the pouch,those hatched from eggs do not age.1 A copper egg from which a small, young cop-

per dragon emerges. The dragon speaks, usesmagic, and will serve the pouch owner. It can,however, only be commanded to fight for theowner three times (battles). Otherwise, itfights only in self-defense.

2 A golden egg that hatches a golden-coloredgoose. The goose follows the pouch owneraround unless forced to do otherwise, andappears to be very rare and valuable. There isa 1 in 3 chance each day that the goosebecomes a living symbol of discord for oneturn at a random time.

3 A stone egg out of which emerges a full-grown, hungry xorn. The xorn demands from2,000 to 8,000 gp value (2d4xl,000) in pre-cious metal or everything the owner has,whichever is least, or else it attacks. It disap-pears if satisfied.

4 A white egg from which issues a full-growngiant eagle. The eagle can speak the owner'slanguage and serves the owner on the sameterms as the dragon in A: 1.

5 A white egg with pink stripes, out of which ahighly intelligent white rabbit appears. Therabbit can speak the owner's language and will

serve as a scout (or whatever) for as long asthe owner desires. The rabbit is AC 6, 3 hitpoints, no attacks, 50% magic resistance.

6 A glass egg that hatches an unseen servant(80% chance) or an invisible stalker (20%chance). Either serve as described in the cor-responding spells, but duration is unlimited,except as noted above.

Table B: Gloves (Roll id6)1 A small, light leather glove that turns into a

pair of gauntlets of ogre power when it isdrawn.

2 As B: 1, but gauntlets of dexterity are foundinstead.

3 A glove that allows its wearer to cast a pushspell, once per round, for up to six times perday.

4 Anyone besides the owner of the pouch whoputs on this glove immediately begins tochoke to death, doing 2d4 points of damageper round. Only a remove curse, limited wish,or wish spell prevents the victim's eventualdeath. The glove has no effect when worn bythe pouch owner.

5 A glove that allows its wearer to cast one ofBigby 's hand spells, except Bigby 's crushinghand, once per day.

6 A glove that, if used in place of a weapon,causes the wearer's fist to become a +2weapon, does ld4+2 points of damage per hit,and stuns (for 1d6 rounds) opponents that faila saving throw vs. magic when hit. The latterproperty is effective only against creatures M-size or smaller.

Table C: Crystal Spheres (Roll 1d8)1 A large crystal sphere that opens to reveal

1d4+l small (1-inch-diameter) crystals thatglow dimly from within. Any sound originat-ing within 1-foot of a crystal is reproduced atthe same volume by the other crystals, what-ever their location, allowing easy communica-tion over any distance, but not between planes,

2 A large crystal sphere that opens to reveal apair of glass balls, each 3 inches in diameter.Looking into one of them allows the viewer tosee anything within sight of the other. By turn-ing the crystal around, the viewer can see anentire 360 degrees, just as if he or she werestanding where the second crystal lies. Thesystem works both ways, allowing a creature

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holding the second crystal to see the originalviewer. Creatures with infravision can seethrough the crystals using it,

3 A lens-shaped crystal that allows anyonelooking through it to detect invisibility as the2nd-level wizard spell.

4 Anyone besides the owner of the pouch whoholds this 3-inch-diameter crystal becomesmagically imprisoned inside it, but suffers noother ill effects. The imprisonment lasts untilthe crystal disappears of its own accord whena new item appears in the pouch.

5 This irregularly shaped crystal begins to glowwith a blue light whenever hostile or poten-tially hostile creatures are within 50 feet, andglows more brightly as the hostile creaturesget nearer. It also detects creatures like trap-pers, lurkers above, and piercers.

6 A crystal ball 3-inches in diameter. It is usableby the owner of the pouch, whatever his or herclass.

7 Also a crystal ball, this item is usable by anycharacter. However, if anyone but the owner ofthe pouch views a hostile creature through thecrystal for 1 d4+1 (number changes on eachuse) rounds, the viewer is teleported to theplace being viewed—the crystal is not.

8 A marvelous crystal that is hollow and con-tains small white flakes and a clear, colorlessliquid. Shaking it causes the flakes to swirl inpatterns wondrous to behold.

Table D: Rocks (Roll 1d8)1 A small stone with a word of command writ-

ten on it. When the word of command is spo-ken within 30 feet of the stone, it grows into a10-foot-diameter boulder in one round. Speak-ing the word of command a second timecauses it to shrink back to normal size. Theboulder does not reach full size in an area lessthan 10 feet wide or 10 feet high. Charactersand creatures can be trapped and immobilizedby the expanding stone, but it does not enlargeenough to cause them actual damage.

2 A pebble that turns into a stone of controllingearth elementals.

3 A stone of good luck (luckstone).4 A stone of weight (loadstone)—it seems to be

a luckstone.5 A brick of flying—if thrown hard, it flies

through the air,6 A large hollow stone that rattles if shaken.

Breaking it open reveals 1d4+l loun stonesinside.

7 A triangular piece of stone that glows with apurple light, Once the stone is touched by any-one but the owner of the pouch, the touchercannot be rid of it until a remove curse, dispelevil, or wish spell is used, or until the stone dis-appears. The stone imparts 50% magic resis-tance to the holder, allows regeneration of losthit points at three points per round, and effec-tively blinds the holder to the sight of any livingand animate creatures, making the holder -4 onattack rolls and damage (and all appropriatepenalties). The blindness effect does not extendto nonliving creatures such as undead or inani-mate living things such as trees.

8 A stone that clings to iron or steel by means ofa mysterious, unseen force.

Table E: Figurines (Roll 1dS)1 A golden lion (only one); (see Figurine, of

Wondrous Power).2 An onyx dog.3 A serpentine owl.4 An ivory goat (one, selected at random).5 A marble elephant.6 A bronze figurine of a warrior with a word of

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command written on the underside of its base.When the word of command is spoken, thefigurine becomes a real warrior that serves theowner for up to three turns once each day. Thebronze warrior has the following statistics:AC -2, 40 hit points, 6th-level fighter,Strength 18/01, Dexterity 18. The warrior usesa composite short bow +1, twenty arrows +1,a long sword +1, and a javelin of piercing.None of these items are magical in the handsof other characters.

7 A jade sculpture of a palace. One turn afterbeing drawn from the pouch the figurine startsgrowing, doubling in size each round until itbecomes a real palace, 200 feet on a side and100 feet tall at its apex. It will crush otherstructures or objects out of the way as itgrows, but it will not grow while the sculptureis underground,

8 A limestone figurine of a leprechaun, whichimmediately animates into a real leprechaunwhen drawn from the pouch. The leprechaunwill plague the pouch owner and only theowner for the rest of the day, attempting tosteal the pouch at every opportunity (withoutbringing physical harm to the owner). If theleprechaun can steal the pouch, the ownermust catch the leprechaun within the same day(automatically retrieving the pouch in the actof catching the leprechaun), or both the pouchand the leprechaun disappear. The leprechaundisappears at the end of the day in any event.

Table F: Vials (Roll 1d8)1 A small ceramic vial that can hold up to 10

gallons of any liquid without increasing insize or weight. It draws or pours at the rate of1 gallon per round, but if the vial is broken theentire contents of the vial are instantlyreleased.

2 A bottle with a label that says "Potion of_____." A stylus covered with ink is tiedto the side of the bottle. If the stylus is used tof i l l in the blank, the contents of the vialbecome the potion named on the label. Untilthen, the vial contains poison.

3 When this opaque vial is opened, the one whoopened it (including the owner of the pouch)instantly assumes gaseous form and is suckedinside the vial. The vial then reseals itself andflies back into the pouch. The victim can bereleased if a character reaches into the pouch,

withdraws the vial, and reopens it. The trap-ping and releasing powers of the vial workalternately in this fashion until the item isdestroyed or disappears.

4 An iron flask that will not be empty.5 An eversmoking bottle.6 A wheezing bottle that sucks air or any gas in

and out on alternate rounds, with a capacityeach time of 125 cubic feet. If the bottle isstoppered at the right moment, it can be usedto store a gas for release later.

7 A vial containing a potion that effectivelyraises any character's levels of experience forone day, with appropriate increases in abilities.

8 A vial holding a potion that causes the imbiberto regenerate one hit point per turn, even afterapparent death, for one day. Regeneration doesnot extend to magical attack forms that causedeath without doing damage, such as thedruidic finger of death spell; the priestal spelldestruction (reverse of reincarnation); or thewizard spell power word kill, to name a few.

Table G: Miniature Weapons (Roll 1d10)All miniature weapons enlarge to the full size ofthe normal weapon within one round after beingdrawn from the pouch, unless the item's descrip-tion indicates otherwise.1 This miniature boomerang grows into a full

size boomerang. This weapon may be only beused outdoors or in large open spaces (mini-mum range 30 feet, maximum 100 feet). Italways hits, does 1d4+l points of damage, andreturns to the hand of the thrower on the roundafter each hit.

2 A small net that enlarges into Zadron s net ofapprehending, a special version of the net ofentrapment. It has an Intelligence of 25 and anEgo of 20, like a magical sword, and victims'saving throws are at -4. Its purpose is to cap-ture thieves; when the net is thrown on a thief,the captured thief is instantly teleported to thenearest jail interested in the scoundrel. If thenet gains control of the owner of the pouch orthe owner of the net (if it is given away), itforces that person to use the net against anythief encountered (possibly another partymember).

3 A small arrow that enlarges into an apparentlynormal missile. When fired, this arrow nevermisses (although it may not hit the intendedtarget). If a target is in range, and if the arrow

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comes to a corner, it turns 90 degrees and con-tinues on its way, hitting the first character orcreature it contacts, and doing ld6+6 points ofdamage. Fifty percent of these arrows turnright, 50% turn left. The arrow continues turn-ing comers to the limit of its range, until it hitssomething or can go no further.

4 A tiny catapult with a command word writtenon it. When the command word is spoken, themodel becomes a full-size, heavy catapult.Speaking the word a second time reduces thecatapult to a miniature again. This process canbe repeated.

5 A small hammer that enlarges into a dwarventhrower +3.

6 A sling of seeking +2, seven sling bullets +2,and one sling bullet that explodes as a 5 HitDice fireball, as the spell, on impact.

7 A small sword that becomes a sword of danc-ing.

8 A small sword that becomes a luck blade +1with two wishes. The wishes cannot be usedfor selfish purposes, or else the sword van-ishes and a new object appears in the pouch.

9 A sword +1 with disarming ability; an oppo-nent must save vs. magic when hit or drop his,her, or its weapon. An opponent that hasalready lost its weapon must save or lose itsshield. Unarmed opponents or those usingnatural weapons are not affected.

10 A club +1 that polymorphs its wielder into anogre (no system shock roll required) for aslong as the club is held. The wielder alwaysretains his or her original personality. Theogre has the character's hit points, or 33 hitpoints, whichever is greater. The club doesldIO+1 points of damage. The polymorphedcharacter attacks as an ogre if it has 33 hitpoints or less, and attacks as the normal char-acter would if it has more than 33 hit points.

Table H: Bags (Roll 1d10)1 A bag of holding.2 A bag of tricks.3 A bag of useful items, similar to a robe of use-

ful items, but the bag is usable by any class,and the items in it are miniatures, whichbecome real items when needed.

4 A bag, brown in color, which contains twosandwiches, an apple, and a cookie.

5 A small sack that is found to contain a smallsack. That small sack is also found to contain

a small sack ad infinirum.6 A bag of devouring.1 A magic bag that no one but a dwarf can open.

It contains what appears to be a worn-outleather belt, two rusty gauntlets, a cheapblacksmith's hammer, and a scroll on whichare written the letters "DEEHNRRTU." Whenthese letters are rearranged, they spell"THUNDERER," the name of the hammer.When this name is spoken, the hammerbecomes a hammer of thunderbolts, thegauntlets become gauntlets of ogre power, andthe belt a girdle of hill giant strength. If thisitem is drawn a second time, the name of thehammer will be different, and, of course,scrambled.

8 A bag containing a suit of invisible clothing.Anyone wearing the clothing is made invisibleas a ring of invisibility, but this effect is lim-ited to persons and creatures acquainted withthe wearer. To strangers, only the clothes areinvisible, not the wearer. Naturally, the magicclothing does not work if the wearer alsowears nonmagical clothing underneath.

9 This bag is found to contain treasure. This isbecause it is a Bucknard's everfull purse. Themoney found in the purse, as well as anymoney produced by the purse later, does notdisappear when a new item appears in thepouch.

10 A bag that functions as a bag of tricks untilused in the presence of an enemy. Then itbecomes a bag of monster summoning', thecreature it produces is a hostile monster thatattacks the bag owner and his or her compan-ions. The monster is selected at random andwill be of a level corresponding to the sum-moner's level.

Table I: Cards (Roll 1d8)1 A card with a picture of the area where the

pouch owner is standing when the card isdrawn. Anyone studying the card intently forone round at any time afterward is teleportedwithout error, to the place pictured.

2 A card with a picture of fate holding a balancescale. The DM rolls secretly and determineswhether the card holder (including the pouchowner) will be +4 or ̂ \ on saving throws foras long as the card is held (equal chances foreither). If the result is negative, the effects per-sist until a wish spell is used to negate the

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effect or unti l 2d4 weeks have elapsed, nomatter what happens to the pouch meanwhile.

3 A card with a picture of a red dragon sittingon a huge pile of treasure. Writing at the bot-tom of the card says, "Wish you were here.Love, Gorgo."

4 A card with a spell (level 2—7, of the appropri-ate class) written on it, usable by the viewer asif it were a scroll spell. If the pouch owner is anonspellcaster, the card is blank until it isgiven to a spellcasting character.

5 A random card from a deck of many things.Ail effects and results persist after the carddisappears.

6 A blank card in which the first viewer otherthan the pouch owner is magically impris-oned, becoming the picture on the card. If thecard is damaged or destroyed, the victim suf-fers appropriately. The imprisonment lastsuntil a new item appears in the pouch.

7 A set of 1d4+l magic message cards. Whenthe command word is spoken, one of thesecards, if a message has been written on it, tele-parts to the hand of the one for whom themessage is intended. An extra card (besidesthe 1d4+l message cards) is provided, con-taining the command word and other appro-priate instructions.

8 A card stating, in prominent letters, that thepouch owner is wanted dead or alive by thenearest local authorities, with a picture of thepouch owner, and offering a 10,000 gp reward.When this card is drawn, 100 copies of itappear in prominent places within a 50-mileradius of the location where the pouch wasopened. The copies do not disappear when anew item appears in the pouch.

Table J: Ropes and Strings (Roll 1dS)1 A rope that allows a rope trick spell to be cast

with it, as a 10th-level wizard, once per day.Usable by any class.

2 A mpe of entanglement.3 A rope of climbing.4 A ball oj endless string, a sphere of string 4

inches in diameter that never winds down tonothing, no matter how much string is drawnfrom it.

5 A rope that, when thrown to the ground, ani-mates and "dances" to the amusement of all.Lively music from out of nowhere accompa-nies the dance, which lasts for 1d4+l turns.

The rope can dance up to three times per day.6 A rope that, when stretched tightly across a

doorway or corridor, takes on the coloration ofits surroundings to 95% undetectable When acreature tries to step across or over it, the ropeanimates and acts as though a druidic tripspell had been cast. Twenty-five percent ofthese ropes act like a snare spell instead. Onlythe pouch owner or the owner of the rope (if itwas given away) can safely retrieve the rope ifit is of the latter kind.

7 This rope is unremarkable save for the factthat it constantly levitates in a vertical orienta-tion, with the bottom end staying 3 feet off theground. Up to 1,000 pounds of weight can betied to the rope and supported. If the limit isexceeded, the rope sinks slowly to the grounduntil the excess weight is taken off it. Itrequires little effort to pull the rope and itsload along.

8 This rope seems a rope of entanglement untilit is used against enemies. Then it entanglesthe one using it (including the owner) and asmany allies as possible.

Table K: Boxes (Roll 1d6)These are 3-inch-square cubes of an unknownmetal with a round red spot on one face. Whenthe owner of the pouch presses the red spot, themagic of the box is activated.1 This cube acts as a limited cube of force.

When the red spot is pressed & field of forcegoes up—roll 1 d6:1—2: keeps out living matter3-4: keeps out nonliving matter5-6: keeps out magic.Charges operate the same way as with a nor-mal cube of force. Determine one of the threeeffects above the first time the cube is used,and the cube performs the same way after that.

2 A cube of frost resistance.3 Pressing the red spot on this cube causes it to

become a 4- by 2- by 2-foot treasure chest onwheels. The red spot appears on the center ofthe lid of the chest. Pressing the spot a secondtime causes the chest to become a large,enclosed wagon, drawn by two draft horses,with a 4- by 5-'by 2-foot locked compartmentbuilt in to it. The red spot appears on the cen-ter of the lid of this compartment. Pressing thespot a third time turns the wagon into a 40- by30- by 10-foot stone cottage with a hearth,

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furniture, and a built-in stone chest of thesame dimensions as the wagon compartment,with a red spot on its lid. Pressing this spotcauses the cottage to become a small cubeagain. Pressing the red spot 3 times in rapidsuccession causes the item to revert to a smallcube no matter what form it is presently in.Any objects not originally part of the cube,such as persons who may enter the cottage orthe wagon, are left unchanged and unharmedwhen the item changes form. The lone excep-tion to this is treasure placed in the chest onwheels, which remains intact when other formchanges occur. Anything in the chest moves tothe compartment in the wagon, or to the stonechest in the cottage, when the appropriateform change occurs. The three respectivechests are wizard locked, and only the pouchowner can open them freely.

4 When the spot on this cube is pressed, a set ofred numerals appears above the red spot. Thenumerals begin with 10 and count down onenumber per round after that. Pressing the redspot again after the first pressing resets thecount to 10, and pressing it 3 times in rapidsuccession (within one round) makes the rednumerals disappear. If and when the countreaches 0, the cube explodes, doing 10d6points of damage to all creatures within 10feet, half that amount to all others within 30feet, and causing structural damage equal totwice that caused by a horn of blasting. Crea-tures who make their saving throw vs. magicat -4 take half damage. The cube can bethrown, by hand or with a sling, but will notexplode prematurely no matter what happens.

5 This Pandora's box releases 4d4 hostile mon-sters, all of which attack the one who releasedthem (including the pouch owner) when thered spot is pressed. The monsters' Hit Dice areselected at random by rolling 1d6, the resultbeing the level of the monster, but on a resultof 6, roll again using 1d8.

6 When the red spot is pushed, all nonhostilecreatures within 60 feet must save vs. magic at-4 or flee in panic for 3d4 rounds. Thisincludes the box holder as well.

Table L: Wands (Roll 1dg)1 A wand of magic missiles with 1d4+10

charges.2 See #3.

3 Any one of the following wands, with 1d4+lcharges (Roll 1d8):1: Wand of frost2: Wand of fire3: Wand of lightning4: Wand of fear5: Wand of illumination6: Wand of poly morphing7: Wand of conjuration8: Wand of paralyzation

4 One of three types of wands with 11-14charges (Roll 1d6):1—2: Wand of magic detection3^4: Wand of enemy detection5-6: Wand of secret door & trap location

5 A wand that emits a gust of wind, as the spell,at a cost of one charge. It has 2d4 charges.

6 A wand like one of those in (4) above, exceptthat it acts as a rod of cancellation when itslast charge is expended, affecting all magicitems within a 5-foot radius.

7 A wand that detects life (the life force) of anycreature within 30 feet, including hidden orinvisible creatures, for one turn at a cost of onecharge. It has 2d4 charges. It cannot detect thelife force of creatures smaller than a mouse.

8 This item, Zadron 's wand, has 1d4+10 charges,and performs as follows: (wielder's choice) forthe appropriate expenditure in charges: wall offorce, as the spell, for one charge; mirror wall(described below), for one charge; disintegrate,as the spell, for two charges; and prismatic spray,as the spell, for three charges. A mirror wall hasthe same effect as the wall of force spell, but crea-tures may freely pass through the wall, and onlycreatures on the same side of the wall as theSpellcaster (wand wielder) can see it. Creatureson the other side, which is a mirror, see them-selves. Magic cannot pass in either directiorL

Zagyg's Spell Component PouchXP Value GP Value2x: 200 2,0003x: 300 3,0004x: 400 4,0005x: 500 5,0006x; 600 6,0007x: 700 7,000

Unearthed ArcanaThis item is a normal belt pouch of an unremark-able sort, although it radiates a faint magic aura ifdetect magic is used. Any wizard possessing this

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sort of pouch can simply think of the materialcomponents needed for a certain spell, and theyappear in the pouch. If the components are notused within 1 round after they appear, they disap-pear immediately, and that usage of the pouchbecomes wasted. If the components are employedin spell casting, they similarly disappear in aninstant when the spell is cast. The number oftimes per day that Zagyg 's spell component pouchcan be used is found on the table below.

evil and neutrally never balances, but fluctuatesback and forth. This device cannot detect poisonor traps, but it does detect curses.

Roll01-0304-0607-1011-1415-19

20

Result2 times/day3 times/day4 times/day5 times/day6 times/day7 times/day

Balance ScaleA balance is an instrument used to determine massand weight. The nonmagical version uses a beamand counterweights to find the exact weight ofgoods. Magical versions, however, are often used tocreate a balance, to establish an impartial verdict,or to create value where, perhaps, it didn't exist.

of ConversionXP Value: 5,000 GP Value: 25,000

The Book of Marvelous MagicA weighing device, the balance of conversion, oncommand, converts any coins placed in its left-hand tray into a gem of equivalent value. The gemappears in its right-hand tray as the coins disap-pear. It can hold up to 1,000 coins at once, if theyare in sacks. If a second command word is used,the balance operates in reverse, converting gemsplaced in its right-hand tray into any designatedtype of coins in the left-hand tray. The coins donot appear in a container and will spill. This itemfunctions as often as desired.

of HarmonyXP Value: 4,000 GP Value: 20,000

The Hidden Shrine of TamoachanThe balance of harmony is a set of scales that candetect good or evil. A priest places a coin or agem with a bless spell cast upon it in the right panand touches the left pan to the item or personbeing tested. Coins or gems of greater value havea higher chance of detecting correctly. The scaleswill balance if they detect good, good outweighs

Chance toDetectCorrectly30%40%45%50%55%60%70%80%90%

100%

Pricecopper piecesilverelectrumgoldplatinumgems worth 10 gp100 gp1,000 gp10,000 gp100,000 gp

of JudgmentXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThis metal weighing device can reveal align-ments. When any creature touches the right-handtray, a coin appears on the left. If the being ischaotic in nature, a copper piece appears; if law-ful in nature, an electrum piece appears. The coindisappears after one round. The scale may beused three times a day.

of PowerXP Value: 6,000 GP Value: 30,000

The Book of Marvelous MagicWhen a gem of at least 1,000 gp value is placedon the right-hand tray, this device destroys thegem and raises any one of the user's ability scoresto 18. The score raised is selected randomlyunless the user announces one beforehand. Thescore returns to normal in 24 hours. The scalefunctions once a day.

BallMost magical balls are similar to crystal balls andmeasure from 1 to 5 feet in diameter. The balls maybe clear, opaque, or of one or more colors. Most arecrystal or glass, but stone, wood, and other materi-als have been used to create magical balls.

Avian AttractionXP Value: 50 GP Value: 250

DRAGON Magazine 73A dull, gray stone ball the size of a child's mar-ble. When placed in open air (as opposed to a

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bag, pocket, or other closed container), the stoneattracts all unintelligent avians that pass within50 feet. Each avian will approach the ball andstay within 5 feet for five minutes, unless fright-ened away, as (for instance) by the obvious pres-ence of unfamiliar humans. (This item is used bythe wealthy to enhance bird feeders, rock gar-dens, and reflecting pools.)

BaseXP Value: 1,800 GP Value: 9,000

The Book of Marvelous MagicWhen set upon the ground as the command wordis spoken, this ball attunes itself to that "base."After that, if the creature carrying the ball speaksa second command word, the ball teleports itself,the user, and all carried equipment to the baselocation. No other creature can be carried or oth-erwise transported in this way. Standard chancesfor error apply (as given in the teleport spelldescription), and the base is treated as "generallyknown." The base ball functions once a week—atmost.

BowlingXP Value: 1,800 GP Value: 9,000

DRAGON Magazine 72This is a +3 weapon that can knock over anyopponent weighing 500 pounds or less that it hits.On a natural roll of 19 (mystically known as a"split"), up to two other similar opponents behindthe one struck are also bowled over. On a natural20, up to four similar opponents are similarlyaffected if the jock yells out the magic word"Strike!" when releasing the ball.

CosmetologyXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 73A glass ball (several colors possible) about 2inches in diameter. When someone breaks theball, places his or her face and upper body in theresulting colored smoke, and thinks about thekind of cosmetic treatment desired—it is instantlyaccomplished. One person per ball, cosmeticeffect only (not an actual disguise). Generallyfound in lots of 3d6. Different colors may signifydifferent capabilities.

CueXP Value: 1,200 GP Value: 6,000

The Book of Marvelous MagicThis ball looks exactly like a crystal ball, but noimages appear in it, and it may look useless. Ifcarried, however, it can offer advice. Wheneverthe user is in doubt as to a decision of any kind,the cue ball speaks in a language known to theuser, offering its opinion as to the best course ofaction. The cue ball always has an opinion ifasked for advice, though its opinion is entirelyrandom if a random choice is the only one pos-sible (such as the direction to take at an unex-plored intersection). This ball operates by usingESP on the mind of its user, brilliantly analyzingand applying all the user's knowledge to arrive atits opinion. The cue ball can offer only threeopinions per day.

ElementalXP ValueEarth: 1,000Air: 1,000Fire: 1,000Water: 1,000

GP Value5,0005,0005,0005,000

The Book of Marvelous MagicThere are four types of elemental balls—earth, air,fire, and water—but they are all identical to crystalballs. Upon command, an elemental ball turns intoits element (stone for earth). Each holds its shapewhile in elemental form and resumes the originalcrystal appearance on command.• An air ball is useful underwater, where it can

supply the user with three hours of breathableair.

• If Strength permits, the earth ball can be usedas a boulder (as if thrown by a giant) but it istreated as a +1 weapon in all respects; it isalso immune to acid damage.

• A. fire ball burns the person holding or touch-ing it for 1d4 points of damage per round ofcontact, though it has no effect if any sort offire resistance applies; with a touch it will setcombustible materials afire.

• The water ball is useful in desert areas, for itcannot evaporate and provides one personwith daily water for up to seven days.On the Prime Material Plane, if an elemental

ball is offered to an elemental creature as a gift, itcauses that creature to become neutral toward thedonor and is thus useful for preventing attacksfrom out-of-control, summoned elementals. The

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Ball of Endless String

summoned creature then immediately departs toits home plane, taking the ball with it.

of Endless StringXP Value: 120 GP Value: 600

DRAGON Magazine 62A ball of endless string is a sphere of string 4inches in diameter that never winds down to noth-ing no matter how much string is drawn from it.

FootXP Value: 800 GP Value: 4,000

POLYHEDRON Newszine 23When this item is placed on a surface and thecommand word is uttered, it follows its owner,rolling ajong the surface. When it is picked up, itautomatically displays the exact distance it hastraveled (measured in yards, contrary to its name)since the command. A second command causes itto reset, starting again at zero. The foot ball canmeasure a total of 20,000 yards (approximately11 miles) per day, and can display distances accu-rate to within one-tenth of a yard.

OnyxXP Value GP ValueInert: 30 300Normal: 500 2,500

DRAGON Magazine 120This 1-foot-diameter black sphere acts just like acrystal ball, but is only capable of Clairaudiencesince the ball is nearly impossible to see through.Ten percent of all onyx balls are actually inert,but have Nystul 's magical aura cast upon themanyway—for effect,

of PowerXP Value: 500 GP Value: 800

The Book of Marvelous MagicThis ball is identical to a ball of string, but worksin an entirely different manner. When held whilethe command word is spoken, it causes the user tobecome very fearsome in appearance, brave,(morale score 12, if applicable), and as strong asa hill giant (gaining a +4 bonus to hit and damagerolls, but not able to throw boulders). In addition,the ball of power protects the user from dam-age—the first six points of damage taken eachround are magically removed as if by regenera-tion, but only negating up to six points taken dur-ing the same round. The ball's effects last for twoturns, then the ball shrivels and disappears.

BallistaeXP ValueHeavy+1: 1,600Heavy +2: 3,200Heavy +3: 6,400Light+1:800Light+2: 1,600Light+3: 3,200Medium+1: 1,200Medium +2: 2,400Medium+3: 4,800

GP Value8,000

16,00032,0004,0008,000

16,0006,000

12,00024,000

War Captain's CompanionSomewhat rare items, magically enhanced ballis-tae are highly desirable additions on any ship.Most (65%) the weapons gain a bonus to theirattack and damage rolls. The rest (35%) of theballistae apply the bonus to the range (speed) ofthe missile being shot.

Roil Bonus Type01-65 Apply bonus to attack and damage

rolls.66-00 Apply bonus to range (speed) of the

missile.

BalloonA magical balloon is a perfect sphere, usuallytransparent but occasionally tinted in a singlecolor. The sphere may be from anywhere from 2inches to 50 feet in diameter and is constructedentirely of magic—no matter of any kind is used.It cannot be flattened, dented, or otherwisechanged in shape, it cannot be damaged by bluntweapons, nor by any magical attacks exceptmagic missile, dispel magic (balloon is treated as30th level), and disintegrate spells. However, bal-loons are nearly weightless and can be easilymoved by any force, including blows from bluntweapons and the effects of many spells. Damagefrom sharp or pointed weapons cause most bal-loons to burst immediately; some, however, aredamaged only by pointed or edged, magicalweapons. If floating freely about, a balloon istreated as AC 7.

A balloon may be of a single type or may com-bine as many as five different types. Any balloonthat contains only air, gas, or fluid appears to betotally empty until burst (unless described other-wise), but any solid item inside a balloon can beeasily seen from up to 30 feet away.

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Balloon of Traveling

AirXP Value: 300 GP Value: 650

The Book of Marvelous MagicAir balloons should not be combined with othertypes. If punctured carefully with a reed or tube,an air balloon releases its pure, clean air slowly.If taken underwater and tightly held while inhal-ing through its tube, an air balloon can be suc-cessfully used in place of a water breathingspell or potion. An air balloon 1 foot in diame-ter can provide enough breathable air for onehour of underwater travel. A 2-foot-diameterballoon provides air for four hours, and a 3-foot-diameter balloon for 16 hours. Once punctured,however, it continues to release air, despite allattempts to plug the leak.

CarnivorousXP Value: — GP Value: 200

The Book of Marvelous MagicThis balloon floats toward any living creature thatapproaches within 10 feet. It magically moves atdouble the movement rate of its victim, but can-not pass through solids. When close enough, itattacks, automatically hitting its victim andinflicting 2d6 points of damage caused by blooddraining. It inflicts 1d6 points of damage eachsubsequent round. Furthermore, it does not let gountil either it bursts or the victim is dead.

of ContainmentXP Value: 200 GP Value: 400

The Book of Marvelous MagicThis balloon contains an item. The item must besmaller than the balloon's diameter. Magicalitems are often found in balloons of contain-ment, usually with two or more other ballooneffects for protection. When first created, a bal-loon can absorb any one item it touches, if smallenough. If freed to seek an item of its ownchoosing, the balloon drifts off in a randomdirection. While on its search, the balloon'stouch causes any unlocked nonmagical door toopen. It can sense magical items within a 10-foot range, and touches each one encountereduntil it finds one that can be absorbed. The bal-loon then envelopes the item without bursting,despite weight, unless the item is an edgedweapon. The balloon then stops searching andsettles to the floor.

Hot AirXP Value: 4,200 GP Value: 10,000

The Book of Marvelous MagicThis item is always found clinging to ceilings—itis never encountered outdoors. A hot air balloonis warm, easily sensed as such by infravision, andrises through cooler air. It stops if it encountersair warmed to the same temperature or upon con-tact with a ceiling or other obstruction. The bal-loon cannot be cooled, even by cold spells. Ifencumbered by 50 pounds of weight or less, theballoon rises.

PoisonXP Value: 200 GP Value: 400

The Book of Marvelous MagicWhen burst, this balloon releases a colorless, poi-sonous gas in a sphere of 10-foot-radius. Eachvictim within range must make a saving throw vs.poison or die. Its potency can be increased so thatit causes a saving throw penalty of up to -8.

RustXP Value: 300 GP Value: 500

The Book of Marvelous MagicTouching the surface of this balloon has the sameeffect as the touch of a rust monster. Any non-magical metal item used to touch or puncture theballoon crumbles to rust; magical weapons mayresist the effect (10% chance per magical plus).Magical metal items without pluses have a 25%chance to resist the effect.

SoapXP Value: 100 GP Value: 200

The Book of Marvelous MagicWhen burst, this balloon releases a spray of acrid,soapy liquid to a range of 10 feet. Each victim inrange must make a saving throw vs. wands or betemporarily blinded. This lasts for one turn oruntil the eyes are rinsed with water.

ofTravelingXP Value: 400 GP Value: 600

The Book of Marvelous MagicThis item floats toward any living creature thatapproaches within 10 feet; it magically moves atdouble the movement rate of its victim. Whenclose enough, it appears to attack, automaticallyhitting and sticking to the victim, but it inflicts nodamage. It cannot be removed except by the com-mand word to release or by being punctured.

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Word Balloon

However, the victim of the balloon may direct it,if the proper command words are known. Thecommand to "lift" causes it to rise into the air,carrying the user, of whatever size, and up to 200pounds of additional weight. If the' 10 other com-mand words are known, the bal loon can beordered to descend, stop, or drift toward any ofeight compass points: N, NE, E, SE, S, SW, W, orNW. The rate of descent or ascent is an invariably30 feet per round. The rate of drift is 60 feet perround.

WordXP Value: 400 GP Value: 600

The Book of Marvelous MagicWhen held, this balloon causes the user to losehis voice. However, anything the user saysappears as floating letters and words, in properorder, inside the balloon. The words shrink asmore are spoken, making room for an entire sen-tence of any length. Once a sentence is com-pleted, the words immediately disappear. Thus,silent communication is quite possible. The wordballoon does not interfere with spell casting, butneither does it display the words uttered. It does,however, display command words spoken. Thewords in the balloon appear in the language (andalphabet) being spoken. They can be read fromany direction and from anywhere the balloon canbe seen.

BandBands are thin, flat strips of metal, leather, orcloth used to confine or bind something. How-ever, they also can be used as decorative acces-sories. Bands have been used as a statement ofrank, designating an individual as a slave orsomeone in the service of a powerful individual.The rich often decorate their bands with gems,feathers, or needlework.

of the ArachnidXP Value: 3,000 GP Value: 30,000

DRAGON Magazine 184These bands are always found in pairs and arevery similar in appearance to bands of the ser-pent. The bands are worn wrapped around thespidery legs of the neogi. Only those of that racewho possess magical ability can make use ofthem. The wearer gains the following abilities:• The wearer receives a +2 bonus on all saving

throws vs. poison. This is cumulative with

other forms of magical protection.• The wearer is immune to the effects of any

spell or spell-like ability that affects move-ment (slow, hold, and the like). This power isalways in effect, despite the wishes of thewearer. A side effect of this ability is that thewearer can move freely through any web,magical or otherwise, like an actual spider.

• The wearer may transform into a giant spider.The wearer gains all of the abilities listed inthe MONSTROUS MANUAL accessory under Spi-der, Giant. The wearer retains his or her ownhit point total. This transformation lasts anumber of turns equal to the wearer's experi-ence level. The wearer can transform once perday.These items neither have nor require any

charges. Neogi who possess these rare items willgo to great lengths to keep them. Neogi cannotwear more than one type of magical band at anytime.

of Bird RestraintXP Value: 100 GP Value: 500

DRAGON Magazine 73This is a very small, flexible strip of metal. Whenplaced around the leg of a bird, its magic preventsthe bird from getting out of the building it occu-pies, except if physically carried away by some-one. The band is too small to fit any bird largerthan a hawk.

of DenialXP Value: 4,000 GP Value: 20,000

The Ruins of UndermountainThis black ribbon, which can be worn as a garter,headband, choker, or ceremonial belt, prevents apriest or wizard from casting any spells while it isin contact with his or her skin. It does not end orprevent existing or operating spells already castfrom functioning, nor does it affect the magic ofitems used by the wearer.

It looks like a loop of black silk, no knots orclasps, but a smooth circle of cloth. The bandadjusts to wherever it is worn, fitting snuglyaround the biceps, ankle, waist, or neck. Whileworn, it conceals any magical auras on or aboutthe person, and prevents all detection, enchant-ment, and charm powers or spells from affectingthe person. In short, though this band is a bane tospell casters, it does protect its wearer from scry-ing attempts through crystal balls, magical mir-

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Bands of the Serpent

rors, and all spells except true seeing.A band of denial can only be destroyed by

silver edged weapons, which must do at leastfour points of damage to cut it and destroy itsmagical power. It emerges unscathed from acidbaths, explosions, and magical effects thatdestroy the body wearing it. Its propertiesaffect only living beings, not undead or other-wise animated, nonliving creatures. It canfreely be removed by the wearer, unless physi-cal restraints prevent this.

Familiar Protection EnhancementXP Value: 2,000 GP Value: 12,000

POLYHEDRON Newszine 82This item consists of two pieces, a thin band thatis placed about a familiar's neck and that auto-matically adjusts itself to the size of the animal,and another band that is worn about the finger oron the ear of the wizard. The bands allow thefamiliar to travel away from the wizard a numberof miles equal to the wizard's level, with no illeffects befalling the animal or wizard. In addi-tion, twice a day, the wizard can see through thefamiliar's eyes for 10 minutes. The wizard canperform no other function while doing this.Familiars receive the Armor Class of the wizard,if it is higher than their own.

Iron Bands of BilarroXP Value: 750 GP Value: 5,000

DUNGEON MASTER GuideWhen initially discovered, this very potent itemseems to be merely a rusty, iron sphere. Closeexamination reveals that there are bands on the 3-inch-diameter globe. Magical detection revealsstrong magic of an indeterminate nature.

When the proper command word is spoken,and the spherical iron device is hurled at an oppo-nent, the bands expand and tightly constrict thetarget creature if a successful, unadjusted attackroll is made. A single creature of up to frost giantor fire giant size can be captured thus and heldimmobile until the command word is spoken tobring the bands into globular form again. Anycreature captured in the bands, however, gets thechance to break (and ruin) the bands with a suc-cessful bend bars roll. Only one attempt is pos-sible before the bands are set to be inescapable.

In a DRAGONLANCE Campaign: Iron bands ofBilarro do not exist on Ansalon.

of MightXP Value GP ValueStr 18/00: 2,000 20,000Str 19: 2,500 25,000Str 20: 3,000 30,000Str 21: 3,500 35,000Str 22: 4,000 40,000

Maztica Campaign SetThese are thin bands of pluma worn around thewrists. They can greatly enhance the strength ofthe wearer—to 18/00, 19, or 20. The exactincrease is determined by the Dexterity and Wis-dom attributes of the artisan; take the lower of thetwo scores and add 3. This equals the strengthconveyed by the wristbands.

The strength conveyed is added to the handsand arms of the character, and thus benefitscrushing and pummeling and well as weapon-wielding power. It does not allow the casting ofboulders, such as is gained with a girdle of giantstrength.

DieRoll01-0607-1112-1516-1819-20

StrengthRating18/00

19202122

Bonusto Hit

+3+3+3+4+4

Bonus toDamage

+6+7+8+9+10

OpenDoorsnone16(8)

17(10)17(12)18(14)

of the SerpentXP Value: 2,500 GP Value: 25,000

DRAGON Magazine 184Only neogi possessing magical ability can makeuse of these items. These metal bands, alwaysfound in pairs, are worn wrapped around the spi-dery legs of the neogi and bestow the followingabilities:• The wearer of the bands receives a +1 bonus

on all saves vs. poison. This bonus is cumula-tive with other forms of protection.

• The wearer can communicate with any formof reptile through a limited form of telepathy.This includes lizard men and other sentientreptiles as well as the mundane forms. Thisform of telepathy does not give the neogi anyability to control reptiles, however.

• The wearer is able to transform into a giantpoisonous snake. The wearer gains all of theabilities listed in the MONSTROUS MANUALaccessory under Snake, Giant Constrictor.The wearer retains his or her own hit point

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Banner of Attraction

total and can transform into snake form onceper day, each change taking one round to com-plete and lasting up to six turns.This item neither has nor requires charges.

Neogi who possess these rare items go to greatlengths to keep them out of the "hands" of otherneogi as well as adventurers.

BannerAll banners are special to those who fightbeneath them, but some are invested with magi-cal powers, either by enchantment or by the rev-erence of countless generations of warriors.Magical battle standards characteristicallyshare certain traits and have particular specialabilities. They are typically 9 to 12 feet longand weigh between 20 and 80 pounds. Theirother common features are:• They are tough and unfading, making all

item saving throws with a +3 bonus to thedie roll.

• They are inspiring. Soldiers get a +1 bonus toall saving throws and +3 bonus to moralechecks while in a unit bearing such a banner(a "unit" is any organized body of troops from5 to 100 strong).

• They are hard to steal or capture. Any hostilesoldier who manages to seize such a bannerfinds it twice as heavy as it should be and has a-2 penalty to all saving throws while carrying it.

• Their powers wane and wax, dependingupon whether they are being used for legiti-mate mass-combat purposes (the DM maydeclare the powers of a certain standard willfade if it has been captured by a group ofadventurers). This effect is the result of thegods withdrawing their good will from sucha device, the lack of proper bat t lef ieldpreparation and blessing, and other causes,DM's choice.Most magical battle standards have specific

attributes beyond the above abilities. Note thatexperience point values supersede the previouslygiven value for standards possessing the follow-ing special attributes:

Other magical banners appear much like nor-mal scarfs, narrow blankets, or other strips ofcloth. No runes or written words appear onthem, but it may appear that something like awritten notice is there to certain creatures, asgiven in each description. The words seen onsuch a banner are always readable if the victim

has greater than animal intelligence; the wordsseem to be in the reader's language and alpha-bet. A magical banner must be displayed over ornear an entrance of some kind to have any mag-ical effect. Each magical banner affects theactions of NPCs and monsters, but usually doesnot affect PCs, although their curiosity is oftenstimulated.

of AttractionXP Value: 1,000 GP Value: 4,000

The Book of Marvelous MagicWhen seen by any creature of less than 5 HitDice, the banner apparently says, "Enter Here."All monsters and NPCs affected have a 66%chance of wanting to investigate the area and maybe surprised when entering any door within 30feet of the banner (-2 to surprise rolls).

of BraveryXP Value: 4,500 GP Value: 7,500

The Book of Marvelous MagicThis banner differs from most others, since it mustbe carried toward an enemy or dangerous area tohave magical effect. When seen by any creature ofless than 5 Hit Dice, the banner apparently says,"Excelsior." Those NPCs and monsters affectedwho are friendly toward the banner carriers will fol-low the user without regard to personal safety(morale score of 12), This effect lasts for one turnat most, and occurs only once per day.

CursedXP Value:— GP Value: 1,200

The Book of Marvelous MagicThis banner appears to be and functions as anyother type of banner. However, after three ormore creatures have been attracted or repelled byits effect, the banner becomes dangerous totouch. The victim suffers a —4 penalty to attack,damage, saving throws, and Armor Class. Onceits curse is cast, it returns to normal, but itbecomes cursed again if three or more creaturesare attracted or repelled by it. The curse is perma-nent until a remove curse spell is cast on the ban-ner by a 26th- or higher level caster—this remedydestroys the banner and removes the effects of thecurse.

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Holy Banner

Dragon FlagXP Value: 1,000 GP Value:

Heart of the EnemyThis 3-foot-square, black cloth bears the outlineof a dragon. When not in use, it is rolled into atube and stored in a special ivory case. Whenunfurled and displayed on a spelljamming ship,usually from the top of a mast, it causes the entireship to appear as an immense, three-headed mul-ticolor dragon, spewing fire and clawing at theair. The effect is purely illusionary, and thedragon flag is commonly used to scare awaypredators and pirates. Because the illusion isentirely visual, without benefit of sound or smell,sophisticated observers aren't likely to be fooledfor very long. The effect is subject to all the nor-mal restrictions of an illusion, including normalchances of detection. The dragon flag can be usedfor one hour per day. If it is not stored in its ivorycase between uses, it permanently loses itsenchantment.

of FerocityXP Value: 4,000 GP Value: 20,000

DRAGON Magazine 178Friendly troops within 60 feet need not checkmorale, and save against fear and mind-controlattacks at+3.

Flag of Untrue ColorsXP Value: 750 GP Value: 12,000

DRAGON Magazine 145A flag of this type appears (in its neutral state) asa large rectangular or triangular piece of dull,light-gray fabric. This magical flag is meant to beflown over a castle or keep. When it is placedatop any structure, all creatures viewing &flag ofuntrue colors (from any distance, including byscrying) see it either as a bold crest of a family orcountry the viewer deems friendly, or of any otherforce the viewer recognizes as benign. Wheneverpossible, the flag appears the same to each personin a group; What is more, if blank gray flags areflown from a structure with a. flag of untrue col-ors, they also take on the illusory hues and colorsof the magical item.

Any creature with a Wisdom of 14 or higherreceives a saving throw vs. spell (with Wisdombonuses) against the flag's effect. Creatures notaffected by illusions are immune to this item.

FlyingXPValue: 1,000 GPValue: 5,000

The Book of Marvelous Magic ,If held while the command word is uttered, thisbanner enables the user to fly for six turps. How-ever, while flying, the banner must be held by oneend so that it flaps out behind the user. While thusdisplayed, it functions as a banner of insults, visi-ble to all within 360 yards of the user.

of FriendshipXP Value: 1,250 GP Value: 4,500

The Book of Marvelous MagicWhen seen by any creature of less than 5 HitDice, this banner apparently says, "Welcome!"All monsters and NPCs affected have a 66%chance of wanting to visit and, if not attacked,may be friendly to whatever they meet (+2 bonusto reaction rolls).

HolyXP Value: 6,000 GP Value: 30,000

DRAGON Magazine 178This is a banner that gives a +2 bonus to the sav-ing throws of all friendly troops withih 60 feetwho are of the same alignment in which the ban-ner has been consecrated. In addition, it turns (orcommands, for evil-aligned banners) undead aswould a 12th-level priest. All hostile priestal

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Banner of Insults

spells cast by priests of a different alignment havea chance of being dispelled while in the areaequal to 20% minus 1% per level of the caster.

of InsultsXP Value: — GP Value: 450

The Book of Marvelous MagicThis banner appears'and functions just like anyother type of banner. However, when seen by acreature of 6 or more Hit Dice, the message dis-played is quite insulting and deeply personal. Themessage cannot be seen by humans or demihu-mans. The creature has a 90% chance of investi-gating, and probably will attack anyone nearby(-4 penalty to reaction rolls).

Law'sXP Value: 5,000 GP Value: 25,000

Tome of MagicThis blazing red standard has the magical abilityto raise the morale of troops when held at thefront of a lawful army. The banner inspires anysoldier in the army who is within a quarter-mileof the banner and can see the flag. Troops inspiredin this manner receive a +2 modifier to their basemorale according to BATTLESYSTEM rules. Inorder for an army to be considered lawful, at least90% of the troops must be of lawful alignmentand no more than 1% can be chaotic.

If the banner falls, the effects are lost immedi-ately. If the banner is raised within one turn, theeffect returns. If the banner is not raised within oneturn, the inspired troops become filled with dread,feeling that the battle has clearly gone against then-cause. The same troops now suffer a -2 moralepenalty for the duration of the battle. The standardmay be raised any number of times, but it onlyimproves or impairs morale once per day.

In Ravenloft: all the effects of this magicalitem can be used on mobs and crowds of vil-lagers. It is up to the DM to decide if the mob orcrowd is sufficiently lawful. Almost by definitiona mob is a chaotic group. However, if the crowdof villagers is highly organized, the game mastermight rule that it is sufficiently lawful to qualifyfor a banner.

Magic ShieldXP Value: 5,000 GP Value: 25,000

DRAGON Magazine 178All hostile spells cast within 60 feet of this itemhave a flat 20% chance of being dispelled (includ-

ing potions possessed by hostile creatures), andall unit saving throws against spells cast by hos-tile forces are at +2.

Pennant of BraveryXP Value: 2,000 GP Value: 10,000

DRAGON Magazine 72By waving this mystical flag and yelling "Go,team, go!" a jock can cause all friendly viewers tofly into a berserk rage (+20% to morale, -2 to theattack, but +2 to damage).

of PrivacyXP Value: 1,500 GP Value: 5,000

The Book of Marvelous MagicWhen seen by any creature of less than 5 HitDice, this banner apparently says, "Keep Out."All monsters and NPCs affected have a 66%chance of wanting to leave the area undisturbed.

of ProtectionXP Value: 7,500 GP Value: 30,000

Oriental AdventuresThis banner is a flag that could be hoisted above acastle or palace. On it are written red charactersfor health, prosperity, and fame. To activate thebanner, it must be affixed to the highest point onthe building or compound it is to protect, and thename of the building or compound must beboldly written on the banner. Once in place, thebanner extends a magical field that blocks spellsof 5th level or greater. The field extends to allbuildings and grounds that form a single unit,identified by the name written on it. Thus, ifplaced on the main building of Matsuma Castle,the field would protect all buildings that form thecastle. However, the area of effect can never begreater than a 100-yard radius. The banner is onlyeffective while it is flying in plain view. If it is cutdown or removed, the protection is canceled untilthe banner is restored to its proper position.

Protection IIXP Value GP Value2,000/bonus 10,000/bonus

DRAGON Magazine 178This banner provides all friendly troops within 60feet protection from one or more specific sorts ofattack. Saving throws against those attacks are at+3; successful saving throws result in % normaldamage, and failed saves result in % damage.(There are 2,184 permutations of this item.)

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Zen's Banner

Roll Protection granted01-07 Breath weapons08-14 Cold attacks15 21 Death magic22-28 Electricity/Lightning29-35 Fear attacks36-42 Fire attacks43-49 Gas attacks50^56 Paralyzation57-63 Petrification64-70 Poisons71-77 Rods78-84 Spells85-91 Staves92-98 Wands99^)0 Roll Twice. This effect is cumulative(up to three times). (Add 750 XP and 7,500 XPfor each additional property.)

of RenownXP Value: 5,000 GP Value: 25,000

Land of FateThis magical flag displays the moon and trailingstars of the Land of Fate, and may be used to rallyand increase the morale of enlightened soldiersand other creatures. All enlightened creatureswithin 100 feet of the banner gain a +2 to allmorale checks, and fight at +1 on attack anddamage rolls. Tn addition, routed individuals maymake another morale check, should they passwithin 100 feet of the banner. The banner's magiclasts as long as its holder is alive. Should the ban-ner bearer be slain, the banner evaporates and allbenefits are immediately lost. (See Sword, of theFaithful for an explanation of "enlightened.)

of TerrorXP Value: 4,000 GP Value: 20,000

DRAGON Magazine 178Enemies within 80 feet of this dreaded flag mustmake an immediate morale check. All subsequentmorale checks in the zone of influence suffer a -1penalty per 20 feet of distance as they continue toclose in on the flag, to a maximum of—4.

Zen'sXP Value: 5,000 GP Value: 25,000

1992 Fantasy Collector Card 390This bright blue standard is like Law's banner in asmuch as it greatly affects the turn of a battle, yet itis very different. Zen is a strict advocate of peaceand her magical banner's power reflects this. Zen's

banner makes any enemy within a quarter-milefeel as though they are unjust and cruel, subtract-ing two from their base morale, according to BAT-TLESYSTEM rules. This applies even to the most evilof armies. Should the banner fall, the effects areimmediately lost. Should it not be raised againwithin a turn, enemies are filled with blood-lustand receive a +2 bonus to base morale.

BardingAfter deciding the magical properties of thebarding the character found, purchased, ortraded for, roll on the tables below to find thetype of barding, the category, and the construc-tion materials. Please note that certain bardingtypes do not require a roll on the materials' table(for example, the different types of leather andpadded armor).

Roll Barding01-07 Banded08-14 Brigandine15-21 Chain22-29 Elven Chain30-35 Field Plate36-38 Lamellar39-^3 Full Plate44-50 Leather51-57 Leather Scale58-64 Metal Scale65-71 Padded72-79 Plate80-84 Ring85-88 Scale89-93 Splint94-97 Studded Leather98-00 Wicker

Roll Barding Category01-30 Full Barding31-70 Half Barding71-00 Partial Barding

Roll01

02-0506-0809-1011-1213-6263-72

73

Armor MaterialAdamantiteBronzeCopperElectrumGoldIronObsidianPlatinum

Cost Multiplierx50x.95x.90X2.5x5xlx.75x25

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Barding of Deceptive Travel

74-75 Silver76-90 Steel91-99 Wood

00 Mithral

xl.5xl.lX.5xlOO

of Deceptive TravelXP ValueBasilisk: 600Cave bear: 600Giant.scorpion: 500Manticore: 600Rust monster: 500Tuatara lizard: 300

GP Value6,0006,0005,0006,0005,0003,000

The Book of Marvelous MagicThis item is identical to hording of easy traveland, indeed, may be used as such indefinitely.However, if the proper command word is discov-ered and spoken, the steed turns into a monster.Roll 1d6 to find the form of the monster:

Roll Steed Type123456

Cave bearTuatara lizardRust monsterBasiliskManticoreGiant scorpion

The monster understands, obeys, and even fightsfor the user. Note that the gaze of the basiliskform is still dangerous, even to the user, and thatthe rust monster may require very quick anddetailed instructions if accidents are to be avoided

of Easy TravelXP Value: 200 GP Value: 2,000

The Book of Marvelous MagicThis is a 2-inch-long set of complete horse barding.When the user places it on the ground and speaksthe proper command word, it enlarges to full sizeand magically creates a war horse within it; hitpoints are determined randomly for each use. Thiscan be done once per day at most. The animal dis-appears on command, when slain, or if the bardingis removed. When the animal disappears, the bard-ing returns to its original (empty), miniature state.

of FlightXP Value: 4,500 GP Value: 45,000

POLYHEDRON Newszine 82This leather horse barding emits only a weakdweomer when detect magic is cast. However,

469

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Itzpixc's Collapsible Barrel

when this barding is fitted onto a horse, pony, mule,or donkey, it automatically sizes itself to the mount.When a command word is spoken, a set of featherywings graft themselves onto the mount, grantingthe beast flight with a maneuverability class D anda movement rate of 24, The mount can fly up to sixhours before needing to rest. For each hour offlight, the mount must rest one hour. If a mount isforced to fly beyond the six-hour limit, the wingsdisappear, and mount and rider fall to the ground.

XP Value+1:500+2: 1,000+3: 2,000+4: 4,000+5: 8,000

MagicalGP Value

5,00010,00020,00040,00080,000

Top BallistaMade only by dwarven (and a few gnomish)smiths of exceptional talent, magical barding(frequently used by pegataurs among the skyd-wellers) is a rare treasure indeed. Make two 1d20rolls on the table below to find the armor typeand the magical plus of the armor.

1d20 Armor Type 1d20 Plus01-04 Scale mail 01-10 Armor+105-14 Chain mail 11-17 Armor+2

15 Banded mail 18 Armor+316-19 Plate mail 19 Armor+4

20 Field plate 20 Armor+5

Magical barding is automatically of superiorquality. Field Plate is not found with an enchant-ment superior to +3, and ordinary plate mailbarding is not enchanted beyond +4 protection.

of Missile ProtectionXP Value: 2,500 GP Value: 25,000

POLYHEDRON Newszine 82This magical chain barding always has an orna-mental design woven into the links. The bardingis unusually light, weighing about 45 pounds.When the command word is spoken, the bardingsizes itself to fit any horse, from a pony to aheavy war horse. The barding gives the horse a -5Armor Class against missile attacks and a savingthrow vs. spell against magic missiles. Againstnonmissile attacks, the barding confers an AC of2. The barding can function indefinitely.

Morgan's HorseXP Value: 500 GP Value: 5,000

1992 Fantasy Collector Card 295Morgan's war horse wears this suit of half bard-ing +1, giving it an effective Armor Class of 1.The barding protects only the head and frontquarters of the horse, leaving the rear unpro-tected. The weight of plate barding is such thatonly war horses can wear it and then only forshort periods of time.

BarrelA barrel is a cylindrical container constructed ofwooden, slats (staves) and held together by circu-lar, metal bands (hoops). It has flat, parallel ends,the base is mounted permanently and the top isusually removable. Both base and top may be per-manent if one or more holes are cut in the barreland sealed with plugs (bungs). A standard barrelholds 31.5 gallons of liquid or 196 pounds ofsolid material (such as flour or treasure), andweighs 100 pounds when empty.

After determining the magical properties of thebarrel, roll on the following table to determinethe type.

Roll Barrel Type01-25 Barrel, Large26-50 Barrel, Small51-75 Hogshead76-00 Tun

of HidingXP Value: 250 GP Value: 1,000

The Book of Marvelous MagicThis wooden barrel is reinforced by iron hoopsand has a bottom but no lid. Creatures or objectswithin the barrel cannot be seen or detected inany way, not even with detect magic, detect invis-ible, or other magical effects.

Itzpixc's CollapsibleXP Value: 500 GP Value: 3,000

POLYHEDRON Newszine 82When assembled, this 214 cubic foot device canhold about 15 gallons of water. When disassem-bled, the barrel fits inside a 3-foot by 8-inch sack.The barrel, consisting of a collection of metalrods and a tailored piece of canvas, has beenenchanted not to leak. Only weapons of+2 orgreater can puncture the canvas.

The collapsible water barrel was designed and

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Barrel of Monkeys

built by the famous gnome engineer-wizardItzpix of the Quickmind cian. The assemblysequence is not obvious, it takes some intelli-gence and practice to be able to put it together.However, it is simple to disassemble. This deviceis most often used by priests during their travelsto hold the results of create food and water spells.In areas where water is rancid, fouled water canbe collected in this device and, by means of adrop of sweet water, be made pure.

of MonkeysXP Value: — GP Value: 500

The Book of Marvelous MagicWhen this barrel is examined, the victim look-ing inside it must make a saving throw vs. spellor be pofymorphed into a white ape. In addition,regardless of the results of the saving throw, onewhite ape appears within the barrel and leapsout, attacking anyone nearby. Another white apeappears each turn thereafter, until 100 of thecreatures have been created or until a removecurse spell is applied. The barrel loses al! itsmagical powers if moved by hand, but may betransported by the use of telekinesis (weighing500 pounds).

Neverending Barrel of GrogXP Value: 900 GP Value: 4,500

War Captain's CompanionOften, the greatest worry spelljammer captainshave is maintaining a healthy supply of clean liq-uids for the ship's crew. One way this is accom-plished is by using a neverending barrel of grog.Grog, a watered down version of cheap, rot-gutrum, is not particularly good for the crew, but itwill keep them alive (and not complaining)almost indefinitely. The barrel has a magicaldweomer, but remains empty until it is tapped.When tapped, it needs to be set upright and lid-ded. When the handle of the wooden tap is turnedto either the left or right, a dirty, foul-smellingfluid gurgles forth, filling the cup (or mouth)lying beneath the spout.

The barrel will forever pour out grog, withouta daily limitation. (After the fifth glass in anhour's time, an imbiber must roll a Constitutioncheck with each glass or pass out. If the checkfails, the character falls asleep for 2d8 hours, andcannot be awakened by nonmagical means.)

Neverending Barrel of Salt PorkXP Value: 1,800 GP Value: 9,000

War Captain's CompanionAnother problem of spelljammer captains is thesafe storage of food on board, especially on thelong journeys between crystal spheres. Food keptin dark, often damp cargo holds has the unsavoryhabit of turning bad and spoiling quickly. There-fore, other means to preserve food need to befound. Salting meats and vegetables is a commonpractice. This curbs spoilage, but storing the bulkand the extra weight of the meat and salt is aproblem. The neverending barrel of salt porkallows the ship's cook to pull up to 100 pounds ofsalted pork each day (feeding about 50 crewmen).Once the salt is scraped, shaken, and dissolvedaway, the meat can be cooked, rendering a safe(although somewhat salty) meal.

of PovertyXP Value: — GP Value: 550

The Book of Marvelous MagicWhen this item is examined, the victim lookinginside is affected immediately and has no sav-ing throw. All the victim's items, worn or car-ried, immediately disappear. Shoulder strapsthen appear across the top of the barrel—thevictim may wear the barrel (treat as AC 4 butwith no dexterity adjustments), if desired, byremoving its bottom. The victim's possessionsare not destroyed, but are merely sent to thevictim's home. The barrel vanishes if struck bysunlight.

of RollingXP Value: 500 GP Value: 1,500

The Book of Marvelous MagicThis barrel is useful both for storage and cargotransport. Its top is easily closed and locks oncommand. When laid on its side and a secondcommand is given, it rolls away from the user atthe rate of 20 feet per round. It cannot be com-manded to turn, but a third command stops it. Itmay be used as often as desired.

BasinBasins are shallow, round containers crafted outof ceramics, pottery, or metal. They are chieflyused to hold water for washing (hands, feet, oralhygiene). Enchanted basins generally have magi-cal waters that perform a specific function.

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Basket of Devouring

of the AngelXP Value GP ValueCG Alignment: 7,500 33,500LG Alignment: 7,500 33,500NG Alignment: 7,500 33,500

DRAGON Magazine 145A basin of the angel is a rare, highly prized itemsculpted of precious metal. A spidery designcomposed of thousands of interwoven holy sym-bols adorns its silver base, while its copper bowlis smooth and reflective. Each basin of this typehas a particular good alignment (either lawful,neutral, or chaotic), and each of these basins issworn to a particular good-aligned deity,

Within the basin's bowl stands a tall gold stat-uette of a movanic deva (sometimes resembling aservant of the deity to which it is dedicated, withback arched and arms high). The deva figurepours water into the basin from a crystal vial heldin its hands. The water appears and drains magi-cally, the basin is always full.

Any evil being touching a basin of the angeltakes 2d6 points of damage and must save vs.spell to avoid being teleported three miles in arandom, horizontal direction. The basin does notaffect neutral creatures or characters, but it com-forts any good-aligned being who views it ortouches it, providing a +ld6 morale bonus basedon exact alignment, piety, and so forth of theviewer or the toucher.

Water from the basin tastes cool and refreshing toall good-aligned beings who drink from it. Fordrinkers of the same alignment as the basin, it curesdisease and cures light wounds with a single sip,once per week, per individual. A priest of the basin'salignment who follows the basin's patron deity maydrink of its special waters and gain their benefits asoften as he or she likes (maximum of once per day).Still, a basin of the angel does not realize its fullpotential until a 9th-level priest places it within apermanent shrine to the proper deity. If the priestthen lives in the best manner of his or her faithalways, never straying from alignment, the follow-ing latent powers accrue to the device:• It radiates protection form evil in a 240-yard-radius.• It causes all evil characters or creatures who

attempt to enter the temple that houses thebasin to save vs. spell at -1 or be affected asthe wizard spell repulsion.

• It endows the shrine with a guardian angel, amovanic deva of average hit points and abili-

ties. This guardian appears only once, at thetime of the temple's greatest need (as deter-mined by the DM).

A basin of the angel is about 5 feet high and 2feet in diameter, and weighs 180 pounds. It isvery awkward to carry. AD water taken from itbecomes nonmagical unless consumed withinthree rounds.

of Hidden DangersXP Value: GP Value: 3,000

DRAGON Magazine 145This magical item appears to be a basin of theangel, even to the point of radiating a strong auraof good. However, any evil creature may handlethis item with impunity, for it is actually a devicebuilt by evil gods. A basin of hidden dangers isconstructed by forces of the Outer Planes directlyopposed to those who have basins of the angeldedicated to them. Thus, Loki may create a basinof hidden dangers that appears exactly like abenevolent basin dedicated to Thor, or Set to abasin dedicated to Osiris.

A basin of hidden dangers immediately andpermanently defiles any good temple it enters,simultaneously inflicting the temple's high priestwith a powerful curse. Unless the defiled templeis razed, the ground beneath it sown with salt, anda new temple of at least the same size and valueof the old one is built elsewhere, the cursed highpriest will carry temporary defilement (lastinglOd10 years) to any good temple the unfortunatepriest enters. Furthermore, he or she is unable tolearn any spells above the 3rd level until anatonement is received. This is such a powerfulcurse it may only be removed by the methods pre-scribed above or by employing a wish.

A basin of hidden dangers may be easilydestroyed and does not "follow" a character in themanner of some cursed items. Note that thedestruction of the basin does nothing to alleviateits curse.

Basket of DevouringXP Value: 250 GP Value: 2,500

War Captain's CompanionBaskets of devouring are common items in shipstudies and captain's quarters. They are small,1-foot in diameter and 1-foot tall, and have anatural ability to always land open-end up. Any-thing large enough to fit completely into thebasket disappears once its total mass passes

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Bigby 's Demanding Battering Ram

under the lip.All items placed into a basket of devouring

have a 5% chance per turn of disappearing. Thiscan be helpful when an item or valuable piece ofpaper is thrown into the basket before its impor-tance is revealed. (Unfortunately, it can alsocause some problems when incriminating infor-mation needs to be destroyed and the basket does-n't operate for days.)

(It is rumored that items placed in a basket ofdevouring are not destroyed. The rumor has it thatthe contents are dimensionally shifted into theAstral Plane. There, the arcane have a specialasteroid base where they sift through the refuselooking for valuables. All valuable informationand items are catalogued and placed in a vastlibrary.) This item does not function while a shipis in the phlogiston.

Battering RamA battering ram is a long, heavy beam of woodwith a thick, sturdy head for smashing downwalls and portals, A ram can be carried by a siegemachine or by a group of six or more warriors.Simple rams often are constructed from nearbytrees and left at the sight of the siege, but magicalversions can be very ornate and are reusable.

Battering rams can also be attached to the frontof sea-faring or spelljamming ships. These ramsare used to crush the life out of enemy craft.

Bigby's DemandingXP Value: 2,500 GP Value: 25,000

DRAGON Magazine 178A singular item manufactured by a master wizardof the City of Greyhawk, this ram is a 10-foot,brass-sheathed battering ram, forged by dwarvesfrom the Farthest Mountains. It was bathed in theboiling blood of a dozen yeti to give it strength,rune-etched with the acid of a black dragon, thentempered in a living volcano. Its head was forgedfrom a single wedge of bronze brought from theElemental Plane of Earth and carved in the shapeof a clenched fist by six bound efreet. Finally, itwas invested with Bigby's clenched fist, Bigby'sforceful hand, and wall of iron. The result is a bat-tering ram that takes 10 men, minimum Strength13+ or the equivalent, to use. On impact, it deliv-ers a blow equal to triple the usual structuraldamage inflicted by a ram.

XP ValueBlunt+1: 100Blunt +2: 200Blunt+3: 400Grappling+1:200Grappling +2: 400Grappling+3: 800Piercing+1: 100Piercing +2: 200Piercing+3: 400

MagicalGP Value

1,000 gp/ton2,000 gp/ton4,000 gp/ton2,000 gp/ton4,000 gp/ton8,000 gp/ton1,000 gp/ton2,000 gp/ton4,000 gp/ton

RealmspaceThese enchanted rams give captains a bonus onram attack rolls. Each number listed above ismultiplied by the tonnage of the spelljammingship they are attuned to determine the total GPand XP values.

BeaconBeacons are any number of different devices,but one thing they all have in common is theirability to attract attention. Beacons may be usedto warn vessels of reef barriers, to signal spell-jamming ships that a waystation is ahead, ormark courses.

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Beady Eye

ArcaneXPValue: 1,500 GPValue: 15,000

The Astromundi ClusterArcane beacons are devices used to attract spell-jamming ships into ports. They emit a fiery blueglow that can be seen for thousands of miles. Typi-cally, these beacons are used only in the largestports—because they do attract unwelcome visitors.

The beacons are fueled by gold, which theyburn at a rate of one gold piece an hour. Thismakes them very expensive to keep running, butmost trading ports believe they are worthwhileinvestments, since they keep potential clientsfrom flying past. Some ships also carry an arcanebeacon in case they are stranded and require res-cue, but such use is rare.

They resemble squat-legged stoves, with clear,crystal globes on top. Gold is fed into the bodyand flames appear within the globe, arcane bea-cons are sometimes mounted in towers on a rotat-ing platform like a groundling lighthouse.

ThayvianXP Value: 1,000 GP Value: 10,000

DUNGEON Magazine 38A Thayvian beacon is a magical device that attractsa specific type of monster into an area and thenholds it there through a powerful form of mind con-trol. These beacons were developed by the Schoolof Conjuration and Summoning in Thay, originallyfor use in Rashemen. Minshak Keseri was an influ-ential member of the School at this time and waspartly responsible for the item's invention.

To create a Thayvian beacon, the wizard firstneeds to find a piece of the monster to be attracted(a tooth, for example). Next, a skilled metalsmithis required to cast a bronze disk 1-foot in diame-ter and 3 inches thick. The likeness of the mon-ster should be carved into the mold, so that arelief picture of the beast appears on the disk. Thepiece of the monster must be ground or crushedinto the molten bronze.

When the disk has been removed from the moldand has cooled, the wizard can begin work. Theexact spells to be cast are known only to select RedWizards of the School of Conjuration and Sum-moning, but Elminster of Shadowdale believesthey include enchant an item, permanency, andcharm monster, as well as monster summoningspells whose potency level must total the Hit Diceof the monster to be summoned. In other words, toenchant a beacon to attract bulettes the wizard

needs to cast monster summoning VII and monstersummoning II (or a similar combination), since abulette is a 9-HD monster.

Each beacon must have its own unique com-mand words to both activate and deactivate it. Mon-sters that can be attracted by Thayvian beaconsmust be of low intelligence or less. The range of adevice is 10 miles per Hit Die of the monster to besummoned. Once attracted to the beacon, a power-ful charm affects the monster. The creature mustmake an Intelligence check or it cannot stray far-ther than 1 mile per Hit Die from the beacon. Foreach week within the effect of a beacon, the mon-ster can check again, adding a cumulative +1 to itsIntelligence check. If it cannot overcome the bea-con's influence, the monster remains within thezone of effect, even if this means it starves to death.

BeadMagical beads are normally J4 to 1 inch in diame-ter, made of any color glass, ceramic, metal, orother material. Beads are fragile and should notbe thrown; almost any impact will shatter a bead,destroying it and its magic. When found, 1d4+lbeads are usually together, perhaps on a string,although they need not be all of the same type.

of AccuracyXP Value: 150 GPValue: 1,500

The Book of Marvelous MagicWhen this bead is thrown, it automatically hitsany victim within 60 feet, and the victim mustmake a saving throw vs. spell. If the saving throwis successful, the bead falls offbut does not breakand can be recovered unless broken afterward.Otherwise, it sticks to the victim and turns into asmall target ring of concentric circles. The effectlasts for one hour and cannot be removed exceptby soap of washing or a wish, If generally aimedat the side on which the target appears, all weaponattacks gain a +2 bonus, attacking the targetedvictim. For example, a thief's backstab attemptwould not gain this bonus unless the bead wasthrown at the victim's back.

Beady EyeXPValue: 150 GPValue: 1,500

The Book of Marvelous MagicUpon command, this bead becomes a small eye-ball. The user may see with the eye as long as itremains within 60 feet. If it is rolled, the user mustmake a saving throw vs. spell or become dizzy,

488

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Bead of Dew

confused, and then completely stunned until thebead is destroyed. If crushed while in use (bysomeone being spied upon, for example), the usermust make a saving throw vs. spell or be blinded(curable by the usual methods). Although the usermay have any number of extra eyes with thesebeads, the eyes cannot be closed and the user can-not avoid looking through them. If any monsterwith a gaze attack looks at the eye in use, the usermust make the appropriate saving throw {possiblyeach round), and may not look away. Upon com-mand, the eye turns into a bead again.

of DewXP Value: 200 GP Value: 300

The Book of Marvelous MagicWhen placed in any spoiled, poisoned, or stag-nant water, this bead purifies it, affecting up to1,000 cubic feet of liquid. The purified water isclear and cool. The bead dissolves when used.

of ForceXP Value: 200 GP Value: 1,000

The Forgotten Tempie of TharizdunThese small, black spheres might be mistaken forcommon beads, marbles, or, perhaps, unusuallylusterless, black pearls. Each is about % of an inchin diameter and quite heavy, weighing almost anounce. One can be hurled up to 30 feet away. Uponimpact, the bead sends a burst of force that inflicts5d4 points of damage on all" creatures within the10-foot radius of its burst. Those saving take fulldamage, but the force has thrown them back.Those failing to save vs. spell are immediatelyencapsulated after taking damage. The force formsa sphere around the victims (even those of largesize) and they are unable to escape except by thesame means by which a wall of force is broughtdown. The effect dissipates in 3d4 rounds. Aboutld4+4 of these beads are usually found.

GlassXP ValueFire Resistance: 250Flying: 250Healing: 250Invisibility: 250Poison: 250Speed: 250

GP Value400400400400400400

(determined randomly upon creation):

Roll Potion Type1 Fire resistance2 Flying3 Healing4 Invisibility5 Poison6 SpeedIf the potion is poured into any other con-

tainer, it turns into water. It must be consumedfrom the goblet to have any magical effect. Anycreature of 7 or more Hit Dice discerns the typeof potion with a small sip; others must taketheir chances! If the potion is poison, the small-est sip requires a saving throw or death results.The poison turns to pure water when a sip istaken. The potion also turns into water if notconsumed within one turn, and the goblet disin-tegrates when emptied.

of OblivionXP Value: — GP Value: —

The Emirates of YlaruamEach facet of this bead has a power that sup-presses, erases, or discourages recall of dark sor-ceries, worships, and necromancy. Those whopass within 12 miles of this device make a savevs. spell at a -20 penalty (forcing all but the mostpowerful or magically-equipped to fail) or alldark knowledge is forgotten.

A team of Immortals placed this major artifactdeep beneath the earth, in the ruins of the Nithianroyal catacombs near Sum-Man-Raa. The devicewas created at great expense of power by the OldMan of the Sea, the Gnoll, and Zephyr, dedicatedImmortals who wished to reestablish the balancedisturbed by the direct interference of Thanatos(and his secret ally Corona) in the affairs of theNithian Empire.

PearlXP Value: — GP Value:500

The Book of Marvelous MagicUpon command, this bead turns into a perfectpearl of 10,000 gp value. It remains magical,however, and is not of sufficient quality to fool ajeweler, moneylender, or dwarf. It disintegratesthree hours after becoming a pearl.

The Book of Marvelous MagicA glass bead, on command, turns into a glassgoblet containing one of the following potions

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Bean of Ooze, Slime, and Jelly

XP ValueAtonement: 500Damnation: 500Hindrance: 500Karma: 500Response: 500Succor: 500

of PrayerGP Value

1,0001,0001,0001,0001,0001,000

STRATEGIC REVIEW Magazine 5These beads (I0d4) are mounted on a string, andmay only be used by priests for aid in prayer. All ofthe beads are of gem-quality stone (a minimum of100 gp each), and of uniform size and value.

Bead of Atonement: Allows a user to have an80% chance of atoning for a transgression thathas caused an alignment change. In other words,it gives the user an 80% chance of regaining hisor her original alignment.

Bead of Response: Serves as a hotline to thepatron deity, assuring response to prayers, thoughin no way guaranteeing that the response is theone hoped for—gods are fickle.

Bead of Damnation: Serves as a hotline to thepatron's chief nemesis, which usually gets theuser in trouble.

Bead of Karma: For priests of the 1st to the 5thlevels, it increases their powers by three levels for3d4 turns; 6th through 10th, two levels for 2d4turns; and 11th level+, one level for 1d4 turns.

Bead of Succor: Increases the base chance ofresponse from the god prayed to by 30%.

Bead of Hindrance: Decreases chance of aresponse by 30%.

of Prayer IIXP Value: 200 GP Value: 300

The Book of Marvelous MagicThis valuable item allows a priest to exchange oneknown spell {not yet cast) for another, if both areof the same spell level. For example, if the priestknows detect magic but needs cure light wounds,the priest may use the bead to forget detect magicand gain knowledge of cure light wounds. The newspell may be cast when needed. The priest need notbe fully rested to use the bead. After changing onespell, the bead disintegrates.

BeakerBeakers are glass, crystal, ceramic, or lightlyhammered metal flasks that are used to hold liq-uids and plasma substances. Alchemists use themto heat liquids, combine solutions, and dissolve

aqueous compounds, these concoctions can eitherhave magical temperaments or they can be nat-ural, nonmagical blends.

of CuresXP Value: 400 GP Value: 2,000

CARDMASTER* Adventure Design DeckRoll 1d10 and restore that many hit points. Thesecan be divided among the party.

of Plentiful PotionsXP Value: 1,500 GP Value: 12,500

DUNGEON MASTER GuideThis container resembles a jug or flask. It is amagical beaker with alchemical properties allow-ing it to create 1d4+l doses of 1d4+l potions.(The kinds of potions are determined by randomselection.) Different potions are layered in thecontainer, and each pouring takes one round andresults in one dose of one potion.

Roil 1d4+l, to find the number of potions thebeaker holds. Roll again to find which potionsthe beaker contains (delusion and poison are pos-sible). Record each potion in order of occur-rence—the potions are layered and are poured inorder. Duplication is possible.

If the container holds only two potions, it dis-penses them one each per day, three times perweek; if three are contained, one each per day,twice per week. If four or five are contained, oneper week is produced. Once opened, the beakergradually loses the ability to produce potions. Thereduction in ability results in the permanent loss ofone potion type per month, determined randomly.

Bean of Ooze, Slime,and Jelly

XP Value GP ValueGray: 500 2,500Green: 500 2,500Orange: 500 2,500White: 500 2,500Yellow: 500 2,500

Wizard's ChallengeWhen these beans are thrown against a solid sur-face, they change into one of the amorphous life-forms often found in dungeons. A green beantransforms into green slime, yellow into a gelati-nous cube, white into crystal ooze, gray into grayooze, and orange into an ochre jelly.

The beans are generally carried in metal con-tainers. A character who falls with a bean in his

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Bedroll of Dryness

or her pocket risks activating the bean (a Dexter-ity check is applicable). If a container holding abean misses a saving throw vs. crushing blow orfalling, the bean activates.

PCs who eat beans discover that these beanstaste horrible. If a PC spits it out before swallow-ing, there is no ill effect. If a PC swallows a bean,he or she must roll a saving throw vs. poison foreach bean swallowed. A successful saving throwhas the following effects:

An ingested ooze, slime, and jelly bean causes acharacter to suffer flu-like symptoms for 2d4 daysas the bean activates, the resulting lifeform dies, andthe body attempts to purge it. Symptoms includeextreme nausea and vomiting, distended stomach,diarrhea, and body aches. Such a character could betransported in a wagon, but would not be strongenough to ride a horse. The character suffers a -4penalty to all attack rolls and Strength and Constitu-tion scores are reduced by 3 points for the durationof the illness. Effects are cumulative with each beanswallowed, and if any attribute drops to 0, the char-acter dies. A cure disease spell administered anytime during the illness removes all effects.

Roll Bean Type1-23-45-67-89-0

GrayGreenOrangeWhiteYellow

Bedroll of DrynessXP Value: 500 GP Value: 1,500

DRAGON Magazine 73A bedroll sewn along the edges to make it a largebag (in other words, a zipperless sleeping bag).Anyone who sleeps in this bedroll remains dry,despite rain or snow, unless the bedroll comes tolie in more than 1 inch of water. It remains dryinside even when covered with snow.

Beholder MouthpickXP Value GP ValueFangpick: 3,000 6,000Absorbing: 1,000 2,000

The Ruins of UndermountainFor all their formidable might, the eye tyrants can-not accomplish the simple task of picking up astick without some aid. To circumvent their lack ofappendages and limbs, beholders sometimes usemouthpicks or tongue-arms to manipulate items.

These are nothing more than reaching aids, oftenarticulated and of metal, held in an eye tyrant'smouth. They are manipulated with lips, tongue,and teeth (in a manner akin to a human pipesmoker moving a pipe around in his or her mouth)to move, trigger, or carry items that the beholderwould rather not carry in its mouth to spit out later.

Mouthpicks may be improvised from woodenmasts, tree-trunks, or spars in a pinch, but behold-ers prefer to use more sophisticated specimens,generally made of metal, which may end inspikes (1d6 points of damage), scraping or cup-ping flanges, shovel-bowls, or pincer-like arms(one point of piercing damage to any creaturegripped). Numerous beholder mouthpicks havemany-branched ends incorporating all of thesecontrol devices and more.

Mouthpicks save against attack forms accordingto the material of their construction. Severing oneor shattering a grasping attachment usually requirescharacters to inflict at least 12 points of damage.

Beholders set such mouthpicks between theirteeth, and can withdraw Hp and tongue pressurein an instant—so an attack that rams a mouthpickback into a beholder's mouth only does 1d6points of damage, as the mouthpick strikes thebony interior plates that protect the inner organsof every beholder.

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Arcane Belt

Several types of magical mouthpicks have beenreported. One, known to still exist in Undermoun-tain, is described here. Afangpickof electrum-plated stainless steel. Worth about 20 gp for itsmetal content, this 12 foot-long shaft ends in a rake-or scythe-shaped arc of metal, set with many long,curved metal teeth. This metal arc grazes opponentsfor 1d4 points of damage; if an attack roll is 19 or20, the pick automatically closes its arc in a "bite,"allowing the toothed scythe to wrap around the vic-tim to inflict 1 d 12 points of damage and hold him orher immobile for a round. These actions are mechan-ical, operating for any wielder of the item.

Grooves in the base of the pick contain tiny con-tacts akin to the buttons on a rod of lordly might. Ifmanipulated by the tongue or fingers of a skilled user,these contacts activate the pick's power (maximum ofthree times per day) to paralyze any being struck, Anormal saving throw vs. paralyzation is allowed; iffailed, onset time is 1d2 rounds after being struck,and the paralysis lasts for 1d4 turns. (This magicaleffect is besides physical tooth damage).

Afangpick will levitate whenever released by abeing, to hang motionless in midair until nextgrasped or disturbed. Some of these items auto-matically absorb electrical energy (such as light-ning bolts) into themselves, sparing anyonetouching a pick from any damage.

The name of the inventor of the mouthpick ofabsorption is lost to the ages; presumably, itsinvention has limited use for normal beholders, astheir antimagic ray negates any magical functionsof the item. Any magical beholder mouthpickscan only be fully used by those beholder-kin thatdo not radiate an antimagic field.

BellowsBellows are made of wood, leather, and metal. Tworounded wooden boards, each carved with a han-dle at one end and tapering to a 3-inch tip at theother, are attached to the sides of a leather bag; ametal tube covers the tips and is connected to thebag. When the handles are pressed toward oneanother, air is forced from the bag through the tip.

of BreathXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicIf pumped while speaking the command word, thebellows of breath produces a greenish poison gas ina 25- by 20-foot cloud, 10 feet high. The gas inflicts20 points of damage, but each victim may make a

saving throw vs. breath weapon to take % damage.The bellows of breath works just once per day.

of BreezesXP Value: 1,200 GP Value: 6,000

The Book of Marvelous MagicThis bellows looks like and is used as a bellowsof breath. However, when pumped and com-manded, it-produces great winds. The winds blowall loose items about, effecting a cone 60 feetlong and 10 feet wide at its furthest point. Eachvictim within the area must make a saving throwvs. spell or be knocked over and unable to attackor cast spells. If used to help propel a boat withsails, the winds add a bonus of 30 feet per roundto the movement rate. The bellows may be usedonce per day for up to a full turn per use,

of RoaringXP Value: 1,500 GP Value: 7,500

The Book of Marvelous MagicThis bellows appear to be and function as a bellowsof breath—it also produces a cloud of green gas.The cloud is harmless. However, if any victimswithin it are hostile to the user, they all roar in ragefor one round. Their roars bestow a +1 bonus onthen- attack rolls and saving throws for one turn andattract the attention of all other creatures within 120feet. Only one cloud can be created each day.

BeltBelts are accessories worn about the waist. Pouches,scabbards, and other objects can be suspended froma belt, allowing the wearer easy access to the con-tents. Belts also are used hold up dungarees, pants,and hose that are too large. Magical belts can holdalmost any type of enchantment, and their use is asvaried as those of magical rings Or staves.

ArcaneXPValue: 3,000 GP Value: 30,000

Lost ShipsThis is the most common and least powerful of thebroad, cummerbund belts worn by arcane. Theyrarely sell them, but neither do they challenge indi-viduals who wear them. Some have been traded orsold by arcane recently, and some have been foundin space wrecks and treasure caches.

By turning a stud on the belt, a wearer whoknows its secrets can levitate to any height. Thisallows the wearer to rise or descend through the airgently, or appear to walk on water. There is no limi-

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Elk Clan Cermonial Belt

tation on the number of times this power can be acti-vated, but turning it on or off requires one round.The belt can also shed magical light or darkness in a20-foot radius around the wearer. 1dentical to theeffects of the wizard spells, these effects affect thebelt wearer as well, lasting up to six rounds at a time(though the wearer can terminate them sooner).

Once either of the belt powers is used, the beltcannot repeat that particular effect until a com-plete turn has elapsed. The belt may be removedwithout ceasing to function (the wearer may cre-ate darkness, slip off the belt, and leave it to creepblindly toward a known exit to make an escape).

The belt has one additional power. By propermanipulation of the studs, the wearer can raise a wallof force twice a day, lasting for up to four turns (orending instantly or earlier, if the wearer so desires).The wall of force covers an area equal to that of theequivalent spell, cast by a 16th-level wizard.

The belt's studs all lock into place and cannotaccidentally be manipulated by a casual swipe orjostle. The belt appears to be leather with a metalboss, but it saves against dangers as if it wereentirely metal, gaining a +3 bonus as well.

Elk Clan CeremonialXP Value GP ValueBlack: 50 500Blue: 50 500Golden: 50 500Green: 50 500Red: 50 500White: 50 500

The Atmagin ClansThe Children of the Elk fashion cylindrical beadsfrom the shells of various freshwater mollusks andbivalves. These are known as wampum and areoften traded or used in a manner similar to that ofmoney in the outside world. While the Elk Clansdo use them as a means of exchange, they gener-ally prefer to think of the shells as a raw materialfrom which jewelry can be made. In fact, the vari-ous colors of wampum are important for their rolein the creation of wampari or shell belts.

Wampari are created under the guidance ofshamani and come in several colors, each ofwhich has a special purpose. The actual creationof a wampari requires one month of labor, whileits enchantment is completed in but a singlenight. When the belt is assembled, it is broughtand given into the care of a shamani.

The shamani calls upon the person for whom the

belt was made and, using a sharp knife, makes sev-eral cuts in the owner's chest. The symbols that theshamani makes are always related to the totemspirit of both the person who made the belt and theperson who will wear it—this symbolizes the bondbetween the two. After the cuts are made, thewounds are packed with various colored herbs andseveral magical spells are woven. When all is done,the belt is enchanted. All wampari have goodeffects upon those they were made for, but anyoneelse who tries to wear one will be cursed. Once puton, a cursed wampari cannot be removed withoutthe aid of a dispel magic spell.

Black Belts: Black wampari attest to the healthand vigor of the wearer. Thus, their owners gain a+1 bonus to Constitution (up to a maximum of 18}while the belt is in place. If the belt is donned byanother, a-1 Constitution penalty is imposed.

Blue Belts: Wampari of this type are symbolsof the understanding found in a truly wise person.They grant a +1 bonus to their wearer's Wisdomscore (up to a maximum of 18) while in place anda similar penalty to anyone else.

Golden Belts: It is possible to fashionwampum that have a golden tint. When suchbeads are made into belts and enchanted byshamani, they increase the Charisma of theirowner by +1 point (up to a maximum of 18).Others wearers suffer a-1 point penalty.

Green Belts: Green wampari are symbols ofsure-footedness and agility. They bestow upontheir rightful owners a +1 bonus to Dexterity (upto a maximum of 18) while being worn and uponother wearers a like penalty.

Red Belts: Wampari fashioned from red beadsare symbols of might and power. They are nor-mally given to warriors and have the effect ofincreasing the wearer's Strength by +1 point (upto a maximum of 18) when worn. If someoneother than the belt's owner puts on the wampari,the thief loses -1 point of Strength.

White Belts: Wampari set with white beadsare symbols of open-mindedness and clear think-ing. They impart a +1 bonus to their owner'sintelligence score (up to a maximum of 18) and alike penalty if worn by another.

of Goblinoid ProtectionXP Value: 2,500 GP Value: 12,500

POLYHEDRON Newszine 58This belt acts as a belt of protection +4 againstgoblinoid creatures and all weapons of goblin ori-

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Shadow Belt

gin. It is +2 against other creatures and weaponsand continually functions as a belt of protection+3 when good creatures attack the wearer.

Golden SerpentXP Value: 3,000 GP Value: 15,000

Gods, Demigods, & HeroesThis belt puts up an antimagic shell and dispelsany lesser beings summoned with spells cast by7th- or lower-level Spellcasters.

Lemmikainen'sXP Value: — GP Value: —

Gods, Demigods, & HeroesThis is a broad belt that gives the avatar frostgiant strength.

MeginjarderXP Value: — GP Value: —

Gods, Demigods, & HeroesThis is a magical belt of power. Combined withhis magical gloves, these items give Thor's avatarthe comparable strength of a storm giant. Whenused by itself, the belt merely raises the thundergod's strength to that of a fire giant.

Serpe's Belt of SwimmingXP Value: 1,000 GP Value: 5,000

1993 Collector Card 461Serpe's magical belt enables her to swim very well,although she cannot breathe underwater. With it,Serpe can swim as fast as a triton under the surface(Sw 15) and as fast as a merman on the surface (Sw18). The belt acts as a ring of warmth wheneverSerp6 is in the water, allowing her to swim in thefrigid waters of her northern home. When sheleaves the water, the belt instantly dries her body,clothes, and hair, keeping her warm.

SerpentXP Value: 1,500 GP Value: 7,500

DRAGON Magazine 5This magical item is similar to the snake belt butwith additional powers. It grants infravision, relaysaudial and visual images from any location within50 feet (including behind any nonmagical walls ordoors), and grants an Armor Class bonus of+1while worn. It can be animated to attack any oppo-nent within 10 feet, biting as a 6 HD monster with36 hp, causing 2d4 points of damage.

The belt can be stretched to 30 feet and thrown(or commanded to crawl) to catch on outcroppings,

ledges, or anything else that the buckle can snag. Ifthere is nothing for the belt to catch on, it can disin-tegrate a small, 1-inch hole in order to secure itself.This allows (he user to escape pits and climb walls.The belt can hold up to 500 pounds.

ShadowXP Value: — GP Value: —

Five Coins for a KingdomCreated by the fiend ruler Orcus, the shadow beltis known in the legends of a hundred planes ofexistence—though thankfully not on the PrimeMaterial Plane. Orcus has subtly engineered itsfrequent disappearances and rediscoveries, partlyas a way to test likely candidates for Immortalityin the Sphere of Entropy.

Durban is the latest candidate; he has alreadyfailed his test. Durban lacks the self-awarenessnecessary for Immortals. His invasion of Trannendangered the entire realm of Eloysia. Even ifhe is aware of this, he cares not—Durban iscrazed with a lust for power.

A simple leather belt with an iron buckle, it hasa gray, leather strap that fits over one shoulderand crosses the chest like a baldric. The beltchanges size to fit any wearer.

Carved on the belt and strap are disc-shapedsymbols. When the wearer touches a symbol andconcentrates, a gold skullcap appears, attached tothe belt by an infinitely extendable gold wire. Thebelt can produce up to 500 of these caps, whichare used for its power drain ability.

Suggested Powers• Lightning bolt• Mass charm• Power drain (see below)• Clairvoyance• Levitate• Immunity

The shadow belt is activated when a user putsit on. The belt extends countless, hair-thin fila-ments that grow through clothing or leatherarmor and into the wearer's skin—literally meld-ing to the host's body. The filaments cannot growthrough metal armor, and the belt does not acti-vate until the filaments have grown into the host'sbody. Thereafter, the belt can't be removed untilthe host dies or reaches Immortality.

Knowledge of the belt's powers is acquiredwhen the belt is activated. Each power is trig-

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gered by mental command alone and does notrequire continued concentration,

The power drain ability is unique to the shadowbelt. Unlike most artifacts, it does not regeneratepower itself. Instead, it leeches power from otherbeings or its host to regain power. A victim mustbe willing or charmed, and a gold cap and wirefrom the belt must touch the victim's body.

The belt regains one spell level per day foreach level of the victim. (Normal people count as1 st level for this purpose.) A victim is drained ofvitality while wearing the cap and can take noaction. The helpless victim may suffer from lackof food or sleep while being drained, but is other-wise unharmed once the cap is removed.

Suggested Handicaps: When first used, align-ment changes to a chaotic bent. After that, thewearer grows 1d4 inches a day. Maximum heightis three times normal, and the body becomes hor-ribly distorted at large sizes. No damage (exceptunceasing agony) while belt is worn; whenremoved, the victim shrinks to normal size, tak-ing 1d6 damage per foot shrunk.

Suggested Penalty: While any power is used, aheavy storm arises, centered on the user and con-tinues while the power effect lasts.

Durhan, the current user of the shadow belt, iswired into 500 wizards of 1st to 21st level. Thesewizards have been kidnapped from all overEloysia. Their energy gives Durhan an effectivelyinfinite amount of power to spend.

While wearing the shadow belt, Durhan is immuneto all 1st- through 4th-level spells, charms, mentalcontrol, and poison, and to all spells that causeinstant destruction. Durhan was a 36th-level wizardbefore donning the shadow belt; with it, he can castany and all wizard spells at any level, repeatedly andwithout limitation. The sole exception are wishspells, which were intentionally placed beyond thepower of the shadow belt by Orcus. (Druid andpriestal spells cannot be cast with this artifact).

Nonattack spells can be amplified in effect bythe belt. For example, a vastly increased tele-kinesis spell allowed Durhan to remove SoliusfromTrann. Other possible effects are as follows:• Walls of stone, ice, fire, or iron can be con-

structed of indefinite size.• Polmorphing large numbers of objects at once

is possible (for instance, meteors of a meteorswarm cast against Durhan can be altered).

• Monsters of 20+ HD can be created via a cre-ate monster spell.

These amplified spells cannot directly affectan enemy. Attack spells have their usual effects.For example, a fireball from the shadow beltnever does more than 20d6 hp damage.

The unpleasant side effects of wearing thisartifact are obvious—Durban's huge, distendedform is clearly painful.

SnakeXP Value: 1,500 GP Value: 7,500

DRAGON Magazine 5Similar to a snake stqffbut in belt form, the snakebelt is 3 feet long and can be used by any class orrace. It silently crawls anywhere its owner men-tally directs it, down halls, through cracks, andeven up stone or wooden walls, at speeds up to 6per round. The belt relays a visual impression ofall it passes to its owner, akin to a wizard's eyespell. It causes 1d4 points of damage to any crea-ture it strikes (biting as a 3 HD monster with 18hp). The snake belt is considered to have 18/00Strength for purposes of strangling victims, pin-ing arms, or forcing a door open or closed.

Udo's Belt of FlyingXP Value: 4,000 GP Value: 20,000

1992 Fantasy Collector Card 384One day, Udo and his monkey familiar escapedfrom a pack of orc archers, mounted on his horsewith its saddle of flying, and an arrow pierced hismount through the heart, sending them all crash-ing to the ground. In desperation. Udo tore thesaddle from his horse's back and strapped it on,commanding his monkey to climb into the saddle.To Udo's wonder and delight, he sprouted wingsand made his escape. Now, the wizard has takenthe silver buckle from the saddle and sewn it ontoa belt. He still requires a small rider on his shoul-der to make the belt function, but he's been usedto having a monkey on his back for a long time.

Vainamomen's BeltXP Value: — GP Value: —

Gods, Demigods, & HeroesThis gives Vainamoinen's avatar the equivalent tocloud giant strength.

Zoster of ZealXP Value: 6,000 GP Value: 20,000

The Book of Marvelous MagicThis belt can be worn in combination with any mag-ical buckle. When the wearer commands it to func-

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tion, it makes the user especially zealous and he orshe gains a +3 bonus to attack rolls. The zoster canfunction once per day for one turn per use.

Zoster of ZoophobiaXP Value: GP Value: 1,800

The Book of Marvelous MagicThis belt appears and functions as a zoster ofzeal. However, when commanded to function, italso inflicts the user with a morbid and uncon-trollable fear of animals of all types (no savingthrow). In addition, the victim must make a sav-ing throw vs. spell. If the throw fails, the weareris overcome by a strange illusion—that all thosenearby are turning into animals. The victim fleesand hides from the animals if possible; the illu-sion passes when the zoster's effect ends after oneturn. The phobia does not end, however, and thevictim flees from any normal or giant-sized ani-mal seen thereafter, running at three times normalmovement rate for at least six rounds. The phobiacan be cured by a remove curse applied by acaster of 15th level or higher, or by a heal spell.The phobia returns each time the zoster is acti-vated: it cannot be removed from the item.

BenchBenches are hand-crafted, multiseat chairs con-sisting of long, thick slats of wood nailed orbolted onto perpendicular legs. The slats make upthe seat and the back, while the perpendicularpieces keep the structure together. Finely craftedbenches are called pews, but the latter are con-structed from whole pieces of shaped wood.

of EncumbranceXP Value: — GP Value: 1,800

The Book of Marvelous MagicThis item appears identical to a bench of ram-ming, but it cannot open doors. The user soon dis-covers that it also cannot be set down. A removecurse or a wish from a caster of at least the 21 stlevel makes the bench disappear.

ofLevitationXP Value: 1,200 GP Value: 6,000

The Book of Marvelous MagicThis bench appears and functions as a bench oframming, but if an attempt to ram a door fails, thebench levitates to the ceiling or to a height of 100feet if outdoors, carrying the user with it. It maybe brought back to earth by using a dispel magic

spell that causes it to fall, or levitation, whichbrings it down slowly and safely, or by pushingdown on it with a weight equal to the weight ofthe bench plus the user or users—easily donewith a single fly spell or potion in one turn. Whenbrought back to earth, the victims are freed.

of RammingXP Value: 1,500 GP Value: 7,500

The Book of Marvelous MagicThis wooden bench is 4 feet long, 2 feet wide, 3feet high, and seats two human-sized creatures. Itweighs 50 pounds and may be carried by one(using both hands) or two (using one hand each). Ifused to ram a door, the ramming is probably suc-cessful. Unsecured doors may be opened easily;locked doors open 90% of the time, although thiswill trigger most unremoved traps (if any). Wizardlocked doors may be rammed open 50% of thetime, and one-way doors 25% of the time from thewrong side, although this usually destroys the door.The bench has no effect on barred doors. It may beused as often as desired, but each use has a 5%chance (not cumulative) of destroying its magic.

BerryBerries, like apples and other fruit, have foundmany magical uses. The entries below depict onlya small portion of these. (See Potion for the usesof magical berries in a DARK SUN Campaign.)

FireberriesXP Value: 600 GP Value: 1,200

Adventure Pack ISimilar iofireseeds, these are nature's own vari-ety. To activate a berry, it must be thrown onto theground and a command word spoken. This causesthe berry to burst into flames that inflict 1d8points of damage and ignite any combustiblesthey touch. They may be thrown up to 10 feet.

MagicalXP Value: 300 GP Value: 900

Horror on the HillMany years ago, an old priest spilled a. potion ofhealing at the base of three bushes. A strange andmagical absorption took place, and now theberries themselves have healing properties.Twelve berries are on each bush, and each berryacts as a half-strength potion of healing, curing1d4 points of damage for each berry eaten. Theberries spoil fairly quickly though, and are only

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Bison Skull Totem

effective if eaten within one day of being plucked.A detect magic spell indicates that the bushes andberries are indeed magical. They resemble rasp-berry bushes, but the berries on the plants aremuch larger than ordinary raspberries,

Bison Skull TotemXP Value: 5,000 GP Value: 50,000

DUNGEON Magazine 32These permanent, magical items are usable by anyRover shaman. A bison skull totem focuses the mag-ical ability of a shaman when either held in ashaman's hands or placed on top of a totem pole.When on a totem pole, the skull gives the followingpowers to all villagers within 500 yards—cannot besurprised by attackers, +1 on saving throws, andprotection from evil (as the spell). In a shaman'shands, the skull gives the following additional bene-fits—+2 on saving throws to shaman holding it,protection front evil iO' radius, immunity to fear,and protection from normal missiles.

A bison skull totem has several greater powers,usable once per day. To invoke these, a shaman musthold the skull overhead and chant a commandphrase. The powers are—a blast of fear (as a wandof fear), flame strike, insect plague, ax\Asunray, Ifthe skull is threatened with capture by a non-Rover,it can teleport itself to the nearest Rover shaman.

Kolkis's Evil Skull Totem is a twisted parodyof a normal Rover bison skull totem. It can dis-guise itself to appear as a normal bison skull. Forits powers to be manifested, it must be wielded inthe same way as a Rover shaman uses a goodtotem. Although it no longer has the power tochange alignment, it still grants other powers toits user—immunity to fear, +2 on saving throws;inability to be surprised, And protection from nor-mal missiles. The following powers can be usedonce per day: insect plague, confusion, flamestrike, slow, fear, and sticks to snakes. Kolkis'sevil skull totem has no powers when placed on atotem pole, unlike a true bison skull totem. Anygood-aligned person who touches this evil stench-kow skull takes 2d4 hp electrical damage.

Black WallXP Value: 4,000 GP Value: 20,000

DRAGON MagicThis wall is made of pure obsidian. There is a solidblack circle about 50 feet in diameter in front of thewall. Dragons believe that specific aromas can trig-ger vivid memories. By touching areas of the black

wall in certain sequences, aromas are produced thatenable a dragon, or any other intelligent creature, toexperience racial memories of incidents occurringthousands of years before birth. If anyone touchesthe wall and stands in the circle, he or she feels atingling sensation in the body and then smells astrong aroma that seems to flow from the wall andenvelop his or her head. The intense effect lastsonly a few seconds. Roll 1d6 and consult the fol-lowing table for the aroma and the effect.Roll Result

1 Sea Water2 Decay3 Violets4 Baking Bread

5-6 No Effect

• Sea Water: This aroma is of sweet, salty airblowing in on an ocean breeze, triggeringvague memories of living in the sea—play-fully chasing fish, exploring the murky depths,breaking through the surface to catch the sun'srays. (The implication is that the one touchinghas evolved from some sort of marine life.)This experience is so soothing that the PCrecovers 1d2 hp of damage.

• Decay: The stench of rotting meat triggersvague memories of living in a dark swamp—scraping in the mud for scraps to eat, hiding incool caves from predators, shaking from feverchills. (The implication is that the one touch-ing has evolved from some sort of primitiveswamp-dweller). This experience is so dis-turbing that the toucher must succeed in aConstitution Check or lose one hp of damage.

• Violets: The fragrance of sweet violets triggersvague memories of floating in a void—formlesswisps of color, distant echoed voices, flashes ofsoft light. (The implication is that the spirit ofthe one touching had an existence that predatedhis or her physical body.) This experience is soprofound that the toucher is distracted for thenext hour, making all attack rolls at -1.

• Baking Bread: This is the delicious aroma offreshly baked bread, triggering vague memo-ries of infancy—snuggling against a warmbody, hearing gentle melodies from a softvoice, watching a colorful butterfly float by inthe breeze. This experience is so relaxing thatthe one touching immediately falls asleep (nosaving throw allowed) and stays asleep untilsomething or someone wakes the character.

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Blashphor's Magical Diapers and Crib of Pushing

BlanketBlankets are extremely common items that can befound in almost every climate and culture. Theyare used primarily for warmth or comfort, espe-cially during sleep. However, they also are usedfor decorative or ritualistic purposes. Manynorthern cultures use many layers of blankets orhides as their only form of clothing.

of ComfortXP Value: 600 GP Value: 1,600

DRAGON Magazine 73This blanket automatically maintains a comfort-able temperature for anyone sleeping under it. Itcannot maintain a temperature difference of morethan 30 degrees, however, from the ambientatmosphere.

of DevouringXP Value: — GP Value: 1,200

The Book of Marvelous MagicThis plain gray blanket is 6 feet square. When itis used to wrap or cover any living creature,dozens of tiny mouths appear inside the blanketand bite the victim for 10 points of damage perround. Once the mouths appear, a remove curse isneeded to remove the blanket. Once removed, theblanket becomes nonmagical and powerless.

of ProtectionXP Value: 3,000 GP Value: 15,000

The Book of Marvelous MagicThis plain, gray blanket is 6 feet square. Its usercan rest easily, for it blocks all magical and nor-mal attacks as long as the user is asleep. It has nopower while the user is awake. A wish spell isneeded to remove the blanket without the user'spermission.

Silk Coverlet of WarmthXP Value: 1,000 GP Value: 7,500

POLYHEDRON Newszine 43Although it appears as only a finely woven bed-covering of dazzling color, this coverlet is capa-ble of maintaining a comfortable temperature forsleeping—even in the most extreme conditions ofcold and wind. It is always large enough to spreadover three human-sized individuals. It does notwork if it is wrapped around a person. It must bespread out over someone on a horizontal surface.

of SleepingXP Value: 900 GP Value: 1,800

The Book of Marvelous MagicThis plain gray blanket is 6 feet square. If used towrap or cover any living creature, the victim mustmake a saving throw vs. spell or sleep until theblanket is removed. The blanket is easily removedby anyone except the victim. If the saving throwis successful, the blanket has no effect. The vic-tim needs no food or water while asleep, and maysleep for years. A normal attack roll is required ifthe blanket is used in hand-to-hand combat.

Blashphor's Magical Diapersand Crib of Pushing

XP ValueCradle: 800Diapers: 40Nursery: 1,500

GP Value8,000

400/each15,000

The Book of Wondrous InventionsBlashphor was a kindly and studious wizard wholived with his wife, Atrina, in the tiny village ofSpinyon, a poor farming community many milesfrom the nearest trade route. Blashphor eventu-ally left Spinyon for a wilderness retreat where hecould do his research without interruption.Atrina, pregnant with their first child, was lessthan eager to go, but Blashphor convinced herthat he needed her help. Besides, he argued, therecould be no better way for their child to comeinto the world than surrounded by the magnifi-cent splendor of nature. Reluctantly, Atrinaagreed.

Six months later, in a small cabin deep in abeautiful remote woodland, Atrina gave birth totriplets. Sadly, Atrina died in childbirth, leavingBlashphor alone with his three new sons. Thegrieving Blashphor chose to return to the villageand continue his research, while raising his sonsas best he could. However, Blashphor's researchwent very slowly, and caring for three infantsproved all but overwhelming. Able to transmuteonly the simplest of gases and minerals, he devel-oped diapers as an experimental novelty that kepthis babies dry and clean—a great help to an over-burdened father, but hardly the breakthrough hedesired.

Believing himself a failure, Blashphor was sur-prised when new parents in the village took aninterest in his magical diapers. Intrigued, hebegan to tinker with another of his seemingly

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minor magical experiments and soon came upwith a baby cradle that completely provided foran infant's needs. The cradles were made avail-able at harvest time, much to the delight of theoverworked parents.

The diaper resembles an ordinary white diaper,but the cloth is somewhat softer and silkier andsparkles slightly in the sunlight. Small leatherstraps in the corners serve as fasteners. The cra-dle is a rectangular box made of polished wood,typically oak or maple. Colorful caricatures ofanimals and babies are painted on the sides, andtwo wooden rockers are attached to the bottom. Asmall platform extends from the foot of the cradleand holds a medium-sized flowerpot containingsweet-smelling mint plants. Daisies, violets, andother flowers grow in boxes attached to the sidesof the cradle.

A long wooden rod extends upward from theflowerpot at the foot of the cradle, and a secondrod crosses it at the top to make a perch. Abrightly feathered parrot sits on the perch, softlychattering and chirping as it overlooks the cradle.At the end of the perch is a wooden tube contain-ing food for the parrot. A small cup at the base ofthe tube is filled with seeds.

Another wooden rod is attached to the head-board. Two objects are attached to this rod andhang over the cradle. One is a large, leathery bagending in a long tube. The other is a delicatelybalanced mobile made of several pieces of bam-boo and crystal. The mobile produces a soothingtinkle at the slightest touch. A string extends fromthe mobile to the parrot's food tube.

Construction: Blashphor was responsible forthe magical diaper and the crib of pushing. Eachhas its own construction requirements. Becauseof the time and expense involved, it is a good ideato create a large number of diapers of enchant-ment at the same time. Using this method, up to15 yards of cloth can be enchanted at the sametime (12,000 gp, 39 days), enough to make asmany as 30 small to medium-sized diapers. Anewly woven bolt of cloth made from any naturalfiber interwoven with 10% butterfly silk mustfirst be hung outside and blown in the wind for30 days. A permanent transmute foul to freshspell (2nd level) is then cast on the cloth. Spellcomponents include a handful of crushed lilacs,an ounce of talcum, and a vial of green slime.

A baby cradle (8,000 gp, 8 days) first requiresthe construction of a basic crib out of wood. The

crib is varnished, polished, and decorated to taste,then enchanted to become a crib of pushing.Components for this enchantment include a pinchof powdered brass, a baby's fingernail clipping,and the pendulum from a clock. The crib is thenlined with the same kind of cloth used to makediapers of enchantment.

Flowers of the maker's choice are planted inthe flower boxes, and mint sprigs are planted inthe pot containing the parrot perch. A trained par-rot, preferably one with a large vocabulary,should be secured from a reputable trainer. (Ade-quate training for this purpose takes a minimumof 10 weeks.) The food tube can be made from asmall, hollow log. This is attached to the perchalong with a cup to receive the food as it spillsfrom the tube. A string hooked to a latch insidethe tube releases the food when pulled by the par-rot.

A milk bladder is hung from the wooden rodsuspended over the cradle. The top end of thebladder has a stopper or valve that can be openedto pour in fresh milk. The tube end has a valvethat opens at the slightest pressure from aninfant's lips, but otherwise remains closed. Thebladder is adjusted so that the tube end dangleswithin easy reach of a reclining infant. The milkbladder may be made from a leather flask, but anair bladder from an aquatic creature makes a bet-ter one—cleaned and dried, air bladders won'tleak, and come equipped with natural valves. (Inhis original cradle, Blashphor used the bladder ofa giant carp.) A mobile constructed of attractivebits of crystal, bamboo, and other baubles is hungnext to the milk bladder. The mobile should haveno sharp edges and hang just out of the baby'sreach. A string from the parrot's food tube is con-nected to it.

Statistics:• Diaper: size varies but averages 2-foot square.

Up to 30 diapers can be made 15-yards ofenchanted cloth.

A diaper of enchantment is secured to aninfant with small leather straps. When thebaby relieves himself, the waste products areinstantly transmuted into a mixture of 95%pure oxygen and 5% powdered talcum.

• Crib: 4'x2'x3'; parrot perch reached 5 feetfrom ground. Weight of entire cradle: about 50Ibs. Provides up to 12 hours of complete carefor a single infant (suggested age: 3-15

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months). Milk bladder holds about one gallon.The parrot food tube holds one week's supply.

The crib of pushing is activated by the sound ofcrying from its occupant. It will continue to gen-tly rock back and forth as long as the baby cries.If the baby is hungry, the tyke may suckle milkfrom the milk bladder suspended overhead. Thecrib is lined with cloth made from the same mate-rial as the diaper of enchantment and transmutesany milk that leaks from the bladder or dribblesfrom the baby's mouth.

At the base of the crib is a flowerpot of freshmint, fertilized by the droppings of the parrotperched above. Colorful flowers grow from boxeson each side of the crib. The mint and the flowerskeep the air smelling sweet and also add to anaesthetically pleasing environment.

The specially trained parrot keeps an eye onthe infant and provides entertainment and speechlessons. A string runs from its feeder to themobile; when the parrot pulls the string to fill itscup, the string tugs on the mobile to amuse the baby. The parrot's songs and chatter provideentertainment while its repetition of words andphrases helps the baby learn to talk.

Most importantly, the parrot has been trained toalert the parents in case of an emergency. If specific

cues occur which indicate the baby may be introuble, such as gasping for air or extended crying,the parrot flies like a homing pigeon to the parentsor a specified neighbor and squawks out a warning.

BlowgunAfter determining the magical properties of theblowgun the character found, purchased, or tradedfor, roll on the following table to determine thetype of blowgun found.

Roll01-2526-5051-7576-00

Blowgun TypeBlowgunBlowpipeMetsubishiTufenk

of AccuracyXPValue: 2,500 GP Value: 15,000

New ItemThe blowgun of accuracy is a simple, yet effec-tive, missile weapon. The magical properties ofthis bow are a +3 bonus on attack and damagerolls. Normal ranges are figured at short rangefor this weapon.

of DistanceXPValue GP Value+1: 1,500 10,000+2:2,000 12,000

New ItemThis is a magical weapon that has double therange of a normal blowgun, thus short range is 20feet.

HawkXP Value: 500 GP Value: 3,500

New ItemThis weapon is crafted from fine wood and deco-rated with eagle feathers that give it magicalpower, adding +1 to attack and damage rolls.

of Wild EmotionsXP Value: 100 GP Value: 500

DRAGON Magazine 134This item is a blowgun, 3 feet in length, made ofa light, strong blue metal similar to mithral. Atunpredictable times the metal changes color,sometimes glowing or even growing fur or scales.None of these changes affect the powers of theblowgun. Its range is normal for a blowgun.

Any dart fired from one of these blowguns is534

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Airboat

briefly enchanted to cause random emotionalchanges in the creature struck by it. When a crea-ture is hit by such a dart, roll on the followingchart for the effect:

Roll EffectI-10 EnvyII-20 Greed21-30 Pride31^0 Hatred41-50 Paranoia51-60 Love61-70 Sloth71-80 Euphoria81-90 Sadness91^00 Lust

This item affects any being with an intelli-gence of 5 or greater who fails a saving throw vs.spell after being struck. Darts fired from thisblowgun do no physical damage. Only one dartmay be fired per round, and only one emotion canaffect a being at any one time. The duration ofeffect of these emotions is one turn. PCs struckby these darts should be role-played to anextreme; while these emotional effects have noreal game effect, they can create remarkable role-playing situations.

BoatMost magical boats are identical in size to riverboats—20 to 30 feet long with a 10-foot beamand a 3,000-pound cargo capacity (for larger ves-sels, see Ship). Though normal river boats requirea crew of eight rowers, all magical boats start,stop, and turn on command. Most magical boatsare AC 4, have 40 hull points, and can move 36miles per day (60 feet per round) unless notedotherwise. Roll on the following table to find thetype of vessel found.

Roll01-0304-0607-0910-1213-1617-2021-2425-2829-3233-3637^*0

Boat TypeBargeBarijahBoatCaravelCoasterCogCommon OarCurraghDhowDromondDunij

41-44 Galleon45^18 Galley Oar49-52 Great galley53-56 Kayak57-60 Markab61-64 Outrigger Canoe65-68 Qarib69-72 Raft73-76 Reed Canoe77-80 Safinah81-84 Sailboat85-88 Sambuk89-92 Umiak93-96 Xebec97-00 Zaruq

AirboatXP Value: 20,000 GP Value: 200,000

The Complete Wizard's HandbookThis is a stone canoe that measures 3 feet tall, 12feet long, and 4 feet wide. Inside are five evenlyspaced stone planks, each capable of seating twohuman-sized passengers. A plank on one end ofthe canoe is marked with a star symbol in thecenter. An airboat is also fitted with two sets ofstone oars that conform to ridges carved in bothsides of the craft. These boats respond to themental orders of their commanders (the charac-ter sitting on the plank with the star symbol).Only a wizard or priest can serve as an airboatcommander.

An airboat can move in any direction and inany medium. While moving, an airboat is sur-rounded by an aura of light that allows all of itspassengers to breathe normally, even when travel-ing in airless space. The aura surrounds the craftto a distance of 10 feet.

An airboat has a movement rate of 40. It canmove only if it is being rowed with at least one setof the stone oars. If only one set is used, the crafthas a maximum movement rate of 20; if both setsare used, the craft has a maximum speed of 40. Asingle character can operate two oars, or twocharacters can sit side by side on a plank, eachoperating an oar. To move at maximum speed, therowers must complete a stroke every two sec-onds; if the rate is less than this, the maximumspeed decreases proportionately. For instance, ifone set of oars is stroking once every four sec-onds, that airboat has a maximum movement rateof 10.

The .commander must remain seated on the star

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plank and can take no actions other than com-manding the craft. If he or she moves from thestar seat, attempts to operate the oars, or takesany other action, the airboat stops moving. Simi-larly, if the captain's concentration is broken, thecraft stops. If it stops moving while in the air, ithovers in place. An airboat can hover in place foronly one turn, after that, it sinks gently to theground. If it stops moving while on water, theboat simply drifts,

Canoe of PortageXP Value: 2,000 GP Value: 10,000

The Book of Marvelous MagicThis canoe appears to be and functions like anordinary canoe in all respects. When the com-mand word is spoken, however, all nonlivingitems within the canoe stick to it and become aslight as feathers. The canoe thus encumbered(600 pounds maximum) can be carried as ifempty, requiring two persons and counting as 25pounds of weight for each. A second commandword negates the effect, releasing the cargo andreturning it to normal.

Canoe of TravelXP Value: 2,000 GP Value: 10,000

The Book of Marvelous MagicThis canoe appears to be and functions thesame as a normal canoe. When the commandword is spoken, the canoe resists the current,staying in the same place, however rapid theflow. It may then be paddled up or downstreamat normal rates, as if the water were calm andstill. A second command restores normal opera-tion. The canoe of travel functions for up tofour hours per day. The total time may be spentin any number of uses; however, each use costsat least one turn.

DesertXP Value: 1,500 GP Value: 7,500

The Book of Marvelous MagicThis item is similar to an ice boat, but the runnersallow movement only on sand or flat surfacesdevoid of vegetation.

FoldingXP Value GP ValueSmall: 5,000 12,500Large: 10,000 25,000

DUNGEON MASTER Guide, 1st EditionA folding boat is always discovered as a smallwooden "box"—about 1 -foot-long, ^-foot-wide,and /2-foot-deep. It does, of course, radiatemagic if subjected to magical detection. The boxcan be used to store items like any other box. Ifthe command word is given, however, the boxunfolds itself to form a boat 10 feet long, 4 feetwide and 2 feet deep. A second command wordcauses it to unfold a vessel 24 feet long, 8 feetwide, by 6 feet deep.

In its smaller form, the boat has one pair ofoars, an anchor, a mast, and lateen sail. In itslarger form, the boat is decked, has single rowingscats, five sets of oars, a steering oar, anchor, adeck cabin, a mast, and square sail. The firstholds three or four people, the second carries 15with ease.

A third word of command causes the boat tofold itself into a box again. The words of com-mand may be inscribed visibly or invisibly on thebox, or they may be written elsewhere—perhapson an item within the box. The words may havebeen lost, making the boat useless (except as asmall box) until a finder discovers them (via leg-end lore, consulting a sage, the physical search ofa dungeon—your imagination is the key).

Folding CoracleXP Value: 10,000 GP Value: 25,000

MoonshaeThis device is similar to a folding boat, exceptthat it does not create such a grand vessel nordoes it take up as much space when collapsed.

The folding coracle looks like a small leatherpatch when folded—about the size of a largeplaying card. In fact, the patch may be sewn to apiece of clothing as a means of disguising it.When the command word is spoken, it expandsinto a circular skin-and-strut craft about 8 feet indiameter. Up to six human-sized passengers cantravel in it.

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FrogXP Value: 400 GP Value: 4,000

The Book of Marvelous MagicThe amazing frog boat leaps on command,jumping out of the water to a height of 120yards and landing up to 360 yards away. It treatsits cargo, crew, and passengers gently andcauses no ill effects when leaping and landing.On landing, its keel reaches a depth of only 5feet and immediately returns to the usual 2-3foot draft. The one-round leap is nearly verticaland quite useful to prevent boarding, a monsterattack, etc. The frog boat can leap up to threetimes per day.

GoerPs Portable Canoe andTackle Box

XP Value: 2,500 GP Value: 25,0001992 Fantasy Collector Card 387

Goerl retired from the adventuring life manyyears back. Among the treasures that he accruedand kept for his twilight years is his own specialportable canoe and tackle box. Not only does this6- by 6- by 1-inch packet unfold into a canoe andpaddles for two, but it also stores a complete setof fishing poles and a tackle box filled with luresand other fishing accessories. GoerPs canoe evenstores live bait for up to three months.

Hasty Barge of Nyr DyvXP Value: 2,500 GP Value: 30,000

GREYHAWK. AdventuresThis magical boat was created by a wizard whowas adopted by the people of Nyr. The wizardgave it as a gift to a Rhennee noble, and the wiz-ard in turn was made a noble by the grateful lakepeople.

The barge looks like a common vessel of theRhennee. It is 14 feet wide and 36 feet long, oncommand it can move at twice normal speed or60 miles per day, for an unlimited time and underits own magical power. Four heavy crossbows aremounted along each side, and more can be added.The barge has a lugsail that can be raised inwindy weather to hide the magical nature of itsmovement.

The hasty barge magically repels water crea-tures with less than low intelligence. They can notattack the barge, and get no saving throw againstthe effect.

HouseXP Value: 600 GP Value: 3,000

The Book of Marvelous MagicThis boat is identical to a river boat, but con-tains a 120- by 90- by 30-foot, extradimensionalspace. The space can be fitted with beds, cabi-nets, and gear, or may be used as an extra cargohold. However, whatever the space holds cannotexceed its 3,000-pound total cargo capacity. Theentrance to the extra space is a secret trap dooron the inside the hull. If a house boat takes 20 ormore hull points of damage, the space and thedoor both disappear, casting all contents into theEthereal Plane.

IceXP Value: 1,500 GP Value: 7,500

The Book of Marvelous MagicThis boat can be used as a magical river boat.When placed on any icy or snow-covered sur-face, two flat runners, similar to skis, appearupon command; each runner is the same lengthas the boat and firmly mounted on struts pro-jecting downwards from the hull. The boat islifted, its keel 5 feet above the surface of the ice,as the struts and runners appear. The runnersenable the boat to move about as if waterborne.Each runner has 10 hp and disappears if dam-aged for more than that amount. If the boat fallsover because it loses a runner, it takes 1d6

545

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points of hull damage. The runners are immuneto all normal damage and can be affected onlyby magical weapons (treat as AC 4) or spells. Anice boat can move about with only one runner,but at 10 feet per turn.

Joukahainen'sXP Value: 2,000 GP Value: 10,000

Gods, Demigods, & HeroesJoukahainen has two boats. This one is light andmay go an additional MV 4 per round over nor-mal movement rates for a similar boat.

Joukahainen's IIXP Value: 2,000 GP Value: 10,000

Gods, Demigods, & HeroesThe second boat owned by Joukahainen's avataris small and holds twice as many passengers andcargo.

MistboatXP Value: 4,500 GP Value: 45,000

POLYHEDRON Newszine 58This powerful magical item only works on water;it is a miniature ivory carving of a sailing ship.However, when the command word "mistform" isspoken, the carving turns into full-size ship madeentirely of mist. Despite its appearance, the shipis quite solid and has the statistics of a carrack(length 120 feet, width 20 feet, movement 21,carrying capacity 685 tons). The ship has 70 hullpoints, and is equipped with one light mangonel,one medium mangonel, and four ballistae with 10rounds of ammunition each. It requires a crew of20. The mistboat is impervious to nonmagicalfire and cold, and to crushing attacks, excludingramming and constriction. Wall of fog repairs onepoint of damage to the ship per level of the caster;solid fog repairs two points per level. If the shipsustains more than 70 points of damage, the mistfades and the ivory miniature turns to dust. Amistboat can be used three times a week, for amaximum of 24 hours each time.

Portable CanoeXP Value: 2,000 GP Value: 10,000

Tome of MagicThis canvas canoe is capable of comfortablyholding two passengers. The canoe includes twowooden paddles. The portable canoe can folditself into a 6-inch-square packet, about an inchthick, and weighing just under a pound. Except

for the paddles, the portable canoe must be emp-tied of all other objects before it can fold. Foldingthe canoe requires a command word and fiverounds; unfolding requires a second commandword and two rounds.

Quaal's Mystical Feather TokenXP Value: 1,000 GP Value: 7,000

1992 Trading Card 30Whenever this token is even slightly wet, it turnsinto a boat. When the boat dries out completely, itturns back into its feather token form. This can beespecially troublesome if the owner of the tokenis caught in the rain without sufficient protectionfrom moisture. The boat can carry up to 32 menand their gear. The token was supposed to beusable only once, but it appears to have had per-manency successfully cast upon it.

Semekhtet BargeXP Value: 1,500 GP Value: 9,000

NightragcKoresh Teyd uses this magical ship to travelunderground. Like a dwarven rockship, it movesthrough solid rock as easily as an ordinary boatmoves through water. Also like a rockship, bargepassengers are protected from the environmentand can breathe and speak normally. However, aSemekhtet barge is not so rare nor hard to pro-duce as a rockship, and it has figured promi-nently in Nithian folklore and mythology. (Thusthe name; Semekhtet was a legendary hero whoowned a s imilar barge.) Though Koresh Teydreceived the barge as a gift from Thanatos, thereis nothing inherent in the barge's power that nec-essarily demonstrates Immortal magic.

Treat the Semekhtet barge as an undersea boat,except that it moves through rock, not water.

Smuggler'sXP Value: 2,000 GP Value: 10,000

The Book of Marvelous MagicThis boat rolls over on command. As it rolls,gravity reverses for all creatures and objectswithin the hull, and a water breathing effect pro-tects all passengers and crew. The boat still floats,but only its keel and 2 to 3 feet of draft are abovethe water. The smuggler's boat can be used upsidedown indefinitely—it is extremely useful forsecret, water travel.

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Storm Rider of the Gearnat SeaXP Value: 5,000 GP Value: 50,000

GREYHAWK, AdventuresThis large merchant ship is enchanted to with-stand the violent storms and huge waves of theGearnat in spring and autumn. Many merchantspooled their wealth to pay the wizard whoenchanted it. A bloody fight erupted afterwardswhen the deed of ownership mysteriously disap-peared. Now the Storm Rider is an item for any-one strong enough to take it and crafty enough tokeep it. The vessel ignores the effects of storms,sailing as if in a brisk breeze at all times. Wavesflatten out when the keel touches them and theeffects of rain or snow do not affect the ship.

Theon's FoldingXP Value: 10,000 GP Value: 50,000

1992 Fantasy Collector Card 33This 1-foot by 6-inch by 6-inch box unfolds into ajaunty vessel, 90 feet long and 17 feet wide thatsails itself through waters of little or no effectivedepth (though there must be some water). The shipis constantly at full sail with the wind blowing inwhatever direction the sailor wishes. Anotherunusual feature of this craft is that it cannot be hitby physical or magical attacks of any type. (All rid-ers and equipment in the boat can take damage, but

the boat itself remains unharmed.) The boat alsoplays pleasant fife and drum music at the commandof the user, boosting the morale of all by one.

Tub of SailingXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThis tub is identical to a tub of lard, but it cannotcreate anything. If placed in any liquid, it floatsand can support up to 500 pounds of weight with-out sinking. If a creature sits in the tub and com-mands it to sail, it moves at a Movement Rate of18. It is not affected by wind, but it is easily dam-aged (5 hull points, AC 9).

UnderseaXP Value: 2,000 GP Value: 18,000

DUNOEON Magazine 9This item is identical to a 30-foot-long, standardriverboat and can be used as one. As it is magical,however, its Armor'Class is 4 and has 40 HullPoints. No rowers or sailors are needed if thecommand words are known. The command wordsfor the undersea boat are simple anagrams:

CommandStartStopTurn to portTo starboardStop turningSubmergeLevel offSurface

Command WordRattsOptsRunt potrotBurnt toast odarrPiston gruntRubes gemElf ov elfFur aces

When underwater, the boat radiates a waterbreathing effect, protecting all passengers andcrew as long as they touch the boat and it is fittedwith grips so passengers won't drift away.

UnderwaterXP Value: 2,000 GP Value: 15,000

The Sea PeopleUnderwater boats are created from corals and arepowered by water elementals. They resemble longcylinders with rounded ends. The driver sits in aspecial cockpit at the front of the boat and oper-ates the vessel using simple controls. Passengerssit in seats behind the driver. The boat is open atthe top and is not waterproofed in any way. Theyare constructed by triton wizards and arc used tocarry passengers and cargo.

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Small Boat: Length 15-20', Width 10', Height10'. Capacity 500 pounds, Passengers 4 (includ-ing driver).Large Boat: Length 30-40', Width 20', Height20'. Capacity 3,000 pounds, Passengers 12(including driver).

Miles/ Feet/Vessel day round HP ACSmall boat 60 120' 60 0Large boat 40 100' 80 0

The elemental that powers an underwater boatis contained at the back of the vessel. It cannot beattacked or harmed in any way unless the boat'shull points have been reduced to 0. Once the hullhas been broken, the elemental emerges andattacks the occupants of the boat. A small boatcontains an 8 HD elemental; a large boat has a 16HD elemental.

Vainamoinen'sXP Value: 1,000 GP Value: 7,000

Gods, Demigods, & HeroesVainamoimn 's boat is a canoe-sized craft that canhold as many passengers and as much cargo as agalleon and is not affected by storms and highwinds. All of his boats move twice as fast as normal.

Xiphoid XebecXP Value: 4,000 GP Value: 20,000

The Book of Marvelous MagicThis item looks and functions like a sword +1 inall respects. When immersed in water and thecommand word spoken, it turns into a three-masted boat with sails (treat as a small sailingship). The xebec remains in ship form for as longas needed, a second command returns it to swordform. The magical xebec can only be damaged bymagical attacks or by physical attacks from crea-tures of 12 or more Hit Dice. If damaged, it neveragain returns to the form of a sword.

BombardXP Value+1:4,000+2: 8,000+3: 16,000+4: 32,000

GP Value50,000

100,000200,000400,000

War Captain's CompanionSomewhat rare items, magically enhanced bom-bards are highly desirable additions to any giff-

manned ship. Magical bombards have the samechance of backfiring as standard bombards have,but they are not destroyed by such explosions.

Roll Boaus Type01-65 Apply bonus to attack and damage rolls66-00 Apply toward the range of the missile

shot.

BoneA magical bone is a wand-sized object thatappears similar to a human arm or leg bone. Amagical bone can be used only by a human whoholds it and recites the proper command word.These bones cannot be damaged except by acid, adisintegration spell, or a wish, all of which causethe bone to crumble to dust. However, any magi-cal bone can be turned by a priest; the bone istreated as if it were a spirit, and a successfulattempt, whether to turn or destroy it, causes thebone to become nonmagical for ld4+2 rounds. Ifthe bone was operating while turned, it resumesits magical activity after the delay and cannot beturned by the same priest for an hour.

of AnimationXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThis bone grows into a human skeleton (as themonster) on command. The skeleton understandsand obeys the person animating it, but cannotspeak, even if a speak with dead spell is cast. Ifgiven a weapon, it fights on command (AC 4; hp30, otherwise identical to the monster descrip-tion). The skeleton can be damaged by any sort ofweapon and disappears if "slain," resuming itsoriginal bone form. It can carry up to 100 poundsweight. If turned (as a spirit, as any bone), theskeleton disappears, replaced by the original bonefor ld4+2 rounds; the skeleton then reappearsand resumes its previous activity. A dispel magicspell automatically causes the skeleton to stop,paralyzed, for ld4+2 rounds. The bone of anima-tion can create a skeleton once per day, and thecreature will serve for one hour or until slain.

of BruisingXP Value: 250 GP Value: 3,000

The Book of Marvelous MagicThis bone, thrown at an opponent, attacks contin-uously and requires no concentration. The bonedances around the victim's head and shoulders,

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trying to interfere and cause distraction. Noattack rolls are made. Instead, the victim mustmake a saving throw vs. spell for each round ofthe bone's attack. If the throw is successful, thebone has no effect; if it fails, the victim takes onepoint of damage from bruising and cannot cast aspell or utter a command word during that round.The bone of bruising stops dancing on commandor when the victim dies.

ClapperXP Value: 150 GP Value: 1,500

The Book of Marvelous MagicThis bone can be used on any bell, normal ormagical. When the bell is struck by the bone, itrings in its normal or magical fashion and nocommand word is needed. The bone dapper maybe used three times per day.

DragonXP Value GP ValueCursed: — 2,000Hatchling: 450 4,500Very Young: 475 4,750Young: 500 5,000Juvenile: 525 5,250Young Adult: 550 5,500Adult: 575 5,750Mature Adult: 600 6,000Old: 625 6,250Very Old: 650 6,500Venerable: 675 6,750Wyrm: 700 7,000Great Wyrm: 725 7,250

DRAGON Magazine 181Dragon bones (or oracle bones, as they are some-times called) are commonly sold in most apothe-caries across Kara-Tur for the relatively low priceof 1-6 tael each. However, nearly all of these itemsare surely fakes, perhaps animal bones or frag-ments of turtle shells. True dragon bones are thepolished and enchanted shoulder blades of Orientaldragons, and they would never be sold so cheaply ifproperly recognized. One of these enchanted bonescan aid a shukenja's casting of divination spells.Theoretically, the dragon's spirit travels betweenthe diviner and a divinity, ensuring an accurateresponse through its ties with the Celestial Palace.The process involves scratching a question into thesurface of the dragon bone with a sharp stylus, thencarving a groove next-to the query. The next stepinvolves touching the groove with the red-hot point,

causing a maze of cracks to spread across thebone's surface. By interpreting the length and pat-tern of the cracks, a shukenja learns the answer.

A dragon bone adds 10% to the success ofaugury, doubles the duration of find the path,allows know history to be cast at twice normal dis-tance; adds +1 to rolls on Artifact Table 1-24:Divination Results, and is suggested as a materialcomponent in powerful divination spells (to whichit adds 10% to the chances of success). The com-plex process involved in utilizing a dragon bonetakes one turn, which replaces the casting time forall of the above spells. Using this item in casting aspell does not always cause the bone to vanish, bedestroyed, or become useless; it may be used anumber of times equal to twice the age category ofthe dragon from which it came (roll 1dl2 for ran-dom determination). Bones from older dragonshave large surface areas on which to carve ques-tions. If a dragon bone is found as part of a hoard,it may have already been used in previous divina-tions (DM's discretion; 1d4 suggested).

A shukenja of the 10th level or higher mayenchant a dragon bone if access to a deceased Ori-ental dragon's skeleton is possible. Since the requi-site bones are taken from a dragon's shoulderblades, a shukenja may create two dragon bonesfrom each dragon. The bones must be cleaned,stained with exotic oils (the ingredients for whichcost 20 ch'ien), and polished. Since an Orientaldragon's bones are magical by their very nature,the final enchantment requires but a single castingof holy symbol. The chance that the enchantment"holds" is equal to 70%, plus 1% per level of thecaster, the DM should roll this secretly, with 90%being the maximum chance of success. An unsuc-cessful enchantment results in a worthless itemor—on an enchantment roll of 00—cursed dragonbones. A cursed dragon bone functions like its cor-rectly enchanted counterpart but provides falseanswers, sometimes (10% chance); a warped ver-sion of the truth or the direct opposite of the cor-rect answer, often (80% of the time).

of SlayingXP Value: 2,000 GP Value: 10,000

The Book of Marvelous MagicUpon command, this bone becomes a magicaldub +3 (normal damage 1 d4), gaining that bonusto attack and damage rolls in addition to Strengthbonus, if any. Furthermore, if an attack roll of 19or 20 is made while using the dub +3 (before any

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adjustments), the victim must make a savingthrow vs. magic or be struck dead by the blow,instantly reduced to 0 hit points. This does applyto undead. The bone functions once a day for oneturn per use.

of TurningXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThis bone may be thrown at any undead monsteras a missile weapon (ranges 40/80/120) with a +4bonus to attack rolls. If the bone hits, the monsteris affected as if turned by a 15th-level priest,although the bone may be used by any humanclass. The bone of turning must be retrieved to bethrown again, but there is otherwise no limit tothe number of uses. If an attempt fails by too lowa score on 2d6 after the bone hits, it has no fur-ther affect on that creature.

BonnetBonnets, in agricultural and industrial cultures,are wide-brimmed, flimsy hats that are thickenough to shelter the wearer's face and neck fromthe sun. In tribal cultures, bonnets are head-dresses displaying or made from the tribe's or thewearer's totem (be it feathers, sprigs of oak, or thehide of a powerful and respected animal).

HornXP Value: 1,000 GP Value: 5,000

. DUNGEON Magazine 32This bonnet is made from a bison scalp with thehorns attached. It is often decorated with feath-ers. Magical versions of the headdress give thewarrior a Strength of 19 (+3 to hit, +7 to dam-age), but only for the purposes of attacking anddamage with weapons. The Strength lasts for oneturn and can be used only once per day.

WarXP Value: 1,000 GP Value: 5,000

DUNGEON Magazine 32Worn only by noted warriors, a war bonnet con-sist of a feathered headdress with two long trail-ers of feathers. Nonmagical bonnets are made ofeagle feathers, while magical ones are made ofthe feathers from giant eagles. A war bonnetgives a Rover extremely sharp hearing and vision,the odds of surprise are only 1 in 10.

BookBooks, Librams, Manuals, Spellbooks, andTomes—in the AD&D game system, each ofthese terms has a unique definition:• Books may be used only by priests and some-

times raise a specific character statistic.• Librams are books used only by wizards, and

occasionally boost stats.• Manuals may be used by both fighters and

thieves, and some include boosts to stats.• Spellbooks contain spells and surprises. Most

are restricted to priests and wizards, but a fewmay be used by any class.

• Tomes may be used by all classes and somegrant boosts to stats.All magical books, librams, manuals, and

tomes appear to be normal works of arcane lore.Each is indistinguishable from others by visualexamination or by magical detection,

A wish spell can identify or classify a magicalwork. Other spells, notably alter reality, com-mune, contact higher planes, limited wish, andtrue seeing are useless. A wish reveals the generalcontents of a book, telling what classes or charac-teristics are most affected (not necessarily bene-fitted) by the work. A second wish is required tolearn the book's exact contents.

After being studied by a character, most magi-cal works vanish forever. However, one that is notbeneficial to the reader may become attached tothe character, and he or she is unable to get rid ofit. If the work benefits another character align-ment, the owner is geased to conceal and guard it.As DM, you should use your judgment and imag-ination as to exactly how these items are to betreated, use the rules in this section as parameters.

of AmonXP Value: 6,500 GP Value: 17,000

Kingdom of NithiaThis relic has no known origin. It has existed sincethe days of the Nithian Empire on the surfaceworld. It is a large volume weighing nearly 80pounds, bound in what appears to be red dragonhide with raised, unreadable glyphs on the cover.Raised areas, like veins under skin radiate out fromthe glyphs. Sixteen eyes of precious gemstone stareendlessly out from the cover of the book. To thecasual observer, it appears to breathe.

It is rumored that only the Pharaoh, or thePharaoh's high priest, is able to read it freely. If

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Disks of Mishakal

anyone else tries, they must save vs. spell or gomad (Intelligence permanently drops to 1). Thosewho keep their sanity see only blank pages.

According to legend, each page bears the nameof an ancient Nithian colony, far away from theKnown World. If the Pharaoh wishes to visit oneof these places, he or she need simply open thebook, and read the name written there. The bookthen becomes a gate to that particular place, andthe Pharaoh may travel freely to it. However, dueto the spell of preservation, no gates can beopened to the surface; and if more than an hourelapses, the user is automatically returned toNithia, Since this is a Nithian artifact, the bookitself is constrained to stay within the country'sborders, and therefore teleports itself back to itsresting place if taken out of the country.

of Binding SoulsXP Value: GP Value: 60,000

DUNGEON Magazine 27Bound in the hide of a fiend, this is a small, thickbook roughly 9 inches high, 6 wide, and 1 VAinches thick. It strongly radiates a pulsing aura ofevil, noticeable even without magical detection.Its worn pages of thin flesh are covered withstrange sigils and glyphs. Merely looking at thebook's evil script causes any nonchaotic evilbeing to take 3d6 hp electrical damage (no saveallowed) and make a saving throw vs. spell or goinsane. The form that the insanity takes is left forthe DM to decide, but requires the casting of aheal spell by a priest of at least 18th-level to dis-pel. Any nonchaotic, evil being who retains pos-session of the book for more than three dayssuffers from a vile rotting disease, similar tomummy rot, with.no save allowed. Curing thiseffect requires casting a cure disease spell, alsoby a priest of at least 18th level.

The book is a relic that contains the knowledgeand power to ensnare the essence of a deceasedbeing and bind it to one's will. The capturedessence manifests itself in a form similar to thatof a ghost, except that its Hit Dice are equal tothat which it possessed in life. The ghost is com-pletely under the power of the book's user.

The book is written in an archaic, evil lan-guage and can be fully understood only by achaotic evil priest of at least 10th level.

The casting of an incantation requires that thespell be cast over the remains of the essence's for-mer body, and that the caster know the spirit's

name. Success of the incantation begins at a base1% chance, rolled once every 12 hours of theincantation. This chance is modified by the fol-lowing—for every level of the spirit, subtract 2%.For every level of the caster (and those of anyassistants chanting at the same), add 1%. Lastly,add 1% for each 12 hour period in which theincantation has been in progress.

Should the incantation be interrupted or haltedat any time, all progress made up to that point islost, and any new attempts to ensnare the essencebegins at the base 1% chance again. Also, shoulda 99% or greater (unmodified) chance be rolledin any ensnaring attempt, the essence eludes thepursuers (hell hounds from the Abyss) and breaksthe spell's hold. This has the same effect as break-ing off the incantation.

Once ensnared, however, there is little hope forthe spirit, as the power of the book quickly bindsit to a material form. Escape occurs only whenthe new material form is destroyed or when thecaster loses control of the book. This doesn'tmean that the caster must sleep with bookclutched to breast, but it does require that thebook always be in a place of the caster's choosingand readily accessible.

Should the caster lose control of the book, thespirit becomes free to direct all of its energies to thedeath of its captor, attacking until it is destroyed orthe caster is killed, at which point the spirit isallowed to return to its final plane of existence.

The book is immune to normal and most magi-cal destruction. It must be destroyed by some spe-cial means, such as throwing it into a particularvolcano, perhaps on the Elemental Plane of Fire,or by immersion in the acidic blood of somehuge, ancient black dragon. The particular meansof the book's destruction are left to the DM andcould provide an exciting and dangerous quest.

Disks of MishakalXP Value: 100,000 GP Value: 500,000

Dragons of DespairThese are platinum disks, 18 inches in diameter.Each disk is Ks-inch thick. There are 160 plates inall. A bolt passes through one side of the plates,allowing each to swivel out and be viewed whilekeeping the stack together. Each of the plates isengraved on both sides.

Anyone of Lawful or Neutral Good alignmentmay examine the plates. Others take 4d6 points ofelectrical damage each time they try to touch or

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Book of the Enlightened Gods

read the disks.Priests who read this book gain knowledge

about the ancient gods of good-Paladine (ruler-ship), Majere (meditation and control), Kiri-Jolith (war and battle), Mishakal (healing),Habakuk (seas and animals), and Branchala(elves, forests, and music). Any priest who wor-ships these gods may receive spells as per stan-dard AD&D game rules. The book tells how toworship them and gain true priestal abilities.

Disks of Mishakal IIXP Value: 100,000 GP Value: 500,000

Tatesofthe LanceThe once-lost Disks of Mishakal, are steeped integend. These disks, crafted during the Age ofMight, provide a treatise on the rituals and wor-ship of the gods of Krynn, Each of the 160 disksis made of hammered platinum, thin as a quith-pawafer and three hand-spans wide. A rod of steelpierces one edge of each disk, binding the diskstogether. Arcane glyphs engraved on both sides ofthe disk tell the secrets of the gods. As with anysacred text, the disks answer a multitude of ques-tions, but raise a many more.

The disks are said to have been commissionedby Karthay Pah, though the actual work was com-pleted at the hands of Eriel Caladon nae Tempusand a triumvirate of Silvanesti scholars. When thekingpriests arose, the elves feared for the loss ofthis divinely inspired work. Therefore, they sent itsecretly across the land to their brethren in Qua-linesti. Barbarians from New Sea massacred thecaravan and the disks were lost.

In 255 PC, the disks were rediscovered inZhakar—the ogres wanted to melt the disks andforge them into coins. The disks somehowescaped melting (perhaps by divine interventionor a unique magical property). Later, a graydwarf named Forlorn Ironbeard summoned thegods to aid his folk, the Zhakar, in repellingKhurian raiders. The ungrateful Zhakar aban-doned Forlorn to his doom in the final siege ofRansom's Gate. The gods sent the mold plague topunish the unfaithful dwarves.

Word of the lost disks reached the kingpriest anda royal bounty was set for their recovery. In addi-tion to the glory and power the disks would pro-vide, the kingpriest knew that quests for the diskswould preoccupy the Knights of Solamnia. Manyvaliant knights sought the holy disks, but none everfound them. At last, the brash plainsman Clear-

brook set out upon the quest. His travels took himto world's end and beyond, into the mists of theAbyss. When Clearbrook returned to Xak Tsaroth,he bore the disks in a robe of bison skin. He deliv-ered the relic to the priests of Mishakal, and thenled his pursuers (spies of the kingpriest) into theDarken Woods—none ever returned.

In Xak Tsaroth, the disks lay hidden. After theCataclysm, the barbarian priestess Goldmoonrecovered the disks from the ruins. At war's endthe fabulous disks were ensconced in the templeof Mishakal at Palanthus for the most devout andpure souls to study and learn the teachings of thegods of good.

Anyone with good alignment may touch thedisks, and those with a proficiency in ancientlanguages may read them. Those of Neutral orEvil alignment who attempt to touch or read thedisks, are struck by a lightning bolt that arcsfrom the disks, doing 3d10 points damage.Although priests of Paladine strongly warn peti-tioners that "they must be at peace withMishakal and Paladine to read the disks safely,"one or two unworthy readers die every year. Tothe worthy, however, patient and penitent studyof the disks can unfold the mysteries of death,creation, and life.

of the Enlightened GodsXP Value: 4,000 GP Value: 20,000

Land of FateThis mystical text is dedicated to one of the majorenlightened gods of the Land of Fate. Roll 1d8for the god to which it is dedicated:

Roll Deity Name12345678

KorHajamaNajmSelanHakuHakiyahJisanZann

Priests (including both hierarchical and freepriests) who venerate that god and spend a weekstudying the book's revelations receive one pointof Wisdom and sufficient experience points toadvance halfway into the next level of experience.The book then vanishes to find another priest. Anindividual may only gain enlightenment from a

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Book of Exalted Deeds

Book of the Enlightened Gods once.Priests who do not worship that particular god,

but do worship some enlightened god, recognizethe book for what it is but gain no benefit andtake no damage. This includes priests of the Pan-theon and the Temple of Ten Thousand Gods.

Nonpriests who handle the book take 4d6points of damage when opening it. Thisincludes paladins, farisan, and holy slayerswho may be devoted to that same god. Thebook does not disappear if handled by non-priests or priests of enlightened gods. Priests ofsavage gods who merely touch the book loseone level of experience. The book disappears atthis point as well.

of Exalted DeedsXP Value: 8,000 GP Value: 40,000

DUNGEON MASTER Guide, 1st EditionThis holy book is sacred to priests of good align-ment. Study of the work requires one full week,but upon completion the good priest gains onepoint of Wisdom and enough experience points toraise the character halfway into the next level ofexperience. Priests neither good nor evil lose2d4(x 10,000) experience points perusing thiswork (a negative XP total is possible, requiringrestoration but not lowering level below the 1st).Evil priests lose one full experience level, drop-ping to the lowest number of experience pointspossible and still hold the level; furthermore,atonement must be made by magical means or byoffering up 50% of everything they gain for1d4+l adventures.

Fighters who handle or read the book arc unaf-fected, though a paladin may sense that it is good,wizards who read it lose one point of Intelligenceunless they save vs. spell. If they fail to save, theylose 2d20(xl,000) experience points. A thief whohandles or reads the work sustains 5d6 points ofdamage and must successfully save vs. spell orlose one point of Dexterity. A thief also has a10d6% chance of giving up his or her professionto become a good priest if Wisdom is 15 orhigher. Bards are treated as neutral priests.

Except as indicated above, the writing in a Bookof Exalted Deeds can't be distinguished from anyother magical book, libram, tome, or manual—itmust be studied. Once studied, the book vanishes,and can the character can never benefit from read-ing a similar tome a second time.

of GolemsXP Value GP ValueClay: 3,000 30,000Doll: 3,000 30,000Gargoyle: 3,000 30,000Glass: 3,000 30,000Ice: 3,000 30,000Necrophidius: 3,000 30,000Scarecrow: 3,000 30,000Slime: 3,000 30,000Wood: 3,000 30,000

DUNGEON MASTER Guide, 1st EditionThis compilation is a treatise on the constructionand animation of golems. It contains all informa-tion and incantations needed to make one of thenine sorts of golems.

The construction and animation of a golemtakes a considerable amount of time and costsquite a bit as well. During the construction andanimation process, a single wizard or priest musthave the manual at hand to study, and must not beinterrupted. The type of manual found is foundby rolling 1d20 and consulting the table below:

Roll01-1112-2223-3334-4445-5556-6667-7778-8889-00

GolemClayDollGargoyleGlassIceNecrophidiusScarecrowSlimeWood

Type ofCreator1

P17P15P16P14P12P9P9P17D15

ConstructTime1 month2 months4 months6 months4 months10 days21 days2 months21 days

GPCost65,00020,000100,000125,00025,0008,00010045,0001,000

'D—Druid, P—Priest

Once the golem is finished, the writing fadesand the book is consumed by flames. When theashes of the manual are sprinkled on the golem,the figure becomes fully animated. It is assumedthat the user of the manual is of at least the 10thlevel. For every level of experience under 10th,there is a cumulative 10% chance that the golemfalls to pieces within one turn of completion, dueto the maker's imperfect understanding.

A priest who reads a work for wizards loses1d6(xl0,000) experience points. A wizard read-ing a priestly work loses one level of experience.The DM must decide in advance for whom thebook is intended. Any other class suffers 6d6points of damage for opening the work.

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Ravenloft Golem Books

In Kara-Tur: This magical book is not foundin Oriental lands. This result should be rolled.

of Mystical EquationsXP Value: 1,000 GP Value: 6,000

Tome of MagicThis book is indistinguishable from other magicaltomes. It contains charts and equations relating toseveral of the spells belonging to the Sphere ofNumbers. It can be used as the material compo-nent for the spells personal reading, telethau-maturgy, and addition. Tf it is used in this manner,the casting time for the spell is halved, and anysaving throw that the subject of a spell may beentitled to suffers a -2 penalty.

of the PlanesXP Value: 2,000 GP Value: 10,000

Tales of the Outer PlanesAs with all magical writings of this nature, themetalbound Book of the Planes appears to be anarcane, rare, but nonmagical book. It will radi-ate a magical aura if a detect magic spell is caston it. Any single wizard or priest can read onechapter at a time (taking 1dl2 months to assim-ilate the information), in total isolation, to gainknowledge about a particular plane. After thecharacter has read a chapter as described above,he or she gains the ability to travel freely to andfrom that plane. Once a chapter has been read,there is a 5% chance the book disappears. Thischance is cumulative, so that after three chap-ters have been studied, the chance of the bookdisappearing is 15%. Any nonmages or non-priests attempting to read the manual must savevs. spell or go insane.

Ravenloft Golem BooksXP Value GP ValueClay: — —Doll: — —Gargoyle: — —Glass: — ~-Mechanical: — —

RAVKNLOFT MC AppendixAccording to rumor, there are magical volumesthat detail the procedures used in the creation ofRavenloft golems. Like the traditional golemmanuals found in other realms, each of thesebooks describes how to fashion and animate onetype of golem. In addition, the dark powers ofRavenloft favor the'creation of these golems

over their more mundane cousins, so that anymanual of golems brought into Ravenloft has a75% chance of transforming into a Book ofRavenloft Golems when it enters the demiplane.Such books do not revert to normal whenremoved from the demiplane, but the creation ofthe golems they describe is not possible outsideof that domain, making these tomes all butworthless in other lands.

When a Book of Golems is found in Ravenloft,roll percentile dice on the following table todetermine the type of golem it can create:

Type of Construct GPRoll Golem Creator1 Time Cost01-20 Clay P17 1 month 65,0002 MO Doll PI 5 2 months 20,00041-60 Gargoyle P16 4 months 100,00061-80 Glass P14 6 months 125,00081-00 Mechanical Any 18 months 125,000'Under creator, the following nomenclature isused: P—Priest

The creation of any kind of Ravenloft golem isa dark and dangerous process for the creator. Thecreature must be created with loving care andspecial magical spells woven over the body tobring it to life.

Like traditional golems, those fashioned with theaid of the dark powers of Ravenloft have a greathatred for all living things. They are kept in checkonly by the will of their creators, who face death attheir hands if they ever escape and become free-willed creatures. While the spells used to create agolem usually enslave it so that it cannot refuse toobey its creator, there is a 10% chance that anyRavenloft golem will break free of that control.After that, it devotes all of its time and energy to thedestruction of its creator. Once a golem is created, itis entitled to a saving throw vs. spell once permonth, on the full moon. Failure indicates that itmust serve for another month, while success indi-cates mat it has become free-willed.

The rituals to animate the body (once it hasbeen built) require one full month (from fullmoon to full moon) and cannot be interrupted inany way or the entire enchantment process muststart anew. In all cases, the spells used may comefrom any source (including devices or scrolls). Ifa spell is cast on behalf of the golem's creator bya second individual, that spell must contain spe-cial alterations to make it sympathetic to the crea-

578

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Ravenloft Golem Books

ture's would-be master. There is no additionalcost for these alterations,

Doll Golem: Only a priest of at least 15th levelcan create a doll golem. These creatures resemblea child's toy—often a baby doll or stuffed animal.Bone golems can serve as either the guardians ofchildren or as murdering creations too foul tocontemplate. Construction of the doll's bodytakes only two weeks, but the cost of componentsand enchanted elements of the golem reaches15,000 gp. The spells needed to complete the ani-mation are imbue with spell ability, Tasha 'suncontrollable hideous laughter, (un)holy word,bless, and prayer. The first known examples ofthis type of golem turned up in the land of San-guinia, in the hands of a traveling priest. Whilehis name has been lost to memory, it is believedthat he researched and built the doll to protect hiswife and daughter as they traveled around thisdark land. History does not record the final fateof that pilgrimage. It is rumored that the doll sur-vived and still haunts the domains of Ravenlofttoday, but there is no solid evidence that this isthe case.

Gargoyle Golem: This creature is fashioned inthe image of a real gargoyle and is often placed asa warden atop buildings, cathedrals, or tombs. Itis most similar to the stone golem, save that canbe built only by priests of at least 16th level. Thebody must be carved from a single slab of granite(weighing 3,000 pounds and taking two monthsto complete) and prepared with components cost-ing 75,000 gp. Of this money, 15,000 gp is usedto create vestments that can be reused, so a sec-ond golem could be created for only 60,000 gp.The spells required to complete the process arebless, exaction, (un)holy word, stone shape, con-jure earth elemental, and prayer. The first gar-goyle golem was fashioned at the command ofVlad Drakov, Lord of Falkovnia, as a means ofdefending his castle. Eventually, the secret oftheir construction leaked out and others began tobuitd them. It is rumored that none of these crea-tures can attack Drakov, and even that they mayall secretly serve him—this may or may not betrue. Although none can report ever having seenDrakov challenged by such a creature, it doesseem unlikely.

Glass Golem: Fashioned by either priests orwizards of at least 14th level, the glass golem iscomposed entirely of stained glass. Perhaps themost artistic of all known Ravenloft golems, its

creation takes three months and requires an out-lay of 100,000 gp. In addition to the materialsrequired, the following spells must be used:glassteel, animate object, prismatic spray, rain-bow, and wish. Because of the mixture of spells,this type of golem is usually built by multi- ordual-classed characters or with the aid of apowerful assistant. While the origins of sometypes of Ravenloft golems are firmly estab-lished, the first appearance of glass golems isnot recorded with certainty in any knownrecord. It is believed that they were created by aspell caster who fancied himself an artist (hencetheir eerie beauty), but the identity of that sorryman cannot be guessed. Some say it was thelord of a small domain (one of the so-calledIslands of Terror) who died at the hands of abrave band of adventurers.

Mechanical Golem: A nightmare of technol-ogy and magic, the mechanical golem is an intri-cate device that depends on both magic andmachinery to operate. It is the only known man-ner of golem that can be built by any class ofcharacter, even those without spell casting abili-ties, if they meet the requirements listed below.Construction of the body requires a full year ofwork (with no more than two interruptions, eachno longer than 30 days, permitted) and an outlayof 125,000 gp. Almost half of that money(60,000 gp) is spent on the creation of a prop-erly equipped laboratory, and additional golemsmay be built for only 65,000 gp using this exist-ing equipment. The person building the bodymust have an Intelligence score of not less than16 and either experience with fine craftsman-ship (trained as a watchmaker) or a Dexterityscore of not less than 17. The animation of thegolem requires the following spells: animateobject, fabricate, grease, chain lightning, andeither major creation or wish. The first of thesehorrors was created at the order of Easan theMad, Lord of Vechor. A twisted man who hasalways been fascinated by technological devices,Easan is said to have foreseen the elements ofthis creature in a study of a falling star. Whilemost doubt that this is anything but more proofof Easan's dementia, few can challenge the obvi-ous conclusion that these evil creatures are amix of magic and technology that must surelyhave come from the mind of a lunatic.

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Thuba's Book of Vile Darkness

Thuba's Book of Vile DarknessXP Value: 8,000 GP Value: —

1993 Collector Card 466Thuba acquired this book from an evil priestwho came to visit him long ago, with the inten-tion of overthrowing and destroying him, Thubawas not impressed and had the priest taken tothe dungeons. Thuba now uses the book in anexperimental way by forcing captured foes, whohave been particularly interesting opponents, toread it. He likes to see what results from suchpunishments and he learns more of the book inthis way.

of Twelve SealsXP Value: 2,200 GP Value: 22,000

The Savage FrontierThis thick book, its cover made of red dragonunderbelly hide, contains 12 pages of thick, blackleather. Each page contains a single rune-inscribed metal disk, like a seal of some kind.Seven of the seals are gold and shiny, five are ofdull, charred, and tarnished lead.

The runes on the seals are command words thatactivate the magic of the seal. When activated, thescroll summons a magical entity that the wieldermay command for 3d6 turns. Each of the seven(gold) remaining seals summons a different being(the proper element need not be available for ele-mental beings).Page one 16 HD air elementalPage two 8 HD fire elementalPage four 12 HD earth elementalPage five Dragon horsePage eight Gibbering moutherPage nine FarmPage ten Marid

Activating a seal causes it to become lead in ablinding flash.

of Vile DarknessXP Value: 8,000 GP Value: 40,000

DUNGEON MASTER Guide, 1st EditionThis is a work of ineffable evil—meat and drink topriests of that alignment. To fully consume the con-tents requires one week of study, but once this hasbeen accomplished, the evil priest gains one point ofWisdom and enough experience points to place thecharacter halfway into the next level of experience.

Priests neither good nor evil who read thisbook either lose 3 d4(x 10,000) experience pointsor become evil without benefit from the book;

there is a 50% chance for either. Good priestsperusing the pages of this unspeakable book, theBook of Vile Darkness must successfully save vs.poison or die; and if they do not die, they mustsuccessfully save vs. spell or become perma-nently insane. In the latter event, even if the saveis successful, the priest loses 250,000 experiencepoints, less 10,000 for each point of Wisdom.

Other characters of good alignment suffer 5d6points of damage from handling the tome, and ifthey look inside, there is an 80% chance a nighthag attacks the character that night Nonevil neu-tral characters suffer 5d4 points of damage fromhandling the book, and reading its pages causesthem to succeed on a save vs. poison or becomeevil, immediately seeking out an evil priest toconfirm their new alignment (see the Book ofExalted Deeds for details).

In Ravenloft: Reading this book requires aRavenloft powers check. When the week longreading is complete, the evil priest gains justenough XPs to rise two levels—not the paltryhalf-level increase granted in other realms. Thepriest still gains one point of Wisdom, and char-acters of good alignment suffer a curse if a savevs. spell succeeds. In Ravenloft, curses can beexcruciatingly deadly.

BootBoots are normally hand-made by cobblers.Common boots are made by using a form, butgood boots are designed for the foot of an indi-vidual. Magical boots, however, enlarge or shrinkto fit any humanoid foot, from that of a pixie to agiant. Roll on the following table to find the typeboot found.

Roll Boot Type01-08 Blade Boots*09-17 Hollow-compartment Boots*18-25 Kick-slashers*26-33 Riding Boots34-42 Sandals43-50 Shipwalkers51-58 Shoes59-67 Slippers68-75 Snowshoes76-83 Soft Boots84-92 Tabi93-00 Water Shoes

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Boots of Concealing

ofAttractionXP Value: 1,000 GP Value: 3,500

The Book of Marvelous MagicThese boots appear and function as boots oftracks but have a 50% chance of attracting 1d4monsters of the type imitated. This chance ischecked once for each hour or part of an hour thatthe boots are used to create deceptive tracks.

of BalanceXP Value: 1,000 GP Value: 10,000

The Complete Thief's HandbookThe wearer of these soft, low-heeled suppleleather boots is endowed with a magicallyenhanced sense of balance. This has the followingimportant effects:• A thief wearing the boots gains a +10% bonus

to all move silently and climb walls die rolls.• The Dexterity of any character wearing the

boots is increased by one point for all purposeswhere the hands are not involved. Thus, a thiefcannot claim a bonus to skills such as openlocks, but a bonus to Armor Class may apply,and likewise a bonus applies to Dexteritychecks in certain situations (to avoid a fall).

• The wearer gains the tightrope walking profi-ciency; if this is already possessed, a -4 bonusmodifier applies to all proficiency check dierolls when wearing the boots.

A wearer of boots of balance cannot claim a fur-ther bonus for moving silently from mundane aids(such as the use of leather strapping to cross creakyfloorboards). Too, the bonuses gained from .bootsof balance cannot be added to the bonus gained ifthe wearer also uses gauntlets of dexterity.

of CarryingXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThese boots enable the wearer to carry an addi-tional 50 pounds of weight without encumbrance.Thus, the wearer may carry up to 90 pounds at120 feet per round, 91 to 130 pounds at 90 feetper round, and so on.

of CleanlinessXP Value: 50 GP Value: 500

DRAGON Magazine 73These leather, calf-high dress boots can bebrought to a brilliant shine by a single swipe of acloth. Events violent enough to break through theleather destroys the shine permanently.

of CloudwalkingXP Value: 1,000 GP Value: 7,000

The Book of Marvelous MagicThis footwear allows the user to run at the rate of300 feet per turn. If a storm or other dense cloudcover is available, the wearer may walk on the topof the clouds and may ran across them at 480 feetper turn for up to three hours.

of ComfortXP Value: 500 GP Value: 2,500

DKAGON Magazine 30Boots of comfort fit the feet of any humanoid ofany size. They feel like house slippers (whichthey are) but are as durable as hard leather.

of ConcealingXPValue: 2,000 GP Value: 15,000

POLYHEDRON Newszine 43These knee high boots are capable of completelyconcealing up to five objects in each boot, eachobject being no more than 3 inches wide and 12inches long. For example, each boot could con-ceal a dagger, a pouched set of thieves tools, ascroll, a vial, and a short wand, and no one whosearches the individual wearing the boots couldfeel, see, or otherwise distinguish the hiddenobject as long as the boots are being worn. In30% of the cases, the boots have heels with hid-den compartments capable of concealing a fewcoins or gems or a small bit of jewelry, with thesame concealment abilities.

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Cyria's Winged Boots

Cyria's WingedXP Value: 1,500 GP Value: 7,500

1992 Fantasy Collector Card 192Cyria's version of winged boots has the best pos-sible combination of flying abilities—a flyingspeed of 24 and a maneuverability class of A. Inaddition, the boots require only four hours ofuninterrupted rest to recharge for one hour'sworth of flight. However, there is a 5% chancethese boots immediately assume self control andwhisk Cyria off to the nearest griffon's lair (dis-tance is no factor) each time she uses them. Theboots cannot be removed during this time, andthen ceases to function for one week afterwards.

of DancingXP Value: — GP Value: 5,000

DUNKEON MASTER Guide, 1st EditionThese magical boots expand or contract to fit anyfoot size, from halfling to giant. They radiateslight magic if detection is used. They are indis-tinguishable from any other magical boots, and,until actual melee combat is begun, but theyfunction like one of the other types of usefulboots listed here—DM's choice.

When the wearer is in melee combat, the bootsof dancing impede movement, begin to tap andshuffle, heel and toe, or "shuffle off to Buffalo,"

making the wearer behave like a recipient ofOtto's irresistible dance spell (-4 penalty toArmor Class rating, saving throws at -6, and noattacks possible). Only a remove curse spellenables the boots to be removed once their truenature is revealed.

Boots of dancing have no effect upon a jester (abard kit).

Deceptor'sXP Value: 1,000 GP Value: 5,000

Twilight CallingDeceptor 's boots allow the wearer to turn ethe-real (as the potion) twice a day; grant the powersof invisibility (as the ring), and climbing (as thepotion), each usable three times daily.

ElvenXP Value: 1,000 GP Value: 5,000

DUNGEONS & DRAGONS Basic Rules SetThe wearer of these boots moves with nearlycomplete silence (roll 1d10; only heard on a 1).

In Kara-Tur: Elven boots are not commonlyavailable in Oriental lands. Reroll this result.

Elven nXP Value: 1,000 GP Value: 5,000

The Elves of AlfheimThe upper portions of these boots are made offinely crafted leather, but the soles are made ofthe specially-treated bark of the tree of life. For anormal person or elf, it takes a roll of 1 on 1d10for the wearer to be heard, for anyone success-fully using the hide skill, it takes a roll of 1 on1d20.

In Kara-Tur: Elven booty are not commonlyavailable in Oriental lands. Reroll this result.

of ElvenkindXP Value: 1,000 GP Value: 5,000

DUNGEON MASTER Guide, 1st EditionThese soft boots enable the wearer to move with-out sound of footfall in virtually any surround-ings. Thus the wearer can walk across a patch ofdry leaves or over a creaky wooden floor andmake only a whisper of noise—95% chance ofsilence in the worst of conditions, 100% in thebest.

In Kara-Tur: Boots of elvenkind are not com-monly available in Oriental lands, Reroll thisresult.

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Moccasins of Free Movement

of Feather FallingXP Value: 1,000 GP Value: 7,000

Mordenkainen's Fantastic AdventureTreat these boots as an unlimited duration feath-erfall spell.

FeatherweightXP Value: 1,000 GP Value: 7,000

The Book of Marvelous MagicThese boots have no effect until the wearer stepson a trap or other device triggered by weight. Atthat time, the boots instantly reduce the wearer'sweight to nearly zero, negating the device. Thewearer is not aware of any change in weightunless the area is windy; if so, the wearer isblown about, light as a feather, for one round.

of Gentle ThieveryXP Value: 1,000 GP Value: 6,000

POLYHEDRON Newszine 56These boots allow the wearer to engage in fancyfootwork, so as to appear to be dancing. This adds-2 to Armor Class. Alternately, the wearer maydo a flip over the head of a small- or medium-sized opponent while engaged in melee. Thisfunction adds -4 to AC and is performed in lieuof any attack for that round.

of Gentle Thievery IIXP Value: 1,200 GP Value: 6,000

IMAGINE Magazine 19These boots are like standard boots of elvenkindin effect, but the wearer is under a geas not to useviolence in the course of stealing, nor allowaccomplices to do so. Hence, to obey the geas, ifthe wearer is attacked in the middle of a robbery,the thief must either flee, abandon the stolengoods (which cannot be recovered later), or spendthe first few rounds getting out of the boots. Suchan item might be the perfect gift for a wizard togive to a thief of dubious morality.

The boots are created by casting enchant anitem on a pair of finely-worked leather boots,preferably of elven manufacture, followed by thecasting of silence 15' radius by a priest, perma-nency and geas. With the enchantment complete,the silence applies only to the footsteps of thewearer of the boots.

ofJoggingXP Value: 1,200 GP Value: 6,000

DRAGON Magazine 72This special footgear allows a jock to jog at asteady pace for six hours without needing to rest.These boots are also referred to as "sneakers,"probably because they allow jocks to add +1 to allsurprise rolls.

of LevitationXP Value: 2,000 GP Value: 15,000

DUNGEON MASTER Guide, 1st EditionLike other magical boots, these soft boots expandor contract to fit any feet from giant to halfling insize. Boots oflevitation enable the wearer toascend or descend vertically, at will. The speed ofascent or descent is 20 feet per round, with nolimitation on duration. The amount of weight theboots can levitate is randomly determined in 14-pound increments by rolling 1d20 and adding theresult to a base of 280 pounds (a given pair ofboots can levitate from 294 to 560 pounds ofweight). Thus, an ogre could wear such boots, butits weight would be too great to levitate. (See the2nd-level wizard spell, levitation.)

Loki'sXP Value: 6,000 GP Value: 47,500

Gods, Demigods, & HeroesThese boots combine the powers of water walk-ing, flying, traveling, and speed.

Midnight Slasher'sXP Value: 2,000 GP Value: 14,000

RAVENLOFT MC Appendix II: Children of the NightThe Slasher wears a pair of drowish boots ofelvenkind that enable him to move silently with a95% chance of success. His boots, along with hiscloak, work only in darkness—they give theSlasher triple normal chances for surprise.

Moccasins of Free MovementXP Value: 1,000 GP Value: 10,000

Maztica Campaign SetThese beaded leather shoes are marvelous talismansthat convey multiple effects—they function as bootsof elvenkind and allow their wearer to move silently,they also permit a full movement rate, whatever thefooting as long as the character is walking. Thus,he or she can cross swamps, wade through shallowwater (but not swim), even cross a pool of sticky tar,as if walking on smooth, level ground.

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Boots of the North

of the NorthXP Value: 1,500 GP Value: 7,500

DUNGEON MASTER Guide, 1st EditionThis footgear bestows many powers upon thewearer. First, the character is able to travel acrosssnow at normal rate of movement, leaving notracks. The boots also enable the wearer to travelat half normal movement rate across the mostslippery ice (horizontal surfaces only, not verticalor sharply slanted ones) without falling or slip-ping. Boots of the north warm the wearer, so thateven in a temperature as low as -50° F is com-fortable with only scant clothing—a loin clothand cloak, for instance. If the wearer of the bootsis fully dressed in cold-weather clothing, temper-atures as low as -100° F have no effect.

In a DRAGONLANCE Campaign: On Ansalon,of course, boots of the north are called boots ofthe south.

of PinchingXP Value: — GP Value: 1,800

The Book of Marvelous MagicThese boots appear to be and function as boots oftracks but they cannot be removed until a removecurse is applied. They pinch the wearer's feetwhen the tracking function is used, slowing thewearer's movement rate by 1 MV point, cumula-tive with each turn or part of a turn of use. Anyvictim reduced to zero movement must be carriedor magically transported about and cannot walk;the effect disappears when the boots are removed.

Runjoye's WingedXP Value: 2,500 GP Value: 12,500

1992 Fantasy Collector Card 147Runjoye's boots are of better quality than mostother winged boots. They possess a flying speedof 21 and maneuverability is class A. They areusable for up to four hours per day, rather than theusual two (for every 12 hours of uninterruptednonuse, the boots regain two hours of flyingtime). Like other owners of winged boots, Run-joye doesn't need to maintain concentration inorder to fly, so he can cast spells while airborne.Unlike other winged boots, Runjoye's quit work-ing quite suddenly when their magic expires. For-tunately, he wears a ring of feather falling for justsuch an emergency.

Shalandain's Boots of StarstridingXP Value: 3,000 GP Value: 15,000

1992 Fantasy Collector Card 133Shalandain won these magical boots from a scroduring a card game. The boots allow Shalandainto tread upon the gravity plane of any ship with-out drifting away. Movement is cut in half, butjumping down to the gravity plane does not resultin oscillation. Shalandain can jump from thegravity plane to the gravity plane or even the deckof another ship as if she had the jumping profi-ciency.

of SpeedXP Value: 2,500 GP Value: 20,000

DUNGEON MASTER Guide, 1st EditionThese boots enable the wearer to run at the speedof a light horse—24 base movement. For every10 pounds of weight over 200 pounds, the weareris slowed by 1 MV, so a 180-lb human with 60pounds of gear would move at 20 base MV.

For every hour of continuous fast movement,the wearer must rest an hour. No more than eighthours of continuous fast movement are possiblebefore the wearer must rest. Boots of speed give a+2 bonus to Armor Class in combat situations inwhich movement of this sort is possible.

Spider's Boots of StealthXP Value: 3,500 GP Value: 25,000

POLYHEDRON Newszine 90"Spider" was the nickname of the premier thief ofthe city of Rel Astra. No one knew his real name,origin, or anything else about him, which wasprecisely the way the thief wanted it. Spider was aloner, a half-elf who never formed a close rela-tionship with anyone in the Rel Astran Thieves'Guild.

There could be no doubt that he was the finestand most successful burglar in living memory,and his loyalty to the guild was never in question.Still, those in the guild considered him a malevo-lent menace. He was openly, undeniably evil.That fact and his appearance and dress, led torumors that he worshiped of Lolth, the spiderqueen.

Spider was obsessed with his alias and nick-name, and very flamboyant when on a caper. Hisface was tattooed in a web-pattern, and much ofhis clothing was embroidered with similar motifs.His boots and cloak were known to be enchanted,and speculation was rife whether he had found

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Boots of Sliding and Springing

the items in his travels and they had subsequentlyshaped his personality and tastes. Regardless, itwas known he had at least three additional pairsof the enchanted boots made so that one pairwould always be clean.

Spider's boots of stealth are black, calf-lengthsuede boots with a crisscrossing pattern of silverwebs. They act as slippers of spider climbing.However, when worn by a thief, their other pow-ers activate. The boots increase a thief's abilitiesto move silently and hide in shadows by 15%. Inaddition, a thief can move along natural webs at arate of 6 and cannot be stuck in any kind of nat-ural or magical web.

of Star StridingXP Value: 3,000 GP Value: 20,000

DRAGON Magazine 159These boots are similar to all magical boots,shrinking or expanding to fit any S-M size crea-ture. However, their usefulness is limited to spaceadventurers. The boots allow a wearer to walkalong a gravity plane without drifting away fromthe ship. The boots allow movement across anygravity plane, though movement is half normaldue to the lack of a solid surface.

A character falling or jumping from a shiptoward a gravity plane comes to rest on the plane

with no oscillation through the plane. Any char-acter falling prone on the plane remains there;when the character orients so as to tell which endis up and changes position, the boots interact withthe gravity plane and the wearer "bobs" up to thesurface of the gravity plane until he or she standson it.

The boots allow for running and jumping toother gravity planes at the wearer's regular move-ment rate. Due to the flexibility of the gravityplanes, the boots give the wearer a Jumping pro-ficiency when used to leap onto other gravityplanes. The wearer can also use the jumping pro-ficiency when jumping from the gravity plane tothe ship with no damage or penalties.

of StompingXP Value: 900 GP Value: 1,800

The Book of Marvelous MagicThese boots appear and function as boots ofspeed but only affect movement rates, not ArmorClass, number of attacks, or anything else. Whenthey are used to move quickly, they make thefootsteps of the wearer sound like the thuds of anelephant that can be easily heard up to 120 feetaway.

of Striding and SpringingXP Value: 2,500 GP Value: 20,000

DUNGEON MASTER Guide, 1st EditionThe wearer of these magical boots has a basemovement rate of 12, regardless of size or weight.That speed can be maintained tirelessly for up to12 hours per day, but thereafter the boots cease tofunction for 12 hours—they need that long torecharge.

In addition to the striding ability, these bootsallow the wearer to make great leaps. While nor-mal paces for an individual wearing this type offootgear are 3 feet long, the boots also enable for-ward jumps of up to 30 feet, backward leaps of 9feet, and vertical springs of 15 feet.

If circumstances permit the use of such move-ment in combat, the wearer can effectively strikeand spring away whenever he or she has the ini-tiative during a melee round. However, suchactivity involves a degree of danger—there is abase 20% chance that the wearer of the bootsstumbles and is stunned on the following round.Adjust the 20% chance downward by 3% for eachpoint of Dexterity the wearer has above 12 (17%at 13 Dexterity, 14% at 14, 11% at 15, 8% at 16,

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Boots of Tracks

5% at 17, and only 2% at 18 Dexterity), In anyevent, the boots better Armor Class by 1 due tothe quickness of movement they allow, so ArmorClass 2 becomes 1, Armor Class 1 becomes 0,and so on,

of TracksXP Value: 1,500 GP Value: 7,500

The Book of Marveious MagicThis useful pair of boots allows the wearer, oncommand, to leave tracks like those of any crea-ture (dragon, giant, ogre, or anything else) whilewalking. The boots function as often and for aslong as desired.

of Traveling and LeapingXP Value: 2,500 GP Value: 20,000

DUNGEONS & DRAGON Expert Rules SetThe wearer needs no rest during normal move-ment, and may also jump, up to a maximumheight of 10 feet and a maximum length of 30feet.

of Varied TracksXP Value GP ValueType A: 1,500 7,500Type B: 1,500 7,500

DUNGEON MASTER Guide, 1st EditionThe wearer of these ordinary looking boots isable, on command, to alter the tracks he or sheleaves. The footprints of the wearer can be madeas small as those of a halfling or as large as thoseof an ogre, bare or shod as desired. In addition,each pair of these boots has four additional track-making capabilities. Roll 1d6 four times to deter-mine the subtable used, followed by 1d8 fourtimes:

Roll1-3

12345678

4-61234

TracksSubtable ABasiliskBearBoarBullCamelDogHill GiantGoatSubtable BHorseLion (or giant lynx)MuleRabbit

5 Stag6 Tiger (or leopard)7 Wolf8 Wyvern

XP ValueFl 15, MCA: 2,000F118,MCB:2,000Fl 21, MC C: 2,000Fl 24, MC D: 2,000

WingedGP Value

20,00020,00020,00020,000

DUNGEON MASTER Guide, 1st EditionThese boots appear to be ordinary footgear. Ifmagic is detected, they radiate only a faint aura ofenchantment and alteration. When they are on theowner's feet and he or she concentrates on thedesire to fly, the boots sprout wings at the heeland empower the wearer to fly, without having tomaintain the concentration.

The wearer can use the boots for up to twohours per day, all at once or in several shorterflights. If the wearer tries to use them for a longerduration, the power of the boots fades rapidly, butit doesn't abruptly disappear—the wearer slowlydescends to the ground.

For every 12 hours of uninterrupted nonuse,the boots regain one hour of flying power. How-ever, no amount of nonuse allows the boots to beused for more than two hours at a time. Somewinged boots are better than others. To determinethe quality of a given pair, roll 1d4 and consultthe table below:

FlyingRoll

1234

ManeuverabilitySpeed

15182124

ClassABCD

BottleA magical bottle is a plain glass container, usu-ally with a cork stopper. It always appears emptyuntil opened. Bottles may be of any size andcolor; most are fragile.

BoosXP Value: 600 GP Value: 1,800

POLYHEDRON Newszine 23When opened, this item emits a chorus of loudsnarls, hisses, and booing sounds for one round,and then ceases. All within 60 feet must make a

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Bottle of Fireflies

Morale check (if applicable). Those not affectedby Morale suffer a -2 penalty to attack and dam-age rolls for 6 turns (no saving throw). After threeopenings, the bottle disappears.

BrazenXP Value: 9,000 GP Value: 45,000

STRATEGIC REVIEW Magazine 7This item has the appearance of a highly-burnished,brazen flask, shaped like a Klein bottle. The flask iscorked and the cork has a red seal impressed bear-ing mystical runes. When uncorked, the symbols onthe seal may be used to compel 1d6 djinni or 1d2efreet into the bottle, which is then corked. Whenone creature is being compelled, the compulsion isat +4 effectiveness, for two creatures the effective-ness drops to +1, and more than two creatures havenormal saving throws.

The bottle may also be used to attempt to jugone of the following—a balor (+3), invisiblestalker (+2), an air elemental (-1), a fire elemental(-2), or a minor fiend (+1). If forcibly compelledinto the bottle, any of the above creatures (inchid-ing the djinni and efreet) are in very foul moodswhen next uncorked (attacking with haste andferocity). When found in a dungeon, or elsewhere,a bottle may already be occupied at the DM'sdiscretion. If a considerable time has elapsed sincethe being was compelled into the jug (say 1,500years or so), the being may be so glad for its new-found freedom that it willingly serves the personwho freed it for 1001 days. In some cases (a balorfor instance), the liberated creature may attempt todestroy everything in the immediate vicinity.

of ContainmentXP Value: 4,000 GP Value: 20,000

The Book of Marvelous MagicThis small bottle can hold up to 20 units of anyfluid. A magic potion counts as one unit, as doesone gallon of any nonmagical fluid. The bottlekeeps all of its contents separate, and each maybe recalled by name. However, any fluid storedmust be poured from the bottle to be used. Thebottle appears empty. If broken, all its liquid con-tents disappear.

EfreetiXP Value: 9,000 GP Value: 45,000

DUNGEON MASTER Guide, 1st EditionThis bottle is typically fashioned of brass or bronze,with a lead stopper bearing special seals. A thin

stream of smoke is often seen issuing from it. Thereis a 10% chance that the efreeti is insane and attacksimmediately upon being released. There is also a10% chance that fhe efreeti of the bottle grants onlythree wishes. The other 80% of the time, however,the inhabitant of the bottle will serve normally (seethe MONSTROUS MANUAL accessory). When opened,the efreeti issues from the bottle.

In a DRAGONLANCE Campaign: Efreeti bottlesdo not exist on Ansalon.

of EvaporationXP Value: 500 GP Value: 1,500

The Book of Marvelous MagicThis bottle is identical to a bottle of containmentand usually functions in the same manner. How-ever, its entire contents may disappear withoutwarning. There is a 5% chance of disappearanceany time the user attempts to remove a liquidfrom the bottle.

EversmokingXP Value: 500 GP Value: 2,500

DUNGEON MASTER Guide, 1st EditionThis metal urn is identical to an efreeti bottleexcept that it does nothing but smoke. Theamount of smoke is very great if the stopper ispulled out, pouring from the bottle and totallyobscuring vision in a 50,000 cubic foot area, inone round. Left unstoppered, the bottle fillsanother 10,000 cubic feet of space with smokeeach round until 120,000 cubic feet of space isfogged. The area remains smoked until the bottleis stoppered. When the bottle is stoppered, smokedissipates normally. The bottle can be resealedonly if the command word is known.

In a DRAGONLANCE Campaign: Eversmokingbottles do not exist on Ansalon.

of FirefliesXP Value: 600 GP Value: 3,000

The Book of Marvelous MagicThis bottle appears and functions as a bottle ofcontainment. However, when a skin of wine ispoured into it, the bottle glows with many tinylights and the wine is immediately consumed.The lights can be commanded to glow with anybrightness desired and can light an area as smallas 1-foot across or up to 120 feet in diameter. Thebottle cannot be totally darkened, except magi-cally. The firefly light lasts one hour per skin ofwine, as often as desired.

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Bottle of Graffiti

GraffitiXP Value: 500 GP Value: 2,500

DRAOON Magazine 156This ornate brass bottle has a lead stopper cov-ered with special seals and Sigils that are betterleft untranslated. If the stopper is removed, fourair elementals armed with spray cans pop out andpaint rude slogans and obscenities all over every-thing (and everyone) in the area. They cannot beordered back into the bottle or restrained in anyway except by a censer controlling air elementals(see Censer).

of Pleasant OdorsXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 30The bottle of pleasant odors was developed tokitchens of undesirable odors (even burnt foodand rotten eggs). Uncorking this bottle causes anyroom up to 30 square feet to smell of roses,lemon, or pine.

of PreservationXP Value: 200 GP Value: 2,000

DRAGON Magazine 194While they look like normal glass bottles fromthe outside, these common, magical devices areinvaluable to wizards who use them for storingodds and ends. The bottles come in a variety ofsizes and shapes, but all share one property; theirinterior walls project a spell designed to preserveindefinitely the freshness of anything placedwithin them, including spell components oringredients for the manufacture of potions andother magical items. A more mundane use for alarge bottle of preservation would be the storageof perishable food items, but the use of even acommon magical item to preserve inexpensivefood seems a bit wasteful.

of RefreshmentXP Value: 500 GP Value: 2,500

POLYHEDRON Newszine 43This thick, transparent greenish bottle hasstrange, undecipherable runes on it in no knownlanguage. It contains a brownish fluid that fizzeswhen the cork is pulled out. This stimulating bev-erage negates exhaustion, alleviates thirst, andincreases Strength by 1 for 1d4 H20 turns. Thebottle refills itself overnight if the cork is returnedimmediately to the empty bottle.

SafetyXP Value: 1,600 GP Value: 8,000

Port of Raven's BluffThese bottles are enchanted with a glassee spellto make them virtually indestructible. (See thespell description for more information.)

TemperatureXP Value: 1,000 GP Value: 3,000

DRAGON Magazine 73A dark green glass bottle, about the size of a half-gallon milk carton, with a screw top. Any liquidplaced in the bottle can maintain its current tem-perature indefinitely while inside. The bottle islight and fairly fragile.

ThoughtXP Value: 1,000 GP Value: 5,000

Tome of MagicThis item usually takes the form of a metal flasksimilar in appearance to an efreeti bottle. Bottleand stopper are usually engraved with intricaterunes. The bottle can be used to store and protectimportant memories and thoughts, and is oftenused by powerful characters as a way of manag-ing their (potentially cluttered) memories.

To use the bottle, a character concentrates onthe thought or memory to be stored. He or shethen uncorks the bottle and speaks the word ofcommand. The thought or memory is then trans-ferred from the character's brain into the bottle.All details of the thought or memory are heldwithin the bottle. The caster remembers the gen-eral nature of the thought ("Oh, that was mythought on the design of an efreeti-poweredsteam engine!"), but need not worry about forget-ting specific details, since these are trapped in thethought bottle.

To retrieve a thought, a character uncorks thebottle and speaks another word of command. Thethought or memory is then transferred directlyinto the user's brain.

Thought bottles are sometimes used to protectvital information. A messenger carrying vitalplans through enemy territory where there is asignificant chance of capture and subsequentinterrogation might carry all sensitive plans inone or more bottles. The messenger does notknow the contents or the command word andtherefore cannot reveal the contents of the bottles.Likewise, a spy could gain secret information,transfer it to a thought bottle, then use forget or

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BoUle of Trapping

modify memory to wipe the information from hisor her mind. After this, the spy is incapable ofrevealing the sensitive information.

Thought bottles arc sometimes used as "mem-ory archives," where characters can save memo-ries that are "cluttering up" their minds. (Thiswould be more of a problem for long-lived racessuch as elves, since the sheer volume of memo-ries recorded over several centuries could beoverwhelming.)

Thought bottles function (both storage andretrieval operations) for any intelligent creature.When discovered, 75% of all thought bottles arecapable of holding only a single thought ormemory. The remaining 25% have a capacity of2d4 separate thoughts or memories. There is aseparate word of command for each "thoughtslot."

In Ravenloft: It is possible for a self-willedundead to place a thought in a bottle that reflectsthe monster's inner essence. Any mortal whoopens the bottle and speaks the command wordsuddenly experiences the depths of evil of theundead monster's mind. This is cause for a mad-ness check. Vampires and liches occasionally usethis magical item as a trap for unwary hunters.Since they rarely lose any thoughts, these crea-tures have no other use for the bottle.

Thuba's Efreeti BottleXP Value: 12,000 GP Value: 60,000

1993 Collector Card 465Thuba's magical bottle contains not one but twoefreeti inside of it, a mated pair. Thuba is a partic-ularly cruel and punishing master, and the efreetipair loathe him. However, he is wise and thor-ough and has never slipped when issuing hiscommands. The efreeti wait and plot for the daythey may gain their revenge upon Thuba, He,however, knows very well their hatred for himand has several surprises for them, should theyever try to disobey.

of TrappingXP Value: 3,500 GPValue: 17,500

DRAGON Magazine 194These magical bottles look absolutely normalwhen empty, except for their large, flaringmouths, and the elaborate, hinged stoppers thatclose them. The bottle's magic is activated whenit is pointed at an object or person of less than120 cubic feet in volume (which includes most

humanoids 12 feet or less in height) and the lid isopened. When this happens, a beam of multicolorlight lances out from the bottle's mouth to strikethe target. If the target fails a saving throw vs.spell, it shrinks to a size that lets it fit within thebottle. (As if affected by a reduce spell cast by a12th-levet wizard; a 12-foot-tall creature wouldshrink to 3 inches.) Then the target is suckedtoward the bottle's mouth.

At that point most inanimate objects are irre-sistibly sucked into the bottle, but living creaturescan attempt to grab the lip of the mouth and holdon against the force of suction. To cling to theedge of the mouth, they must succeed at aStrength check on 1d20 each round that they waitfor rescue. The bottle can only hold one shrunkenobject at a tune, so if the target does end up in thebottle, it is entirely empty. While the bottle'swalls are as fragile as normal glass from the out-side, they are stronger than steel from the inside,foiling most attempts to escape.

There arc two ways to exit the bottle. At the com-mand of the holder, the bottle can expel its contentsthe same way that it trapped them, shooting themoutward and subjecting mem to an enlarge spell sothat they return to normal size within seconds ofescape. Someone may escape a bottle of trappingwhen the bottle is destroyed, an easy task from the

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Bottle of Undead

outside. Unfortunately, destroying the bottle alsoprevents it rrom enlarging its contents, so that any-one escaping from a shattered bottle of trappingstill stands just a few inches tall until a dispel magicor enlarge spell is cast.

UndeadXP Value GP ValueGhost: 1,200 6,000Groaning Spirit: 1,200 6,000Spectres: 1,200 6,000Vampires: 1,200 6,000Wraiths: 1,200 6,000

DRAGON Magazine 54This object is indistinguishable from an efreetbottle, but when activated, it produces one ormore undead creatures. Roll percentile dice foreach use of the undead bottle to find the type andnumber of undead. The monsters produced willimmediately attack the opener of the bottle, thenanyone else that is around at random.

Roll01-2021-3536-5556-7071-00

ResultGhostGroaning SpiritSpectresVampiresWraiths

Number11

1-31-21-6

BowAfter finding the magical properties of the bowor crossbow the character has discovered, roll onthe following table to determine the type of bow.

Roll01-0506-0910-1415-1819-2324-2728-3233-3637^142-^546-5051-5556-596(^6465-6869^7374-77

Bow TypeChu-ko-nuComposite Long BowComposite RecurveComposite Short BowCrossbow, Heavy double-shotCrossbow, Light double-shotDaikyuDisk CrossbowDouble CrossbowElven BowFolding Bow*Hand CrossbowHankyu or Little BowHeavy CrossbowKenyan long bowLight crossbowLong Bow

78-82 Medium Crossbow83-86 Pellet Bow87 91 Short Bow92—95 Siege crossbow96-00 Staff-bow

AasimonXP Value: 7,000 GP Value: 70,000

Outer Planes MC AppendixSolars use an enormous composite bow with amagical quiver that produces any arrow of slay-ing the solar desires. Each attack has a +2 attackadjustment and slays any target it hits.

of AccuracyXP Value: 2,500 GP Value: 15,000

DRAOON Magazine 127The bow of accuracy is simple, but effective. Thebow gives a +3 bonus on attack and damage rolls,and normal ranges are figured at short range.

AjagavaXP Value: 2,000 GP Value: 10,000

Gods, Demigods, & HeroesThis bow shoots a curse spell (reverse of bless),with saving throw applicable, for a distance of200 yards. There is no limit to the number ofcurses it can create.

ofAnshanXPValue: 1,750 GPValue: 12,250

DRAGON Magazine 16This bow gives all arrows shot from it a +3 hitprobability.

BlackXP Value: 2,500 GP Value: 15,000

Black CourserWhenever a character draws this bow, the target isautomatically hit—provided the target is visibleand within a range of one mile. The shot inflictsmaximum damage according to the type of arrowfired, so this weapon is truly devastating if theblack quiver (see Quiver) is also found. Unfortu-nately, every time the bow is drawn, it perma-nently drains one point of Constitution (the PCdoesn't realize this until after the first shot hasbeen fired).

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Crossbow of Multiplication

Brihaspati'sXP Value: 1,000 GP Value: 6,000

Legends & LoreBrihaspati's avatar carries a bow that fires arrowsof brilliant light that render his targets blind for1d10 days (save vs. paralyzation to negate).

of the CentaursXP Value: 2,000 GP Value: 15,000

Rary the TraitorThe desert centaurs use several varieties of magi-cal bows (typically +1 to +3). In addition to these,the most powerful and valued is a gleaming,white composite bow simply called the bow of thecentaurs. Despite its name, it can be used by anyrace. The bow enables the archer to shoot twicethe normal number of arrows and doubles theeffective range. The first arrow loosed from thisbow in a round strikes at +3 to attack and dam-age, the second at +2, the third at +1. Subsequentshots in a round have no modifiers,

Corellon's LongXP Value: 3,000 GP Value: 20,000

Monster MythologyCorellon's avatar uses a long bow +5 that nevermisses to a range of one mile (if the target iswithin line-of-sight), and any arrow fired from itcauses 2d10 damage.

Crossbow of AccuracyXP Value: 2,500 GP Value: 15,000

DUNGEON MASTER GuideThis gives a +3 bonus to attack rolls with its mis-siles but not to damage. All ranges are consideredshort. About 10% of these weapons are heavycrossbows.

Crossbow of AnglingXP Value: 1,000 GP Value: 7,000

The Complete Thief's HandbookThis appears to be a normal light crossbow,although it has a thick wrist strap attached that isof an unusual design and toughness. On command,it can fire bolts with special properties up to threetimes per day. The magical bolt fired counts as abolt +2 for determination of attack rolls (and dam-age if appropriate). When fired, this special bolt istrailed by a pencil-thin, snaking line of faint bluelight (which radiates magic fairly strongly) thatconnects it to the crossbow. When the bolt impacts,the head expands into a small claw that embeds

itself in the target, such that the bolt grips itstrongly. By the use of a second command word,the crossbow user can "reel in" the target, the thin"cord" of magical energy shrinking to drag the tar-get to the archer.

The speed at which the target is retrieveddepends on weight, friction, and distance—themaximum speed is 60 feet per round. The DM mayneed to exercise some judgement in these cases. Ifthe target is heavier than the archer or is immov-able or braced in some way, then the crossbowarcher may actually be dragged to the target ratherthan the reverse. This can be exploited, of course,to pull a thief up to a ceiling or up a wall. The mag-ical cord is AC -2 and takes 15 points of damage(nonmagical weapons do no damage) to destroy.

Crossbow of DistanceXP Value GP Value+1: 1,500 10,000+2:2,000 12,000

GREYHAWKA magical weapon which has double the range ofa normal light crossbow, thus short range is 120feet.

Crossbow of EnchantmentXP Value: 1,500 GP Value: 7,500

DRAGON Magazine 127This weapon casts a spell on any nonmagical boltplaced in it, enabling it to strike any creature thatcan only be hit by magical weapons. Note thatthere are no bonuses for attack or damage; thiscrossbow merely enables one to have a chanceagainst unnatural monsters with nonmagicalbolts. No additional benefits are bestowed upon amagical bolt.

Crossbow of KleeXP Value: 500 GP Value: 3,500

DRAGON QUEST GameThis fine crossbow was made bones of manymagical creatures. When used in combat, it grantsits holder a +1 bonus to attack and damage rolls.Any bolt fired from the crossbow leaves a trail ofsparks behind it, as if it were a shooting star.

Crossbow of MultiplicationXP Value: 2,000 GP Value: 10,000

DRAGON Magazine 40The crossbow may be either light or heavy,using the range of fire of the proper class. How-

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Crossbow of Speed

ever, the weapon creates its own bolts. Theseare treated as +0 magical bolts, but can hit anytarget capable of being damaged at all by physi-cal weapons (even those, for example, whichcan only be hurt by +3 or blunt weapons). Boltsdisappear after hitting or missing. On each shot,roll a d20 for the number of bolts fired, sub-tracting 5. Results of 5 or less are treated as 0(that is, there is a 25% chance the crossbowfires nothing at all. Otherwise, it fires 1 to 15bolts). The bolts spread out in an even cone, in aforward direction; from a single bolt straightahead to 15 in a 90-degree cone. Therefore,unless the target is very wide or very close, nomore than 1 or 2 bolts will strike a single target.

Crossbow of SpeedXP Value: 3,000 GP Value: 15,000

GREYHAWK,When employing this weapon, the user can fire amissile from the crossbow despite surprise. Itotherwise allows +3 on initiative dice. It fires asquickly as a bow, for it cocks itself.

Crossbow of Speed IIXP Value: 3,000 GP Value: 15,000

DUNGEON MASTER Guide, 1st EditionThis item allows its possessor to double the rateof fire normal for the weapon. If it is grasped, thecrossbow of speed automatically cocks itself.However, in surprise situations, it does not grantinitiative. Otherwise, it allows first fire in anymelee round, and end-of-round fire also, whenapplicable. About 10% of these weapons areheavy crossbows. The weapon has a +1 bonus toattack and damage rolls.

CursedXP Value: — GP Value: 1,000

Oriental AdventuresCursed haws have a penalty attack roll. Further-more, on an attack roll of 1, the missile firedactually returns full force on the person who firedit, striking him or her for normal damage. Oncepicked up and used, the owner uses this weaponin preference to all others, never voluntarily dis-carding or ignoring it. Remove curse frees thecharacter from the weapon.

of DistanceXP Value: 2,000 GP Value: 12,000

DRAGON Magazine 127The bow of distance has a +2 bonus on attack anddamage rolls. Its range is double lhat of a normalbow of similar type.

of DoublingXP Value: 1,000 GP Value: 6,000

DRAGON Magazine 99This magical bow offers no bonuses on attackor damage, but it does have the unique propertyof being able to fire two arrows at the sametime. Whenever a nonmagical arrow is firedfrom the bow, it automatically creates and firesa second arrow. If the first arrow hits its target,so does the second; if the first shot misses, thesecond arrow has normal probabilities to hit.All arrows shot from this bow, whether they hitor not, are destroyed upon impact (or as soonas it is determined that they did not hit) andcannot be recovered.

EagleXP Value: 500 GP Value: 3,500

DRAGON QUEST GameThis weapon is crafted from fine wood and deco-rated with eagle feathers that gives it magicalpower. Any archer who uses this bow adds a +1bonus to attack and damage rolls. It can only beused by fighters, and only in ranged combat.

of EnchantmentXP Value: 1,500 GP Value: 7,500

DRAGON Magazine 127This weapon casts a spell upon any nonmagicalbolt placed in it, enabling it to strike any creaturethat can only be hit by a magical weapon. Notethat there are no bonuses to attack or damage; thebow merely enables one to have a chance againstunnatural monsters with nonmagical bolts. Noadditional benefit is bestowed upon a magicalbolt.

FirebowXP Value: 4,000 GP Value: 22,500

POLYHtDKON NCWSZIHC 47

All arrows shot from this bow burst into flame,doing an additional 1d4 points of damage to thetarget (as the/fame arrow spell), as well as settingall flammable materials aflame.

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Heartseeker Bow

Fire TeethXP Value: 750 GP Value: 5,000

DRAGON Magazine 127When fired, this bow ignites any arrow it shoots. Inaddition to regular damage, the arrow causes 1 d6 hitpoints of fire damage. Magical arrows must save vs.magical fire if shot from this bow; if they fail thesave, they catch fire and lose all magical enchant-ments as they leave the bow. If they save, magicalarrows perform normally. These arrows ignite com-bustibles if the materials fail a save vs. normal fire.

Fire teeth bows can set fire to a maximum of10 arrows per day. The bow gives no attack ordamage bonuses other than the damage added bythe arrow's flames. Such bows are generally redor yellow in color and have fire runes incorpo-rated into their ornate designs.

of the ForestXP Value: 750 GP Value: 5,000

The Mines of BloodstoneThis long bow +1, wielded by Sir Olwyn Forest-friend, a 17th-level human ranger, requires 18/01or better Strength to use. The user adds his or herStrength bonuses to attack and damage rolls whenusing this bow. The bow has double normal range.

GemXP Value: 1,000 GP Value: 7,000

DRAGON Magazine 127Created long ago by a prestigious halfling bowyerand the Archmage Bendalyre, gem bows weredeveloped to help halfling societies combat theirenemies. Over the years, the gem bows have disap-peared from halfling realms. They are now lost andall but forgotten by the race that created them. Allare bows +1, of excellent craftsmanship, and havethe ability to gain additional powers.

On the face of each bow is an indentation abovethe handgrip. If certain gemstones are set into thisnotch, the bow is then capable of bestowing one ofthree special powers on any arrow fired. Arrowsmust be nonmagical to gain these powers.

A gem bow gains one charge per 200 gp valueof the gem. Gems set into a gem bow decrease invalue by 200 gp as each charge is used, eventuallybecoming normal stones (or dust) with the expi-ration of their charges. These bows function nor-mally with respect to range and rate of fire.

Goblins' BaneXP Value: 1,000 GP Value: 6,000

DRAGON Magazine 127This bow appears to be a standard bow +1; in thehands of an elf fighter, however, its full potentialis realized. A +2 bonus is gained, as well as thefollowing characteristics—arrows fired havedouble-normal range and strike for double dam-age (2d6+2 hp damage) against any giant-classhumanoid. This class of monsters includes thosethat may be struck for extra damage by rangers.

Hastsezini'sXP Value: 1,500 GP Value: 7,500

DEITIES & DEMIGODS CyclopediaWhile in battle, he uses a bow that shoots a shaftof fire for 1d10 points of damage; its range isline-of-sight.

HawkXP Value: 500 GP Value: 3,500

DRAGON QUEST GameThis bow was made by a noble tribe of hunterslong before the records of man begin. It is madefrom fine wood and decorated with the feathersof a hawk, giving it magical power. Anyone whouses this weapon adds a +1 bonus to attack anddamage rolls.

HeartseekerXP Value: 4,000 GP Value: 20,000

1992 Fantasy Collector Card 24This is Audrianna's special long bow +4. WhenAudrianna uses this bow, she receives herStrength score attack bonus, and on an unmodi-fied roll of 20 on her attack roll, the arrow entersthe heart of the target, killing it instantly. Thisassumes the target has a heart—undead, noncor-poreal creatures, and creatures with unusualanatomies, such as oozes, are not affected. If thebow is ever stolen from her, Audrianna will pur-sue the thief relentlessly to reclaim it as long asshe is physically able.

Roll01-06

07-13

14-00

Gem TypeDiamond

Ruby

Sapphire

EffectNormal damage +10 hp electricshock.Normal damage +10 hp fire damage.Normal damage +10 hp cold damage.

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Bow of Heartseeking

of HeartseekingXP Value: GP Value:Normal: 4,000 20,000Vampiric: 2,000 10,000

DRAGON Magazine 127This type of bow (self or composite) always has a+3 bonus to hit targets. It acts as a normal magi-cal bow, except when a sufficiently high attacknumber is rolled. Then, the arrow it fires strikesdirectly at the target's heart (if it has one), slayingthe victim instantly. Attack roll required are asfollows:

OpponentUp to man-sizeLarger than man-sizeMetal or stone2

Attack roll1

21-2322-2323

'Consider only the bow's bonus of+3.!If the foe is using a spell or device that has trans-formed it into this material.

Certain creatures (such as elementals, golems,and undead) do not have hearts, and are notaffected by this weapon. Shape-shifting creatures(such as dopplegangers) are not affected by itskilling power, either. Ten percent of these bowsare bows of vampire slaying.

Heracles'sXP Value: 2,000 GP Value: 12,500

Legends & LoreHeracles has a special bow that has a range of upto one mile, and cannot miss at any range of lessthan half a mile.

Hiatea's LongXP Value: 3,750 GP Value: 22,500

Monster MythologyHer long bow +5 has triple normal range.

Ice FangXP Value; 600 GP Value: 15,000

DRAGON Magazine 127This bow, made of ivory and mithral steel, isbelieved to have been first created by the ElderCraftsmen of Niflheim (an area of the GrayWaste). Duplicates of the ice fang bow have beencrafted by human and elf wizards ever since. Themain function of an ice fang bow is to create icearrows from water vapor in the air. The user needonly pull on the bowstring and release it; thearrows are created instantly, but may oniy be

fired at a rate of two per round, to allow the bowtime to recharge.

These magical arrows are +1 on attack rollsand cause double damage (2d6 hp damage fornormal flight arrows) vs. fire-using and fire-dwelling creatures. If used against any other sortof being, these arrows are merely +1 on attackand damage. Each ice fang bow can generate atotal of 1dl00+50 ice arrows before its magicfades. A discharged and nonmagical ice fang bowis still finely crafted and worth 1,000 gp.

Unfortunately, in hot climates (120°F+) theeffective range of these arrows is halved. In envi-ronments where the temperature is over 300DF(certain Inner and Outer Planes and the effectedarea of a fireball spell), the ice arrows cannotform. If normal or magical arrows are fired fromthis bow, they do not gain the bonuses againstfiery creatures, and the bow performs in all waysas a normal bow.

IllusoryXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 181Potent and permanent, these illusory missilelaunchers are bows, slings, or other missile weap-ons that have been given special magical treat-ments by high-level illusionists. They can be usedas normal missile launchers with no bonuses, butif the user merely prepares the weapon for firing,without fitting a missile, an illusory missile ofwhatever type is appropriate for the launcher, isconjured up. When the owner "fires" the weapon,the illusory missile travels to its target as notedabove, and any thinking enemy who believes theillusion takes damage equal to that from a normalmissile (save vs. spell with Wisdom bonuses oth-erwise). As with all illusions, these are uselessagainst unthinking opponents such as golems andundead. As consolation, they give their users anunlimited supply of "ammunition" against nor-mal foes.

Indra'sXP Value: 1,900 GP Value: 9,500

Legends & LoreIndra's avatar carries a bow from which he canfire lightning bolts that do 2dl0 points of damageand have a range of 1,000 yards. The magic ofthis bow eliminates all negative modifiers forrange.

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Iron Bow of Gesen

Iron Bow of GesenXP Value: GP Value: —

The Horde Campaign SetThis item is very simple-looking. It is madeentirely from black iron, and is strung with agolden wire. This item and the hammer of Gesenwere the weapons of Gesen Khan, a legendaryhero of the steppes. He claimed the magical itemsby slaying a powerful manggus. From then on, hefought many monsters, conquered rival tribes,went on daring raids, and fought great battles. Aslong as he had his bow and hammer, he was neverdefeated. Finally, in his old age, he rode to thelands of the west and was never seen again.

The bow and hammer may have reappeared sev-eral times since his disappearance. It is hard to becertain. Unscrupulous conmen and dishonest wiz-ards have foisted both crude and cunning imita-tions on the unwary. The Yeke-noyan of the Surenwas said to have had the bow and hammer when hedrove the Kao out of the endless Waste. Some evensay the weapons have now come into the hands ofthe new warlord of the Tulgan, Yamun Khahan.

Although they look heavy and impossible touse, both the bow and hammer are quite light.The bow is the mightier and more valuable of thetwo weapons. Although made of iron, it flexeseasily. Any arrow fired from it is automaticallyconsidered magical for that attack, +5 to attackand damage rolls. Arrows instantly appear inhand when using the bow, so the owner neverneeds to fear running out. All ranges for the ironbow are double those for a normal short bow. Inaddition, the iron bow can fire a 20 HD lightningboll three times a day. This has a range equal toan arrow shot from the bow.

Characters possessing the club and bow invari-able become chaotic good, although this occursover a period of time. Worse still, the character isunable to refuse any challenge, adventure, orheroic deed, no matter how dangerous or impossi-ble. He or she will refuse aid from others on theseadventures. Should the character refuse to under-take an adventure, the bow and hammer willinstantly disappear.

Iron Bow of Gesen IIXP Value: — GP Value: —

Book of ArtifactsUpon casual examination, the iron bow of Gesenappears to be an ordinary short bow of the typeused by horse raiders, lacquered black and strung

670

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Joukahainen's Crossbow

with a shimmering cord. Closer examinationreveals that the bow is of iron, cunningly wroughtto appear like wood, while the string is a goldenwire. The bow is light and can be drawn backwith ease, bending more than iron should allow.

The bow is one of the two great weapons ofGesen Khan, a legendary chieftain among thehorse nomads. (The other weapon is the hammerof Gesen.) Gesen was supposedly the first tounite all the warring tribes.

One of Gesen's treasures was the iron bow,supposedly the first bow ever made. No ordinaryperson, it is said, could bend it, and none couldwithstand the fearsome arrows loosed from itsstring, A single shaft from it could sunder a treeor shatter stone. Furthermore, since it was thefirst bow, it was the greatest and wisest of allbows. No one who touched it shot poorly afterthat.

Eventually Gesen died and was buried some-where on the steppes. It is said that the bow wasinterred with him, but since that time, manyclaim to have seen or used it. The iron bow is anexcellent artifact for use by a warrior, especiallyif the adventure pits the party against sometremendous foe. Because of its seemingly normalappearance, characters will have to be wary offraudulent copies.

Other warriors covet the artifact, and the groupwill be besieged by claimants based on ancestry,great need, and fitness. Most try to take the bowby force. The characters will find themselves insituations not unlike the notorious gunslingerswho had always to face new challengers.

Constant Powers: Any arrow shot from thebow is temporarily transformed into an arrow +5,providing attack and damage bonuses. Arrowsleap from the quiver to the string of their ownaccord, allowing up to four shots per round. Thebow has twice the range of a normal short bow.

Invoked Powers: Three times per day, theowner can fire an arrow as a lightning bolt orflame arrow spell (cast at 20th level). Once perday the owner can use any arrow of slaying.

Curse: Users of the bow risk artifact transfor-mation. Should this occur, the character graduallychanges in features and knowledge into a wildhorseman of the steppes. The character may for-get how to read or sail, instead becoming anexpert rider. The transformation does not affectclass abilities. Once it is complete, the characteris subject to artifact possession, unable to resist

any adventure or good cause.Suggested Means of Destruction:

• It must be returned to the vengeful shade ofGesen, who is wandering the steppes.

• It must be flattened with 1,000 blows fromthe hammer of Gesen.

Joukahainen's CrossbowXP Value: 3,750 GP Value: 24,250

Gods, Demigods, & HeroesThis weapon combines a +3 chance on attackrolls with that of a crossbow of speed. It firesnonmagical, poisoned bolts,

Last ShotXP Value: 1,200 GP Value: 8,000

DRAGON Magazine 127This bow appears to be a normal magical bow of+1 enchantment; however, in the hands of an elf,the full powers of this weapon are evoked. When-ever an elf uses this weapon, it becomes a magi-cal weapon +3 with ranges 50% greater thannormal. The rate of fire is also increased by onearrow per round; this last arrow is fired after allother attacks have been completed for the round.

of LevitationXP Value: 1,500 GP Value: 7,000

DRAGON Magazine 127This is a magical bow that gives its user the abil-ity to levitate as per the spell. While using thebow oflevitation, the owner's feet are not in con-tact with the ground; at the least, the bow's ownerremains 1-foot above the surface. Additionally,the only other weapon the bow owner may hold inhand is a dagger or knife. If a levitate spell isused on the possessor, the bow loses all of itspower for 2d6 rounds. This bow has a +1 bonuson attack rolls, but offers no bonuses to damagedone by the missiles. The user of this bow gainsforward movement at a rate of 5 feet while levi-tated, but he or she may be towed by flying crea-tures.

of LirXP Value: 2,000 GP Value: 10,000

DRAGON Magazine 127This bow has an attack bonus of+3. It may befired underwater at the ranges of a normal bowon land, giving underwater adventurers a missilecapability. The bows are named after ManannanMacLir, the Celtic god of the sea.

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Shichi's Daikyu

of MarksmanshipXP Value: 1,500 GP Value: 7,500

DRAGON Magazine 127This magical bow gives a +2 bonus to the attackrolls of the user in combat. However, a bow ofmarksmanship also gives the user a +5 bonus onall attacks against nonliving targets (includinggolems and undead). This bonus is also gainedwhen attempting trick shots, as long as the shotsare not intended to directly harm another charac-ter or creature. In other words, the +5 bonusapplies to an attempt to shoot an apple off anothercharacter's head, hitting-an opponent's weapon, orany similar shot.

of Neverending ArrowsXP Value: 400 GP Value: 3,000

POLYHEDRON Newszine 82These polished long bows of cherry wood havetiny enchanted sapphires set at each end. Whenthe bow string is drawn, the sapphires create anarrow that must be fired within the next threerounds or vanish. The magic of the bow is lost ifthe sapphires are removed.

Oberon'sXP Value: 2,750 GP Value: 18,000

Monster MythologyThe avatar's long bow +3 has triple normalranges, and it can enchant up to 20 arrows per dayas arrows +3 by touch.

Odin'sXP Value: 4,000 GP Value: 20,000

Gods, Demigods, & HeroesTreat as a composite recurve +3 as far as rangeand additional accuracy is concerned. Thisweapon fires a total of 10 arrows +3 each turnthat never miss.

PhantomXP Value: 1,500 GP Value: 10,000

DRAGON Magazine 127This appears to be a transparent bow with asparkling string. When the string is drawn back, ashimmering arrow appears. Two such arrows canbe fired per round, as with a normal bow. Theglowing arrows are +2 on attack and damagerolls; the arrows vanish with no effect if they misstheir intended target. The phantom bow fires1 d20+40 of these arrows, after which point thebow vanishes.

The bow makes saving throws as hard metalwith a +2 modifier. Magical arrows can also befired from this weapon, but gain no additionalattack bonus. Normal arrows fired from thephantom bow gain a +1 bonus on attack and dam-age in addition to all other bonuses. Furthermore,these arrows can be fired without detracting fromthe bow's longevity (the bow's magic is notdecreased by firing normal arrows).

Rudra'sXP Value: 2,500 GP Value: 12,5000

Legends & LoreRudra's avatar carries a bow that fires arrowsforcing any being struck to save vs. disease orcontract a rotting disease that permanentlyreduces the victim's Charisma and Constitutionby 1d4 points per round. A cure disease halts thedisease, but cannot restore lost Charisma or Con-stitution.

SarngeXP Value: 2,000 GP Value: 10,000

Gods, Demigods, & HeroesThis bows shoots a curse spell (reverse of bless),with saving throw applicable, for a distance of200 yards. It has no l imi t on the number ofcurses.

Shichi's DaikyuXP Value: 1,000 GP Value: 7,000

New IlemShichi s daikyu is a daikyu +2 with the ability tostrike unerringly twice per day, causing maxi-mum possible damage. Shichi's daikyu isdesigned with her Strength taken into considera-tion, allowing the user to add his or her Strengthbonus to attack and damage rolls when using thebow. Due to the bow's strength advantage, onlythose with Strength greater than 18/90 can usethe bow without penalty. Refer to the table belowfor those under 18/91 Strength.

Strength Use Ability Required Rest18/76-90 I/round18/51-75 1/2 round18/01-50 2/5 rounds

17 I/turn16 1/hour

01-15 —

One round after useTwo rounds after useThree rounds after2nd useFive rounds after useOne full turnCannot use this bow

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Solonor Thclandira's Bow

Solo nor Thelandira'sXP Value: — GP Value: —

Monster MythologyThe avatar uses a long bow +5 with quadruplenormal ranges, and can create two arrows of slay-ing each day (any type).

of SpeedXP Value: 2,000 GP Value: 12,000

DRAGON Magazine 127This weapon is +1 on attack and damage rolls. Ifthere are undamaged and nonmagical arrowswithin 10 feet of the bow, those arrows are tele-ported, nocked, and ready to fire, as soon as thearcher pulls back the string. This allows the normalrate of fire for the archer to be doubled. Some 10%of these bows are able to teleport any arrow within10 feet, magical or not, to the bow for firing. Thearcher can only distinguish one arrow from anotherif the arrows are distinctive. If the arrows are basi-cally identical, they are chosen at random.

Underwater CrossbowXP Value: 1,000 GP Value: 10,000

Port of Raven's BluffThese function as regular weapons on the surface,but they also work underwater with the sameranges as their surface counterparts. They do notrequire special bolts.

of the UnicornXPValue: 2,750 GPValue: 18,000

DRAGON Magazine 139The bow of the unicorn performs normally as along bow +3 unless the archer (who must be ofchaotic good alignment) commands otherwise. Ifthe user chooses, an arrow shot from the bowbecomes an arrow of slaying that affects anyonewho has harmed or slain a unicorn. The archercan also command the arrows fired from the bowto cause a living target to fall asleep when hit (asthe wizard spell sleep, doing no damage) or tostop the target (as the wizard spell hold person,again doing no damage) for 20 rounds. The bowitself causes the effects, and any arrows firedfrom it are briefly enchanted.

Valis'sXP Value: 4,000 GP Value: 20,000

Gods, Demigods, & HeroesValis's avatar's short bow +4 fires a number ofdifferent arrows, as listed:

• Arrow of lightning. (As javelin of lightningexcept with a 150-foot range).

• Arrow of monster slaying.' Arrow of giant slaying.• Arrow of flight. (+3 with 300-foot range).

of Vampire SlayingXP Value: 2,000 GP Value: 10,000

DRAGON Magazine 127Ten percent of the bows of heartseeking areenchanted to be useful against vampires. Thesebows can fire wooden arrows into a vampire'sheart and slay it on the spot. Any score of 20 orbetter, including all bonuses, means that the bowof vampire slaying has killed its vampiric target.No other beings are so affected by this bow.

of WarningXPValue GPValueWith Curse:— 1,500Without Curse: 500 10,500

DRAGON Magazine 127At first, this bow appears to be a bow +3, butwhen an arrow is fired at living targets of evilalignment, it always misses. Furthermore, thearrow's flight always alerts an evil victim andinstantly directs his or her attention to the loca-tion of the user of the bow, negating all furthersurprise advantages. If the nature of this bow isdiscovered, the curse can be removed by magicalmeans, such as dispel magic, wish, or limitedwish spells, or by priestal means, such as aremove curse spell. The curse is considered to be12th-level magic. Once the curse is removed, thebow becomes a bow +3.

BowlBowls are used to hold soups and stews. They canbe crafted from wood, metal, ceramic, or even asoft stone such as pumice. Magical bowls are gen-erally used to summon or command water elemen-tals, or they are used to control, create, or divinethrough a magical fluid in the bowl's depths.

of BloodXP Value: 500 GP Value: 1,000

The MagisterThis bowl resembles any other magical bowl savethat it fills with blood either once per day (24hours), upon command, or of its own volitiononce every four rounds after being activated.While in the bowl, blood will not congeal, and

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Bowl of Watery Death

can be used as a material component, writing ink,medical supply (it will be compatible with all towhom it is given), stirge lure, or hurled at oppo-nents to blind them temporarily in a fight, etcetera. Eighty percent of these bowls containhuman blood. Others contain elvish, gnome, andeven (most rare) dragons' blood. Such bowls fill9d10 times, and then vanish,

Calabash of PlentyXP Value: 300 GP Value: 900

DRAGON Magazine 189This bowl is a favorite item of nobles and chiefs.On command, the bowl fills with whatever normalfood and drink the owner desires, twice per day.

of Commanding Water ElementalsXP Value: 4,000 GP Value: 25,000

DUNGEON MASTER Guide, 1st EditionThis large container is usually fashioned fromblue or green semiprecious stone (malachite orlapis lazuli, for example, sometimes jade). It isabout 1-foot in diameter, half that deep, and rela-tively fragile. When the bowl is filled with freshor salt water and certain words are spoken, awater elemental of 12 Hit Dice appears. The sum-moning words require one round to speak.

Note that if salt water is used, the elemental isstronger (+2 per Hit Die, maximum 8 hp per die,however). Information about water elementalscan be found in the MONSTROUS MANUAL acces-sory. (See also Bowl of Watery Death.)

In Ravenloft: An elemental cannot return toits native plane unless it finds a normal escaperoute from Ravenloft. If an elemental is freedsomehow from control, it attacks the characterwho summoned it.

of DelicaciesXP Value: 600 GP Value: 3,000

DRAGON Magazine 73A small, covered, dark-crystal bowl, rather like asugar bowl. When the user places both hands onthe covered vessel, and speaks the name of a deli-cacy (for example, "caviar"), the bowl fills withone ounce of the named delicacy. The magic maybe used 10 times a week, for the same or differentitems. Only delicacies "implanted" in the bowlmay be produced. Such bowls usually areimplanted with 1d6 delicacies; a particular onemight produce caviar, frog's legs, fried ants,gooseberry jam, and port salut cheese.

of Ship SinkingXP Value: 4,000 GP Value: 25,000

IMAGINE Magazine 19This bowl, when filled with crystal clear water,allows the owner to command the most powerfulkind of 16 HD water elemental. (Unlike the stan-dard bowl of commanding water elementals). It wascreated by a mighty wizard b a city-port beset bypirates, and given to the ruler. However, the elemen-tal princess Olhydra was instrumental in causing ageas to be placed on the bowl, she being anxious topreserve the status quo. Anyone commanding anelemental to his or her service would unleash it ontothe first three ships sighted, before any free choicecould be made. The geas was revealed (in mosttragic circumstances) when the bowl was first used.

The manufacture of this a bowl of ship sinkingrequires the casting of enchant an item, conjureelemental, and permanency. The geas in this casewas placed on the item during the fabricatingprocess by another, something that can easilyhappen unless precautions are taken.

Each time the bowl is used, the ship being inflictedwith the bowl's effect, must roll a saving throw vs.lightning or sink (refer to item saving throws given inthe DMG), If the saving throw is successful, the crewis able to react quickly enough to position the ship insuch a way that it does not capsize.

of Watery DeathXP Value: — GP Value: 1,000

DUNGEON MASTER Guide, 1st EditionThis device looks exactly like a bowl command-ing water elementals, right down to the color,design, magical radiation, and other details. How-ever, when it is filled with water, the wizard mustsuccessfully save vs. spell or shrink to the size ofa small ant and be plunged into the center of thebowl. If salt water is poured into the bowl, thesaving throw suffers a -2 penalty.

The victim drowns in ld6+2 rounds unlessmagic is used to save the character, the wizard can-not be physically removed from the bowl of waterydeath except by magical means—animal growth,enlarge, or wish are the only spells that will freethe victim and restore normal size. A.potion ofgrowth poured into the water has the same effect, asweet water potion grants the victim another sav-ing throw (a chance that the curse magic of thebowl works only briefly). If the victim drowns,death is permanent, no resurrection is possible,and even a wish cannot save the victim.

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Bringer of Doom

BoxBoxes can be constructed of solid wood, metal,wooden slats, paper-board, paper, and, on occa-sion, mysterious substances that resemble stoneor rock. Magical boxes can be used to entrapcreatures both vile and good. Overall, however,boxes have a multitude of possible functionsmaking them fairly safe items to find.

Bringer of DoomXP Value: — GP Value: —

Outer Planes MC AppendixSo long in the past is the Age of Doom that it can-not even be conceived of by mortals. This was atime of great lamenting, for the society of thatlived in that age was destroyed in the twinkling ofan eye. Their own powerful magic and exaltedsciences became too great for them, and theirpassions overcame their senses. In a great waveof power, the race destroyed itself, leaving butone remnant.

Perhaps it would have been better had they leftnothing behind, but the artifact known as thebringer of doom somehow survived that greatholocaust. The bringer of doom is a small boxwith a strange, circular red gem set upon its top.If the gem is touched and depressed, the box itselfexplodes in a blinding flash of power and destruc-tion. So great is the force of the blast that every-thing within 100 feet of the item (including theuser and the box) is utterly destroyed.

The explosion opens a temporary, one-way riftto the Gray Waste, from which 10 to 1,000hordlings pour forth and rain destruction downupon everything they encounter. There is a 10%chance that some other, greater fiend will comethrough the rift, as well.

The bringer of doom always reforms, afterdestruction, and manages to be discovered at alater time, by the unknowing.

Burglar DetectionXP Value: 800 GP Value: 4,000

DRAGON Magazine 73A nondescript small box. For approximately eighthours after a button on the side is pushed, thisitem is set to make a cacophony of noises similarto the approach of a large group of people when,and only when, a person comes within 5 feet of it.It is commonly used to scare off burglars.

DeadXP Value: 300 GP Value: 3,000

Lost ShipsThis term refers to a stone box constructed ofatharstone, a rock found in many asteroids and afew mountain ranges on some planets. The sidesof the dead box are made of solid slabs of thestone, sealed with natural rubber mixed with gor-gon's blood.

A properly constructed dead box completelyand utterly foils any means (magical or natural)of detecting the presence of any magic, residualdweomer, alignment aura, or heat differentialwithin the box, when such detection is attemptedfrom outside the box. Dead boxes may be of anysize (from small rooms to tiny coffers), but all arevery heavy—atharstone is heavier and moredurable than lead.

To work, a dead box must be "airtight." It isrumored that the name of the box comes not onlyfrom the magically dead properties of such boxes,but from the fate of a wizard or other fool whotried to hide in one to escape detection.

of Delightful TransportsXP Value: 2,500 GP Value: 25,000

The Complete Thief's HandbookThese wooden boxes are 6-inch cubes, and comein identical pairs (often decorated with greatattention to detail). When a nonliving object ofsuitable size is placed inside, the lid closed and acommand word spoken, the object disappears,only to reappear (effectively teleported) in thematching box. This function operates up to threetimes per day.

While boxes of delightful transports are obvi-ously very useful, they have certain limitations. Itis not possible for the object teleported to crossany planar barriers. And, while the distancebetween the boxes has no affect on the teleporta-tion range, there is always a 5% chance that theobject dispatched does not reach its destination,instead appearing at some random location lOd10miles away. Thus, transmission of valuables is notrecommended. The boxes are more often used tosend messages, which can always be sent induplicate (this method results in a high probabil-ity for at least one successful dispatch).

The major limitation on use of these boxes,though, is that no enchanted object can be tele-ported using them. Even the placing of a simpleNystul 's magic aura spell on an object prevents its

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Flatbox

being teleported using these boxes. Therefore,magical items such as rings, potions, amulets,and other such things, small enough to fit intoone of these boxes, cannot be teleported to distantlocations.

Dido's FlatboxXP Value: 5,500 GP Value: 22,500

1992 Fantasy Collector Card 510Dido 'sflatbox is set with an obsidian chip on itslid that is very hard to see. The chip has beenimbued with an antimagic shell with a radius of 5feet. Because of the chip, Dido can carry his flat-box in a bag of holding or magically teleportwithout it exploding. However, the box is not pro-tected against psionic extradimensional travel.Since most of Dido's rivals are psionicists, hefeels fairly safe with his storage container. Exter-nally, the flatbox is 3 feet by 2 feet by 2 feet, butits interior is about 6 feet deep.

Face of XenousXP Value: — GP Value: —

Treasures of GKEYHAWKFrom the outside, this exquisitely carved, rose-wood box with copper trim is a thing of beauty—inside is a thing of terror; the living face of theevil, mad Archmage Xenous Zenpor. Unwillingto die or become undead, she made a deal withthe evil god, Nerull, the Reaper. Using two sepa-rate wishes, Zenpor wished—to be able to livelong enough to see the enslavement of Oerth and,that her face would always remain beautiful.

The wicked Nerull granted her requests. Thegod ripped away Zenpor's face and placed it in aspecially created box. She has slowly gone madover the years following the granting of herwishes.

Although she has lost her spell abilities,Xenous is still a formidable opponent. When thelid of the box is opened, she can use any of thearcane abilities granted to her by Nerull. Anonevil creature that touches the box takes 4d6points of damage and ages 14 years. Xenous canopen the box using telekinesis, but cannot teleld-netically move herself.

Primary Power: Summon one of each type ofelemental. 16 HD, no control needed, once aweek.

Major Benign Powers: Cone of cold (10 dice,twice per day), flesh to stone (once per day), andtelekinetic gaze (1,000 pounds, twice a day).

Minor Benign Powers: Color spray (threetimes per day), comprehend languages (whenheld), darkness 15' radius (thrice per day), andweb (once per day).

Major Malevolent Effect: Owner suffers acapricious alignment change each time the primepower is used (this affects Xenous if she is usingher powers),

Minor Malevolent Effect: Small fires areextinguished in a 60-foot, radial area when amajor power is used.

Side Effects: Whenever a major or primepower is used, temperature within a 60-foot-radius is lowered 5d6(x5) degrees for 2d6 turns.The cold moves with the artifact.

Roll Explosion Effect01-04 Permanently blinded.05-08 Sword arm lost in blast (% total original

hit points damage from loss of limb).09-12 Shield arm lost in blast (X total original

hit points damage from loss of limb),1316 Leg lost in blast (% total original hit

points damage from loss of limb).17-20 Half of remaining hit points lost (per-

manent).

FlatboxXP Value: 5,000 GP Value: 25,000

Tome of MagicA practical example of hypergeometry and hyper-mathematics, the flatbox appears to be a woodenbox about 3 feet long, 2 feet wide, and 2 inchesdeep. It weighs eight pounds. The top of the boxis a hinged lid.

When the lid is opened, the interior of the boxis filled with impenetrable darkness. The dark-ness cannot be dispelled by any form of magic; itis a characteristic of the hypergeometrical topog-raphy of the box.

Viewed from the outside, the flatbox appears tobe only 2 inches deep, it actually has the internalvolume of a box 6 feet deep. (Thus, it has a vol-ume of 36 cubic feet.) The maximum weight thatcan be loaded into a flatbox is 500 pounds. Nomatter how much of its volume is filled, the flat-box still weighs only eight pounds.

Since the inside of the box is completely dark,the only way to retrieve a specific item is to feelaround within the box. Finding an object this waytakes 1d4 rounds.

There is a significant danger associated with the

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Goerl's Tackle Box and Portable Canoe

flatbox. If it is taken into an extradimensionalspace (such as a portable hole), if it is teleported,gated, or transported via dimensional folding orany analogous method, or if it ever suffers 15points of damage, the flatbox explodes violently.The explosion destroys all contents of the box andinflicts 4d10 points of damage on any creaturewithin 20 feet (save vs. spell for half damage).

Goerl's Tackle Box and Portable CanoeXP Value: 2,500 GP Value: 25,000

1992 Fantasy Collector Card 387Goerl retired from the adventuring life manyyears back. Among the treasures that he accruedand kept for his twilight years is his own specialtackle box and portable canoe. Not only does this6- by 6- by 1-inch packet store a complete set offishing poles and a tackle box filled with luresand other fishing accessories but it unfolds into acanoe and paddles for two. Goerl's canoe evenstores live bait for up to three months.

of HeatingXP Value: 1,200 GP Value: 6,000

DRAGON Magazine 73This is a box of gears and cogs, with a crank handleprotruding from one side. When the crank is turned,heat emanates from the top of the box, more heat asthe crank is turned faster. Through magical means,the energy of motion of the crank is magnified andturned into heat sufficient (with steady cranking) toheat a medium-sized room in winter.

IceXP Value: 800 GP Value: 4,000

The Complete Ranger's HandbookThis is an airtight box 1-foot-square, made ofblack metal with a single hinged panel. Openingthe panel reveals the hollow interior. Centered onthe outside of the panel is a white metal pointerresembling a small arrow. The pointer can berotated in any direction to regulate the tempera-ture inside the box. If pointed straight up (towardthe hinges), the temperature remains at 70°F. Forevery complete clockwise rotation of the arrow,the temperature inside the box drops one degree.Therefore, if the arrow is rotated 30 times, thetemperature drops to 40°F. Rotating the arrowcounterclockwise raises the temperature 1 degreeper rotation. The temperature can't be loweredbelow 0° or elevated beyond 70°. The box is use-ful for making ice and preventing food spoilage.

of Many HoldingsXP Value GP Value1'xl'xl': 2,000 8,0002'x2'x2': 4,000 16,0003'x3'x3': 13,500 54,0004'x4'x4': 32,000 128,0005'x5'x5': 62,500 250,000

DRAGON Magazine 45A box of many holdings is a cubical, oaken chest.Each face of the chest may be decorated withornate carvings of a similar nature (75%) or with-out any artwork at all (25%). There does notappear to be any obvious lid to the chest. A detectmagic spell will reveal that magic is emanatingfrom the direction of the chest. Each side of thebox of many holdings can be treated as a "lid" tothe chest; each side may be opened to display acompartment the size of the chest itself. (Notethat while one side of the chest is opened, theremaining five become locked and no amount ofprying or "thieving" abilities can open any ofthem). Each side is opened by the same method—a small hole on each side holds a small peg or rodthat must be provided by the character. This tripsa latch allowing the side to swing back on hinges,much the same as a normal chest lid.

Each compartment thus revealed is capable ofholding its own contents, not to exceed the vol-ume of the box itself. This enables the owner ofthe chest to store six times the volume that wouldnormally be expected from a chest of similar size(in a box of many holdings with the dimensions of2 cubic feet, 48 cubic feet of material could bestored instead of just the expected 8). The weightof a fully loaded chest is equal to the weight ofthe chest itself plus the weight of the contents ofthe heaviest compartment.

As with many magical treasures, 15% of theextant boxes of many holdings are not withouttheir drawbacks. One side of the chest, chosenrandomly by the Dungeon Master, issues a ran-dom curse when opened. Treasure may bestored in this space with no ill effect on thetreasure itself, but each time the side is opened,a new curse, randomly chosen by the DM, takeseffect on the opener. (Among magical scholars,it is not known whether the curse is inherent inthe creation of the box or if it was purposelyplaced there by the ancient wizard who createdthese boxes). A remove curse removes the curseupon the next opening only, but not subsequentopenings.

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Ohm's Black Box

If the box is destroyed, (saving throw applicableas for hardwood with magical bonuses), it will doone point of damage for each inch along one of itssides to all within a radius of 10 feet (if the box is 2feet on all sides, it will do 24 points of damage tothose within 10 feet of it). There is no saving throwfor this damage. In addition, all objects or creaturesinside it disappear upon the chest's destruction.

of Message SendingXP Value: 500 GP Value: 5,000

POLYHEDRON Newszine 43Two to five (1d4+l) of these 17- by 5-inch boxescan be found at a time, each with a red handle anda small swinging door. Every box is marked witha simple but unique symbol, found only on thatspecific box. Boxes may be placed in a stationarylocation anywhere in the world with a small pack-age or message inserted through the swingingdoor. When the handle is pulled and concentra-tion is centered on the symbol of another box, themessage or package disappears from the originalbox. It then reappears in the box selected within1 d4 days. The red handle on the outside of thebox moves to the downward position and locksthere whenever a message or package is received,until the item is removed.

Money ChangerXP Value: 1,000 GP Value: 3,000

POLYHEDRON Newszine 90Roughly three dozen of these items are believedto exist, and all of them look the same—a warm-to-the-touch box made of dull gray metal that is 3inches wide, 3 inches high, and 12 inches long.There is one slot on the top of the box, and one onthe bottom; each is large enough to manage a siz-able coin. Anyone who looks into a slot sees onlya blob of moving, molten metal.

Near the slot on the top are buttons made ofdifferent metals—copper, silver, bronze, elec-trum, gold, and platinum.

The box is used to convert coins to differentcurrencies of the same value. For example, if agold coin is put in the slot and the silver button ispressed, 10 silver pieces are released. Pressingthe copper button releases 200 copper pieces.Pressing the gold button releases a gold coin of adifferent minting—a gold danter might become agold bicenta.

The box cannot be used to create coins ofgreater value. Only exact conversions are made.

Mystical Brown CoatingXP Value: 100 GP Value: 500

DRAGON Magazine 30The mystical brown coating box is often usedwith the eternal peanut. Up to 12 grape-sizedobjects, like raisins, placed in this box per day aregiven a sweet and delicious brown coating. Thecoating does not melt in the hand if the coatedobjects are held, but does dissolve in saliva orwater.

Ohm's BlackXP Value: 1,250 GP Value: 12,500

POLYHEDRON Newszine 82Created by the famed wizard-naturalist Ohm, thebox is a perfect 12-inch cube with a dull blackfinish. It weighs only one pound, and its surfaceis smooth with no apparent openings.

The box was designed to carry creatures aslarge as 10 feet tall, as heavy as 2,000 pounds.The box is aware of the creature's needs and pro-vides a habitable environment for up to five days.For example, the box provides a soft bed and alounge (complete with a seven course meal) for apampered halfling, or a salt water pool with freshfish for a kuo-toa. A creature left in the box forlonger than five days is automatically released.Only one creature can be kept in the box at anyone time.

The box's inhabitant is oblivious to the outsideworld; dropping or rapping on the box is unno-ticed by those inside. However, destroying thebox will dispel the magic and release the occu-pant Creatures inside the box can escape only bymeans of a wish, or limited wish. All forms ofteleportation and intcrplanar travel are nullifiedinside the box. However, magic resistant crea-tures can check their magical resistance onceeach time the box is used against them. If the rollfails, the creature can be trapped for five days,just as any other creature. Creatures trapped inthe box cannot be detected by any form of scry-ing or divination except for contact other planeor commune spells, which work normally withrespect to the trapped creature. Trapped creaturescannot communicate with the outside word viatelepathy or other psionic abilities.

To trap a creature in the box, the owner mustplace the box within 10 feet of the it and speak thecommand word. The creature is transported intothe box in a blinding flash. If more than one crea-ture, including the box's owner, is within 10 feet of

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Box of Perservation

the box, all potential captives are allowed a savingthrow vs. spell. Any creature that fails its savingthrow is trapped. If more than one fails to save, theone closest to the box is trapped. A second com-mand releases the captive from the box. The box'sowner must be outside the box to issue the com-mand. Each command can be stated once a day.

of PreservationXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 73A metal box the size of a breadbox. Anything putin the box is magically preserved from the effectsof time. For example, food is as fresh, whenremoved, as the day it went in.

of Preservation IIXP Value: 2,200 GP Value: 11,000

War Captain's CompanionThese large boxes measure 8 feet long, 4 feetwide, and 3 feet deep. A hinged lid on the box'stop allows easy access to the material it contains.This box magically preserves whatever it con-tains indefinitely. Items placed in the box perma-nently maintain current temperature, texture, andripeness, for as long as they are in the box. Thebox of preservation is unlimited as to the amountof weight it can hold. Its only limitation is itssize. All items placed in the box must be inani-mate or dead. If a living creature is placed in thebox, the creature is in a state of suspended anima-tion until removed. When removed, the creaturemust roll a system shock roll. If the roll fails, thecreature dies.

Rudra's Box of CloningXPValue: 2,100 GP Value: 10,500

Gods, Demigods, & HeroesThis large box automatically clones any piece offlesh or bone, recreating an exact duplicate of thecreature it came from. The device works only 50times.

Strongbox of ImmobilityXP Value: 300 GP Value: 3,000

DRAGON Magazine 73A strongly constructed metal box (size can vary)with a key. When the user utters the word of com-mand ("heel"), the box stays exactly where it ispresently located, even if the user lets go. It isanchored to the ether, and any force strong enoughto move it inevitably destroys it in the process.

Tamate-BakoXP Value: 10,000 GP Value: 50,000

DRAGON Magazine 40A small box, often with a jeweled hand carvedon the lid. Each time it is opened, all within a12-foot radius must roll a saving throw vs.spell. Each creature that fails receives theeffect of four simultaneous charges from a staffof withering, each creature that succeedsreceives two charges. Dragons are unaffectedby the box. After 1d20 times being opened, thebox disintegrates.

BraceletBracelets are ornamental chains or straps that arcworn on the wrist. Made of almost any conceiv-able material, bracelets can be adorned with etch-ings, gems or other precious stones, or metallicinlays. Like rings and other enchanted jewelry,magical bracelets have no limitations on whatkind of magic they can hold. Only one magicalbracelet can be worn on any one arm, to a maxi-mum of two bracelets (for creatures with morethan two arms). If more than two are worn by thesame creature, all magical bracelets cease tofunction.

of CharmsXP Value: 2,000 GP Value: 10,000

The Complete Fighter's HandbookThis appears to be a nicely crafted bracelet ofsturdy gold links. It looks like any other braceletto which small charms and mementos areattached. But when a warrior (only a warrior,multiclass warrior, or dualclass warrior) slidesthe bracelet around the blade or haft of a weapon,and speaks the command word engraved on thebracelet's clasp, the weapon disappears, and agold charm matching the weapon appears on thebracelet.

Thereafter, when the warrior speaks the com-mand word and the name of the weapon, theweapon magically appears in the hand on whosewrist the bracelet rested, and the bracelet disap-pears.

The bracelet can hold up to four weaponcharms this way. They can be normal or magical.Shields and miscellaneous equipment cannot beheld on the bracelet—only weapons. Siege weap-ons cannot be held.

The change from bracelet to weapon takes notime at all, but this can only be done once per

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Equus Bracelet

turn. The bracelet itself can be used just eighttimes in a day; turning the bracelet into a weaponcounts as one use, and turning the weapon backinto a bracelet counts as one use.

If the weapon held in the bracelet's enchant-ment is called on and used, then disarmed, thecharacter cannot call on another weapon from thebracelet. The bracelet itself is within the weapon.The character must retrieve the weapon first, andonly then can its magic be used.

A weapon can be taken out of the bracelet'sarray. When a character wishes to do this, he orshe takes the bracelet of the wrist and speaks thename of the weapon, and then says the commandword—a reversal of the previous procedure.

The bracelet does not magically know itsowner. Anyone who steals the bracelet from itsowner and discovers what it is may use it and callthe previous owner's weapons forth.

This item is best used when the wielder wantsto carry a variety of different weapons, and wantsto do so secretly. With a single warrior, the weap-ons might be a long bow and quiver (quiverscount as part of the weapon they carry arrowsfor), a bastard sword, a halberd, and a dagger.This gives the warrior the ability to call forth theweapon best suited to the task at hand. If aweapon is broken, the bracelet isn't; the userneeds to call forth the bracelet, then separate thebroken weapon from it.

Quivers are not magically replenished whenthey are the size of charms. Whatever number ofarrows are in the quiver when it becomes a charmare still in it when it becomes a quiver again.Likewise, a broken bowstring stays broken.

The bracelet of charms may not be used on thesame weapon as a set of rings of readiness.

CopperXP Value: 10 GP Value: 100

Black CourserThis matched set of copper bracelets is very tar-nished. They emit a magical green glow—that isthe entire extent of their enchantment.

Dalamar'sXP Value: 7,000 GP Value: 35,000

Tales of the LanceThe true name of this ancient artifact is lost totime, it received its current (and misleading)name when Dalamar took it from its resting placein the Tower of High Sorcery and presented it to

Tanis. Dalamar did this to offer Tanis some smallprotection against the magic of the death Icnight,Lord Soth.

The bracelet contains an evil taint that preventsthose of lawful or chaotic good alignments fromusing it. If those folk touch the bracelet, they arestruck by lightning that arcs from the artifact,causing 3d10 points of damage. Any characterclass may wear the bracelet, though it provideslimited protection against magic. It offers 10%magic resistance against spells of 3rd to 5th level,20% against those of 6th to 7th level, and 30%against those of 8th to 9th level. The wearer can,using a command word, call up magic resistancethree times a day for each of the three spellranges. The command word must be uttered justas the opponent casts the spell.

Sadly, this benefit comes at a cost. The eviltaint of the bracelet causes the user's alignment toslowly slide toward chaotic evil. Every nine uses(equivalent to a full day's use of the magic resis-tance) cause the character to slip one alignment.From the top, the progression is as follows: law-ful good, neutral good, chaotic good, lawful neu-tral, neutral, chaotic neutral, lawful evil, neutralevil, chaotic evil. The DM should keep track ofthe number of uses of the bracelet and, after eachnine, slip the player a note showing his or her newalignment. The PCs will soon discover the causeof this shift.

EquusXP Value: 2,000 GP Value: 8,000

DUNGEON Magazine 22An equus is a magical piece of jewelry that, uponcommand, polymorphs into some form of a beastof burden. The word "equus" (plural "equi")comes from an ancient language and has no lit-eral translation in the common tongue. The clos-est translation is "beast of burden" or "horse," butthe word can be applied to anything that is usedlike a horse. Thus, an actual horse, mule, worg,camel, dog-sled team, nightmare, or any othercreature that can be ridden, used to pull a load, orcarry goods can be termed an equus. Equi comein many different varieties, with the most com-mon listed below. While 80% of equi are eithergood or neutrally aligned, 20% polymorph intoevil creatures like nightmares, worgs, and giantspiders. It is said that the death knight ShanNikkoleth once possessed an equus that polymor-phed into gorgon form.

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Bracelet of Hog-Tying

Equi bracelets are invariably made of silver,one side engraved with the image of the creatureit becomes, the reverse side etched with the com-mand word.

Creature ListThe DM may choose the form of the creature intowhich the equus polymorphs from the followingtable. The bracelet form polymorphs into onetype of creature only. A DM who prefers to rollrandomly should add the roll of 1 d8 to that of1dl2 and consult the table below. The DM shoulduse only a creature he or she feels comfortablewith and is sure will not give the PC an unfairadvantage in the campaign. Types of creaturescan be added to or deleted from the list as the DMsees fit. Any of the following creatures that donot appear on Table 49 in the PHB should beconsidered equal to a heavy horse in movementrate and encumbrance.

If the equus is slain (reduced to 0 hit points orless) in creature form, the creature immediatelyreverts to bracelet form and cannot change intocreature form again. Damage to the creature formof the equus can be healed magically by curewounds spells. If the creature is allowed food andrest, it heals naturally at the rate of 1 hit point perday. However, the equus can neither heal itselfnor be healed while in bracelet form.

Roll Creature02 Unicorn: AC 2; MV 24; HD 4+4; hp

28; THACO 15; #AT 3 (hooves andhorn); Dmg 1d6/ld6/ldl2; SA charge,+2 to hit when attacking with horn, —6penalty to opponents' surprise rolls; SDteleport, immune to poison, charm,hold, and death spells; can senseapproach of enemy at 240 yards dis-tance; makes all saving throws as 11th-level wizard; ML 14; AL CG. Theunicorn's Intelligence is 8-10 (ld4+8).It can be ridden only by female charac-ters; if a male character rolls the uni-corn, use the ultraheavy war horse.

03 Giant stag: AC7;MV21; HD 5; hp30; THACO 15; #AT 1 (antlers) or 2(hooves); Dmg 4d4 or 1d4/ld4; ML 14;AL N. Intelligence 4-7 (ld4+3).

04-05 Bull: AC 7; MV 15; HD 4; hp 24;THACO 15; #AT 2 (horns); Dmg1d6/ld6; SA charge; ML 15; AL N. The

bull has an Intelligence of 4-7 (ld4+3).06-08 Superheavy war horse: AC 6; MV 15;

HD 4+4; hp 28; THACO 15; #AT 3(hooves and bite); Dmg 1d8/ld8/ld4;SD 30' infravision, immunity to all holdand charm spells; ML 16; AL NG. Thishorse has an Intelligence of 7-12(ld6+6).

09-13 Heavy war horse: AC 7; MV 15; HD4+4; hp 21; THACO 17; #AT 3 (hoovesand bite); Dmg 1d8/ld8/ld4; ML 15;AL N. This horse has an Intelligence of5-8 (ld4+4).

14-16 Superheavy war horse (special): Sameas above (roll of 6-8), though it has MV18, a 40-lb. bonus on its carrying capac-ity load limits, and no infravision.

17-18 Camel: AC 7 MV 21; HD 3; hp 18;THACO 17; #AT 1 (bite); Dmg 1d4; SAspitting; ML 14; AL N. This camel is ofa more mellow disposition than itsmeaner cousins. It has an Intelligenceof 4-7 (ld4+3).

19 Water buffalo: AC 7; MV 15; HD 5;hp 30; THACO 15; #AT 2 (horns); Dmgld8/ld8;ML 16; AL N. This water buf-falo has an Intelligence of 4-7 (ld4+3).

20 Ultraheavy war horse: AC 5; MV 24;HD 5+5; hp 35; THACO 15; #AT 3(hooves and bite); Dmg 1d8/ld8/ld4;SD 60' infravision, immunity to poisonand all hold and charm spells; ML 18;AL LG. This special horse can under-stand but not speak the common tongueand is able to use animal friendship andpass without trace spells three times perday each, locate animals or plants onceper day, and water walk once per week.This horse has an Intelligence of 9—16(ld8+8).

of Hog-iyingXP Value: 800 GP Value: 4,000

In the Phantom's WakeA character who puts these bracelets on screamsin agony, buckles at the waist, and falls to thefloor. Delicate gold chains fly up and connect thebracelets together, wrapping themselves aroundthe ankles as well—effectively hog-tying theprey. The heartbeat pulses in the victim's fingersand toes as the chains strangle circulation.

If another character tries to cut the chains720

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Bracelet of Wishes

using a magical weapon, they break easily. If theweapon is nonmagical, the golden cord cannot becut, no matter how much force is applied. A dis-pel magic spell is required to affect the goldchains. If neither weapon nor spells are available,the character is trapped.

IvyXP Value: 1,500 GP Value: 7,500

DRAGON Magazine 5A fragile band of enchanted, forest ivy, the ivybracelet is created only in forest havens of druidsor sylvan creatures. It imparts to its wearer thepower of plant control (as the potion) until it isremoved. It also enables one to speak with plants,as the priest spell. Any hand-to-hand combat candestroy this delicate item, unless it saves vs.crushing blow (as bone or ivory).

Medegian Bracelet of Lost ShipsXP Value: 1,500 GP Value: 15,000

GREYHAWK. AdventuresThis silver disk contains a zircon stone that wasenchanted by a greedy wizard who used it toattain great wealth before he was captured andhung by pirates.

The stone in the bracelet glows red on the sidethat faces the nearest sunken ship within 1 mile.When the gem enters within 50 feet of the hori-zontal (not vertical) distance from a sunken ship,the stone glows blue. When the command word isspoken, the bracelet causes the sunken ship torise to the surface for two turns.

The bracelet has up to 25 charges and cannotbe recharged. The detection ability drains nocharges, but raising a sunken ship drains a num-ber of charges depending on size.

Small boat or barge 1Small galley 3Large galley 4Small merchant ship 4Warship 5Large merchant ship 6

For each sunken vessel discovered, there is a25% chance that 1d6 other lost ships lie in thesame area. Only one ship can be raised at a time.Each vessel has a 75% chance of being inhabitedby a random monster. Lost ships tend to consistmostly of rotting wood covered with seaweed.Each character who boards a raised ship has a

20% chance per turn of taking 1d6 damage fromfalling through unstable floorboards (optionalDexterity check to avoid damage). Note also thata ship broken into several fragments may requireseveral separate charges, and that a badly shat-tered ship may not be recoverable.

of Scaly CommandXP Value: 2,500 GP Value: 25,000

The Complete Wizard's HandbookThis coral bracelet enables the wearer to controlwater dwelling creatures with animal intelligenceor lower (mainly fishes and reptiles). The crea-tures must be within a half-mile radius of thecaster in order to be controlled, and they must bewithin 30 feet of each other. The number of crea-tures that can be affected is a function of HitDice. The spell affects 1d10 Hit Dice of mon-sters. Monsters with 5+3 Hit Dice or more areunaffected.

The center of the area of effect is determinedby the Spellcaster. The creatures with the fewestHit Dice are affected first, and partial effects areignored. The caster does not have to be in thewater to command the creatures. The control lastsfor 2d6 turns and cannot be dispelled. No savingthrow is allowed against the magic of the bracelet.The wearer can use this ability once per week.

of WishesXP Value: 300 GP Value: 10,000

The Land Beyond the Magic MirrorThis bracelet is lined with semiprecious stones. Ifthe stones are examined, it can be seen that thelarge ones are merely star quartz, though of anunusual blue-violet color that shades toward sil-ver in the light. Each of these stones contains awish, but the only way to learn of this property isto actually make a wish. Detection magic doesnot reveal the nature of this bracelet and itsstones. The bracelet has 1d6 of these wish quartzstones.

BracerBracers are thick bands of metal or leather thatare strapped, belted, or tied to a character's fore-arm. Generally, the magic that is instilled in brac-ers is good only during combat, since mostbracers help protect the wearer from injury, orimprove chances to strike at an opponent. Excep-tions do exist, however, and more are found eachday.

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of ArcheryXP Value: 1,000 GP Value: 10,000

DUNGEON MASTER Guide, 1 st EditionThese magical wrist bands are indistinguishablefrom normal, nonmagical protective gear. Whenworn by a character or creature able to employ abow, they enable the wearer to excel at archery.

The bracers empower a wearer to use any bow(not including crossbows) as if he or she wereproficient in its usage, if this is not the case. If thewearer of the bracers has proficiency with anytype of bow, he or she gains a +2 bonus to attackrolls and a +1 bonus to damage whenever thattype of bow is used. These bonuses are cumula-tive with any others, including those alreadybestowed by a magical bow or magical arrows,except for a bonus due to weapon specialization.

ofAttractionXP Value: — GP Value: 1,000

DRAGON Magazine 91These arm guards appear to be normal bracers,although they radiate magic, and are revealed asbracers of defense (AC 2) if an identificationattempt is made. Any character who puts themon, however, will find his or her wrists drawntogether irresistibly, until the bracers of attractionare stuck to each other. Under such a condition, itis impossible to successfully cast a spell that hasa somatic component; any attempt to do so willsimply result in the spell being wasted. Fightingcan be done, but with some difficulty—thewearer suffers a -2 penalty on all attack and dam-age rolls for as long as the bracers are stucktogether.

The bracers can be separated if the wearermakes a successful bend bars roll, and theyremain apart for 1 d4 rounds after that. Whetherthe bend bars attempt succeeds or not, anothersuch roll cannot be made until one turn haspassed. When they are stuck together, the bracerscan be removed by any other character with aStrength of 18 or greater. To remove them, eitherthe wearer or another character needs a Strengthof at least 16.

If the bracers of attraction are not removedphysically, they can only be taken off after apriest of at least 10th level casts remove curse, orby a limited wish, alter reality, or wish spell. Thebracers retain their cursed nature even afterremoval (physically or magically), and provide noAC benefit.

of BlastingXP Value: 3,500 GP Value: 35,000

POLYHEDRON Newszine 82These magical bracers can be activated if thewearer has a Strength of at least 14. The wearerslams the bracers together and yells the commandword, creating a cone of sound that is 120 feetlong, 2 feet wide at the base, and 30 feet at thewide end. All creatures within the cone must savevs. spell. If the save is successful, the creaturesare stunned for one round and deafened for two.Those who fail the saving throw sustain 1d10points of damage, are stunned for two rounds,and deafened for one turn.

If the bracers are quickly slammed togethertwice, a wave of ultrasonic sound, 1-foot wide and100 feet long is created. The sound weakens materi-als such as metal, stone, and wood. These objectsmust save vs. disintegration with a +4 bonus or bedestroyed. Magical items are immune to the attack.If the bracers are used more than once a day, there isa 10% cumulative chance per use that they explodeand inflict 4d10 points of damage to the user.

of the Blinding StrikeXP Value: 4,000 GP Value: 20,000

The Rogues GalleryThese bracers look exactly like most magicalbracers. If worn by nonwarriors, they simply actas bracers of defence, AC 4. However, they havetwo special powers that reveal themselves whenworn by fighters. First, the bracers allow the userto add +1 to his or her initiative rolls wheneverthey are worn. Second, on mental command, thebracers double the number of strikes the wearer isallowed for a particular round. The fighter mayonly use this second power three times per day.

of BrachiationXP Value: 100 GP Value: 1,000

DUNGEON MASTER Guide, 1st EditionThese wrist bands appear to be of the ordinarysort, but they enable the wearer to move byswinging from one tree limb or vine to another toget from place to place. This power can only beemployed in locales where these kinds of envi-ronmental conditions exist. Movement is at a rateof 3, 6, or 9—the more jungle-like the conditions,the greater the movement rate.

The wearer is also able to climb trees, vines,poles, and ropes at a rate of 6, and can swing on arope, vine, or other dangling, flexible object as if

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Bracers of Invulnerability

he or she were an ape.The wearer can also jump as if wearing boots

of striding and springing, but the jump must cul-minate in the grasping of a rope or vine, move-ment through the upper portion of trees, theclimbing of a tree or pole, or some other activityassociated with brachiation.

of BrandishingXP Value: 3,000 GP Value: 15,0000

Tome of MagicThese unpredictable and bewildering items appearsimilar to other magical bracers, but their magic isrevealed only when the character wearing themuses a charged rod, staff, or wand. When a charge isexpended from such an item, the bracers of bran-dishing alter the charge expenditure and the localbalance of magical forces in a chaotic manner. Thedrain on the charged rod, staff, or wand is actuallyin the range of five charges to -4 (the item isrecharged). The number of charges used is 1d10 -5(with negative results indicating that charges arerestored). If an item is reduced to fewer than zerocharges by a drain, it crumbles into dust.

Items that are not normally rechargeable canbe recharged through the chaotic operation ofthese items except for the rod of absorption.

of CleanlinessXP Value: 1,500 GP Value: 8,000

DRAGON Magazine 30After extended nagging by Fran about getting hishands dirty, it is said that Orlow developed thebracers of cleanliness. These items allow him towork in his garden and still have the dean finger-nails his spouse felt were appropriate for his sta-tion (or at least hers). If placed around a wrist, alldirt and foreign matter turns to dust and falls off.(This includes worn gloves, but not jewelry.)

of DefenseXP ValueAC 2: 4,000AC 3: 3,500AC 4: 3,000AC 5: 2,500AC 6: 2,000AC 7: 1,500AC 8: 1,000

GP Value24,00021,00018,00015,00012,0009,0006,000

. DUNGEON MASTER Guide, 1st EditionThese appear to be wrist or arm guards. Theirmagic bestows an effective Armor Class equal to

someone wearing armor and employing a shield.If armor is actually worn, the bracers have noadditional effect, but they do work in conjunctionwith other magical items of protection. TheArmor Class bonus that bracers of defense bestowis determined by making a percentile roll andconsulting the following table:

Roll01-0506-1516-3536-5051-7071-8586-00

AC8165432

of DefenselessnessXP Value: — GP Value: 2,000

DUNGEON MASTER Guide, 1 st EditionThese appear to be bracers of defense, and actu-ally serve as such until the wearer is attacked inanger by a dangerous enemy. At that moment, thebracers drop Armor Class to 10 and negate anyand all other magical protections and Dexteritybonuses. Bracers of defenselessness can beremoved only by means of a remove curse spell.

of DeflectionXP Value: 4,500 GP Value: 27,000

DRAGON Magazine 99These magical bracers function like bracers ofdefense of the most powerful sort, affording thewearer an effective Armor Class of 2. In addition,if the wearer chooses to attempt to parry an oppo-nent's attack, the bracers cause the opponent totake a -4 attack penalty, making a successful par-rying attempt more likely. The wearer may onlyparry in this manner against one opponent in anyround, and cannot attempt to parry unless thewearer takes no offensive action during that round.

of InvulnerabilityXP Value: — GP Value: —

RealmspaceThese bracers are items of immense power. Theyreputedly were created in a different crystalsphere and brought by the sage Sarelk to Lumbe,the second moon of H'Catha. He brought thebracers here because the power they contain isvery corrupting when they are worn for extendedperiods of time. Legends say that nothing can

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harm the wearer when they are worn. No spell orweapon can pass though the protection the brac-ers provide, but then again, no nonattack can pen-etrate either. If the bracers are worn, they do notallow the wearer to eat, drink, or touch anotherthing. The wearer cannot attack another crea-ture—even with missile weapons. The unfortu-nate user is completely cut off from everything,levitating slightly above it. Once removed, thebracers return to where they had been found,which means they return to Lumbe. The bracerscannot be physically removed from a body, unlessthe wearer removes them, and then they immedi-ately teleport away. Sarelk has never put them on,so they always return to him.

of the MermenXP Value: 2,000 GP Value: 4,500

DRAGON Magazine 91These devices allow a wearer to swim at a con-stant speed of 18 for up to 6 hours once per day,and at a speed of 12 indefinitely. The bracers alsoconfer water breathing upon the wearer for anindefinite period. They do not, however, allowone to use fire or to wield weapons underwater asone could on the surface. The bracers appear tobe ordinary wrist guards or arm guards; they con-tain no engraving or other elaborate decoration.As with all magical bracers, both must be wornby the same character in order to work.

Noj's Bracers of BrandishingXP Value: 3,000 GP Value: 15,000

1992 Fantasy Collector Card 514The nature of Noj 's bracers has been warped by hisclaw of magic exchange so that the bracers appar-ently have a 60-foot, radial area of effect. ShouldNoj used a charged item (rod, wand, staff), thenumber of charges spent is chaotically altered byld10-5, crumbling to dust any item whose chargecounts falls to zero or less, while actually recharg-ing others. But thanks to Noj's magical claw (andhis generally double-edged life), anyone who usesthen- own charged item within 60 feet of Noj expe-riences the same effects.

Phandoorl'sXP Value: 4,000 GP Value: 20,000

Menzoberranzan Campaign SetNamed for the ancient drow wizard who devisedthem, these dark, ordinary looking bracers havebeen made by many wizards since, because they

are extremely useful. They automatically protectthe wearer against all attacks by all sorts of arach-nids and snakes (including other beings who havemagically assumed such forms), forcing them toattack the wearer of these bracers at -3 on attackrolls, and allowing the wearer a +2 bonus on allsaving throws vs. webs (of any sort—even websand web monsters, which have nothing to do witharachnids), venom, acidic, and other secretions.

In addition, Phandoorl's bracers completelyward off all attacks made by whips of fangs, thoseborne by priestesses of Lloth; the fanged heads ofsuch weapons simply cannot touch the wearer ofthe bracers.

Phandoorl's bracers may be worn under cloth-ing, and function unhampered. They may be wornaround the thighs, biceps, or ankles, as well aswrists, and still function normally. If a singlebracer, rather than a pair, is worn, the protectionis reduced to -1 on spider, snake, and whip offangs attack rolls, and a +1 bonus on savingthrows vs. poison, webs, and secretions.

Brass HorsemanXP Value: 24,000 GP Value: 120,000

The Emirates ofYlaruamThese brass golems were created by the ancient raceof the City of Brass as guardians and guides. Theyserve only those who know the command words—all others are attacked on sight. Only by learning thecommand words and finding a brass horseman canone visit the fabled City of Brass, for the horsemanmay be commanded to guide its master to the cityand grant protection for the journey.

Brassier of DefenseXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 35The brassier of defense will not come off except bycommand of the wearer, granting the wearer anArmor Class 2 while in use. It lowers the morale ofall males attacking the wearer by -1. This piece ofclothing cannot be worn by males, and automati-cally adjusts to fit the female wearing it.

BrazierA brazier is a metallic receptacle used for holdinghot coals. These are often used to heat rooms, butare more commonly covered with grills to cookfood. Magical braziers are commonly used to

• summon and control Fire elementals, or to createmagical effects covering large areas.

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of Commanding Fire ElementalsXP Value: 4,000 GP Value: 25,000

DUNGEON MASTER Guide, 1st EditionThis device appears to be a normal container forholding burning coals, however, if detect magic isused, a dweomer is present. It enables a wizard tosummon an elemental of 12 Hit Dice from theElemental Plane of Fire. A fire must be lit in thebrazier—one round is required to do so. If sul-phur is added, the elemental gains +1 on each HitDie (1d8+l hit points per Hit Die). The fire ele-mental appears as soon as the fire is burning anda command word is uttered. (See the MONSTROUSMANUAL accessory for other details.)

In Ravenloft: The elemental cannot return toits native plane unless it finds a normal escaperoute from Ravenloft. If the elemental is freedsomehow from control, it attacks the summoner.

Hu'iWingXP Value: 600 GP Value: 1,200

Kara-1\irUnder Karak is a huge subterranean fortress builtby the Kozakurans, with many unexplored levels(mostly flooded). Local rumors have the invadersstill hiding below. It is an extremely dangerousplace and few brave souls dare to enter, but some-where in its depths lies the singular, most valu-able Koryoan relic, the hu 'i wing.

For many years it was the centerpiece of a shrinenear Goisho, where monks of the Wing-ta ordertended it. It was stolen by the Kozakurans and car-ried to Karak where it was built into the fortressbelow the city. It is a huge copper brazier, 8 feet indiameter, with an ornately carved Hp of swimmingdragons and sail-finned carp. A fire must be startedin it—the hotter the better. When the brazier beginsto glow with heat, the dragons and carp becomecherry-red and begin to flow around its lip. Soonthey begin to swim, faster and faster, until they area blur of flames spinning about the coals.

Anyone viewing the flames at this point seesthem flashing white, as tune is torn and fades into apicture of the future. An important event is revealed,such as a disaster, a civil war, or an assassination,but the vision will not involve the personal des-tinies of the watchers, unless they are very impor-tant indeed! The vision is the same event for all, butcome from a different perspective for each, andthose events do come to pass in the next year. Thisknowledge can be used for good or evil, to prosperor aid, at the viewer's discretion. The object cannot

be removed from the dungeon without destroyingit, so it must stay as it is, an old legend of the Hanstolen by an evil enemy and lost for 10 generations.

of Sleep SmokeXP Value: — GP Value: 1,000

DUNGEON MASTER Guide, 1st EditionThis device is exactly like a brazier commandingfire elementals. However, when a fire is startedwithin it, the burning causes great clouds of mag-ical smoke to pour out in a cloud with a 1 -footradius around the brazier. All creatures within thecloud must save vs. spell or fall into a deep sleep.

At the same moment, a fire elemental of 12 HitDice appears and attacks the nearest creature.Sleepers can be awakened only by a dispel magicor remove curse spell.

BridleThis leather apparatus is placed about the head ofa riding animal for control and guidance andincludes a headstall, bit, and reins. A horse orother mount can wear only one bridle at a time,unless it has multiple heads.

of AcquiesceXP Value: 500 GP Value: 2,500

DRAGON Magazine 73When placed on a recalcitrant beast, the bridal ofacquiesce forces the creature to obey the ordinarycommands of its master. It cannot, however, forcean animal to act against its own fears (for exam-ple, to run into a fire), nor does it have any effectwhen unusual orders are given—the beast simplydoes not understand. The harness is particularlyuseful for mules and camels.

of ControlXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThis bridle automatically calms the mount, pre-venting all nonmagical fear. Flying dragons,nearby snakes, and other situations that couldcause unprotected animals to falter or flee do notaffect the mount. The bridle of control has a con-tinuous effect while worn.

of Control IIXP Value: 5,000 GP Value: 25,000

POLYHEDRON Newszine 82When this simple leather bridle is placed on amount, the mount must make a save vs. spell at

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Golden Bridle

half its normal Hit Dice or become charmed as ifa charm monster spell had been cast. If the mountsuccessfully saves, the bridle falls off.

This bridle grants the mount the ability tounderstand the individual who placed the bridleon it. It only functions on creatures large-sizedand smaller that have at least animal Intelligence.

GoldenXP Value: 4,000 GP Value: 12,000

The Emirates of YlaruamThis beautiful, magical bridle, encrusted withgems and fine gold filigree, was crafted for Al-Kalim. A pegasus will faithfully serve whoeverpresents this bridle, so long as the owner is virtu-ous and honorable. If the owner performs an evilor dishonorable act, the pegasus deserts his for-mer master, taking the bridle.

of ListeningXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThis bridle gives the mount the ability to under-stand any language. It does not enhance the ani-mal's ability to speak—a speak with animals speilis needed for the mount to act as an interpreter.The bridle functions as long as it is worn.

Plane ShifterXP Value: 6,000 GP Value: 30,000

New ItemThis is a marvelous piece of tooled leather,adorned with emerald and stainless metal, thatfits any equine beast, whether it be a mule, ahorse, a pegasus, or a unicorn. If fitted upon thehead of such a beast, the rider can move from thePrime Material Plane to one of the Outer or InnerPlanes. Unfortunately, there is little control overwhere the bridle takes the rider.

Each bridle is designed to home in on a spe-cific Outer or Inner Plane, and the stamps on theleather are designed to give some sort of impres-sion of the destination. For example, a bridle cen-tered on the Elemental Plane of Fire is stampedwith little flames. The Outer Plane destination isstamped with its symbol (found in thePLANBSCAPF. boxed set), and the Prime Materialdesignation is stamped in a swirling combinationof earth, air, fire, and water.

To use the bridle, one must merely touch thestamp and speak the name of the plane to which itis associated. There is a moment of whirling ver-

tigo, and character and mount are instantly trans-ported to the last place where the bridle was used.Unfortunately, this is not always the best of allpossible situations....

of SoaringXP Value: 1,600 GP Value: 8,000

The Book of Marvelous MagicThis bridle gives the mount the ability to/Zy (asthe wizard spell) at any rate up to 360 feet perturn. The speed is not affected by encumbrance,but the duration is six hours per day if the animalis lightly encumbered or three hours if fullyladen. The total time is not limited to a singlejourney and may be used in any number of parts.Each night uses one turn of flying time even if theflight is only of a few rounds* duration.

of SpeakingXPValue: 1,400 GPValue: 7,000

The Book of Marvelous MagicThis bridle gives the mount the ability to under-stand and speak in the common tongue. Sincemost riding animals are not highly intelligent, thewords and ideas are limited.

of TamingXPValue: 1,200 GPValue: 6,000

The Book of Marvelous MagicWhen used by an animal trainer (an NPC special-ist), this bridle makes nearly any mount trainableand lowers the training time needed by 50%. Itcan only be used on large four-legged mounts,such as griffons, hippogriffs, and pegasi.

ofWingsXP Value: 1,500 GP Value: 7,500

The Book of Marvelous MagicOn command, this item causes wings to growfrom the mount. A normal horse gains themovement rate of a pegasus (480 feet per turnflying) with these wings. The effected creatureprobably (90%) will not cooperate at first, dis-liking the sudden appearance of the wings andrefusing to fly. This chance can be reduced ifthe animal is handled carefully and spoken to(using a speak with animals spell); the chancedecreases by 10% per turn of explanation. Abridle of wings functions three times per day forup to one hour per use. The wings disappear atthe end of the hour.

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Equus Brooch

BroochA brooch is an ornamental piece of jewelry with apin on the back to allow its owner to fasten thejewelry to clothing. Very expensive versions aremade from gold or platinum and decorated withgems. They may contain any magic, but the mostpopular ones protect the wearer from damage ortheft.

Abbor Alz's Brooch of WarningXP Value: 1,200 GP Value: 12,000

Rary the TraitorThe barbarians of the hills value alertness in bat-tle highly. Anyone wearing this brooch can neverbe surprised.

of BegoingXP Value: 4,000 GP Value: 16,000

DUNGEON Magazine 11This item appears to be a decorative pin set withrubies, worth about 2,500 gp. However, it has dis-tinct magical properties and can be used by a PCof any race and class. Each brooch has 1-50charges.

Once per week, the brooch allows the wearer toteleport himself plus an additional 750 Ibs. to anypart of the Prime Material Plane familiar to theperson. This power drains two charges. Up tothree times per week (but never more than onceper day), the wearer can blink (as the 3rd-levelwizard spell), except that the distance of dis-placement is 6 feet, and the direction of displace-ment is of the wearer's choosing. This powerdrains one charge. Once a day, the wearer canbecome invisible (as the spell). This power usesno charges.

Furthermore, the brooch acts like a ring of pro-tection +1 so long as the wearer has it on his orher person and wears no other form of magicalprotection or armor. The brooch ofbegoing maybe worn with bracers of defense, however. Nocharges are drained by this ability.

of BonesXP Value: 800 GP Value: 4,000

The Book of Marvelous MagicThis strange piece of magical jewelry has noeffect unless worn by a druid. The brooch bestowsa protection from undead power when worn andthe command spoken: "undead cannot touch adruid." It does not turn undead or protect againsttheir spells or other powers (if applicable); it does

prevent all damage, level drains, and other effectsof the attack or touch of undead creatures. Thebrooch may be used three times a day for one turnper use.

EquusXP Value: 2,000 GP Value: 8,000

DUNGEON Magazine 22An equus is a magical piece of jewelry that, uponcommand, polymorph^ into some form of a beastof burden. The word "equus" (plural "equi")comes from an ancient language and has no lit-eral translation in the common tongue. The clos-est translation is "beast of burden" or "horse," butthe word can be applied to anything that is usedlike a horse. Thus, an actual horse, mule, worg,camel, dog-sled team, nightmare, or any othercreature that can be ridden, used to pull a load, orcarry goods can be termed an equus. Equi comein many different varieties, with the most com-mon listed below. While 80% of equi are eithergood or neutrally aligned, 20% polymorph intoevil creatures such as nightmares, worgs, andgiant spiders. It is said that the death knight ShanNikkoleth once possessed an equus that polymor-phed into gorgon form.

This is a simple copper or silver brooch in theshape of the creature it becomes after polymorph-ing. The command word is engraved on the backof the brooch. It may be worn as a decorative pinor used as a clasp for a cloak or cape.

Creature ListThe DM may choose the form of the creature intowhich the equus polymorph^ from the followingtable. The jewelry form potymorphs into one typeof creature only. A DM who prefers to roll ran-domly should add the roll of 1d8 to that of 1dl2and consult the table below. The DM should useonly a creature he or she feels comfortable withand is sure will not give the PC an unfair advan-tage in the campaign. Types of creatures can beadded to or deleted from the list as the DM seesfit. Any of the following creatures that do notappear on Table 49 in the PHB should be consid-ered equal to a heavy horse in movement rate andencumbrance.

If the equus is slain (reduced to 0 hit points orfewer) in creature form, the creature immediatelyreverts to brooch form and cannot change intocreature form again. Damage to the creature formof the equus can be healed magically by cure

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Brooch of Falling

wounds spells. If the creature is allowed food andrest, it heals naturally at the rate of 1 hit point perday. However, the equus can neither heal itselfnor be healed while in brooch form.

Roll Creature02 Unicorn: AC 2; MV 24; HD 4+4; hp

28; THACO 15; #AT 3 (hooves andhorn); Dmg 1d6/ld6/ldl2; SA charge,+2 to hit when attacking with horn, -6penalty to opponents' surprise rolls; SDteleport, immune to poison, charm,hold, and death spells; can senseapproach of enemy at 240 yards; makesall saving throws as llth-level wizard;ML 14; AL CG. The unicorn's Intelli-gence is 8-10(ld4+8). It can be riddenonly by female characters; if a malecharacter rolls the unicorn, use theultraheavy war horse (#20) instead.

03 Giant stag: AC 7; MV 21; HD 5; hp30; THACO 15; #AT 1 (antlers) or 2(hooves); Dmg 4d4 or 1d4/ld4; ML 14;AL N. Intelligence is 4-7 (ld4+3).

04-05 Bull: AC 7; MV 15; HD 4; hp 24;THACO 15; #AT 2 (horns); Dmg1d6/ld6; SA charge; ML 15; AL N. Thebull has an Intelligence of 4-7 (ld4+3).

06-08 Superheavy war horse: AC 6; MV 15;HD 4+4; hp 28; THACO 15; #AT 3(hooves and bite); Dmg 1d8/ld8/ld4;SD 30' infravision, immunity to all holdand charm spells; ML 16; AL NG, Intel-ligence 7-12 (ld6+6).

09 13 Heavy war horse: AC 7; MV 15; HD4+4; hp 21; THACO 17; #AT 3 (hoovesand bite); Dmg 1d8/ld8/ld4; ML 15;AL N. Intelligence 5-8 (ld4+4),

14-16 Superheavy war horse (special): Sameas above (roll of 6-.S), though it has MV18, a 40-lb. bonus on its carrying capac-ity load limits, and no infravision.

17-18 Camel: AC 7 MV 21; HD 3; hp 18;THACO 17; #AT 1 (bite); Dmg 1d4; SAspitting; ML 14; AL N. This camel is ofa more mellow disposition than itsmeaner cousins and has an Intelligenceof 4-7 (ld4+3).

19 Water buffalo: AC 7; MV 15; HD 5; hp30; THACO 15; #AT 2 (horns); Dmg1 dS/1 dS; ML 16; AL N. This water buffalohas an Intelligence of 4-7 (ld4+3).

20 Ultraheavy war horse: AC 5; MV 24;HD 5+5; hp 35; THACO 15; #AT 3(hooves and bite); Dmg 1d8/ld8/ld4;SD 60' infravision, immunity to poi-son and all hold and charm spells; ML18; AL LG. This special horse canunderstand but not speak the commontongue and is able to use animal friend-ship and pass without trace spellsthree times per day each, locate ani-mals or plants once per day, and waterwalk once per week. Intelligence 9-16(ld8+8).

of FallingXP Value: 800 GP Value: 4,000

Champions of MystaraWhen worn, this small brooch, shaped like a leaf,protects the wearer from falls. Whenever thewearer approaches any hard surface fast enoughto cause damage, the leaf automatically takeseffect, slowing the wearer to a slow fall (like aleaf). No falling damage is sustained in falls of60 feet or less, and only one point for each 10 feetof falling thereafter (maximum 20 points of dam-age regardless of height). The leaf of falling has3d 10 charges when found, and each use expendsone charge.

of ImogXP Value: 1,200 GP Value: 12,000

DRAGON KeepShaped like a circlet of mistletoe and made ofgold leaf, this item was the traditional rewardgiven to wizards who served in the elven realmsof Krynn. When worn by a wizard who knows thecommand word ("Sister"), it can create a minorglobe of invulnerability that lasts for 10 rounds,once a day.

of Imog IIXP Value: 5,000 GP Value: 25,000

Tales of the LanceMade of gold leaf, these brooches are fashionedas a ring of mistletoe with white-gold berries.They are a traditional reward given to wizardswho have served elven nations well. No newbrooches have been crafted since the Cataclysm,though the skill to create them survives.

When worn by a wizard who knows the com-mand word, a brooch ofimog may (once per day)create a minor globe of invulnerability: a shim-

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mering, magical 5-feet-wide sphere that preventsall 1st-, 2nd-, and 3rd-kvel spells from effectingthose within. Magic may still be cast by thosewithin the sphere on targets beyond. The effectlasts one turn.

Ivory Plume of MaatXP Value: — GP Value: —

DUNGEONS & DRAGONS Master SetThis small, exquisitely crafted brooch, shapedlike a feather, was created by a great paladin, thebeautiful fighter Maat. She was a many-talentedmortal, and strove always to promote good overevil. Her device is said to enable the user to fol-low in her noble footsteps, doing good deeds andfurthering the cause of law and justice.

The plume is 3 inches long, made of very fineivory. The plume is active when acquired. Knowl-edge of the powers is granted immediately, tele-pathically, to any user who is a paladin or goodknight. Any other would-be user must gain theknowledge through a contact other plane or com-mune spell, by asking Maat directly.

Each of the following powers is activated bymental command alone:

Suggested Powers: (All abilities are at 20thlevel.) Dispel evil, geas, continual light, turn (as20th-level priest), lie detection, know alignment,choose best option (duration one turn; affects onechoice), purify food and water, repair normalobjects (affects up to 100 pounds of nonmagicalmaterial), remove fear, saving throw bonus (+4bonus), immune to disease (range touch; affectsall nonmagical diseases; duration 18 turns),immune to energy drain (range touch; durationsix turns).

Suggested Handicaps: When first used, a wallof stone forms as a closed cylinder around theuser. However, if the user closes his or her eyes,thinks of justice (or Maat), and steps forward, thewall vanishes when touched. The wall is com-pletely invulnerable to outside attacks, includinga wish. If the wall is destroyed or damaged by theuser, he or she takes double damage from allphysical attacks (no saving throw, and unremov-able, as a handicap). Secondly, alignment changesto a lawful bent; if already lawful, the characterbecomes more rigidly so, and works more activelyto defeat chaos.

Magic error: An 80% chance of error applieswhenever the user casts a spell (or uses a magicaldevice requiring a command word) to harm any

lawful or neutral creature that has no evil inten-tion.

Suggested Penalties: Whenever the item istouched, and if the creature touching the plume ischaotically-aligned or has evil intentions, disinte-grate is cast with no saving throw.

If the user slays a lawful creature, he or she isimmediately reduced to -10 hp, and dies (no sav-ing throw).The following have standard chances of eitheroccurrence:• Harden: A volume of up to 30,000 cubic feet

of mud, mire, swamp, or other muck suddenlydries completely, if within 120 feet of the user.

• Opponents: 1d4 chaotically-aligned enemiesmagically materialize out of the air, within 30feet of the user. All the creatures are of onetype; the type has a number of Hit Dice equalto 31-50% (1d20+10) of the user's levels. Thecreatures are native to the user's plane of exis-tence (consider undead as native to any plane).Each opponent has maximum possible hitpoints. Neither side has surprise.

LunarXP Value: 1,800 GP Value: 9,000

The Book of Marvelous MagicThis piece of jewelry bears the likeness of a cres-cent moon. If worn by a Spellcaster, it bestowsadditional power to any light or continual lightspell cast. The light from either spell causes alllycanthropes in the area of effect to assume ani-mal form (no saving throw). They remain as ani-mals until they leave the lighted area. The lunarbrooch has no command word and operates con-tinuously while worn.

of Number NumbingXP Value: 4,000 GP Value: 20,000

Tome of MagicThese silver or golden brooches (15% are setwith jewels) are used to fasten cloaks and capes.They magically cloud the minds of those whoconverse with the wearers of these brooches, butconfusion applies only to numbers.

The brooch must be in plain sight to have anyeffect. Anyone conversing with someone wearingthe brooch is allowed a saving throw vs. spell toavoid the effects.

If the saving throw fails, the victim falls underthe brooch's special enchantment. The victim for-gets the relative value of numbers and cannot

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remember if five is greater than three or if tensare smaller than hundreds. Furthermore, the vic-tim does not recognize his or her inability toremember the values of numbers. While underthe influence of the brooch, the victim thinks thatall numbers are pretty much the same. He or sheaccepts any claim pertaining to numbers andaccepts almost any financial deal.

The victim remembers the relative values ofcoins (that gold pieces are worth more than silverpieces), but not their exact conversions. Thus, thevictim is unable to remember whether 2 sp or 100sp are equal to 1 gp.

The enchantment lasts only as long as thewearer is present and for 2d6 rounds after that.Once the effect wears off, the victim regains anormal understanding of numbers. Furthermore,he or she remembers exactly what was said anddone while under the influence of the brooch,although, perhaps, not the cause.

of Obsidian ShatteringXP Value: 1,000 GP Value: 5,000

DRAGON'S CROWN SourceboxThis magical brooch takes the form of a small,silver hammer of elven manufacture. It containsup to 60 charges, and must be activated by beingtouched with a piece of obsidian (that turns intodust) as the elven word "shallackan" (shatter) isspoken. The brooch shatters all obsidian within120 feet of the wearer when activated. Thesebrooches are especially effective in disarmingopponents armed with obsidian weapons.

Pin of CommunicationXP Value: 1,000 GP Value: 10,000

POLYHEDRON Newszine 58A pair of 2-inch platinum pins in the shape ofhuman ears make up this wondrous item. Themagic takes effect when the ears are pinned ontwo individuals—on clothing, or directly on theirbodies. A wearer hears what the other is saying inhis or her native language. This effect is similar toa comprehend languages spell. The translationworks only between two wearers. The pins can betransferred from one person to another as often asnecessary. Only verbal communication is trans-lated, The/HTO of communication lose their magicif they are separated by 100 feet for more thanfive minutes.

of ShieldingXP Value: 1,000 GP Value: 10,000

DUNGEON MASTER Guide, 1st EditionThis appears to be a piece of silver or gold jew-elry (I 0% chance that there are j ewels set in it). Itis used to fasten a cloak or cape. In addition tothis mundane task, it can be used to absorb magicmissiles of the sort generated by spell, wand, orother magical device. A brooch can absorb up to101 hit points of magic missile damage before itmelts and becomes useless. Its use can be deter-mined only by means of a detect magic spell andexperimentation.

BroomBrooms consist of a 4- to 6-foot-long woodenpole that serves as the item's handle. A fan ofstraw or similar material is attached to one end ofthe handle with a length of thread or a metal ring,When drawn across a floor or other firm surface,the straw gathers up loose dirt for easy removal,(Please note that it is possible for an individual tohave a magical broom without ever being awareof it.)

of Animated AttackXP Value: — GP Value: 3,000

DUNGEON MASTER Guide, 1st EditionIndistinguishable from a normal broom, exceptby means of magical detection, this item is identi-cal to a broom of flying by all tests short ofattempted use. Using it reveals that a broom ofanimated attack is a very nasty item.

If a command word ("soar") is spoken, thebroom does a loop-the-loop with its hopeful rider,dumping the hapless flyer on his or her head fromld4+5 feet off the ground. The broom thenattacks the stunned victim, swatting the would-berider's face with the straw end and beating withthe handle.

The broom gets two attacks per round witheach end (two swats with the straw, two with thehandle). It attacks as if it were a 4-HD monster.The straw end causes blindness for one round if ithits. The other end causes 1d3 points of damagewhen it hits. The broom is Armor Class 7 andtakes 18 hit points to destroy.

In Kara-Tur: This broom is not commonlyavailable in Oriental lands. Reroll this result.

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of BlindnessXP Value: GP Value:

The Book of Marvelous MagicThis apparently normal broom attacks anyonewho touches or moves it, be it by magical or anyother means. It attacks as a 20 HD monster, canattack an invisible victim without penalty, andinflicts five points of damage per hit. Each time ithits, the victim must make a saving throw vs.spell or be blinded. The broom is AC 0, has 20 hp,and can be affected only by magical spells orweapons.

of FlyingXP Value: 2,000 GP Value: 10,000

DUNGEON MASTER Guide, 1st EditionThis magical broom is able to fly through the airat up to 30 base movement speed. The broom cancarry 182 pounds at this rate, but every 14 addi-tional pounds slow movement by one. The devicecan climb or dive at an angle of 30°. A commandword (determined by the DM) must be used. Thebroom will travel alone to any destination named.It comes up to within 300 yards of its ownerwhen the command word is spoken.

In Kara-Tur: This broom is not commonlyavailable in Oriental lands. Reroll this result.

of ServingXP Value: 800 GP Value: 4,000

The Book of Marvelous MagicThis apparently normal broom functions magi-cally only while indoors and only if commandedby a wizard. Upon command, it grows arms. Itcan carry up to 500 pounds and is able to grow upto six arms, as needed, to perform its duties. Itmay be commanded to sweep and can clean a 10-by 10-foot area of dust and grime in six rounds. Itfollows its master within 30 feet, if not instructedotherwise, or it remains where it is told within acastle or a room. A second command causes it tocease work and turn back into its original, arm-less form. The animated broom is AC 5, has 20hp, and can be damaged only by fire or magic.

of SweepingXP Value: 120 GP Value: 600

DRAGON Magazine 30For obvious convenience, the broom of sweepingwas developed. It can sweep a 10-foot-squarearea clean of loose dust and small items in a turn.The sweepings are left in a neat pile.

Sweeping IIXP Value: 120 GP Value: 600

DRAGON Magazine 73This is a straw broom of normal appearance.Upon the utterance of the proper command word(written in Common on the end of the handle), itsweeps out the room it occupies. It does not oper-ate outdoors. It will attempt to sweep out allunprocessed organic material such as dirt, leaves,and living and dead animals and insects, evenhumans. The reverse of the command word, orcompletion of the task, stops it.

BrushA brush consists of a wooden or ceramic piece, 4to 6 inches long that serves as the handle. Oneside of the handle is generally ornately decorated.The other side has several hundred, thin animalhairs, or bristles, embedded in it. There are spe-cialized brushes designed for all kinds of tasksfrom personal grooming to applying paint.

of ColorsXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 30The brush of colors was designed by the wizardOrlow to save him the bother of cleaning or

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changing brushes while he tried his hand at illus-trating. It produces enough paint of any colornamed to paint a 2-foot-square surface daily.

of DetanglingXP Value: 600 GP Value: 3,000

DRAGON Magazine 73A bone-and-bristle brush of untidy and uninvitingappearance, this implement immediately untan-gles the hair of anyone who uses it, without pain.

of GroomingXP Value: 500 GP Value: 2,500

DRAGON Magazine 73This is a rune-covered brush of dragonbone andanimal bristles. Upon uttering the command word(written in elvish runes), the brush begins togroom the hair of the holder, responding to theowner's telepathically expressed desires.

Vladium's Fabulous EquineXP Value: 600 GP Value: 3,000

POLYHEDRON Newszine 82This magical brush is made of silver and inlaidwith tortoise shell. The bristles are of fur from agiant, black ermine. Although the bristles aresoft, they easily remove dirt, debris, and loosehair from any mammal with the first stroke. Thegreat paladin Audry Vladium grew tired of theconstant grooming and time required to keep herwar horse immaculate, and so she commissionedthe creation of the brush from a long-forgottenwizard. There are only about a dozen suchbrushes known to be in existence.

Bucket of Fire SnuffingXP Value: 500 GP Value: 2,500

DRAGON Magazine 73This miniature, bronze bucket has a bronze innersurface that looks much like water. If the bucketis brandished at a fire, as though water werebeing thrown from it, the fire reacts as though anormal bucket of water had been thrown on it,except that no chemical reaction takes place. Thebucket can be used repeatedly on any normal fire.It has no effect on magical fires.

BuckleA magical buckle looks like any ordinary buckleand is vised to fasten a belt about the waist. Magi-cal buckles are always made of fine metal (oftengold or platinum) and may be decorated with

gems. If the owner does not know it is magical, itmight be sold for 100-600 gp. If two or moremagical buckles are worn, none have any effect.

of ArmorXP ValueAC 0: 5,000AC 1: 4,500AC 2: 4,000AC 3: 3,500

GP Value30,00027,00024,00021,000

The Book of Marvelous MagicWhen worn, this item protects the wearer as if afull suit of plate mail armor were being worn (AC3). It is useless when worn with any sort of nor-mal or magical armor but can be combined with ashield and a magical protective device that hasplusses, such as a ring of protection. The buckleof armor may be enchanted further, at great price,to a maximum of+3.

of Faulty LockpicksXP Value GP Value-5%: — 1,500-10%: — 2,000-15%:— 2,500-20%: — 3,000

The Book of Marvelous MagicThis buckle appears to be and functions as abuckle oflockpicks. However, the lockpicks car-ried within it bestow a —5% penalty, instead of a+5% bonus, for lockpick owned. Even if othermagical lockpicks are found and added to the set,they become reversed when contained in thisbuckle.

of LockpicksXP Value+5%: 1,000+10%: 1,250+15%: 1,500+20%: 1,750

GP Value7,0007,5008,0008,500

The Book of Marvelous MagicThis apparently normal belt buckle has a secretcompartment in which a set of lockpicks can behidden. The buckle contains 1d4 magical lock-picks when found; each lockpick bestows a 5%bonus to a thief's open locks attempts (+10% fortwo picks, +15% for three picks, and so on). Themagical lockpicks must be kept in the bucklewhen not in use—they lose their enchantment ifleft out for one hour. Other magical lockpicksmay be found or made using these as models, up

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to a maximum bonus of+50%, The lockpicksmay be used only by a thief.

of OpeningXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThis buckle appears to be and functions as abuckle of protection in all respects. However, ithas a 20% chance of malfunctioning and must bechecked once each turn in which the wearer isattacked physically, such as with a blow from aweapon or a claw. If the buckle opens, all theitems worn by the victim suddenly fall off—hat,cloak, armor, backpack. Held items are notaffected, only those worn.

of ProtectionXP Value GP Value+1:2,000 10,000+2:2,500 12,500

The Book of Marvelous MagicThis buckle adds a bonus to the wearer's savingthrows and Armor Class. Its effect may be addedto other bonuses gained with magical armor,shield, cloak, or ring. The buckle may beenchanted to a maximum of+2 quality.

Roll01-7576-00

AC Bonus+1+2

ofWeaponryXP Value: 3,000 GPValue: 15,000

The Book of Marvelous MagicThis buckle contains a small, secret compartmentin which small objects may be kept. It containsseveral miniature weapons when found, eachabout an inch long—a mace, spear, war hammer,battle axe, two-handed sword, and a light cross-bow with 10 quarrels. When any one of them isheld and the command word uttered, the itemenlarges to full size. There is a different com-mand word for each weapon, and the weaponshave no plusses when enlarged. If the word isspoken a second time, the held weapon returns tominiature size and may be replaced in the buckle.Each weapon can be enlarged only once per day;a dispel magic spell causes any enlarged weaponto shrink (no roll needed).

Bush oi'LemmikainenXP Value: — GP Value: —

Gods, Demigods, & HeroesThis bush was left at home and would bleednoticeably if Lemmikainen were in trouble, thuswarning his mother.

Buttercup's BouquetXP Value: 600 GP Value: 2,400

POLYHEDRON Newszine 43Buttercup, a charming and ingenious half-elf ofthe locksmith persuasion, was best known for herwit and ingenuity. She favored a device craftedspecifically for her by an infatuated, magic-usingadmirer. It resembled a collection of gloriousblossoms and was made to be worn on the lapelor in the hair. When a secret catch is released, agaseous substance squirts forth, blinding every-one within a 15-foot radius. Buttercup, of course,knew to keep her eyes closed. The fumes dissi-pate immediately, but the blindness persists for1d8 rounds per individual.

ButtonButtons are small disk- or barrel-shaped knobsthat are attached to an article of clothing. Theyserve as fasteners when passed through a loop orbutton hole. Buttons are commonly made frombone, wood, coral, shell, metal, or ceramic. Magi-cal buttons cannot be discerned from mundanebuttons without the use of a detect magic spell.

of BlastingXP Value: 1,000 GP Value: 10,000

The Book of Marvelous MagicThis small, cream-colored, bone button may bethrown as far as 120 feet. When the commandword is spoken by the owner, the button explodesas a. fireball spell, but for only 4d6 points of dam-age. The command word detonates the buttononly if spoken within 240 feet of it

of ConfusionXP Value: 1,000 GPValue: 5,000

The Book of Marvelous MagicWhen found, this small, cream-colored bone but-ton gives no clue to its powers. However, whencarried, once per hour it jumps to another victimwithin 60 feet. The original carrier of the buttonimmediately becomes aware of its disappearancebut not of its new location, since it has buried

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itself undetected somewhere in the new victim'sbelongings,,The former carrier must make a sav-ing throw vs. spetl or stop and insist on a one turnsearch to recover the button. If the saving throw issuccessful, the victim forgets about the button.

DiscusXP Value: 800 GP Value: 4,000

New ItemThese flat, circular silver buttons are usuallyfound on paper cards—10 buttons to a card. Theymay be sewn onto a vest or jacket, and detachwhen the command word is spoken. At a secondcommand word they enlarge, becoming 8-inchdiscs with a +2 attack roll bonus; they have razorsharp edges that do 2d6 damage on contact. Thefull size discs may be thrown up to 200 feet anddisintegrate on contact.

of FasteningXP Value: 600 GP Value: 3,000

The Book of Marvelous MagicThis small, dark ivory bone button may be usedto lock any cloth item, magical or ordinary. Whenit is placed on cloth and the command word spo-ken, the cloth becomes rigid; the cloth is treatedas if a stout door fastened by a wizard lock cast bya 21st-level wizard. Something such as a normalblanket may thus be used to secure valuables. Thebutton unlocks when touched and the commandword spoken.

of Rosy VisionXP Value: 1,000 GP Value: 10,000

New ItemThese buttons are always found in pairs, both arecircular, about 1-inch in diameter and made ofbrass. One has a rose-colored stone in the center,and the other a small depression. When the rose-stone button is sewn on a doublet or other outerwear, it enables the holder of the second button tosee through the rose-stone while it is being worn.

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CabinetCabinets are wooden constructs used tohold a variety of items. The size, shape, and over-all dimensions of a cabinet depend largely uponwhat it's designed to hold. For example, a tallcabinet might hold long garments, weapons,farming tools, or other large objects. Locks canbe easily installed on cabinets to help protectvaluable contents.

of Air RestorationXP Value: 600 GP Value: 6,000

DRAGON Magazine 159With the recent flood of groundling adventurersmoving into space, the arcane have introduced anew item needed on many heavily laden ships—an air supply device. Many of these are includedwith new helms, instead of offering helms withportal locators. They have also been sold to oldercustomers at a fixed price. The cabinet of airrestoration works on the same principle as a fur-nace helm, by drawing magic from magicalitems. The small cabinet stands 2 feet tall by 1 -foot wide; two small doors in its front open toreveal a hollow area 10 inches square. The frontand sides of the cabinet are of dark hardwood, butthe base and repository within the cabinet seemto be made of crystal—the same crystal found inmany minor helms. When an item is placed insidethe cabinet, the crystal glows deep green, bright-ening whenever it is producing fresh air. When acharged, magical item is placed within the cabi-net, 1d3 charges are immediately drained awayprior to use. With each subsequent use, the cabi-net of air restoration drains one charge from themagical item and generates 50 cubic yards offresh air, enough to support up 12 crewfolk forone week before the air becomes foul; a singlecommand word activates this function.

A second command word activates the fullpotential of the cabinet of air restoration, allow-ing it to regenerate the entire air envelope of theship, When commanded, the cabinet drains 1d8charges for every 10 tons of the ship and restoresthe atmosphere by one rank. For example, torestore the atmosphere aboard a hammership (a60-ton ship) from foul air to fresh, the cabinetwould drain 6d8 charges from an item. Theatmosphere would be completely restored, sup-porting a crew of 60 for four to eight months witha regenerated atmosphere.

Cadaver Comb

H'Veyk's CavernousXP Value: 3,000 GP Value: 30,000

Egg of the PhoenixThis item is used in conjunction with H'Veyk'srobe of immediate access (see Robe). The cabi-net has metal doors but no locks. The only accessis through the H'Veyk's robe of immediate access.If the cabinet is broken into (AC 3, hp 30), thewearer of the robe has only a 25% chance offinding items when digging through the robe'spockets.

The cabinet can hold a total of 200 pounds ofmaterial, allowing the robe's wearer to immedi-ately find whatever is needed (unless, of course,someone breaks into the cabinet).

of MinisteringXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThis cabinet appears identical to a cabinet ofsecurity but can be easily moved, damaged, etc. Ifthe user steps inside, closes the doors, and speaksany of three command words, the cabinet eitherremoves curse, cures disease, or cures wounds(for 50 points of curing). The cabinet functionsonly once per month.

of SecurityXP Value: 2,000 GP Value: 10,000

The Book of Marvelous MagicThis piece of wooden furniture is 5 feet tall, 4feet wide, and 3 feet deep. Its construction ismagical, and it has the strength of steel. It can beopened only by a special command word and hasno visible lock. The cabinet cannot be movedunless another command is uttered, but it is thencarried easily, having only 100 pounds encum-brance, regardless of its contents. A third com-mand causes shelves to appear or disappearwithin it, as many as desired and spaced in anymanner; the shelves cannot be removed by anymeans. The cabinet can hold up to 1,000 poundsor any object small enough to fit inside.

Cadaver CombSee Circlet, Doom's Diadem

CageA cage is an enclosure used to keep a creatureconfined without consent. Whether the cage iscalled a pen, menagerie, corral, coop, cell,

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bastille, jail, or brig, the result is the same—something is trapped against its will. Magicalcages tend to be small enough or light enough foreasy transport. Roll on the table below to learnthe type of cage found.

Roll01-0809-1718-2526-3334-^243-5051-5859-6768-7576-8384-9293-00

Cage TypeBastilleBrigCageCellCoopCorralCrateJailMenagerie

•PenWire-mesh*Wood*

BattingXPValue:300 GP Value: 1,500

The Book of Marvelous MagicThis cage is identical to a cage of carrying. How-ever, when touched to a creature, the cageexpands to a 9-foot cube and fills with 1,000ordinary bats—then the cage disintegrates. Theuser may point the cage in any direction, and thebats will travel in that direction for at least 1d4+lrounds. Afterward, the bats are not under any sortof control. The batting cage is useless after that,but the bats are real and permanent.

of CarryingXP Value: 3,000 GP Value: 15,000

The Book of Marvelous MagicThis small wooden cage measures 3 inches on aside and has a tiny door. When touched to a nor-mal, nonmagical creature of animal intell i-gence, such as a war horse, the creature mustmake a saving throw vs. spell; if it fails, thebeast is drawn into the cage in miniature formalong with all the equipment it carries. Mountedriders are unaffected except by the disappear-ance of their mounts. The cage can be used toavoid leaving one's horse and equipment out-side a dungeon.

of EntrapmentXP Value: — GP Value: 1,500

The Book of Marvelous MagicThis cage looks and functions like a cage of car-rying. However, if a touched animal makes itssaving throw against the effect, the user is drawninto the cage in miniature form instead, with allequipment carried, and cannot be released until aremove curse spell is applied. Items carried andspells known by an entrapped victim cannot beused until the victim is released.

of ShelterXP Value: 1,500 GP Value: 7,500

The Complete Fighter's HandbookThis object looks like a large bird cage that hasbeen neatly folded into a package about the size ofa medium shield. The user, who can be of any char-acter class, places it on the ground, steps back, andclaps his or her hands loudly two or three times.

If the hands are clapped twice, the cage growsinto a sturdy, metal-framed tent that can houseeight people or two horses. The tent confers nomagical benefits on its inhabitants, but by using itand huddling together for warmth, a party cansurvive a snowstorm that would kill an unpro-tected party. If the tent is erected in the desert, aparty can avoid the danger and discomfort of asandstorm.

If the user claps his or her hands three times,the cage grows into a strong 10- by 10-foot cell.The door to the cell has the equivalent of a wizardlock; the cage's owner can open it at any time, andany magician with a knock spell can open it byusing that spell. A person in the cell would haveto make a successful bend bars/lift gates roll (oruse a knock spell) to escape; the door's lock can-not be picked.

To return the cage to its original form, theowner claps again, twice if it is in tent form, threetimes if it is in cage form. If someone is in thetent while it is collapsing, it opens around theperson inside—both the tent and the victim areunhurt. If someone is in it when it is a cage and itcollapses, it inflicts 2d6 damage before it breaksopen—after that it is ruined forever.

The cage of shelter knows its owner. If someonefinds it in a treasure, the finder must cany it in hisor her gear for one month so that the cage canattune itself to its new owner. If its true owner sellsit to someone else in the cage's presence, the cagewill obey the claps of its new owner immediately.

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StringXP Value: 500 GP Value: 2,500

The Complete Ranger's HandbookThis looks tike a piece of white thread 20 feetlong, flecked with gold. When arranged in a cir-cle so that the ends touch, the string cage createsan invisible barrier that prevents any creaturecontained inside from leaving. The invisible bar-rier has the strength of a wall of force and has theshape of a closed cylinder about 6 feet tall. Thestring cage functions only if it is placed on theground or other solid surface; if it is moved, thebarrier dissipates. Because of its light weight, thestring can't be thrown like a lasso; if rocks orother weights are attached, its magic is negated.Therefore, the device is mainly used to containsleeping, trapped, restrained, or cooperative crea-tures.

A string cage can contain any single creature,so long as the creature fits inside the circle. Phys-ical attacks and most spells have no effect onstring cages. The creature trapped inside can'tmove it. A disintegrate spell destroys the device,as will a rod of cancellation or a sphere of annihi-lation, A creature contained in a string cage canescape by using dimension door, teleport, or asimilar spell. Only the person who originallyformed the circle can separate the ends and freethe creature inside. Otherwise, a string cage lastsfor 3d4 hours, at which time the ends separateautomatically. A string cage can be used onlyonce per day.

CameoA cameo is a gem or stone carving showing arelief design in one color against a background ofanother, usually darker hue. Stones with bands ofcolor—such as onyx—make the best cameos.The designs on a cameo may take nearly anyform, but the most common patterns are naturescenes and busts (portraits showing a silhouetteof the head and neck).

of AppearanceXP Value: 1,000 GP Value: 9,000

The Book of Marvelous MagicThis oval piece of ivory jewelry is adorned withthe carved likeness of a handsome human male.When commanded, it turns into a powerfulfighter (level 21, hp 100; all ability scores 17;plate mail +3, shield +3, sword +3, other nor-mal clothes, no other equipment), who assists

the user of the cameo for up to one hour andthen magically vanishes. (The fighter may beany NPC fighter of comparable powers who iswell-known in the campaign.) Though notcharmed, the fighter obeys nearly any instruc-tion, even if it involves certain death. If thefighter fails any saving throw, he or she van-ishes. All items created with the fighter disap-pear when the fighter vanishes.

EquusXP Value: 2,000 GP Value: 8,000

DUNGEON Magazine 22An equus is a magical piece of jewelry that, uponcommand, polymorphs into some form of a beastof burden. The word "equus" (plural "equi")comes from an ancient language and has no lit-eral translation in the common tongue. The clos-est translation is "beast of burden" or "horse," butthe word can be applied to anything that is usedlike a horse. Thus, an actual horse, mule, worg,camel, dog-sled team, nightmare, or any othercreature that can be ridden, used to pull a load, orcarry goods can be termed an equus. Equi comein many different varieties, with the most com-mon listed below. While 80% of equi are eithergood or neutrally aligned, 20% polymorph intoevil creatures such as nightmares, worgs, andgiant spiders. It is said that the death knight ShanNikkoleth once possessed an equus that pofymor-phed into gorgon form.

The cameo may be worn on a chain or pinnedto a garment. It bears an obsidian silhouette of acreature on a turquoise background. The com-mand word is etched on the reverse side.

Creature ListThe DM may choose the form of the creature intowhich the equus polymorphs from the followingtable. The jewelry form polymorphs into one typeof creature only. A DM who prefers to roll ran-domly should add the roll of 1d8 to that of 1dl2and consult the table below. The DM should useonly a creature he or she feels comfortable withand is sure will not give the PCs an unfair advan-tage in the campaign. Types of creatures can beadded to or deleted from the list as the DM seesfit. Any of the following creatures that do notappear on Table 49 in the PHB should be consid-ered equal to a heavy horse in movement rate andencumbrance.

If the equus is slain (reduced to 0 hit points or

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less) in creature form, the creature immediatelyreverts to cameo form and cannot change intocreature form again. Damage to the creature formof the equus can be healed magically by curewounds spells. If the creature is allowed food andrest, it heals naturally at the rate of 1 hit point perday. However, the equus can neither heal itselfnor be healed while in cameo form.

Roll Creature02 Unicorn: AC 2; MV 24; HD 4+4; hp

28; THACO 15; #AT 3 (hooves andhorn); Dmg 1d6/ld6/l d!2; SAcharge, +2 to hit when attacking withhorn, -6 penalty to opponents' sur-prise rolls; SD teleport, immune topoison, charm, hold, and death spells;can sense approach of enemy 240yards distant; makes all saving throwsas Hth-level wizard; ML 14; AL CG.The unicorn's Intelligence is 8-10(1d4+8). It can be ridden only byfemale characters; if a male characterrolls the unicorn, use the ultraheavywar horse (#20) instead.

03 Giant stag: AC 7; MV 21; HD 5; hp30; THACO 15; #AT 1 (antlers) or 2(hooves); Dmg 4d4 or 1d4/ld4; ML 14;AL N. This creature's Intelligence is4-7 (ld4+3).

04-05 Bull: AC 7; MV 15; HD 4; hp 24;THACO 15; #AT 2 (horns); Dmg1d6/ld6; SA charge; ML 15; AL N. Thebull has an Intelligence of 4-7 (ld4+3).

06-08 Superheavy war horse: AC 6; MV 15;HD 4+4; hp 28; THACO 15; #AT 3(hooves and bite); Dmg 1d8/ld8/ld4;SD 30' infravision, immunity to all holdand charm spells; ML 16; AL NG. Intel-ligence 7-12 (ld6+6).

09-13 Heavy war horse: AC 7; MV 15; HD4+4; hp 21; THACO 17; #AT 3 (hoovesand bite); Dmg 1d8/ld8/ld4; ML 15;AL N. This horse has an Intelligence of5-8(ld4+4),

14—16 Superheavy war horse (special): Sameas above (roll of 6-8), though it has MV18, a 40-lb. bonus on its carrying capac-ity load limits, and no infravision.

17-18 Camel: AC 7 MV 21; HD 3; hp 18;THACO 17; #AT 1 (bite); Dmg 1d4; SAspitting; ML 14; AL N. This camel is of

a more mellow disposition than itsmeaner cousins and has an Intelligenceof 4-7 (ld4+3).

19 Water buffalo: AC 7; MV 15; HD 5;hp 30; THACO 15; #AT 2 (horns); Dmg1d8/ld8; ML 16; AL N. This water buf-falo has an Intelligence of 4-7 (ld4+3).

20 Ultraheavy war horse: AC 5; MV 24;HD 5+5; hp 35; THACO 15; #AT 3(hooves and bite); Dmg 1d8/ld8/ld4;SD 60' infravision, immunity to poi-son and all hold and charm spells; ML18; AL LG. This special horse canunderstand but not speak the commontongue and is able to use animalfriendship and pass without tracespells three times per day each, locateanimals or plants once per day, andwater walk once per week. Intelli-gence 9-16 (ld8+8).

of IncompetenceXP Value: — GP Value: 1,200

The Book of Marvelous MagicThis item appears and functions as a cameo ofappearance in all respects. However, the fighterappearing never hits any targets and automati-cally rolls a 1 on any attack roll. The fighterkeeps trying, however, and complains about badluck. The inept warrior also fails the first savingthrow required and then vanishes.

CanA can is a cylindrical container. Each has twocommand words; one to open, causing the topto disappear, and one to close, causing the lidto reappear. Cans may be from 2 to 6 inches indiameter, and 2 to 12 inches in height. Somerecreate their contents each time they'reopened. Other cans can be emptied only once,but even these remain airtight and watertight.Roll on the table below to determine the typeof can found.

Roll01-1011 2021-3031-̂ 1041-5051-6061-70

Can TypeBucketCanCanisterCanistrumContainerJarPail

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71-80 Tankard81-90 Tin91-00 Vessel

of CantXP Value: 500 GP Value: 2,500

The Book of Marvelous MagicThis can contains water that whirls about byitself. If consumed, the water enables the user tounderstand any and all spoken languages for oneday. For miscibility purposes, the can of cant isnot treated as a potion.

of MoonlightXP Value: 400 GP Value: 2,000

The Book of Marvelous MagicThe water in this can is still and shiny. If it issprinkled on a lycanthrope in humanoid form, itforces the creature to assume animal form andcurses it with a -2 penalty to all attack rolls andsaving throws. Depending on the situation, a nor-mal attack roll may be needed to do the sprin-kling. Each can contains enough water for fourapplications.

of PreservingXP Value GP Value1 Cubic Foot: 100 5002 Cubic Feet: 200 1,0003 Cubic Feet: 300 1,5004 Cubic Feet: 400 2,0005 Cubic Feet: 500 2,5006 Cubic Feet: 600 3,000

POLYHEDRON Newszine 82Found in various sizes, these cylindrical metalcontainers act like bags of holding except thatonly food can be put into them. If anything else isput into the can, the items disappear after threerounds. Food placed in the cans neither rots norages. Cans of preserving hold from 1-cubic-footto 6 cubic feet of food, depending on the size ofthe can. Generally a can's physical dimensionsare one third of its actual capacity; a 1-cubic-footcan has a diameter of about 5 inches and is about2-inches high. A 6-cubic-foot can is about 10inches in diameter and about 4 inches high. Theweight of the food in a can of preserving isunchanged.

of SpinachXP Value: 300 GP Value: 1,500

POLYHEDRON Newszine 23This item contains green leaves in a vile broth.The user must eat both leaves and broth to gainthe effect; when consumed, the user must make asaving throw vs. poison or be nauseated, sufferinga —4 penalty to attack rolls for three hours. If thesaving throw is successful, the user gains 18Strength for three hours, with all bonuses applic-able.

of WormsXP Value: 500 GP Value: 1,500

The Book of Marvelous MagicThis appears to be a can of moonlight, but when itis opened, 1d4 caecilia (30-foot grayworms; AC6; HD 6; MV 6; AT 1 bite; Dmg 1dS; ML 9, ALN, XP 500) jump out and attack everyone insight.

Zwann's IrrigationXP Value: 2,000 GP Value: 5,000

1992 Fantasy Collector Card 382Zwann wasn't satisfied to rest on the creation ofhis watering can (see below). He wanted to makeit even more efficient, and he eventually createdthe irrigation can. This can must be buried in theground and left there, but it conveys permanentimmunity to disease, drought, insects, badweather, and other nonmagical trauma over a halfacre of soil. A plot of land blessed with Zwann iirrigation can will even grow crops throughoutthe winter provided there is an average of fourhours of sunlight per day. So long as the canremains in the ground, the land remains fruitful,but the can must be annually unearthed and"seeded" with 500 gold pieces.

Zwann's WateringXP Value: 1,000 GP Value: 5,000

Tome of MagicInvented by the noted botanist Salerno Zwann,this otherwise ordinary Watering can is activatedwhen the user fills it with two gallons of waterand lets it stand undisturbed for 30 days. At theend of that period, the user may sprinkle the waterfrom Zwann s watering can over a patch of tilledsoil no larger than a 25 feet square. Seeds subse-quently planted in this treated soil grow normally,but are permanently immune to disease, drought(the plants never need to be watered again),

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insects, bad weather (such as hailstorms and earlyfrost) and all other forms of nonmagical trauma.The plants can be harvested normally by theplanter.

Water from Zwann s watering can has no effecton already maturing plants. It cannot revive with-ered, diseased, or insect-infested plants. Thepatch of soil retains its effectiveness for one year;after that it must be watered again for the effect tobe renewed.

CandlesDuring preindustrial times, fire was the onlysource of illumination for people's homes afterthe sun went down. Torches and oil lamps werecommonly used to light large rooms, while can-dles served as small, portable sources of light forreading or lighting one's way to bed. Candles alsofigured in many religious services as either partof the altar ornamentation or as an aid to prayerand meditation.

Early candles, also known as rushlights, con-sisted of animal fats wrapped in rushes, husks,or moss, then set alight. Later candles weremade of tallow obtained from animal fats or, inthe Orient, from the seeds of the tallow tree.Wicks for the candle were also introduced andwere made of cloth strips or woven cord. Tallowcandles are very cheap compared to wax can-dles, and this is reflected in the equipment listin the PHB. These candles burn more quicklyand produce a fair bit of smoke, however. Waxcandles are used for making magical candles,and there are several sources of wax for makingenchanted tapers.

Wizards use white candles made from sperma-ceti, a waxy material obtained from sperm whalesand small and large bottle-nosed whales. Priestalmagical candles are made of beeswax taken fromeither the regular or giant species of bee; the waxproduced is dark yellow in color. Druids use can-dles made from the wax obtained from the bay-berry, an evergreen shrub whose berries arecovered with a waxy coating. A bushel of berriesyields about four to five pounds of a pleasantsmelling, green wax.

Only the purest grade of wax is used in makingmagical candles. That and the cost of the scentthat must be added to the wax in its liquid state(acting as a bond between the wax and the specialingredients used to impart magical properties),vastly increase the cost of a wax candle specially

ordered by a Spellcaster from a candlemaker.Candles may be purchased ready made from a

candlemaker who will also, for an additionalcharge, add whatever incense, perfume, oils, orherbs are required to prepare the candle forenchantment. A wizard may hire an alchemist toprepare the candle and add whatever specialingredient is required. Priests and druids may beable to find a member of their order who isskilled in candlemaking to perform the task. Tolessen the chance of spell failure when enchant-ing the candle or investment when the finishedcandle is placed upon the altar, the Spellcastershould make the candle himself.

There are two methods of candlemaking—molding and dipping. A candle mold is the sim-plest method. Molds should be made of eitherpure silver or the bone of a creature of magicsuch as a dragon. Wicks of woven silk cord areplaced in the molds, and the molten wax, withits scents and magical ingredients alreadymixed in, is poured into the molds and allowedto cool. During the procedure, the Spellcasterchants or prays. After the candles have cooled,the usual process for enchanting an item maybegin.

Dipping takes longer, but reduces the chanceof spell failure during enchantment, since theSpellcaster can more easily prevent imperfectionslike cracks or air bubbles from forming in thecandle. While chanting or praying, the Spellcasterrepeatedly dips the wicks into hot wax heated in acrystal vat, allowing each coating of wax to cooland harden before redipping. Once finished, thecandles are ready for enchantment. If the Spell-caster uses candles prepared by a candlemaker,the chance of spell failure increases by +20.

Magical candles usually come in two sizes—small ones about 3 inches long and the thicknessof a very small twig, and regular tapers 8 to 12inches long and % to 1 inch thick. The large taper,as stated in the DMG description of the candle ofinvocation, burns for four hours and can be extin-guished by normal means for later reuse. Thesmaller candle burns for 10 minutes; its spelleffects, like the larger candles, cease once it isextinguished.

Candle powers are effective within a 25-foot-radius of the candle. Unless specifically stated,all beings within the area of influence, exceptthe person who lit the candle and those whoenter the area of effect later, are affected by the

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spell. Normal saving throws apply unless statedotherwise or unless the spell effect is similar toknown spells. Except where noted, all candlesmay be snuffed out by normal means. From 1d6small candles or 1d2 large candles may be foundin a treasure cache; they may be all of a kind(50%) or a mixed assortment chosen by the DM.In a hoard, 80% of the candles will be small.Experience point (XP) values listed are percandle, for both small and large varieties. Noexperience is gained from using cursed candles.

For every three days spent in making thesecandles, they will burn for one turn, up to a maxi-mum of 10 turns (for a candle which took 30 daysto make). The magic of these candles takes effectwhen the candle is snuffed out, or burns down tonothing at the end of its duration. These candlesmust be burned in the presence of their intendedvictims in order to work.

BlackXP Value: 200 GP Value: 1,000

DRAGON Magazine 43One curse can be placed on a victim for each turnof burning, up to a maximum of six turns ofburning and six curses. The curses are:

Roll Curse1 Weakness (Strength reduced to 3).2 Insanity (Intelligence and Wisdom both

reduced to 3).3 Clumsiness (Dexterity reduced to 3).4 Poverty (all precious metals, gems and

jewels on the victim's person turn toclay).

5 Loneliness (Charisma reduced to 3).6 Exhaustion (Constitution reduced to 3).

Saving throws can be attempted for each curse,and if successful negate that particular curse only.Casting remove curse negates one curse for eachcasting of that spell. Saving throws may beattempted, where applicable, for the effects of allcandles except red candles. Any candle that doesnot burn continuously for at least one turn has noeffect. A candle extinguished midway through aturn is treated as though it had not burned at allduring that turn, but the turn is counted againstthe maximum amount of time a certain candlemay be burned. For example, a candle with amaximum life of five turns is extinguished mid-way through its third turn of burning. Its effects

are as though it had only burned for two turns(not two and a fraction), but if it is reignited afterthat, it has only two turns of burning left before itgoes out automatically.

BlinkingXP Value GP ValueNormal Large; 400 2,000Normal Small: 100 500Rare Large: 2,000 10,000Rare Small: 500 2,500

DRAGON Magazine 179Upon lighting this candle, the user begins blink-ing (as the spell) and continues to do so until thecandle is extinguished or the user blinks outsideof the area of effect. The spell effect is limited tothe user only, though in 5% of these candles theblinking effect affects all other creatures withinthe area of effect except the individual who lit thecandle. These candles are made with onion juice,crushed chicory root, and a few drops of blinkdog blood.

BlueXP Value: 200 GP Value: 1,000

DRAGON Magazine 43One turn of protection from evil/good (spell-caster's choice) for each turn of burning.

of BrillianceXP Value GP ValueCursed Large: — 250Cursed Small: — 100Normal Large: 100 500Normal Small: 50 250

DRAGON Magazine 179When lit, this candle sheds light equivalent to acontinual light spell. There is a 5% chance thatthe candle is cursed and that all within 25 feetwho are looking at the candle must save vs. spellor be blinded (cure blindness required). Thesecandles are made with vetiver, phosphorus, andichor of magnesium spirit.

of CharmingXP Value GP ValueLarge: 400 2,000Small: 100 500

DRAGON Magazine 179Lighting this candle begins a. fire charm spell,similar to the 4th-level spell in area of effect andsaving throws. These candles are made of the

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musk of musk deer or civet and a few drops ofblood from a dryad, lamia, or sirine.

ConvocationXP Value: 800 GP Value: 4,000

DRAGON Magazine 156These large candles can be found in all sorts ofgarish colors. When one is lit, the lighter and theentire party find themselves instantly teleportedto a high school pep rally in an alternate plane ofexistence, where they remain stranded until thecandle burns out or until they lead their section tovictory in the cheering competition.

DarknessXP Value GP ValueLarge: 200 4,000Small: 50 250

DRAGON Magazine 179Instead of light, this magical taper creates dark-ness in a 15-foot-radius, effectively blinding allwithin the area and those who enter later. Theseare made with purple verbena, giant octopus orsquid ink, and blood from a dark creeper or darkstalker.

DefenseXP Value GP ValueLarge: 600 3,000Small: 150 750

DRAGON Magazine 179At least two such defense candles are needed toactivate the dweomer of this magical item. Light-ing these candles activates a wall of fire similar tothe druid and wizard spells. The wall may be inthe form of a curtain up to 60 feet long betweenthe two candles, or in the form of a ring enclosinga space up to 20 feet in diameter when the can-dles are set on opposite sides of the individualwho lit them. The ring will move with the userprovided both candles are carried; the circle thenautomatically shrinks to enclose only the bearerof the candles. The wall reaches 20 feet high andcauses 4d6 hp damage to any creature passingthrough it, 2d6 hp damage each round to crea-tures within one to 10 feet of the candles, or 1d6hp damage each round to creatures from 11 to 20feet away. These candles are made with patchoulior juniper berries, phosphorus and aqua vitae,and three drops of blood from a red dragon orfrom the dragon head of a gorgimera or chimera.

DisruptionXP Value GP ValueLarge: 500 2,500Small: 125 625

DRAGON Magazine 179This candle is the bane of undead when lit. Skele-tons, zombies, ghouls, and shadows suffer 3d4 hpdamage per round while in the area of effect (nosaving throws); wights and ghasts suffer 2d4 hpdamage per round; all higher level undead, suffer1d4 hp damage per round. If a priest or paladinlights the candle, that character's power to turnundead increases by two levels as long as thecandle is lit. The candles are made with myrrh,peach blossoms, rosewater, holy water, and a fewdrops of blood from an especially holy, nonhu-man creature.

DivinationXP Value GP ValueLarge: 800 4,000Small: 200 1,000

DRAGON Magazine 179While this candle is alight, the priest (priest ordruid) who lit it is able to cast a single detectionor divination spell, of any type permitted at thecaster's level, without having to pray for it before-hand. Ranger characters with spellcasting abili-ties may also use this candle. These candles aremade with three of the following suggestedscents: out-of-season apple blossoms, rosewater,sage, snowdrop, seaweed, tea, ash blossom,hawthorn, mulberry, plum blossom; a few dropsof blood from the Spellcaster, and a cup of holywater or mistletoe juice from berries gathered inwinter.

of EverburningXP Value: 300 GP Value: 1,500

The Complete Wizard's HandbookThis resembles a normal wax candle about 6inches tall. However, once the candle is lit, theflame can be extinguished only by the spokencommand of whoever is holding it. Otherwise,the flame continues to burn; it burns underwater,in any alternate plane of existence, and in thestrongest of winds. Dispel magic and similarspells have no effect on the flame. The candle ofeverburning can burn for 24 hours before all ofits wax melts away.

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of EvocationXP Value: 1,000 GP Value: 5,000

Land of FateThese candles are marked for a particular major,enlightened god (roll as for the Book of theEnlightened Gods). A priest of the pantheon mayuse the candle designated for any of his or hergods. A priest of the Ten Thousand, however,gains no special ability from using these tapers.(See Sword, of the Enlightened for definition of"enlightened.")

ExplodingXP Value GP ValueLarge: — 200Small: — 50

DRAGON Magazine 179This item may be mistaken for a candle of fire-balls or pyrotechnics. Upon lighting, the candleburns normally for one round before going out.At the end of the following round, it explodes in& fireball for 6d6 hp damage (3d6 hp damagefor the small candle). Saving throws are applic-able except for anyone actually touching thecandle when it goes off. These candles are madeof may blossoms, phosphorus and aqua vitae,and six grains each of charcoal, sulphur, andsaltpeter.

FireballsXP Value GP ValueLarge: 500 2,500Small: 125 625

DRAGON Magazine 179This candle burns normally for one roundbefore seeming to go out. During the fol lowinground and every round after that, un t i l thecandle is either extinguished or burns itself out,a small fireball is emitted that travels up to 50feet before exploding in a 10-foot-diametersphere for 1d6 hp damage (if the fireball strikessomething before traveling 50 feet, it explodeson impact). The fireball will strike any target itis directed to attack by the person who lit thecandle; orders must be given at the start of eachmelee round, or else the fireballs fly off in ran-dom directions. The candles are made with fire-weed, phosphorus, and a few drops of bloodfrom either a red dragon or the dragon head of achimera or gorgimera.

FlameXP Value GP ValueLarge: 200 1,000Small: 50 250

DRAGON Magazine 179When lit, this candle burns normally for oneround. The following round, a sheet of fire simi-lar to the priestaiyZame strike spell engulfs thecandle and a 10-foot circle around it, causing 6d8hp damage (3d8 hp damage for a small candle) toall within the area (save vs. spell for 'A damage).The candle is destroyed in the fire. These candlesare made of fireweed, phosphorus, and severaldrops of blood from a salamander or phoenix.

Flame ArrowXP Value GP ValueLarge: 400 2,000Small: 100 500

DRAGON Magazine 179The bearer of this candle has only to touch itsflame to an arrow to turn the weapon into aflamearrow (as the wizard spell). Two arrows per roundcan be transformed in this manner. These candlesare made with oil of citronella, phosphorus, andthree drops of blood from a hell hound, firenewt,fire drake, or fire toad.

Flame BladesXP Value GP ValueLarge: 400 2,000Small: 100 500

DRAGON Magazine 179This candle burns normally for one round. Dur-ing the next round, a 3-foot-long tongue of flameerupts from the wick, similar to the spell flameblade. Damage is the same as the spell, and thecandle may be used as a hand weapon while lit.These candles are made with oak moss, rowan, orsumac, phosphorus, and the blood of either a hellhound or pyrolisk.

GoldXPValue: 200 GPValue: 1,000

DRAGON Magazine 43Cures 1d6 points of damage to the object of themagic for each turn of burning.

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of InvocationXP Value: 1,000 GP Value: 5,000

DUNGEON MASTER GuideThese specially blessed tapers are dedicated tothe pantheon of gods of one of the nine align-ments. The typical candle is not remarkable, butif a detection spell is cast, it radiates magic. Italso radiates good or evil, if appropriate.

Simply burning the candle generates a favor-able aura for the individual so doing—if thecandle's alignment matches that of the charac-ter's. If burned by a priest of the same alignment,the candle temporarily increases the priest's levelof experience by two, enabling additional spellsto be cast. He or she can even cast spells normallyunavailable, as if of a higher level, but only solong as the candle continues to burn. Any burningallows the casting of a gate spell, the respondentbeing of the alignment of the candle, but the taperis immediately consumed in the process.

Otherwise, each candle burns for four hours. Itis possible to extinguish the candle as one wouldany other. However, it can be placed in a lanternor otherwise sheltered to protect it from draftsand other things that could put it out. This doesn'taffect its magical properties.

In Kara-Tur: Candles of invocation are dedi-cated to one of the three main ethical systems:good, evil, neutrality.

MethvenXP Value: 800 GP Value: 4,000

DRAGON Magazine 39This mystical candle, usable only by wizards of atleast 5th level, glows with a green flame. Whenstudying by the light of this candle, a wizard isenabled to memorize three additional Ist-levelspells, two additional 2nd-level spells, or oneadditional 3rd-level spell. The candle lasts for1d6+18 "study periods," counting one period asthe time necessary to memorize one Ist-levelspell, two periods for a 2nd-level spell, and threefor a 3rd-Ievel spell.

Noora's Candle of PropitiousnessXP Value: 1,000 GP Value: 9,000

1993 Collector Card 411Noora 's candle of propitiousness functions nor-mally, providing attack roll bonuses to allies andpenalties to a specific foe if the combat takesplace within 50 feet of the lit candle. However,unlike most of these magical candles, Noora's

candle can be reused as often as she wishes, untilit has been burned a total of 60 rounds. At thatpoint, the candle is completely consumed.

of PowerlessnessXP Value: — GP Value: 250

The Book of Marvelous MagicWhen lit, this candle sheds light within a 40-foot-radius. Any priest within the light loses all powerto turn undead; the power returns if the priestleaves the light or if the candle is extinguished.The candle lasts for a total of 24 hours. Each usededucts a minimum of one hour's burning.

of PropitiousnessXP Value: 750 GP Value: 3,750

Tome of MagicThis candle enhances attacks against a particularenemy within a defined area. The user lights thecandle while speaking the exact name of a singlefoe. If the exact name is not known, the user mustprecisely identify the foe; saying, "the evil war-rior" isn't precise enough, but stating, "the evilwarrior who rules the village of Fair Meadowsand carries a golden shield" is sufficient.

All characters who remain within a 50-footradius of the lighted candle receive a +2 bonus toall attack rolls made against the stated foe,regardless of whether or not the foe is within 50feet of the candle. Characters who venture out-side the area of effect lose the bonus. When thestated foe is within the area of effect, he or shesuffers a -1 penalty to all attack rolls.

There can be no interposing surfaces such as wallsor doors between the candle of propitiousness andcharacters it affects. The stated foe is not allowed asaving throw to resist the effects of the candle.

The candle of pmpitiousness burns for up toone hour. If it is moved after it is lit, its magic isimmediately and permanently negated. Likewise,if its flame is extinguished, its magic immediatelyends. Any magical or natural force capable ofextinguishing a normal flame, such as a gust ofwind or a splash of water, can extinguish a candleof propitiousness, A candle of propitiousness canbe lit and used only once.

of ProtectionXP Value: 200 GP Value: 1,000

The Book of Marvelous MagicWhen lit, this item sheds light within a 40-footradius. All undead creatures approaching one

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must make a saving throw vs. spell or be unableto enter the illuminated area. Even if the undeadsucceed and enter, each must make a savingthrow each round or be forced to leave the light.The candle has no effect while being moved. Itlasts for a total of 24 hours, but each use deductsa minimum of one hour's burning.

of Protection IIXP Value GP ValueLarge: 700 3,500Small: 175 875

DRAGON Magazine 179Once lit, this candle surrounds its user with anaura of protection from evil/good (50% chanceof either) for a 10-foot radius, similar to thepriest or wizard spell. The recipe for these can-dles depends upon the protection desired. Forprotection from evil, use three of the followingscents—garlic, holly sap, peach blossoms, prim-rose blossoms, rue, juniper, and blood fromespecially holy creatures such as couatl, opini-cuses, or paladins. For protection from good, usethree of each—nightshade, gorse broom, mayblossom, or out-of-season rose petals, and bloodfrom an especially evil creature such as a hag ora fiend.

PurpleXP Value: 200 GP Value: 1,000

DRAGON Magazine 43This acts as a truth drug allowing one question tobe asked of a victim for each turn of burning—and all such questions are always answered truth-fully.

PyrotechnicsXP Value GP ValueLarge: 200 1,000Small: 50 250

DRAGON Magazine 179This candle burns normally for one round after beinglit, then apparently goes out. During the secondround, aerial fireworks shoot out of the candle's tiplike the spell pyrotechnics, with the same blindingeffect on creatures within a 10-foot area of effect.The candle does not perform the second function ofthe pyrotechnics spell (obscuring smoke). These can-dles are made with mimosa, phosphorus, and theichor from a will o wisp or a boggart.

RedXP Value: 200 GP Value: 1,000

DRAGON Magazine 43The victim is affected as by a love potion, dura-tion one day for each turn of burning. There is nosaving throw, and no chance of the love potioneffects wearing off before the full duration.

ReflectionXP Value GP ValueLarge: 300 1,500Small: 75 375

DRAGON Magazine 179Once lit, the smoke from this candle coalescesinto an image identical to the individual who litthe taper. The image is capable of independentmovement within a 25-foot radius of the candle,as ordered by the mental command of the candlelighter, but cannot go past these bounds. Weap-ons, clothing, and other items are copied exactly;the image cannot do damage, nor can it castspells, though it may appear to do so. Each time aperson or creature encounters the image, he orshe must save vs. spell or mistake the image forthe person. The error is quickly realized when theimage is attacked, since any attack on the imagedestroys it. The person who lit the candle maystep beyond the area of effect without destroyingthe image, but must stay within sight of the imagein order to control it. The controller cannot takeany action other than movement at half speed;doing otherwise destroys the image. Extinguish-ing the candle cancels the illusion. These candlesare made with attar of roses and bay leaf, bloodfrom a giant chameleon and hangman tree sap,plus several drops of quicksilver.

SanctuaryXP Value GP ValueLarge: 700 3,500Small: 175 875

DRAGON Magazine 179When lit, this magical taper casts an automaticsanctuary spell about the priest that lasts as longas the candle burns. The candle may be carried.These candles are made with peach blossoms,tuberose, oil of bitter orange, holy water, garlic,and giant skunk musk.

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Candle of Vapors

ShieldingXP Value GP ValueImproved Large: 1,500 7,500Improved Small: 300 1,500Normal Large: 1,000 5,000Normal Small: 200 1,000

DRAGON Magazine 179When lit, this candle surrounds the character withboth a shield spell and a minor globe of invulner-ability spell, like the wizard spells. Note that 5%of these tapers provide the user with a globe ofinvulnerability, like the wizard spell. These can-dles are made with chicory root and rosemary,rue or sow thistle, fluids from the central eye of abeholder, and blood from a bulette.

Smoke DetectionXP Value: 100 GP Value: 500

DRAGON Magazine 73This object, made of an unknown substance, isformed in the shape of an ebony candle with aflame atop it, the whole being about 4 incheshigh. Whenever an excessive amount of smoke ispresent (even from just cooking), it emits a wail-ing, ululating beep. (Naturally, this cannot beused in rooms heated by poorly made fires!)

of SpellsXP Value GP ValueLarge: 800 4,000Small: 200 1,000

DRAGON Magazine 179This taper is similar to the candle of divination, inthat the Spellcaster who lit it can automaticallyrecall and cast any spell, that the caster knows. Forexample, a 7th-level wizard who knows fireball isable to recall and cast the spell twice, as permittedby the wizard's level of experience, without havingmemorized the spell beforehand. These candles aremade with rosemary and sage, and blood from ahighly intelligent, nonhuman, spell-using creature.

SurvivalXP Value GP ValueImproved Large: 300 1,500Improved Small: 75 375Normal Large: 200 1,000Normal Small: 50 250

DRAGON Magazine 179Also known as the ranger's candle, this taper pro-vides heat and light equivalent to a normal firewhen lit. A small survival candle burns for 10

hours instead of 10 minutes, while a large candlebums for 240 hours rather than four. Note that 10%of these candles also radiate a 25-foot-diameteraura of repulsion against normal animals commonto woodlands (bobcats, mice, birds, deer, andsnakes). These candles are with patchouli, hollysap, four-leaf clover blossom, orange blossom,phosphorus, and blood from a firesnake.

of TransferenceXP Value: 2,000 GP Value: 10,000

The Book of Marvelous MagicWhen used, this item causes its victim to makesaving throws vs. spell with a -4 penalty to theroll. If the throw fails, the victim's life force istransferred to the flame, and the candle takes theshape of the victim as the body disappears. Aremove curse cast upon the lit candle by a 26th-or higher-level caster restores the victim com-pletely, and the candle disappears—a wish mayalso be used. If a speak with monsters spell isused, the flame speaks with the voice and lifeforce of the victim. The flame does not burn thecandle and it cannot be extinguished, not even bymagical wind; only water or some magicalmethod can put it out. If put out, however, thevictim dies. A polymorph object spell can there-after restore the body, but only if applied whilethe candle is lit; otherwise the victim dies.

Unfailing LightXP Value GP ValueLarge: 100 500Small: 25 125

DRAGON Magazine 179This taper provides a normal candle flame when litand burns steadily, until it either burns itself out oris extinguished by the person who lit it. It cannot beextinguished by any other means, even by tossingit, dropping it, submerging it under water, or plac-ing it in a vacuum. These candles are made withprimrose, phosphorus, and either blood from ablindheim or abdominal fluids from a firefiend.

ofVaporsXP Value GP ValueLarge: 300 1,500Small: 75 375

DRAGON Magazine 179This candle burns normally for one round, thengoes out. During the following round, it producesclouds of smoke or vapor that rapidly expand to

846

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Visibility Candle

blanket a 50-foot-diameter area. Except wherestated, all characters and creatures within the areaof effect are affected, including those who enterthe cloud later. A successful save vs. poison pro-duces no effect; failure to save causes the notedeffect to occur. The cloud dissipates one turn afterthe candle is extinguished; it must be doused withwater to cease producing vapors. There are fivevarieties:

Roll Candle Type01-02 Insanity gas: Victims act as though

they were under the permanent effectsof confusion, as the priest spell. A heal,restoration, limited wish, alter reality,or wish spell is required to cure thiscondition.

03-04 Poison: Creates a cloud of poison gasagainst which all characters must saveor die (taking 20 hp damage if the saveis made).

05-06 Sleep: Affects all characters and crea-tures of all levels within its 25-footradius, except the individual who lit thecandle. Sleep lasts while the victimsremain near the fumes, plus 1d10rounds after their removal.

07-08 Smoke: A dense cloud of smokeforms, totally obscuring vision beyond2 feet. If the candle is lit within anenclosed space smaller than half thesize of the cloud's 50-foot-diameter,spherical area of effect, all charactersincluding the one who lit the candle,must save vs. poison or suffocate in2d4+l rounds.

09-10 Sweet smell: Burns off all evil vaporswithin its area of effect (including allpoisonous, superheated, corrosive, orotherwise harmful gases), leaving theair pure and sweet smelling.

These candles are made of sandalwood andeither jimpson weed (insanity), poppy (sleep),puffball spores (smoke), belladonna (poison),ichor from a gibbering mouther (insanity), spritesleep ointment (sleep), pure charcoal powder(smoke), or giant serpent poison (poison). Thebeneficial sweet smell candle requires a mixtureof mistletoe, rosemary, sow thistle, and whiteheather.

VisibilityXP Value GP ValueLarge: 400 2,000Small: 100 500

DRAOON Magazine 179Once lit, all creatures or objects within thecandle's area of effect that are invisible throughmagical means alone, become automatically visi-ble (psionic invisibility, though is not revealed).Invisibility does not resume if affected creaturesstep beyond the area of effect of the candle,unless this is normal for the creature. Creaturesrendered difficult to see through natural or artifi-cial camouflage are not affected, and objects thatare concealed are not revealed. These candles aremade from orrisroot and either chicory root orbrakenseed (fern spores), and blood from a non-human creature with divinatory powers,

YellowXP Value: 200 GP Value: 1,000

DRAOON Magazine 43One turn of telepathy (the user is able to read thevictim's mind) for each turn of burning,

Candle SnufferA candle snuffer is a metal rod with a cup on oneend that is used to put out candles or other verysmall flames. Snuffers are often made of brass,and may be from 2 inches to 3 feet in length.Magical snuffers usually function when touchedto either the flame or body of a Ht candle.

of DeathXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicWhen this snuffer puts out a candle's flame, eachliving creature within 60 feet must make a savingthrow vs. death magic or die on the spot, "snuffedout." It functions only once per day.

of DousingXPValue: 100 GPValue: 500

The Book of Marvelous MagicThis snuffer puts out a candle's flame and, oncommand, can also put out any nonmagical fireaffecting a 10- by 10-foot area if the fire is oflarge dimensions. It can function three times perday.

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Cane of Detection

of ExplodingXP Value: 800 GP Value: 4,000

The Book of Marvelous MagicThis snuffer appears to be a snuffer of dousing andmerely puts out a candle flame. However, if used toput out a larger fire, the snuffer explodes as & fire-ball, inflicting 10d6 points of damage to all withinthe area. Each victim may make a saving throw vs.spell to take 'A damage, and fire resistance applies.The explosion destroys the snuffer.

RemoteXP Value: 300 GP Value: 1,500

DRAGON Magazine 73This is a 6-inch-long stick in the shape of a minia-ture candle snuffer—a stick with a hook at the top,ending in a bell without a clapper. When pointed ata candle while the word of command is spoken, thecandle is snuffed out, regardless of the range, aslong as the candle is visible. It does not work onlanterns, torches, or lamps—only candles.

of ServingXP Value: 900 GP Value: 4,500

The Book of Marvelous MagicWhen used, this snuffer turns the candle flameinto a tiny, summoned fire elemental (AC 0; HD1; MV 12; #AT 1; Dmg 1d6; ML 12; AL N), just3 inches tall. The creature cannot speak and has

little intelligence, but it understands and willinglyobeys the summoner for up to one hour, and itneed not be controlled. Its touch causes nonmagi-cal, combustible items to catch fire.

CaneA cane is a wooden or metal stick normally usedfor assistance in walking. Magical canes may befound anywhere, but are most often near humansand demihumans. They may be straight or curved,plain or decorated. Some canes have 1d20 chargeswhen found, but they cannot be recharged.

of AgeXP Value: — GP Value: 1,200

The Book of Marvelous MagicWhen this cane is touched, the creature moving itmust make a saving throw vs. death magic with a -4penalty to the roll or else age 20 years. This effectoccurs each time the cane is touched. If the victimsucceeds in the saving throw, however, the cane maybe held and used as a weapon; any victim struckmust make a saving throw vs. death magic or age 10years. Each 10 years of aging uses one charge.

ofArmamentXP Value: 2,000 GP Value: 10,000

The Book of Marvelous MagicThis cane appears to be perfectly ordinary, butturns into a two-handed sword +1 on command. Asecond command causes it to resume cane form.

of BlindnessXP Value: — GP Value: 1,200

The Book of Marvelous MagicWhen this item is touched, the creature touchingit must make a saving throw vs. spell with a —4penalty to the roll or be blinded. This effectoccurs each time the cane is touched. If the sav-ing throw succeeds, the cane may be used as aweapon. Each opponent struck must make a sav-ing throw vs. spell or be blinded. One charge isdrained for each victim blinded.

of DetectionXP Value: 1,500 GP Value: 7,500

The Book of Marvelous MagicWhen this cane is tapped along walls, secretdoors, pit traps, and sliding walls may be discov-ered as though the user were a dwarf. Using 1d6,a result of 1 or 2 indicates success. Each success-ful detection uses one charge.

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Cane of Stiffness

of StiffnessXP Value: — GP Value: 1,200

The Book of Marvelous MagicWhen this cane is touched or moved, the creaturemoving it must make a saving throw vs. spell witha -A penalty to the roll. Failure causes the victim'sDexterity score to drop to 3. The victim must keepthe cane until a cure disease or remove curse isapplied by a caster of 15th or higher level; thisremedy destroys the cane. A heal or wish restoresthe victim's original Dexterity score.

Wemick's Cane of StrikingXP Value: 6,000 GP Value: 30,000

1992 Fantasy Collector Card 137This magical cane is a +3 weapon. It causesld6+3 points of damage when a hit is scored.This expends one charge. If two charges areexpended, the damage bonus is doubled, whiletriple damage is caused when three charges areexpended. The cane can be recharged, but, unfor-tunately, Wemick, in his advanced years, hasforgotten the command word and the very factthat the cane is magical. He has not, however,forgotten how to hit people with it.

CanisterA canister is a cylindrical container with, gener-ally, two command words—one to open and oneto close.

of CondimentsXP ValueKetchup: 200Mustard: 400Pepper: 300Salt: 500Jelly: 400Jam: 200

GP Value1,0002,0001,5002,5002,0001,000

POLYHEDRON Newszine 23This large ceramic jug can be commanded to pro-duce a magical condiment of some type. Theexact type cannot be determined until the canisteris commanded, and then opened. The canisterwill produce one 6 ounce measure per day. Tofind the condiment created, roll 1d6:

Roll Condiment1 Ketchup of Slowness: When this is

dumped on the ground or floor, any crea-ture approaching within 10 feet of theketchup is slowed (moving and attacking

at half normal rate) for 1 hour.Mustard of Success: This hardened, yel-low goop has no effect unless an edgedweapon is used to "cut" it. Any weaponthus treated gains a +2 bonus to all attackrolls for one hour. The mustard may beused to enchant up to three edged weapons,Pepper of Sneezing: When one ounce ofthis pepper is thrown at a creature, thevictim must make a saving throw vs. poi-son or stop moving and sneeze for oneround. A new saving throw may be madeeach round, but the victim continues tosneeze until a saving throw is made.Sneezing victims may not move, and suf-fer a +2 penally to AC, and a -2 penaltyto all saves (which does apply to furtherattempts to stop sneezing).Salt of the Earth; Each ounce of this saltmay be sprinkled on either one human-sized creature or in a 10- by 10-foot area.If used on a creature, a normal attack rollis required to apply it. If successful, therecipient takes double damage from eachwound after that, caused by an edgedweapon. The effect lasts 10 rounds oruntil the salt is washed off. If used on anarea of ice or snow, the salt causes it tomelt in one turn, even if magically cre-ated (such as a wall of ice).Jelly of Attraction: This purple, sweetsmelling jelly attracts the attention of allnormal and magical insects within 30feet. Giant-sized insects are permitted asave vs. spell to resist the effect, but witha -4 penalty to the roll. When attackingan insect that is attracted to the jelly, theattacker gains a +4 bonus on the firstattack roll, but the insect is then free ofthe magical attraction and its effects,even if the attack misses. An attack onone insect does not disturb the others.The jelly may be used only once, and iseaten by the insects.Jam of Logs: This lumpy, brownish goomay be poured out onto the floor. On com-mand, it grows to become pile of normal,nonmagical wooden logs, completely fill-ing a volume of 1,000 cubic feet. The logswill block the passage of any solid crea-tures or items, as well as vision. The logjam is permanent until burned away by

860

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Canteen of Purification

fire, which takes a full turn and createssmoke in a volume of twice its size (2,000cubic feet). The smoke causes all thosewithin it to make a saving throw vs. poi-son or cough for three turns, with penal-ties of+4 to AC and —4 to all saving throwswhile coughing.

of CursesXP Value: — GP Value: 1,000

POLYHEDRON Newszine 23This appears in all respects to be a canister ofcondiments, but the effect of any condiment cre-ated may (50% chance per use) cause ill effects tothe user, or no effect, as follows:

Roll Effect1 The ketchup causes the user to be slowed.2 The mustard bestows a -2 penalty to

attack rolls.3 The pepper blows back on the user.4 The salt may fall upon the user, or cause

snow and ice to grow, or have no damag-ing effect.

5 The jelly attracts insects to the user.6 The yam creates barriers on all sides of

the user.

The owner or user of a canister of curses can-not sell or dispose of the item until a removecurse is applied by a caster of 26th level orgreater. This canister functions normally 1d4times before revealing the curse.

CanteenCanteens are metal, ceramic, or animal-skin con-tainers for carrying water. All canteens have a capor stopper to keep the liquid from evaporating orspilling as it's carried about. Canteens are usefulin any location where drinkable water is not read-ily available; however, they tend to be veryexpensive anywhere they are necessities, andvery cheap where they are mere conveniences.

of CoolnessXP Value: 600 GP Value: 3,000

DRAGON Magazine 30The canteen of coolness holds one quart of liquidand keeps it at 40° Fahrenheit regardless of itssurroundings. It is said to work especially wellwith certain red wines.

ErdluXP Value: 1,500 GP Value: 7,500

DRAGON Magazine 197This magical canteen is made from the emptyshell of an erdlu egg; the entire shell must beavailable for the canteen to be created. Once perday, after uttering the command word, the canteenfills itself with the fresh, red yolks of an erdlu—arefreshing treat for any inhabitant of Athas. Thisitem is meant to serve as a personal canteen for alone traveler. It is possible for a member of someadventuring party to create yolks more than onceper day, but the canteen must never create themmore than seven times in a single, one-weekperiod. If the owner foolishly tries for the eighthtime in a week to create yolks, the energy of thecreation causes the erdlu canteen to explode,doing 1d4 hp damage to anyone in a 5-footradius,

of PurificationXP Value: 800 GP Value: 4,000

DRAGON Magazine 73An ordinary canteen, at least in appearance. Anywater that has been in the canteen for at least 24hours is purified, however, deliberately concoctedpoisons are unaffected,

CapCaps are small hats that fit snugly onto a wearer'shead. Very small and plain caps are called skullcaps. Wizards who live in seclusion and clois-tered priests often wear skull caps to keep hairout of delicate, alchemical experiments. Sincethey're not very flattering, skull caps are almostnever worn outside the work room or monasteryexcept by frugal or ascetic individuals. Roll onthe table below to determine the type of capfound or purchased.

Roll01^)910-1819-2728-3738^647-5556-6465-7374-8283-9192-00

Cap TypeBeretBonnetCalotteCapFezHatHoodNightcapSkullcapTurbanZuchetto

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Cap of the BeguiSer

oftheBeguilerXP Value: 2,000 GP Value: 25,000

FORGOTTEN REALMS MC AppendixThe cap of the beguiler gives the wearer the abil-ity to see as though using a true sight spell. Invis-ible creatures and objects are clearly seen, andillusions do not have their intended effect. Dis-placed foes can be seen at their true locations.Only one cap can be made from a single beguilerpelt. If the cap gets wet, its properties are nulli-fied until it is totally dry. Each time it gets wet,there is a 10% chance it mildews, causing itsmagical properties to vanish forever.

Cursed School CapXP Value: — GP Value: 2,000

1992 Fantasy Collector Card 511At first, this school cap appears to be even betterthan others—the wearer gains a +4 bonus to allsaving throws against spells of one particularschool of magic (roll 1d8):

Roll School of Magic1 Abjuration2 Conjuration/Summoning3 Greater divination4 Enchantment/Charm5 Illusion6 Invocation/Evocation7 Necromancy8 Alteration

Furthermore, specialists of the designatedschool do not inflict a -1 penalty on the weareragainst their specialist spells. However, thewearer suffers a -4 penalty to saving throwsagainst spells of all other schools. The cap cannotbe removed until a remove curse spell is cast.

Dream Cap of VelunaXP Value: 1,500 GP Value: 7,500

GREYHAWK AdventuresThis cap was enchanted by a wizard who soughtto unlock the mysteries of the inner mind. Theresult of his work is a small leather cap that canaffect the future of a sleeping wearer.

For each full night spent asleep, a wearer of thecap experiences dreams of warning. A sleeperdreams of a nest creature or force that willthreaten or attack him or her. If the character is tobe attacked by an NPC, monster, spell, or naturalhazard, the cap reveals it in a dream. However,

the threatening force or creature is usually sym-bolized rather than revealed in actual form. Forexample, a minotaur may appear as a bull or alarge, hairy man; a fireball may appear as a land-scape of flames (such as the Elemental Plane ofFire).

A dreamer must save vs. paralyzation to facethe danger courageously. If the saving throw issuccessful, he or she gains a +2 bonus on savingthrows, ability checks, and attack rolls whileencountering the real danger when it actuallyarrives. If the saving throw fails, the character hasnot faced his or her fears, and receives a -2penalty to saving throws, ability checks, andattack rolls in the actual encounter.

The character always remembers dreamscaused by the cap, though the DM need not men-tion the memory unless the player asks. After theactual encounter with the threat, a character canmake an Intelligence check in order to make theconnection between the dream and the reality.Thus, the cap's owner may not realize the cap'spowers until after many nights of disturbing pre-monitions,

of EvilXP Value: — GP Value: 1,000

Mordenkainen's Fantastic AdventureThis cap changes the wearer's alignment to evil(similar to a helm of opposite alignment).

Healing Cap of VelunaXP Value: 4,000 GP Value: 22,500

GREYSIAWK AdventuresThis small cloth cap was enchanted to helppriests of Veluna heal the wounded and dying.When worn by a priest, it restores double thenumber of hit points restored by any of the vari-ous cure wound spells.

Nightcap of SleepXP Value: 400 GP Value: 2,000

The Book of Marvelous MagicThis cap causes the wearer to fall into a deepslumber. The victim cannot be awakened unless aremove curse spell is applied; however, therequired level of caster is equal to the number ofturns spent asleep. Thus, after 36 or more turnsasleep, a remove curse from a 36th-level caster isneeded. The sleeping victim needs no food orwater.

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Cap of Sleep

Nightcap of VisionXP Value: 600 GP Value: 3,000

The Book of Marvelous MagicThis cap enables the wearer to see in the dark(infravision, 90-foot range) as often as desired.

PileusXP Value: — GP Value: —

DUNGEONS & DRAGONS Master SetThe Pileus (pill-A-us) was made deliberatelysimilar to the red Liberty Cap, a long-time sym-bol of freedom. An Immortal Paragon wizardnamed Saturnius created it to bring freedom toenslaved mortals. It is rumored that the wearer ofthis cap will remain free forever, and can freethose imprisoned, no matter the reason.

The pileus is a simple, red felt cap, whichenlarges or shrinks to fit any user. It must beworn if its powers are to be used.

This cap is inactive when found, and remainsinactive until the would-be user wears it whilefreeing prisoners of his or her race. The nightafter this act, the user receives knowledge of thecap's powers and the command words, whiledreaming.

The pileus produces its effects, either upon theuser or some object within range, whenever theuser mentally commands it to do so.Suggested Powers: (All abilities are cast at 20thlevel.) Dimension door, knock, free person (freesall bonds, prison doors, and shackles). Magicalimprisonment is affected by a dispel magic spellcast at 20th level.), immune to paralysis (Rangetouch; Duration six turns.).Suggested Handicap: Repel others. The userslowly develops a invisible, repulsive aura; thereaction rolls of all those coming within 30 feetare penalized -3 when the artifact is first used.However, treat any attack result on the ReactionTable as "Flee in disgust." Other characters maymake saving throws to try and tolerate the repul-sion, but the given penally applies to those rollsas well. A new saving throw must be made foreach hour spent in the user's presence.Suggested Penalty: Rot. A body part becomesdiseased and falls off in one hour. This affects thetoes first (one by one), then the fingers, ears, andnose, and then limbs. A cure disease appliedbefore the part falls off will negate the effect, atleast for that occurrence.

School CapXP Value GP ValueAbjuration: 2,000 10,000Conjuration/Summoning: 2,000 10,000Greater Divination: 2,000 10,000Enchantment/Charm: 2,000 10,000Illusion: 2,000 10,000Invocation/Evocation: 2,000 10,000Necromancy: 2,000 10,000Alteration: 2,000 10,000

Tome of MagicThe wearer of this cap gains a +2 bonus to savingthrows against spells of one particular school ofmagic. In addition, specialists of the designatedschool cannot inflict a -1 penalty on a wearer'ssaving throws against their specialist spells. Thenature of the school cap is determined using a1d8:

Roll Affected School1 Abjuration2 Conjuration/Summoning3 Greater Divination4 Enchantment/Charm5 Illusion6 Invocation/Evocation7 Necromancy8 Alteration

Of these caps, 10% are mixed blessings sincethey have a cursed side effect—the wearer suffersa 1 penalty to saving throws against spells ofopposition schools. The curse takes effect thefirst time the wearer is subjected to a spell froman opposition school. Once the curse has beenengaged, the cap cannot be removed except byuse of a remove curse spell.

of SleepXP Value: — GP Value: 500

The Book of Marvelous MagicThis cap causes the wearer to fall into a deepslumber. The victim cannot be awakened unlessa remove curse spell is applied; however, thelevel of the caster needed is equal to the numberof turns spent asleep. Thus, after 36 or moreturns asleep, a remove curse from a 36th-levelcaster is needed. The sleeping victim needs nofood or water.

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Cap of Teleportation

of TeleportationXP Value: 1,000 GP Value: 5,000

Tall Tales of the Wee FolkThis red bonnet permits its wearer to teleportwithout error to another location and back again,once a day. The wearer raises his or her righthand, says, "Here's off to—," and is instantlytransported to the named destination. The desti-nation can be no more specific than a city, andthe wearer has no control over the exact spot heor she appears. To return, one raises the left handand says, "Here's off back to—," naming theplace of origin. Again, the destination is hazy; thewearer arrives somewhere within 1d4-l miles ofthe point of original departure. A character istransported with all immediate possessions. Onetale tells of a man who was about to be hanged ina city to which he had (somewhat inadvertently)teleported himself; as his last wish, he asked "towear the red cap in my pocket." He then promptlyteleported himself home, bringing not only thehangman's noose around his neck, but the gal-lowsplank as well!

of VisionXP Value: 300 GP Value: 1,500

The Book of Marvelous MagicThis cap enables the wearer to see in the dark(infravision, 90-foot range) whenever desired.

CaparisonA caparison is an ornamental covering for ahorse, covering its body but sometimes the neckand head as well. It is usually worn only forshow, as for a parade, but magical caparisons areoften enchanted to be useful on adventures.Magical caparisons are nearly always made forspecific groups of knights, and thus have spe-cific color patterns woven into them showingthe symbols or coats of arms of those knights ortheir liege lords. They are enchanted to enlargeor shrink slightly to fit any horse from pony tothe largest draft or heavy war horse perfectly.They also resist stains and stay perfectly clean,regardless of the circumstances, and will not tripnor blind their wearers.

ArmoredXP Value: 4,000 GP Value: 20,000

New ItemThe armored caparison grants the horse wear-ing it a base Armor Class of 4 without the use

of actual barding. Any real barding wornbeneath it has no effect. Further, this armorgrants its wearer AC 0 against pointed, piercingweapons such as arrows, quarrels, pikes, andspears.

of ComparisonXP Value: — GP Value: 500

New ItemThe caparison of comparison functions in allrespects as any other magical caparison. How-ever, it has the additional quirk that within 1^4days after it has been put into use, it curses itsrider with a form of deranged envy, such that therider begins to compare everything he or she haswith the possessions of friends and allies. Therider is then compelled, every day after that, tosomehow acquire a possession of a friend that isbetter than a similar item he or she owns. Forexample, if the rider owns a sword +2 but therider's best friend has a sword +3, he or she iscompelled to get that sword by any means pos-sible, including theft and treachery. The ridercannot be reasoned with on this matter, and onlya remove curse spell from a priest of 10th orhigher level frees the rider of envy—at least ofthe magical variety.

of EnslavementXP Value: — GP Value: 500

New ItemThe caparison of enslavement functions likeother magical caparisons, until such time as thehorse's owner or regular rider climbs upon itwhile the caparison is being worn. At that point,the rider magically falls under the telepathiccontrol of the horse and must do whatever thehorse wants done. If the horse is tired of walk-ing, the rider stops the horse and lets it rest. Ifthe horse is hungry, the rider feeds it or lets itwander off to eat. If the horse wants to gohome, the rider takes it home. The enslavementlasts even after the rider dismounts, so that therider tends to every whim of the horse, until aremove curse spell from a priest of 10th orhigher level is cast upon the rider whi lemounted on the caparison. Then the rider maydismount and remove the caparison without fur-ther effect.

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Cape of Horns

of DisguiseXP Value: 500 GP Value: 3,000

The Book of Marvelous MagicThis cape allows the wearer to change body shapeinto any form of the same approximate size. Itdoes not change facial features, voice, or size,merely the appearance of the arms, legs, andbody,

of Good HopeXP Value: 1,000 GP Value: 15,000

The Book of Marvelous MagicThis item gives the wearer a morale of 10 (ifapplicable) and a bonus of+4 on all savingthrows vs. fear. It also allows a saving throw to bemade without adjustments whenever magicallycreated fear is so powerful as to allow none nor-mally .

of the HornetXP Value: 800 GP Value: 2,400

DRAGON Magazine 5With this cape, the user may fly at 360 feet perround indefinitely. The cape grants the user theability to fire as many as three "stings" eachround. A sting is a bolt of energy with a 25-footrange that causes 1d4 points of damage to anycreature it hits. The user must use his or herTHACO to determine the attack's success.

Wearing this cape grants the user a +2 ACbonus against normal and magical missiles, butnot against any other type of attack. The wearercan also turn invisible whenever desired (one turnduration, followed by a one turn recharge period).As with normal invisibility, once the user makesan attack, the invisibility dissipates.

of HornsXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThis cape appears to be like any other, but, whencommanded to function, it causes horns to growfrom the wearer's head. The horns prevent the useof any helmet, and this bestows a -1 penalty toArmor Class if the victim usually wears any typeof armor. The horns cannot be used for attack andmay be removed safely only by a remove cursespell. If the horns are broken offer damaged, thevictim loses 1d4 hit points permanently; this losscan be regained only by a wish.

of ProtectionXP Value GP Value+1:1,000 5,000+2:2,000 10,000+3:3,000 15,000

New ItemThe caparison of protection functions as a ring ofprotection, with the following exceptions:• The bonuses to saving throws and Armor

Class are granted to both the horse and therider. If more than one being rides on thehorse's back, the protective qualities of thecaparison function only for the horse.

• If magical barding is worn, the protectivequalities of the caparison function only forsaving throws, not for Armor Class.

• Only one caparison may be worn at a time byany horse.

of SilenceXP Value: 1,000 GP Value: 5,000

New ItemThe caparison of silence allows horse and rider totravel soundlessly over any terrain. No soundsmade by the horse and rider (shouts, snorts, hoof-beats) can be heard. This does prevent any spellswith verbal components from being cast by therider, however.

of SustenanceXP Value: 1,000 GP Value: 5,000

New ItemThe caparison of sustenance allows the horse(but not its rider) to go indefinitely without foodor water. It also keeps the horse looking perfectlygroomed and kills all equine parasites and minorpests (such as flies) that touch either it or thehorse. Finally, it prevents all diseases having amagical cause, and grants the horse a +3 bonus tosave against magically induced diseases, such asfrom a cause disease spell or a mummy's rottingtouch,

CapeA cape is a sleeveless garment that falls looselyfrom the shoulders and is fastened about the neckwith a chain or cord, A cape may be worn overarmor or ordinary clothes, or even over a coat. Amagical cape is made of fine cloth, often withstrands of gold or silver woven into the fabric.(See also Cloak and Coat.)

Page 255: Encyclopedia Magica Vol I
Page 256: Encyclopedia Magica Vol I

Carrague's Iron Golem

luz'sXP Value: 6,000 GP Value: 60,000

The Temple of Elemental Evitluz is said to wear an old, short cape that boosts hismagic resistance by 20%, and serves as a cloak ofprotection +4 as well. Anyone who wears thiscloak gains a 20% magic resistance. If a magicresistance is already possessed, the resistance isincreased by 20% to a maximum of 90%.

of ProtectionXP Value+1: 1,000+2: 2,000+3: 3,000+4: 4,000+5: 5,000

GP Value10,00020,00030,00040,00050,000

The Book of Marvelous MagicThis cape gives the wearer a bonus to all savingthrows and to Armor Class. It may be combined withall other protective items, magical or ordinary, includ-ing armor, shields, rings of protection, and so forth.

of ReekingXP Value: — GP Value: 1,000

The Book of Marvelous MagicThis cloak appears to be a cape of disguise, but,when commanded to function, it makes the wearersmell like a rotten fish. The smell is easily detectedfor a range of 120 feet and ruins all chances for sur-prise. The victim may not remove the cape until aremove curse is applied by a caster of the 25th level.

ShadowXP Value: 2,500 GP Value: 15,000

The Book of Marvelous MagicThis powerful cape is of immediate benefit tothieves, it bestows a +25% bonus to hide in shad-ows attempts. Any character may use the item,however, and any creature not wearing metal armorcan hide in shadows with a 25% chance of success.In addition, the cape enables the wearer to magi-cally travel from one shadow to another; the effectis identical to a wizard's dimension door spell (360-foot range, no chance of error), except that the usermust be in shadow to activate the cape and mustarrive in a shadow. The shadow cape may be usedfor magic travel three times per day, but misusedoes not count as a use. (Any attempt to travel tolighted or occupied areas fails.) Any fire, normal ormagical, can instantly destroy the cape unless theuser makes a successful saving throw vs. spell.

Carrague's Iron GolemXP Value: 4,000 GP Value: 40,000

POLYHEDRON Newszine 84Nineteen years ago, Carrague created what hethinks is a better and more useful iron golem.Unlike a normal golem, Carrague!? iron golem isnot animated by an elemental spirit. Instead, afighter wears a suit of plain looking, magicalbrown leather armor and a metal helmet fittedwith ruby lenses. The armor allows the fighter tocontrol all the golem's actions at a distance.

The golem instantly responds to any motionthe fighter makes. The control range is 120 feet.The golem also has the same THACO as the con-trolling fighter. In addition, the controllingfighter uses the ruby lenses to see through thegolem's eyes. The fighter must mimic any actionthe golem undertakes, which can make the fighterrather conspicuous to opponents. However, thefighter need not have the golem in view to controlit. Controlling the golem requires some concen-tration. Damage to the fighter does not breakcontrol over the golem, but the fighter can donothing else while operating the golem.

Carrague's iron golem has all the powers andimmunities listed for iron golems in theMONSTROUS MANUAL accessory, except that it can-not breathe poison gas. If the fighter wearing thearmor is killed, paralyzed, or rendered unconscious,the golem ceases to function. Destruction of thearmor renders the golem useless, and vice versa.

CarpetCarpets, otherwise known as rugs, are floor cov-erings designed to make a floor more comfortableand more attractive. Often, carpets are hung onwalls in order to cover holes or open windows.(Such carpets are more properly called tapes-tries.) Magical carpets usually provide transport,issue warnings, or trap intruders.

Roll01-1112-2324-3435̂ 1546-5657-6768-7879-8990-00

Carpet TypeBroadloomCarpetDoormatMatRugRunnerRyaShagThrow Rug

Page 257: Encyclopedia Magica Vol I

Accursed Rug

AccursedXP Value: 400 GP Value: 2,000

Mordenkainen's Fantastic AdventureThis rug is made from rich silks, and is finelywoven. Depicted upon its surface is an alienwilderness consisting of rooted trees in strangecolors, multiheaded animals, and gaudilyplumed sawtooth birds among crooked, dun-col-ored branches. Double suns, one red, the otherwhite, are seen rising, shedding their opulent,mingling hues over a twisted, purplish river,flowing through greenish yellow plants setalong its banks. In the distance is a grandiosecity, a miniature in perspective, but the distanceto it seems endless, suggesting that the artist'sdepth is distorted or that the city is gargantuanin size.

This rug radiates magic and is actually an itemknown to Tomorast as the accursed carpet. Whenhandled, the rug takes on one of the followingtwo aspects (50% chance of each):• The rug animates, moving and attacking of

its own accord as if it were semi-intelligent.The rug's characteristics are: AC 5; MV 15Hying; HD 7; hp 40; #AT 1; Dmg 2d10points smothering; SA once attached, smoth-ers for automatic damage; SD, see below.The rug flies about, attempting to land onand smother victims below it. When it hits, itinflicts smothering damage automaticallyuntil destroyed. Victims trapped under itmove at half speed, have a -2 penalty to ini-tiative, and if a weapon used is while trappedinside the rug (50% chance), h may onlyinflict half damage.

• In this aspect, the rug remains where it is onthe wall. Several strong, thick threads (2d6strands, 50 feet long, of the carpet's frillyedging) hang from it. Attached to the end ofeach thread is a foot wide mouth with manyteeth that seem especially made for severingand chewing. Each "mouth" attacks as a 6HD monster, inflicting 1d6+l points of dam-age per bite. Other statistics are as givenabove.

Damaging the rug: In either aspect, this rug isimmune to spell attacks. Fire and weapon attacksaffect it as follows:• Torch: 1d6 points per hit.• Flask of Burning Oil: 2d4 points initially,

1d4 points per round for the following threerounds.

• Raging Fire (bonfire, cask of oil, etc.): 2d6points per round in the fire; rug catches firefor six rounds, 2d4 points per round.

• Magical fire: No effect.Weapons: Piercing weapons and blunt weap-

ons inflict only magical and character Strengthbonuses, if any. Slashing weapons inflict thosebonuses, and the following normal damage perhit:• Dagger: 1 point.• Short sword and hand axe: 1 d2 points.• Long sword: 1d4 points.• Bastard sword and edged polearm: 1d6

points.• Battle axe/broad sword/halberd: 1 dS points.• Two-handed sword: 1d10 points.

of DivingXP Value: — GP Value: 1,250

Secrets of the LampThis cursed item appears to be a standard 5- by 7-foot carpet of flying, capable of holding threepassengers and moving at a rate of 30—until theuser flies it at an altitude above 200 feet. Then thecarpet rises slightly, stalls, and begins a finaldive. Unless they have some means of preventingthe fall, those on the carpet suffer 20d6 hit pointsimpact damage and must make a saving throw vs.death magic to avoid instant and unpleasantdeaths.

of FightingXP Value: 4,000 GP Value: 20,000

DRAGON Magazine 179This magical rug is similar to a rug of smotheringbut functions on the command word of the owner.It will wrap up any who stand upon it (other thanthe owner) and smother them, rendering themunconscious (but not dead) in ld4+2 rounds.Creatures that do not need to breathe areunharmed, but unable to move. It requires an ani-mate object, hold plant, or wish to escape the car-pet, or strength of 19+ to unwrap it (it unwraps atthe command of the owner as well). The carpetmay be destroyed by inflicting 25 hp on it (AC10) but the damage is also inflicted on those onthe carpet.

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Self Cleaning Carpet

of FlyingXP Value GP Value1 Person: 2,500 12,5002 Person: 5,000 25,0003 Person: 7,500 37,5004 Person: 10,000 50,000

DUNGEON MASTER GuideThe size, carrying capacity, and speed of a carpetare determined by rolling percentile dice and con-sulting the table below. Each carpet has its owncommand word to activate it—if the device iswithin voice range, the command word alwaystriggers it. The carpet is then controlled by spo-ken directions.

These rugs are oriental in make and design. Eachis beautiful and durable. Note that tears or otherrents cannot be repaired without special weavingtechniques known only in distant, exotic lands.

Roll01-2021-5556-8081-00

Size3'x5'4'x6'5'x7'6'x9'

Capacity1 person2 person3 person4 person

Speed42363024

Rug of MotheringXP Value: 300 GP Value: 3,000

DRAGON Magazine 156Indistinguishable from a rug of smothering, thiscarpet forms an emotional attachment with any-one who picks it up. After that, it is always foundsomewhere about the person or his or her gear,worrying about how he or she eats, constantlynaging about how he or she takes care of his orher clothes, and fussing when he or she goes outin the rain without galoshes. This is all the morelikely to be embarrassing when one remembersthat the standard rug of smothering is generallyused only by assassins.

Rug of SmotheringXP Value: — GP Value: 1,500

DUNGEON MASTER GuideThis finely woven carpet resembles a carpet offlying and detects as magical. The character sit-ting on it, and giving a command is surprised,however, as the rug of smothering rolls itselftightly around the victim, suffocating the unfortu-nate one in ld4+2 rounds. The rug cannot bephysically prevented from wrapping itself, and itcan only be prevented from smothering its victimby the casting of any one of the following spells:animate object, hold plant, wish.

Rug of WelcomeXP Value: 6,500 GP Value: 45,000

DUNGEON MASTER GuideA rug of this type is the same as a carpet of fly-ing, and it performs the functions of one (6- by9-foot size), but a rug of welcome has other,additional powers. Upon command it functionsas a rug of smothering, entrapping any creatureup to ogre-size that steps on it. A rug of wel-come can elongate itself, becoming hard andstrong as steel—maximum length, 27 feet by 2.In this form, it can serve as a bridge or a barri-cade. In this latter form it is AC 0 and takes 100points of damage to destroy. Finally, the ownerneeds only to utter a word of command, and therug shrinks to half size for easy storage andtransportation.

Self CleaningXP Value: 200 GP Value: 1,000

DRAGON Magazine 73An ordinary rug. When a command word is spo-ken, the rug rises up and shakes itself free of dust

90!

of FryingXP Value:— GP Value: 1,000

DRAGON Magazine 35Anyone sitting on this magic carpet and com-manding the carpet to do anything at all, is para-lyzed (saving throw applicable), causing allaboard to stretch out along its length. It thenbegins to radiate a temperature of 375° F. andcontinues until the victim is well done. Needlessto say, the smell of frying human (or halfling, elf,dwarf, gnome or half-orc) may attract any mon-sters in the area who are fond of such delicacies.

Leonardo's Carpet of FlyingXP Value: 8,000 GP Value: 40,000

1992 Fantasy Collector Card 81Leonardo's magical carpet is of an unusual size—itis a mere 3 feet wide, but fully 12 feet long. Thisunusual size allows 6 fully equipped individuals totravel in single file on the carpet. The narrowdesign, however, allows the carpet to travel at aspeed of 42, despite the size and the weight of itsburden, Leonardo uses the carpet to transport otherwizards and himself, flying fast and low to theground. Thus, they are able to catch enemies offguard and either attack them magically with sur-prise or get away from them without being followed.

Page 259: Encyclopedia Magica Vol I
Page 260: Encyclopedia Magica Vol I

Carven Oak _

and dirt. (It does not take itself outside.) The rugmay be of any form, from a small throw rug to alarge carpet.

Solomon's Magic CarpetXP Value: 19,000 GP Value: 75,000

DUNGEONS & DRAGONS Master SetAccording to legend, this green silk carpet is sup-posed to have carried not only Solomon and hisgreat throne, but all of his army. (In game terms,this carpet can carry up to 10,000 pounds ofweight, maintain a Movement Rate of 60 and aManeuverability Class of B.)

CartCarts are wooden vehicles with one or two pairs ofwooden wheels. Each pair of wheels is connectedby a wooden pole that serves as an axle. In front ofthe cart is a second, longer pole that is attached to aharness of a single draft animal or a team of ani-mals. The bed of the cart occasionally has a frame-work that helps keep larger cargo in place.

of ConvenienceXP Value: 1,000 GP Value: 6,000

The Book of Marvelous MagicThis cart, which moves at 60 feet per round, canbe used normally. However, it may also be hitchedto one or two horses or mules, and then immedi-ately unhitched; the cart remains in position as ifthe animals were still in place. If the animals areridden behind the cart, it moves as if being pullednormally. Its capacity is 400 pounds with a singlehorse behind it, 800 pounds with two; however,the encumbrance is not counted against themounts,

of DecksXPValue: 1,100 GPValue: 5,500

The Book of Marvelous MagicIf the command word for this cart is spoken afterthe cart has been loaded normally, all its contentsvanish into an extradimensional space, leavingthe cart apparently empty. The cart can then berefilled, and the command word spoken again;the contents disappear once more, only to bereplaced by the original load. Like a cargo vessel,the cart's two "decks" can be loaded and unloadednormally, but the cart's total encumbrance limits(400 or 800 pounds) still apply. The cart is usefulfor carrying valuable cargo while appearing tocarry only ordinary goods.

Mouse CartXP Value: 3,500 GPValue: 17,500

Tome of MagicA mouse cart resembles a miniature wooden cartwith two wooden wheels and a tiny, leather har-ness. When a normal mouse is secured in the har-ness, the cart expands to the size of a normal cart(about 5 square feet). The mouse retains its nor-mal size, but is enchanted, acquiring the ability topull the cart and 250 pounds of cargo at a move-ment rate of 12.

As long as the mouse remains in the harness, itis compelled to obey all oral commands of theperson who placed the animal in harness. Themouse will run forward, stop, turn, and obey allsimilar commands; it does not attack or take anyaction that a mouse is normally incapable of per-forming. No other creature attached to the mousecart can activate the device's magical properties.A character or other creature pofymorphed or oth-erwise transformed into a mouse can activate thecart's magic.

Carven OakXP Value: — GP Value: —

The Minrothad GuildsThe Verdier Dan of elves left their clan treebehind when they emigrated from their home-land. Some say that tree was the inspiration forIlsundal's later creation, the tree of life, familiarto so many mainland elves. However this may be,the Verdier elves arrived in the Minrothad Islandswithout any relic at all. Whatever sprig or off-shoot of the clan tree went with them had per-ished during their long travels.

When these elves isolated themselves fromtheir aquatic elf kin in the early days on Alfeisle,they withdrew into the forests, heartsick for thewoodlands they had left behind. Alawyn Verdierwas the keeper at that time, although no relicexisted for her and her assistants to guard. Dis-contented with a useless existence, Alawyn and afew brave companions went on a quest to find anew relic for the Verdier Wood elves.

The keeper and her followers were gone forfive years. After adventures that took them to theplanes of the Immortals, Alawyn and her friendsreturned, much aged and fewer in number, butwith a relic (of sorts) for their isolated clan. Theyhad brought with them the carven oak, a powerfulartifact given to the wood elves by the immortalthey follow.

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Carven Oak

The carven oak is a life-sized carving of anoak tree. It stands 30 feet tall and is made of solidwood—of a species not even the forest elves canidentify. The trunk and branches are carved tolook like bark, the leaves resemble leaves down toits finely detailed veins. Besides the leaf-coveredbranches, the carven oak was made with 100 sep-arate branchlets standing starkly alone.

The carven oak stands in a heavily guarded,sacred grove not far from Verdun on Alfeisle.Mahogany grows in this island forest, but the car-ven oak stands alone in a clearing 200 feet across.The artificial tree is deeply rooted, originallywith the base of its trunk set deeply in the ground.It appears that the trunk has actually taken root inthe past century. Although the rest of the artifactis clearly dead wood, its keepers are hopeful thatit may be turning into a living tree.

The carven oak is a greater artifact created byan Immortal of the Sphere of Time. It possessesnone of the powers of traditional elf clan relics,although its powers are great enough in their ownright. Only the current keeper, Rewen Verdier,and his senior assistant, Hani Oliwn, understandall the powers, uses, and dangers of the artifact.

The artifact is charged with 500 power points.It recharges at the rate of 20 points per turn, or120 an hour. The artifact has the following pow-ers: Control plants, control animals, turn wood,blight, speak with plants, find the path, passplant, warp wood, create normal object, wish,cure serious wounds.

Handicaps and Penalties: Handicaps are per-manent effects; penalties wear off when the dura-tion has expired or the artifact is no longerpossessed.

Handicaps: The junior immortal Oleyan isimbedded in the carven oak and bound to servethe wood elves, the result of a dispute he lost withthe creator of the artifact. This is unknown to anybut the keeper himself. It is because of Oleyan*spresence that the carven oak has begun to takeroot. He has 1,500 years of service left, or untilthe artifact is destroyed. Oleyan helps anyonewho comes to destroy the carven oak, for he haslong since become bored with this existence. Hecan communicate telepathically with anyonetouching the carven oak, but does not do sounless he senses that person may be sympatheticto his desire for freedom.

When control plants, speak with plants, orpass plant is used, there is a 20% chance that the

user loses 1 hit point permanently.If two powers are used in a single day, the user

suffers -50% to attack ranges for missiles andspells for the next 24 hours.

Penalties: When a wish is invoked, there is a90% chance that the user dies. There is no savingthrow, and this effect does not reverse itself if theartifact is destroyed.

When using find path, control animals, or cre-ate normal object, there is a 60% chance that theuser becomes compelled to serve the wood elvesas if under ngeas. This does not occur if the char-acter is already serving the elves with his or heruse of these powers. When warp wood or cureserious wounds is used, there is a 5% chance forthe user to age 15 years.

For each power used, there is a 50% chancethat the user's Dexterity drops by -3 for one day.

If a power costing more than 50 power points isused, there is a 50% chance that the user's nextsaving throw is penalized by -1d 12.

Activation: These powers can be activated intwo ways. The most common is to touch the car-ven oak and invoke the name of the power. Thesecond way is to break off one of the leaflessbranchlets of the artifact. At any later time, theuser can break that branchlet in half and invokethe name of the desired power. The power thentakes effect as if the user were touching the arti-fact. If a branchlet is broken without a powerbeing named, it is not wasted; each lesser lengthretains its power until one artifact ability isinvoked. This ability can only be used once perbranchlet, no matter how many times it is broken.

This latter method of activation in effect makeseach branchlet a one-time magical device that canbe used at any distance from the carven oak. Thebranchlets are given on rare occasions to adven-turers or heroes working in the cause of theVerdier clan. When the keeper gives a branchletfor this purpose, he tells the recipient what spelleffect the branchlet has. He does not mention thatthe branchlet can invoke any power, nor what thefull range of powers are. If a person receivesmore than one branchlet, they are painted or tiedwith colored string so that the supposedly sepa-rate spell effects can be told apart. There are cur-rently 82 branchlets remaining on the carven oak.Once they are gone, they cannot be replaced. Noother pieces of wood from this artifact have thesame remote power effect.

Page 262: Encyclopedia Magica Vol I

Tenser's Portmanteau of Frugality

Carving of Restful SleepXP Value: GP Value: 2,000

Assault on Raven's RuinThis cursed woodcarving depicts a peaceful pas-toral scene with a number of sheep grazing in afield, while two shepherds doze under a tree. Theitem's curse is activated when the carving is hung ona wall. Anyone in the room where the carving hangsfalls asleep instantly, with no saving throw. Evenelves and other demihumans are susceptible to thecurse. The item may be broken or burned easily.

CaseMagical cases appear to be either normal beltpouches or small wooden boxes with attachedlids. Either type of case radiates a faint magicalaura if detect magic is used. Magical cases areusually enchanted to allow their owners to findtools or other items without searching for them.

of CompressionXP Value GP ValueCursed: — 1,000Normal: 1,000 5,000

The Complete Bard's HandbookWhen empty, this musical instrument case appearsmuch like any other instrument case. However,when any instrument normally carried in a case isplaced into it, it transforms to perfectly fit theinstrument. When the case is closed with the instru-ment inside, it shrinks until it fits in the palm of ahand. The reduced case weighs only a pound. Whenthe case is opened, it returns itself and its instrumentto full size. About 10% of these cases are cursed;such cases devour the instrument 25% of the time.

Exalted ComponentXP Value: 1,000 GP Value: 5,000

Vale of the MageThis magical item, which usually appears as asoft, leather pouch, acts as the smallest-sized bagof holding and is enchanted to keep all spell com-ponents stored inside it fresh indefinitely. Fur-thermore, the container is waterproof and airtight.

Scrollcase of DocumentTransmission

XP Value: 3,000 GP Value: 15,000POLYHEDRON Newszine 82

This magical item has two parts: A scrollcase thatis used as a transmitter, and a nearly identical

case that serves as a receiver. When the userplaces a nonmagical scroll in the transmittingcase and utters a command word, the scroll van-ishes. Three rounds later, the scroll appears in thereceiver case and the sender hears a tone to indi-cate the scroll has been sent.

The scrollcases can be separated by up to1,000 miles. If the cases are farther apart thanthat, they do not function. If someone attempts totransmit a magical scroll, both the scroll and thetwo cases are destroyed. The scrollcases areprized by adventurers who send messages, plans,maps, and requests for aid to their associates.

of Scroll HoldingXP Value: 800 GP Value: 4,000

DRAGON Magazine 73A rectangular, leather case about 12 by 9 by 5inches, capable of holding many separate scrollsor papers. Any scrolls or papers put into the caseare magically inserted among the contents inalphabetical order, if the person putting an iteminto the case speaks the word that defines theitem.

Tenser's Portmanteauof Frugality

XP Value: 6,000 GP Value: 30,000Tome of Magic

This moderately large, black leather travelingcase contains a bewildering number of smallinstruments—tweezers, measuring beakers, smallceramic jars, and the like. It can be used to extractthe greatest possible benefit from certain single-use magical items by partly diluting or mixingthem. All potions, oils, dusts, incenses, glues, sol-vents, and Nolzur's marvelous pigments can beaffected by Tenser's portmanteau.

For every two potions, applications of dust, orsimilar substances that are treated by the port-manteau, a third active dose or use can beextracted. Any such item may be affected onlyonce by the power of the portmanteau. Singledoses do not provide sufficient magic for treat-ment by the portmanteau.

The process of extracting the magic is not asimple task. The work takes 2d6 hours to com-plete. At the end of this time, the wizard mustmake an Intelligence check. If the check suc-ceeds, a third dose is created. If it fails, the thirddose fails and only enough remains of the origi-nal materials for a single dose of the magical sub-

Page 263: Encyclopedia Magica Vol I

Everfull Cask

stance. IFAlamir 's fundamental breakdown is castduring the process, the wizard gains a +2 to his orher Intelligence check. In this situation, the spelldoes not consume the magical items on which itis cast.

Each use of the portmanteau consumes someof the special agents required for the process.When discovered, the case holds enough materi-als to attempt 4d10 duplications.

CaskCasks (sometimes called caskets) are simplysmall barrels, though some are small boxes withattached lids. They are usually used to hold fluids(water, wine, ale, vinegar) and occasionallyground grains (flour, rice).

EverfullXP Value: 360 GP Value: 3,600

DRAGON Magazine 159These casks appear to be the same as any watercontainer found aboard a ship. Each contains aspecial enchantment that causes the cask to fillwith five gallons of fresh spring water once a day.If the cask is damaged or its cover is lost, nowater is created. The casks fill themselves and donot operate using command words.

Created by a priestal order of Eldath, everfullcasks fulf i l l a multitude of purposes withinRealmspace. Ships with these casks need neverworry about short water supplies or foul waterduring long voyages. Planetary colonies withwater shortages are aided by reliable sources ofwater. And the Eldathian priests who create thesewonderful items raise money through the sale ofeverfull casks to finance building the temples ofEldath throughout civilized space. This moneyalso brings more of Eldath's priests into space,thus leading to the spread of her religion. It iswidely proclaimed by her priests that Eldath'sword will flow across the stars, and the goddessof the singing waters will be found everywhere inher water and in her worship. As of yet, Eldath'sworship is still limited to Realmspace, but herfollowers are growing steadily—her priests'words may yet come true.

Note: These casks wi l l not work efficientlyoutside of Realmspace. Each cask only producesfive gallons of water per week outside of thecrystal sphere of the Realms, because of Eldath'slimited influence beyond Realmspace.

of the Wind SpyXP Value: 4,000 GP Value: 20,000

DRAGON Magazine 178A breathtakingly beautiful, normal-sized casketof clear crystal with a tid mounted on hinges ofgold, this device has trapped within it a minorform of air elemental who will act as a scout andspy for anyone who knows the magic word ofcommand. The word must be spoken before thebox is opened, lest the elemental fly out andreturn to its native plane. The elemental can becommanded for a total of two hours before itmust return to the box for a full day.

The elemental is invisible and does notengage in combat, but it is intelligent and ableto communicate in a high, lilting whisper. Itcannot draw maps, but it can describe what ithas seen. Though it cannot distinguish finedetails (it may see medium infantry rather thanheavy, or spears instead of pikes), it can providebasic information of what and who it saw(infantry, but maybe cavalry, gnomes, but itcould be ogres). If the casket breaks (whichoccurs if an item saving throw for crystal glassfails), the elemental is free to return to its homeplane (MV FL 24; AC 0; hp 24).

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Cloud Castle

CastleThrough a long, arcane process, a complete castlecan sometimes be built on a floating cloud. Sucha castle is worth at least 30,000 gp and could beworth millions (see The Castle Guide). Experi-ence is never awarded for finding and using acloud castle. The award for actually building oneis up to the DM; 1 to 10 XP per 100 gp spent onconstruction would suit most campaigns.

CloudXP Value: Varies GP Value: Varies

DRAGON Magazine 39Few things in the realm of fantasy inspire a senseof wonder equal to that of a castle nestled amongthe clouds, serene and (perhaps) peaceful, com-manding a view of the country below such as fewpeople ever see. Cloud castles are usually inhab-ited by high-level priests or wizards, cloud orstorm giants, titans, silver or gold dragons, orother lofty, powerful beings. They are very rare,and their creation is a long and complicatedprocess.

A high-level wizard is usually required to con-struct a cloud castle, and he or she should have alarge force of men and monsters to complete thetask. First, a cloud must be found that meets thewizard's requirements for size, shape, and alti-tude—an area of little rain or one rich in cumulusclouds is preferred. Altitudes above two milesshould be avoided for lack of breathable air. Aflying carpet, broom of flying, or similar spellmust be used to give the wizard a stable platformfrom which to cast spells.

Next, the wizard must summon an air elemen-tal (16 HD) and command it to shape the cloudinto the desired form. Elementals are not hostilewhen informed of the purpose of their summon-ing, and willingly cooperate with the wizard.Shaping the cloud involves flattening a space forthe castle, adding decorations (of somewhatvague form) to the cloud as the wizard sees fit,and preventing precipitation. Within one turnafter the air elemental is dismissed, the wizardmust cast wish and control weather on the cloudmass to permanently maintain its form and stabil-ity. A second wish may be used to anchor thecloud over a particular location, so it doesn'tdrift.

Now the wizard must start casting walls offorce to form the construction base of the castle;

this could be a lengthy and tedious process,depending on the size of the castle the wizard hasin mind. Obviously, the higher the wizard's level,the bigger the walls offeree, which are laid in analternating tile pattern on the flattened base of thecloud. Immediately after each force wall is cre-ated, a permanency spell must be thrown on it sothat it doesn't fade. When finished, another wishis cast over the whole to ensure the surface islevel, interlocking, and cannot be dispelledexcept by acts of greater powers. This entireprocess may take days or weeks and the wizardmust be fully absorbed in the project.

When this is done, the wizard casts a wish anda reverse gravity and another permanency spellupon the cloud mass, so that now it will supportany weight placed upon it, even the weight of vastamounts of masonry and stone This step mayonly be circumvented if the wizard or the creaturethe castle is being built for (a cloud or stormgiant, or a titan) is a worshiper of Crius, titan ofDensity and Gravity. A great sacrifice made toCrius (DM's option) may induce him to work onthe cloud castle base for one hour, after which itwill support nearly any weight.

At this point, the lucky wizard may start con-struction of the stronghold with whatever materi-als he or she deems necessary. If large blocks ofquarried stone are to be carried to the site, then aretinue of cloud and storm giants may be helpful(perhaps payment is in the form of a co-owner-ship of the castle). Otherwise, variations ofTensers floating disc at high level may suffice, orteleport, or wish. Once the castle is built, a finalwish is used to absolutely lock the castle to thecloud—the deed is done. If allowed then to drift,it will do so in a random direction, at a speednever exceeding 10 feet an hour.

A few final notes. Remember that, unless awater tower or garden is included, the inhabitantsmay well have to hunt frequently or starve, asdragons and giants must do. High-level priestsmay provide food, but this isn't recommended forlonger periods of time. The walls of force aretranslucent, so if a transparent floor is desired,allow for the cloud to be cleared away underneaththe designated area; otherwise, cover the floor toprevent vertigo. Glassteel and similar spells mayprovide windows to enhance the view, andremember that if the castle drifts freely it alsorotates slowly.

Note that if a cloud castle descends to within915

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Cloud Castle II

100 feet of the ground, there is a 5% cumulativechance per round that, regardless of the spellsused to protect it, the wall of force spells on thebase cease to function, bringing the whole to theearth as precipitation. If the cloud strikes a moun-taintop, the base is not dispelled, but there may besevere structural damage to the castle, as anearthquake spell.

Cloud IIXP Value: Varies GP Value: Varies

The Book of Wondrous InventionsClouds are normally too vaporous and imperma-nent for any but the most insubstantial of crea-tures to make their dwellings. However, millenniaago, a being of an unknown species, traditionallycalled Gibberlin the Aerifier, made the discoverythat when the blood of a storm deity is spilled ona cloud, the cloud changes. It becomes permanentand semi-solid, never fading, never completelyevaporating. The cloud's appearance is unchangedto human eyes, but aerial entities (such as cloudgiants) can recognize such altered clouds at aglance.

A cloud castle looks like a cloud from below. Itmoves with the wind, is white and fluffy—theonly real difference is that it never dissipates,although its edges can change shape. However,anyone flying above it, and looking down, canview the castle, its gardens, perhaps even theforests, towns, and landscapes on the cloud's sur-face.

Construction: Manufacturing one's own per-manent cloud is quite difficult, since godsblood isnearly impossible to obtain. Fortunately, stormdeities are mostly a violent bunch. Their immor-tal ichor is frequently spilled onto clouds, so acloud castle builder need only check out likelyprospects until locating a permanent, ichor-satu-rated cloud.

Boarding one of these clouds is easy; flyingcreatures can simply land atop the foggy mass.Landbound giants must wait until the cloudbumps into a mountain, then climb aboard whileit is still caught on the pinnacle.

Once aboard the cloud, it must be prepared forconstruction. The cloud-stuff itself is soft andfluffy, and while it can support enormous weight,it is quite unsuitable for use as building material.Fog cutters and fog tongs are needed to dig thecastle's foundation and carve the cloudy land-scape into the desired shapes of hills, lakes,

rivers, and valleys.Fog cutters are nonmagical shears used to snip

out cubes of cloud from the surrounding mist.The shears must be long enough to chop out thelargest cube possible, and they must be sharp, asmust any shears intended to cut soft materials.Most fog cutters are sized for cloud giants, andmuch too large for humans to wield. Fog tongsare enormous, nonmagical pincers resemblingoversized ice-tongs. They are used to grip blocksof cloud and move them about. Often a rope isattached to the tongs, so the hunk of cloud can betowed, floating at a distance above and behind theuser. When a great number of cloud cubes mustbe moved, the easiest procedure is to net themand tow them with a long rope. If landscaping isto be done, grooves must be cut out for rivers, anddepressions for lakes and ponds. A few holes areusually cut entirely through the cloud to permitthe threading of chains.

The builder of the castle needs one or morehuge, iron dredges, attached by colossal lengthsof rope and chain to the cloud. These dredges arelowered to the ground as the cloud floats by, toscoop up dirt and lift it to the surface of the cloudwhere it is spread to provide surface for gardensand trees. Plants and animals may be caught inthe dredge as well; in that case, the better plantsare used as seed stock to start gardens, and theanimals are eaten or bred. Cloud giants, havinglittle concern for human needs, usually scoop uponly the best farmland. Some giants use theirdredges to scoop up entire human houses, usingthe inhabitants as serfs to work their cloudtopfarmland.

Building the castle itself is a bit more arduous.Once the foundation is prepared, the builder, usu-ally a giant, must be lowered on a rope or chain toa good source of stone. The cloud should beanchored so it won't float off, and slabs of stoneare quarried in the normal fashion. Of course,with a giant doing this work, it takes less timethan for human quarry workers. Buckets are low-ered from the cloud to raise the quarried stone,then the giants return to the cloud and constructthe castle.

A cloud castle is inexpensive, since every-thing used is of natural materials (or stolen),but it may take as long as an ordinary castle tobuild. Fog cutters, fog tongs, dredges, anchors,and chains must be made to order, costing anaverage of 500 gp each; the dredges, chains,

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and buckets average 5,000 gp each. These itemsmay be obtained more cheaply from giant ordwarven blacksmiths. Some giants simply walkinto a small town, glower at the locals, andorder them to build a house-sized dredgeequipped with a mile or two of chain—or thegiants will devastate the town.

Statistics:• Size: Larger than an ordinary castle.• Structural points: As an ordinary castle or

stronger. Cloud castles are usually larger,stronger, and cruder than normal castles, hav-ing been built by and for giants.

• Construction tools: Fog tongs and fog cuttersare usually about 10 feet long and weighingwell over 200 pounds. The dredges are at least20 feet across, and weigh several tons. Theanchor need only be a simple boulder attachedto a long rope.

• Weight-bearing capacity: 50 pounds persquare foot, per foot of cloud's thickness.Thus, a cloud 40 feet thick can support 20,000pounds per square foot, sufficient for mostbuilding purposes.

• Movement: At the speed and in the directionof the prevailing wind.

Cloud castles are almost self-sufficient. Theirgardens and animal life provide enough food tosupport many inhabitants, and if the fare evergets dreary, the inhabitants need only lower adredge to scoop up an orchard or a barn full ofcattle. Waste materials are easily dumped over-board.

It does not rain very often on cloud castles,since they float at altitudes equal to or higher thanthose of many rain, clouds. When drought threat-ens, a bucket is lowered to a pond and waterscooped up and dumped in one of the cloudcastle's lakes. The gardens and farms on the cloudmust be irrigated, and that chore is done by what-ever serfs the giants have captured.

A cloud castle makes an ideal raiding base.By its very nature, it provides excellent camou-flage. It is almost continually on the move,rarely remaining behind to suffer retribution.When the castle drifts over a likely prospect,such as a wealthy citadel or a prosperous ham-let, the giants simply lower ropes and chains,then swarm down to rob the area blind. Thecloud's motion can be controlled slightly by theuse of huge bellows and fans, so it can be made

to float directly over a ground castle, enablingthe giants to bypass the fortress's outerdefenses. If necessary, giants subdue defendersby dropping large boulders, tree trunks, deadhorses, and similar debris.

While the cloud never completely dries out ordisintegrates, its edges do change shape, and anystructure built too near the edge may be damagedor even fall over the side. In addition, the cloudchanges size with the prevailing moisture in theair. When traveling over a steaming jungle, thecloud swells, becoming much larger than usual.When over arid regions, it may shrink to a thirdits normal size.

Cloud castles are at the whim of the winds. Ifbecalmed, the inhabitants may be unable to findloot, food, or water for weeks. They also sufferwater shortages if the castle is blown over anocean or desert. Castles are sometimes attackedby flying monsters, creatures that are both morerare and more fearsome than earthbound beasts.Dragons, wyverns, and griffins can be difficult todrive away, even for giants.

CatapultXP Value GP ValueLight+1: 1,000 5,000Light+2: 2,000 10,000Light +3: 4,000 20,000Medium+1: 1,400 7,000Medium+2: 2,800 14,000Medium +3: 5,600 28,000Heavy+1:2,000 10,000Heavy +2: 4,000 20,000Heavy +3: 8,000 40,000

War Captain's CompanionSomewhat rare items, magically enhanced cata-pults are a highly desirable addition to any ship.

Roll Bonus Type01 -65 Apply bonus to attack and damage rolls66-00 Apply toward the range of the shot.

CauldronA large boiler or kettle, a cauldron is used, mostoften, to cook meals for a great number ofpeople. Very large cauldrons can weigh as muchas 40 tons. Magical versions can aid the user bycreating beneficial concoctions, malignant poi-sons, or simply extra-large amounts of normalmatter.

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AmbrosiaXP Value: 100 GP Value: 500

DRAGON Magazine 32Once per week this cauldron produces one gallonof a golden wine with an exquisite taste. Thewine may be sold for a minimum of 50 gp. It alsohas a 50% chance of distracting any nonintelli-gent monster, if splashed in front of it, with itstantalizing odor. The wine turns to vinegar in oneweek.

ArchdruidXP Value: 3,000 GP Value: 16,000

DRAGON Magazine 32Traditionally in the possession of the Archdruid,this cauldron has all of the powers of all of thefollowing cauldrons: cauldron of ambrosia, caul-dron of blindness, cauldron of creatures, caul-dron of enhancement, cauldron of foretelling,cauldron of fresh -water, cauldron of healing,cauldron of restoring freshness, and cauldron ofwarming. Each power may be used once perweek. Druids lower than 10th level have a 50%chance of not achieving the power desired. (Roll1d10 for the effect. On a roll of 10 the cauldroncracks and is useless.)

BlindnessXP Value: — GP Value: 500

DRAOON Magazine 32This cauldron taints anything edible placedwithin it so that when it is consumed or rubbedover the body, blindness for 1d3 days results. It isotherwise undetectable from a cauldron of restor-ing freshness or a cauldron of warming.

of CreaturesXP Value: 300 GP Value: 1,500

DRAGON Magazine 32Once per week this cauldron allows a druid topolymorph into any natural animal, bird, or rep-tile. This is done by sprinkling a powder madeof crushed ruby (500 gp minimum value),mistletoe, mandrake, and some part of the tar-get creature into fresh water. The polymorphedform lasts for up to one week, but can be termi-nated at any time by the druid who is changed.Treat otherwise as polymorph self, but the druidis only rendered unconscious if a system shockroll fails.

of DoomXP Value: 6,000 GP Value: 30,000

MoonshaeThis unique and potent item was cast by anancient blacksmith under the watchful eye of theBeast, Kazgoroth. Its last rumored location wasin the Castle of Skulls in Llyrath Forest on theisland of Gwynneth.

The cauldron can be used to create a zombiemonster from a human corpse. If a corpse isthrown into the cauldron, it is imbued with amindless form of animation; it will answer thecommands of the one who threw it into the caul-dron.

The zombie thus created is identical to a nor-mal zombie, with a couple of exceptions. It has 4Hit Dice (rather than 2) and attacks as a 4-HDmonster. It also has an AC of 5.

EnhancementXP Value: — GP Value: 500

DKAOON Magazine 32This cauldron appears to be a cauldron of fore-telling, but any druid using it is entranced andcannot bear to look away (as a charm). If physi-cally removed from the cauldron, the shock ren-ders the druid unconscious for 1 d4 hours.

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ForetellingXP Value: 1,000 GP Value: 9,000

DRAGON Magazine 32The possessor of this item can cast one extraaugury spell per day by concentrating on theswirling of mistletoe in the water. The augurytakes effect as the water is magically heated.

Fresh WaterXP Value: 300 GP Value: 1,500

DRAGON Magazine 32This item fills three times a day with pure water.

HealingXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 32Once a week this cauldron will turn a mixture ofcrushed pearl (100 gp worth), mistletoe, and wineinto a potion that will heal 1d4 points of damage.

of HeatingXP Value: 300 GP Value: 1,500

The Book of Marvelous MagicThis large item holds up to 20 gallons of any liq-uid. Upon command, the cauldron heats the liq-uid to near boiling, requiring only one turn to doso. The heated liquid inflicts 2d10 points of heatdamage on any creature immersed in it. Any pow-erful or magical cold attack, such as white dragonbreath, cone of cold, or similar effect, perma-nently destroys the magic of the cauldron. Thecauldron does not function unless a liquid isinside.

Hymir's SteamingXP Value: — GP Value: —

DUNGEONS & DRAGONS Master SetThe vain, immortal giant Hymir created thisdevice to produce vast amounts of superb ale forhis own enjoyment and for his friends, Thor andthe other Immortals. Its powers can, however, beused in other ways.

It is a black iron kettle with a handle, of a typenormally found in kitchens. It is about 18 inchesacross and a foot high.

The kettle is inactive when it is found. It isactivated by filling it with water, heating it over afire, and then reading the powers and commandwords in the rising bubbles with a read magicspell. However, it is impossible to exactly dupli-cate Hymir's formula for the flavor of his ale,unless a sample of his ale has been tasted.

Each power is triggered by command words.The user may give the commands from up to 10feet away. However, each power applies only tothe contents of the kettle.

Suggested Powers: (All abilities arc cast at20th level.)• Create poison (Range: touch, The only poison

this will create is alcohol.)• Container (Duration six hours; Capacity

1,000 cubic feet).• Create water• Change tastes (Affects 40 meals or 20 cubic

feet.)Suggested Handicap: Fumbling—whenever

the user attacks another with either a weapon orspell, he or she has 1 chance in 6 of fumbling theattack.

Suggested Penalty: Memory penalties. Spell-casters—after memorizing spells, the user imme-diately forgets one spell of each odd-numberedspell level (up to one each of 1st-, 3rd-, 5th-s 7th-,and 9th-level spells). Nonspellcasters—the userimmediately forgets how to use one weapon.

lubadan'sXP Value: 200 GP Value: 1,000

Tall Tales of the Wee FolkStones placed in this cauldron overnight are trans-formed into meat fit for a king. Up to 10 poundsof meat can be created per night and the meat col-lected keeps for one week before spoiling.

Mordom's Cauldron of AirXP Value: 3,000 GP Value: 15,000

Tome of MagicMordom 's cauldron of air is a round pot about 2feet in diameter, weighing 60 pounds. There aretwo handles on either side of the pot and a com-partment built like a small shelf underneath. Thecompartment can be filled with wood or coal toheat the cauldron.

Although the device is heavy and bulky, thecauldron is valuable for characters planning anexpedition to a place with little or no air. Thecauldron functions as an air generator. To operatethe device, the cauldron is filled with water and afire is lit in the compartment. When the waterboils, vapor is released. The air from the vaporcreates a bubble of breathable air with a 10-footradius, centered on the cauldron.

The water must not be allowed to spill out ofthe cauldron and the fire must be kept burning.

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As long as these conditions are met, the cauldronprovides air continuously.

The air produced is the same temperature asthe surrounding environment. The device needs aminimum of one gallon of water per hour to con-tinue to supply the air bubble.

PlentyXP Value: 1,000 GP Value: 5,000

DUNOKON Magazine 21This magical item was created by druids of thedeity Dagda in imitation of the deity's own, morepowerful, device. In addition, the cauldron ofplenty is cursed to bring harm to any person whoobtains it by violence, since it was created to beused without charge by all who wish to partake ofits benefits. The only exception to the curse is ifthe cauldron is obtained by a druidic follower ofDagda, in which case the curse is not activated.

The curse is suitably vague and slow in effect,but very certain; the DM should take a free handin designing its consequences. Three to sixmonths after the cauldron is taken by violencefrom its previous owner, the new owner will beattacked by a comparatively powerful enemy in afight to the death. The enemy should be a singlemonster or NPC, or a group of beings; the reasonfor the attack could vary widely, but it alwaysconcerns retaliation for some perceived offense.If the first attack fails, the next attack comes in1d4+l months; if that fails, another occurs in 1d4months, then 1d3 months, 1d2 months, onemonth, three weeks, two weeks, one week, andthen every day from six days to one. Finally, thenew owner is attacked on a daily basis by somenew and powerful force, until the cauldron isgiven up or the owner is slain.

In its normal function as a provider of largequantities of food, the cauldron operates only atthe command of beings whose alignment has aneutral element (true neutral, neutral good or evil,or lawful or chaotic neutral). It does not functionfor those of other alignments.

Once per day, when the proper commandwords are spoken, the cauldron produces beef,mutton, or pork in quantities sufficient to feed5d10 people. It never produces fewer than fiveportions, nor does it produce more food than thatrequired for the immediate party. The cauldronproduces only one type of meat, once per day.The command words are:

Command"Dean Mairteoil""Dean Caoireoil""Dean Muiceoil"

ResultCooked beefCooked muttonCooked pork

PotionXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 5A potion cauldron allows the user to produce onedose of any magical or nonmagical potion, elixir,or concoction listed in this encyclopedia in justone day. Unfortunately, there is a flat 10% chancethat any potion created by the cauldron is cursed.The curse can manifest itself into one of the fol-lowing effects:

Roll Effect01-25 A random geas as dictated by the DM.26-50 A lethal poison.51-75 A random potion or elixir.76-00 A potion or elixir that has an exact

opposite effect.

Restoring FreshnessXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 32Any herb left in this cauldron overnight andsprinkled with salt, sugar, and ground pearl (100gp) is restored to the condition it was in one dayafter being picked. It cannot restore any herb thatwas consumed or turned to dust

WarmingXP Value: 200 GP Value: 1,000

DRAGON Magazine 32This cauldron has the effect of being able towarm any liquid within it to its boiling pointwithout the aid of a fire or other outside heat.

Cegilune's Iron PotXP Value: 1,700 GP Value: 8,500

Monster MythologyThe avatar's small iron pot can be used once perday each for the following purposes:• To draw forth ld8+8 poisonous snakes (as the

sticks to snakes spell).• To draw forth a vial of poison with which the

avatar can coat her claws (class D poison, threesuccessful claw attacks remove the venom,which otherwise evaporates after one hour).

• To draw forth a web and throw it up to 60 feet.• To project a screen.

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Celestial PlanisphereXP Value: 2,000 GP Value: 10,000

The Emirates of YlaruamThis lesser artifact permits viewing and commu-nication with the Elemental and Outer Planes as acrystal ball perm its viewing and communicationon the Prime Material Plane. The viewer mayspeak with those viewed.

Unfortunately, this item is cursed. On a savingthrow vs. spell at a -10 penalty, viewing or speak-ing with another plane causes a calamity in thatplane such as an earthquake, flood, firestorm, ortornado that causes frightful damage both on thetarget plane and on the plane of the viewer.

CenserA censer is a container used to bum incense. Thecenser has a base that allows the container tostand by itself, a central bowl that holds the smol-dering incense, and an ornately carved lid. Threechains, spaced equally around the upper lid of thecentral bowl, allow the priest or wizard to holdthe censer as it smokes, sending its magicalaroma into the air.

of ConductXP Value: 1,200 GP Value: 12,000

POLYHEDRON Newszine 23This item appears to be a censer of controlling airelementals. However, instead of producing theexpected result, it emits an invisible gas that hasan odd effect on all within 60 feet. Those affectedbecome unable to explain any detailed action incombat. The victims cannot aim at a specific por-tion of a target such as a tentacle. When any vic-tim reaches 0 hit points, it quietly sits down andexpires, without bleeding, moaning, or perform-ing any other sort of normal dying activity. Theeffect is identical to that produced by game vio-lins (See Stringed Instruments).

of Controlling Air ElementalsXP Value: 4,000 GP Value: 28,000

DRAGON Magazine 156If any book containing at least one 4-letter word(obscene or not) is burned in this crucible, a bald,bespectacled little man is summoned. If a graffitibottle (see Bottle) has been used, he quicklyscrubs away all those filthy words, then sits thosefour naughty air elementals down and gives thema good talking-to.

of Controlling Air Elementals IIXP Value: 4,000 GP Value: 25,000

DUNGEON MASTER GuideThis 6-inch-wide, I-foot-high, perforated goldenvessel resembles the thuribles found in places ofworship. If filled with incense and lit, a commandword need only be spoken to summon forth a 12-Hit Die air elemental on the following round. Ifincense of meditation is burned within the censer,the air elemental receives a +3 bonus to each ofits Hit Dice, and obeys the commands of its sum-moner. If the censer is extinguished, the elemen-tal remains and turns on the summoner (see theMONSTROUS MANUAL accessory),

In Ravenloft: The elemental cannot return toits native plane unless it finds a normal escaperoute from Ravenloft. Tf the elemental is freedsomehow from control, it attacks the summoner.

of Summoning Hostile AirElementals

XP Value: — GP Value: 2,500DUNGEON MASTER Guide

This thurible is indistinguishable from other mag-ical and ordinary censers. It is cursed, so that anyincense burned within it causes 1 d4 enraged airelementals to appear, one per round These attackany and all creatures within sight. The censercannot be extinguished, and burns until either thesummoner or the elementals have been killed.

of ThaumaturgyXP Value: 2,500 GP Value: 12,000

DRAGON Magazine 91This perforated, metal vessel is typically (75%)made of electrum, but may be formed of anyprecious metal. If it is filled with incense and lit,the vapors from the incense permeate a 10-footradius after one round, and increase by 10 feetper round thereafter until reaching a limit, 70feet in radius after the seventh round. The effectof the vapors depends on what sort of characteror creature ignited the incense. (This may besomeone other than the owner of the censer.) Ifthe lighting was done by a member of a spell-casting class or a creature with those abilities,all wizard spells cast by someone who is withinthe vapors are treated as if cast by a wizard of18th level. If the lighting is done by a characteror creature with no spellcasting or innate spell-like abilit ies, then all wizard spells cast bysomeone within the vapors will take effect as if

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cast at 5th level, A ranger or paladin who hasobtained spelt-user abilities is considered aSpellcaster for purposes of this determination.

All forms of magic that are equivalent to anywizard spell (such as a monster's innate spell-like abilities or priestal spells that directly dupli-cate wizard spells) are affected by the magic ofthe censer of thaumaturgy. Psionic powers,magical items, and other magical effects are notaltered. The high level effect of the censer'smagic gives any spell cast the range, duration,and effectiveness as if cast by a wizard of the18th level, but does not allow the casting of anyspell the caster did not already possess. The lowlevel version of this magic limits the spellsusable within the vapors to magic that is avail-able to a 5th-!evel caster; in other words, noth-ing higher than a 3rd-level spell can besuccessfully cast. Any attempt to use a spell of4th level or higher simply fails, and the spell iswasted. As with the high level version, no castercan use a spell to which he or she would not nor-mally be entitled.

The censer burns for 3d4 turns unless deliber-ately extinguished. A gust of wind spell, theapproach of a wind walker, or the presence ofsimilar air currents that markedly affect thevapors will disperse them and end the effect.When the censer goes out or is extinguished, thevapors persist for 1d4 rounds thereafter beforelosing their power.

ChainA chain is a series of interlocking metal rings thatform a long strand. Chains are commonly used tobind prisoners, haul cargo, and connect anchorsto ships, and are even used as ornaments. Magicalchains do not look or feel different from nonmag-ical varieties. Most magical chains have at leastone activating command, but a few function auto-matically.

DaisyXP Value: 50 GP Value: 250

DRAOON Magazine 30A chain daisy (found in groups of 1d4 seeds)looks and smells like a normal daisy. The plant,which stands about 1-foot tall, has a stem andleaves that are tougher than cured leather. It isalso highly resistant to fire and acids.

Danleor's DungeonXP Value GP Value17 Strength: 1,500 20,00018/00 Strength: 2,000 26,00019 Strength Type I: 2,500 33,00019 Strength Type II: 3,000 40,00020 Strength: 3,500 46,000

DRAGON Magazine 145Hundreds of years ago, there lived a great wizardnamed Danleor who created dozens of sets ofmagical dungeon chains, which he used to con-fine his numerous and unusual enemies. Some ofthese enchanted shackles have survived the cen-turies to the present.

Individual sets of chains vary in power andeffectiveness; the stronger ones are noticeablythicker and sturdier than the weaker ones. Theiron chains and shackles are built to confine anycreature from hill giant to halfling in size, andDanleor's dungeon chains weigh so heavily oncaptives that they are almost totally immobilized.To find the strength of the chains discovered, rollon the table below.

Danleor's dungeon chains are much tooheavy to be thrown or otherwise used as weap-ons. Anyone, aside from the chains' captive,may open the magic shackles, if the commandword is known. In some of Danleor's ancientrecords, which are now kept by an isolated clanof elves, there is mention of strange dungeonchains that are particularly effective againstundead, and others which are actually sized tohold larger giants. To date, however, none ofthese have been discovered.

Roll Strength of Danleor's Dungeon Chains01-30 Restrains up to 17 Strength.31 -60 Restrains up to 18/00 Strength.61-90 Restrains up to 19 Strength, prevents

captive from becoming gaseous.(Strength 19, Type I.)

91-97 Restrains up to 19 Strength, preventscaptive from becoming gaseous, escap-ing to the Astral or Ethereal Planes,teleporting, or using dimension door,(Strength 19, Type II.)

98-00 Restrains up to 20 Strength, preventscaptive from escaping by any meansshort of a wish.

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Ivory Chain of Pao

Ivory Chain of PaoXP Value: — GP Value: —

Book of ArtifactsThis artifact has a very distinctive appearance, anivory chain whose links are carved in the fashionof men with arms outstretched. Each link is cun-ningly made so that the hands of one figure inter-lock with the next in line. Unlike metal chains,the links here are not closed loops and it shouldbe possible to unhook individual links. However,the chain will not fall apart. The chain is approxi-mately 12 feet long.

The ivory chain of Pao has a long and colorfulhistory in the lands of the east, but it is virtuallyunknown to western sages. This is the tale,albeit abbreviated, as it is known to those east-ern scholars. Only those western sages with con-tacts in the distant orient would know anythingof this tale.

The early history of the chain is very vague.Common tradition holds that it was fashioned inthe Age of Red Earth by Master Pao, the LesserImmortal of Mount Yei, and given to the NineFirst Emperors, who ruled the empire jointly. Thechain, it is said, was to symbolize their unity andthe harmony they brought to all civilized people(meaning, of course, the empire).

Unfortunately, it brought tragedy. One night,an audacious thief slipped into the treasury andstole the chain in the seventh year of the rule ofthe Nine. (Some say this thief was inspired byMonkey, the Lord of Mischief; others, by an evilgod.) Shortly after that, turmoil grew in thesouthern realms of the empire as a new cult roseto challenge the Emperors.

It was at this time that the Nine Emperors with-drew to heaven, leaving the empire in the handsof the First Dynasty. As the evil cult in the southcontinued to grow, the emperor sought the secretof its destruction. Finally he and his poet-brotherwent south to challenge the cult.

It was there that they discovered that Nan KungChi, the high priest of the Black Leopard Cult,had the ivory chain. With it the priest had boundthe great leopard-fiend of the cult and forced it tohis will. Guided by the wisdom of his brother, theEmperor Chin shattered the chain with a singlestroke of his spear, thus ending the terror of theleopard cult.

Many would have assumed this to be the end ofthe ivory chain's power, but Master Pao had beenmore cunning than that. It is said that the chain

vanished with the parting of a single link, only toreform itself later. This must certainly be true, forthe chain figured into another great event—thefall of the copper fiend of Tros.

If little was known of the Black Leopard Cult,even less has been recorded of the copper fiend.It is known that this monster rose to great powerin the northwestern reaches of the empire, seizingseveral provinces for its own. These it ruled withabsolute authority and terror for many decades.Finally the horrors of the fiend became so greatthat the emperor called for heroes to help regainhis lands. Wo Mai and his companions, loyal totheir emperor, undertook the dangerous task. It isunknown just how they overthrew the copperfiend, but the accepted stories say the ivory chainof Pao was instrumental in binding the creatureand bringing it back to the imperial court. Thereit was imprisoned in the acorn of Wo Mai (seeAcorn of Wo Mai).

After this great event the chain drops out of allaccounts of recorded history. Some scholars say itwas ground into dust and forged into the acornthat holds the copper fiend. Others think itremained in the imperial treasuries until the fallof the Hai Dynasty, when the Sixth Emperor wentto invade a neighboring land. There it was sup-posedly lost (along with the Sixth Emperor) whenthe invasion fleet sank in a great storm. The storycontinues that the chain was recovered by a for-eign navigator named O'Rourke, who was in theemploy of the dead emperor. It is quite possiblethat he carried it back to the lands of the west—orperhaps he did not.

The ivory chain of Pao is not a particularlypowerful artifact for common adventuring. Itspowers affect only Outerplanar creatures, so,unless these figure into the campaign, the chain isgoing to be nothing more than an interestingcuriosity. However, should a great Outerplanarthreat appear . . .

The DM should build the adventure around thechain's powers. The obvious possibility is thatsomething awful and of great power has brokeninto the Prime Material Plane and the chain isnecessary to overcome it.

The player characters could, for various rea-sons, journey to the Outer Planes where theywould need the chain to capture some powerfulbeing. Perhaps it is needed for a powerful spell:perhaps the task is a geas imposed by a cunninglich or payment to a high priest for services ren-

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Chair of the Ancestors

dered. The group might even do something thisdangerous merely to impress a powerful !ord. Agreat king, caliph, or emperor would certainlythink highly of heroes who presented a powerfulfiend humbled by a simple ivory chain.

Furthermore, since the chain can be takenapart, the simple business of discovering it canbecome quite complicated. The DM could intro-duce the artifact slowly. The group might find asingle link as part of a treasure hoard, and laterfind others—without explanation. Only after anample length of chain is assembled might therebe clues to its purpose.

Invoked Powers: The chain can be used in oneof two ways, either as a whole or in individuallinks. When the whole chain is wrapped aroundthe wrists, neck, ankles, or waist (or the equiva-lent) of an Outer-planar creature, the creature isautomatically bound. Bound creatures mustabsolutely obey the commands of the owner ofthe chain, who must hold one end of it while giv-ing commands. Although it seems extremelyfragile, the bound creature is utterly helplessagainst the chain's might, nor can it use its powersexcept at the bidding of its master.

If one knows the right way to twist and slidethe figures, the links can be unlocked from eachother. Once the 48-link chain is broken, it losesall power to bind. Any individual link can bethrown against a creature, with all of the effectsof a holy word spell. Links hurled vanish instantly.

Curse: Each day that the chain is used to binda creature, there is a 5% chance it will break andvanish at once. Newly freed creatures are usuallyquite eager to extract vengeance on their formermasters in horrible and imaginative ways. Fur-thermore, Outer-planar creatures will sendearthly agents against the chain's owner.

Suggested Means of Destruction:• A secret method of joining each link so that

the hands do not touch the chain must be used.• Each link matches a living hero or heroine.

When all are dead, the chain crumbles.• It must be given to an elephant-god, who shat-

ters the ivory.

of TransportXP Value: 4,000 GP Value: 30,000

Steading of the Hill Giant ChiefThis chain is constructed of a weird, blackmetal. If the magical device is looped into a fig-

ure eight, it will transport up to six persons ineach circle of the figure eight to any locationdesignated by anyone in the circle, or pointedout on a map. In the latter case, the chain picksthe closest location that matches the map. Thechain is unable to transport to different planesor different worlds.

ChairAn armchair is a large, upholstered chair withpadded arms, sides, and back; normally a cushioncovers the seat and is often detachable. Armchairsmay be of almost any color and size—a giant'sarmchair may be 30 feet tall. All armchairs ofnormal size are 3 feet wide and deep, and 3 to 5feet tall, and have wooden frames covered withpadded fabric. Each weighs about 150 pounds.Chairs are sized appropriately to their functions.They may be made of wood or metal and vary invalue and decoration.

AmnesiaXP Value: 300 GP Value: 1,500

DRAGON Magazine 73A simple, stuffed chair. Although this chair looksextremely comfortable (and it is), anyone sittingin is prevented from sleeping. (It was made for adoddering family patriarch who didn't want toembarrass himself.)

of the AncestorsXP Value: 1,000 GP Value: 10,000

POLYHEDRON Newszine 43This miniature chair, on command, grows into afull-size chair of finely carved wood. When sit-ting in the chair and invoking the command word,the seated individual is be able to communicatewith one deceased ancestor (character's choice).There is a 5% chance the chair won't work, a 5%chance the chair becomes confused and callsupon someone else's ancestor, a 10% chance thewrong ancestor is called, and a 10% chance that ifthe ancestor is called upon by name, rather thanrelationship, a person of that name, but who is nota relative, is reached. Each ancestor may conversefor 1d4 rounds. Deceased persons contacted inthis manner know nothing of the world since theirdeaths, so it is quite possible that the ancestorinvoked does not know the answer to a particularquestion.

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Chair of Extra Seating

of Extra SeatingXP Value: 500 GP Value: 2,500

DRAGON Magazine 73A carved, miniature wooden chair. At a commandword (carved in an ancient language on theunderside of the seat), it expands to a full-sizechair. Useful for travelers and some officials.

of HelplessnessXP Value: — GP Value: 750

The Book of Marvelous MagicThis chair looks and operates exactly like an arm-chair of travel. However, after moving only 10% ofthe desired distance, it paralyzes the victim (no sav-ing throw), changes course to the nearest vacantspace (whether underground or outdoors), stops,and rematerializes. A word then appears on theback of the armchair; the victim cannot see theword except by clairvoyance or some other magicalscrying. If the word is uttered, the armchair releasesits passenger and returns to the original location.The chair can make one "round trip" per day.

of RelaxingXP Value: 450 GP Value: 2,250

The Book of Marvelous MagicWhen anyone sits on it, this chair vanishes alongwith its user and travels to an Outer Plane. Theuser is instantly put to sleep and has no savingthrow. The armchair reappears in one turn, awak-ens and releases its user; it bestows magical rest,as if its user had a full night's sleep during thatperiod on the Outer Plane. The chair functionsonce per day.

of RetrievalXP Value: 2,500 GP Value: 12,500

The Book of Marvelous MagicThis chair appears and is activated in the samemanner as an armchair of travel. However, it willgo to some predetermined destination, usually thelair of a powerful creature or ruler. The creaturecontrolling the armchair (not the rider) can sendit to any well-known location with the samechance of error as a teleport spell. The chair canmake one "round trip" each day.

of SeeingXP Value: 2,000 GP Value: 10,000

The Book of Marvelous MagicWhen the user of this chair sits and closes his orher eyes, the armchair bestows the power of clair-

voyance (as the wizard spell, duration 12 turns),but with unlimited range. The user may not seethings on other planes. The chair functions onceper day.

of TravelXP Value: 2,500 GP Value: 12,500

The Book of Marvelous MagicWhen the user sits in this chair, closes his or hereyes, and imagines a known place, the armchairand user become ethereal. The armchair thenmoves straight toward the known location—passing even through rock, woods, towns, andcreatures—and cannot be stopped by any meansless than a wish. The magic of the chair allowsIt to be dimly seen by those on the Prime Mate-rial Plane, although they cannot affect it in anyway; this is the origin of many strange stories.There is a 25% chance per use that an etherealcreature notes the chair's passage and giveschase. The armchair moves so quickly, however,that ethereal creatures can only catch it 25% ofthe time. When it reaches its destination, thearmchair and its rider rematerialize. The chairfunctions once per week.

of UglinessXP Value: — GP Value: 1,250

The Book of Marvelous MagicThis Item appears and functions as an armchairof seeing in all respects. When someone sits,however, it lowers its victim's Charisma immedi-ately to 3. Charisma returns to normal 24 hourslater or if a remove curse is applied. However, thevictim must also make a saving throw vs. spellwith a -4 penally to the roll or be stuck fast in thearmchair. The chair and victim may be carriedabout, but any attacks on a seated victim gain a+4 bonus to attack rolls, and the victim's Dexter-ity adjustment to Armor Class (if any) does notapply. The victim is further penalized by -A on allattack rolls and saving throws. Once a victim isstuck, the armchair becomes immune to allattacks except a wish. If a remove curse spell iscast on the armchair by a caster of 26th level orhigher, the victim is released.

Couch of Comfortable SeatingXP Value: 500 GP Value: 2,500

DRAGON Magazine 73A carved, miniature wooden couch. At a com-mand word (carved in an ancient language on

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Holy Grail II

the underside of the seat), it expands to a full-size padded couch. Useful for travelers andsome officials.

ChaliceA chalice is an ornamental cup or goblet. It maybe made of glass, crystal, metal, or even wood; itmay be long-stemmed or have no stem at all, butbe molded with a base.

of ColorsXP Value: 500 GP Value: 1,500

The Book of Marvelous MagicThis cup changes colors once per round, continu-ously. Any creature viewing the color changesmust make a saving throw vs. spell or standentranced, watching the display, for one turn. Thechalice contains pure water when found.

of Continual WaterXP Value: 240 GP Value: 2,400

RealmspaceThe chalice of continual water, when bent to thelips, releases pure, cool water for the imbiber todrink. The chalice continues to produce water aslong as it is not standing upright. This is the itemthat causes the continuous stream of water in thecastle located in the center of the Tears of Selune,The chalice can produce one mouthful of waterevery second.

of DetectionXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThis cup appears and functions as a chalice ofcolors. In addition, however, if it comes within 30feet of poison, the water in it turns a murkygreen. Poisonous monsters, traps, arrows, andgases all trigger this response. After use, thewater remains green and the chalice must berefilled in order to detect again; however, anydrinkable water may be used. The chalice detectspoison three times per day at most. Once eachweek, the chalice can be commanded to producean antidote; the green water then turns pink andbecomes a potion that negates the effects of thepoison detected. When consumed, the antidoteprevents any of that particular poison from affect-ing the user for one turn {treat as a successful sav-ing throw).

EucharisticXP Value: 1,500 GP Value: 25,000

Wonders of LankhmarThis magical chalice does not possess a magicalaura as would be expected of a magical item. Itdoes, however, exhibit a large amount of magicalenergy whenever a fluid is poured into it. The chal-ice automatically purifies any liquid it contains. Itremoves all bacterial and viral infestations, as wellas removing poisons and alcoholic contents (winebecomes juice). If the purified liquid is drunk, itgrants the imbiber total refreshment, and com-pletely fulfills the body's needs for liquid, regard-less of the dehydration of the drinker.

The magic of the chalice also puts the imbibertotally at ease, both personally and with thosewith whom the user comes in contact. Enemieswho share a drink from this chalice have noshared grievances for one full week. The chaliceheals no damage except insanity, and that of alltypes, even genetic madness, by properly realign-ing the neural synapses in the brain. The drinkerfeels total communion with everything for onefull week. A drinker's alignment is not perma-nently affected by the chalice.

Holy GrailXP Value: — GP Value:

DUNGEONS & DRAGONS Master SetThis vessel of literary fame is supposedly the cupat the Last Supper, carried to England by Josephof Arimathea. It was said to provide food, drink,and spiritual sustenance for the life of the custo-dian. The grail can create food and water asthough cast by a 20th-level Spellcaster once perday. Any food or drink poured or dipped into thegrail is purified as though a purify food and drinkwas cast.

Holy Grail IIXP Value: — GP Value: —

Legends & LoreThe holy grail is a sacred relic that, legend has it,was brought from Rome to Britain by Joseph ofArimathea. It was lost in Britain until Arthur'sknights set out on their quest. A large chalice, itappears to be made of pure gold, though in realityit is crafted from wood. In order to even see theholy grail, one must be of Lawful Good align-ment and above evil temptations. Only a knight ofsaintly virtue may actually touch or drink fromthe holy grail.

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Chalice of 1dentification

When a worthy knight drinks from the grail,its magical powers are activated. At this point,the chalice has the following powers, which itexercises automatically as the need exists—cre-ate food and water (for all those who can seeit), heal, neutralize poison, remove curse (foranybody who can see it) and plant growth overany barren area into which it is taken. Once asaintly knight drinks from the grail, it disap-pears and is again lost until found by anotherworthy knight.

of 1dentificationXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThis cup appears and functions as a chalice ofcolors but may also be used to identify potions ofall types. When a potion is poured into it, thename of the potion appears as misty letters in thenext color change. A read magic spell is requiredto decipher the letters. The chalice must be care-fully washed with ordinary water after each use,or no letters will appear, A potion of poison maybe mistakenly identified as one other type (deter-mined randomly). The chalice identifies threepotions per week at most.

of IrreversibilityXP Value: 2,000 GP Value: 12,000

Prince of LANKHMAR*This cup is owned by Purdue Darfcwolf, but it willnever be used by him until well after the time hegains immortality through lichdom. When thistransformation occurs, he will spend a great dealof time studying his books and searching forpower and knowledge.

The chalice of irreversibility is merely an itemof revenge used by Purdue to get even with livingmortals for past crimes against him. He also usesit under dire circumstances to rid himself ofopponents he feels are too powerful to destroy,without risk of death to himself.

The chalice's magic is invoked only when fluidis poured into it and drunk. When that occurs, thecharacter drinking from the chalice is frozen inlevel. Never again can the person gain experiencepoints and levels, nor can skills and statistics beimproved. The person still continues to age nor-mally.

Magical improvements on statistics do notpenetrate the shell of antimagic that the chaliceplaces around the character's body.

The effects of the chalice of irreversibility arepermanent. If dispel magic or remove curse spellsare cast upon the infected character, they are inef-fectual. The only way that the magical curse canbe dispelled is by use of a wish spell.

of Liquid FoodXP Value: 1,000 GP Value: 5,000

POLYHEDRON Newszine 82On command, this ceramic chalice provides ameal in a cup up to three times a day. The meal isa thick, warm liquid, as fi l l ing as a three-coursedinner, and very tasty.

Planar TravelXP Value: 2,000 GP Value: 10,000

DUNGEON Magazine 25This is a powerful magical item created by beingsfrom the Outer Planes to allow them easy accessto other planes. It belonged to Jaazzpaa for cen-turies until he lost it while imprisoned in a stonering.

The chalice is a solid silver goblet about 9inches high and 6 inches in diameter. Coiledaround the stem is a jewel-encrusted carving of asnake. Five runes inscribed in gold are evenlyspaced around the chalice's outer rim. Theserunes are written in an ancient language knownonly in the Outer Planes, though comprehend lan-guages or legend lore spells can reveal theirmeanings—the five planes to which travel is pos-sible using the chalice are, the Prime MaterialPlane, the Astral and Ethereal Planes, the GrayWaste, and the Abyss.

To use the chalice, a being must touch his, her,or its lips to the destination rune, then raise thegoblet in a drinking motion. Each of the fiveplanes has a separate command word, known onlyto Jaazzpaa. If the correct command word is notspoken after making the drinking motion, thechalice does not function.

The chalice is worth 10,000 gp, although muchmore could be obtained for it if any of the com-mand words were discovered.

of PoisonXP Value: — GP Value: 1,500

The Book of Marvelous MagicThis cup appears to be a chalice of colors and func-tions in a similar manner. However, any victim whodrinks from it is poisoned. A saving throw vs. poi-son must then be made with a -4 penalty to .the roll.

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Chariot of Flames

Failure results in death by poisoning. The poison istreated as a potion, even if the saving throw is suc-cessful, and the victim is incapacitated if any otherpotion is currently in action.

of the Shield LandsXP Value: 3,000 GP Value: 25,000

GREYHAWK AdventuresThis golden chalice was enchanted in response tothe growing menace of the Horned Society. Itallows a lawful good fighter to temporarilybecome a paladin of the same level for a singlequest, with all appropriate powers and abilities ofa paladin. The chalice can be activated only by alawful good priest who performs a ceremony thatincludes special vows and the quest spell. Thefighter takes vows to the cause of lawful good,then drinks holy water from the chalice. There-after he or she can act as a paladin, with align-ment changed to lawful good for the duration ofthe assigned quest. Deviation from the vows maycause the loss of some or all acquired powers, atthe discretion of the DM. The failure of the questcauses the chalice to shatter.

SilverXP Value: 500 GP Value: 1,500

DRAGON Magazine 179Three times a day, this item can create a cup fullof any nonmagical liquid, poison, or antidote. Theliquid can be liquor or any other fluid substancesuch as soup, water, wine, animal blood, mercury,or maple syrup. The substance is any room tem-perature liquid (the fluid will be warm when itappears). The user cannot ask for something asspecific as an antidote to cyanide poisoning,unless ihe substance is actually known.

Chaplet of CreatureRecognition

XP Value: 600 GP Value: 3,000POLYHEDRON Newszine 43

While this chaplet is worn, an individual has a75% chance to recognize any creature or monsterencountered and to know 1d4 facts about thecreature or monster, even if there is no possibleway anyone in the party could have encounteredthe creature or monster before. The chaplet doesnot function against unique, magically createdcreatures, but does provide information aboutmagical creatures where two or more exist.

ChariotA chariot is a light, fast open-backed vehicle. Thedriver—and sometimes the passengers—muststand. A chariot has two wheels and can be drawnby a single draft animal or team of animals, (butrarely more than four animals). War chariots canbe armored (including the wheels), and fittedwith sharp spikes or blades on the hubs to injureor immobilize opponents.

Chariot of FlamesXP Value: 12,000 GP Value: 60,000

New ItemThe chariot of flames (also known as the chariotof fire or Sustarre 's chariot) is merely the priest'sTth-level spell chariot of Sustarre fashioned intoa permanent magical device, often with addi-tional powers. The first of these was enchanted byfollowers of the hierophant druid Sustarre afterhe departed Oerth to explore other planes. Addi-tional examples were created in imitation of thechariot of Sustarre spell as it spread to otherlands and worlds.

A chariot of flames at first appears to be anunremarkable, two-wheeled chariot with a yokedesigned for two horses. When a command wordis spoken by a person who has mounted the char-iot, the chariot bursts into flames, and two fieryhorses appear before it in harness. Thunder roarsand a thick cloud of smoke appears at the samemoment, causing all beings within 30 feet of thechariot to be bl inded and deafened for 1-2rounds, except for those riding the chariot. Thechariot can make this transformation only onceper day, with the transformation lasting 12 hoursat most.

Beings other than the chariot's driver and pas-sengers who come within 5 feet of the chariotsuffer 2d4 points of damage per round; passen-gers avoid damage if they were in the chariotfrom the moment it burst into flames. Anyonewho leaves the chariot is unharmed, but if anattempt is made to reenter it while it is aflame,the mounting characters suffer the flames and areburned. Those who find themselves in the char-iot's path may dodge to avoid burns by makingsuccessful saves vs. petrification, with Dexterityadjustments. Flammable material must save vs.fire if the chariot touches it, or else it catches fireand burns normally; live, green vegetation burnsonly on a roll of 1.

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Franklyn's Incredible Chariot

The person speaking the command wordbecomes the chariot's driver, though no reins areneeded to guide it. The chariot obeys commandsto stop, walk, trot, canter, gallop, fly, turn left orright, or go up or down in flight. It moves at 12with horses walking, 24 trotting, 36 cantering,and 48 flying or galloping. Movement rates haveno time limit, but ground rates are effective onlyover normal roads or plains.Rough, rocky groundof any kind reduces speed byhalf and causes all passengers but the driver totake 1 point of damage per round and make Dex-terity checks every round, or else be thrown fromthe chariot for 1d6 points of damage per 12 ofmovement (a thrown passenger would take 3d6damage if the chariot was at MV 36).

The vehicle and steeds are AC 2 and each has30 hp. The chariot and its horses cannot attackothers or defend themselves. Though immune toall fire or heat attacks, magical or otherwise, thechariot and horses can be struck by magicalweapons for full damage. A quart of water inflicts1 point of damage, cold spells inflict 1 point perdie of damage, and complete immersion in wateror a dispel magic spell ruins the enchantment,turning the chariot into a normal one. Physicaldamage, such as that from weapons, is permanentand cannot be fixed. The damage from water orcold attacks, however, is removed each day atdawn, leaving the chariot and horses again asnew. The effects of dispel magic last only 3-30rounds. As the horses are fiery creatures from theElemental Plane of Fire, needing neither rest nornourishment.

Aside from the driver, up to seven other beingsof human size may ride in the chariot. Eachhuman-sized being may be replaced by fourbeings of Tiny size or two beings of Small size;four human-sized beings may be replaced by aLarge-sized being. Additionally, a human-sizedbeing may be replaced by up to 200 pounds ofnonliving cargo placed on the floor.

A power often added to this chariot grants itthe equivalent of an airy water spell, allowing thechariot to continue burning (and its passengers tocontinue breathing) if immersed in water. Thisalso negates any damage to the chariot or horsesfrom contact with water. Another power allowsthe chariot to lay down a column of opaquesmoke on command while traveling, equal to acylinder 10 feet in diameter, for up to 1 hour ofmovement per day.

Fnmklyn's IncredibleXP Value: 3,000 GP Value: 15,000

POLYHEDRON Newszine 43Although this appears to be an ordinary woodenchair, when seated in the chariot, the user can seeseven gems inlaid in the right arm. These gemsare actually controls. The gems and their func-tions are:• Emerald: Chair glides forward at the pace of

a walking man.• Ruby: Chair moves forward at the pace of a

running man.• Diamond: Chair reverses direction, turning to

face the opposite way.• Sapphire: Chair turns to the left.• Topaz: Chair turns to the right.• Peridot: Chair slows to next slower speed,

from running to walking, from walking tostopped.

• Amethyst: Chair stops—instantly.All movements are silent. The chair functions

best on level ground, slowing as a man on footwould for rugged terrain and halting in areaswhere a man could not walk. It will bear a burdenof up to 200 Ibs, in addition to the weight of onehuman-sized passenger.

HoverXP Value: 20,000 GP Value: 100,000

Kingdom of NithiaHover chariots are magical devices used strictlyby the military. It is rumored that the knowl-edge to build these weapons was bestowed byRathanos himself on the weaponsmiths of thePharaoh Tur-Ah. Since then, the knowledge hasremained a royal secret, passed down throughthe dynasties.

When at rest, the hover chariot is a metalliccupola mounted atop an articulated metal frame.When activated, the frame is covered by the fierymanifestation of a beast. The flame beast moveswith the same speed and agility as its physicalcounterpart. Attacks and defenses are also thesame. The difference is that the flaming manifes-tation of a hover chariot is generally larger thanthe actual animal it represents, and deals 6d6flame damage, in addition to the claw or bitedamage of the animal. Hover chariots cannot beactivated without a control ring that is worn bythe chariot's owner. The rings cannot be trans-ferred to another person without the willing par-ticipation of the previous owner.

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Myl's Mouse Chariot

For the most part, terrain is of no considerationto the driver of a hover chariot. Exceptionsinclude dense forest (which makes traveling atopa flaming beast impractical), and high cliffs(those over 75 feet in height). Those hover chari-ots designed as flying birds (hawks, eagles, ibis)have a flight ceiling of 500 feet.

In terms of battle, a hover chariot has an effec-tive Armor Class of-3. Missile weapons usedagainst the chariot must make saving throws vs.fire or be burnt up, causing no damage.

Myl's MouseXP Value: 4,500 GP Value: 22,500

1992 Fantasy Collector Card 388Like the mouse cart, when Myl secures a mousein the harness, the cart expands to the size of anormal cart that the mouse can pull at a move-ment rate of 12, even with up to 250 pounds ofcargo. The mouse obeys the commands of the dri-ver. Unlike other mouse carts, though, Myl canattach multiple mice to the harness and pull 250pounds per mouse (up to six mice) or he canattach six mice and "race" the chariot at a rate of21. The mice tire after one turn of continuous rac-ing. A creature polymorphed into a mouse canalso activate the cart's magic.

ofRaXP Value: 40,000 GP Value: 200,000

Old EmpiresThere were originally three .of these artifacts,the chariots of the gods Ra, Horus, and Osiris,in the days before the Orcgate Wars. Only oneis known to still exist. The chariot ofRa is theoldest of the artifacts of great magic still inactive use in Mulhorand. Legend speaks of itbeing constructed by a god named Ptah, whohas never been worshiped in the Realms, evenin the old days of Mulhorand.

The chariot ofRa is constructed from gold,emblazoned with Ra's solar disc against anankh. The chariot can move, without horses, at aspeed of up to 96; any who fight from it receivea bonus of+4 to their Armor Class, and thoseattacking them receive a —4 penalty to theirattack and damage rolls. Those who ride in thechariot are 75% magic resistant. Anyone struckby an attack from the chariot has to roll a suc-cessful saving throw vs. spell or suffer blindnessfor 2d4 turns. The chariot also grants a +4 bonusto Morale to all friendly troops within a 200-

yard radius, and a -4 morale penalty to enemytroops within that radius.

Red Chariot of AgniXP Value: GP Value: —

Gods, Demigods, & HeroesThis chariot, whose wheels are made of the sevenwinds, is pulled by two giant red horses. On theground it travels at a MV rate of 36, when in theair it travels at 48. The vehicle casts heat in a 30-foot area about itself for 25 points of damage.The horses have 50 hit points and only respond totelepathic direction.

Surya'sXP Value: — GP Value: —

Gods, Demigods, & HeroesThis device is made of a piece of the sun pulledby seven magical horses, each a color of the rain-bow. The vehicle is not corporal unless Suryarides it. The chariot travels with no limits placedon speed. The horses are always noncorporeal,never affected by magic, and take 25 hit pointsapiece.

Underwater ChariotXP Value: 2,000 GP Value: 15,000

The Sea PeopleUnderwater chariots are built using kelp frondsand stems that have been lashed together. Unlikenormal chariots, they do not have wheels; rather,they are smooth bottomed, much like a smallboat. They are pulled by a variety of large seacreatures, including dolphins, sea horses, whales,or manta rays. Underwater chariots are used fortransport both under and on the surface of thesea. They come in a wide variety of sizes—thesmallest holds one person, and the largest is capa-ble of carrying four people. They have a continu-ous water breathing power that allows airbreathing creatures to safely take passage onthem as long as they are in contact with the char-iot. The water breathing effect does not affectwater breathers.

Some underwater chariots are used as plat-forms to carry and fire powerful harpoons. Theseare used primarily by the triton forces of Under-sea. Harpoons are also carried on the backs ofgiant manta rays.

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Miles/DayFeet/Roundaccording tothe creaturespulling them

HullPoints AC

30 4

bracelet, or necklace. Only two magical trinketscan be placed on a chain and only five can beworn by the same person at one time.

of Boot Restoration

Light Harpoon:

Heavy Harpoon:

Giant Harpoon:

Range 60/120/180 feet;Dmg ld8+4; fires once perround; Crew 2.Range 100/200/300 feet;Dmg ld10+6; fires onceevery two rounds; Crew 4.Range 140/230/360 feet;Dmg2d10+6: fires onceevery four rounds; Crew 6.

ofVixXP Value: 12,000 GP Value: 60,000

The Milenian ScepterVix is the mortal daughter of the Immortal Zar-gos (alias Nyx, see Wrath of the Immortals). Sheis a powerful warrior and favored by Zargos, whohas indirectly given her several magical items,including the chariot of Vix.

The origin of the chariot remains a mystery.Some scholars believe it was created by Zargoswhile he was still a mortal sorcerer many circles(years) past. Others claim it was stolen fromIxion, Immortal Patron of the Sun, and was oncepulled by his fiery steeds.

The chariot is constructed with a woodenframe covered with bronze plates, which are inturn overlaid with designs in silver and gold.Wicked blades of blackest obsidian extend fromits hubs, sticking out perpendicularly from thewheels. The chariot can carry two human-sizedpassengers. While a beast is hitched to the char-iot, the creature receives the benefit of a hastespell, doubling its normal movement rate. How-ever, the beast cannot make twice the normalnumber of attacks; it can only move twice as fast.If the beast has the ability to fly, it can still flywhile pulling the chariot. This is because thechariot has the power to levitate, making it virtu-ally weightless.

CharmCharms are small metallic or stone trinkets. Mostcharms are shaped like animals, symbols, letters,or the silhouettes of animals or people. Each trin-ket has a small loop on the uppermost section thatallows the owner to place the trinket on an anklet,

XP Value: 200 GP Value: 1,000DRAGON Magazine 73

This is a miniature brass boot. When rubbedagainst a worn heel or sole of a shoe or boot, itrestores the footwear to its original strength andthickness (but without a "new" appearance).Usable once per day.

of DistractionXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 184This minor magical item is usually shaped like apendant in the form of a neogi's head loopedthrough a chain. The wearer of this magical itemgains several benefits. First, the charm acts as astandard ring of protection +1. The charm alsobestows upon the wearer an additional +1 (for atotal of+2) on saves vs. enchantment/charmspells. Lastly, the charm provides the function ofmagically holding an opponent for one round.This can be done once per day and is otherwisesimilar to a wizard's hold person spell, cast at the8th level of ability. The neogi can attempt to holdany single target he can physically see. The targetof the hold is entitled to a save vs. spell. If suc-cessful, the target is unaffected. If the save fails,the target is unable to take any actions until thefollowing round.

The neogi are very fond of this item; it oftenbuys them an extra moment to escape from theclutches of an enemy or to distract a foe longenough for the neogi's umber hulks to rip themapart.

of FavorXP Value: 1,600 GP Value: 5,000

The Complete Fighter's HandbookWhen deities and other powerful beings arepleased with the deeds of a mortal, they some-times give him or her a charm of their favor. Thisis a small object, sometimes a statuette, usually ofsemiprecious material and 2 or 3 inches in size,which represents the god or one an aspect of thegod.

The charm is rather like a limited wish. It rep-resents a favor that the deity will perform for thecharacter at some time in the future. To use it, the

980

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owner must throw the item on the ground so hardthat it breaks, and then call out the request.

The request must have something to do withthe attributes of the god, it's no use asking thegoddess of love to dry up an oasis into a desert, orto ask the god of earthquakes for a fog to hide theadventurers.

The gods requested favors. And they, in theguise of the DM, evaluate all requests. If thefavor is one that pertains to one of the god'sattributes, and if the god does not think that thecharacter is making the request out of mere greedor selfishness, and if the favor does not conflictwith any of the god's other aims or desires, thefavor is usually granted,

So it would be appropriate to ask the god ofinsects to send a cloud of bees to rout one's ene-mies, or to ask the goddess of love to causesome NPC to fall in love with a PC, or to ask adeity of the earth to cause fruit-trees to growand save the characters from death by thirst andstarvation.

Because the deity evaluates the character'srequest, the character cannot expect an outra-geous favor to be granted. And most who wouldsteal a charm from a character cannot use itsuccessfully; one might take it, hurl it to theground and break it, adding a request, only todiscover the cranky god stomping on him andfreeing the faithful PC. (This, however, consti-tutes using the favor.) But an NPC friend of thecharm's owner might be able to get the item andask the god to help the charm's true owner—particularly if he or she is ill or kidnaped andcannot act.

Any character of any class may receive such acharm as a favor. But when they are found in trea-sure, they are useless; they are not intended forthe character who finds them, after all. Thecharm of favors does not radiate magic.

HuntingXP Value: 100 GP Value: 500

DRAGON Magazine 189This small charm is highly prized by tribalhunters. Using it, a hunter automatically encoun-ters some kind of game animal, but must closeand kill the animal normally (Wilderness SurvivalGuide, page 59).

LuckXP Value GP ValueAC: 1,000/plus 5,000/plusSave: 750/plus 3,750/plusTHACO: 500/plus 2,500/plusWish: 1,200/wish 6,000/wish

DKAQON Magazine 5There are various gems, coins, and talismans ded-icated to luck; and some are quite powerful. Ad10O roll is used to determine the charm'sstrength and power in each category. The holderof such a charm benefits in four ways (roll foreach of the ability bonuses separately:

Roll AC Save THACO WishesBonus Bonus Bonus Granted

01-70 +1 +1 +1 171-90 +2 +1 +2 191-00 +3 +3 +3 2

These abilities are only realized when the luckcharm is carried or worn upon the person. Oncethe wishes granted by the luck charm are used, thecharm loses its magic and becomes a nonmagicalitem worth 1d10O cp.

Open DoorsXP Value: 2,000 GP Value: 10,000

DRAGON Magazine 73This carved stone miniature door, about 4 inchesby 1 ̂ inches by 1A inch, can be tuned to a particu-lar door, set of doors, or gate by use of the propermagical word. Thereafter, when its knob ispressed, any door or gate within 20 feet willswing open by itself.

Pest ProtectionXP Value: 300 GP Value: 1,500

DRAGON Magazine 73When this intricately carved, miniature mahoganybed in a bag of woven string (netting) is placedunderneath a bed, it drives away all bedbugs andmosquitos.

of Protection from DiseaseXP Value: 1,000 GP Value: 5,000

Oriental AdventuresThis magical item is a long strip of yellow or redpaper, inked with potent supplications to one ofseveral deities. When hung in a house or similarbuilding, it exerts its magical influence to protectthe occupants of the building from disease. Char-

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acters are immune to any disease that might betransmitted or contracted while within the build-ing protected by the charm. Plague cannot toucha protected building. The charm is effective solong as it is hung in place. It is easily destroyedby fire and other disasters.

of Protection from FireXP Value: 1,000 GP Value: 5,000

Oriental AdventuresThis magical item, like other charms, is a longstrip of yellow or red paper. This charm is inkedwith potent threats against the fire deities. Pastedto the lintel of the door to a building, the charmhelps protect the building from fire. If thus pro-tected, the building has only a 50% chance ofcatching fire. Furthermore, if a fire should breakout, it burns slowly, causing half the normalamount of damage. The charm does not lessenthe amount of damage characters might sufferfrom a fire-based attack within the building, onlydamage caused by the actual burning of thebuilding. The charm itself is immune to fire.

of Protection from SpiritsXP Value: 1,000 GP Value: 5,000

Oriental AdventuresThis charm, on yellow or red paper, is inked withpowerful threats against spirits. Any spiritattempting to enter the house must make a savingthrow vs. death magic to enter the building. If thesaving throw is successful, the spirit is unaffectedby the charm. If the saving throw fails, the spiritcannot enter the building, although it can usespells and missiles to attack those in the building.The charm must be pasted to the lintel of the doorto be effective, however it cannot be touched byany type of spirit creature.

of Protection from TheftXP Value: 1,000 GP Value: 5,000

Oriental AdventuresThis charm, on yellow or red paper, is written withsupplications to various deities to protect thebuilding from thievery. Any creature within thebuilding who attempts to move silently, hide inshadows, or open locks has chances of successreduced by 20%. To be effective, the charm mustbe pasted to the lintel of the door clearly showingto all that the house is protected. Any person, otherthan the owner of the building, who attempts toremove the charm, suffers 2d10 points of damage.

Rabbit's FootXPValue:250 GP Value: 1,250

The Book of Marvelous MagicIf worn visibly on the outer clothing or armor,this item gives the user a bonus of+1 to all savingthrows. However, any herbivore seeing the footwill probably dislike the wearer, having a -2penalty to reactions.

of ResourceXP Value: 250 GP Value: 1,250

Kingdom of NithiaLike magical standards, charms of resource tem-porarily imbue their owners with certain powersand abilities. These are generally in relation tosurvival skills as opposed to offensive or defen-sive abilities. Some provide resistance to colddesert nights, while others increase sight andhearing. Some examples of charms of resourceare provided below:

Roll Charm Ability01-02 Asp Resistance to poison.03-04 Bread Provides a full day's food.05-06 Fennec Surprised only on a 1 on

1d6.07-08 Hawk Vision is enhanced 100

times.09-10 Raindrop Provides a full day's water.

The DM should feel free to create additionalcharms of resource as he or she sees fit.

of Sympathetic HeatingXP Value: 600 GP Value: 3,000

DRAGON Magazine 73This item is actually two miniature metal black-smiths' anvils: one red, the other black. Each isabout 1-inch square. If the black one is placed ina fire, the red one will heat to the temperaturereached by the black one. They are useful forboiling stews or for keeping food warm at somedistance (maximum range 30 feet) from a fire.

Tree ClimbingXP Value: 100 GP Value: 500

DRAGON Magazine 73This is a miniature tree, about 3 inches high, madeof an unidentified material. When carried, it adds20% to a person's chance of successfully climbinga tree. (It was made for a lame, sylvan elf.)

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WolfspawXP Value: 500 GP Value: 2,500

Forbidden LoreThis item seems like a simple peasant charm. It isa wolf's paw stuffed with wolfsbane. There is aleather thong of suitable length for hanging itaround a person's neck. The bearer of this charmradiates a 10-foot wide circle of protection thatprevents all wolves, dogs, or other canine speciesfrom entering. Vampires in wolf form, were-wolves in wolf or woJfman form—even gnoils arekept at bay.

CheeseCheese is a form of preserved milk. Curdled milksolids (the curds) are separated from the liquid(the whey) and prepared in many different fash-ions. The different processes give cheeses theirvaried flavors, sharpness, colors, and textures.The effect of a magical cheese is released eitherby placing a piece in the mouth or by inhaling thebouquet.

of OdorsXP Value: 200 GP Value: 1,000

PoLYfraDRON Newszine 23This small piece of yellow cheese must be cutto have any magical effect. The user may nameany one creature when cutting the cheese. Thecheese remains undamaged, but a strong odor,obvious to all within 120 feet, emerges. Othercreatures of the type named, if nearby, smell thefamiliar odor and may be urprised to encounterthe user of the cheese of odors (-1 on surpriseroll). The cheese can create odors three timeseach day.

of Vile OdorsXP Value: — GP Value: 500

POLYHEDRON Newszine 23This item appears and functions as a cheese ofodors, but the smell produced may be (50%chance per cut) remarkably bad—so vile, infact, that alt within 60 feet suffer a -2 penaltyto Charisma and Morale, and a -1 penalty toattack rolls and saving throws, for one turn (nosaving throw).

Chess GameChess is an ancient, two-player game of strategy.The game is played on a board that has 64 squaresof two different colors, one dark and one light.

Each player controls a set of 16 pieces; one setlight, the other dark, often colored like the boardsquares.

Fextree SetXP Value GP ValueBishop: 1,250 18,750King: 8,000 40,000Knight: 1,000 15,000Pawn: 900 12,000Queen: 2,000 30,000Rook: 6,000 30,000

POLYHEDRON Newszine 82Several thousand years ago, the sorcerer FextreeBelwikker fashioned a powerful set of chesspieces from the teeth of a red dragon. Only sevenof the original sixteen pieces remain in exis-tence—two pawns, a knight, a bishop, a queen, aking, and a rook. Six of these seven figurines areintricately carved representations of wizards inassorted poses of varying majesty. The last piece,the rook, is carved in the image of Fextree'stower. The pieces are each about 4 inches tall.They are stored in a padded, rectangular case ofred cedar, and each piece is held in place by aspringy, metal clip. The latch and hinges of thecase are fashioned of bronze.

Pawns: The pawns are carved figures of997

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apprentice wizards in simple robes and sandals.To invoke the power of a pawn, the possessorneeds only to utter the command word, "stale-mate," and 10 human-sized, mindless warriorsappear to battle the owner's designated enemy.

Warriors (10): Int Low; AL Neutral; AC 3; MV9; HD 5; hp 40 each; THACO 16; #AT 1; Dmg1d8 (long sword); SD Immune to mind-affectingmagic; MR 50%; SZ M; ML 20.

The warriors battle until they are slain or until10 rounds pass. They can be summoned once aday.

Knight: This is a figure of a wizard in longflowing robes and a tall pointed hat with a staff inone hand and the reins of the stallion he is ridingin the other. By uttering the command word"liege," a human-sized knight, mounted on awhite, heavy war horse, appears to serve thepiece's owner.

Knight: Int Very; AL Lawful Neutral; AC 2; MV9; HD 10; hp 80; THACO 11; #AT 2; Dmgld8+3/ld8+3 (long sword +3); SD Immune tomind-affecting magic; MR 50%; SZ M; ML 20.

Horse, Heavy War (1): Int Animal- AL N; AC 7;MV 15; HD 3+3; hp 27; THACO 17; #AT 3; Dmg1d8/ld8/ld4; SZ L; ML 20.

The knight can understand the owner, but can-not speak. The knight and horse require no rest orsustenance and heal at the rate of three hit pointsa day. The knight and horse can be summonedonce a year, and faithfully serve the piece's ownerfor one month, unless slain earlier. They can bedispelled by uttering the command: "Ye arerelieved from duty."

Bishop: This is a figure of a stately wizard inhigh-collared robes and a skullcap. The figureholds a parchment as if reading it. When the com-mand phrase, "I call upon the gods of magic todeliver me a champion," is spoken, a human-sized wizard/priest is summoned.

Wizard/Priest (1): Int Exceptional; AL Neutral;AC 2; MV 9; HD 10; hp 50; THACO 14; #AT I;Dmg 14 (staff); SD Immune to mind-affectingmagic; MR 50%; SZ M; ML 20.

The wizard/priest has the following spells inmemory—cure light wounds (x4), slow poison

(x4), cure disease (x3), cure serious wounds(x3), cure critical wounds (x2), magic missile(x4), glitterdust (x4), dispel magic (x3), rainbowpattern (x2), and telekinesis (x2). Thewizard/priest remains with the piece's owner forup to three days, unless killed or dismissed ear-lier, and cannot memorize spells during this time.The wizard/priest does not require any rest orsustenance. It can understand the piece's owner,but cannot speak other than to utter spells. Thewizard/priest can be summoned once every 10days,

Rook: This piece is a model of a small, slimtower with a pointed roof and thin, high windows.Its powers can be invoked twice a month. Utter-ing the command words "raise the keep," instantlyproduces a high stone building 80 feet square and40 feet high. The keep has two floors, modest fur-nishings, a well-stocked larder, and six mindless,humanoid servants. The entrance is a stout, ironbound oaken door that only opens for the bearerof the piece. The keep comfortably houses 10people for up to two weeks, after which, if thebearer does not utter the command phrase again,the building disappears. The keep can be dis-pelled prior to this time by uttering the command"rook surrenders."

Queen: This carved figure depicts a shapelysorceress clad in flowing robes with a circletaround her head. Her arms are stretched upwardin front of her in a V-shaped casting stance. Shecan be summoned once a month by uttering thecommand word "majesty." Unlike the other chesspieces, the animated form of the queen remainsthe size of the carved piece. The queen must becarried or she reverts to her carved, inanimatestate.

Queen (1): Int Exceptional; AL Neutral; AC 8;MV 12; HD NA; hp 30; THACO Nil; #AT Nil;SD Immune to mind-affecting magic; MR 50%;SZ M; ML 20.

Once a day, the animated queen can call forth aglobe of invulnerability to encase and move withthe individual holding her. The globe functions forone hour per level of the holder of the queen. Theglobe can be dispelled earlier at the holder's desire.In addition, the queen can cast hold portal, holdperson, hold undead, and hold monster once a day,each cast at her owner's level. The targeted crea-tures are allowed saving throws vs. spell. The queen

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remains animate for two days and can be sum-moned to serve her owner once a month.

King: This carved figure is a stately sorcerer ina high-collared robe with an ornate crown on hishead and a gnarled staff in his hand. Speaking thecommand words, "Beguile Ye," calls upon thefigurine's wizardly power. The king, which doesnot animate, glows with a pale amber light and amass charm spell is released as if it were cast by a16th-level wizard. This power may be called upononce a month. Speaking the command words"make me a king" creates a town and surroundingfields that cover 4 square miles and hold 500 vil-lagers. The town has homes, shops, artisans,craftsmen, peasants, a town watch, and all theother trappings of a small, rural community. Thepeople behave normally and believe their forefa-thers have dwelt here for centuries. They canrelate local lore that fits in with the geographicalarea. They also know intuitively that the posses-sor of this chess piece is their liege. The peoplecannot leave their village; however, other crea-tures and characters may enter and leave as theydesire. The village lasts for two months unlessdispelled earlier by the holder of the piece. Thispower can be called upon once a year.

KhasXP Value: 4,000 GP Value: 20,000

Dragons of WarKhas is Krynn's version of chess. It is played withthe same types and numbers of pieces as chess(eight pawns, two rooks, two knights, two bish-ops, and one king and queen on each side), but itis played on a hexagonal field with each troopstarting in opposing corners of the board.

The Solamnic Knights believe that the gamereflects battles that are currently being foughtsomewhere in the world. Indeed, legends tell thatgreat battles have been won or lost because of aKhas game being played elsewhere.

Yarus's board is 3 feet across, made of fine,carved ivory, and inlaid with polished blue andcream marble. The pieces themselves are intri-cately crafted blue and cream granite.

MagicalXP Value: 600 GP Value: 3,000

DRAGON Magazine 73A chess set, like any other. This item playsagainst a person, moving the pieces magically. Itgives a credible but not truly expert game.

Marbol'sXP ValuePawn: 900Knight: 1,250Bishop: 1,250Steed: 400Rook: 6,000King: 8,000Queen: 8,000

GP Value12,00018,75018,7506,000

30,00040,00040,000

POLYHEDRON Newszine 90Marbol, a brilliant tactician, was once a war advi-sor to King Azoun. However, he grew to hateplaying games with people's lives and left theking's service to turn his hobby, chess, into acareer.

Marbol learned the game as a child. Highlyintelligent and exceptionally well-educated, hehad a knack for predicting his opponent's maneu-vers, and he was known for winning in recordtime.

Marbol traveled throughout the heart of theRealms for several years, challenging players tomatches and winning games and prizes. Hebecame the undisputed champion, dominatingopponents of all ages and amassing a fortune.However, the years caught up to Marbol, and,with tired bones, he decided to settle down.

Ravens Bluff was his choice, as the inland seaand the river traffic brought in new opponentsevery day.

Marbol's shop has a patio deck at the entrance,where all of his games are played. There is also asingle room display area, a work room next to asmall kitchen, and lower-level living quarters.

He fashions all of the chess sets he has forsale, carving them from various woods, sculpt-ing them from clay, and chiseling them frommarble and other stone. The exquisite chess setsare displayed on glass shelves throughout hisshowroom. The chess pieces range in price from1 gp to 100 gp each, and the boards from 10 gpto 1,000 gp. The more expensive the set, themore intricate the work. He even fashions setsfor nobility, often putting gems in the eyes of thekings and queens.

The chess master maintains the shop withoutthe help of employees, amazing the patrons whowonder where the old man gets so much energyto keep the place clean and freshly painted. Mar-bol's secret is an enchanted marble chess set hewon four decades ago as the grand prize in aWaterdeep meet.

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Pawns (16): Int Low; AL N; AC 6; MV 12; HD1; hp 6 each; THACO 19; #AT Nil; SZ M (5' tali);ML 12

Knights and bishops (4 of each): Int Average;AL N; AC 4; MV 12; HD 3; hp 18 each; THACO17; #AT 1; Dmg 1d6; SZ M (6' tall); ML 12

Knights' steeds (4): Int Animal; AL N; AC 6;MV 15; HD 2; hp 12 each; THACO 18; #AT 2;Dmg 1d6/ld6; SZ L (6' at the shoulder); ML 12

Rooks (4): Int Average; AL N; AC 3; MV 9; HD5; hp 30 each; THACO 15; #AT 1; Dmg 1d8; SZM (6' tall); ML 12

Kings and queens (2 each): Int Average; AL N;AC 1; MV 9; HD 8; hp 45 each; THACO 12; #AT1; Dmg 1d10; SZ M (6' tall); ML 12

Each piece can assume human form for up to12 hours each day. The pieces are fanaticallyloyal to Marbol and zealously protect him. If apiece is defeated, it reverts to its marble form for48 hours; the pieces cannot be permanentlykilled.

Marbol considers the pieces close friends, andafter business hours they help him clean his shop,polish the other chess sets, and play matches withhim. The knights (dressed in common clothes)often hitch their steeds to Marbol's wagon andtravel to nearby towns for wood, marble, andother materials for chess sets. The knights taketurns animating so they can travel without stop-ping. The old master has been known to hireadventurers to bring back rare materials he wantsfor special chess sets.

ChestA chest is a box, usually a sturdy and durablewooden construct with an attached lid, severalhandles, and fitted with metallic bands to give itmore durability. Magical chests tend to haveenchantments that involve storing extra contentsor protecting the contents. Roll on the table belowto determine die type of chest found.

Roll Chest Type01-10 Box11-20 Caddy21-30 Case31-40 Chest

41-50 Coffer51-60 Crate61-70 Crib71-80 Locker81-90 Safe91^)0 Trunk

of DrawersXP Value: 500 GP Value: 2,500

The Book of Marvelous MagicThis chest is of high quality and fine construc-tion. Upon command, it summons 100 tiny,spritelike creatures who arrive within it. Theyvanish if the chest is opened and thus cannot beseen except by clairvoyance or other magicalscrying. If a gem valued at 1,000 gp or more isleft in the chest along with a piece of parchment,the tiny creatures draw a map. They bring theirown drawing tools, and, if left undisturbed forone hour, they draw a map of the horizontal areawithin 360 feet of the chest. The sprites then takethe gem, and depart. The chest can now be openedand the map taken. The map is accurate and com-plete, and includes secret, magical, and concealeddoors, pit traps, walls, and so forth. No creaturesor treasures are noted, and magical doors, walls,and hidden passages, are indicated by an "M." If,when they arrive, the creatures find no gem, theycurse the one who summoned diem and immedi-ately depart. The curse may be of any standardtype, but can only be removed by a caster of 15thlevel or higher. The creatures may be summonedonce per day.

Foot StoolXP Value GP ValueExtradimensional: 2,000 10,000Normal: 600 3,000

Hall of the Fire Giant KingThereof stool chest is a chest with a permanentillusion cast on it that makes it appear as thoughit were a insignificant foot stool. The chest usu-ally is a 1-foot cube. However, 1% of foot stoolchests contain an extradimensional space, allow-ing them to hold twice their size in goods.

OysterXP Value: 1,500 GP Value: 15,000

DRAGON Magazine 99This item appears to be a small, squat woodenchest, 2 feet in length along any side. The insideof the chest is lined with red velvet in many soft,

1,013

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cushiony folds. Hidden between the folds is thecommand word, sewn into the velvet itself. Iffrom one to five grains of sand are placed withinthe folds inside the box and the eommand word isspoken, the chest magically locks itself and doesnot open again un t i l the command word isrepeated. During the time that the chest is locked,it begins to turn the grains of sand into perfectlyformed, nonmagical pearls. For each consecutiveday that the box is left undisturbed, each pearlincreases in value by about 3 gp. Thus, after aweek, each pearl would be worth 21 gp; after amonth, each would be worth 80-100 gp. If thebox is left unopened for longer than one year,there is a 1% cumulative chance per day there-after that the growing pearls become misshapenand worthless.

Casting dispel magic on the chest does notopen it, but successfully casting a knock spellagainst 14th-level magic does. However, thepearls inside immediately disintegrate. If thechest is ever broken, it loses all of its magicalproperties forever.

Quartermaster'sXP Value: 2,500 GP Value: 12,500

DRAGON Magazine 178These are huge, ironbound chests that needlarge, sturdy carts (pulled by large, sturdy ani-mals) to be transported. They can provide theo-retically limitless supplies and equipment,albeit on a fairly erratic basis, and they areinvaluable when marching through barren landswhere foraging is not possible. Each day, thequartermaster can place gems of at least 100 gptotal value into it, slam the lid, then open it andsee what the chest provides that day—roll onthe table below. Whatever the result, the gemsare gone forever. The goods will fill the chest,no matter how much space they would logicallytake up, but they disappear if left in the chestuntil the next morning.

Roll Produces:01-10 Nothing.11-50 Tolerable but unexciting food for 100

men for one day.51—75 Fodder for 100 animals for one day.76-77 750 feet of good rope.78-81 30 planks of timber, each 6 inches wide,

3 feet long.82-84 A bolt of coarse, strong, white cloth, 60

feet long and 3 feet wide85-87 Assorted bits and pieces: consult the

Miscellaneous Equipment table in thePHB—select 100 Ibs total of 1d3 items.

88-94 Water, 100 gallons; it drains away in 10minutes if not immediately decanted.

95-97 Cheap wine: 100 gallons, as above.98-99 Strong ale: 100 gallons, as above.

00 DM's choice: unusual foods, horsebarding and equipment, foreign items{possibly from Oriental Adventures)alchemical glassware, almost anything.

of SiegesXP Value: 1,000 GP Value: 9,000

The Book of Marvelous MagicThis wooden chest is 3 feet long, 2 feet wide, and2 feet high. Tt weighs 100 pounds and containsone light catapult, 10 normal catapult shots, andfour kegs of pitch shot (two shots in each). Byuttering the command word, the items may betaken out whenever needed and easily replaced inthe box. Used items cannot be replaced. The com-mand serves only to move the original items in orout. In the rare cursed chest, 1d4 of the kegs ofpitch shot explode when opened, each inflicting3d6 points of fire damage to all within 20 feetand setting fire to all flammable items (includingthe catapult and remaining kegs, if within range).A normal keg burns for three rounds beforeexploding in the same way, but a cursed kegexplodes as soon as it catches fire.

of ZorathusXP Value: 3,000 GP Value: 15,000

Gods, Demigods, & HeroesThis is a treasure chest designed to be unbreak-able, and opening it is a very involved process. Itis necessary to press the seven small skulls on therim, one at a time, then press the head of thedragon, then press the sphere held in its claws. Ifthe user doesn't know of the poison fang in thedragon's head, death results—the poison is sostrong that no saving throw is given.

Chilling SnareXP Value: 1,000 GP Value: 5,000

The Ruins of UndermountainThis nondescript 5-foot-long piece of string istied in a loop. Once untied, it becomes active,affecting all creatures who touch it. The snaremay therefore be placed on any surface without

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Coronet of Communication

harm—but once untied it is instantly active. Fly-ing or leaping creatures who pass its locationwithout touching it are unaffected. However, anycreature touching or otherwise contacting thesnare (stepping on it is a common form of con-tact) is affected. A saving throw vs. spell can bemade by the DM to see if any unsuspecting PCsstep on the snare.

Effects are as follows (roll 1dl2; all spelleffects have normal saving throws against theireffects). Roll for each contact, and twice for anybeing who picks up and handles an active snare.

Roll Effect01-5 A charge is used and a nearby alarm

(the enchanter typically links the snareto a small brass bell, or a large gong) istriggered.

06-8 The passerby is slowed for 2d4 rounds.09-1 The passerby is held for 1d4 turns.

12 The passerby falls unconscious, sleep-ing for 1d4+l turns or until forciblyroused.

Most snares last for 2d20 uses, crumbling irrevo-cably to dust after their final charges are used.Some vendors in Waterdeep often sell merchantsantitheft snares good for only six, seven, or nineuses. A typical sale price for short duration snaresis 50 gp.

Dispel magic will prevent a snare from func-tioning for one round per level of the caster. Asnare can be destroyed by dealing it 9 points ormore of edged weapon damage; it resists allfiery or corrosive attacks, even if magical inorigin. Anyone wielding an edged weaponagainst a snare receives cumulative damageequal to a chill touch spell for each successfulstrike on the snare—the origin of the item'sname. Each strike against the snare causes aloss of one Strength point and 1d4 points ofdamage; the Strength loss is recovered at therate of one point per hour.

CircletThe circlet is an uncommon, circular head orna-ment worn like a crown, and used to adorn theforehead. A circlet is often studded with gems orinlaid with rare or precious materials such as goldor ivory (see also Crown). Roll on the tablebelow to determine the type of circlet found.

Roll01-809-516-324-132-839-647-^55-263-970-778-586-293-00

Circlet TypeBayChapletCircletCoronetCrownDiademFilletGarlandHeadbandLaurelMitreTiaraWreath.

of the AdderXP Value: 700 GP Value: 3,500

DUNGEON Magazine 40The circlet of the adder is a thin, golden, snake-like headpiece that winds around the wearer'sscalp and turns up at the brow like an attackingcobra. It radiates faint magic when within 10 feetof \heflail of the desert kings (see Flail Weapon),but its enchantment is active only in the presenceof the flail. Its only function is to unlock theflail's power for its wielder.

The headpiece still carries the curse placed onit thousands of years ago, a bane spell that con-sumes the mind of any individual using the circletto unlock the flail's powers. Using the circfet toactivate the flail curses the user with delusionalinsanity. Anyone suffering from this afflictionbelieves himself to be a monarch or even a god.Victims are instantly hostile to those who fail torecognize their glory and are seized with a desireto use the flail's powers to punish unbelievers.Pursuing greater power becomes the owner's solepreoccupation.

The circlet can be removed from the head ofthe wearer, breaking its hold on the victim,though the wearer will never allow this. The onlyway to break the curse is to destroy the circletutterly.

Coronet of CommunicationXP Value: 2,000 GP Value: 20,000

DRAOON Magazine 132This thin circlet of precious metal affords thewearer the dreamer abilities of sleeper communi-cation, suggestion, and telepathy, each once perday.

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Dalvan's Circlet

Dalvan'sXP Value: — GP Value: 1,000

DUNGEON Magazine 13This magical, ring-shaped head ornament givesoff dweomers of both alteration and enchant-ment/charm. After it is placed on the head, theuser is immediately affected as if&feeblemindspell had been cast (no saving throw), but thiscondition lasts for only five rounds. Furthermore,the circlet magically binds itself to the wearer'shead. It remains attached for 10 rounds, duringthat time it can only be removed by a wizard of atleast the 16th level or by a wish spell.

The wizard Dalvan Meir created this device inorder to insure his ability to enter a wearer's mindfrom his magic jar crystal. He also wanted toallow himself an easy means of egress from hisdesolate tomb, so he gave the circlet the addi-tional power to force back iron barriers, grantingthe wearer a +25% bonus on the bend bars/liftgates roll.

Diadem of DisenchantmentXP Value: 1,000 GP Value: 7,500

The Endless StairThis golden headband is adorned with a singlegem, worth 100 gp or more. If the gem is shat-tered or removed, the diadem becomes nonmag-ical. While worn, the diadem confers upon thewearer immunity to charm, sleep, hold, andconfusion spells (as well as monster abilitiesand magical item effects that cause theseeffects). Each such defense of the wearer drainsthe diadem of one charge (such diadems nor-mally have 2d10 charges), and such items arenot rechargeable—when discharged, the gemsshatter and are ruined. A wearer of a diadem ofdisenchantment gains two additional protec-tions from the device that do not drain charges(but are lost when the diadem's charges aredrained)—a +1 bonus on saving throws vs.paralysis (from any source), polymorph magic,and ESP; and a +4 bonus on any saves vs. spellwhen faced with feeblemindedness (thus thewearer saves at par, not at -4).

Diadem of DoomXP Value: 7,500 GP Value: 15,000

OtherlandsIt is unclear whether this grim item was con-structed by evil Dargonesti or by the Sea Witch.In either case, the diadem is a nasty piece of work

(worse still, there are at least three of them inexistence, though there may be six). The diademis also known as the helm of horror and thecadaver comb. Its normal form is that of a simplecoronet made of coral, with tiny carvings of seacreatures on it.

The diadem's first function is its ability toshapechange into any sort of article meant to beworn on the head. Its most popular forms, besidesthe diadem shape, are those of a jeweled comb oran elaborately designed, open face helmet. Thediadem can change shape seven times a day. Thefact that it comes in several different formsmakes it harder to identify by sight.

When the diadem is first worn, a user gets atingling sensation, as well as a feeling of happi-ness that he or she has put on the diadem. A vic-tim refuses to part with the object regardless offriends' pleas, offers of great wealth, or any otherincentives.

As time passes, a wearer's actions and thoughtsbecome increasingly evil. On the middle night ofNuitari's next High Sanction, the wearer's align-ment changes to the evil version of the currentalignment (a lawful good character becomes law-ful evil).

If the wearer is already evil, there are no illeffects until the week of Nuitari's next High

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Golden Circle! II

Sanction. For the entire seven days, a wearertakes every opportunity to commit senseless actsof evil and succumbs to lycanthropy (determinethe type of wcrebeast randomly).

The other powers of the diadem include a +3bonus to saving throws and Armor Class and 15%magic resistance. For spell purposes, the diademfunctions as a 16th-level caster. The diadem alsogives the wearer a +4 reaction bonus when deal-ing with evil-aligned creatures and shuks.

When worn, the diadem enables the user tocast the following spells, each once per day—ani-mate dead, bestow curse, dispel magic, fear,flame strike, know alignment, meld into stone,and speak with dead.

Obviously, no self respecting Datgonesti wouldwear this diadem. Its purpose seems to be to cre-ate evil Dargonesti, presumably to followSagarassi.

Destroying a diadem is not easy. Only strikingit with a holy weapon, having a dispel evil spellcast upon it by a good priest of at least 20th level,or surrendering it to nine dragon turtles on themiddle night of Nuitari's Low Sanction candestroy one of these accursed objects.

GoldenXP Value: 7,000 GP Value: 12,000

DRAGONLANCE AdventuresThe golden circlets were created in Istar towardthe end of the Age of Might. They were designedto guide the people into aiding the church. Theiruse, however, tended more toward slavery thanservice. Even so, they could only be used by oneof good desires and so their abuse was somewhatlimited. Many of these survived the Cataclysmthough they are guarded most carefully.

This thin, gold band, when worn on the head ofa priest of good alignment, grants two magicalabilities. Once per turn, the wearer can commandup to 8 Hit Dice of creatures. Also once per turn,as long as the user concentrates, one creature ofup to 4 Hit Dice can be controlled by the circlet'swearer. The creature is not charmed, however,and cannot be forced to hurt itself.

Golden II(Circlet of Pride)

XP Value: 3,500 GP Value: 17,500Tales of the Lance

Over the generations, the golden circlet (circlet ofpride) has brought about some of the great

tragedies of Krynn. Some tales say it brought anend to the proud kingdom of Ergoth. All talesagree that it contributed to the kingpriest's mad-ness. Even so, the mind-warping and dominatingpowers of the golden circlet have shrouded itshistory in malaise. Sadly, only those with themalevolent power to use this item know its trueoperations.

Worn upon the brow, the golden circlet cancommand up to 8-HD of creatures, once per turn.Commands must be only one word, and spokenaloud in a language the creature understands.Each command lasts one round. Alternately, thewearer once per turn may concentrate on onecreature of up to 4 HD who is within 60 feet. Thisfocus allows the wearer to control the actions ofthe creature as long as concentration is main-tained. This is not a charm spell and the creaturewill not intentionally harm itself. The evil godHidduket takes the control of the mind one stepfurther. He uses the circlet to place a suggestionin the mind of the wearer, offering a deal that ishard to refuse. If the person agrees, the circlet'sfull range of powers becomes available.

The circlet can be used at will to heat or chillmetal and to cast a modified command spell thatcan only use sentences of seven words or less. Italso adds a +2 bonus to the wearer's Charisma,and supplies a -2 penalty to Wisdom.

Each use of these dark powers permanentlydrains one hit point from the wielder. The pointsmay be recovered by draining life energies fromanother creature as if an undead creature. Whenthe wearer strikes with hands, teeth, or feet, twoexperience levels (like a spectre) may be drainedfrom the target and one hit point is gained perlevel drained (up to his or her maximum). Eachtime a level is drained in this manner, however,the character must make a system shock roll orpermanently lose 1d3 points of Constitution. Ifthe character's Constitution falls to zero, he orshe becomes a mindless spectre, abandoning thecirclet of pride to another.

This artifact ultimately corrupts a wielder,making the character conceited, arrogant, boast-ful, and vain. Only monstrous minions may thenbe attracted and those who share his or her preju-dices and hatreds.

The golden circlet belongs to the Triad ofBetrayal—the three artifacts created by Reorxand the gods of magic and imbued with theessence of Hiddukel. The circlet's true name is

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Golden Circlet of Greyhawk

the circlet of pride. It opposes the ring of nature shealing, created by Mishakal to end a warbetween two great families.

Golden Circlet of GreyhawkXP Value: 2,000 GP Value: 30,000

GREYHAWK AdventuresThis golden circlet was fashioned for use by theLord Mayor of Greyhawk, and is rumored to bein his treasure vaults. When worn on the head, thecirclet allows a character to summon a band ofthieves in much the same way as a horn of Val-halla summons fighters:• User is 4th level or less: summons 1d4 4th-

level thieves• User is 6th-8th level: summons 1d4 8th-level

thieves• User is 9th-12th level: summons 1d4 12th-

level thieves• User is 13th level or more: summons one

18th-level thief with maximum ability scores

The user can employ the circlet at less than itsfull powers if desired. The summoned thieves arefriendly to the user, but refuse foolhardy tasks:"Go fight that fiend" would get a good laugh outof them. The thieves remain for eight hours oruntil they are killed. The 12th-level and lesserthieves all have average statistics, wear leatherarmor, use short swords, and have normal thiefequipment. The 18th-level thief has an armorclass of 2 (still wearing leather armor), uses ashort sword +3, and is 30% likely to steal the bestmagical item he or she can use from any treasurehoard found during his stay there; it vanisheswith the thief.

of PrideSee Golden Circlet II

of Psionic EnhancementXP Value: 6,000 GP Value: 65,000

POLYHEDRON Newszine 82This item is a silver headpiece with a largeamethyst embedded in the center. When worn bya nonpsionicist, the circlet improves savingthrows vs. mental attacks by +1. When worn by apsionicist, however, the full power of this item isunleashed. A psionicist recovers PSPs at doublethe normal rate. A psionicist can use the Contactdevotion (if known) at half the usual PSP cost,and if the optional power score rule is used, can

alter power check rolls up or down one point totry to achieve the score (a 20 still fails). Finally,once a day, the circlet lets the psionicist use onescience or one devotion of the character's choiceat no initial cost (the maintenance cost must stillbe paid, however). The science or devotion mustbe one that the psionicist currently knows.

of Underwater SpeechXP Value: 1,000 GP Value: 9,000

OtherlandsThis circlet is made of tiny sea shells connectedby a silver thread. It is worn on the brow. The cir-clet enables the wearer to speak and hear noiseswithout any underwater distortion of sound.These circlets are kept mostly for the sake of airbreathing guests who are not accustomed to con-versing underwater.

of the WyrmXP Value: 2,000 GP Value: 10,000

DraconomiconThis band of platinum is usually unadorned andmagically expands or contracts to fit snuglyaround the brow of any dragon that wears it.While wearing the circlet, a dragon receives allthe powers of a wyrm of the appropriate species.This includes increased damage from breath

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Claw of Mighty Simurgh

weapon, increased Hit Dice, increased combatmodifier, and decreased THACO. A dragon auto-matically receives the innate, magical powers thatare normally gained by dragons only when theyreach the age category of wyrm. Finally, a dragoncan cast as many spells as a wyrm (it doesn'tautomatically learn any new spells, however, sothis might not be a significant benefit).

All of this assumes that the dragon isn't alreadya wyrm or great wyrm. Wyrms are unaffected bythe circlet, while great wyrms diminish in powerwhile wearing the circlet.

The circlet may be removed at any time, butthe mental shock causes the creature to be stunnedfor 1d4+l rounds. For each round that the dragonengages in melee combat, there's a 5% (noncu-mulative) chance that the circlet falls off, stun-ning the dragon. If the dragon grapples or isgrappled by another dragon, the chance increasesto 10% per round (noncumulative) as long as thedragons continue to grapple. There is also a one-shot, 7% chance that the circlet falls off during awingover maneuver.

Dragons can wear the circlet only when they'rein their own form. Polymorph and shape changespells cause the circlet to fall off, stunning thedragon.

There are legends of a similar circlet of thegreat wyrm, but this magical item has never beenfound.

ClawClaws are long, sharp, and curved nails found onthe feet (or paws) of animals. Usually thought ofas a predator's trait, many herbivores have clawsfor defense or for digging and climbing. Magicalclaws are usually attached to a handle or someother device that allows a humanoid user to usethem as slashing weapons.

of Magic StealingXP Value: 3,500 GP Value: 17,500

Tome of MagicThis peculiar item is usually fashioned in theform of a miniature, silver hand or claw. Anattempt to identify it suggests that it is an itemcapable of casting the 2nd-level wizard spellspectral hand three times per day. The claw canindeed do this, but that is only its secondaryfunction.

The claw's real purpose is to steal spells fromother Spellcasters. Tf the victim of the spectral

hand spell is a wizard, he or she must make a sav-ing throw vs. spell. Failure to make a successfulsave means that a randomly selected spell isdrained from the wizard's memory and its energytransferred to the claw's owner. The owner of theclaw may then use the magical energy to "power"a memorized spell, provided it is of the same orlower level. Such a spell may be cast withoutbeing lost from the mind of the wizard possessingthe claw.

The claw of magic stealing does not store mag-ical energy in any way; either the owner of theclaw uses the energy to "power" a spell on thenext round, or the energy dissipates and is lost.

of Mighty SimurghXP Value: — GP Value: —

DUNGEONS & DRAGONS Master SetLong ago, a great roclike bird appeared to a wan-dering priest. The bird said it was Immortal, andhad already seen three cycles of life on earth—each ending in destruction by water, ice, and fire.It gave one of its smallest claws (a mere 2 feetlong) to the priest. Explaining its powers, theMighty Simurgh asked that it be used for the bet-terment of mankind. The priest did what shecould, but lives no more, and the claw has appar-ently fallen into the clutches of evil.

The claw is a curved talon 25 inches long,made of an ivory-like substance.

The artifact is active when acquired. Once theclaw is claimed, full knowledge is granted tele-pathically during the user's first sleep.

Suggested Powers: (All abilities arc cast at20th level.) Calm others (range 10 feet; effects upto 40 hd of levels), turn bonus (ld6+2 hd), pre-dict weather (duration 12 hours; effects 40 squaremiles), immunity to poison (duration 18 turns;affects self only).

Suggested Handicap: The handicap is acti-vated when the first power is used—the userloathes violence, urges peace to all living things,and refuses to attack anyone unless attacked. Thiseffect does not include undead.

Suggested Penalty: Simurgh may appear(25% chance) whenever rainfall, flooding, tor-nado, falling snow, or similar weather conditionsare present. The user imagines that the Simurghhas demanded an interview. The user must gathera party to go to the far northern mountains, leav-ing within three days. The effect will wear offwhen the mountains are reached.

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Claw of Nezram

of NezramXP Value: 3,750 GP Value: 35,000

Old EmpiresThe great wizard Nezram made a number ofunique, magical items before he left the Realmsfor parts unknown. One of the most unusual is theclaw of Nezram. It is a replica of a humanoidhand made of ivory, studded with rubies, withsharp claws instead of fingers.

The claw has several functions. Its mundanefunction causes it to scratch any part of thewielder's body on command, to relieve an itch. Ifordered into combat, the claw has two options—itmay slash at an opponent, causing 1d6 points ofdamage; if it inflicts maximum damage on anyattack, it grabs the target around the throat andcauses 2d10 points of damage per round until thetarget is dead. Or, it may grab at a target's weaponhand, negating one attack each melee round (if avictim has 3/2 attacks, the first round attack islost as well as one of the second round attacks).The claw is AC 0. If 50 points of sharp-edgeddamage are done to it, it stops attacking for 24hours; 200 points of such damage completelydestroys it.

The claw is intelligent; any new master tryingto control it must battle against a neutral align-ment, 12 Int, and 16 Ego (as an intelligent sword).The hand glows red if rubies (other than the onesembedded on the hand) are within 50 feet.

Nezram is known to have constructed at leastfive claws, one of which is in the possession ofHodkamset, the most powerful wizard of the Cultof Set.

Noj's Claw of Magic ExchangeXP Value: — GP Value: 2,000

1992 Trading Card 393Noj thought he had a bonafide, noncursed item, aclaw of magic stealing, when he found thisclaw—the first time he used it, he realized that hehad a new spell floating around his head. Soonafter, though, he realized that he had also lost hisbest memorized spell, A little experimentationwith the claw showed him that he received a ran-dom spell from his victim's memory in exchangefor his own most powerful memorized spell.Therefore, Noj carries only cantrips or spells thatare worthless in combat. Now, when his enemiesfail a saving throw vs. spell, Noj gets a spell hecan use.

Talon of the Danse MacabreXP Value: 3,000 GP Value: 15,000

Old EmpiresThese items were created by the priests ofHoar/Assuran in Chessenta; eight pairs areknown to exist, most scattered among treasurehoards across the Realms. These magical itemsappear to be eagle's talons, plated in a dull sil-ver that resembles pewter. When two of themare thrown down, and the proper commandword is given, they immediately attack, caus-ing 2d4 points of damage per round for oneturn before they become inactive for 24 hours.They can be stopped with the proper commandword, or a successful dispel magic spell castagainst 12th-level magic (which also neutral-izes them for 24 hours). No weapon can touchthem in combat and they appear to be inde-structible.

Talon of ZaltecXP Value: 700 GP Value: 6,000

Maztica Campaign SetThis is a small object made from the claw of ajaguar. The tip contains lethal venom (-4 to sav-ing throws). The wielder of the talon must make asuccessful attack roll in hand to hand combat.The victim must make a saving throw or die.There is enough venom for 1d10 doses in a singletalon.

The other use of the talon is contained in thewide upper end of the claw. This contains a smallamount of powder. If cast into the eyes of a vic-tim within 5 feet, that victim must save vs. spellor be blinded for 2d6 hours. All victims are con-sidered AC 10 for purposes of the blinding pow-der. There is enough of the powder for 2dl2 usesper talon.

TwistedXP Value: 100 GP Value: 500

The Ruins of UndermountainThis palm-sized, silver sculpture looks like agnarled beast's claw, its unnaturally long talonswind over each other and around themselves in aboneless manner, forming an almost sphericalmass. The claws can easily be bent, but they don'tbreak.

A twisted claw is inactive until carried next toits owner's skin for at least one day. After thistime, the claw can be controlled by the mentalcommands of its wielder.

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Cloak of Arachnida

A claw can be thrown up to 40 feet at anopponent with the thrower's normal THACO,and willed to activate if it hits. Another com-mon method is to curl the claw around the endor edge of a bludgeoning or slashing weapon,perhaps even transfixing it on the point of apiercing weapon, and willing the item to takeeffect if the weapon hits. A claw does not causedamage, either by itself or in addition to aweapon it rides. It causes any victim it strikes totwist, writhe, and flail in pain the round after itstrikes, no applicable saving throw. This givesthe victim's Armor Class a penalty of+2, pro-hibits any spellcasting or other attacks, andcauses all held items to be dropped (2% chanceper level or Hit Die of the victim of retaininghold on any item). The claw vanishes after oneuse. A twisted claw cannot affect any undeadcreature, though its magic is not wasted if usedagainst such beings.

A twisted claw can override a ring of freeaction or similar magical protection; it wasspecifically designed to override such things. Itcan be rendered inoperative by an antimagicshell, until removed from the shell's area ofeffect.

Cleats of GrippingXP Value: 1,000 GP Value: 6,000

The Book of Marvelous MagicA wearer of these useful items can walk on other-wise impassibly slippery surfaces, even if magi-cal. Sheer surfaces cannot be climbed, but anyslope of 45° or less can be easily scaled. Whenthey are used with claws of raking, the wearermay climb sheer surfaces as well as a 4th-levelthief. The cleats make clicking noises when worn,so a wearer cannot surprise others.

CloakCloaks are loose, sleeveless outer garments usedto ward off the effects of weather. They often arevoluminous enough to allow the user to weararmor or heavy clothing underneath. A tie stringor metal pin helps secure a cloak to the user'sbody in high winds. Many cloaks also haveattached hoods for better protection from the ele-ments. (See also Cape, Coat, and Robe). Roll onthe following table to determine the type of cloakdiscovered.

Roll Cloak Type01-04 Aba05-08 Baladrana09-12 Caftan13-16 Cape17-20 Capote21-24 Cassock25-28 Cloth Cloak29-32 Coat33-36 Dolman37-̂ 0 Frock41^44 Fur Cloak45^18 Jacket49-52 Manta53-56 Mantle57 60 Mino (Straw Raincape)61-64 Palatot65-68 Poncho69-72 Robe73-76 Shawl77-80 Smock81-84 Surcoat85-88 Tabard89-92 Toga93-96 Tunic97-00 Vest

of AppearanceXP Value: 800 GP Value: 4,000

DRAGON Magazine 73Anyone wearing this item appears to be 5-10%lighter in weight. Generally, the effect is to makeoverweight people look normal or normal oneslook quite slim. A disguise aid.

of ArachnidaXPValue: 3,000 GP Value: 25,000

DUNGEON MASTER GuideThis black garment gives the wearer the ability toclimb as if a spider climb spell had been cast. Ifdetect magic is used, the cloak radiates a strongaura of alteration magic.

In addition to the wall climbing ability, thecloak grants the wearer immunity to entrapmentby webs of any sort—the wearer can actuallymove in webs at a rate equal to that of the spiderthat created the web, or at a base movement rateof 6 in other cases.

Once per day the wearer of this cloak cancast a double-sized web (this operates like the2nd-!evel wizard spetl). Finally, the wearer isless subject to the poison of arachnids. He or

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Artemus's Cloak of Displacement

she gains a +2 bonus to all saving throws vs.such poison.

Artemus's Cloak of DisplacementXP Value: 2,500 GP Value: 12,500

1992 Fantasy Collector Card 185Artemus's magical cloak functions much like atypical cloak of displacement, distorting light andproviding a bonus of+2 to Armor Class, How-ever, this cloak also serves as a sort of lightningrod, attracting all electricity-based spells. Whenthis happens, Artemus is not allowed a savingthrow to halve the effects of those spells.

AtmosphericXP Value: 1,000 GP Value: 9,000

DRAGON Magazine 159Also known as a cloak of air pockets, this appearsto be an average cloak and hood. When worn out-side any planetary atmosphere, the cloak magi-cally doubles the size of a wearer's air envelope,which greatly increases a character's survivaltime away from a ship or planetoid. A human sizeair envelope increases to hold enough fresh airfor 4d10 turns.

When the cloak is worn in the presence offouled or stale air, it generates fresh air aroundits wearer three times daily. This envelopeexists only within the hood of the cloak, whichmust be pulled around the wearer's head to beof use. This pocket of fresh air stays in effectfor 2d10 turns, after that there is a 1d4 hourdelay before it can generate another fresh airpocket. Note that this does not confer immunityto poisonous gases; the cloak simply adds freshair within the confines of the hood but does notremove any poisons from the air. However, awearer does gain a +1 to saving throws vs. poi-sonous gases and vapors either in wildspace orwithin planetary atmospheres.

Baravar Cloakshadow'sXP Value: 7,000 GP Value: 35,000

Monster MythologyHis magical cloak has properties of blending anddisplacement, and can also cast ld4+2 mirrorimages as shadowy duplicates of the avatar withina 60-foot radius.

of the BatXP Value: 1,500 GP Value: 15,000

DUNGEON MASTER GuideFashioned of dark brown or black cloth, a cloakof this type is not readily noticeable as unusual. Itradiates both enchantment and alteration in equalproportions. The cloak bestows a 90% probabilityof being invisible when the wearer is stationarywithin a shadowy or dark place. The wearer isalso able to hang upside down from the ceilinglike a bat, and to maintain this—same chance ofinvisibility.

By holding the edges of the garment, a weareris able to fly at a speed of 15 (ManeuverabilityClass: B). If desired, a wearer can actually trans-form into an ordinary bat—all possessions wornor carried are part of the transformation—and flyaccordingly. Flying, either with the cloak or as anordinary bat, can be accomplished only in dark-ness (either under the night sky or in a lightless ornear lightless environment underground). Eitherof the flying powers is usable for up to one hourat a time, but after a flight of any duration, thecloak does not bestow any flying power for a likeperiod of time.

The cloak also provides a +2 bonus to ArmorClass. This benefit extends to the wearer evenwhen in bat form.

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Cloak of Blackflame

BattleXP Value: 2,000 GP Value: 12,000

DRAGON Magazine 112The battle cloak entangles any weapon parried byit (treat opponents' unsuccessful attack rolls onthe cloak wearer or wielder as a parry). Magicalweapons must then make a saving throw of 20,with a bonus equal to their magical bonuses;those magical weapons without combat bonusessave on a 20, and all artifacts save at +5 or at theirown bonus, whichever is greater. Failure to makethe save binds the weapon fast to the cloak for1d3 rounds. This entanglement prevents furtherattacks using that weapon, and a bend bars/liftgates roll is needed to pull the weapon free pre-maturely. If an attacking creature leaves or movesaway to engage another opponent before the 1d3rounds are up, it must part company with itsweapon, which remains in the possession of thecloak-bearer.

The cloak has one other function—on thespeaking of a command word while the cloak isheld (but not worn), it transforms into a stout baror cudgel for ld4+4 rounds. The cudgel is largelycomposed of magical force, is not damaged bynormal usage (except for contact with magicalweapons or spells), counts as magical for attackpurposes, but has no bonuses; it does 1d6/ld3points of damage, and cannot be used to entangleother weapons as above. The cloak can bedestroyed by parrying (in the above manner)eight blows from magical weapons while in thisform. It can be wielded by characters of any classwithout proficiency penalties.

Bear Cloak of the Sulhaut MountainsXP Value: 1,500 GP Value: 17,500

GREYHAWK AdventuresMany years ago, triba! shamans called upon theirgods to enchant the hide of a cave bear slain in com-bat. The cloak became a powerful aid in their strug-gle to survive against the hostile creatures and theforces of nature that forever threaten their tribes.The fur cloak included a bear's head cap, pelt, andclaws. The cloak allowed a wearer to speak with ani-mals twice per day and hold animal once per day. Italso increased a wearer's strength to 18/50 and gave50% immunity to fear. Once a week, a wearer couldturn into a cave bear for ld4+2 hours. The currentlocation of the cloak is unknown.

of the BeguilerXPValue: 3,000 GPValue: 17,500

FORGOTTEN REALMS MC AppendixThe cloak of the beguiler changes its hue andthe color of its wearer to match the colorationof the surroundings—up to three times a dayfor 1d4 turns each time. The wearer maychoose to remain absolutely motionless duringthat time, hiding in shadows with 70% suc-cess. Ethereal creatures close to the PrimeMaterial Plane may be observed and attackedwith ease. If the cloak gets wet, its propertiesare nullified until it is completely dry. Eachtime the cloak gets wet, there is a 10% chanceit mildews, causing the properties to vanishforever. To fit an average human, 12 animalpelts are required.

of BlackflameXP Value: 20,000 GPValue: 100,000

The Five ShiresThis magical cloak resembles a tangle of thick,black cobwebs or black silk scraps when notworn. When examined, it is seen as an intact, off-the-shoulder half cloak. When donned, it fastensby itself and alters to fit any wearer up to giantsize. Usable by beings of any race or class, it canbe freely removed and worn as long as desired.Only one creature can wear and be protected bysuch a cloak at a time.

A cloak of blackflame makes its wearerimmune to all energy level draining attacks,whether they actually strike the garment or not.The wearer is also rendered immune to all attacksor effects that would ordinarily cause paralysis,even in situations where no saving throw is usu-ally allowed. Although such a cloak does notmake its wearer invisible, it does foil infravisionby shielding its wearer's infrared aura.

Cold attacks do not affect a cloak of black-flame, but all other sorts of attacks affect it nor-mally. A damaged cloak confers full protectionuntil it disintegrates utterly into smoky wisps ofvapor. This occurs when a cloak suffers 14 pointsof damage. Damaged cloaks can be repaired by akeeper or other skilled hin using blackflame. Aday's enchantment will restore ld4+4 lost pointsto a cloak.

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Solder's Cloak of the Rogue

ChameleonXP Value GP ValueWis 15: 750 3,750Wis 16: 800 4,000Wis 17: 850 4,250Wis 18: 900 4,500

The Complete Ranger's HandbookThis lightweight, hooded cloak covers a wearerfrom neck to foot, and may be worn comfortablyover studded leather or lighter armor. The colorof the cloak automatically changes to blend inwith the surrounding terrain. If a wearer enters ajungle, the cloak becomes mottled with patchesof green and brown. If a wearer enters a plain ofsnow, the cloak turns white. At night, the cloakbecomes black. The color changes are instanta-neous.

A chameleon cloak allows a character to bepersonally camouflaged, as if using the camou-flage proficiency, in any terrain. The chameleoncloak can conceal only one person at a time. Thecloak conceals with an effective Wisdom equal toits rating.

Bolder's Cloak of the RogueXP Value: 6,000 GP Value: 20,000

New ItemCenturies ago a brash young noble of Water-deep, who needed to be furtive in order to goadventuring, commissioned an unknown wizardto create the cloak of the rogue. This youngman, whose name was Bolder, needed a magi-cal item that would allow him to quietly slipaway from his father's estate so he could spendhis evenings in the wilds of Waterdeep, Costinghim nearly all of his savings (a very consider-able sum), Bolder commissioned the cloak froma secretive wizard, and a month later wasrewarded with the item. However fate was notkind, to the brash young noble, for on the firstnight he slipped past his father's estate guards,never to return. Although the fate of Bolder isunknown, his cloak has appeared throughoutthe Realms several times in the last century. Acloak matching the description of the magicalgarment was reported by Harpers engagingagents of the Zhentarim near Amn a decadeago. However the Zhentarim operative managedto escape into the shadows of the night, takingthe cloak with him.

The cloak of the rogue confers and enhancesmany of the skills of those who wear it, but onlyif they are of the rogue class. Wearing the cloakincreases all thieving skills by 10%. It also addsan additional multiplier to a rogue's chance tobackstab an opponent, with a natural roll of 20causing maximum damage to an unfortunate vic-tim. The cloak functions as a cloak of protection+7 in all respects, and a wearer is allowed a sav-ing throw vs. all detect magic and similar spells(detect invisibility and the like).

Perhaps the most useful function of this cloakis that the four pockets found in the inside liningact as bags of holding, each holding up to 30pounds. These pockets can only be seen by thewearer; others cannot find them.

Bolder s cloak of the rogue conforms to theshape of the wearer, from halfling to ogre, with afull hood and hanging to the wearer's knees. Thefabric of the cloak is unknown, but it has a silkentexture and a pattern of deep brown and blackswirls that are woven throughout the garment. Thecloak weighs one pound and can easily be rolled-upand hidden in a pocket. It saves vs. destruction ashard metal. If the cloak is stuffed into one of itsmagical pockets, it is instantly destroyed.

ChangelingXPValue: 1,000 GPValue: 10,000

Top BallistaA gift from another lover, this cloak gives LeniNarayan a -2 bonus to her AC, a +2 bonus to allher saving throws, and allows her to alter herappearance. She can appear as a humanoid of anyrace or species, and of either gender, with up to a50% change in height and weight.

Cheetah Cloak of AmedioXP Value: 1,500 GP Value: 15,000

GREYHAWK AdventuresThis yellow, black-spotted cheetah hide wasenchanted by the original tribesmen of the Ame-dio jungle. It gives the wearer a +3 dexteritybonus (to racial maximum). Once every threeturns the wearer can sprint for three rounds at amovement rate of 45. At night, under a moonlesssky, the wearer can turn into a cheetah for up tosix hours in any 24-hour period.

Roll01-0607-1516-19

20

Wisdom Rating15161718

Page 300: Encyclopedia Magica Vol I

Cloak of Displacement

of the CloudsXP Value: 4,000 GP Value: 25,000

IMAGINE Magazine 29This gray cloak, wispy and tattered-looking,allows its wearer to cast the following spells, onceper day, as though a 12th-level wizard—featherfall, gust of wind, f l y , lightning, and controlweather. Any creature who touches a wearer of thecloak of clouds must make a saving throw vs. deathmagic or suffer 6d6 points of electrical damage.

of ComfortXP Value: 1,500 GP Value: 7,500

DRAGON Magazine 112This cloak imparts equable temperatures forcomfortable studying, physical activity, sleep,and so on. It does this by alternatively exudingheat or cold that it has magically absorbed,including the heat of the sun, the chill of nightbreezes, and extremes of temperature common todeserts, glaciers, and other inhospitable regions.The cloak's outlines are always visible to crea-tures having infravision. Notably, cold- and heat-based magical attacks are absorbed by the cloakharmlessly; the wearer is rendered immune tocone of cold, heat metal, and similar spells.

Note that most fire-based spells and magiclike ice storm do damage for other reasons thanmerely the temperature of their effects. Awearer of a cloak of comfort suffers -2 hitpoints per die of damage from ice storm andfire-based magic of all sorts, although the cloakitself is immune to the effects of flame andfreezing. Electrical and other energy attacks areunaffected by such a cloak. The capacity forabsorption of such a cloak is not known—noneis known to have ever "overloaded" nor, whendestroyed, to have exploded or emitted anybursts of heat or cold. A wearer of the cloak ofcomfort never suffers the effects of exposure tothe wilderness, such as reduced Constitution,Dexterity, though sunstroke (due to ultravioletradiation) and water damage to accoutermentsare still possible. Hypothermia and the fataleffects of frigid waters are not possible.

of DelightXP Value: 3,000 GP Value: 3,500

The MagisterThese strange, rare garments cause all who viewtheir wearers to feel calm, at peace in the user'spresence, and friendly toward the wearer. At first

sight of a wearer of a cloak of delight, regardlessof any natural charisma, all who fail to save vs.spell feel loyalty and love for the wearer, and tendto carry out even the most bizarre commandswith enthusiasm and alacrity. All who wish toattack the wearer of such a cloak must save vs.spell at every attack or strike at -2 due to reluc-tance and remorse. Once per day, the cloakwearer may entrance creatures who fail to savevs. spell by causing the cloak to display the ulti-mate pleasure and goal of each (creatures of lowor animal intelligence save at -3, nonintelligentcreatures are unaffected). Entranced creaturesremain in a motionless trance for 1d8 rounds,oblivious to their surroundings, but will attackany creature or object obstructing their view ofthe cloak in a demented rage. Use of darkness,pyrotechnics, or similar obscuring spells ends thetrance. Entranced creatures cannot employ psion-ics or cast spells.

A side effect of the cloak's powers is thateveryone who views the garment will see it dif-ferently, and give widely different descriptions ofit later.

DisplacerXP Value: 3,000 GP Value: 17,500

DUNOEONS & DRAGONS Rules CyclopediaThis item warps light rays; the wearer is actually5 feet away from the perceived location. Thecloak gives a bonus of+2 to a wearer's savingthrows vs. spell, wand/staff/rod, and turn to stoneattacks. Hand-to-hand attacks against the wearerare penalized by -2 on attack rolls, and most mis-sile fire automatically misses.

of DisplacementXP Value: 3,000 GP Value: 17,500

DUNGEON MASTF.R GuideThis item appears to be a normal cloak, butwhen it is worn by a character its magical prop-erties distort and warp light waves. This dis-placement of light waves causes its wearer toappear to be 1 to 2 feet from the actual posi-tion. Any missile or melee attack aimed at awearer automatically misses the first time. Thiscan apply to first attacks from multiple oppo-nents only if the second and successive attack-ers were unable to observe the ini t ialdisplacement miss.

After the first attack, the cloak affords a +2 bonusto protection (two classes better Armor Class), as

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Dragon Cloak

well as a +2 bonus to saving throws vs. attacksdirected at the wearer (such as spells, gaze weaponattacks, spitting and breath attacks, etc., which areaimed at the wearer of the cloak of displacement).

DragonXP Value GP ValueBlack: 1,000 10,000Blue: 1,000 10,000Brass: 1,000 10,000Bronze: 1,000 10,000Copper: 1,000 10,000Gold: 1,000 10,000Green: 1,000 10,000Red: 1,000 10,000Silver: 1,000 10,000White: 1,000 10,000

POLYHEDRON Newszine 82These heavy cloaks of dragon hide give theirwearers a +3 saving throw bonus vs. any type ofdragon breath. In addition, they confer a +6 sav-ing throw bonus vs. specific breath weapons; Forexample, a red dragon cloak provides a +6 savingthrow bonus vs. a red dragon's fiery breathweapon. A blue dragon cloak protects againstlightning breath, a black cloak against acidbreath, a white dragon cloak against a coldbreath, and so on.

of EchoesXP Value: — GP Value: 3,000

The MagisterThis cursed item is iden t i ca l to a cloak ofelvenkind, and functions properly as such an itemat all times. When a wearer is attempting to besilent and stealthy (and only at such times) allnoises made by the wearer are greatly magnified,and loudly echoed. Thus, the sound of a footfallor that of a weapon being drawn would alert otherbeings to the presence, if not the precise location,of the wearer. Whenever such an echo-activatedcloak is taken off, it emits a weird, echoingfalling cry as it is parted from the being who hasjust worn it,

ElvenXP Value: 1,000 GP Value: 6,000

DUNGEONS & DRAGONS Basic Rules SetA wearer of this cloak is nearly invisible (roll1d6; seen only on a 1). A wearer becomes visiblewhen attacking or casting a spell, and may notbecome invisible again for a full turn.

Elven IIXP Value: 1,000 GP Value: 6,000

The Elves of AlfheimThese cloaks are made from the carefully treatedleaves of a tree of life. The leaves are pulped withgreat ritual and very little of each leaf is usable,so many are needed.

Wearing this cloak makes one virtually invis-ible. There is a one in 10 chance that anyone cansee a person wearing one of these cloaks unlessthe wearer is attacking physically or castingspells. This means that a company of elf archerswearing given cloaks is virtually invisible tocounterfire in a battle. If the wearer normally hasa hiding skill roll, it takes a roll of one on 1d20 tofind the character.

of ElvenkindXP Value: 1,000 GP Value: 6,000

DUNGEON MASTER GuideThis cloak of neutral, gray cloth is indistin-guishable from an ordinary cloak of the samecolor. However, when it is worn with the hooddrawn up around the head, it enables the wearerto be nearly invisible—the cloak haschameleonlike powers.

Outdoors, in natural surroundings, the wearer ofthe cloak is almost totally invisible; in other set-tings, nearly so. However, the wearer is easily seenif violently or hastily moving, regardless of the sur-roundings. Invisibility is bestowed as follows:

Outdoors, natural surroundingsHeavy overgrowth 100%Light growth 99%Open fields 95%Rocky terrain 98%Outdoors, otherBuildings 90%Brightly lit room 50%UndergroundTorch/lantern light 95%Infravision 90%Light/continual light 50%

In Kara-Tur: This cloak is not common toOriental lands. The result should be rolled.

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Firebane Cloak

of EtherealnessXP Value: 2,600 GP Value: 15,500

The Assassin's KnotThis apparently ordinary cloak allows the user tofade briefly into the Ethereal Plane up to threetimes a week. It is activated by one segment ofconcentration. No verbal command is neces-sary—the character just begins to fade. Theprocess requires an Initiative modifier of five,during which time the user cannot move, but maydefend against attacks. While fading into theether the character can be struck by any weaponor spell.

At the end of the five segments the character iswholly in the ether and thus invisible on thePrime Material Plane and immune to mostattacks. While ethereal, the user can move at therate of 15 feet per initiative segment in any direc-tion, even up or down, and can bypass walls, ceil-ings, magical traps, and doors. At the end of threeinitiative segments, the user will fade back intothe Prime Material Plane. The cloak cannot beactivated again for one full turn, and may be acti-vated only three times in any one week. While inthe ether there is a 1% chance of an etherealencounter that may follow the user at the DM'sdiscretion. A user who would rematerialize insidea material object is trapped on the Ethereal Plane!The cloak can be used but 12 times, after whichthe item becomes nonmagical.

FangsXP Value: 1,500 GP Value: 10,000

DRAGON Magazine 112This cloak can be worn as a normal, heavy-duty,all-weather cloak for an unlimited time, but whenmagically activated, it serves only once. The wordof activation for all such cloaks is "Feerond," thename of their maker. When spoken, the cloakbecomes dangerous to a wearer's friends and foesalike; it fires darts of pure force up to 30 feet dis-tant in all directions. This spray of invisible mis-siles lasts for seven rounds regardless of the cloakwearer's intentions. No wearer can ever be struckby any of these missiles, nor do such missiles ric-ochet, but all creatures within 30 feet of a cloakwearer (who may, of course, move and fight nor-mally) suffer 6d4 points of damage per round; asave vs. spell indicates half damage, and spellssuch as shield, wall of force, antimagic shell, andthe like offer complete protection against the mis-siles. The missiles also cannot penetrate other

planes or extra-dimensional spaces (for example,those created by portable hole or rope trickspells), although if a cloak wearer enters such aspace or plane by some means, the flurry of mis-siles accompanies him or her. The missiles do nothamper the movement rates of affected creatures,but do prevent spellcasting that involves somaticand material components. At the end of theseven-round flurry of missiles, the cloak vanishesforever.

FirebaneXP Value: 2,000 GP Value: 10,000

Tree LordsThis garment is a normal cloak of elvenkind withseveral significant differences. The cloak confersthe invisibility benefits of a regular elven cloak asfollows:

Outdoors, natural surroundingsHeavy growth 100%Light growth 99%Open fields 95%Rocky terrain 98%

Other TerrainOutdoors, other buildings 90%Brightly lit room 50%Underground torch/lantern light 95%Infravision specialLight/co«ft'nwa/ light 50%

Besides gaining the benefits derived from thecloak's chameleon powers, a scout is also pro-tected from infravision, since the material is satu-rated with heatbane.

The cloak has a hood, which must be drawn uparound the head in order to take full advantage ofits invisibility and infravision protections. Thecloak is voluminous enough for the wearer towrap up in it, exposing nothing but shins andfeet.

The saturation of the firebane cloak in heat-bane is so great that, if drawn fully around thewearer, it grants a +3 bonus to saving throwsagainst all forms of fire, both magical and mun-dane, and reduces each die of fire damage by -1.The cloak's saturation in heatbane also acts asinsulation, keeping the kirath warm withoutbulky furs. Additionally, the cloak is water-proofed against the elements.

Unlike cloaks of elvenkind, firebane cloakscome not only in neutral gray, but also light tan,

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Cioak of Flame

dark brown, forest green, and even flat black.The cloaks have four interior pouches, two on

the wearer's left, and two on the right. Thepouches are easily sealed, and waterproof.

Creating afirebane cloak is a difficult, 60-dayprocess. For this reason, they are not given to justany scout who happens to want one. Only kirathwho have shown that they can function as scoutswithout benefit of marvelous concealment cloth-ing are eligible to receive a cloak.

In game terms, earning a cloak occurs when thePC survives the first level of experience, and hasgone on at least four scouting missions withoutcausing a mishap. Note that fulfilling the aboveconditions does not automatically bestow a cloakupon a supplicant. The DM must judge if the PChas followed his or her alignment and the ways ofthe Silvanesti with a bare minimum of deviation.

Since zfirebane cloak's primary function isconcealment, decorations such as personal coatsof arms, jeweled broaches, or symbols of rank,are not applied. The cloaks themselves are badgesof rank and a sign of competence.

Normally, the cloaks are held in place by meansof a simple leather thong sewn in the lining aroundthe throat. The knot used to secure the cloak isconfigured so that tugging the drawstring in a cer-tain manner causes the cloak to fall off in seconds,if there is an urgent need to remove it quickly.

Firebane cloaks save as cloth, though they gaina +3 bonus against all fire-based attacks. Thecloak weighs an average of two pounds. An elfpurchasing afirebane cloak pays 1,000 goldpieces. A non-elf desiring to purchase afirebanecloak must first of all convince the seller to partwith it. Once this is done, the buyer pays at least2,000 steel pieces.

of FlameXP Value: 300 GP Value: 1,500

POLYHEDRON Newszine 19This cloak is either red or orange. It functions asa cloak +1 for any wearer. When worn by a wiz-ard, it conveys a sense of warmth, and functionsas a ring of warmth. Upon command, the cloakcan create afire shield spell effect with hotflames (to grant protection from cold only), butthis cancels the warmth. The duration of the fireshield is 1d4 turns. If the wearer casts any fire-based spell {fireball, wall of fire, and so on), thecloak may be used to add one point per die ofdamage done. However, this causes the cloak to

become nonmagical for 1—4 turns after that.This item inflicts 1d4 points of heat damage to

any cold-based creature striking the wearer (suchas an ice paraelemental). Unfortunately, it alsogives a +2 bonus to the attack rolls of fire-basedcreatures (such as salamanders) attacking thewearer. The cloak of flame radiates magical heatat all times. This powerful effect cannot benegated or modified, and can always be seen withinfravision, even if the cloak and its wearer areinvisible. Its heat interferes with infravision usednearby; creatures within 15 feet must use normalor magical vision, since infravision can revealonly a reddish cloud of heat.

GargoyleXP Value: 1,000 GP Value: 6,000

The Temple of Elemental EvilWhen donned, this garment polymorphs the userinto a gargoyle, with the effects of \h& polymorphself spell. No command word is used. Items car-ried are absorbed within the gargoyle form, unus-able, immunities, flying ability, and all othergargoyle characteristics are bestowed. ArmorClass is likewise altered, but is modified by theuser's true Dexterity, magical effects, and protec-tive devices worn or carried (but excluding modi-fications from armor and shield).

The cloak's effects may be produced up to amaximum of three times per day. The polymorphoccurs immediately after the cloak is donned,without the sparkling lights usually accompany-ing a polymorph. After the first full turn of use,there is a 10% chance per turn (cumulative) of thewearer being mentally changed into a gargoyle aswell. If this occurs, the user either attacks or fliesoff (just as a real gargoyle). Only a wish or deathcan then return the victim to normal form.

The cloak is easily damaged by any edgedweapon, fire, and other hazards. If the wearertakes 20 or more points of damage from suchattacks, consider the cloak destroyed. Thecloak may be repaired magically (via limitedwish or a similar enchantment) but not by nor-mal means.

As a final note, other cloaks ofpolymorphingmay be found. Each is designed to change theuser into one specific creature. Each confers ben-efits and hazards in the manner given above—afull polymorph self (lacking only the spell's cura-tive effects), with the given chance of permanentmental change as well.

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Kaldair Swiftfoot's Cloak

Roll0102030405060708091011121314151617181920

Cloak TypeBanderlogCrabmanDakonFaunGaleb DuhrGargoyleGnollIllithidKelpieLizard ManManscorpionOwlbearPixieRakshasaSahuaginUmber HulkUrdVegepygmyXarenYeti

GuardingXPValue: 1,500 GPVahie: 10,000

DRAGON Magazine 91This garment is identical in weight, texture, andappearance to a normal woolen cloak, and is typi-cally gray in color. When it is worn and the user isstruck by a physical blow, the cloak instantlybecomes rigid at the point of impact, deflecting allnonmagical missiles and absorbing some of theforce from any other physical attack (-2 to damage,down to a minimum of one point of damage perdie). After the attack has landed and withdrawn, thecloak instantly becomes flexible again.

If a cloak of guarding is subjected to constric-tion or sustained pressure (as in a deadfall trap, orwhen caught between two walls that are closingtogether), the garment protects a wearer in themanner of a rigid suit of armor until it has suf-fered 25 points of damage, whereupon it disinte-grates. A cloak of guarding that is damaged inthis fashion cannot bestow its powers of protec-tion upon a wearer again until it has rested for anumber of rounds equal to the number of pointsof damage it has absorbed, or until it is taken offand not worn for at least one round. The construc-tion of a cloak of guarding (which involves metalspun into fine threads) is such that the wearer willtake maximum damage, no saving throw permit-ted, from heat, cold, or electrical attacks of allsorts. The cloak itself cannot burn.

of HealingXP Value: 400 GP Value: 6,000

DRAOON Magazine 188This magical item can appear as virtually anysort of ordinary cloak—leather, hide, black cot-ton, or tattered sheepskin. Placing a cloak ofhealing on any living mammal causes the cloakto pulse with a bright rosy light. When the lightfades, one round later, the being who donned itis instantly cured of all diseases, poisonings,lycanthropy, or curses (not including geas orquest spell effects), and all current damage.Such cloaks function 2d4+l times; the last timethey function, they fade into nothingness. Theywork only on nonmagical mammals (of anysort, including humans, demihumans, andhumanoids of up to ogre size, and even includ-ing Pleistocene mammals such as mastodons,but excluding such magical beasts as unicorns,pegasi, and griffons). The cloak does not workon the dead, nor on undead, and it cannot regen-erate lost limbs or organs.

of the HellfurnacesXP Value: 2,000 GP Value: 8,000

GREYHAWK AdventuresCreated by a wizard who sought treasure in thevolcanic mountains, this magical red garmentprovides protection against many of the volcanicdangers, and gives protection against similar dan-gers from other sources. The wearer takes onlyhalf damage from natural heat sources. The cloakalso protects the wearer from sparks and hot ashejected during a volcanic eruption, but notchunks of rock (called "bombs" or "blocks"). Thecloak's hood has a strip of cloth that can bewrapped around a character's mouth and nose tokeep dust and ash from entering the lungs; it alsoprovides a +3 saving throw bonus against inhaledpoison.

The cloak provides a +2 bonus to all savingthrows against magical fire or fiery dragonbreath, and reduces damage by one point per die(each die inflicts a minimum of one point of dam-age).

Kaldair Swiftfoot'sXPValue: 1,000 GPValue: 5,000

Monster MythologyHe has a cloak with permanent deeppockets.

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KalnaKaa's Black Cloak

KalnaKaa's Black CloakXP Value: 2,000 GP Value: 10,000

Drums oil Fire MountainKalnaKaa found this cloak during his explo-rations of his ancestors' chambers. Any personwearing the cloak can open any magical portalfrom either side simply by touching the part ofthe wall where the portal appears.

of LathandarXP Value: 3,500 GP Value: 17,500

New ItemFound only on the world of Toril, the cloak of Lath-andar was fashioned by priests of that god to pro-vide power to their itinerant priests and wanderingchampions. The cloak is made of black velvet onthe outside, but is lined on the inside with a rose-colored pink silk. When it is opened wide, itresembles nothing so much as the sun rising on theeastern horizon, and it provides light for its weareras a continual light spell when held this way.

Another power of the cloak is to repel theundead as a Tth-level priest. To employ this powerof the cloak, the wearer must simply call upon thepower of Lathandar, open the cloak to its fullestspan, and will the light of the god to come forth,A coruscating ball of energy surrounds the cloak,and then streams forth to engulf the undeadnearby. This turning is in addition to any a char-acter might already have attempted, thus makingthe cloak of Lathandar a potent weapon for thosewho seek out the undead.

LordlinessXP Value: 650 GP Value: 22,000

IMAGINE Magazine 12The cloak is a companion to the crown of theimperium. It should be constructed from furs orskins appropriate to the ruler's culture and worthat least 6,000 gp, sewn together with platinumthread worth 250 gp. A cloak of lordliness for ahuman prince or princess would be made of thefinest ermine, while one for a hobgoblin chieftainwould be made from the frayed skins of a dwarfor elf.

The wizard takes the cloak and casts enchantan item and ventriloquism on it before an illu-sionist casts audible glamer and deafness. Thewizard then casts a permanency upon the cloak.

The cloak has the effect of making any oratoryof a wearer so inspiring as to cause all within 60feet to stop whatever they are doing to listen to the

speech, unless they make a saving throw vs. spellat -A. This power can be used three times per day.

of the Manta RayXP Value: 1,800 GP Value: 9,000

BlackmoorWhile underwater, this cloak's wearer can breathefreely and move as fast as a manta ray. The cloakwill fight as a manta ray when released to do so—unfortunately, the wearer loses the ability to breatheunderwater while the cloak is not being worn,

of the Manta Ray IIXP Value: 2,000 GP Value: 12,500

DUNGEON MASTER GuideThis cloak appears to be made of leather, until thewearer enters salt water. At that time, the cloak ofthe manta ray adheres to the individual, and he orshe appears nearly identical to a manta ray—thereis only a 10% chance that someone seeing thewearer will know he or she isn't a manta ray.

A wearer can breathe underwater and has amovement rate of 18, like a manta ray (see theMONSTROUS MANUAL accessory). The wearer alsohas an Armor Class of at least 6, that of a mantaray, but other magical protections or magicalarmor can improve the AC.

Although the cloak does not enable a wearer tobite opponents as a manta ray does, the garmenthas a tail spine that can be used to strike at oppo-nents behind. The spine inflicts 1d6 points ofdamage, and there is no chance of stunning. Thisattack can be used in addition to other sorts, forthe wearer can release his or her arms from thecloak without sacrificing underwater movementif so desired.

Mantle of CelestianXPValue: 1,500 GPValue: 15,000

Unearthed ArcanaThis garment is of black cloth—the color of the7th Order of Priests of Celestian, It is otherwiseunremarkable. If the item is checked for magic,the mantle radiates an aura of alteration. Theprincipal power of this wrap is to enable a wearerto exist in the cold void of outer space. Its wearercan breathe and feel as if he or she were in a cool,well-ventilated place where any oxygen-breath-ing creature could exist. It also protects againstpoison gases of all sorts. The mantle also pro-vides +1 on all saving throws vs. electricity, fire,and noise (including drums of deafening or panic,

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Many Colors Cloak

roaring, or thunder). The mantle is well suited fortravel, having the following qualities:• Food: A wearer may simply reach inside one

of its many pockets and find sufficient rationsfor one person for one day; this nourishment isavailable once per day.

• Drink: In another pocket there is a smalt ewerthat provides up to seven gallons of water,pouring cold or warm as the user commands.Such a draught is obtainable once per day.

• Shelter: A wearer does not grow cold or hotor become wet, or damp while wearing themantle.

• Storage: The mantle has seven large andseven small pockets, and only one of each isneeded for food and water, so the remaining12 can be used to store whatever is desired (upto seven pounds in the small pockets or four-teen pounds in the large) with no bulk, bulge,or added weight.The mantle also has a special power that is

conveyed to the wearer only if he or she is a priestof Celestian, whether druidic or not. Thisdweomer enables a wearer to see the aura of anystranger met along the way, so as to give warningof evil, neutral, or good intent. The power is notautomatically bestowed, however, for a wearermust concentrate to sense the aura.

Mantle of MistXP Value: 800 GP Value: 5,000

POLYHEDRON Newszine 47This is a voluminous cloak made of valuablewhite fur; it radiates an aura of alteration. Threetimes per day the mantle can transform itself intoa dense^bg cloud with dimensions of 20 by 20 by10 feet. The fog lasts for one turn, or until thewearer chooses to terminate it, whichever comesfirst. It is useful in making a quick escape ordiversion.

Mantle of the MundaneXP Value: 1,500 GP Value: 15,000

The Complete Thief's HandbookThis very ordinary, even shabby, brown or graycloak makes its wearer appear utterly unmemo-rable. It gives a 5% bonus to hide in shadows inall circumstances and makes the wearer 80%undetectable if in a crowd (detection resistancealso applies). It also makes a wearer almostimpossible to recognize after having been seen—very useful in avoiding identification after acrime. Unless a witness (and it must be an eye-witness) makes a check against V* of his or herIntelligence, a wearer of the mantle appears somundane and boring in appearance that the wit-ness is unable to recognize a user as the thief,regardless of whether or not the thief is wearingthe mantle.

Many ColorsXP Value: 1,200 GP Value: 8,000

DRAGON Magazine 112This rare garment can so shift its pigmentationthat its wearer is immune to the effects of colorspray, prismatic spray, and the like, and canpass through a prismatic sphere or wall(together with all items carried or worn withinthe cloak) as though the barrier did not exist.Only a wearer (not companions) is so protected,and he or she is likewise solely protected fromblindness due to blur, pyrotechnics, hypnoticpattern, darkness, blinding light of all sorts,and magical effects.

The cloak itself does not seem to an observerto alter its own colors, but always appears to havea swirling and indistinct surface (aiding the suc-cess of a wearer hiding in shadows by +10%;25% when it is acting to shield its wearer's gazefrom color effects cast at the wearer). The cloakcannot, however, deliberately be used to camou-

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flage the wearer by blending in with surround-ings, nor does it have any power to affect crea-tures other than a wearer, either by attack or byconferring protection.

Once every 12 turns, a wearer, by effort of will,can cause the cloak to glow white (equivalent to alight spell, but not blinding). The glow lasts fornine rounds, without any concentration required,and ceases sooner if the wearer wills. Obviously,a wearer cannot hide in shadows while the cloakis being used in this manner.

Midnight Slasher'sXP Value: 3,000 GP Value: 30,000

Children of the NightThe Midnight Slasher is not a man who likes tostand for a fair fight. However, when he is able tostrike with surprise, he is a deadly assassin. Theblack cloak that he wears was crafted by the drowof Arak and is said to have been fashioned fromdarkness itself. When the Slasher wears thiscloak, he is able to hide in shadows with 90%effectiveness. His boots, along with his cloak,work only in darkness; together, they give theSlasher triple the normal chance for surprise.

Mummy'sXP Value: 3,000 GP Value: 12,000

POLYHEDRON Newszine 47Only a beggar would be seen in this once white,now tattered, rotting cloak. When worn by a law-ful evil character, it enfolds the wearer, makinghim or her appear as a mummy with a 10% chanceto detect the deception. Additionally, the cloakconfers the power to cause disease three timesper day by touch, and makes a wearer immune tothe attacks of mummies. All good creaturestouching the cloak must save vs. death magic at-1 (paladins save at -2) or lose 3,000 experiencepoints. A good creature who destroys the cloakimmediately gains 3,000 experience points. Thecloak can be used by characters of any class.

of the One PlumeXP Value: 4,200 GP Value: 21,000

Fires of ZatalThis cloak is a majestic item of pluma magic,apparently crafted of a single, vast, multicoloredfeather. Worn as a cape, it gives its user a numberof unique abilities.

The chief ability of the cloak is to enhanceone's Charisma and leadership. It raises a user's

Charisma to 18, and allows the individual tofunction as if using the 2nd-level priest spellenthrall. For BATTLESYSTEM rules, the commandradius of a cloak user is doubled. This ability onlyfunctions for natives of Maztica, those born in theTrue World.

The cloak can also function as a. fly spell, butonly with a movement of 3 and MC of A, once perday. The cloak also provides/are resistance like thering of the same name. This protection can extendnot only to a wearer, but to one other covered bythe cloak. These abilities may be used by anyonewearing the cloak, regardless of birthplace.

Following the destruction of Nexal and yetanother eruption of Mount Zatal, the cloak wasbelieved destroyed. However, it was saved fromdestruction by certain priests of Azul, who hid itin a cave on the side of the volcano. They askedtheir god for a guardian, and a young rain dragonwas sent to be that guardian. The priests who hidthe garment died soon afterwards, but otherpriests of Azul maintain regular tribute to the raindragon, unaware of what he guards.

of PassageXP Value: 2,000 GP Value: 10,000

Dragon DawnThe cloak of passage appears to be an ordinarygarment of gray-green cloth, but woven withspider silk for a light, billowy weave. In fact,the cloak holds unusual enchantments. Itswearer can walk at will across the boundary ofthe Ethereal and Prime Material Planes, takingalong anything he or she touches, as well asother living beings, if they are in physical con-tact with the wearer. Short of hulderfolk magicopening the gateway to Summerhome, onlysomeone wearing this cloak can leave the Ban-quet Glade and enter Taladas,

The cloak's command word is embroidered inancient Elf on the inside collar of the garment.When that word is spoken, the cloak's wearer gamsthe ability to walk into one plant and out ofanother, like the priestly spell pass plant. When theword is spoken in reverse, the cloak permits thewearer to dimension door, as the spell. The cloakbestows no special protections on its wearer, andevery time one of its properties is used, it ages thewearer by one year. If the wearer removes thecloak while on the Ethereal Plane or within a plant,he or she is trapped there until some other meansof escape from that space can be found.

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of PlentyXP Value: 1,000 GP Value: 6,000

POLYHEDRON Newszine 65This cloak of black wool, lined with deep purplesatin, radiates an aura of alteration magic. Itkeeps its wearer warm and dry in any climate orweather. It gives a wearer a saving throw bonus of+4 against al! forms of elemental attacks. Thecloak is so comfortable as to permit the recoveryof hit points while a wearer sleeps, as if he or shewere resting in a comfortable bed. The cloak hasother properties. It grants infravision to itswearer. There are 12 hidden pockets inside thatopen to an extradimensional space. They containthe following items, which the cloak refillsdaily—one-half pound of cheese, one-half poundof fresh cinnamon raisin bread (warm), onepound of spare ribs, four ears of steamed and but-tered sweet com, one apple, one orange, one pear,one-half pint honey, one-half pound cracked wal-nuts, one quart strawberries, one quart cold applecider, one quart cool water, and one huntingknife.

of PoisonousnessXP Value: — GP Value: 2,500

DUNGBON MASTER GuideThis particular cloak is usually made of a woollymaterial, although it can be made of leather. Itradiates magic. The cloak can be handled withoutharm, but as soon as it is actually donned, thewearer is stricken stone dead.

A cloak of poisonousness can be removed onlywith a remove curse spell—this destroys the mag-ical properties of the cloak. If a neutralize poisonspell is then used, it may be possible to revive thevictim with a raise dead or resurrection spell, butthere is a -10% chance of success because of thepoison.

of ProtectionXP ValueCloak+1: 1,000Cloak +2: 2,000Cloak+3: 3,000Cloak +4: 4,000Cloak+5: 5,000

GP Value10,00020,00030,00040,00050,000

DUNGEON MASTER GuideThe various forms of this marvelous cloak allappear to be normal garments made of cloth orleather. However, each plus of a cloak of protec-tion betters Armor Class by one and adds one to

saving throw die rolls. Thus, a cloak +1 wouldlower Armor Class 10 (no armor) to Armor Class9, and give a +1 bonus to saving throw rolls. Todetermine how powerful a given cloak is, roll per-centile dice and consult the table below:

Roll01-3536-6566-8586-9596-00

PowerCloak+1Cloak +2Cloak +3Cloak +4Cloak +5

This cloak can be combined with other itemsor worn with leather armor. It cannot functionin conjunction with any sort of magical armor,normal, nonleather armor, or with any sort ofshield.

of ReflectionXP Value: 1,500 GP Value: 10,000

The MagisterThese cloaks were made to protect rangers andother traveling messengers in the service of theHigh Lady of Silverymoon. The precise magicaldefenses against each spell have been lost; theknowledge died with the maker of the cloaks, thewizard Irentalar. An attacking caster or wieldercan escape the cloak's reflective effects only byescaping into another plane (or extradimensionalspace). Momentary dislocations such as blink,dimension door, and teleport are not sufficient toescape, and distance is not a factor. Elminsterdoes not know of any instance in which a wearerof such a cloak faced a creature having natural,magical powers akin to the spells reflected by thecloak, but he believes that such magical powerswould be reflected as are spells and magical itemfunctions.

This cloak (many have been made) confers alimited spell immunity upon any one living crea-ture wearing or covered by it. The followingspells and magical item functions are directedback at a caster/wielder as follows:• Magic missile: reflected back at caster with

full effect (no saving throw).• Shocking grasp: discharge directed back

instantly into caster and nullified; caster takesno damage, but spell is lost.

• Forget: Spell distorted and thrown back atcaster, who is confused as the 4th-level wizardspell confusion for the following round (no

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Rhun's Horned Cloak

saving throw); the forget spell is lost, and nei-ther caster nor cloak wearer forgets anything,

• Irritation: Reflected back at caster, who isaffected unless save is made (negates effect).

• Ray of enfeeblement: Reflected back at caster,who is affected normally unless a savingthrow is successful (negates effect).

• Holdperson/animal/monster (if cast at cloakwearer): Distorted by the cloak and reflectedback at caster, who must save vs. spell (at par)or be slowed for two rounds.

• Tasha 's uncontrollable hideous laughter:Reflected back at caster, who is affected nor-mally unless save is made (but the caster'ssaving throw is always at par, never at a minusdue to Intelligence).

• Polymorph other: Reflected back at caster,who must save at +2 or be affected normally(system shock roll must be made, formreceived is as caster intended).

• Feeblemind: Reflected back at caster, whomust save vs. spell at +2 or be affected nor-mally.

• Color spray: Reflected back at caster, whomust save vs. spell or be struck unconsciousfor 1d2 rounds.

• Entangle: Cloak wearer is unaffected byentangle, but the spell has normal effect onother creatures within area of effect; magic isnot reflected back on the caster.

Rhun's HornedXP Value GP ValueHorns: 2,000 7,000Visor: 2,200 7,500Tail: 2,500 10,000

The MagisterThis dark brown or russet-colored garment actsas a cloak of protection +2. A wearer of thishorned cloak is able to pass without trace at will.

The cloak is hooded, and on the hood aremounted two long horns resembling those of abull. The cloak allows a wearer to take the formof a bull (shape change) up to 6 times a day (24-hour period) and change back again at will. But,for every round spent in bull form, there is a10% (not cumulative) chance that the cloakvanishes forever, trapping a wearer in bull form.This condition may be healed by dispel magic,shape change (which leaves a cloak wearer inoriginal form when it expires), or ww/i-relatedspells.

Only M-sized creatures may wear these cloaksand employ their powers. Some cloaks have avisored face mask that allows the wearer infravi-sion (corresponding to his or her normal range ofsight), and 20% of the cloaks have a prehensiletail mounted on the back, between the wearer'sshoulders.

This tail is under the mental control of awearer, and can wield a weapon, item, or shieldsimultaneously in normal two-handed combat, atno Dexterity penalty. Actions requiring fingers(picking locks, drawing bows, and so on) are notpossible with the tail.

Shadow cloakXP Value: 3,000 GP Value: 30,000

The Complete Thief's HandbookThis large, cowled cloak is made from pure blackvelvet. When worn by a thief, it improves hide inshadows chances by 25% and makes a thief 50%likely to be invisible in near darkness (even toinfravision). It can also be used to cast darkness,darkness 15' radius, and continual darkness onceeach per day (at 12th level of magic use). Finally,once per day a wearer can actually transform intoa shadow for up to 12 turns, becoming a shadowin all respects save for mental ones (thus, awearer cannot be damaged by nonmagical weap-

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Cloak of Stars

ons, and undead take the wearer for a shadow andignore him or her). Saves against light-basedattacks (for example, a light spell cast into theeyes) are always made at -2 by a wearer of ashadowdoak.

If a priest successfully makes a turning attemptagainst the wearer in shadow form, the cloakwearer is permitted a saving throw (this is at -4 ifthe priest is actually able to destroy shadows). Ifthe save fails, a wearer suffers 1d6 points of dam-age per level of the priest and the shadowdoak isdestroyed. If the save is made, a character takeshalf damage and must flee in fear at maximumrate for one turn.

Shaman's MantleXP Value: 9,000 GP Value: 69,500

Twilight CallingThe shaman 'x mantle lowers a wearer's ArmorClass base to 4, granting the powers of invulnera-bility (as the potion) and spell turning (as thering), each usable twice a day.

of the ShieldXPValue: 1,500 GPValue: 10,000

The MagistcrA wearer of this cloak can project a shieldingfield of invisible force once every two turns,maintaining and moving the force field by con-scious mental control. The field lasts up to threerounds, in the form of a square 10 by 10 inchesacross and 4 inches thick. Any wearer can employthe field without strain within 40 feet as a shield,for self-protection, or to protect another singlebeing, so that it acts as a wall offeree (as the wiz-ard spell), a weapon (striking as an invisible ram-ming force, doing 1d10 points of damage perblow, one blow per round, no saving throw), as abridge or a barrier (like a door), or as a floatingdisk (like Tenser's spell). A wearer can shift theforce field to fulfil l any or all of these functionsin any order, but it may serve only in one capacityper round.

If not maintained by constant mental control (awearer cannot be struck unconscious, stunned,charmed, confused, feebleminded, or psionicallyattacked, and cannot cast spells), it ceases to existimmediately. Attacks upon the field of force donot affect the cloak. Elminster reports that someof these cloaks have lost their powers when usedoften—and therefore advances the hypothesisthat such cloaks have a limited number of magi-

cal charges or uses before they arc exhausted. Thetruth of this, it must be stressed, is presentlyunknown (DM's option).

of StarsXP ValueType I: 1,200Type II: 1,200Type III: 1,200

GPValue7,5007,5007,500

DRAGON Magazine 112The inside of this cloak contains four starsaround the neck and front hems, six-pointedshapes of silver cloth. These are enspelled andradiate magic. If a star is touched and the name ofits maker spoken (Thalanta the Fair made most ofthese cloaks), the star vanishes and the spellstored within is activated. The knowledge of themaking of such stars is lost, and thus they cannotbe replaced. Moreover, there is nothing to iden-tify what spell is linked to which star, although afew sages know the secrets of the patterns thestars were placed in, and can deduce the spelleach star will trigger. Only one star may be acti-vated per round; it will cause a spell to be cast asthough by a cloak wearer (regardless of thatbeing's class or level), and the spell wil l takeeffect as if cast by a wizard of 20th level, for thatwas Thalanta's level.

The usual spells stored in a doak of stars varyaccording to which of three types of cloaks isfound:• Type I: Teleport, enchant an item, spir-

itwrack, and limited wish,• Type II: Anti-magic shell, repulsion, reverse

gravity, and imprisonment.• Type III: Death spell, legend lore, statue, and

shape change.Such cloaks are very rare, as the steady attri-

tion of used stars reduces the numbers withoutreplenishment, and this is especially true ofType III. The patterns in which the stars wereplaced inside the cloaks vary as well. The threeknown variations (which do not necessarily cor-respond to the three types of cloaks as notedabove) are:• Style I: A triangle of three stars inside the

right front throat hem, one star in the center ofthe triangle.

• Style II: Four stars in a square on the left frontthroat hem.

• Style III: Two stars down the right front hemand two stars down the left front hem.

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Some speak of a fourth combination—fourstars in a diagonal row by the right front throathem—but what spells any of these patterns corre-spond to, only a few sages know or are able todiscover (DM's option). They can, of course, beactivated without knowing what spell is con-tained; knowledge of the spell power will fill anactivator's mind in time for the spell to be directedat an area or specific target (but not negated orsaved for later).

of StrengthXP Value: 3,000 GP Value: 30,000

POLYHEDRON Newszine 82These exquisitely tailored cloaks are made ofdark green velvet and are decorated with a redgem that rests above the wearer's heart. When thewearer touches the gem, a permanent +1 bonus isadded to the character's Strength (or a +10 toexceptional Strength to a maximum of 18/00),then the cloak and gem disappear.

Sumpko's MantleXP Value: 1,500 GP Value: 15,000

Kara-TurIf the legends are to be believed, then Sumpkomust certainly be considered the greatest tusu ofthe korobokuru race. She (most stories refer toSumpko as female) wandered far and wide, eventhrough the strange lands of the south and intothe netherworld, and much korobokuru folkloreconsists of tales of her adventures and the extra-ordinary things she encountered.

This ancient relic was endowed with magicalpower. It supplemented her ability so that she wasa greater wielder of magic than is possible fornormal korobokuni, and it also allowed her to seeinto the spirit worlds.

If a wearer is a Spellcaster, spells take effect asif cast by a character three levels higher, regard-less of racial maximum s (Sumpko could havecast spells as a lOth-level wu jen, thoughkorobokuru cannot rise above 7th level in thatclass). The mantle does not allow characters tolearn spells as if of the higher level, only to castthe ones permitted by their actual level withgreater efficiency.

The second power of the mantle is to view theAstral and Ethereal Planes. By concentrating, awearer may see into either of those planes (pro-vided that the plane intersects the Prime MaterialPlane at the wearer's location). A wearer need not

be a Spellcaster for this power to operate.The one side-effect of the mantle is that when

the wearer is under great stress (as determined bythe DM, but which happens only rarely), he orshe must save vs. spell at -4 or sight becomesinvoluntarily focused on the Astral or EtherealPlane (equal chances of each) for 3d4 rounds.This makes a character effectively blind on thePrime Material Plane.

The mantle is sized to fit a korobokuru,although it is believed that it resizes itself to fitany wearer. It is made of the wools of variousnorthern animals, brightly dyed and woven inattractive patterns. Tiger fur lines the edges.

Sumpko is believed to have created the mantlewith the assistance of several powerful spirits.She passed it on to her successor, and so, formore than a century, it remained in the village;then it was taken in an attack by hobgoblins andogres. It has since appeared in the hands of vari-ous shamans in every corner of the Ama Basin.Some are known to have met gruesome deaths.The mantle is suspected to be controlled by evilspirits whose attentions were won by eavesdrop-ping on other planes.

SurvivalXP Value: 1,000 GP Value: 6,000

DRAGON Magazine 112Any being wearing this cloak gains a +2 bonuson all saving throws vs. poison and has a -3%penalty to the chances of contracting any dis-ease or parasitic infestation. In addition, thecloak maintains a supply of pure, breathable air,enough for the wearer to breathe for one turn,and it replenishes the supply constantly when-ever the surrounding air is pure. It automati-cally envelops a wearer's head wheneverbreathable air is not present (if a cloak wearer isenveloped in choking smoke or plunged intowater, he or she can see, breathe, and act nor-mally for up to one turn).

Incidentally, a wearer of this cloak is immuneto nausea and its effects, and to the cantripsbelch, cough, sneeze, and yawn. Note that protec-tion from poisonous vapors lasts one full turn,and only after that does a cloak wearer save (at+2) to avoid any effects.

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of Symbiotic ProtectionXP Value: 3,000 GP Value: 20,000

DRAOON Magazine 112This type of cloak is very rare. It is impregnatedwith an immobile, nonintelligent living sub-stance of unknown origin and nature that cannotbe isolated by alchemists and naturalists forstudy. The symbiote drains 1 hit point of vitalityfrom the wearer every other time it is put on (or,if worn continuously, once every two days), andmakes the wearer color blind while the cloak isworn.

In return, the cloak confers immunity to theeffects of green slime, olive slime, obliviax,violet fungi, yellow musk creeper, yellow mold,and russet mold (but not brown mold). In addi-tion the cloak gives a bonus of +4 to savingthrows against spore attacks of all other sorts(including those of the myconid, ascomoid,basidirond, and similar creatures). The symbi-otic life form in the cloak seems to feed uponand neutralize spores and microscopic, airbornelife of all sorts; in many cases, this ability givesthe wearer a -6% penalty to chances of con-tracting diseases.

Tiger Cloak of ChalyikXP Value: 1,500 GP Value: 12,500

GREYHAWK. AdventuresFashioned from the complete hide of an adulttiger, the cloak includes the head, skin, and claws,dangling at the sides. It was the favorite magicalitem of the Tiger Lord and the lesser khans, untilit disappeared.

The cloak gives the wearer a +20% reactionfrom Tiger Nomads, but a -50% reaction fromWolf Nomads and tribes of the Burneal Forest. Inmelee, the wearer of the cloak enters a berserkrage and gains a +3 Strength (+50% for fighterswith exceptional 18/00 Strength) to racial mini-mums, but loses any Dexterity bonus to ArmorClass. If he or she wishes to cease fighting whilelive enemies are in sight, the character must savevs. spell or continue to attack.

Theodolus's Cloak of ArachnidaXP Value: 3,500 GP Value: 30,000

1992 Fantasy Collector Card 150The druid Theodolus is especially proud of thiscloak, because he is especially fond of insects.Like other cloaks of arachnida, this one allowshim to climb as if a spider climb spell had been

cast upon him, it renders him immune to entrap-ment by webs of any sort (so he can visit hisfriends without disrupting their homes), itenables him to actually cast a double-sized web(a talent he loves to rub in the nose of wizards),and it gives him a +2 bonus to all saving throwsvs. poison. Unlike similar cloaks, this oneallows Theodolus to summon insects (arachnids)twice a day.

of WarmthXP Value: 1,000 GP Value: 7,500

DRAGON DawnThe cloak appears to be an ordinary garment ofgray wool, hanging full and voluminously.When worn in flight (whether the rider is upona dragon's back or upon another flying mount),the lengthy folds of the cloak wrap themselvesaround a wearer's body in a magically warmand insulating embrace. The cloak does not hin-der motion, and maintains a comfortable tem-perature regardless of the weather, the knight'sother garments, or how high an altitude isreached.

ofWeatherXP Value: 1,500 GP Value: 7,500

POLYHEDRON Newszine 82This hooded cloak automatically changes thick-ness, texture, and style to adapt to almost any nat-ural weather condition. It keeps its wearer dry inthe rain, warm in a blizzard, and pleasantly coolin a blazing desert.

Wings of the RakersXP Value: 1,000 GP Value: 9,500

GREYHAWK. AdventuresThis white cloak was enchanted by a wizardwho found a welcome home among the GriffMountains and the Rakers. He especiallyenjoyed his time among the aarakocra birdpeople, and so he created this item to enhancehis encounters with them. When he neared hisnatural death and returned to his home inTheocracy of the Pale, he passed the cloak onto a trusted friend, and it has gone from personto person since.

The cloak acts as wings of flying, except thatwings of the rakers take the appearance of whiteseagull wings. The cloak also gives its wearer theability to speak and understand the language ofthe aarakocra, and to mimic their diving attack

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White Cloak of Charming

maneuvers. A good-aligned wearer receives a+20% reaction bonus from the aarakocra, but anevil- aligned wearer receives a -20% penalty.

White Cloak of CharmingXP Value: 1,500 GP Value: 7,500

POLYHEDRON Newszine 21This unusually white cloak increases the magicaleffectiveness of several types of spells. It modifiessaving throws by -2 on all illusionist spells, and by—3 all hold, charm, suggestion, and confusionspells of a wizard. These spells are further modi-fied by a factor of-1 when worn by a female.

Wolf Cloak of WegwiurXP Value: 2,000 GP Value: 15,000

GREYHAWK AdventuresThis magical cloak was made from the hide of awinter wolf, and includes a wolf's head, pelt, claws,and tail. It was enchanted by a priest of the WolfNomads, and since then has served as a tool forthose who seek the swift, sleek power of wolves.

The cloak gives the wearer a +20% reactionfrom the wolves of the prairies, but a -50% reac-tion from Tiger Nomads. In melee, a wearer gainsthree Wisdom and four Dexterity points (to racialmaximums). If a character wears this cloak atnight, in the light of the moon, he or she can turn

into a winter wolf (with average statistics) ld4+3hours.

Zinzerena'sXP Value: 3,000 GP Value: 30,000

Monster MythologyZinzerena wears a magical cloak that acts as acloak of protection. But this cloak has an ACbonus of from +1 to +5 that changes at random,giving her a fluctuating Armor Class..

Cloak Clasp of HoldingXP Value: 60 GP Value: 600

DRAGON Magazine 30The cloak clasp of holding is a small silver claspthat holds or releases upon the command of theowner. It can hold up to 50 pounds of pressureand opens to clip to any object i^-inch thick orless.

ClothCloth-fabric formed by weaving or felting-is acommodity for those who prefer the luxuries oflife, or have delicate skin. Shirts, pants, vests,socks, and just about any other article of clothing,can be made from cloth. Magical cloth can besewn or otherwise formed into clothing havingthe same magical traits as the original bolt ofcloth (unless otherwise stated).

of CleanlinessXP Value: 1,000 GP Value: 4,500

DRAGON Magazine 73Any article of clothing made from this materialnever needs washing—because it sheds dirt whenleft in a dark place overnight.

Merchant'sXP Value: 700 GP Value: 7,000

POLYHEDRON Newszine 58This cloth is made of fine, silvery thread and isoften covered with splotches of oil and grime. Ifdetect magic is cast on it, the cloth radiates strongalteration magic. This cloth is favored by merchantsbecause it increases the apparent value of theirgoods. If the cloth is brushed over a nonmagicalitem that weighs 25 pounds or less, it improves theappearance, but not the value, of the object.

The first brush with the cloth removes all heavysoil and dirt, the second removes all fine dust, thethird adds luster to the object, and the fourth adds amirror brightness. After the fourth pass the object

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can bring twice its normal value. The fifth passcauses a magical aura to appear on the object. Fur-ther brushing with the cloth adds no additionaleffect, because the effects are permanent.

of Perfect FitXP Value: 500 GP Value: 1,500

DRAOON Magazine 73Any item of clothing (but not armor) may be ofperfect fit; it magically fits any person who triesit on. It wears out through normal use.

of PolishingXP Value: 500 GP Value: 2,000

Dragon Magazine 30To make cleaning the family silver easier, Orlowcreated a magical cloth of polishing for Fran. This1-foot-square cloth, when rubbed lightly over anymetal surface, removes all grime, rust, and tar-nish, returning the surface to its original luster.

of Polishing IIXP Value: 500 GP Value: 1,500

DRAGON Magazine 73This is a soft chamois cloth, 1-foot-square. Thecloth magically polishes any object immediately,provided that it is possible to polish the object.Human faces, for example, cannot be polished.

Shekinester'sXP Value: 1,000 GP Value: 5,000

Monster MythologyShekinester's avatar can cast a web spell threetimes per day. If the strands of the web are col-lected and spun into cloth (using a spell such asmending or a carefully deployed major creationwith the web as a material component), a spinnermust wear the cloth for one hour and gain theability to commune with the goddess once perweek for 2d4 weeks. Only one being can gain thisbenefit and then only if female.

SteelXP Value: 750 GP Value: 5,500

DRAGON Magazine 126When the bearer of this 8-foot-long cloth uttersthe command word (usually found on the cloth),the enchanted fabric straightens out as if wieldedby someone who knows the martial arts maneu-ver "steel cloth." Unlike the regular cloth used inthe maneuver, this cloth remains straight, evenwhen not in motion, and rigid until a second com-

mand word is spoken to return the cloth to its nor-mal condition. In the rigid state, the cloth may behurled; if thrust or thrown, it strikes as a spear+2. When rigid, the cloth is so hard that it may beused as a crowbar or as a long spike for stoppingsliding walls.

ClubA club is a heavy stick that is usually thicker atone end than the other. When grasped by thethinner end, the club can be used as a blud-geoning weapon. Clubs are generally wooden,though metal ones do exist. Wooden clubsoften have spikes inserted into the weapon's fatend to increase the damage a club can deliverby 1d2. (See also Cane and Mace.) Roll on thetable below to determine the type of bludgeonfound.

Roll Club Type01^1 Bastinado05-08 Bat09-2 Baton13-5 Belaying Pin16-19 Billy Club20-23 Blackjack24-27 Bludgeon2 8-31 Boomerang32-35 Cane36-38 Club29^12 Cudgel43^*6 Datchi Club47-50 Dwarven War Club51-54 Gada55—57 Kiseru58-59 Knobkerrie60-61 Kusari-gama62-63 Maca64—65 Mace66-68 Maul

69 Metal*70-73 Sap74-76 Shillelagh

77 Spiked*78-81 Stick82-85 Tonfa86-88 Trombash89-92 Trudgeon93-95 Tui-fa

96 Wooden*97-00 Yawara

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Aegir'sXP Value: 1,000 GP Value: 5,000

Legends & LoreAnyone hit by the avatar's club must save vs.death magic or fall unconscious for 1d10 hours.

Bronzewood CudgelXP Value: 1,000 GP Value: 8,000

The Temple of Elemental EvitThis bronzewood cudgel is actually a +3 weaponequal to a morning star. Any human touched bythe cudgel in combat must make a saving throwvs. spell or be beguiled for 5d4 turns in additionto suffering the damage caused by the weapon.

Daghdha'sXP Value: 15,000 GP Value: 75,000

Legends & LoreDaghdha's avatar wields a club of a highly magi-cal nature. If he so chooses, any blow from itsheavy end automatically slays a living being (nosaving throw). However, if he reverses the cluband touches a dead being, it grants life (as a raisedead spell). Daghdha's avatar also has the abilityto charm any woman, mortal or otherwise, andbend her to his will.

Druid's CudgelXP Value: 750 GP Value: 7,500

MoonshaeA druid can fashion this club from the limb of afreshly dead oak tree. The tree must have beenkilled in a natural calamity (as opposed to theactions of man)—by lightning, drought, blight, orflood—that did not weaken the wood.

The cudgel must be whittled smooth on the daypreceding a full moon, and then be immersed inthe waters of a Moonwell, from sunset to sunrise,through the night of a full moon. When removedin the morning, it is enchanted.

A druid's cudgel is a +1 magical weapon thatinflicts 1d6+l points of damage to small andmedium-sized creatures, and 1d4+l points tolarger victims. It can be enhanced with a shille-lagh spell, which adds an additional +1 to attackand damage.

Fire'sXP Value: 2,000 GP Value: 10,000

Legends & LoreWind's avatar carries a large club that causes1d10 points of damage. If a mortal touches the

weapon, he or she suffers 1d10 points of firedamage per round—even if magically protectedfrom fire.

Great StoneXP Value: 3,000 GP Value: 24,000

Kara-TurThe ruby -warrior, detailed under Crystal War-rior, carries a great stone club +4. This massiveweapon causes double the damage of a normalclub. Human-sized creatures and smaller alwayslose initiative when using this huge weapon.

Grolantor'sXP Value: 2,000 GP Value: 12,000

Monster MythologyThe avatar's club +1 inflicts double damage ondwarves (4d 12+2+9).

Coal of WarmthXPValue: 1,000 GPValue: 5,000

DRAGON Magazine 30A coal of warmth is approximately 2 inchessquare and an inch thick. It stays at a constanttemperature of 96° Fahrenheit regardless of itssurroundings. It was thought to have been used asa hand-warmer during winter trips.

CoatA coat is an outer garment with sleeves. It encir-cles its wearer and is secured with ties, hooks, orbuttons. Coats often have hoods for extra warmth.Coats are familiar apparel, often made from ani-mal hides, plant fiber, or cloth. (For additionalcoat types, refer to the random chart underCloak.)

Fare's Coat of ProtectionXPValue: 1,500 GPValue: 15,000

1992 Fantasy Collector Card 241Fare's magical +1 coat is a heavy, lined jacketwith several pockets both inside and out. It isvery similar to a cloak of protection +1, but twoof its pockets function as miniature bags of hold-ing, able to contain up to 3 cubic feet of materialeach.

Invulnerable Coat of ArnXP Value: 13,500 GP Value: 87.500

Eldritch WizardryThis relic of a bygone age is a shining coat ofchainmail. It covers the chest and abdomen and

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fits any humanoid regardless of size. It rendersthe areas protected completely invulnerable tophysical attacks, protects the wearer from spellsas if it were +5 armor, from fire like a ring of fireresistance, and from the effects of acid, cold, anddisease totally. It also has the following abilitiesand penalties:• Invisibility• Move at double speed• User becomes 2 inches shorter each time it is

used• User has a poison touch. Anyone he or she

touches must make a saving vs. poison.

Invulnerable Coat of ArndXP Value: 10,000 GP Value: 65,000

DUNGEON MASTER Guide, 1st EditionThe High Priest Arnd of Tdon is said to have beenthe original owner of this relic. The coat is abright and shimmering shirt of fine and almostweightless chain links. It covers the upper arms,torso, and groin of any human-shaped wearer offrom 3 feet to 8 feet in height, and makes thewearer wholly invulnerable to physical attackswith respect to covered areas, and gives AC 5protection to all other areas* In addition, the coatadds +5 to saving throws as if it were +5 magicarmor, protects its wearer from fire as if it were aring of fire resistance, and acid, cold, and electri-cal attacks also have no effect.

Invulnerable Coat of Arnd IIXP Value: — GP Value: —

Book of ArtifactsThe invulnerable coat of Arnd is a shimmeringcoat of fine chain mail, links of pure silver thatcover a wearer's upper arms, torso, and groin.

Only scant details remain of the people of thetiny, ancient nation oppressed and impoverishedby the wizard Virtos. All of the champions sentby the people to free them from Virtos's yokefailed. With no one else to take up their cause, thepriests and great craftsmen combined forces tocreate a mail coat. This artifact would endow itswearer with the courage and strength to defeatVirtos. When the coat was completed, the priestsprayed for a champion.

One week later, Arnd, a humble priest fromthe south, entered the city. Arnd's orderstrongly believed in aiding impoverished folkat every opportunity, and Arnd himself was amost dedicated follower. Upon learning of the

people's plight, Arnd agreed to don the coatand lead the masses into battle. The victorywas a sound one, and Virtos was utterly over-thrown. After the victory, Arnd disappeared,taking the coat as a gift.

The invulnerable coat of Arnd is perfect for anyclassic, good vs. evil, epic adventure. The PCscould either find it themselves and use it to swingthe tide in a great war, or perhaps they must pre-vent another from claiming it for the other side. Itwill not unbalance a campaign, for once the questis fulfilled, the coat disappears, seeking a newwearer.

Constant Powers: The coat grows or shrinksto fit any humanoid character from 3 to 8 feettall. The wearer is impervious to any physicalattacks made on a roll of less than a natural 20,and gains a +5 bonus to all saving throws. Thearmor protects against fire attacks as a ring of fireresistance and is immune to acid, cold, and elec-trical attacks.

Invoked Powers: A priest wearing the armorand uttering a special prayer gains three experi-ence levels for four days (once a month). Thepriest gains all hit points, spells, attacks, and sav-ing throws associated with the new level.

Curse: The spirit of Arnd still inhabits thearmor and attempts to aid the poor whenever pos-sible. While in the presence of impoverished orsuffering people, there is a 70% chance that thespirit of Arnd will take possession of the wearerin order to aid unfortunates. The wearer spends2d4+l hours roaming the area, seeking out thepoor and helping them as a 14th-level priest (evenif the character is not a priest). When the spirit ofArnd releases the character, no memory of whathas happened remains.

Suggested Means of Destruction:• It must be unraveled by one without con-

science.• It must be fed to the father of rust monsters.• A deity of avarice must be forced to wear the

coat, whereupon the magic is released vio-lently (roll once on Artifact Table 1-01: Cat-aclysm).

of the SeasXP Value: 2,000 GP Value: 10,000

War Captain's CompanionThis leathery coat comes with an attached hood.It keeps its owner dry, even during typhoons andhurricanes. If the wearer ever is thrown Over-

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board, the character is magically kept warm. Thecoat keeps the character afloat, and breathing isunaffected by waves of any size.

In the phlogiston or in wildspace, the coat con-stantly regenerates the character's air supply. Thecoat cannot create food and water, so rescue mustbe quick if the wearer is unprepared.

CoffinCoffins are wooden or metal boxes measuringbetween 3 and 9 feet long, and 1 to 6 feet wide.They are designed to hold corpses when the deadare burned and return to the soil, to their finalresting place. Most nonmagical coffins areintended to last for only a few years, and they donot protect the body from the elements or fromscavengers.

Casket of FuryondyXP Value: 2,500 GP Value: 27,500

GREYHAWK. AdventuresPriests of Furyondy first enchanted this finelyengraved, wooden coffin to preserve the bodies ofthe honorably deceased. Any lawful good priestcan activate its powers by placing into the casketthe body of a human or demihuman not more thannine days dead, then casting a bless spell upon thebody. The casket preserves the body from decayindefinitely. A deceased character can be returnedto life by a resurrection spell after any length oftime. For purposes of resurrection system shock,the subject's Constitution is considered to be threepoints above the current ability score (no maxi-mum). He or she also receives the benefits of healonce the resurrection is complete.

of CreationXPValue: 10,000 GPVaiue: 50,000

DUNGEON Magazine 21Each of these stone devices is attuned to a differ-ent type of undead. When a humanoid body isplaced in a coffin of creation, the magic of thedevice takes 48 hours to create the specific typeof undead for which the coffin was enchanted.

The resulting undead creature is unusuallyintelligent for its type. In addition to its undeadabilities, it retains many of the powers (includ-ing spellcasting) it had when alive. As long asits body lies in the coffin, the undead creatureis mystically linked to its former shell and canbe controlled by threatening to destroy itsremains.

The ruling wizards of a long-dead civilizationcreated these coffins and used them to greatadvantage in their effort to conquer all of knownspace. They would use the coffins to create pow-erful undead creatures, then remain safely athome while these monsters were sent to attacktheir enemies.

Roll Type of Undead01-4 Banshee05-7 Beholder Death Tyrant

08-11 Crypt Thing12-15 Death Knight16-19 Ghost20-22 Ghoul23-26 Haunt27-30 Heucuva31-33 Mummy34—37 Mummy, Greater38-41 Phantom42^44 Poltergeist45-48 Revenant49-52 Shadow53-56 Skeleton57-59 Skeleton, Giant60^3 Skeleton, Warrior64-67 Spectre68-70 Vampire71-74 Vampire, Eastern75-78 Wight79-81 Wraith82-85 Zombie, Common86-89 Zombie, Ju-ju90^93 Zombie, Monster94-96 Zombie, Lord97-00 Zombie, Sea

CrystalXPValue: 1,000 GPVaiue: 10,000

DUNGEON Magazine 42The crystal coffin is 7 feet long, 3 feet wide, and2 feet deep. The sides and top are constructed ofetched crystal, and the bottom consists of a ham-mered brass plate. The fittings and hinges arealso brass. While the materials themselves areworth at least 1,000 gp, the coffin weighs 200 Ibs.and is bulky enough to require four bearers.

Under the scrutiny of a detect magic spell, thecoffin radiates moderate enchantment magic. Infact, this item was created by a 12th-level Dockal-far necromancer and is more durable than it appears(it makes all saves as crystal with a +6 bonus).

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Any creature lying inside the closed coffinfalls under the influence of a powerful feign deathspell. In addition to the spell effects, the coffinhalts aging. The spell ends when the lid is raisedby some external force; the sleeper cannot wakeuntil then.

CoinCoins are pieces of metal, stamped or engravedwith an official insignia and usually a value,which certifies the metal piece is genuine andacceptable in trade for goods and services. Coinsare often stamped with intricate patterns to makecounterfeiting difficult. (Each country has itsown coins and its own laws regarding counterfeit-ers.) If necessary, the DM can roll on the tablebelow to determine the generic type of coinfound.

Roll Coin Type01-07 Bit1

08-13 Bronze Piece2

14-20 Ceramic Piece1

21-27 Ch'ao3

28-33 Ch'icn3

34-^0 Copper Piece41—47 Electrum Piece48-53 Fen3

54-60 Gold Piece61-67 Iron Piece3

68-73 Iron Piece2

74-80 Platinum Piece81-87 Silver Piece88-93 Tael394-00 Yuan3

'Dark Sun campains'Dragonlance campaigns'Kara-Tur

ofAlmorXP Value: — GP Value: 500

GREYHAWK AdventuresThis cursed item was created not to harm itsowner, but to benefit those in need. It is a seem-ingly normal platinum coin that affects any char-acter who intends to keep it, and not to share itwith others. That character must save vs. spell orbe overwhelmed by noble, philanthropic emo-tions. No matter what a character's alignment, heor she wants to give wealth to the poor and needy.A character cannot keep more than 50 gp at anyone time, and instead holds extra money onlyuntil a suitable NPC (preferably a beggar or a

peasant) accepts the money as a gift. Such gen-erosity does not extend to a character's magicalitems, which are generally useless to laborers andfarmers. Uncontrollable generosity can be endedonly by remove curse.

BloodcoinXP Value: — GP Value: 50

Forbidden LoreFor many, the sin of avarice has been so temptingthat all other considerations are set aside. Thissmall token is a symbol of that seductive evil. Asis often the case, its simple and pleasing appear-ance belies the great malevolence that lingerswithin its metal body.

Description: This coin resembles a normal sil-ver piece. The engravings on the face and backalways appear to be just what the owner expects.If it is found in a strange land, the owner likelyexpects it to be a coin of that realm. Otherwise heor she is most likely to see it as one stamped withthe markings of the possessor's homeland. Sincethe markings of coins are of little interest to mostadventurers, it can be passed from person to per-son and no one can see anything strange. In fact,if one person takes the coin and pronounces outloud the stamp upon it, anyone in earshot who isgiven the coin expects to see the stamp, and ofcourse, they do. The only distinguishing mark onthe coin is a small red smudge that cannot bewiped off. Casual handling does not reveal thered stain.

History: Hoorku Mishkov was a young mer-chant in Borca. Charm, avarice, and deceptionwere his hallmarks. Most Borcan merchantsstayed within the borders of Borca and Dorvinia,plying their goods along those well-known, saferoutes. Their profit margin was narrow, butenough to live comfortably. Hoorku was con-vinced that he could make a larger profit by set-ting off for new lands. His aspirations for greaterwealth led him to consider exploring a routedown the south road, a road rarely used. With asmall caravan of goods, he set off to find rich newtrade routes.

The road south led to Gundarak. In that foulland he lost his entire caravan. Lord Gundar's sontook the whole thing as "tribute." He allowed theyoung merchant to keep one item of his choice.Rather than taking a horse so that he could returnquickly to Borca, the foolish merchant kept anenchanted gem. The enchantment of the stone

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merely allowed it to glow when it touched truesilver.

Rather than heading for home, the intrepidHoorku journeyed downstream into the mistyland of Invidia. There he met a Vistani woman ina colorful wagon by the water. She was young,only 20 years of age, but her heart was bitter.Unknown to Hoorku, this was Gabrielle Aderre,at that time a new dark lord of Ravenloft. Her bit-terness stemmed from her mother's warning tonever bear children, lest she bring monstrous evilinto the world.

Hoorku saw an opportunity for profit inGabrielle. He wooed her ardently, intending tosteal what he could of her money. She was flat-tered, but she spurned him with the tale of hermother's dire prediction. In a flash of inspiration,Hoorku produced the magical gem and claimed itwould allow a woman to birth a normal, healthy,good-natured child, no matter the race or disposi-tion of either parent. Gabrielle*s desire to breakthe bonds of her curse overrode her prudence andshe let Hoorku seduce her. Of course, he madeher pay him for the gem, extracting every coin inher possession.

Later, while Hoorku lay sleeping, Gabrielleused her magic to determine the workings ofthe gem. She immediately discovered its trueworth. In her fury, she almost slew her youngsuitor in his sleep. Then the snake of an evilidea began to coil about her mind. With hermagic, she caused Hoorku to sleep for manydays. During that time she fashioned the blood-coin. Gabrielle found that creating such acursed item was something that she could nowdo easily as the Lord of Invidia.

Before letting the knavish merchant awaken,Gabrielle place the bloodcoin in his purse.Unaware of how long he had lain sleeping,Hoorku set off for the village of Karina. Hepromised to return by nightfall, although hereally intended to buy a horse and return toBorca. In the village, he could not resist short-changing the stable master. Blood ran from hiseyes, frightening the poor man to death.

Confused and alarmed, Hoorku tried to washhis face, only to find that he was unable to stemthe flow of red. The foul magic of the coin let himknow immediately that it was responsible for hisplight. He stole a horse and fled the village. Thatnight he dreamed of Gabrielle. In the dreams, shetold him what she had done, and that the coin was

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his curse for betraying her.To this day, horror stories are told of a weeping

beggar in blood-soaked clothes. He has wanderedBorca and Dorvinia for years, trying to give awaya silver coin. Legend has it that to take the cob isto assume the curse of the weeping beggar. Intruth, Hoorku Mishkov died a broken man,clutching a silver coin. Gabrielle Aderre now dis-trusts and despises all men, partially due toHoorku's betrayal.

Powers: If examined with detect magic, thecoin shows a faint aura of alteration. Anyone pos-sessing this coin is able to cheat or swindle anyliving creature without getting caught. Creatureswith magic resistance get to check for their resis-tance to the coin. The swindle can occur duringany exchange of properties. The owner couldconvince a wealthy merchant that a bit of brokenpottery is worth 10,000 gp. The purchaser isunder no particular geas to buy, but is utterly con-vinced of the value of the item. In most cases, heor she goes ahead with the exchange unless thereare other immediate and pressing needs for whatwould be lost.

The Curse: For every gold piece of valuethat the owner swindles, he or she sheds tears ofblood, weeping one round per silver piece swin-dled, or 10 rounds per gold piece. The victimcannot feel the tears running down his or herface, but they are plainly visible to everyoneelse. The blood stains anything it touches—clothes, bedding, even saddles. These are nor-mal blood stains that can be washed out ifcaught quickly.

Anyone seeing the owner's eyes drippingblood must roll a horror check. This is a rela-tively mild event and, therefore, a +2 bonusapplies. The bonus does not apply if the owner'sclothing, face, or gear is covered in blood. Forexample, a character who falls asleep weepsthrough the night, drenching everything inblood. Anyone seeing the character just beforewaking would truly be horrified at the sight ofthis person lying in a large pool of blood. Eventhe owner of the bloodcoin must roll a horrorcheck (no bonus) at the first realization of whatis happening. After that, the victims don't needto roll further horror checks. However, if thehorror check fails, the effects are permanentuntil the coin is eliminated.

GPSwindled101001501,000

Appro*. Durationof Weeping1.5 hours17 hours1 day1 week

If the owner of the bloodcoin is not currentlyweeping, a quick fortune may be made. Once theweeping begins, he or she is unlikely to be able tospend the money. A character could well go coldand hungry, sleeping in a damp alley on a pile ofcoins. Thieves might soon steal those ill-gottengains, assuming that they were not frightenedaway by the victim's appearance.

Anyone weeping blood can be automaticallytrailed and hunted by animals or creaturesusing the sense of smell. Rangers and the likeget a +4 bonus to track the victim. Vampirescan scent the blood at a distance of 100 feet perage category.

Until the first time the owner attempts to swin-dle or cheat someone, the coin can be given orthrown away. It cannot be used for a purchaseunless it is the last coin in the person's purse (oth-erwise, the coin automatically returns to the purseand is replaced by a coin of the same or highervalue from the purse). Once its possessor tries tocheat someone, the coin becomes attached to itsnew owner and helps with the bargain. The powerof the coin can be felt at work, and the victim isaware that it is responsible for any success. Fromthat point on, the coin appears to be coated indried blood that cannot be wiped away.

Once it has found an owner, the coin is not eas-ily discarded. If given away or used to make apurchase, it reappears in the owner's purse, and acoin of like or greater value from that pursereplaces it. If thrown away, the same thing hap-pens, with another coin taking the place of thelost bloodcoin. It remains out of its owner'spocket so long as he or she stays within 30 feet ofit. It cannot be melted or destroyed by normalmeans.

To be rid of it, the owner must give away allearthly possessions and wander the world as abeggar for a full year. The only possessionsnow permitted are rags for clothes and thebloodcoin itself. At the end of the year, the vic-tim is able to give it to any person of his or herchoice. Nothing can be purchased with the

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coin, nor can it be thrown away. The charactermust find someone willing to accept the coin.He or she does not have to explain the nature ofthe bloodcoin to whoever takes it, however,most folk are not likely to want to take a blood-encrusted coin.

CopperXP Value: 500 GP Value: 2,500

Five Coins for a KingdomThis is a copper piece about an inch in diameter.One face shows an elderly, bearded man with awise expression. On the reverse is the image of acastle.

This coin allows the holder to locate, withgreat precision, the other four coins that arrivedwith this one (the silver, electrum, gold, said plat-inum coins). The user has an instinctive feelingabout the direction they lie in, and sometimessenses instructions from the makers.

The user is attuned to the rhythms of theentire plane, and prone to spiritual awareness—finding galaxies in grains of sand and eternityin an hour.

Cursed Copper PieceXP Value: — GP Value: 150

Treasure MapsThese coins are enchanted to look like platinumpieces. If checked, they radiate strong magic. Thecoins are cursed; anyone possessing an evennumber of them cannot advance in level until heor she gets rid of the coins and receives an atone-ment spell.

Eight DiagramXP Value: 600 GP Value: 1,800

Oriental AdventuresThese coins are actually copper discs, eachengraved with a specific symbol. There arealways eight coins in a set. When the coins aretossed and the command word is spoken, thecaster intuitively learns of his, her, or another'sfate (as a. fate spell).

ElectrumXP Value: 1,000 GP Value: 5,000

Five Coins for a KingdomThis is a large electrum coin of excellent crafts-manship. On one side is a picture of an elderlywoman. Her eyes are alert and her chin is heldhigh. Her hair is tied back in a tight knot. The

reverse shows the outline of a city.A user may cast mental illusions that appear

real to all the senses of a viewer. No illusion maybe larger than the user. A user can deceive anygiven individual once per day with one illusion.He or she can specify which person or monster ina group sees a specific illusion. For example, abandit leader might see an approaching sheriff,but other bandits in the group could see some-thing different—a fleeing cat, dusk, or a tuba. Auser always sees and controls the illusions thevictims witness.

A user has no qualms about puncturing a rival'spretensions with a harmless prank. Affect anamused skepticism toward any overly seriousendeavor. Basically, the holder turns into a gad-fly: biting, annoying, provocative.

EquusXP Value: 2,000 GP Value: 8,000

DUNGEON Magazine 22An equus coin is a magical piece coinage that,upon command, polymorphs into some form of abeast of burden. The word "equus" (plural "equi")comes from an ancient language and has no lit-eral translation in the common tongue. The clos-est translation is "beast of burden" or "horse," butthe word can be applied to anything that is usedlike a horse. Thus, an actual horse, mule, worg,camel, dog-sled team, nightmare, or any othercreature that can be ridden, used to pull a load, orcarry goods can be termed an equus. Equi comein many different varieties, with the most com-mon listed below. While 80% of equi are eithergood or neutrally aligned, 20% polymorph intoevil creatures such as nightmares, worgs, andgiant spiders. It is said that the death knight ShanNikkoleth once possessed an equus that polymor-phed into gorgon form.

This large silver or gold coin is always broaderand thicker than a standard silver or gold piece.One face is stamped with the command word forthe item and the other with the creature itbecomes.

Creature ListA DM may choose the form of the creature intowhich the equus polymorphs from the followingtable. The coin form polymorphs into one type ofcreature only. A DM who prefers to roll randomlyshould add the roll of 1dS to that of 1dl2 and con-sult the table below. The DM should use only a

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creature he or she feels comfortable with and issure will not give the PC an unfair advantage in thecampaign. Types of creatures can be added to ordeleted from the list as the DM sees fit. Any of thefollowing creatures that do not appear on Table 49in the PHB should be considered equal to a heavyhorse in movement rate and encumbrance.

If the equus is slain (reduced to 0 hit points orless) in creature form, the creature immediatelyreverts to coin form and cannot change into crea-ture form again. Damage to the creature form ofthe equus can be healed magically by cure woundsspells. If the creature is allowed food and rest, itheals naturally at the rate of 1 hit point per day.However, the equus can neither heal itself nor behealed while in coin form.

Roll Creature02 Unicorn: AC 2; MV 24; HD 4+4; hp 28;

THACO 15; #AT 3 (hooves and horn);Dmg 1d6/ld6/ldl2; SA charge, +2 to hitwhen attacking with horn, -6 penalty toopponents' surprise rolls; SD teleport,immune to poison, charm, hold, anddeath spells; can sense approach of anenemy at 240 yards distant; makes allsaving throws as 11th-level wizard; ML14; AL CG. The unicorn's Intelligence is8-10 (ld4+8). It can be ridden only byfemale characters; if a male characterrolls the unicorn, use the ultraheavy warhorse (#20) instead.

03 Giant stag: AC 7; MV 21; HD 5; hp30; THACO 15; #AT 1 (antlers) or 2(hooves); Dmg 4d4 or 1d4/ld4; ML 14;AL N. This creature's Intelligence is4-7 (ld4+3).

04-05 Bull: AC 7; MV 15; HD 4; hp 24;THACO 15; #AT 2 (horns); Dmg1d6/ld6; SA charge; ML 15; AL N. Thebull has an Intelligence of 4-7 (ld4+3),

06-08 Superheavy war horse: AC 6; MV 15;HD 4+4; hp 28; THACO 15; #AT 3(hooves and bite); Dmg 1d8/ld8/ld4;SD 30' infravision, immunity to all holdand charm spells; ML 16; AL NG. Intel-ligence 7-12 (ldfr+6).

09-13 Heavy war horse: AC 7; MV 15; HD4+4; hp 21; THACO 17; #AT 3 (hoovesand bite); Dmg 1d8/ld8/ld4; ML 15;AL N. This horse has an Intelligence of5-8 (ld4+4).

14-16 Superheavy war horse (special): Sameas above (roll of 6-8), though it has MV18, a 40 Ib. bonus on its carrying capac-ity load limits, and no infravision.

17-18 Camel: AC 7 MV 21; HD 3; hp 18;THACO 17; #AT 1 (bite); Dmg 1d4; SAspitting; ML 14; AL N. This camel is ofa more mellow disposition than itsmeaner cousins and has an Intelligenceof 4-7 (ld4+3).

19 Water buffalo: AC 7; MV 15; HD 5;hp 30; THACO 15; #AT 2 (horns); Dmg1d8/ld8; ML 16; AL N, This water buf-falo has an Intelligence of 4-7 (ld4+3).

20 Ultraheavy war horse: AC 5; MV 24;HD 5+5; hp 35; THACO 15; #AT 3(hooves and bite); Dmg 1d8/ld8/ld4;SD 60' infravision, immunity to poisonand all hold and charm spells; ML 18;AL LG. This special horse can under-stand but not speak the common tongueand is able to use animal friendship andpass without trace spells three tunes perday each, locate animals or plants onceper day, and water walk once per week.This horse has an Intelligence of 9-16(ld8+8).

GoldXP Value: 1,500 GP Value: 7,500

Five Coins for a KingdomThis gold coin is slightly marred, but well made.The portrait side shows a balding man withplump cheeks, heavily lidded eyes, and a gloomyexpression. On the reverse is a stately buildingresembling a crypt.

The user may create potions up to three timesper day by touching the coin to or dropping it intoa small quantity of liquid. The liquid is instantlytransmuted into a potion of the user's choice. Justone dose of potion is created; larger quantities ofliquid merely dilute the effects.

of Jisan the BountifulXP Value: — GP Value: —

Book of ArtifactsPrized by merchants and feared by caliphs, thecoin of Jisan the Bountiful is a simple gold cointhe size of a dinar, bearing the symbol of Jisan onboth sides. It is found only in Zakhara, the Landof Fate.

The coin of Jisan is as old as the goddess and1,135

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has most frequently been found among her wor-shipers. It is said to be bestowed upon the worthyby Jisan or by Fate herself, giving them richesand wisdom, fertility and long life. The coin is agift that is meant to be shared. Those who try tohold it longer than their appointed span suffer fortheir greed; no one is known to have held the coinof Jisan for more than seven years.

Caliphs fear the coin's bounty because theycannot control it, and some owners of the coinhave grown so popular that they have led revoltsagainst oppressive caliphs. Wiser caliphs havemarried their daughters to those blessed by thecoin, thus gaining its wealth.

The coin of Jisan is sometimes given by Fate tothose who act for noble purposes, and to this endit may come into the possession of the PCs, per-haps as a reward for a mission that produced orrestored bounty—ending a magical drought,reopening a major trade route, or lifting repres-sive taxes. Although it can be used without fearby the good- hearted, it always attracts jealousyand greed in others. The dao, in particular, havelong coveted the coin of Jisan, and they andothers will seek to steal it at every opportunity. Ifthe holy slayers of the Gilded Palm ever decide itbelongs to someone more worthy (such as them-selves), they will threaten, extort, or even kill toget it. Thus, mere possession of the coin creates aweb of adventures for the PCs.

Constant Powers: The owner gains theappraisal, haggling, and debate proficiencies, or a+4 bonus to already existent skills. None of theowner's businesses ever suffer misfortune, fieldsand palms always yield richly, and all livestockgive birth to twins.

Invoked Powers: The owner can use the plantgrowth and suggestion spells (both at will) andthe weather control spell (I/month).

Random Powers: Four from Artifact Table1-12: Fate and Fortune, one from ArtifactTable 1-21: Personal Enhancements.

Curse: Those who use the coin to help othersare unaffected by any curse, but help must begiven without expectation of reward or gain.Those who use the coin to gain palaces, treasures,and power are stricken with unquenchable hungerthat grows in proportion to their greed. Eventu-ally the character must spend every waking hourdevouring barrels of tea and coffee, bushels ofgrain, and whole oxen. To be rid it, the coin mustbe given to a stranger.

Suggested Means of Destruction:• The coin must be crushed under the heel of a

tanar'ri lord in a land stricken by famine.• A thief who truly desires nothing must bite the

coin in half.• The coin must be dissolved in the waters of

the river Styx.

of Luck(Coin of Greed)

XP Value: 15,000 GP Value: 75,000Tales of the Lance

This innocent-looking copper coin has two faces.Both depict a fat, heavily jowled merchant. Oneside smiles ingratiatingly and the other sidesneers in open-mouthed scorn.

The coin grants luck indeed—good luck forHiddukel and bad luck for any mortal whocomes across it. One encounter with the coin ofluck occurred when Balcombe, an initiate intothe Order of the Red Robes, failed the Test ofSorcery and ended up a splintered and smolder-ing pulp outside the Tower of High Sorcery. Thecoin of luck appeared in his hand, and his ruinedbody was renewed to life. Then Hiddukel,speaking through the coin, offered a deal—Bal-combe could remain alive and avenge himselfon the wizards who slew him if he promised to

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serve Hiddukel. Balcombe agreed, only thendiscovering that Hiddukel required him to trapthe life forces of Krynn's folk in magic jars andfeed them to the insatiable god. Hiddukelplanned, at the next opportune stellar conjunc-tion, to draw the life forces from the jars andfeast upon them.

As might be expected, Balcombe was killed inthe commission of his duties, and the coin foundits way into the pack of one Tasslehoff Bunfoot.It could be anywhere now.

The coin of luck acts as a luckstone, occasion-ally adding a bonus of+2 to any die roll (roll 1d6:odd = +2, even = +0).

Through the coin's opposite faces, Hiddukelcan speak to the bearer. The grinning side speakswhen Hiddukel is in a good mood and the sneer-ing side speaks when he feels foul. The coin peri-odically flips sides in the bearer's hand whenHiddukel's mood changes. Hiddukel grants thecoin of luck only to those with whom he knows hehas a bargain that cannot be refused.

Once the coin reveals itself as a tool of Hid-dukel and the owner agrees to enter into a pactwith Hiddukel, however, all the coin of luck'spowers activate. Once per day, the bearer of thecoin can cast continual darkness 15-foot radius,Once per turn the bearer can also cast suggestionon anyone. These suggestions are used to sew dis-sent and discord. The coin can create an antimagicarea with a 20-foot radius at Hiddukel's will. Hid-dukel summons this ability to place his minion ata disadvantage so that he must bargain furtherwith the god of betrayal for his life. Once per day,the coin also casts blight and bestow curse, thereverse of bless and remove curse.

Anyone invoking one of the greater powers ofthe coin must make a system shock roll each timeor become terrified and lose 1 point of Charisma.The user of the coin becomes more corrupted,jealous, and greedy. Eventually the coin bringsdownfall to any using it.

This coin of greed is part of a Triad of Betrayal,created and inhabited by Hiddukel, AlthoughReorx forged the coin, Hiddukel imbued it withmagic to thwart the designs of the goddess oflove, Mishakal. The coin of greed, like the otherartifacts of the Betrayal Triad, pursues an artifactof the Circle of Love all around the face of Krynn.The coin of luck seeks to destroy the amulet of thehealing spirit.

Penny of LuckXP Value: 200 GP Value: 1,000

The Book of Marvelous MagicThis magical copper piece is engraved with ahorse's head on one side and a horse's tail onthe other. The user may flip the coin at anytime, but it has magical effect only once perday. If it lands heads up, the user gains a -4bonus to Armor Class for one turn. If it landstails up, the user suffers a +4 penalty to ArmorClass for one turn.

PlatinumXP Value: 2,000 GP Value: 10,000

Five Coins for a KingdomThis is a heavy platinum coin. It is obviously veryvaluable. The woman shown in profile on oneside has a stately expression and looks like aqueen or noblewoman. The woman appears to bein her mid-forties. On the reverse is what lookslike a simple stone block—perhaps some kind ofaltar.

The holder may control any one creature (up to20 HD) per day, up to the following midnight. Avictim gets a saving throw vs. spell to avoid con-trol, but a user can keep trying once per round ifthe attempt fails. A holder must see a victim tocontrol its actions. A controlled creature cannotbe forced to kill itself. A holder can't fight or castspells while controlling others, but can move upto half normal rate.

A user has a streak of haughtiness—or morepolitely, a great deal of self-confidence. He or sheshould be ready to charge any foe, greet everynoble as an equal, and disdain to take guff fromanyone.

Raistlin's Cursed MoneyXP Value: — GP Value: 100

Tales of the LanceDuring the Dwarfgate Wars, Raistfin (or Fistan-dantilus) made a deal with the dark dwarves.They betrayed their king and left the gates of PaxTharkas open when Raistlin's army attacked. Avictorious Raistlin paid the dark dwarves 100,000steel coins.

The coins were cursed, however, to prevent thedark dwarves from double-crossing the wizard. Ifthe owner of one of these coins goes back on hisor her spoken word, the flesh of the owner's handsbegins to turn black and rot away. This dreadcurse spreads slowly to the rest of the body until

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the victim dies.The legendary effect of this money occurs

only when the money is actually part of apromise. (If an NPC pays a PC in Raistlin 'scursed money to stand guard, and the PC fleeswith the money, the curse will claim the charac-ter.) A person under the curse suffers 1d4 pointsof damage from rotting each day until he or sheeither makes good on the promise, receives aremove curse, or dies.

Returning PennyXP Value: 50 GP Value: 250

DRAGON Magazine 30The returning penny may be the source of a well-known cliche^ When cast away from the bearer,this piece will teleport to the user's hand from asfar as 30 feet away. It will avoid all obstacles onits return flight.

SilverXP Value: 400 GP Value: 2,000

Five Coins for a KingdomThis is a small, finely crafted silver piece. On oneside is the profile of a young man with a highforehead, a noble nose and chin, a full head ofhair, and a faint smile. On the reverse is a dragonwhose proportions make it look very young,almost babylike.

The holder can polymorph (as the wizard spell)three times a day for up to an hour each time. Theshape assumed can be smaller or lighter, but nolarger or heavier than the user. A user cannotacquire any of the special abilities of the newshape except natural ones. For instance, if a userbecomes a crow, flight is possible, but if a userbecomes a gorgon, he or she cannot turn anyoneto stone.

A user feels high-spirited, boastful, and readyto challenge any who question his or her abilities.

CollarAlthough the piece of jewelry known as a collaris usually an ornate, gem-studded leather or metalband, magical collars are quite different. Manyappear as simple rags, often dirty but never tat-tered. To gain a collar's magical effects, the ownermust wear it around his or her neck.

of ChangeXP Value: 4,000 GP Value: 20,000

Falcon's RevengeThe collar that the Falcon uses to performshapechanging is a rare, possibly unique, magicalitem. It was created as a ring by an unknown wiz-ard and stolen by the Falcon before its enchant-ment was complete. Whether another one wascreated (the Falcon had it enlarged to fit her neck)is unknown.

The collar allows the Falcon to change shapethree times per day. She may choose any livingform: humanoid or monstrous, or a form she cre-ates herself. She is able to combine any elementsto create new appearances at will, includingbizarre creatures such as feathered frogs or giant,furry earthworms.

The complete transformation requires oneround and the Falcon may not perform any actionwhile the transformation is in progress. Once thetransformation is complete, the Falcon receivesall the natural abilities of the creature she resem-bles, but none of the magical abilities. For exam-ple, in the form of a dragon, she would receivethe claw and bite attacks of a dragon as well asflight, but she would not have spell ability nor abreath weapon.

If the Falcon is rendered unconscious or iskilled while in an alternate form, she immediatelyreverts to her natural, spirit naga form. The collarmay be used only by members of the wizard andpriest classes.

of CharismaXP Value: 250 GP Value: 1,500

The Book of Marvelous MagicThis collar activates itself when a wearer bar-gains or otherwise tries to convince another of adesired result. At that time, the collar gives itswearer a Charisma of 18 with all bonuses. Theeffect occurs only once per day, but lasts for afull hour.

of DisguiseXP Value: 250 GP Value: 1,500

The Book of Marvelous MagicThis collar enables a wearer to imitate any voiceas long as a wearer has actually heard the voice atsome time. It functions once per day at most andonly for one hour per use.

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of Protection Wolf CollarXP Value GP Value XP Value: 800 GP Value: 4,000+1: 1,000 10,000 New Item+2: 2,000 0,000 This spiked, black leather collar fits around the+3:3,000 30,000 neck of nearly any fairly ordinary humanoid,+4: 4,000 40,000 and it can be adjusted for size. The wearer need+5: 5,000 50,000 only speak the command word, "Fenris," to be

transformed into a dire wolf wearing a spikedcollar.

Dire Wolf: AC 6; MV 18; HD 4+4; hp 36; THACO15;ATl;Dmg2-8;SZL.

A character retains all memories and skills,but has otherwise completely adopted the formof the wolf. He or she instinctively knows theskills and abilities of the wolf, suffering nopenalties on any actions attempted while inwolf form. To revert to ordinary form, a charac-ter need only growl the command word again.Any damage taken in the wolf form is ignoredby a character, but the collar takes the damageinflicted on the wolf form. Once the collar hastaken 36 hit points, it is forever destroyed. Itcan heal damage as an ordinary wolf, and it cantake healing spells to revitalize it.

Other wolves sense the magic of the collar, andshun a wearer for that reason. Other dire wolvesfear and hate the wolf created by the collar, andwill attack the wearer if they are not immediatelycowed by a show of strength.

Comb of the KorrigansXP Value: — GP Value: —

DUNGEONS & DRAGONS Master SetA group of nine powerful elves took a rare wood-land creature (the korrigan) as their symbol. Suc-cessful as a mortal group, they resumed their closefriendship after all reached immortality. Togetherthey created this item to assist mortal elves reachimmortality, only aiding those mortals who strivetoward representing the best of elvenkind. The kor-rigans became nearly legendary in mortal life,commonly using shapechanging and haste in theirtravels and combats, and this device presumablybestows similar powers.

This is a hair comb, 5 inches long, made of apink, bonelike substance, with fine teeth. Thecomb is not active when acquired. If it is leftwithin a burning fire for one full turn, it is acti-vated, but will not reveal powers. After that,whenever the user befriends an elf (lending

1,150

POLYHEDRON Newszine 82These collars range from plain strips of leather toornate, jeweled bands of fur and chain. The col-lars were originally made by a Ravens Bluff wiz-ard who was worried about his pets' safety. Hedesigned them to function only on small- andmedium-sized creatures of animal intelligence orless. Some collars are more powerful than others,having from +1 to +5 protection bonuses.

of StiffnessXP Value: — GP Value: 1,000

The Book of Marvelous MagicThis collar protects the wearer from the slicingand slashing action of edged weapons. No savingthrow need be made, and no extra damage can beinflicted.

of StranglingXP Value: — GP Value: 1,200

The Book of Marvelous MagicThis collar is identical to a collar of disguise.However, it starts to strangle its wearer as soon asit is worn. A wearer dies in one turn unlessremove curse is applied within that time. Withthis remedy, the collar bursts into flames thatdestroy it and inflict 3d6 points of severe firedamage to a wearer (no saving throw). The bumscan be cured only by ointment of soothing or aheal spell. Any victim strangled for three roundsor more is unable to talk for 1d4 days or until aheal spell is applied.

otTusmitXP Value: 1,000 GP Value: 5,000

GREYHAWK AdventuresThis adamantite neck shield was enchanted by a wiz-ard who held an unnatural fear of decapitation. Hewore it until his death, though the collar gave no pro-tection against the magical spells that killed him. Thecollar offers no Armor Class bonus, but providesimmunity from decapitation, especially from vorpalweapons. Full damage is still received, but a wearerstill has his or her head attached.

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money, curing, aiding in battle), one power isrevealed telepathically (maximum of one perday), in order of power.

A power is invoked when a certain combina-tion of the comb's teeth are plucked, producing anearly inaudible musical tone.

Suggested Powers: (All abilities are cast at20th level.)• Poison breath (Effect 30x 10 feet; damage

is equal to the user's current hit points withsaving throw applicable.)

• Haste (Range 240 feet; duration three turns;affects 24 creatures in 60-foot-radius.)

• Produce fire• Cure disease• Cure wounds, critical• Polymorph self

Suggested Handicaps: When the first poweris used, the user starts turning into an elf; theprocess takes three months to complete. The userbecomes aware of minor changes (animositytoward dwarves, among other things) in twoweeks. The change stops completely as soon asthe artifact is no longer owned, but the changeback to normal takes three months.• Energy drain: User loses three levels of expe-

rience when poison breath is first used.

Suggested Penalties: (1st appears 1-4 on 1d6,others each 1 in 6);• Slow spell effect centered on user.• Polymorph other spell effect upon user, to turn

into an eagle.• Memory penalty. User cannot memorize any

spells of the highest spell level he or she can nor-mally study. Effect is cumulative if not removed,

Cone of CommunicationXP Value: 1,000 GP Value: 9,000

GreyspaceEach cone is a simple, solid cone of an unknownwhite material, as cold and hard as stone, butmuch lighter. Each is 4 inches in diameter at thebase, and 6 inches high. Each weighs less thanone pound.

Cones of communication are purchased andused only in pairs. Each cone is matched with asingle other cone, and does not work with anyother. If someone speaks into the base of onecone, the voice sounds clearly, and at the samevolume, from the base of the matched cone. Infact, the cones communicate not only voices,but any sound that originates from a point nomore than 12 inches from the base of one of thecones.

A pair of cones has a maximum range of 1dl2thousand miles. (The range is apparently character-istic of the particular pair, and unchangeable by anymeans.) Within that range, two people, each pos-sessing one of the pair, can speak to each other nor-mally, with no decrease in volume and nomeasurable time delay. As soon as the range isexceeded, both cones become totally inert and non-magical until they come back within operatingrange again. When the two cones are in range ofeach other, both radiate an aura of evocation. Whenthey are out of range, they appear totally nonmagi-cal to all forms of analyses. Apart from moving outof range or placing both halves of the pair in sound-proof containers, there is no way to shut them off.

Obviously, cones of communication are veryuseful to spelljamming captains who have to coor-dinate the actions of multiple vessels. Since sounddoes not cross the vacuum of wildspace betweentwo distant vessels, captains have to resort to flags,pennants, or other devices to communicate. With apair of cones, the captains of two vessels can dis-cuss their options and coordinate plans as if theywere both on the same bridge. Some military ana-lysts claim that the greatest elven fleet victories in

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the first Unhuman War were achieved because thefleet commander had one pair of cones for each ofhis important vessels. He gave one of each pair toeach subordinate captain, and kept the other coneon his own bridge. By selecting the right cones hecould issue changes in orders to any captain, orreceive reports. (Obviously, in such a case it isimportant to mark the cones in some noticeableway to tell them apart).

The first pair of cones was used in Greyspaceseveral centuries ago. A spelljamming wizardnamed Naxtys claimed that she had createdthem, and used that claim to bolster her reputa-tion. It was not long before other wizardsdecided that Naxtys was simply not competentenough to come up with something so original.When pressed by her magical colleagues, shefinally admitted that she had found the first pair,stored in a protective case of obsidian, floatingin wildspace somewhere in the Grinder. Almostimmediately, other wizards who were morecompetent than Naxtys could ever hope to becreated more pairs of cones. To this day, nobodyknows who created the first cones. Certain wild-eyed fantasists claim they were created by anancient race of powerful wizards who lived onthe planet that was eventually shattered tobecome the Grinder, and that Naxtys found them

floating there. Most people consider thisabsolute garbage, of course. As with so manymagical items, the price for a pair of coney ofcommunication is whatever the market will bear.The lowest recorded price paid for a pair was11,000 gp, and each year the highest price paidreaches more rarified heights.

ContainerA container is a scroll tube, box, or case designedto protect its contents from water, air, or fire.Watertight containers also tend to be buoyant, sothey will not sink and be lost if accidentallydropped into the water. Roll on the table below todetermine the type of container found. In order toincrease the possibilities, a DM may choose toroll on the random charts available in many of theentries listed on the table.

Roll01-1011-2021-3031^*041-5051-6061-7071-8081-9091-00

Container TypeBarrelBottleBoxCanCaseChestJugScroll tubeUrnVial

FireproofXP Value: 200 GP Value: 1,000

New ItemThe first of these items was manufactured by awizard who enjoyed wandering through the Ele-mental Plane of Fire. This pyrophile was tiredof losing his gear to the intense heat intrinsic tothat plane. He magically enhanted the contain-ers that held his gear, trying to protect the con-tents from the heat. Unfortunately, he foundthat when a container was opened, the gear wasexposed to the intense heat, and all his laborwas for naught. Needless-to-say, he soon aban-doned the enchanted gear, opting instead fornormal protections. Still, fireproof containersare handy for average adventurers or homeown-ers to have, as they indeed protect the contentsfrom all nonmagical fire. They also grant a 45%magic resistance and a +5 to all saving throwsvs. magical fire.

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WatertightXP Value: 20 GP Value: 100

Port of Raven's BluffManufactured by tritons and mermen, these aremade of wood and treated with a magical, antirot-ting process known only to undersea races. Theyhave the additional benefit of high buoyancy, sothey will float unless weighed down.

Continual Light ReflectorXP Value: 100 GP Value: 500

The Northern ReachesShaped like a flashlight, this reflector focusescontinual light in a 120-foot cone, with the lit cir-cle expanding to 10 feet in diameter before thelight becomes too dim to see farther,

Contracts of NepthasXP Value: 1,000 GP Value: 5,000

Tome of MagicThese magical contracts are written in black inkon golden brown vellum. They are usually foundin ivory tubes, each tube containing 1d6 con-tracts. The contracts are blank, to be filled in bythe user.

The contracts radiate magic if that is detectedfor, but carry no overt signs of their specialnature. A contract of Nepthas automaticallyplaces an enchantment upon all who sign it, inorder to insure that both parties hold to the agree-ment. Anyone who has signed a contract ofNepthas and breaks the contract is struck deaf,blind, and dumb. The effects of the punishmentlast until they are removed with a remove cursespell.

A person who is both deaf and blind suffers a-8 penalty on attack rolls, while opponents gain a+8 bonus. A character loses all bonuses for Dex-terity and suffers a —2 penalty to saving throwsvs. spell, petrification, polymorph, and rod, staff,or wand.

A contract involves two parties and anagreed set of conditions. The conditions areusually very specific, but if they are not, theymight be perverted in the same way that a wishspell might be misinterpreted. If a group ofadventurers signs a contract with a king statingthat they will slay a dragon in the NorthernHills by the eve of the new moon, slaying anydragon fulfills the contract, even if the kinghad a specific dragon in mind . Tf the kingagreed to pay the adventurers upon the comple-

tion of their task, he had better have the moneywhen the party returns.

Contracts signed by those under the influenceof charm and similar spells are null and void. Aforged contract is also void. If any person signs acontract and dies before its completion, the oblig-ation is ended for both parties. If a group ofadventurers signs a contract and one of theirmembers dies, the survivors are still bound to thecontract. A deadline for both parties' responsibili-ties must be stated in the contract in order for it tobe activated.

Control DollXP Value: 1,800 GP Value: 9,000

DRAGON Magazine 43Dolls are made to fit general categories—a manor a woman, a troll, a dragon. To work, anorganic sample of the specific target (some nailclippings, locks of hair, bits of outer skin, orscales) must be made part of the doll. Once theorganic material is added, the doll acquires afocus. The doll now must be shown to theintended victim. If the victim fails to save vs.spell, the victim is charmed (tike a charm per-son spell). The charm lasts as long as the doll isintact and in the charmer's possession. If thecontroller loses the doll or the doll is destroyedor damaged, the charm is broken.

CordA cord is made of several braided and wovenstrands of fiber twisted together into one long,tough thread. Basically nothing more than thickstring or strong yarn, cord is used much the sameas rope, but is generally weaker and used in lessdemanding circumstances. (See Rope.)

of BindingXP Value: 1,500 GP Value: 12,000

DRAGON DawnA cord of binding is made of spider silk,enchanted to obey a command word to tie a per-son fast. When tossed to the ground within 3 feetof its target, the line coiis itself around a victim,securing limbs to body with knots. This actioncounts as an attack, and succeeds on an attack roliof 5 or better. The target receives no benefits dueto Armor Class, but Dexterity adjustments canmake it more difficult for the cord to hit. Noattack roll is needed to restrain unconscious orunresisting targets.

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The 10-foot long cord is sufficient to restrainone large humanoid, two human-sized creatures(if bound together), or three smaller ones, such askender. It uncoils and drops to the ground whenthe command word is spoken backward. Usuallyonly the maker or owner of a cord of bindingknows the magical command, which is notinscribed on the line in any fashion.

A cord can only be cut with difficulty. It with-stands 10 points of damage before being severed,and is allowed a save vs. crushing blow to see ifany damage is inflicted by a given attack. It isimpossible to snap the strands if less than 30Strength points are applied. A broken or severedcord of binding loses its enchantment andbecomes ordinary rope.

ofEkbirXP Value: 450 GP Value: 4,500

GREYHAWK AdventuresSince strangulation is the favorite attack methodof assassins and thieves in the civilized north-west, a magical garrote was destined to appear inthe hands of Ekbiran murderers. This black cordstrikes with a +1 attack modifier and forces thevictim to save vs. spell or be stunned and unableto resist the attack.

Faithful KnotXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 30The faithful knot is actually a foot-long cord that,once tied in a knot, cannot be untied by anyoneelse. This cord can be cut by a sword stroke orsimilar action.

Kybal'sXP Value: 75 0/knot GP Value: 1,000/knot

The MagisterThese lines are only found in crypts, treasurevaults, ruins, and other places that have longbeen undisturbed. Made of a now-lost fiber thatneither rots nor frays, these cords can be cutonly by magical or silver weapons. Typically 2to 4 feet in length, such cords usually have anumber of enspelled knots tied in them. Untyingthe knot unleashes its magical effects. Muchresearch and experimentation must be under-taken to learn the process of enspelling theseknots (which are only effective when tied in acord of this type), but the knots are easily tied,recognized, and untied.

Enspelled and ordinary knots are identical inappearance, and many cords have ordinaryknots with enspelled ones as safeguards or todeceive buyers. Feared wizards such as Sespetarand Turgohn the Two-Fingered are known towear such cords as belts when they travel. Pow-ers of some of the known knots follow. Untyingone type calls up a strong, steady wind lasting3d 12 turns, which blows in the direction atwhich the person untying the knot points thefree end of the cord. Such winds have been usedto aid navigation at sea, cause storms, and drivevessels onto rocks.

Another knot calls down aflame strike uponanyone within 200 feet that the unbinder pointsat with the free end of the cord. Yet another dis-pels web or entangle spells. One negates poly-morph spells; another breaches walls of force.One knot, when it is undone, binds all creaturesthat exist on two or more planes and are within60 feet of the knot, to the Prime Material Planefor one turn (undead are not destroyed by thistemporary restriction, but lose any energy-draining attacks they normally possess for theduration). One causes a l l nonmagical ropeswithin a 20-foot radius to silently untie them-selves. One negates an antimagic ray within a40-foot radius around the cord, moving with itand remaining effective for nine rounds. Onevery rare knot frees summoned creatures (suchas elementals, efreeti, and invisible stalkers)from control by their conjurer. Another rareknot may be relied around a rechargeable magi-cal item, and restores 1dl2 charges to the item.This process involves draining and destroyingthe cord, regardless of how many knotsremain—all crumble into dust.

Dryad CordialXP Value: 100 GP Value: 1,000

POLYHEDRON Magazine 19A clear liquid with an emerald or amber tint, arich, sweet taste, and a distinctive scent (as that ofa forest after a summer rain). It is made from thedistilled essence of a dryad's tree. This process isknown only to certain druids. When consumed bya dryad, the cordial enables the creature to sur-vive comfortably for 24 hours while away fromher tree at distances greater than the usual 360foot limit (almost always to accompany and servea druid). Special note: potion miscibility does notapply to this item.

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If consumed by any other creature, the cor-dial's effects are based on the user's sex, as fol-lows.

Female: No effect occurs for three rounds. Inthe fourth round, the user falls asleep. This"beauty sleep" lasts for 1d4+l hours, duringwhich time all imperfections and blemishes dis-appear. The character gains one point of Cha-risma and becomes magically attractive to malesof the same race (only), sometimes to the point ofcausing arguments.

Optional: Also gain four points of comeliness.With practice, the user can control this as a

limited charm person effect (+2 bonus to victim'ssaving throw; note that the effect still applies onlyto males of the same race). The effects last for1d4 weeks, after which all ability scores return tonormal except for the permanent gain of the pointof Charisma.

Optional: plus two points of comeliness.Male: No effect occurs for three rounds. In the

fourth round, the user becomes weak and light-headed, then falls asleep. This "transition sleep"lasts for 3d4 hours, during which time the victimbecomes a femate and loses two points ofStrength. No special powers are gained. Thechange lasts for 1d4+l weeks, after that the char-acter returns to normal in all respects except forthe permanent loss of one point of Strength.

Multiple use: The second cordial consumedby any one person has double the given duration;the third has double that duration, and so forth.Additional effects are as follows:

Female: The user may actually become adryad—10% chance for the second cordial, 25%for the third, 50% for the fourth, and 100% forthe fifth. If this change occurs, she is immedi-ately bound to the nearest suitable tree.

Male: The effects may be permanent and unre-movable—20% chance for the second cordial,50% for the third, and 100% for the fourth.

ColWhen rolled up and put away, cots look like a setof poles wrapped in a tough canvas or hide sheet.When unrolled and unfolded, the canvas spansthe poles and forms a suspended bed. Not exactlycomfortable by any means, the cot does, however,suspend the user above the cold ground, the bitingfleas, and the threats of rats.

of EntrapmentXP Value: GP Value: 1,200

The Book of Marvelous MagicThis cot appears and functions as a cot of suspen-sion in all respects. However, anyone lying uponit has a 50% chance of being suddenly wrappedup by the cot two to five turns later. The victimsmothers in five rounds, taking damage eachround equal to Ys of current hit points, unless aremove curse is applied. The remedy makes thecot nonmagical.

of RestlessnessXP Value: GP Value: 1,000

The Book of Marvelous MagicThis cot appears to be and functions like a cotof suspension. It gives little rest, however; thevictim tosses and turns all night and suffers apenalty of-1 to initiative rolls, attack rolls, andsaving throws for the following day. However,the victim does not think to blame the cot forthese ill effects and continues to use it when-ever applicable until a remove curse is appliedby a caster of at least 26th level—it thenbecomes a cot of suspension.

of SuspensionXP Value: 1,000 GP Value: 9,000

The Book of Marvelous MagicThis cot looks like a 10-foot pole. Upon command,a duplicate pole appears beside it and, if the twoare pulled apart, a canvas can be seen connectingthem like a stretcher. The canvas may be up to 5feet wide and 10 feet long. If the poles and canvasare held horizontally and a second command wordgiven, the legless cot floats in the air. A third com-mand word causes it to levitate to a maximumheight of 30 feet. A fourth command word causesit to lower, a fifth word to "rewind" the canvas, anda sixth to make the extra pole disappear.

Cowl of Ward ingXP Value: 9,000 GP Value: 50,000

The Ruins of UndermountainA cowl of warding is actually a headpiece, usu-ally of fine black cloth, which covers the wearer'supper face with an attached half-mask. The cowlcan be worn and used in combination with magi-cal eye-cusps or lenses, but not with visors orother masks. It also covers the wearer's neck witha shoulder length mantle.

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areas it covers, and has numerous powers, all ofwhich function automatically (and simultane-ously when required); the wearer need not evenbe conscious. The cowl grants its wearer all thebenefits of a greenstone amulet, a ring of freeaction and a ring of spell turning.

The cowl makes all of its own saving throws ascloth, but with a +7 bonus. These rare items aredifficult to make, and are usually the property ofpowerful priests or wizards. They cannot be madeto conform to a specific alignment or ethos.

CrownCrowns are symbolic headgear worn by the high-est nobility in a country (such as the king, queen,emperor, or pharaoh), A crown is usually made ofthe most expensive metal available in the landand adorned with the largest and finest gems andjewels. Unauthorized beings found wearing orpossessing a kingdom's crown are killed on sight.

Black Crown of AerdyXP Value: — GP Value: 2,000

GREYHAWK AdventuresThis evil headgear was worn by one of the origi-nal overkings of the House of Naelex in theancient Great Kingdom. Whether the crown wasenchanted by an evil wizard, or whether it merelybecame a receptacle for the overking's cruel spiritis not known. The powers of the crown exist onlyto recreate the greatness and wickedness of thefallen empire.

Once donned, the crown cannot be voluntarilygiven up. It raises Intelligence by +2 and Wisdomby +3 (to racial maximums) and confers one levelof magical ability. Characters who aren't wizardsor priests can select one level of ability—player'schoice, priest or wizard.

When the crown is put on, and each monththereafter, character must save vs. spell or becomelawful evil, and then must save again vs. spell orbe overcome with megalomania Once both ofthese are in effect, the character must make a sav-ing throw vs. spell each month or lose a point ofConstitution. Any character totally drained by thecrown becomes a spectre guarding it.

The crown can be removed only by use of awish or equivalent. While this removes the bene-fits of the item, only then can the alignmentchange be reversed by remove curse and atone-ment spells, while the character's personality isrestored only with a heal spell.

of BlackmoorXP Value: GP Value: 80,000

GREYHAWK. AdventuresThis black, iron headpiece bears a large fire opal.It was created by a powerful lich who used it tospread evil and destruction through the world,and now only the most wicked (or foolish) char-acters seek its powers.

When the crown is placed on the head of adeceased, evil character who had reached at least18th-level as a wizard, it animates the characteras a lich, A system shock roll is necessary, modi-fied by -1% per five years after the wizard'sdeath, or the wizard's body disintegrates to dustand can never be brought back to life again. Thelich's intelligence score starts at 0, but increasesby one per day until supra-genius intelligence isreached. At that time the lich gains the full pow-ers and abilities of its kind. The character placingthe crown has no control over the lich, so a reac-tion check is necessary, with the following cumu-lative modifiers:

SummonerPriestEvil -alignedFighterGood-alignedWizardOffers treasure

(per 600 gp value)PaladinThief0-level character1st to 5th level6th to llth level12th to 18th levelOver 2 1st level

Modifier+10%+10%-20%-30%+20%+1%

-20%-20%-50%-30%-20%-10%+10%

A deceased PC who is brought back as a lichbecomes an NPC under the DM's control. Thelich may have been a friend and companion of thePCs, but tends to leave their company to pursueits own path.

of CorruptionXP Value: 4,000 GP Value: 20,000

The Shadow ElvesThis malefic, gold crown is set with four hugerubies, which can be treated as soul crystals (twoof 6th, two of 7th level, with 5d10 essences ineach). No radiance spells can be cast from it,

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however. Rather, the wearer of the crown gainsthe following benefits—a natural base AC of—4;complete immunity to all charm, hold, sleep,paralysis, death magic (including disintegration),and gaseous attacks; and the ability to radiateboth fear and curse (reverse of bless) within 20feet (separate saving throws needed). The wearercan also cast animate dead three times per day.The wearer of the crown at once becomes achaotic evil undead, subservient to the crown, butretaining all class-based abilities.

DarkXP Value: 2,000 GP Value: 20,000

Lords of DarknessThis magical circlet of metal is set with teeth andbones of various creatures. It alters in size to fitany wearer, and may be freely removed. Despiteits name, the dark crown is not Evil. It is a protec-tive item conferring immunity to natural andmagical fear, paralyzation, and petrification. Thewearer cannot be magically aged as by a ghost, orharmed by chilling attacks such as the touch of alich. The wearer of a dark crown receives a +4bonus against all undead attacks for which savingthrows are allowed.

Once every nine turns the wearer of a darkcrown can disrupt undead as with a mace of dis-ruption (see Mace), by touch and act of will. Asuccessful attack roll is required (a maximum ofone undead creature can be affected), and thewearer of the crown is subject to any side effectsof the contact. If the attack misses or fails, thepower of the crown that was called is wasted, andthat power is ineffective until nine more turnshave passed. The wearer of a dark crown can seewith 90-foot infravision, and always knowsundead normally visible (not concealed behindbarriers or within closed coffins) for what theyare. A crown wearer looking at a skeleton lying ina casket can tell in an instant whether it is undeador just a normal skeleton.

Emperor'sXP Value: 16,500 GP Value: 127,500

Legends & LoreThis magical crown is decorated with a cluster ofperfect gemstones sent to earth by Amaterasu withher grandson. When worn, it acts as a helm oftelepathy, teleportation, and comprehending lan-guages. The wearer automatically knows whensomeone in his or her presence is lying. The crown

bestows an AC of 0 and allows the wearer to askone question per week of Amaterasu (she respondshonestly and kindly only to true descendants of theimperial family). Although the crown continues tofunction if worn by someone other than the right-ful emperor, Amaterasu is sure to punish a thief bysending her avatar after the miscreant,

HoodedXP Value: 5,000 GP Value: 30,000

The Ruins of Myth DrannorThis is a rare, and possibly unique item. It is agem-encrusted crown or diadem with bejeweled"skirts," or hood of cloth, that surrounds theback and sides of the wearer's head. The crown'sjewels wink and sparkle constantly, but this isan illusion; it is actually a plain adamantite cir-clet, devoid of skirts and gems. It has two sortsof powers: those that always function, and thosethat operate only while the crown is within, orin contact with, the mythal (the crown candirect its powers up to 90 feet outside of themythal).

The first powers are: a wearer has immunity toall petrification, polymorph, and electrical orlightning attacks and effects; can levitate orfeatherfall at will; and can cast the followingspells (as a 9th-level wizard): color spray, magicmissile, unseen servant, detect invisibility, ESP,know alignment, locate object, minute meteor(like a Melf's minute meteors spell, but createsonly one meteor per use, counting as the crown'sspellcasting for the round), nondetection,tongues, water breathing, minor creation, removecurse, wall of iron.

The crown can cast only one spell per round(and once any spell is used, it can't be called onagain until three turns have elapsed), but the levi-tation and. feather falling powers, and the immu-nities can be used at the same time as a spell. Useof crown powers in a round prevents a wearerfrom casting any spells of his or her own (if aSpellcaster), but not from unleashing magicalitem discharges or combat.

The second set of crown powers operate in themythal, and consist of the following: a wearer canfly at will, can cast (as a 14th-level wizard) repul-sion, delayed blast fireball, and teleport -withouterror once a day, and use all crown powers, per-sonal spells, and wielded magical item powersentirely free of the mythal's wild effects (all havenormal effects).

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If a wearer is brought to six or fewer hit points,his or her hooded crown dimension doors byitself, in a random direction and distance (up to alimit of 700 feet), to halt levitating roughly 6 feetabove any surface. It reflects 100% of all magiccast at it back at the source, and defies all psion-ics, until touched again by a living being. Other-wise, its powers only work when it is on the headof a living being.

of IniperiuniXP Value: 750 GP Value: 45,000

IMAGINE Magazine 12This is a magical item generally constructed bythe court magicians of vainglorious rulers. Thecrown itself is constructed by a master jewelerfrom the finest possible materials available andshould cost at least 25,000 gp. Optionally, formilitaristic rulers or those whose cultures empha-size strength, this crown may be made of blackiron or a similar ebony metal.

Once constructed, the crown is given to a wiz-ard who washes it in a potion of delusion, castsenchant an item on it, and leaves it soaking inanother potion of delusion for one month. Duringthe third week, a philter of persuasiveness ispoured over the crown as it soaks. During allthese processes, the wizard must be careful not totouch the crown except while casting the enchantan item spell.

On the day the crown is recovered from thepotion, the wizard must cooperate with an illu-sionist who casts change self while the wizardcasts charm person or charm monster. The wiz-ard burns the heart of a doppleganger in a brazierand passes the crown through the smoke, follow-ing this with ^permanency spell. The end productis a crown ofimperium that makes its wearerseem more imposing, up to 15% taller, wiser, andmore noble, to members of the same race orspecies, as well as allowing the wearer to cast theappropriate charm spell once per day.

Iron Crown of the Bandit KingdomXP Value: 3,000 GP Value: 35,000

GREYHAWK AdventuresFashioned in the land of warriors, this metal head-gear completely removes the chance for the fol-lowing spell-like powers to work on the wearer:fear, charm person, magic jar, suggestion, andhold person, A fighter gains one level and a priestor wizard loses one level while wearing the device.

of LeadershipXP Value: 1,500 GP Value: 15,000

The Book of Marvelous MagicThis piece of regal jewelry is adorned by 10gems, each worth 100 gp. If any are removed,the crown becomes nonmagical. The user'sCharisma is 18 while the intact crown is worn.In addition, any fear (magical or otherwise) canbe dispelled by a single command word, effec-tive within 60 feet. A wearer may also producean effect similar to a priest's bless spell by talk-ing to others within 60 feet for one turn; therecipients* morale then rises to 11 (if applica-ble), and a +1 bonus is added to attack anddawizard rolls. The effect lasts for six turns andmay be produced as often as desired. Thewearer's morale is unaffected. This "pep talk"can have effect for as long as six rounds even ifinterrupted once, as long as the full turn of talk-ing is then completed.

XP ValueNormal: 6,000Altering: 7,000Teleporting: 8,000

NagaGP Value

45,00050,00055,000

The Ruins of UndermountainThese triple spired, silvery metal circlets adjust toperfectly fit any head they are placed upon.Although developed by the naga long ago (and,Realmslore hints, on another plane), naga crownsare usable by all intelligent creatures able to wearthem.

The powers of the crown are exercised by awearer's will. Learning what these powers are andhow to wield them initially takes one turn perpower. A wearer of a naga crown gains the fol-lowing powers:• Detect invisibility up to 90 feet.• Repulsion as if cast by a 12th-level wizard

once every day.• A limited form of spell turning. A wearer rolls

1d8 and multiplies the result by 10 to deter-mine the percentage amount of spell turning.In all other ways, its limitations are identicalto those of the ring.

• Double spell casting ability (number of spellsthat can be memorized) of any wearer pos-sessing spell casting ability, regardless ofclass, level or race.

• Reptilian command once a day, this power isautomatic, reptiles gain no saving throw

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against this power, and it cannot be dispelledonce cast. Its effects last for 1d4+l turns, andthe power affects all unintelligent, scaled rep-tilian creatures in the air, water, or land withina 500 yard radius. Once established, thispower of the crown cannot be wrested away orusurped by another being with the same abil-ity until the reptilian command expires. Intel-ligent reptilians get a saving throw against thiscontrolling power; the save does not preventthe other effects of the crown.

• Immunity to reptile attacks. Unintelligent rep-tilians will never willingly attack the wearer ofa naga crown, regardless of the use of the rep-tilian command power. Intelligent reptiliancreatures attack a crown wearer who is usingreptilian command as though slowed, and at apenalty of-3 to hit. Only reptilian creatureswith a 15 or greater Intelligence gain a savingthrow vs. spell against these combat effects,and have a penalty of-2 against the power ofthe naga crown. Dragons are immune to allnegative effects of naga crowns.

These rare and powerful items are often cursed.Ten percent of them may permanently grant thewearer reptilian features and skin whenever rep-tilian command is activated. Another 20% of thecrowns have a 10% chance of teleporting a

wearer a random distance (up to 6 miles) awayfrom the place of the crown's abilities are used.All naga crowns have a 5% chance of simply van-ishing whenever any of the nonautomatic powersare called upon (rumors say the crowns return tothe plane of their creation).

of RulershipXP Value: 1,500 GP Value: 15,000

The Book of Marvelous MagicThis piece of royal regalia is surmounted by 10gems, each worth 100 gp. If any are removed, thecrown becomes nonmagical. The wearer of theintact crown may cast spells from it, as a 25th-level wizard. Each spell has a different commandword, and each may be used once per day. Thecrown has 5d10 charges when first found, andeach spell used drains one charge. The crown canproduce charm person, web, hold person, charmmonster, and hold monster.

The crown may also produce a dominationeffect at a cost of two charges, usable once perday; the range is 15 feet. If the wearer has moreHit Dice or levels of experience than the victim,the domination allows no saving throw. (Checklevels first in all cases, if applicable.) If the vic-tim's Hit Dice equal or exceed the wearer of thecrown, the victim may make a saving throw vs.spell to resist the effect, but with a -8 penalty tothe roll. If the victim has at least twice as manyHit Dice as the wearer, the penalty is only 4.Victims with more than three times as many HitDice as the wearer have no penalty at all on theirsaving rolls. Any victim immune to 5th- orhtgher-tevel spells cannot be affected by domina-tion. Using domination, a wearer of the crownmay command a victim to do one of the follow-ing—depart, kneel, or stop. A victim obeys asbest it can; the effect lasts for one turn at most, oruntil the crown's wearer releases the victim,which expends no charges. If ordered to depart,the victim walks until out of the sight of thewearer and then runs away for the remainder ofthe turn. If ordered to stop, the victim cannot doanything except stand, respond to the wearer'squestions, and breathe. If the wearer harms thevictim or orders or suggests any harm, the effectends immediately.

If the proper command word is known, thecrown may be locked to the user's head; anothercommand word unlocks it. The crown can beworn only once by any one creature; if it is

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removed for any reason and then replaced, it slaysthe user (no saving throw). Replacing it must bevoluntary; there is no effect if it is placed on thehead by another.

ScorpionXP Value: GP Value: —

Rary the TraitorAn artifact of enormous evil power, the scorpioncrown is currently in the ruins of Shattados'sPalace. Physically, it resembles a large scorpioncrafted of heavy, cold, black iron in the shape of acrown, with the legs encircling the head, and thestinger curling up over the head. It radiates a highdegrees of both magic and evil.

While the crown is clearly very powerful, it hasno real practical use, instead it bears a terriblecurse. Anyone unfortunate enough to place it onhis or her head will experience its curse first-hand. The wearer is agonizingly transformed intoa master scorpion, with no saving throw possible.Any individual who owes the wearer allegiance inany form must then successfully save vs. spell at-5 or be transformed into a manscorpion. It isRary's hope that he can circumvent the negativeaspects of the crown and bend the manscorpionsof the desert to his will.

The crown's area of effect is limited to theBright Desert and Abbor Alz. If it is taken fromthere, the original curse will st i l l be active, butthe crown will not, for example, cause luz to turninto a master scorpion and his barbarian allies toturn into manscorpions. Rary is unaware of thisaspect of the crown's powers, which will make ituseless to him even if he manages to avoid thecurse.

The Bright Desert can still be saved from thescourge of Sulm's descendants. If the crown iseliminated, all manscorpions and monarch scor-pions are immediately destroyed, and the BrightDesert will slowly begin to revert to a reasonablyfertile, if somewhat arid, region. These changestake place over a century or more, and do notaffect ongoing campaigns.

Of course, destroying the crown is no easymatter. As described in the Book of Artifacts,artifacts are vastly powerful items, and can onlybe destroyed by extraordinary means. The exactmeans of destroying the crown is up to the DM.Suggestions include dropping it into one of theactive volcanoes in the furnaces of Baator,melting it in the breath of a lawful good great

wyrm, taking it to an Outer Plane (such as theNegative Material Plane) where it cannot exist,or carrying it to a place beyond Oerth via spell-jamming ship, to be destroyed by a focoid,rogue moon, sentient star, or other exotic spacecreature.

Silver Crown of VelunaXP Value: 2,000 GP Value: 22,500

GREYHAWK AdventuresEncrusted with small green gems, this itemrecently appeared among the ruling priests ofVeluna. The Canon himself has often worn it,though he may sometimes loan it to trustedagents of Veluna when they embark on important,holy missions.

The crown radiates protection from evil whenworn by a lawful character. A lawful good or neu-tral good character receives +4 Wisdom (to racialmaximum) while the crown is worn. A lawful evilcharacter who wears the crown temporarily has a4 wisdom penalty, while a neutral evil character

has a -2 penalty. A chaotic evil character cannotuse the crown at all.

SoronaXP Value: 12,000 GP Value: 120,000

Crown of Ancient GloryThis priceless crown of ancient glory is the law-ful circlet of the High Kings of Vestland. Apartfrom its specific uses by the king of that realm,the crown may function in the following mannerfor a temporary owner (lawful-good only). Ifworn upon the head the Sorona may:• Afford the wearer an ESP ability once per day

(as per the spell).• Answer one question once per day (as per the

legend lore spell).An oval circlet of gold, studded with rubies,

the Sorona Crown is dominated at the foreheadby a brilliant, red star gem. Note: The functionsof the Sorona when worn by the lawful-goodKing of Vestland are shrouded in mystery. Thecrown will reveal only a small part of itself to acommon PC.

of SoulsXP Value: 20,200 GP Value: 84,000

Feast of GoblynsThe crown of souls is a dark and evil object that

bestows upon its owner the following powers:• The crown of souls can be used to transform

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normal men (though not other humanoids ordcmihumans) into goblyns. To do this, theowner of the crown merely holds it on thehead of the victim with both hands, and speaksan ancient incantation. As the transformationoccurs, the victim screams out in anguish andterror as the mind is lost and the will is filledwith evil.

• Upon the brow of an evil being, the crownbestows the following special powers: —2 ACadjustment, +2 on all attack and dawizardrolls, +2 on saving throws, +20 hit points, andall class abilities (not hit points) function as ifthe wearer were two levels higher.

• Anyone wearing the crown must make a savingthrow vs. death magic each day. Failure meansthat a Wisdom check must succeed or the char-acter suffers a slight alignment alteration.Dungeon Masters are encouraged to adjust thecheck based on the character's past adherenceto his or her chosen alignment, with a maxi-mum bonus or penalty of 4. A wearer's align-ment slowly changes to neutral evil. First, thelawful/chaotic aspect changes to neutral. Next,the good/evil aspect becomes one step closer toevil (good becoming neutral, and neutralbecoming evil). Once this transformation iscomplete (for those already neutral evil, theystill must fail the Wisdom check once), thecrown is in complete control of them. The spiritof the necromancer Daglan will drive them tokill Radaga without the crown.

• The crown can also protect itself from harm.This can only be done if it is physicallyattacked or threatened (attempts to smash it,throw it off a cliff, melt it in a fire, etc.). Insuch a case, it can perform the following abili-ties once per round as often as needed: affectnormal fires, blink, levitate, gust of wind,spectral hand, and chill touch. These are per-formed at the 13th level of proficiency.

• Only one who is pure of heart (that is, lawfulgood) may take the crown of souls out of thedomain in which it lies.

of Souls IIXP Value: 20,200 GP Value: 84,000

1992 Collector Card 410The crown of souls was created by the necro-mancer Daglan, after which his soul becameentrapped in it. As each member of Daglan's fam-ily died, their souls were also entrapped, bolster-

ing the power Daglan needed to escape. However,the crown found its way into Ravenloft and thedemiplane further trapped Daglan by renderinghis last descendant immortal—a wight. NowDaglan eternally hopes that someone will destroythe wight so that he might finally have his free-dom. In the meanwhile the crown is possessed ofsome potent magical powers.

of StarsXP Value: 9,000 GP Value: 36,000

The Ruins of Myth DrannorThis rare, possibly unique magical item is a circleof floating, apparently unattached gems: palm-sized emeralds, rubies, sapphires, and diamondsof at least 14,000 gp value each. They glow withfaint, twinkling magical radiances that can't bemagically masked or dimmed (and show eventhrough magical darkness). From afar, they areoften mistaken for loun stones.

Invisible fields of magic bind the gems togetherin a ring that can't be broken by any known phys-ical attack or magical means short of a successfullimited wish or disintegrate spell (the crown savesvs. spell as if it was a 20th-tevel wizard).

Crown powers can only be used by a beingwearing it. In a day (24-hour or 144-turnperiod), it can unleash the following powers

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nine times each (range and effects as if cast by aWizard of 20th-level, except as noted): dispelmagic, lightning boh {9d6 points of dawizard,90-foot range), unseen servant, Evard's blacktentacles, wizard eye (a variant; a user's spectraleye appears as a wraith-like, intangible head,encircled by the twinkling lights of the crown; auser can't be attacked through this iwizard, butcan be identified). It can also unleash a deathspell and a meteor swarm once per day, butusing either of these greater powers perma-nently reduces a randomly chosen attribute of awearer by one point, and there is a three in 10chance that it vanishes, shifting to anotherplane (without the wearer), immediately afterthe power takes effect.

of the StarsXP Value: — GP Value: —

SPELLJAMMER* Campaign SetThis magical item distills the abilities of a minorhelm (See Helm) into a portable item that can beworn, allowing the helmsman to move normallyin addition to commanding the ship. Despite itsname, a crown of the stars is not necessarily acrown; it may be a torque, or a necklace, or a gir-dle, or any other item which can be worn. It can-not be a ring, however. The only known crowns ofthe stars are significantly larger than rings, andall contain at least some silver.

If the crown is used to power a ship for oneweek or more, it becomes bonded to that ship. Itcannot be used to power a different ship unless ithas been away from its bonded ship for at leastone week, thereby severing the bond.

The crown of the stars is effective up to onemile away from the ship it is bonded to, so ahelmsman can operate the vessel even if he or sheis not on board.

A crown of the stars not affect a ship with anactive helm (or equivalent) on board. It can pro-vide spelljamming ability to ships that would oth-erwise lack it (such as a viking longship). Often acrown is discovered on the ground where itbefuddles the local sages, who do not know of theworlds spinning above their heads.

of SummationXP Value: 4,000 GP Value: 20,000

Van Richten's Guide to the LichThis ruby-studded crown is similar in function tothe tore of craftsmanship. Instead of capturing

skills, however, the crown absorbs the wearer'smemories. If the item is placed upon the head of acharacter within one hour of his death, all of thecharacter's thoughts from the previous 1d6 daysare transferred into the gems. The crown maythen be placed upon another head, and allrecorded events are played out in detail for thewearer.

Should a living person put on the crown, 1 d4levels of experience are drained into the rubies.They may be regained by removing the crown andputting it on again, but the levels are otherwiselost and cannot be regained by any means short ofa wish. If another creature puts on the crown afterlevels have been drained into it, the new wearermerely experiences the memories of a previouswearer as described above; lost levels of experi-ence are not regained. Note that those absorbedlevels also are lost if another person wears thecrown—the drained character cannot regain lostlevels if another creature puts on the crownbefore he or she does so again,

The second wearer experiences the memoriesof the first as if actually living them. The crowntransfers senses and emotions to the wearer.Physical occurrences are experienced, but theireffects are not translated into actual effects onthe wearer. However, psychological experiencesare lasting. For example, if the memory con-tains a failed horror check, the wearer experi-ences the effects of it even after removing thecrown. All actions are displayed at the rate ofone day's memories per round. The crown func-tions only once, and then it becomes a piece ofcommon jewelry worth 1,000 gp. It cannot berecharged.

A lich might typically use such a device todetermine how an infiltrator came to find its lair,who its comrades are, and by what means itarrived. The crown may also be used to becomefamiliar enough with a person to effect a success-ful impersonation.

of the UnicornsXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 139The crown of the unicorns gives its user thepower to communicate with all unicorns. Thecrown cannot be taken from the user's headunless she removes it herself or is killed. Thiscrown can only be used by females.

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Velvet. Crown

VelvetXP Value: 2,500 GP Value: 10,000

The Ruins of UndermountainThese rare, highly-prized items appear as clothcirclets or garters of worn, dark velvet. Whenworn about wrists, ankles, or thighs, or simplycarried upon one's person, they do not functionmagically, and barely exhibi t any dweomer (evenunder detect magic).

When worn about the head of an intelligentbeing, however, a velvet crown has the followingproperties: feather fall automatically; silence 15'radius upon mental command, lasting up to onehour at a time and usable once every three hours;darkness 15' radius, lasting up to 6 rounds at atime and usable once every hour; and freedom,usable once per day.

This last power enables the wearer to escapefrom locks, bonds, manacles, and hold, charm,slow, and web spells. The wearer can also openheld, locked, and wizard locked portals (but notspiked or barred ones) and pass through, a l l insilence. Velvet, crowns are usable by all classes,allegedly devised by the wizard Thingarlus, theMaster of the Thieves' Guild of Airspur some 400years ago. Elminster the Sage is known to haveused one recently—it is still in his possession.

of the VoidXP Value: 4,000 GP Value: 40,000

Lost ShipsThis plain metal circlet functions continuouslyand automatically, and need not be worn or dis-played openly, It magically creates a continuallyregenerating, breathable atmosphere about itself,identical to the air about the maker at the time thecrown was enchanted.

The extent of Ihe atmosphere created by acrown of the void varies from a 10-foot-radius toa 90-foot, radial area centered on the crown. Inspace, this item can be used to keep a driftingindividual alive indefinitely, or to continuallyrenew the atmosphere of a ship. The air createdby the crown drives out fouled or poisonous gasesin its area of effect in 12 rounds. Note that shipsusing such crowns can be much smaller or farmore crowded than ships retaining atmosphere bynormal gravitational means.

The size of a crown's air envelope is mentallycontrolled by the being wearing the crown, whomust be sane, conscious, and not engaged inspellcasting to change it. The air envelope can-

not be turned off or extended beyond a 90-foot-radius, and when being willfully changed,changes in area by a 10-foot-radius per round,The atmosphere of a crown of the void cannot be'stolen' by a larger body in space, but is magi-cally maintained about the crown. If the crownis destroyed, the atmosphere is destroyedinstantly. If an operating crown of the void isplaced in an operating furnace and used topower a ship, it ceases to function instantly. Acrown of the void should not be confused with acrown of the stars.

These items are very difficult to make. The fewwizards who know how to make such crownsusually lack some very rare ingredients necessaryfor the crafting.

ofYarusXP Value: 9,000 GP Value: 45,000

Dragons of WarThe crown of Yarus is an artifact that dates to thetime of the Cataclysm. Broken when Yarus wasstruck by a falling pillar, the three pieces of thecrown were scattered about the tower. Some cameunder guard, others felt into forgotten rooms andplaces.

This was unfortunate, for it is only through thepower of the crown that Yarus could reenter theworld and finish the game that bound so manysouls to the tower.

The crown is made of intricately laced polishedsteel, fitted with diamonds (10,000 gp). Anyonewho puts on the crown must make a save vs.magic. If the save fails, the person hears voicesand suffers the effects of in fear spell. The personhas the urgent need to remove the crown. If thesave succeeds, then the PC hears the distant voiceof Yarus calling saying "Come, noble one, cometo me and fit me with my rightful crown. Journey(directions)." The directions given are toward theKhas room in terms such as "up," "down," "left,""right," "forward," etc. The directions are for theshortest possible route. These directions continuefor one turn before the character must makeanother save as above. As long as the PC contin-ues to save, the directional messages continue.

If the crown is placed on the skull ofYarus, itslowly floats off the floor, followed by Yarus's scat-tered bones. All settle with great serenity into theform of a skeleton seated again at a Khas board(see Chess Game). A moment later finds theghostly blue form ofYarus surrounding his bones.

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Crucible of MeltingXPValue: 1,000 GPValue: 5,000

Tome of MagicA crucible is a small bowl, usually made of firedcJay or porcelain, used for heating substances toextreme temperatures. The bowl is usually placedon a furnace. The crucible of melting, however,requires no furnace. It melts any metals within itwhen the command word is spoken. It takes oneturn to bring the crucible to sufficient tempera-ture to melt metals placed inside. It has no effecton substances other than metals.

The average crucible of melting can hold up to1 cubic foot of material. Note that magical itemsare allowed an item saving throw vs. magical fireto avoid destruction. Crucibles of melting aremost often found (when found at all) in the labo-ratories of wizards, particularly enchanters whospecialize in the construction of magical devices.

Whenever a crucible of melting is used, there isa 5% chance of a mishap resulting in an explo-sion that inflicts 3d10 points of dawizard to allcreatures within 10 feet. A save vs. rod, staff, orwand is allowed, with success indicating halfdawizard. The crucible is allowed an item savingthrow vs. disintegration. If it fails, it is destroyed;otherwise, it is unharmed and may be used again.

Half of all these crucibles remain hot for threeturns. The rest remain hot until a command wordis spoken that cancels the heat.

Crutch of LightningXP Value: 6,000 GP Value: 30,000

Infinity SphereThe crutch of lightning is a large, magical device(almost 20 feet long) that works similarly to awand of lightning. They are attached to the under-wing of Gemey's destroyer class spelljammerships and cause 8d6 points of dawizard whenattacking an individual, and 2d6 points of hulldawizard. They are able to attack once per round,each crutch has a total of 20 shots apiece.

CrystalA crystal is a clear, transparent chunk of mineralor glass. Crystals can be any color, but soft, trans-parent colors are the most common types. Non-magical crystals are believed to enhance aperson's life by focusing personal energies. Magi-cal crystals, though, often serve to focus themagic of wizards and priests.

AbelaatXPValue GPValueNormal: 20 100Special: 40 200

Escape from Thunder RiftThese amber crystals form when the rust-col-ored, poisonous saliva of a monster known as anabelaat comes into contact with blood. Abelaatsare large, bony humanoids with very dangerousclaws and hollow fangs that hold the burningpoison.

When warmed by flame, a crystal allows aholder to view any person or place that the holderconcentrates upon, and communicate with anyperson in that scene. Ten percent of these crystalsalso allow the user to communicate with a deadperson or view a scene in the past, but to do sothe user must immerse the crystal in ice-coldwater rather than flame. Crystals last 1d6 roundsbefore shattering.

of AwarenessXP Value: 2,500 GP Value: 20,000

DRAGON Magazine 132A rock-crystal shard of this nature enables theuser to perform the following dreamer skills—awareness sleep, detect mind, detect lie, empathicsleep, penetrate disguise, read alignment, andsleep control. These powers may each be usedonce per day, except awareness and empathicsleep, which may be used once per week.

of Death ScryingXPValue: 1,000 GPValue: 5,000

The Endless StairThis cursed item always appears as a crystalball, but regardless of how many times it is used(it functions three times per day), all that can beseen within it are the violent deaths of intelli-gent creatures, occurring somewhere on thePrime Material Plane at that moment. If particu-lar individuals are concentrated upon, theirdeaths may be seen—but only if they happen tooccur as the crystal is being used (an extremelyunlikely event, unless the scryer knows of animpending execution or other demise). The crys-tal does not show past or future events. The sur-roundings and cause of death can be clearlyseen, and anyone seeing such a death must savevs. spell or flee from the room in which thecrystal is located in horror and revulsion. Eachtime the crystal is used, there is a 33% chance

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Crystal of the Ebon Flame

that blood will begin to seep from it, and flowdown the sides. The blood is not real, and van-ishes within 1d3 rounds, but whatever it touchesis permanently stained.

of the Ebon FlameXP Value: 14,000 GP Value: 72,500

Eldritch WizardryThis relic is a crystalline object, slightly smallerthan a human skull. It constantly emits rays ofbrilliant light. Any viewer who sees the light,(except those who touch the crystal) must make asaving throw vs. fear—even friends of the user. Ifthe saving throw is made, another check need notbe made for 15 rounds. The crystal has, at its cen-ter, a small, darting, ebon flame. If the user gazesinto the black flame, the powers of the crystalmay be used. The Crystal of the Ebon Flame hasthe following abilities and penalties:• Detect invisible objects.• User protected against attacks as if wearing +1

armor.• Cold ray of 10 dice effect three tunes a day.• Each time artifact is used, user has a 25%

chance to lose one point on a random abilitypermanently, and the ability may neverincrease.

• User cannot touch or be touched by any typeof metal, it simply passes through his or herbody with no effect.

• Time stop once per day.

of the Ebon Flame IIXP Value: — GP Value: —

Book of ArtifactsThe crystal of the ebon flame is a flawless, dia-mond-like stone the size of a woman's hand, cutinto a faceted spire that suggests a flickeringcandle flame. When touched, white and blackrays leap within the stone's heart, giving the illu-sion of real fire deep within the gem.

Like so many artifacts, the origins of the crys-tal of the ebon flame are lost in the shrouds of themysterious past. Dwarves swear that the stone islike no other found beneath the earth, althoughthey vainly contend that only a dwarven jewellerof the greatest skill could have cut the stone soperfectly. Several scholars suggest that the stonemay have a stellar origin, possibly mined fromthe very heart of a burned-out star.

Because of its scintillating beauty and magicalpowers, the crystal became the powerful holy

relic of an obscure cult of fire worshippers. Oncethe cult was powerful and influential, but so vilewere its practices that popular outrage led to apersecution of its followers. The few devout thatescaped continued to practice in great secrecy.With time, knowledge of the cult transmuted intomyth and legend, until truth and fiction are com-pletely blurred.

The obscure background of the crystal of theebon flame's cult allows a DM broad latitude increating an adventure around this artifact. Whilein a strange city, the characters may tangle withthe cult, eventually raiding a secret templewhere the flame is held. Alternatively, the PCsmay discover the flame in the ancient ruins of acult temple (held by monsters or degeneratecultists). Naturally, the cultists want their crystalback. Eventually the PCs can expose the cultand the threat it poses to the city, kingdom, orempire. The artifact can then be placed underthe protection of local officials (and it canreturn another day).

Invoked Powers: An owner can summonshades (2/day). This and all powers are activatedby gazing intently into its heart for 1d4 rounds.

Random Powers: Four from Artifact Table1-16: Minor Powers, one from Artifact Table1-15: Major Powers.

Curse: All within 30 feet of the activatedcrystal (including the owner) must roll a suc-cessful saving throw vs. spell or be affected by afire charm spell. Charmed characters are alsosubject to a permanent suggestion spell (a sec-ond saving throw is allowed) attempting to con-vince them to become devoted followers of theflame's cult. The stone's sinister intelligence isdetermined to increase its power by adding moreworshippers and slaying the followers of othergods. Fearing exposure, it uses stealth to carryout its goals.

Suggested Means of Destruction:• It must be melted in the core of the earth• It must be shattered on the Paraelemental

Plane of Ice• It must be crushed beneath Thor's hammer

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Shard of Sakkrad

of LightXP Value: — GP Value: —

The Official RPGA* Tournament HandbookAges past, the deep gnomes found this powerfulrelic in a cavern far beneath the earth. There, it"shone like a crystal star in the earth's deepnight," according to an ancient song. The gnomesreleased the crystal from its rocky bed and itremained a part of their collection of gems until itwas stolen by a legendary thief.

One of the greatest priests of Sarkai held thecrystal personally for several decades, and at thetime of his death he was so obsessed with it thathe decreed it should be buried with him. Thecrystal remained in his crypt, all but forgotten,until it was "found" by its present holder, TheProphet.

The holder of the crystal has the power to dis-pel darkness of any sort within 120 feet of it, withthe command word "Allan." No darkness, savethat created by deities or by other artifacts andrelics, can stand against the light of the crystal.

Minor benign powers: Bless (by touch), light(14/week), hypnotic pattern (when moved 3/day).

Major benign powers: Sunray (3/week, as theTth-level priest spell), sunburst (I/day, as a wandof illumination).

Minor malevolent effects: Possessor's hairturns white; yearning for crystal causes a posses-sor never to be away from it for more than oneday if at all possible.

PhasingXP Value: 2,000 GP Value: 10,000

Infinity SphereThis magical item, generally found only on spell-jamming Mariner ships, allows a ship of 10 tonsor less to phase into the Ethereal Plane. There,they are able to move about without beingattacked by enemy ships. Unfortunately, they areoften besieged by ethereal creatures who desirethe flesh of the crew. The crystal allows a ship tophase into the ethereal for up to one hour's time.This is generally enough time to escape the prowlof larger, more powerful ships.

Shard of SakkradXP Value: — GP Value: —

DUNGEONS & DRAGONS Master SetAccording to very old legends, the original homeof mankind was in the middle of a vast mountain,so huge that the sun was said to rise from one of

its peaks and set on the opposite. The entire baseof this mountain is the fabled emerald Sakkrad;its reflection gives the azure tint to the sky. Onesmall piece of that emerald, this very shard, wasstolen by a djinni, who subsequently vanishedfrom existence; the shard has never reappeared. Itis said to hold unimaginable power; some say thatmortal man was not meant to have it, and cannotpossibly control it. Others dismiss it as pure leg-end. Yet despite the tales, many adventurers ofgreat fame and power have gone in search of it;none are known to have returned.

The shard is a 3-foot-long, an imperfecthexagonal crystal of azure tone, with sharpedges and pointed ends. It is active when found,and anyone who touches it immediately andmagically knows all the names, details, andcommand words to all of its powers. However,all this knowledge vanishes immediately whenphysical contact ceases.

A power is granted to the user when the propercommand word is spoken. It remains until used oruntil the user stops touching the item.

Suggested Powers: (All abilities are cast at20th level.) Disintegrate, mass charm,polymorphany object, detect magic, planar travel (treat as a•well of many worlds); telekinesis, create anymonster (treat as a monster summoning VI spell);automatic healing (treat as the heal spell);shapechange (treat as a polymorph self spell);luck (duration one turn; allows user to choose theresult of one die roll).

Suggested Handicaps: (1 appears when theitem is first used; others appear in sequencewhenever the user draws on one of the last fourpowers.)• Magic error: A 25% chance of error occurs

whenever a user casts a spell or utters anycommand words, except those used on theshard.

• Operating Costs: A user loses 10% of alltreasure owned.

• Greed: Anyone seeing a user produce any vis-ible effect of the shard's powers must make asaving throw vs. spells, with a -4 penalty tothe roll, or immediately attack the user withintention to possess the shard,

• Doom: The next time a user employs one ofthe last four powers, there is a 5% chance thatan Immortal will arrive. This chance increasesby 2% each time a 100 point power is usedagain. If the Immortal arrives, all within sight

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Signaling Crystal

range have the choice of watching or lookingaway. Each of those watching must make asaving throw vs. death magic, with a -10penalty to the roll, or die,Each of those looking away may make a saving

throw vs. spell; if successful, no further effectoccurs, but if failed, each must make a savingthrow vs. death magic. The Immortal departswithin one round, taking the user and all of his orher nonliving valuables (wherever they may be).The shard is not taken, but is teleported to a ran-dom location within 10,000 miles.

Suggested Penalties: (20% chance of appear-ance when any power is used; equal chance foreach.)• Delayed blast fireball within 10 feet of user,

set to detonate in 1d4 rounds; normal savingthrow applies to all victims.

• User takes 40 points of dawizard.• Healing error: When the automatic healing

power is next triggered, it cures only 10 pointsof dawizard, or fails utterly to cure any othereffect (poison, disease, etc.)

• The user is struck with paranoia.• Memory lapse: User suddenly and forgets how

to cast spells (if a Spellcaster) or how to useweapons for 2d10 days; no saving throw.

• User is struck by withdrawal; saving throw vs.spells applies, but with a -5 penalty.

• Antimagic 100%, 10-foot-radius emanatingfrom the artifact. The antimagic will remainuntil wished away, or until the user washes itin the water at either the north pole or thesouth pole.

• Saving throw penally: A -8 penalty applies tothe user's saving throws vs. fire-type attacks.

SignalingXP Value: 10 GP Value: 50

The Astromundi ClusterSignaling crystals are flat, reflective crystalsmounted on a swivel. They (and a special codedlanguage) were designed by the Antilans to facili-tate intership communication.

Ships within Clusterspace still use the originalAntilan coded language between ships. Characterscan take the code as a normal language, or as anonweapon proficiency. Signaling crystals can beseen out to 10 miles in the depths of space, half thatin an asteroid field or nebula. Larger versions visi-ble out to 50 miles have been seen aboard Antilancrystal ships, but no other race uses mem.

Crystal Balli

XP ValueClairaudial: 2,000Crystal Ball: 1,000Extraperceptive: 2,000Telepathic: 2,000

GP Value10,0005,000

10,00010,000

DUNGEON MASTER GuideThis is the most common form of scrying device:a crystal sphere about 6 inches in diameter. Awizard can use the device to see over virtuallyany distance or into other planes of existence.The user of a crystal ball must know the subjectto be viewed. Knowledge can be from personalacquaintance, possession of personal belongings,a likeness of the object, or accumulated informa-tion. Knowledge, rather than distance, is the keyto success at location.

Chance ofSubject is Locating*Personally well known 100%Personally known slightly 85%Pictured 50%In partial possession 50%Garment in possession 25%Well informed about 25%Slightly informed about 20%On another plane -25%*Unless masked by magic

The chance of locating also dictates how longand how frequently a wizard is able to view thesubject:

Chances of ViewingLocating* Period Frequency100% or morel hour 3 times/day99% to 90%30 minutes 3 times/day89% to 75%30 minutes 2 times/day74% to 50%30 minutes 1 time/day49% to 25%15 minutes 1 time/day24% or lessl 0 minutes 1 time/day*Unless masked by magic.

Viewing beyond the periods or frequenciesnoted force the wizard to roll a saving throw vs.spell each round. A failed saving throw perma-nently towers the character's Intelligence by onepoint and drives the wizard insane until healed.

Certain spells cast upon the user of the crystal1,199

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Crystal Ball Ul

ball can improve the chances of using the devicesuccessfully. These are comprehend languages,read magic, infravision, and tongues. Twospells—detect magic and detect evil/good—canbe cast through a crystal ball. The chance of suc-cess is 5% per level of experience of the wizard.

Certain crystal balls have additional powers.These spell functions operate at lOth-level. Todetermine whether a crystal ball has extra pow-ers, roll percentile dice and consult the followingtable:

Roll Additional Power01-50 crystal ball51-75 crystal ball with Clairaudience76-90 crystal ball with ESP91-00 crystal ball with telepathy (communica-tion only)

Only creatures with Intelligence of 12 or betterhave a chance of noticing that they are the sub-jects of scrying. The base chance is determinedby class.

ClassFighterPaladinRangerBardThiefSpell-User

Chance2%6%4%3%6%8%

For each point of Intelligence above 12 thecreature has an additional arithmetically ascend-ing cumulative chance beginning at 1% (1% atIntelligence 13, 3% at 14, 6% at 15, 10% at 16,15% at 17, 21% at 18 Intelligence, and so on).These creatures also have a cumulative chance of1% per level of experience or Hit Dice of detect-ing scrying. Treat monsters as the group as whichthey make saving throws. Check each round ofscrying, and if the percentage or less is rolled, thesubject becomes aware of being watched.

Dispel magic causes a crystal ball to ceasefunctioning for one day. The various protectionsagainst crystal hall viewing simply leave thedevice hazy and nonfunctionmg.

The DM may allow other scrying devices forpriests and druids—water basins and mirrors aresuggested. Have them function as normal crystalballs.

In Ravenloft: Ravenloft's domain lords are so

integral a part of the demiplane that a crystal ballcannot distinguish them from the fabric of theland itself. Other changes to the crystal ball arecovered under the clairvoyance spell descriptionand the entries for other imitative spells.

IIXP ValueClairaudial: 2,000Extra-sensory: 2,000Normal: 1,000Sending: 2,000

GP Value10,00020,00050,00010,000

The Book of Marvelous MagicThis ball can be used only by a wizard. The usermay look into the ball, concentrate on any placeor object, and cause the iwizard of the place orobject to appear. A crystal ball may be used threetimes per day, for up to one turn per use. Themore familiar the object or area, the clearer theiwizard. To determine the type of crystal ballfound, roll 1d8:

Roll Ball Type1—4 Normal: A normal crystal ball is asdescribed above.5 Clairaudial: For explanations of

clairaudial baits, see the Clairaudiencespell description.

6 Extra-sensory: For explanations ofextra-sensory balls, see the ESP spelldescription,

7—8 Sending: A crystal ball of sending canbe used to send one item weighing up to1,000 pounds to a location viewed in theball. Sending can be done only while theiwizard appears in the ball; the objectmust then be touched and a commandword spoken. An object can be sent onlyto an unoccupied location and alwaysarrives on a floor or firm surface, neverin midair or within a liquid. Magicaleffects, such as a magic missile, cannotbe sent through the ball of sending.

IllXP Value: 2,000 GP Value: 10,000

Infinity SphereCrystal balls used in the Chronos CrystalSphere generally serve a different functionthan elsewhere in the Prime Material Plane.They are used for long-distance communica-tions or to see into the Prime Material Plane

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Eye of the Gods

from the Ethereal (as the Mariner ships). Crys-tal balls owned by the "other side" are highlyvalued items, as they allow spies to scry intothe affairs of the enemy.

IVXP Value: 800 GP Value: 4,000

DRAGON QUEST GameThis clear, crystal ball is mounted on a pedestal.Any attempt to force it from its stand makes itshatter, causing 1d6 points of dawizard to every-one in the room. The first time each hero looksinto it, roll 1d6:

Roll Effect1 The hero's Intelligence score perma-

nently lowers by 1.2 The hero's Wisdom score permanently

lowers by 1.3 The hero's Constitution score perma-

nently lowers by 1.4 The hero's Constitution score perma-

nently rises by 1. (18 max.)5 The hero's Wisdom score permanently

rises by 1. (18 max.)6 The hero's Intelligence score perma-

nently rises by 1. (18 max.)

avec ClairaudienceXPValue: 2,000 GP Value: 10,000

DUNGEONS & DRAGON Expert Rules SetThis works like a standard crystal ball and mayonly be used by a wizard. The item also allowsthe user to listen to any noise (including speech)at the place viewed.

Crystal HypnosisXP Value: — GP Value: 3,000

DUNGEON MASTER GuideThis cursed item is indistinguishable from a nor-mal crystal ball and it radiates magic, but notevil, if detection for evil is performed. Any wiz-ard attempting to use it becomes hypnotized, anda telepathic suggestion is implanted in the vic-tim's mind. The user of the device believes thatthe desired object was viewed, but actually, he orshe came partially under the influence of a pow-erful wizard, lich, or some other power or beingfrom another plane. Each further use brings thecrystal ball gazer more under the influence of thecreature—either as a servant or a tool. The DMdecides whether to make this a gradual or sudden

affair according to the circumstances peculiar tofinding the crystal hypnosis ball and the partythat locates it.

Eye of the GodsXP Value: GP Value: —

Under the Dark FistThe gods and all other great supernatural beingsin the Vodoni sphere had only two choices whenthe supernova became inevitable. Their firstchoice was to stay and risk destruction. The factthat no power could divine the future past thetime of the nova frightened the majestic beingsterribly. The second choice was to leave thesphere with the rest of the exodus. Unfortunately,the gods were incapable of leaving their ownsphere while retaining their power. The futureseemed hopeless.

Under the guidance of the Crystal King,however, a vessel was created capable of carry-ing all of the gods, if they agreed to be bound.As the deadline approached, more and morepowers joined the crystal ark called the eye ofthe gods.

To prevent any one force from gaining controlof all, the key to releasing the gods again wasentrusted to a neutral mortal. The Crystal Kinghad faith in Vulkaran, as the young emperor hadshown strength and resolve in dealing with theepic crisis before his people. The elementallords, however, had equal faith in the adage that"absolute power corrupts absolutely" and thatthe forces of the inner planes would triumph inthe end.

What neither side counted on was Vulkaran'sdetermination to keep both sides imprisoned."Surely," they felt, "a mortal would call on thepowers of the gods to increase his own power."But Vulkaran never did. The emperor used hisown cunning and will to shape his people andforge his war machine, and the longer the immor-tals remained imprisoned, the greater Vulkaran'sown deification seemed to be assured.

Vulkaran didn't need the gods a fraction asmuch as they need him.

The eye of the gods has no direct powers of itsown, it is merely a vessel, a prison. Its power liesin the fact that the owner of the artifact can freeany divinity imprisoned within if the key wordsare known. Naturally, the shadiest of gods willpromise anything to gain their freedom, temptinga possessor with great wealth and power. A power-

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Moredlin's Crystal Ball

ful wizard can use its residual energy to powerspecially-created spells, wards, and magicaldevices (that is what Vulkarus has done).

Only Vulkaran knows the key words and this ishow it should remain during the entire adventure.If the PCs start summoning up gods to do theirbidding, campaign balance is going to bedestroyed.

The eye of the gods looks like a normal crystalball.

Moredlin'sXP Value: 1,000 GP Value: 5,000

1992 Collector Card 247Moredlin 's crystal ball is a typical version of thenormal scrying device, except that sound is trans-mitted normally between the crystal ball and theindividuals that are being viewed. This has oneobvious drawback, Moredlin must be very quietwhile conducting his scrying. On the other hand,he may choose to communicate verbally withanyone he has chosen to view through his magi-cal sphere.

Crystal ParrotXP Value: 1,500 GP Value: 7,500

Tome of MagicThis is a 12-inch high statue of a parrot made ofclear crystal that is useful in the detection of tres-passers. The crystal parrot is typically placedhigh on a bookcase, shelf, or a similar locationthat gives the parrot an unobstructed view of thearea it is to oversee.

To activate the parrot, the user speaks the com-mand word, causing a soft red glow to appearbehind the parrot's eyes. Unless the crystal parrot isdestroyed, it remains active for 30 days. The usermay also choose to deactivate it with a second com-mand word, at which time the red glow in its eyesdisappears. Once deactivated, it cannot be activatedagain until another 30 days have passed.

The active crystal parrot "sees" everything in a180° arc in front of it, to a distance of 50 feet. Thecrystal parrot can see no better than a normalparrot; that is, its vision can be obscured by nor-mal or magical darkness, or by physical barriers.The user must instruct the parrot as to what typesof intruders it is to observe. The user may be spe-cific ("Watch for a 7-foot, bald human male witha red coat") or general ("Watch for all humanoidand animal intruders").

At the tune an intruder enters the parrot's field

of vision, the user hears a telepathic report aboutall intruders matching the description. The tele-pathic reports are general in nature, seldom morethan brief phrases ("man with red coat enters" or"two rats enter"). If the user was not specific as towhat types of intruders to watch for, the crystalparrot reports only the number and type ofintruders (such as "one woman enters" or "adozen orcs enter"). The crystal parrot does notreport the actions of intruders, merely their pres-ence; it tells the user when the intruders enter andleave, but nothing else.

The telepathic reports can be transmitted overan unlimited distance, but cannot be communi-cated into other planes of existence. The telepathyis one-way; the user cannot communicate withthe crystal parrot.

The crystal parrot has AC 3. It shatters andbecomes permanently useless if it suffers 12points of dawizard. The user is instantly aware ofthe parrot's destruction.

Crystal WarriorXP ValueDiamond: 14,000Glass: 10,000Jade: 10,000Porcelain: 10,000Ruby: 10,000

GP Value70,00050,00050,00050,00050,000

Kara-TurDeep in a hidden, mountain sepulcher lie the fivecrystalline warriors awaiting the call to defendTabot against monstrous odds. They are:• The glass warrior, who turns water to ice and

carries a bow +3 and never-empty quiver.• The porcelain warrior, who makes water boil

and wields a copper lance and a shield thatshines like the sun (each +2, save vs. blind-ness).

• The ruby warrior, who turns water to steam,sets fire to wood and cloth, and wields a greatstone club +4, whispers to the owner, grantstrue sight and scry to possessor).

• The jade warrior, who can change water intoplants, herd trees, and carries a bamboo scimi-tar of sharpness +5 that casts wood rot oncommand.

• The diamond or rainbow warrior, who con-trols the weather and the elements of earth andwater (can cast any wu jen earth or waterspelt), and carries the famous scythe of pain+5 that immobilizes its target for 1d3 turns

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Cubic Yard„

with wracking pain unless a saving throw vs.spell is made.All the warriors can be raised by a lama of

strong faith (or by those tampering with theirrest). They will come to the aid of Tabot if aninvasion is destroying the country—they haveignored honest pleas of lesser magnitude.

Crystalline Warriors: AC -4; HD 15; hp 95;MV 9; Dmg by weapon type +8; SA 4 3 to hit, fly,invisibility, jump (all at will), individual powersare usable at will and have a range of 300 feet;SD immune to poison,petrification, charm, hold,sleep, and death spells.

CubeMagical cubes are small objects about 1 inchacross in size. They may be made of wood, stone,metal, glass, or bone, and bear no markings.Magical effects are produced either by commandword or by pushing on one of its six sides.

of AbilitiesXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicWhen this cube is touched, it disappears and oneof the touching character's ability scores changes,as determined in the following manner. Theplayer chooses any one score and then rolls 4d6.The lowest roll is discarded; the total of the otherthree dice determine the new score for the abilitychosen. The procedure should be explained to theplayer before the ability score affected is chosen;the choice and the roll should be made by theplayer. The new score remains unti l a removecurse is applied by a caster of at least the 26thlevel. The spell restores the original ability scoreand has no other effect, regardless of intentionsotherwise.

BullionXP Value: 800 GP Value: 4,000

The Book of Marvelous MagicThis cube, when touched to any small lead item (upto 100 pounds weight), transmutes the lead to gold.The cube can be used once per week at most.

of CallingXP Value: 1,000 GP Value: 5,000

DRAGON Magazine 73A 1-inch obsidian cube and a metal tuning fork 4inches long. When the fork is struck, the sound is

reproduced from the cube as well as from (hefork, provided the cube is no more than 3 milesaway.

Cubic FootXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThis small cube is a magical container morepowerful than a bag of holding in some respects.When commanded and touched to any item orliquid, the cube absorbs and stores the item (orup to one cubic foot of a liquid), if it fits withinthe one cubic foot, magical storage space. Sev-eral items may be stored, up to the storage limit;for example, up to 500 coins w i l l f i t in t hespace. The cube does not affect living or undeadcreatures nor on any items carried. The cubehas 2dl 0 charges when found. It can absorb andstore part of any magical wall, simply by touch-ing it; this costs 1 charge. The duration (if any)of the piece of the magical wall is suspendedwhile it is stored and resumes when i t isretrieved. Stored material is retrieved with asecond command word, and all the contentsreappear next to the cube.

Cubic GateXP Value: 5,000 GP Value: 17,500

DUNGEON MASTER GuideAnother small, cubic device, this item is fash-ioned from carnelian. The six sides of the cubeare each keyed to a plane, one of which isalways the Prime Material Plane. The other fivesides/planes can be determined by the DM inany manner. If a side of a cubic gate is pressedonce, it opens a nexus to the appropriate plane.There is a 10% chance per turn that somethingwill come through it looking for food, fun, ortrouble.

If a side is pressed twice, the creature so doing,along with all creatures in a 5-foot radius aredrawn through the nexus to the other plane, Tt isimpossible to open more than one nexus at atime.

Cubic YardXP Value: 1,200 GP Value: 6,000

The Book of Marvelous MagicThis cube functions exactly as a cubic foot butcan hold 27 cubic feet of material in its magicalstorage space. For example, it could hold 13,500coins.

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„ Daern's Instant Fortress

Daern's Instant FortressXP Value: 7,000 GP Value: 27,500

DUNGEON MASTER GuideThis metal cube is small, but when activated itgrows to form a tower 20 feet square and 30 feethigh with arrow slits on all sides and a machico-lated battlement atop it. The metal walls extend10 feet into the ground. The fortress has a smalldoor that opens only at the command of theowner of the fortress—even knock spells can'topen the door.

The adamantite walls of Daern 's instantfortress are unaffected by normal weapons otherthan catapults. The tower can absorb 200 pointsof dawizard before collapsing. Dawizard sus-tained is cumulative, and the fortress cannot berepaired (although a wish restores 10 points ofdawizard sustained).

The fortress springs up in just one round, withthe door facing the device's owner. The dooropens and closes instantly at his or her command.People and creatures (except the owner) must becareful not to be caught by the fortress's suddengrowth. Anyone who is caught sustains lOd10points of dawizard.

In a DRAGONLANCE campaign: Daern'sinstant fortress does not exist on Ansalon.

of DisabilitiesXP Value: — GP Value: 700

The Book of Marvelous MagicThis cube is identical to a cube of abilities, andplayers should be offered the same explanation asgiven in that description (see above). However,after the player rolls 4d6, the two dice with thelowest numbers are discarded. The result (2d6) isthe new score for the ability chosen. Just as thetoucher's ability score changes, the cube disap-pears. The new score remains until a removecurse spell is applied by a caster of the 26th levelor higher. The spell restores the original abilityscore and has no other effect regardless of inten-tions otherwise.

of FarceXP Value: — GP Value:700

DRAGON Magazine 35Upon pressing this cube, a field offeree willspring up just as in the cube offeree, but on theinterior of the cubic field the operator is sub-jected to 6 different "comedies" at the same time,and must save vs. spell or go insane for 1d10

rounds. The comedies are contemporary "sit-coms" such as Gilligan 's Island and The WhiteHouse Press Conference.

ForceXP Value: 3,000 GP Value: 20,000

GREYHAWKThe device that projects this force cube is a small,carnelian cube, about 1 inch per side. Three timesper day the cube may be pressed so as to cause itto emanate the force field about its possessor. Itwill enclose an area of 64 cubic feet, and movesat a maximum rate of 6 per round. Nothing canpass through the force cube, though a user maylower the force field at any time. Only the follow-ing can bring one down:• Flaming oil or fire in mass• Fireballs• Lightning• Phase Door• Disintegrate• Pass Wall• Time Stop

of Force IIXP Value: 3,000 GP Value: 20,000

DUNGEON MASTER GuideThis device can be made of ivory, bone, or anyhard mineral. It is about the size of a largedie—perhaps % of an inch across—and enablesits possessor to put up a wall of force 10 feetper side around his or her person. This cubicscreen is impervious to the attack forms shownon the table below. The cube has 36 charges,and this energy is restored each day. Theholder presses one face of the cube to activateor deactivate the field. Attacks cost extracharges from the cube in order to maintain theintegrity of the screen.

CubeFace123456

Charge CostPer Turn/MovementRate1/12/83/64/46/30/normal

EffectKeeps out gas, wind, etc.Keeps out nonliving matter.Keeps out living matter.Keeps out magic.Keeps out all things.Deactivates.

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Cube of Luckmmmfi.i& :»••

When the force screen is up, the followingattacks cost extra charges from the cube in orderto maintain the integrity of the screen. Note thatthese spells cannot be cast either into or out of thecube.

Attack FormCatapult-like missilesVery hot normal firesHorn of blastingDelayed blast fireballDisintegrateFire stormFlame strikeLightning boltMeteor swarmPasswallPhase doorPrismatic sprayWall of fire

Extra Charges1263633483572

of Frost ResistanceXP Value: 2,000 GPValue:14,000

DUNGEON MASTER GuideWhen this cube is activated it encloses an area 10feet per side, resembling a cube of force. The tem-perature within this area is always 65° F. Thefield absorbs all cold-based attacks (cone of cold,ice storm, and even white dragon's breath). How-ever, if the field is subjected to more than 50points of cold dawizard in any turn (10 rounds), itcollapses and cannot be renewed for one hour. Ifit receives over 100 points of dawizard in oneturn, the cube is destroyed.

Cold below 0° F. effectively inflicts two pointsof cold dawizard on the cube for every -10°, sothat the cube is at -2 points when the temperatureof the attack is at -1 ° to -10° F., -4 points at -11°to -20°, etc. Thus, at -40° F. the device can with-stand only 42 points of dawizard.

GlowXP Value: 80 GP Value: 800

DRAGON Magazine 30The glow cube is a 1-inch-square cube of woodthat glows a pale green. It gives off too little lightto see by, but is visible from as far as 90 feet awayin a dark room. These were originally used tomark the edges of the paths in the Orlow gardens.

IceXP Value: 70 GP Value: 700

The Book of Marvelous MagicWhen dropped into any liquid, this cube causesup to 1,000 cubic feet of the liquid to freeze solid.The cube then pops out of the frozen material andis easily recovered. It may not be used more thanonce per day. Freezing destroys any potion exceptpoison and causes most drinks (ale, beer, wine,etc.) to spoil.

Khurgorbaeyag's CopperXP Value: 4,000 GP Value: 20,000

Monster MythologyHe carries a small, copper cube that can bethrown at a target and expands into a 10-foot,ciibicforcecage; those inside are affected as by asymbol of hopelessness (normal save vs. spell tonegate).

of Liquid CoolingXP Value: 18 GP Value: 90

DRAGON Magazine 73A 1 -inch cube of a hard, white, translucent mater-ial, with slightly rounded edges and corners.When placed in no more than 16 ounces of liquid,at an initial temperature of no more than 130degrees, it wil l slowly cool the liquid to 35degrees and maintain it at that temperature indef-initely. It will not affect more than 16 ounces, andif placed in a liquid hotter than 130 degrees it willdisintegrate.

of LuckXP Value: 1,500 GP Value: 7,500

The Book of Marvelous MagicThis cube is identical to an ice cube but, if it usedas one, it functions only once and is thendestroyed. If used to gamble (as a 6-sided die), allthose seeing the cube believe it to be a normaldie. The result of the roll, though, is whatever theuser desires, seen by all! However, if used formore than six rounds, all viewers may make asaving throw vs. spell; those who fail the savingthrow continue to believe the illusion, but otherssee it as the actual featureless cube and may (75%chance) become enraged and attack the user.Legal prosecution is also possible, as this use ofthe cube is an unlawful act.

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Cube of Sweetness

of SweetnessXP Value: 5 GP Value: 25

The Book of Marvelous MagicThis cube appears to be an ice cube. If offered toany ordinary, nonmagical creature of animalintelligence, the beast may eat it (+3 bonus toreaction roll). If the cube is eaten, the creaturebecomes charmed by the user (no saving throw,standard duration). The cube reappears in theuser's pocket 24 hours later. This charm does notimprove communication, but it certainly encour-ages obedience. Each use of the cube costs onecharge, and the cube has 2d10 charges whenfound,

CupA cup is an open container, generally made ofmetal, glass, crystal, or china. A cup usually hasone handle and is used to drink hot beverages--usually coffee or tea. A cup can be almost anysize, but the usual capacity ranges from a fewounces to one pint. A chalice (see Chalice) issimply a metal cup without a handle.

ofAl'AkbarXP Value: — GP Value: —

Book of ArtifactsThe cup ofAl'Akbar is hardly an inconspicuousitem. Tt is a large chalice, big enough that, wereit filled, it would take two hands to lift. The ves-sel is made of hammered gold and chased witha silver filigree. Twelve great gems (each worth5,000 gp) are set in mounts of electruin to forma band around the rim. Overall, the craftsman-ship is clearly the work of a goldsmith of extra-ordinary skill and artistry. Although it does notradiate magic, the cup is always bathed in agolden aura.

Constant Powers: Anyone of good alignmentwho touches the cup receives the benefits of abless spell. This lasts for 24 hours.

Invoked Powers: The powers of the cup areactivated by fil l ing it with holy water, usable onceper day. If all of the water is drunk, it acts as acure critical wounds or neutralize poison spell, orit can be divided into three portions that act ascure light wounds spells, although these fade in12 hours.

Legend: The cup and talisman ofAl'Akbar(see Talisman) are major holy relics. The twoartifacts are always associated with a powerfulgod or goddess of healing, although the DM must

select exactly which one is most appropriate fromthose in the campaign. In a F OK GOTTEN REALMSsetting, Lathander could be used, while in theGREYHAWK campaign, Pelor would be appropri-ate. (Note that these items are not found in DARKSUN campaigns.)

No matter what the faith, according to thesect's dogma, the cup and talisman were given bythe deity after a great disaster that brought untolddevastation and suffering to the land. The twoitems appeared before the high priest in a dream.When the clergyman awoke, the cup and talismanwere there, still sparkling with the radiance of thedeity. Blessed with the items and the knowledgeof their use, the holy man went out and cured themultitude of sick and injured people.

Unfortunately, the miraculous powers of thecup and talisman did not bring happiness to thepeople nor peace to the temple. When travelersreturned to their distant homelands with tales ofthese two wonders, emperors, kings, and warlordscoveted the items. Driven by greed and fear, theymarched their armies and sent their agents, toseize the treasures.

Just what battles occurred and who won themis lost along with the names of those who foughtfor the artifacts. Perhaps one was victorious overtheothers only to have both treasures seized. Per-haps they were stolen. What is known is thatwhen the wars finally ceased, they had disap-peared forever.

Even today, however, the legend of their mirac-ulous power lives on in expressions such as"cured by the cup" for any miraculous healing or"By the star of Akbar," an oath to ward off dis-ease.

The cup and talisman ofAl'Akbar, because oftheir powerful healing abilities, are both excel-lent items for the PCs to acquire and use, andyet unbalancing devices that are best taken outof player characters' grasp quickly in any cam-paign where they appear. The cup and talismancan be immensely useful items in an incrediblydangerous adventure where the characters fre-quently face horrible injury and death. Thesetwo artifacts may be vital for keeping the char-acters alive long enough to have a hope of con-cluding the adventure.

The DM should not use the cup and talismanmore than once in this manner. The powers of thecup and talisman allow the PCs to flaunt deathand perform supremely heroic acts, but if this risk

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Cushion of Regeneration

is removed from all adventures, things grow dullvery quickly.

1deally, the characters find the cup, talisman,or both as the prelude to an even more harrowingtask. The characters need the life-giving powersof these artifacts in order to travel to the OuterPlanes (where their own magic will not function)and defeat a great foe. The items may be neededto survive a perilous journey of great importance.

Furthermore, the cup and talisman are of greatinterest to nearly everyone. Followers of the orig-inal deity will want their relics returned. Warlordswill want the healing power for their armies. Wiz-ards may covet the potion making powers of theitems. Characters must be ready to fight to keepthem.

Once their need has passed, the artifacts shouldbe removed. 1deally, the characters return therelics to their proper masters, or else they finallyfall prey to the relentless efforts to buy, steal, orseize the items. If absolutely necessary, the origi-nal deity can appear and claim the items. Woe tothe characters who would at this point be foolishenough to refuse.

Suggested Means of Destruction:• The cup must be filled with water from the

river Styx and the talisman dissolved in it.• Ten thousand curses must be cast upon the tal-

isman, and then it must be struck against thecup, destroying both.

• They must both be touched by the deity of dis-ease and death.

of WineXP Value: 60 GP Value: 600

DRAGON Magazine 73Once per day this cup turns ordinary water withinit into high-quality wine. No magic word isrequired.

CurtainA curtain is a piece of fabric that is hung over awindow to keep light and prying eyes out of aroom. They are generally hung with a series ofrings on a metal rod mounted on an interior wall.Curtains are also used to partition rooms and pro-vide privacy.

of DeathXP Value: — GP Value: 1,000

The Book of Marvelous MagicThese are identical to curtains of spying, but thefirst character to notice them must make a savingthrow vs. death magic with a -5 penalty to theroll, or die. After slaying one victim, they becomenonmagical.

of SceneryXP Value: 1,000 GP Value: 5,000

The Book of Marvelous MagicThese curtains will, upon command, display anyindoor or outdoor scene upon which the user con-centrates. They read the user's memory to create thescene. The scene may be changed once an hour,

of SpyingXP Value: 1,800 GP Value: 9,000

The Book of Marvelous MagicThese appear to be ordinary curtains whenviewed on one side, but they are transparent fromthe other side. They function as one-way observa-tion devices. When found, there is a 70% chancethey are lying about wrong-side up and are unde-tectable unless touched or a detect invisibilityspell used.

Cushion of RegenerationXP Value: 4,000 GP Value: 20,000

POLYHEDRON Newszine 43Usually found mixed with bedclothes or on furni-ture, this magical cushion doubles the rate at whichhit points are regained and cuts in half the timeneeded in rest to regain spells, etc. Time must bespent actually reclining against the cushion.

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Dagger

DaggerThese small weapons resemble swordsThe blades, usually 6 to 12 inches in length, aredouble edged and are intended for stabbing orslashing. Many dagger blades have "bloodgrooves" (called "fullers") down their centers tohelp to make them lighter in weight. Magicaldaggers often have runes inscribed along theblade, along with the encrypted name of itsmaker or original owner. (Often, sneaky weapon-smiths engrave nonsense runes along a dagger'sblade in order to raise the price).

Roll Dagger lype01—02 Arm Blade03-05 Bard's Friend06-07 Bich'wa08-09 Bone Dagger10-12 Bone Knife13-14 BootKnife1516 Buckle Knife17-19 Cinquedea20-21 Dagger22-23 Dirk24-26 Folding Knife*27-28 Gunsen29-30 Iron Fan31-33 luak

34-35 Jambiya36-37 Khanjar38^*0 Khanjarli41^2 Katar43^44 Kidney Dagger45-47 Machete48—49 Main-gauche50-51 Needle Dagger52-53 Parang54—56 Parrying Dagger57-58 Peshkabz59-60 Pih-kaetta61-63 Puchik64-65 Push Knife66-67 Razor68-70 Sai71-72 Saw-backed Knife*73-74 Scissors Katars75-77 Siangkam78-79 Snow Blade80-81 Spike* (dagger option)82-84 Spring-out (switchblade)85-86 Stiletto87-88 Stone Dagger89-91 Stone Knife92-93 Throwing Knife94-95 Tortoise Blades96-98 Widow's Knife99-00 Wrist Razor

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Abbathor's Dagger

Abbathor'sXP Value: 750 GP Value: 3,750

Monster MythologyAbbathor's avatar has a jeweled dagger +4 thatdetects precious metals within 20 feet.

Alignment DetectionXP Value: 100 GP Value: 600

DRAGON Magazine 91This weapon is a well-made dagger with fivesmall gems set in the hilt. It radiates magic. Whena command word is spoken and the dagger ispointed casually in the direction of a person orobject within 30 feet, one or more of the jewelsglows to indicate the subject's. The usual codesare:Stone AlignmentEmerald GoodDiamond NeutralRuby EvilTopaz ChaoticSapphire Lawful

Thus, the emerald and sapphire set in analignment dagger glow if it is pointed at a lawfulgood character. The target to be identified must

be visible to the holder of the dagger. Thepointed weapon does not discriminate well; if itis pointed in the general direction of more thanone creature or object that has a different align-ment, the gems will glow alternately in rapidsuccession, making their message difficult tointerpret. The alignment dagger is a normalweapon in all other respects, giving the holderno combat bonuses.

Aphrodite'sXP Value: 1,000 GP Value: 7,000

Legends & LoreAphrodite's avatar carries a dagger that causesanyone struck by it to save vs. spell or be instantlycharmed.

Armor PiercingXP Value: 1,000 GP Value: 9,500

POLYHEDRON Newszine 47This small, magical throwing dagger has the abil-ity to pass through any physical protection(shields, helmets, armor), rendering the targetbase AC 10. All magical protections (rings, brac-ers, and the like) and Dexterity bonuses stillapply.

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Bladcstar

Baravar Cloakshadow'sXP Value: 1,500 GP Value: 10,000

Monster MythologyHis dagger +4 drips paralyzing venom thatimmobilizes victims for 1d8 rounds.

of BlackflameXP Value: 22,000 GP Value: 175,000

The Five ShiresThis normal-appearing dagger has powers quitedifferent from a sword of black/lame. It is a dag-ger +2 that can extinguish all flames it touches,affecting a 10-foot, spherical area per round.Flames caused by a continuing process, such as alava flow, will reignite ld6+5 rounds after thedagger's touch. This automatic power occurswhenever an unsheathed dagger of blackflamecomes into contact with flames.

The dagger's flame-quenching power allowssafe passage through flames. Note that blasteffects, intense heat, and hazards such as fallingtimbers can still harm creatures using the protec-tion of such a weapon to pass through a burningbuilding. Once every turn any absorbedflames can be released as a spurt of flamesextending in a line up to 40 feet long from thedagger's tip, by the wielder's use of a commandword. All absorbed fire will be released at once;none can be saved for later. If the release of fire isunleashed as part of a physical attack, all flameswill strike the target (add to physical damage)and will not spurt beyond it. The DM should esti-mate the fiery damage absorbed (and released) as1d6 per round of normal fire, 10-foot radiusabsorption, and 2d6 per round of magical fireabsorption.

Blade of BanishingXP Value: 4,600 GP Value: 22,500

DRAGON Magazine 169This dagger twists any magical barriers, protec-tions, and illusions that it touches. Whenever itgrazes a being or an area under an illusion, pro-tective magic, or magical barrier, there is a per-centage chance that the dagger will destroy themagic. The weapon has a base 60% chance ofsuccess, plus a random bonus of 1 d20%, minus10% per level of the magic contacted (a shieldspell is a 1 st-level spell and gives a modifier of-10%). Percentile dice are rolled. If the roll isless than or equal to the modified chance of suc-cess, the dagger destroys the magic. If the roll is

higher than the modified chance of success, thedagger has no effect (note that spells of 8th levelor greater can never be affected).

Consider all magical item effects to have thelevel of the item's creator, if known; otherwise,use one level greater than the level of any equiva-lent spell. The DM may choose to consider allunknown defensive magic to be 7th or 8th level,and all artifacts to be 12th level or greater. To act,the dagger need not be drawn or wielded. Itsdestructive nature is constant, regardless of thecaster's wishes, and need not be activated orinvoked. If thrown or thrust through a barrier thatit does not bring down, the blade (and wielder, ifin contact with it) suffers the magic's full normaleffects. If the blade destroys the barrier, no dam-age is done to the wielder.

BladestarXP Value: 2,700 GP Value: 27,000

Treasures of GREYHAWXAlso known as the haunted dagger, this smallblade is ornate, with several jewels (rubies andsapphires) encrusted in its hilt. The metal of theblade is black steel, inscribed with various runes.If a detect magic spell is cast on the dagger, itreveals a powerful dweomer; detect evil revealsthat the dagger is strongly evil. Any attempts touse an identify spell on the dagger will fail due tothe presence of the haunt.

The night that the dagger is taken, the hauntpossessing the blade attacks and attempts to takeover the person who carries it. If the ownerengages the haunt in combat and reduces it to 0hit points, it dissipates, only to return one weeklater, at which time it continues the pattern of tak-ing over others until it finds one of compatiblealignment (any nongood alignment).

The haunt's alignment can be determinedthrough use of a know alignment spell. If castsuccessfully, the party learns not only the align-ment of the haunt, but also which alignments cansurvive the haunt's attentions. The haunt ischaotic evil, thus its host can be of any nongoodalignment. Possessed characters of any goodalignment attempt suicide.

The haunt's task can be found by using aspe'ak with dead spell. The spell needs to be castat the haunt either just after it takes form (afterdark), or while it is in the body of a suitablehost. If the spell is successfully cast, Al ia rDaraan reveals that he was killed only two days

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before the dagger arrived in the City ofGREYHAWK. His task is to pass on informationto a spy of the Cult of luz within the Thieves'Guild. The spy's name is Bey Wyvernthorn andhe can be found in a secret cave located in thesewers near the Thieves' Quarter of the City.Under no circumstances does the haunt revealexactly what his information is (the DM chooseswhatever best suits the campaign).

One way to lay the haunt to rest is to find asuitable volunteer and allow the haunt to com-plete its task (a volunteer might be found amongthe party, or among the close friends of any deadvictim). Of course, by doing so, the party also hasthe opportunity to flush out a spy of the Cult ofluz who is currently inside the Thieves' Guild ofthe City, If they attempt to go to the Thieves'Guild with the name of the spy, no one willbelieve them. Even if they approach the CityGuard or Night Watch, they are not believed.They are told that "all of luz's followers gotflushed a-coupala moons ago."

Bladestar is a magical dagger of exceptionalquality and craftsmanship. It is also an intelligentweapon of chaotic neutral alignment. The daggeris elegant, forged of a strange black metal. Thehandle of blades tar is also made of black metaland wound with a dark red, patterned cord, whichreveals the black metal beneath. Embedded in itspommel is a sapphire of deepest blue, encircledby an array of tiny diamonds. Its exquisite appear-ance hides a dark purpose, and great powers.

Biadestar is an intelligent dagger +2. It com-municates by telepathy only, and only with itswielder (Intelligence 15, Ego 11). It can detectinvisible creatures and objects in a 10-foot radius.It can also charm person on contact (three timesper day), as well as bestow a strength spell on thewielder (once per day). When used in a backstabattack, on a roll of 19 or 20, the blade inflicts themaximum damage. Thus, if used by a 2nd-levelthief for a backstab attack, a roll of 19 or 20inflicts 10 points of damage—dagger damage (4),times 2 for backstab attack (4x2 = 8), +2 for itsmagic bonus (8+2 = 10).

Finally, bladestar is a dagger of slaying lawfulcreatures. This ability can only be used success-fully once per month. Any lawful creature struckby the weapon must make a saving throw vs.death magic or perish instantly.

Brandobaris'sXP Value: 1,150 GP Value: 9,250

Monster MythologyThe avatar wields a dagger +3 that can transforminto a sling of seeking +2 if Brandobaris sowishes.

Buckle KnifeXP Value+1: 100+2: 200+3: 300+4: 400+5: 500

GP Value1,0002,0003,0004,0005,000

DUNOEON MASTER Guide, 1 st EditionThis magical blade has a hilt that looks just like alarge belt-buckle ornament or a complete smallbuckle. The hilt can be grasped easily and theweapon drawn from its belt sheath. The knifeblade is short but has a very sharp point—itinflicts damage as a knife.

Roll01-0304-0607-080910

Bonus+1+2+3+4+5

Buckler KnifeXP Value GP Value+1: 100 1,000+2:200 2,000+3:300 3,000+4:400 4,000

The Land Beyond the Magic MirrorThis magical weapon has a hilt that exactlyresembles an ornament on a belt buckle. Its hiltcan be grasped easily, and the weapon drawnfrom its sheath. The knife blade is short, butsharply pointed and keenly edged, so it inflictsdamage just as a larger knife. There are fourtypes:

Rolll̂ t5-78-910

Dweomer Type+1+2+3+4

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CeremonialXP Value: 350 GP Value: 3,500

The Assassin's KnotThis dagger +2 causes triple damage vs. lawfulgood priests. It has an Intelligence of 16, an Egoof 12, and has an alignment of Lawful Evil. Anycharacter who is not lawful evil who picks it uptakes 12 points of damage, no save; priests whoare lawful good take 24 points,

Chih-Nii'sXP Value: 1,000 GP Value: 7,000

Legends & LoreAnyone hit by Chih-Nii 's dagger must save vs.spell or fall asleep until awakened (this requiresone round).

Chill BladeXP Value: 2,000 GP Value: 10,000

The Ruins of Myth DrannorThis weapon appears to be and can be used as a nor-mal weapon. Up to three rounds in any turn, its mag-ical chill power can be activated, causing the blade toglow with a pale, ghostly white radiance. When soempowered, a chill blade does an additional 1d4points of damage per strike (no save to avoid), andforces any struck creature to save vs. spell.

If the save fails, the victim's attack rolls aremade at -1 for the next hour (further successfulattacks cause a greater penalty, as follows: threeattacks cause a -2 penalty, five attacks a -3penalty, and so on). Any chill blade strike that issuccessfully saved against does not count in thenumbering. Undead suffer only one hit point ofdamage from a chill blade strike, but must savevs. spell each time they are struck, or be forced toflee for 1d4+l rounds.

Activation is instantaneous and by will of thewielder. Activated or not, a chill blade itself savesagainst normal and magical cold, ice, and chilleffects at +2. It does not confer such bonuses onits wielder.

The enchantment of a chill blade requires afinely made dagger with a blade of ferrous metal,a piece of rock crystal, a snowflake or piece ofice, some sort of lightning or electrical discharge,and the casting of a chill touch spell.

of ConcealmentXP Value: 600 GP Value: 3,000

Drums on Fire MountainThis magical item takes the form of a plain, goldring and has the properties of a ring of protection.However, a wearer can make the ring changeinstantly into a magical dagger or back into aring, The ring can be changed into a dagger, usedto make an attack, and changed back into a ringall in one round. Typical daggers of concealmentgive bonuses of+1 or +2 on attack rolls, damage,Armor Class, and saving throws. Daggers of con-cealment +3 are rumored to exist.

of DefianceXP Value: 3,500 GP Value: 10,000

The Ruins of Myth DrannorThis dagger is of normal appearance and damage,but any one being grasping it is instantly aidedagainst certain magical effects and attacks.

The wielder of a dagger of defiance is immuneto all forms of fear and repulsion. A +3 bonus tosaving throws against all enchantment/charmattacks is also gained, as well as a +1 bonus tosaves against all polymorph and petrificationeffects. This protection lasts as long as the daggeris touched and cannot be exhausted, but can neverextend to more than one being.

The enchantment of a dagger of defiancerequires doppleganger blood and a distilledessence of xorn flesh, and involves the casting offear and repulsion spells.

Dolphins' BaneXP Value: 800 GP Value: 4,000

DRAGON Magazine 48This dagger +1, created by sahuagin Spellcasters,is a fairly common item among the sahuagin war-rior coterie; it is +2 against dolphins.

of DoomwardingXP Value: 4,000 GP Value: 8,000

The Ruins of Myth DrannorThis +1 weapon has seven charges when firstenchanted. It cannot be recharged, and once thecharges are used, it becomes a simple dagger +1.A charge is drained whenever the being graspingthe dagger's hilt wills it (the number of chargesleft can be felt at all times).

Usbg a charge from a dagger ofdoomwardingallows its wielder an extra action or chance in badsituations: an extra, additional attack in a given

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round; an additional saving throw attempt;another bend bars/lift gates roll, and so on (theDM's decision as to what actually occurs is final).Only one charge may be expended per round.

The enchantment of this type of weapon is saidto require a powdered unicorn horn, or, even bet-ter, the touch of a living unicorn's horn to theblade.

Dragon FangXP Value: 3,000 GP Value: 15,000

DRAGON QUEST GameThis slender knife was fashioned by a wizard inages long past. The blade was carved from the toothof a red dragon. When used in combat, it adds a +1bonus to the hero's attack and damage rolls.

DragonfangXP Value: 3,000 GP Value: 9,000

The Ruins of Myth DrannorThis normal-appearing dagger does normal dam-age unless its power is invoked. It can emit astraight line, 90-foot-long lightning bolt from its tipfour times a day (but only twice in any one turn).The bolt does 2d8+l points of damage to all beingsin its path (save vs. spell equals half damage).

If the lightning is invoked as the dagger strikesa being, no bolt is produced, but the struck beingtakes the full lightning damage in addition to thedagger's physical bite. No saving throw is allowedthe being, even if it is normally immune to suchattacks. Any dragonfang dagger attack does dou-ble damage (no saves allowed) to all dragons,including oriental dragons, spacefaring andother-planar dragons, and dracoliches.

ElvenXP Value: 200 GP Value: 1,600

DUNGEON Magazine 17This weapon, created for elven warrior comman-ders, is fashioned of a mithral silver and steelalloy. It possesses the ability to detect giant-classcreatures at a range of 200 feet outdoors, 100 feetindoors or underground. The blade of the daggerglows a faint white-blue when such a creature isat the extreme range of its detection ability. Theglow intensifies as the giant-class creature getscloser, until the blade is shining with the equiva-lent of alight spell.

This dagger is +3 to attack and to damagegiant-class creatures only. When attacking othercreatures, it is considered to be a +1 magical

weapon, but it strikes and wounds as a normaldagger. If desired, the elven dagger can be com-manded to dim its light or to withhold its radi-ance when stealth and concealment are important.The blade glows only when giant-class creaturesare near, not by any command. Any giant-classcreature that holds or touches the weapon receives1d4 points of damage per round of contact.

of the Evil EyeXP Value: — GP Value: 1,000

DRAGON Magazine 179This weapon appears as a simple magical dagger.However, an individual who uses this weapon incombat immediately receives the effects of theevil eye. The evil eye may be removed by using anavert evil eye spell (see Arabian Adventures), butthe spell effects will be reinstated as soon as theweapon is used again in combat. Other weaponsmay be affected by this form of the evil eye, butdaggers are the most common ones. Such weap-ons usually have a history and once belonged tosome hero or other legendary figure.

EvisceratorXP Value: 1,000 GP Value: 9,500

Rogue's GalleryAlakabon's favorite weapon is a stiletto she callsthe eviscerator. It is +2 on attack and damage rolls,and has a curved blade. In combat, Alakabon canuse it to slice the back of a man Is hand, requiring aroll at -2. If she succeeds, she cuts through the ten-dons, making it impossible for the man to grasp aweapon. Eviscerator also becomes warm to thetouch if a magical trap is within 5 feet.

FangXP Value GP ValueType A poison: 2,500 7,500Type B poison: 2,500 7,500Type C poison: 2,500 7,500Type D poison: 2,500 7,500Type E poison: 2,500 7,500Type F poison: 2,500 7,500Type O poison: 2,500 7,500

DRAGON Magazine 169This sort of dagger is rare indeed in the North,but it is a favored weapon of evil thieves and wiz-ards in Thay and in places to the south and east(the lands of Murghom, Semphar, Raurin, andDurpar). When sheathed, a fang dagger appearsas a normal weapon. When drawn, it becomes a

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small, coiling emerald-green snake head andtorso up to 6 inches long.

This "blade" has no cutting edge and cannot beused to sever ropes, parry other weapons, or thelike. Its use does not alter the wielder's THACO.A successful attack does only 1 hp piercing dam-age, but the struck victim must save against poi-son or suffer the snake's venom effect. A beingwho successfully saves against the poison of afang dagger is forever immune to the poison ofthat particular dagger.

The poison effects of a. fang dagger vary withthe type of snake used, and may be of injectedtypes A, B, C, D, E, F, or O (see Table 51 in theDMG), The venom is never exhausted, no matterhow often the blade is used, unless the blade'shead is destroyed. The snake head is itself AC 6and is destroyed if it suffers more than four hpdamage in a round. It makes all saving throws asa 1 HD monster.

The making of such a blade requires a livesnake (of the poison type desired), an intact dag-ger, and a secret ritual involving the powdering ofgems, the casting of a temporal stasis spell, andthe use of a drop of sovereign glue.

2d42345618

PoisonType ATypeBTypeCTypeDTypeETypeFTyped

Fang of the NosferatuXPValue:— GP Value: 18,000

Forbidden LoreThere are few things as vile and dark as theundead. These masters of evil move beneath thefleeting light of the moon, feeding upon thehuman race like wolves upon sheep, The fang ofthe nosferatu was forged in their image andplaced into the hands of man. It is hard to imag-ine a more sinister gift.

Description: The blade of this dagger is ofhardened steel, with strange, flowing symbolsetched into the metal surface. The grooves of thelettering have all been filled with ruby dust, giv-ing them the appearance of being written in bloodupon the blade. The handle is wrapped in an odd,pebbled, black hide. It is thought to be mind

flayer or doppleganger skin. The pommel has aruby mounted in a steel setting. The guard is anelongated oval, with the surface facing the bladecarved to resemble a vampire with bared fangs.The eyes are filled with ruby dust, like the sym-bols etched into the blade.

Powers: The fang betrays an aura of necro-mancy when examined by detect magic. It is adagger -+3, the extra three points of damage thatit inflicts are assumed to represent the dagger'sdrinking of the blood of its victim. If left in abody, it drains an additional 3 hit points of bloodeach round.

The dagger is not without other useful powers.Each successful attack that drains blood gives anowner 1 recovered hit point. Even if the bladecauses several points of damage with the strike,the owner still regains only 1 point. An ownermust be wielding the blade for this power towork. If another creature is using the blade, thedagger is satiated, but the true owner does notrecover any hit points. There is rumored to be aspecial ritual involving the dagger that grants anowner immortality.

The/ang of the nosferatu grants other powersto its owner as well. While it is in his or herimmediate possession, an owner can shapechangeinto a wolf or a bat. In these forms the owner has

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the maximum hit points for that type of creature.If the character's true form has fewer hit pointsdue to wounds, then the animal form is woundedto that level as well. Changing shape in this man-ner does not recover any lost hit points. None ofthe owner's equipment changes, except the dag-ger. If the owner already has a shapechangingpower (from lycanthropy, for example) then theblade grants the power to change into any animalform of small to large size, but not into that of amonster or other humanoid.

The Curse: Like the nosferatu for which it isnamed, the blade thirsts for blood. Each hit pointof blood that it absorbs satiates it for a day. Sincethe blood is being measured in hit points, it mustcome from a wound inflicted upon a living crea-ture by the dagger. Animal blood will do just fine,but once a month the fang requires the blood ofan intelligent creature. It cannot be satiated formore than seven days, regardless of how muchblood it absorbs. Any day that it is not satiated, itdraws one hit point from its owner. This can hap-pen even if the dagger and its owner are far apart.If they are in different domains or different planesof existence, the effects are temporarily halteduntil they are reunited. Hit points lost in this man-ner can be recovered only by using the dagger(see below) or with a heal or wish spell.

The dagger is bonded to its owner as soon as ithas been used to draw blood. Neither its usefuleffects nor its curses apply until this time. Oncebonded, the new owner becomes immediatelyaware of the blood requirements of the blade andthe permanency of the bond. The owner will bereluctant to give away the blade. If another creaturehas it and doesn't use it, the true owner slowlywithers and dies, at one hit point a day. The currentowner must die before a new owner can be selected.

History: This cursed dagger was once theclosely guarded possession of Mordal the assas-sin. It was a gift from the Baron Von Kharkov,dark lord of Valachan, When Mordal betrayed hismaster, the vampire stole the dagger and impris-oned the traitor. He encased the dagger outsidethe assassin's cell, just out of his reach. Mordaldied a little each day as the dagger was denied itsblood. On every full moon, the Baron slaughteredanimals with the dagger, restoring Mordal to nor-mal health. However, since he never took the lifeof an intelligent creature with it, one hit pointevery month was lost permanently. It took theassassin almost three years to die.

Upon Mordal's death, the dagger vanished.Legend says that the ghost of the assassin tookthe dagger and fled from Valachan. Nobody hasever dared to ask Baron Von Kharkov about thematter. Occasionally someone reports seeing atransparent, wraith-like figure holding forth adagger, as if begging for someone to take it.

FlyingXP Value: 3,000 GP Value: 15,000

DUNOEON Magazine 18A flying dagger darts about silently, point first,and is typically about 9 inches in length. One to12 such daggers are usually encountered. Thisuseful magical item was very popular as an ani-mated guardian in the past lore of the ForgottenRealms. Many different specimens can still befound (so the DM can freely alter the statistics ofan individual flying dagger). The secrets of magi-cally animating daggers are known to few livingmages.

An average flying dagger has an Armor Classof 5, a Movement rating of 24, a ManeuverabilityClass of A, and 1+1 Hit Dice. It attacks threetimes per round, striking as a 3 HD monster anddoing 1d4 hit points damage per strike (1d3 vs.Large size opponents). Such a dagger is consid-ered a magical weapon for attack purposes.

Flying daggers are neutral, nonintelligent, andcannot be affected by psionic or magical mentalcontrol. A dispel magic spell cast on one of thesedaggers causes it to become inanimate and harm-less for 20 turns.

Flying daggers are usually enchanted to attackanything that moves within 60 feet. The speltsthat cause such daggers to swoop, dart, and detectopponents also prevent rusting and brittlenessresulting from extreme heat and cold. The activa-tion conditions for a given dagger can be as gen-eral as "attack all intruders" or as specific as themost elaborate triggering conditions of a magicmouth spell. Some flying daggers can reflect orare immune to certain spells.

Some flying daggers can be enchanted withspecial abilities—immunity or reflection of cer-tain spells; their touch can rust metal items as arust monster (items struck must save vs. lightningor rust—a flying dagger strikes metal when itattacks a target creature carrying or wearingsomething metal, and its attack roll misses byonly one point); or perhaps the flying daggers caneven deliver a shocking grasp effect upon contact,

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Flying IIXP Value: 3,000 GP Value: 15,000

The Ruins of Myth DrannorThis item was very popular as an animatedguardian in elder days. Many different specimenscan still be found (a DM can freely alter the sta-tistics of an individual flying dagger). The secretsof magically animating such daggers are knownto few living mages; 1dl2 such daggers are usu-ally found. A flying dagger darts about silently,point first, and is usually 9 inches long. The trig-ger activating a dagger can be as general as"attack all intruders" or as specific as the mostelaborate triggering conditions of a magic mouthspell.

An average./Tyj'ng dagger is AC 5; MV Fl 24(A); HD 1+1; hp 9 each; THACO 17; AT 3; Dmg1d4; and is considered a magical weapon for pur-poses of deciding what it can hit. Flying daggerscannot be affected by any sort of mental control.

The spells that cause a flying dagger to swoop,dart, and detect opponents—it is usuallyenchanted to attack anything within 60 feet thatmoves—also prevent rusting and brittleness dueto extreme heat and cold. A dagger that success-fully strikes a moving arrow or thrown weapon,deflects it, if a DM desires.

Some flying daggers can reflect, or are immuneto, certain spells, or have special abilities, forexample, their touch can rust metal items as arust monster's antenna does. Items struck mustsave vs. lightning or rust. A flying dagger strikesmetal when it is attacking a target being carryingor wearing something metal, and its attack rollmisses by only one to three points.

Freya's FieryXP Value: 4,000 GP Value: 20,000

Legends & LoreAny being struck by the avatar's fiery daggermust save vs. spell or burst into flames (suffering2d10 points of damage). The magical flames con-tinue to burn until a successful dispel magic isused on them.

Frigga'sXP Value: 2,500 GP Value: 13,000

Legends & LoreAny being struck by her dagger must save vs.paralyzation or be carried two miles away by apowerful wind.

GolemblightXP Value: 450 GP Value: 2,250

Mordenkainen's Fantastic AdventureAgainst a golem, this weapon gains a +2 bonus toattack rolls and inflicts 2d8 points of damage,plus any other bonuses applicable. In addition, ifthe attack roll is a natural 19 or 20, a secondattack may be made during the same round. It isotherwise a normal dagger +1.

Grimwald'sXP Value: 2,500 GP Value: 7,500

DRAGON Magazine 169First popularized by High Lady Alustriel of Sil-verymoon, these amusing and effective daggersemit a continuous snarling noise, like a small andangry dog when drawn and held. The snarlsbecome barks whenever the blade actually strikesa living target. Opponents touched but notwounded by the blade of a Grimwald 's daggermust save vs. spell or shudder helplessly withlaughter on the following round (—2 on savingthrows, Strength checks, Armor Class, and attackrolls). This effect lasts for one round but mayrecur each time contact is made with the blade.Once per day, the wielder of this type of daggercan cause it to savage an opponent. This causesthe blade to emit a shrill, ululating screamingnoise (audible up to half a mile away in good con-ditions) and grants the wielder two rounds of has-tened attacking (double attacks, -2 initiativebonus, and no aging). During this time, the dag-ger gains an additional +1 attack and damagebonus its base damage is doubled.

This sort of dagger is named for its inventor,the wizard Grimwald, who delighted in teasinghis cats.

Guardian BladeXP Value: 1,600 GP Value: 8,000

The Assassin's KnotIts chief function is to lie on or beside a sleepingcharacter and warn of approaching danger. It candetect enemies like a wand of enemy detectionwithin a 20-foot sphere. Upon detecting an enemy,the guardian flashes a single burst of light, tele-pathically alerts its owner, and goes out. Thispower can be used but once per day, and operatescontinuously for up to six hours. It may be usedwhile the character is awake and moving, but onceused, it does not function again for 24 hours.

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Hastseltsi's ThrowingXP Value: 750 GP Value: 3,750

DEITIES & DEMIGODS CyclopediaHis throwing knife does 1d10 points of damageand is a +2 weapon.

Hecate'sXP Value: 1,000 GP Value: 6,000

Legends & LoreAny creatures hit by Hecate's dagger must savevs. death magic or fall into a trance and be con-trolled by the avatar as if they were undead.

HornhladeXP Value GP ValueKnife-sized: 500 1,750Dagger-sized: 750 2,000

DUNGEON MASTER Guide, 1st EditionThis is a magical weapon with a sickle blade thatresembles some sort of animal horn. Hornbladesrange in size from that of a knife to somewhatless than the length of a short sword. Even a closeinspection is 90% unlikely to reveal it as anythingother than a piece of horn of 'A to 1 Vi foot inlength, set in some sort of handle or grip. If detectmagic is used, a hornblade faintly radiatesenchantment magic. However, if the proper pres-sure is applied in the correct place, a curved bladeof great strength and sharpness springs out.

The small versions (knife- and dagger-sized)are usually enchanted to +1 or +2, and the largestversion (scimitar-sized) commonly has a bonus of+2 or +3. Smaller hornblades can be thrown, andthe bonus applies to both attack and damage rolls.

Any character class permitted to use sickleweapons can use a hornblade. The possessor canuse it with proficiency, providing he or she hasproficiency with the appropriately sized weapon.

of Illusory MetalXP Value: 1,000 GP Value: 5,000

Prince of LankhmarThis dagger does not give a bonus to attack or dam-age rolls. It does, however, allow the attacker toignore normal, metal armor (not magical armor).This is because the dagger passes through metallicarmor as though it were illusionary armor.

The dagger also passes through stone and brickas though they weren't there. Neither handle nor auser's arm gains the ability to pass through metalor stone, only the dagger's blade can do this.

The magical protection from spells and from

rings, dexterity, cloaks, and all other nonmetallicarmor bonuses work as normal, giving the wearera better than standard Armor Class, but theArmor Class bonus from metal armor itself isnullified.

The dagger does the normal damage of1d4/ld3 as long as it is never damaged. It cannotbe damaged by any rock or metallic object, whichmakes damaging it very difficult. Whittling andother wood cutting is possible, but using a sharp-ening stone is impossible. So, once this bladebecomes dull, it remains dull unless magic thatsharpens and hones blades can be utilized.

The blade does not radiate any discerniblelight, but it does appear to be cloudy, it looksmore like the clouds in the sky than metal.

If detect magic is cast upon the blade, thecaster can see an unmistakable magical aura. Ifan identify spell is cast, the caster can determinethat the spells used in making the item are necro-mantic, alteration, and invocation. Also duringthe casting of the identify spell, the caster can seean entity made of air and steam thrashing aboutas though it were trying to get out.

of ImpalingXP Value: 300 GP Value: 1,500

The Complete Thief's HandbookThese daggers are +2 on attack and damage, andon a natural roll of 20 (19 if this is sufficient toscore a hit) on a bacfcstab attack, they impale thetarget, inflicting an additional ld4+2/ld3+2points of damage, and stay in the wound, wherethey cause an additional ld4+2/ld3+2 points ofdamage each round until removed.

lyarim's FlyingXP Value: 3,000 GP Value: 15,000

DUNGEON Magazine 18fyarim '$ flying dagger darts about silently, pointfirst, and is typically about 9 inches in length. Ithas an Armor Class of 5, a Movement rating of24, a Maneuverability Class of A, and 1 + 1 HitDice. It attacks three times per round, striking asa 3-HD monster and doing 1d4 hit points damageper strike (1d3 vs. Large-size opponents). It isconsidered a magical weapon for attack purposes.

The dagger is neutral, nonintelligent, and can-not be affected by psionic or magical mental con-trol. A dispel magic spell cast on the daggercauses it to become inanimate and harmless for20 turns.

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lyarim 's flying dagger is enchanted to attackanything that moves, within 60 feet. The spellsthat cause the dagger to swoop, dart, and detectopponents also prevents rusting and brittlenessresulting from extreme heat and cold. The activa-tion conditions for the dagger can be as generalas "attack all intruders" or as specific as the mostelaborate conditions of a magic mouth spell.

lyarim 's flying daggers have a special ability;their touch can rust metal items as a rust mon-ster's antennae. Items struck must save vs. light-ning or rust. (A flying dagger strikes metal whenit is attacking a target carrying or wearing some-thing metal, and its attack roll misses by onlyone, two, or three points.) lyarim's daggers have9 hit points.

JumpXP Value: 2,000 GP Value: 10,000

DRAGON Magazine 169This magical weapon looks and functions as anormal dagger, but it has three special powers.One operates automatically, affecting the bladeand any one creature grasping it as if by a. featherfall spell. This power is negated only during theuse of the next power described. A wielder can, atwill, make one jump (as the Ist-lcvel wizardspell) every other round, so long as the weapon is

grasped (it need not be drawn). The weapon mustaccompany the wielder,

A wielder can also move small, nonlivingobjects about by pointing the blade at the objectand willing the effect to occur. An attack roll isrequired, and the object will jump up to 30 feetaway, its distance and direction set by the wielderof they'wmp dagger. The objects cannot be largerthan 3 feet in any dimension and must weigh lessthan 100 pounds.

This property is often used to pass weapons,keys, and valuables to another being, or to snatchthem away from an enemy, such as a mage ready-ing spell components. If it is used to launch anattack (even indirectly, such as a lit torch beingdirected at a flammable object), the DM shouldrequire a successful attack roll to ensure that theobject reached its intended target.

If this power is directed at an opponent'sweapon or other firmly held object, the opponentis allowed a Strength check on 1d20 to retain thehold and break the dagger's attempt (for thatround, at least). If the check succeeds, the oppo-nent retains full control over the weapon, and isnot penalized in any attack rolls launched duringthe round. If the check fails, the weapon issnatched out of the opponent's grasp; magicalweapons are allowed a save vs. spell to be unaf-fected, with a bonus equaling any "pluses" theypossess. The opponent can never be overbalancedor pulled along by the affected item.

The making of jump daggers requites featherfall, jump, and levitate spells, in combinationwith a special tempering. The oil for the quench-ing of the tempering process must contain blinkdog or displacer beast blood or beholder ichor,stirred and mixed well.

Kiaransalee'sXP Value: 2,000 GP Value: 10,000

Monster MythologyThe avatar's curved dagger +4 drips acid andinflicts 1d4 points of acid damage for 1d4 roundsafter a hit (curative spells end the additional dam-age).

Knife of Continual Sharpness*XP Value: +300 GP Value: +1,500

DRAGON Magazine 73This blade, no matter what it is used against orhow it is treated, will always keep an edge sokeen, it can cut a piece of elven hair.

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Knife of SharpnessXP Value: 1,500 GP Value: 7,500

Gods, Demigods, & HeroesTreat as a sword of sharpness but with only a +1chance to hit.

Koalinth SlayerXP Value: 100 GP Value: 1,000

DRAGON Magazine 48These are frequently found in the possession oftritons, who are typically armed with a daggerand one other weapon. This is a coral or fish-tooth dagger, usually with a carved handle. If analignment is present in such an item, it will begood. Against Koalinth it is a dagger +3.

Lola's EnvenomedXP Value: 2,000 GP Value: 10,000

DRAGON Magazine 110This dagger is the equivalent of a dagger ofvenom +3, though the dagger has an endless sup-ply of venom.

LongtoothXP Value: 250 GP Value: 2,500

DUNGEON MASTER Guide, 1st EditionThis appears to be a normal weapon, or perhaps anonspecial, magical weapon. However, when thisbroad-biaded weapon is wielded by a small demi-human (a gnome or halfling), it actually length-ens and functions as a short sword (retaining its+2 bonus). Even when functioning in this way, itremains as light as a dagger would be in thehands of the same character. The weapon actuallypenetrates wood and stone as easily as it enterssofter materials, inflicting maximum damageagainst either substance.

MageslayerXP Value: 600 GP Value: 3,000

Slave Pits of the UndercityThis +1 dagger is attuned to mages and othercreatures that possess magical capabilities.Against mages and enchanted creatures is has a+2 bonus.

of the MagiusXP Value: 1,500 GP Value: 5,000

Tales of the LanceRaistlin Majere purchased this dagger from theTower of High Sorcery, giving hi exchange a valu-able magical item he found in his early days of

mercenary service. He carried the dagger on hisright forearm by means of a cunningly designedleather thong of his own making. This allowed thedagger to slip into his hand with a simple move-ment of his wrist. Six inches long, this silver daggeris carved in the shape of a dragon with the tail asthe blade. It is slender and lightweight and can eas-ily be hidden upon the person of the mage. Thedagger has a +3 bonus on both attack and damagerolls. It also has the ability to remain undetected ina search of the mage's person.

Mervic'sXP Value: 900 GP Value: 4,000

POLYHEDRON Newszine 43This bejewelled, ornate silver blade acts as a +2weapon in the hands of anyone but neutral goodmages. In their hands, it becomes a +5 weapon. Itaugments their effective character level by 2when carried, the level increase applying tospells, hit points, and attack tables. It is semisen-tient, and can communicate with its owner tele-pathically. It is rumored to have some otherinnate abilities, but sages differ on the details. Ithas a neutral good alignment, an Ego of 19, anIntelligence of 23, and knows the following lan-guages: Common, Elf, Dwarf, Halfling, andGnome.

It once belonged to the renowned mage Mervic,who always carried it with him. It was found by agroup of adventurers who searched his fortressafter hearing rumors of his mysterious disappear-ance, but it was lost in later years and is said to bein the hoard of a particularly loathsome lich.

Nut's BlackXP Value: 3,000 GP Value: 15,000

Legends & LoreNut's avatar wields a black bladed dagger +3 incombat. Anyone struck by it must save vs. spellor lose two levels instantly, just as if they hadbeen struck by a vampire.

of QuicknessXP Value: 500 GP Value: 2,500

DRAGON Magazine 179In addition to providing a bonus to attack anddamage, this dagger may strike first that round,even if thrown. If used in situations with otherweapons that allow a "first strike" (such as ascimitar of speed or short sword of quickness),such attacks are simultaneous. The dagger of

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quickness does not allow any increase in the num-ber of attacks allowed to the user.

RabbitslayerXP Value: 300 GP Value: 1,500

Tales of the LanceTas brags about how his lucky knife alwaysfinds its way back to him. Called rabbitslayer(because Caramon said it would only be of useagainst ferocious rabbits), the dagger's originremains unclear. Tas claimed he found it in thecursed lands near Xak Tsaroth. Goldmoon oncepronounced the blade "blessed by the gods"and "more powerful than imagined." Othersscoffed.

Rabbitslayer is a dagger +4. It always returnsto its owner's hands within 1 d20 hours after it islost or stolen. Only if it is willingly given awaydoes rabbitslayer gain a new owner.

Random TargetXP Value: 200 GP Value: 1,000

DRAGON Magazine 134These rather exquisite throwing daggers are +2on attack and damage, and function normally ifused in hand. There is a catch—if thrown, thedaggers pick their own targets. Whenever they arethrown, everyone within a range of 30 feet(including the user) is counted as a potential tar-get, up to a maximum of the 20 nearest creatures.An appropriate die is then rolled to randomlydetermine the target. The usual steps to determineattacks are then followed. To most people, thesedaggers would seem evil or cursed, but they areweapons that jesters love in their own mischie-vous ways. Random target daggers are usuallyfound in groups of three.

ResourceXP Value+2: 500+3: 500+4: 500

GP Value5,0005,0005,000

The Complete Thief's HandbookThese daggers usually have handles of ebony orivory, or some similarly valuable and exotic sub-stance, and have 1d3+l small studs in the crossguards. The dagger has attack and damagebonuses, but it also has additional tools locatedwithin it, and depressing one of the studs willcause the corresponding item to spring from thehilt of the dagger, ready for use (only one tool at a

time can be used). The bonuses and tools dependon the number of studs in the weapon, as shownbelow:

No. Attack/of Damage Tools DescriptionStuds Bonus Avail, of Tools2 + 4 2 Lock picks add

+5% to open locksrolls, plus tool toremove stones fromhorses'hooves.

3 + 3 3 As above, plus lensof detection.

4 + 2 4 As above, plus gemof brightness with3d 10 charges.

Rust BladeXP Value: 1,000 GP Value: 5,000

DRAOON Magazine 169These rare weapons have constantly operating,involuntary powers. Whenever the naked blade ofa rust blade directly touches metal (a successfulattack roll is required), the metal rusts, crumblingto useless shards and flakes in one round. Magi-cal metallic items'contacting a rust blade have achance of escaping destruction equal to 10% perplus (a dagger +1 has a 10% chance of beingunaffected). Special powers or abilities may, atthe DM's option, be considered equivalent toadditional bonuses. A rod of lordly might, forexample, has 10 powers, and could be consideredto have a 100% chance of escaping a rust blade'seffects. Consider all magical items that are notweapons or armor of some sort to have a 20%base chance of being unaffected.

These weapons cannot be carried in metalscabbards—they are as much a hazard to thewielder and allies as they are to enemies. The cre-ation of these weapons requires some of the fleshof a rust monster's antennae. If a rust monstersmells such a blade, it will attack it over all otherpossible metallic meals. A rust blade touched bya rust monster antenna collapses into a hot,sparkling gray liquid that a rust monster willimmediately devour, after that falling into a con-tented doze. The liquid takes 1d4+l turns todigest but acts as a healing agent and growthstimulant, giving the affected rust monster full(40) hit points. In rust monsters at full hit points,devouring a rust blade awakens a strong urge to

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mate—and causes them to wildly attack all metalin the vicinity, ramming any creatures in the wayand bowling over any creatures wearing or carry-ing metal, for 1d4+l hp impact damage percharge (one charge per round, normal attack rollrequired, in addition to tentacle attacks),

Rutterkin Sling BladeXP Value: 600 GP Value: 3,000

Outer Planes MC AppendixThe least tanar'ri, rutterkins, use a three-armedblade thrown from a sling-like device. Theweapon weighs two pounds, is Size S, has aSpeed Factor of 3, causes 1d6/ld6 points dam-age, and has ranges of 2/4/6. These weapons gen-erally have a +3 enchantment that applies to bothdamage and attack rolls.

Sahuagin DolphinXP Value: 100 GP Value: 1,000

DRAGON Magazine 91Found only in undersea lairs, this weapon is acoral or shark-tooth dagger made by powerfulsahuagin priests. These daggers are +1, but +2when used against dolphins; they have a lawfulevil alignment, and anyone of another alignmentfinds that such daggers function as -1 cursedweapons when used by them.

of SetXP Value: 2,000 GP Value: 10,000

Old EmpiresThis horrible, snake-shaped blade is a throwingdagger used by warriors in the service of Set. It isa dagger +2, with a typical range. Should it roll anatural 19 or 20, it has found a vital organ of itsvictim and kills instantly. Furthermore, it remainsin the wound and continues to inflict ld4+2points of damage each round, until it is pulledfree (an 18 or greater Strength is required to pullit from the wound; the action takes one round).For each round it is in the wound, roll 1 d20; if a19 or 20 is ever rolled, it has found a vital organand killed its target. The number of daggers of Setthat exist is unknown.

Soma'sXP Value: 2,000 GP Value: 10,000

Legends & LoreAnyone struck by the avatar's dagger must suc-cessfully save vs. death magic or believe that theyhave died. The misconception lasts 1d10 turns,

during which the affected character is effectivelyout of the game.

of SoundingXP Value: 300 GP Value: 3,000

The Complete Thief's HandbookThis oddly designed dagger is +1 for attack anddamage, but it has a peculiar, hollow bronze bulbat the tip of the pommel. If the tip is gentlytapped against a hollow surface, it gives aresounding ring, quite different from the dull toneemitted if struck against solid stone. Tapping itgently against walls allows a thief a 5 in 6 chanceto find a secret door, rising to 11 in 12 if the thiefis elven or halfelven. Also, the thief can searchfor secret doors at twice the normal rate whenusing this dagger, In other cases, the thief is 80%likely to be able to determine successfully theapproximate thickness and nature of the materialthe dagger is used to sound.

SpeakingXP Value: 1,500 GP Value: 7,500

DRAGON Magazine 169When thrown, this otherwise normal dagger'sspecial power is unleashed. It is +4 to attack, butonly when thrown, and upon impact it emits anaudible message. This spoken "sending" cannotbe a spell incantation, nor can it trigger anydelayed spell or activate any item or effect byuttering a command word. It can, of course, con-vey passwords or instructions.

Such a message reproduces the accent and toneof the speaker, can be up to 50 words in length,and is repeated each time the dagger is thrown.(The irritation that a mocking comment can pro-duce makes it a favorite of Cali shite torturers,who throw it near the arms and legs of boundprisoners in the darkness, without warning and atirregular intervals.)

Only one message can be spoken over the dag-ger in a day. A code word (not part of the message,nor counted in its word length) begins and ends thedagger's "recording" of a message, which may beimplanted by any being knowing the word andhaving the power of speech. If the word is spokentwice over the blade, with nothing being said inbetween, the blade will bear no message.

The making of such blades is known to requirethe crushing of certain gems, the casting of amagic mouth spell, and uttering the code word,which can never be changed after that.

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Spider FangXP Value: 2,000 GP Value: 10,000

DRAGON Magazine 169These daggers are always black or dark purple incolor. Their touch causes all nonmagical ropes,bindings, and magical or natural webs to partinstantly. Despite the name, this weapon has noeffect on poisons and does not itself employ poi-son. Once every six turns, a spider fang can emita web from its tip. Such webs are in all respectsidentical to those created by the spell and last forfour turns, if not destroyed earlier. A spider fangcan also emit a curtain of cobwebs once a day.This shroudlike, oval curtain hangs upright inmidair, always 6 feet in front of the point of thedagger. The curtain partially obscures the visionof others, so that they may not be able to identifythe wielder of the spider fang, and it causes allnonmagical missile attacks (excluding those fromsiege engines) against the wielder to be launchedat -1 to hit and damage.

A curtain of cobwebs acts in all other respectslike a shield spell, except that it has no effect atall on magic missiles. It lasts for seven rounds,moving as the point of the dagger is moved, andmay be positioned over a window or portal andleft there, if the wielder leaves the dagger on atable or jammed into a crevice.

If a curtain of cobwebs contacts any livingbeing who is not at the same time also touchingthe spider fang that created it, it collapsesinstantly all over the being, doing 1 d3 hp corro-sive damage. A curtain of cobwebs is destroyedinstantly by any contact with flame, being con-sumed with a flash and a roar. If this occurs at thesame time that the curtain contacts a creature, thecreature suffers an additional 2d4 hp fiery dam-age (save vs. spell for half flame damage).

The creation of spider fangs is known toinvolve the ichor and web silk of driders or cer-tain monstrous types of spiders, shield and webspells, and a complicated brew of strange ingredi-ents in which the blade must be submerged forseveral days.

Sung Chiang'sXP Value: 3,500 GP Value: 17,500

Legends & LoreSung Chiang's Avatar can use his dagger as either amelee or missile weapon. When his dagger isthrown, another appears in his hand and the firstdisappears after it has inflicted its damage. Anyone

hit by his dagger must save vs. poison or suffer aloss of 3d6 points of Constitution. If Constitution isreduced to 0 or less, the victim is slain. If not, thelost points return over the next 1d6 days.

of ThrowingXP Value GP Value+1:250 1,250+2:350 1,750+3:450 2,250+4:550 2,750

DUNGEON MASTER Guide, 1st EditionThis appears to be a normal weapon but radiatesstrong magic if checked. The balance of thissturdy blade is perfect, such that when it isthrown by anyone, the dagger displays superbcharacteristics as a ranged weapon. The magic ofthe dagger enables it to be hurled up to 180 feet.A successful hit when it is thrown inflicts twicenormal dagger damage, plus the bonus providedby the blade, which ranges from +1 to +4. To findthe bonus for a specific dagger, roll percentiledice and consult the following table:

Roll Bonus01-35 +136-65 +266-90 +391-00 +4

of Throwing IIXP Value: 350 GP Value: 1,780

CARDMASTER Adventure Design DeckWhen thrown, the dagger of throwing adds onedie to the adventurer's attack roll. The dagger canbe used only once per battle and is usable by allclasses. (Valid for CARDMASTER games only.)

Throwing Dagger of ReturningXP Value: 500 GP Value: 2,000

POLYHEDRON Newszine 47This small, finely balanced weapon has no magi-cal bonuses, but automatically returns to thewielder's hand after it has been thrown.

Tooth of TormXP Value: 1,000 GP Value: 10,000

TantrasThis special sort of magical dagger, developed bypriests and wizards loyal to Torm in ages past, iscustomarily borne only by high-ranking servantsof the Lord of Loyalty. It is a silver-bladed, +2

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weapon that never tarnishes, breaks, or loses itssharpness. When grasped and commanded, itempowers the wielder to see invisible creaturesand objects within a 60-foot range. This sight alsoshows the alignment auras and dweomers ofbeings and items viewed.

A tooth ofTorm is not wielded in battle, but ifreleased while under a command to strike, it willblink away to attack any selected target creatureup to 30 feet away, striking and returning within around. It cannot be grasped while attacking orreturning, and comes to float beside its comman-der's shoulder. No living creature can travel withit, but hand-sized or smaller, nonliving itemsstrapped or tied to the blade are carried alongwith it. It obeys only lawful good beings, andburns (for 1d2 points of damage per touch, or perround of continual contact) chaotic evil creaturesupon contact.

A tooth ofTorm can also be commanded toguard. The commander holds the dagger with itspoint toward the object or area to be guarded(such as a door, altar, or archway), positions it asneeded, and then releases it. The commander thenrepeats the word "guard" continually until thedagger has reached or is touching the area orobject to be guarded. The dagger then hovers inplace indefinitely, until it is affected by dispelmagic or the guarded area is violated, whereon itblinks to the attack. The dagger will strike repeat-edly, once per round, until the guarded object orarea is no longer touched or disturbed, or until thedagger itself is destroyed. (An intruder who fleesempty-handed thus suffers only a single attackfrom the dagger.)

Note that the commander of the dagger, or anylawful good creature, cannot cause the dagger toactivate, even if such a creature does disturb orenter the guarded item or area. An avatar or highservant (being from another plane) ofTorm can-not cause a tooth ofTorm to strike either. Thepresence of all other worshipers ofTorm who arenot lawful good will cause the dagger to strike.Any number of teeth can be combined to guard asingle object; it was common practice of old toplace a ring of teeth in the air above a coffer con-taining temple treasures each night, as an innerguard on the valuables.

of TruthXP Value: 200 GP Value: 1,000

Secrets of the LampThis cursed dagger +1 prevents its owner fromever telling a lie, though the truth may be evadedand lies by misdirection are possible.

Tufala's JambiyaXP Value: 1,000 GP Value: 5,000

1992 Fantasy Collector Card 80Tufala's magical jam biya +2 is a typical, double-edged curved dagger that confers a +2 bonus incombat. Tufala was given this Jambiya by hertribal chieftain when she became the tribe'srawun. It has been passed down from rawun torawun for 20 generations, and if it is ever lost orstolen, the rawun who has so carelessly allowedthis will lose all honor within the tribe and be castout until it is recovered. So far, Tufala has beenvery careful, but she has enemies who see this asa potential weapon to be exploited.

Tvashtri'sXP Value: 2,500 GP Value: 12,500

Legends & LoreTvashtri's avatar carries a long dagger with a triangu-lar blade that causes permanent paralyzation to anycreature it strikes (save vs. paralyzation to negate).

ofVengeanceXP Value: 1,300 GP Value: 6,500

Tales of the LanceThis double-edged dagger has a nasty barb at itstip and a fuller that runs its entire length. Thepommel of the dagger is wrapped in serpent skinand bears a flaming red garnet. Legends praisethis weapon as the bringer of righteous revenge.

From the time of its mysterious beginnings, thedagger ofvengeance has wandered Krynn, wreak-ing terrible tragedy and advancing the cause ofevil. Ever it follows in the path of the magicalitem Trueheart's Warding; often has it slain thewearer of the armband. No one knows who nowbears the dagger ofvengeance.

The dagger ofvengeance appears to be a dag-ger of venom. It secretes its own extremely viru-lent poison (save vs. poison -2). If employed inwhat the wielder perceives to be an act ofven-geance, the blade backstabs at +4 on the attackroll, causes ld4+2 points of damage, and requiresa save vs. poison at -2. On a roll of 18 to 20 on1d20, the dagger injects a second dose of poison,

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requiring a second save vs. poison at —4.The dagger of vengeance slowly gains control

over anyone who wields it, especially those whoharbor anger or jealousy. With each use, the dag-ger gradually shifts a wielder's thoughts tochaotic evil . The ranks shift as follows: lawfulgood, neutral good, chaotic good, lawful neutral,neutral, chaotic neutral, lawful evil, neutral evil,chaotic evil. The dagger makes a wielder para-noid, temperamental, and quick to anger. When-ever a PC or NPC performs an action that thecharacter might consider a threat, the DM shouldhave a bearer of the dagger of vengeance make aWisdom check minus the number of times theplayer has used the dagger. If the check fails, theplayer goes into a paranoid rage and attacks theoffender. "Vengeance will be mine!"

If the dagger is stolen, it continues to call outto previous owners across the miles. Any ownerwho has a combined Intelligence and Wisdom ofless than 27 must pursue the dagger fanatically,seeking its return.

This dagger is one of the three artifacts in theTriad of Betrayal created by Reorx and imbuedwith the essence of Hiddukel. He created the dag-ger of vengeance as a foil to Mishakal's Tmeheart'swarding. The dagger seeks out the owner of True-heart's -warding and strives to destroy him or her.

Mishakal bestowed the three artifacts of theCircle of Love on the lovers Trae and Mirri, andTrae's brother Heris. These artifacts bound themtogether, bringing about a peace between theirfeuding families. Hiddukel plotted to destroy thatpeace. He bestowed the dagger of vengeanceupon Lady Dobal, who lusted after the heart ofthe mage Heris. Lady Dobal feared the impend-ing alliance between the feuding families. Sheplanned to slay the warrior and his bride to freeHeris's heart for her alone. Through treachery,Lady Doba! shattered the new alliance. But whenTrae and Mirri lay dead, Heris took his own life,leaving Lady Dobal again alone.

of VenomXP Value: 350 GP Value: 3,000

DUNGEON MASTER Guide, 1 st EditionThis appears to be a standard dagger +1, but itshilt holds a hidden store of poison. Any hit on aroll of 20 injects fatal poison into the opponentunless a saving throw vs. poison is successful.The dagger of venom holds up to six doses of poi-son. If the hilt contains fewer than six doses, the

owner can pour more in up to the maximum. (Useof this weapon by good—particularly lawfulgood—characters must be carefully monitoredfor effects on alignment.)

WerebaneXP Value: 300 GP Value: 1,500

The Hidden Shrine of TamoachanThis dagger has no bonus except against lycan-thropes and shapechangers—at +1.

Xochiquetzal'sXP Value: 1,800 GP Value: 9,000

Legends & LoreXochiquetzal's avatar carries a small, silver dag-ger that causes but 1d4 points of damage; how-ever, anyone hit by it must save vs. paralyzationor enter into a state of euphoria and be stunnedfor 1d4 rounds.

Yama'sXP Value: 3,000 GP Value: 15,000

Legends & LoreAnyone struck by Yama 's dagger must save vs.death magic or die.

DartA dart is a small missile weapon that is hurled byhand or fired from a blowgun. Blowgun darts aretiny, usually no more than a few inches in length;hand hurled darts usually are two to 14 incheslong. Both types are equipped with feathers tokeep them stable in flight.

Roll Dart Type01-09 Barbed Dart10-18 Blowgun or Blowpipe Barbed Dart19-27 Blowgun or Blowpipe Needle28-36 Blowgun or Blowpipe Pellet37-45 Dart46-54 Lizard Man Dart55-63 Needle64-72 Pelota73-81 Sling Bullet82-90 Sling Stone91-00 Thrown Dart

of BitingXP Value: 200 GP Value: 1,000

DUNGEONS & DRAGONS Rules CyclopediaWhen the missile hits, the talent turns it into apoisonous snake. In addition to normal damage,

1,3(16

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the victim must make a saving throw vs. poisonor die (or, at the DM's choice, take extra dam-age; 2d6, 2d10, or 2d20 are recommendedamounts),

of BlinkingXP Value: 200 GP Value: 800

DUNGEONS & DRAGONS Rules CyclopediaA missile with this talent cannot hit any friend ofthe user, "blinking" in and out of existence until itreaches an enemy. (If the sight of the enemy isblocked by friends, a penalty may apply to theattack roll.)

of BrandingXP Value: 200 GP Value: 1,5 00

The MagisterWhen thrown, darts of branding burst into blind-ing flame, unquenchable by water or cold, andthis conflagration leaves a branded mark wherethe dart strikes. The marks are usually shaped bycareful construction of the dart into runes ordevices. The dartfire consumes the weapon anddoes ld6+3 points more damage than normaldarts. Creatures not resistant to fire get no savevs. the fiery damage, but dartfire is relatively fee-ble and does no damage if the target is protectedby a resist fire, dispel magic, or more powerfulprotective spell. Darts of branding can passundamaged through a wall of fire, however, andderive additional heat from the wall, doing onepoint of additional damage for every 1 inch (andremaining fraction) of flames they pass through.Flame strike and flame arrow spells have noeffect on darts of branding.

of CharmingXP Value: 200 GP Value: 500

DUNGEONS & DRAGONS Rules CyclopediaThe victim hit must make a saving throw vs. spellor be charmed by the user (as the charm personor charm monster mage spell).

of ClimbingXP Value: 200 GP Value: 600

DUNGEONS & DRAGONS Rules CyclopediaThis talent only functions if the dart is fired at anobject. The missile securely fastens itself to anyobject it hits and then creates a magical 50-footrope, issuing from the spot where it struck. Therope supports any weight of climbers and disap-pears one turn later or upon command of the user.

The dart cannot be moved after it hits, and it dis-appears when the rope does.

of CuringXP Value: 200 GP Value: 1,000

DUNGEONS & DRAGONS Rules CyclopediaA dart with this talent is obviously blunt ,inscribed with a holy symbol. When it hits a liv-ing creature, it does not inflict damage. Instead, itcures 2d6 points of damage plus 2 extra points foreach magical bonus of the missile. For example,if a 5 is rolled for a curing arrow +2, the totalpoints of damage cured arc 9.

DeathXP Value GP ValueLarge: 4,000 16,000Small: 5,000 20,000

Menzoberranzan Campaign SetThis dart is similar to the surface-world guardianknown as & flying dagger. Few drow mages knowhow to fashion them (and fewer still will admit toknowing how, for fear of being captured andenslaved by a noble house, and set to makingendless darts for protection and sale). They areeagerly sought after by noble and wealthy drow.

In old hoards, 1d8 such weapons are usuallyfound. Sometimes one or more is set atop orinside a chest, with instructions to attack all liv-ing things except the being who placed themthere (or someone named as having access). Adeath dart resembles a 9-inch-long, black needle.It has a flared but-end, tapers swiftly, and thenthickens more gradually to a bulge in the center,before thinning down to a long, deadly point (sothat the 'bulge' looks like two back-to-backcones, large ends placed together). When con-structed, a dart is either set to activate at a whis-pered command word (to be carried about forpersonal defense), or given activation conditionsas specific as the most elaborate triggering condi-tions of a magic mouth spell. Once determined,the activation conditions of a given dart can neverbe altered.

Once activated, a death dart flics about silently,point-first. Death darts cannot be affected by anysort of mental control. The spells that enable adeath dart to swoop, dart, and detect opponents(they are usually set to attack anything within 60feet that moves) also prevent rusting and brittle-ness due to extreme heat and cold. A dart thatsuccessfully strikes a moving arrow or thrown

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weapon, can deflect it, if the DM desires.Some death darts can reflect, or are immune to,

certain spells, or have special abilities; for exam-ple, their touch can rust metal items as a rust mon-ster's antenna does. Items struck must save vs.lightning or rust. A death dart strikes metal whenit is attacking a target being carrying or wearingsomething metal, and its attack roll misses by oneto three points. A few (25%) death darts carrysleep or damaging poison. Poison damage is addedto physical damage for the first three strikes of thedart, the target saves vs. poison normally for thefirst strike, at + 2 for the second, and at +4 for thethird (after that, the poison has been exhausted). Adart can be anointed with poison as often as itsactivator has the means and desire.

Most death darts are AC 4; MV Fl 24 (A); HD1+1; hp 9 each; THACO 17; AT 3; Dmg 1d4; andare considered magical weapons for purposes ofdeciding what they can hit. A few darts may differslightly from this norm, usually being larger, andAC 6; MV Fl 20 (A); HD 2; THACO 17; AT 2;Dmg 1d6+l.

Death IIXP Value: 3,000 GPValue: 13,000

The Endless StairThis rare item always appears as a small, coin-sized disc of brass, with compass directionsengraved on one side, and a command word onthe other. The side with the compass points has abrass pointer on it, set on a central swivel like thehands of a clock.

The dart only operates when it is held in theopen hand of a living being. When it is held as thecommand word is spoken, the disc instantlybecomes a dart, and flashes from the wielder'shand in a straight line, at the height held, in thedirection that the pointer is set ("north-north-east"). Upon striking a target (attack roll notrequired if a creature is in the flight path) orreaching its outer limit of 120 feet, the dart dropsharmlessly to the ground, and instantly reverts todisc form. The dart deals any struck target 1d4 hpof damage {no saving throw). Changing the direc-tion of the pointer must be done manually, andtakes one round. The knowledge of how to makethese darts is thought to have been lost long ago.A dart of death is usable by any living creatureable to hold it and pronounce the command wordsimultaneously.

of DisarmingXP Value: 300 GPValue: 1,500

DUNGEONS & DRAGONS Rules CyclopediaThis talent only functions if the victim is holdinga weapon or other item. The victim must make asaving throw vs. spell or drop the item. A droppeditem may normally be recovered in 1 round(unless it falls into a pit or chasm, if someone elsegrabs it, etc.).

of DispellingXP Value: 500 GP Value: 2,500

DUNGEONS & DRAGONS Rules CyclopediaWhen this dart hits, it creates a dispel magiceffect centered on the point of impact (a 20-footcube) as if cast by a 15th-level caster.

of FlyingXP Value: 200 GP Value: 600

DUNGEONS & DRAGONS Rules CyclopediaThis dart can be fired at ranges five times greaterthan normal. If the missile weapon firing this dartis also magical and has an additional range multi-plier, the effect is cumulative; multiply each max-imum range by five. If the missile weapon is notmagical, use the maximum ranges.

of HomingXP Value: 450 GP Value: 4,500

DUNGEON MASTER Guide, 1st EditionThese appear to be normal projectiles, but areactually +3 magical weapons. If a dart hits theintended target, it magically returns to the throwerin the same round and can be reused. A dartinflicts a base 1d6 points of damage plus its mag-ical bonus on a successful attack against any sizecreature (44 points total). A dart that misses itstarget loses its magical power. These weaponshave twice the range of ordinary darts—20 yardsshort, 40 yards medium, 80 yards long.

of the Hornets' NestXP Value GP Value+1:750 3,750+2: 1,500 7,500+3:3,000 15,000+4:3,750 18,750

Unearthed ArcanaWhile appearing to be nothing more than a magi-cal dart, this missile weapon is of far greaterpower. Once hurled, the dart multiplies in the air,even as it speeds toward its target, all the while

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making an angry buzzing noise similar to thesound of a swarm of hornets. When one of thesedarts is hurled, percentile dice are rolled to deter-mine the attack bonus and the appropriate num-ber of darts contained in this particular item.Note that the bonus applies only to attack proba-bility—not to damage, which is the standardamount (1d3 vs. S or M, 1d2 vs. L) for a dart ofnormal sort.

Roll Attack Bonus01-4041-7071-9091-00

+1+2+3+4

No. of Darts5d44d43d42d4

Illusory MissilesXP Value: 10 GP Value: 100

DRAGON Magazine 181There are illusory missiles of various types, andthese complement illusory weapons and armor.First are illusory sticks and stones. These are tinythings, totally useless in battle normally. Whenthe command word is spoken, however, a faintlyvisible magical field surrounds them, stretchingthem out to the proportions of regular darts,javelins, arrows, or sling buffets . Although thefield does no damage itself, it is substantialenough to enable the missile to be handled andused with a blowgun, bow, sling, or spear thrower.Tf an enemy sees this coming, he or she will prob-ably assume the worst and take damage equiva-lent to that of an ordinary missile, but it's allshow. These devices are only usable once.

of LightXP Value: 20 GP Value: 75

POLYHEDRON Newszine 47Several (2d10) of these glowing darts will befound together. When they strike an object, theyexplode in a burst of white light (as a continuallight spell), blinding all within the 10-foot explo-sion area for 1d6 rounds. Shadows, shades, andother creatures of darkness take 1d10 points ofdamage from each dart.

of LightingXP Value: 200 GP Value: 500

DUNGEONS & DRAGONS Rules CyclopediaThis dart can create a light spell effect (30-foot-diameter), either upon command or when it hits atarget. If a creature is hit, the victim must make a

saving throw vs. spell or be blinded by the light(as if the spell had been cast at its eyes). The mis-sile disintegrates when the light is created.

of PenetratingXP Value: 400 GP Value: 1,000

DUNGEONS & DRAGONS Rules CyclopediaA dart with this talent cannot be slowed by under-brush, webs (normal or magical), or other formsof cover. The victim's Armor Class is not modi-fied by cover of any sort.

of RefillingXP Value: 1,000 GP Value: 5,000

DUNGEONS & DRAGONS Rules CyclopediaThis talent gives no special effect to a dart whenfired, however, if left in a container with othermissiles of the same type (that is, a refilling dartwith normal darts or a refilling sling stone withnormal sling stones), it magically creates 1d20more darts of the normal type each day.

of ScreamingXP Value: 300 GP Value: 900

DUNGEONS & DRAGONS Rules CyclopediaThis dart's effect occurs when it is fired, even if itmisses the target. As it travels through the air, themissile produces a loud cry, causing all within 30feet of its path to check morale. If the moralecheck fails, the victims retreat in fear for 1d8rounds.

of SeekingXP Value: 200 GP Value: 500

DUNGEONS & DRAGONS Rules CyclopediaWhen this dart is launched at an object, it automat-ically hits any one target object within range aslong as a path of travel is clear. It may be used as amissile of disarming, if needed, or it can be used tosever a normal rope, pierce a sack, push a button,or trigger a trap. It cannot be used against crea-tures, and misses any creature at which it is aimed.

of SinkingXP Value: 600 GP Value: 1,500

DUNGEONS & DRAGONS Rules CyclopediaWhen fired at a water craft of any sort, a dartwith this talent inflicts ld10+10 (11-20) hullpoints of damage when it hits. (The Armor Classof the vessel is used, as ifthe shot were a ram-ming or catapult attack.)

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of SlayingXP Value: 1,000 GP Value: 5,000

DUNGEONS & DRAGONS Rules CyclopediaIf die rolls for a dart indicate this talent, roll 1d10Oon the table below. The result indicates the dart'sopponent. When an opponent is hit, the victimmust make a saving throw vs. death magic or die.

Roll Opponent Type01-06 Bugs07^)9 Constructs10-15 Dragonkind16-24 Enchanted monsters25-36 Giantkind37-^8 Lycanthropes49—52 Planar monsters53-58 Regenerating monsters59-67 Reptiles and dinosaurs68-70 Spell-immune monsters71-76 Spellcasters77-88 Undead89-94 Water-breathing creatures95-00 Weapon-using monsters

of SpeakingXP Value: 200 GP Value: 500

DUNGEONS & DRAGONS Rules CyclopediaThis dart misses every creature at which it islaunched. It is used for communication purposesonly. The user may give the dart any message of20 words or less and then shoot, either naming aplace within 10 miles or aiming at a target. Thedart automatically lands on the floor or ground inthe target area and repeats the message aloud,twice.

of StunningXP Value: 300 GP Value: 750

DUNGEONS & DRAGONS Rules CyclopediaA victim hit by a dart with this talent must makea saving throw vs. spell or be stunned for 1d6rounds.

SvirfnebliXP Value: 600 GP Value: 1,800

When A Star FallsThese darts have a range of 40 feet, inflicting 1d3points of damage on a successful attack roll. Anycreature struck by one of these darts must savevs. poison, or be stunned for the next round andslowed for the next four rounds.

ofTeleportingXP Value: 400 GP Value: 1,200

DUNGEONS & DRAGONS Rules CyclopediaA victim hit by a dart with this talent must makea saving throw vs. spell (at a +2 bonus) or be tele-ported to a point 1d10O miles away, with thedirection and distance determined randomly.Unlike the effect of the mage spell, the victimcannot arrive in the air or within a solid object.

of TransportingXP Value: 300 GP Value: 500

DUNGEONS & DRAGONS Rules CyclopediaA victim hit by a dart with this talent must makea saving throw vs. spell or be sent to a point up to360 feet away, as determined by the user of thedart. The effect is identical to the mage spelldimension door, and it cannot cause the victim toappear within a solid object.

of WoundingXP Value: 500 GP Value: 1,500

DUNGEONS & DRAGONS Rules CyclopediaWhen a dart of wounding strikes a creature, itinflicts normal damage. In addition, however, itcauses the loss of 1 hit point per round after thatuntil magical curing is applied (a potion, curespell of any type, etc.). However, no undead crea-ture or construct (golem, living statue, etc.) canbe wounded by this dart, and such creatures suf-fer only the initial damage.

DecanterDecanters are decorative bottles used to servefine drinks. Usually filled with wine, sparklingwater, or other rare nectars, decanters are foundin any wealthy home. They have richly sculptedhandles that are used to pour the drinks, as touch-ing the decanter itself can warm the drink toomuch.

Carrague's Decanter of Endless SteamXP Value: 1,250 GP Value: 4,000

POLYHEDRON Newszine 84These stoppered flasks look like ordinary brasscontainers. They are warm to the touch and radiateboth enchantment and conjuration/summoningmagic. When the stopper is removed and theproper words are spoken, a constant flow of steamwill pour out. Similar to a decanter of endlesswater, a decanter of endless steam has three sepa-rate commands for the amount of steam produced:

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Teakettle: A slow trickle of steam that soundslike a low-pitched whistle forms a sphere ofscalding vapor. During the first round, the spherehas a diameter of 2 feet. Each round thereafter thesphere expands by 1 foot until it reaches a maxi-mum diameter of 10 feet. Characters inside thesphere take one point of damage from the steameach round, save vs. breath weapon for no dam-age.

Small Geyser: A translucent flow of steamthat sounds like a high pitched whistle fills a 6-foot sphere in one round; this expands an addi-tional 3 feet each round to a maximum diameterof 30 feet. Characters inside the sphere take 1 d6points of damage each round, save vs. breathweapon for half.

Large Geyser: A gush of thick steam thatsounds like loud roaring fills a 10-foot sphere inone round; this expands by an additional 5 feeteach round to a maximum diameter of 50 feet.Characters inside the sphere take 3d6 points ofdamage each round, save vs. breath weapon forhalf damage.

The two geyser settings are used to power Car-rague 's steam machines. The large geyser settingproduces considerable back pressure, and theholder must be well braced or be knocked back-wards. The force of the geyser kills small animalsand normal insects. At any setting, a commandword must be given to stop the flow of steam.

of Endless WaterXP Value: 1,200 GP Value: 3,600

NightrageThis stoppered flask, almost always of fine work-manship, contains a portable wormhole to theElemental Plane of Water. The user removes thestopper, speaks a word of command, and a streamof fresh water pours out. Some decanters havevariable rates of flow, but others simply flow at aconstant rate until the command word stops them.

These items tend to be rare, for the elementalswho inhabit the Plane of Water dislike them—they drain their resources. Rumors tell of elemen-tal patrols scouring the Prime Material Plane tobuy or steal every flask they find. Once trans-ported to the Plane of Water, the flask's magic ispermanently dispelled.

The decanter that created the Serpent Oasispours several gallons per minute in a strongstream. It is a shapely flask of untarnished goldwith inlaid lapis lazuli in a geyser design.

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of Endless Water IIXP Value: 1,000 GP Value: 3,000

DUNGEON MASTER Guide, 1st EditionThis stoppered flask looks ordinary but radiatesthe aura of magic. If the stopper is removed, andthe proper words spoken, a stream of fresh or saltwater pours out, as ordered. There are separatecommand words for the amount as well as thetype of water. Water can be made to come forth asfollows:• Stream: pours out one gallon per round.• Fountain: 5-foot-long stream at five gallons

per round.• Geyser: 20-foot-long stream at 30 gallons per

round. The geyser causes considerable backpressure, and the holder must be well bracedor be knocked over. The force of the geysercan kil l small animals and insects (mice,moles, small bats, etc.). The command wordmust be given to cease the flow.

Deck of CardsA magical deck is a pack of rectangular playingcards, usually found as either a small deck of 10or a large deck of 20. Each card is made of stiffparchment, inscribed with a number or letter anda picture of some sort. Although card decks arecommon in the modern world, they are rare, handmade in a medieval setting. The cards may be assmall as 1 by 2 inches or as large as 1 by 2 feet,larger cards are very rare. When a card is drawnfrom a deck, its magical effect is released. Thecard either disappears immediately or vanishesafter a given period. Cards may be drawn onceper round at most, unless specified otherwise.

of ChanceXP Value: 1,000 GP Value: 4,000

The Book of Marvelous MagicWhen a card is drawn from this large deck, abonus or penalty applies to the user for 24 hoursafter that. To determine the effect, roll 2d6:

Roll234567

8

Effect-2 penalty to attack and damage rolls-2 penalty to saving throws-2 penalty to armor class-2 penalty to damage rolls-2 penalty to attack rolls+1 bonus to attack, damage, and saving

throw rolls+2 bonus to attack rolls

9 +2 bonus to damage rolls10 +2 bonus to armor class11 +2 bonus to saving throws12 +2 bonus to attack and damage rolls

DaffyXP Value: 600 GP Value: 1,800

The Book of Marvelous MagicThis small deck contains an assortment of cardsfrom the chance, quarter, sun, and tracer decks,and each has a 25% chance of decking as a deckof decking. Each type of card in the daffy deck isdetermined when drawn.

of DeckingXP Value: 700 GP Value: 2,100

The Book of Marvelous MagicThis item appears identical to a quarter deck.However, there is a 25% chance that any carddrawn may be dangerous; if so, a user, and not anintended victim, is suddenly stunned by the cardand falls to the floor. A victim remains stunnedfor 1d6 more rounds and is unable to get up, talk,attack, or cast spells.

Fortune TellingXP Value: 1,000 GP Value: 6,000

Inside Raven's Bluff, The Living CityOnly 12 such decks are known to exist. Eachdeck starts with 50 cards, and is therefore goodfor 50 fortunes. A character pulls a card from thedeck and rolls 1dl2. The number rolled corre-sponds to the number of months in the future theforecasted event will occur. The card shimmers,becomes three-dimensional, and shows a sceneinvolving the character who pulled the card. Forexample, a card could show the character findinga great fortune, being killed in battle with a mon-ster, finding his or her true love, or any otherscene the DM wishes. The scene is played outbefore the character for three minutes, then thecard vanishes. It is possible to alter the future ofthe card by certain actions; but the card does notreveal what those actions are.

of IllusionsXP Value: 1,500 GP Value: 15,000

DungeonlandThis set of parchment cards is usually found inan ivory, leather, or wooden box. A full deckconsists of 34 of these plaques. Drawing one atrandom and casting it out forms an illusion with

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audible and visual components, which lasts untilit is dispelled. The illusory creature cannot gomore than 30 feet from the card, but it otherwisemoves and acts as if it were real. When the illu-sion is dispelled, the card becomes blank andcannot be used again. If it is picked up, the illu-sion is automatically and instantly dispelled.Cards can differ or some may be missing. Illu-sions perform normal routines and respond toattacks (DMs play them as if they were realcreatures). The cards are:

Card Illusion CreatedJoker Illusion of the Deck's Owner.Joker Illusion of the Deck's Owner,A^ Red Dragon.A4 Beholder.A* Lich.A* Iron Golem.K» Fighter and four Guards.K 4 Magic-user and one Apprentice.K* Priest and two Underpriests.K* Thief and three Cohorts.Q*^ Succubus.Q> Night Hag.Q* Medusa.Q* Erinyes.J* Druid.J4- Assassin.J* Monk.J* Bard.10V Cloud Giant.104 Fire Giant.10* Frost Giant.10* Ettin.9* Hill Giant.9* Ogre Mage.9* Troll.9* Ogre.8* Bugbear.8* Gnoll.8* Hobgoblin.8* Orc.2» Goblin.24- Kobold.2* Goblin.2* Kobold.

of Illusions IIXP Value: 1,500 GP Value: 15,000

DUNGEON MASTER Guide, 1st EditionThis set of parchment cards is usually found in anivory, leather, or wooden box. A full deck consistsof 34 cards of suits. When a card is drawn at ran-dom and thrown to the ground, an illusion withaudible and visual components is formed. Thislasts until dispelled. The illusionary creature can-not go more than 30 feet away from where thecard landed, but otherwise moves and acts as if itwere real. When the illusion is dispelled, the cardbecomes blank and cannot be used again. If thecard is picked up, the illusion is automaticallyand instantly dispelled. The cards in a deck andtheir illusions are as follows:

Hearts DiamondsA: Red dragon A: BeholderK: Fighter & four guards K: Wizard & one

apprenticeQ: Female Wizard Q: Night hagJ: Druid J: Harpy10: Cloud giant 10: Fire giant9: Ettin 9: Ogre mage8: Bugbear 8: Gnoll2: Goblin 2: Kobold

Clubs SpadesA: Lich A: Iron GolemK: Priest & two K: Thief & three

underpriests cohortsQ: Medusa Q: PixiesJ: Paladin J: Bard10: Frost giant 10: Hill Giant9: Troll 9: Ogre8: Hobgoblin 8: Orc2: Goblin 2: KoboldJokers (2): Illusion of the deck's owner

The cards of a particular deck may differ fromthese, and a deck may be discovered with some ofits cards missing. The illusions perform normalroutines and respond to attacks—they should beplayed as if they were real creatures.

XP Value: — GP Value: 10,0001992 Fantasy Collector Card 32

Janean's deck of cards was designed with someunusual properties. The first card drawn from thedeck is always beneficial, and every even card

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drawn after that is one of unhappy effect—oddcards drawn thereafter can be either good or bad.None of Janean's cards disappear after they aredrawn, they randomly go back into the deck, sothey may be drawn repeatedly. Another uniqueproperty of this deck is that cards can be drawnonly by those willing to take a chance; no one canbe forced into trying the deck.

of Many ThingsXP Value: — GP Value: 10,000

GREYHAWKThis deck is a pack of 18 parchment cards, foureach of four suits and two jokers. Each of the fourin each suit is different. One-half bring beneficialthings, and one-half cause harmful effects. Anyperson possessing such a deck may select cardsfrom it four times (or more if jokers are drawn),and whatever is revealed by the selected cardtakes place. After each draw, the card is returnedto the pack and it is shuffled again before anotherdraw is made. All four draws need not be made,but the moment a possessor of the deck states thathe or she has no intention of ever drawing furthercards, or after the maximum number of draws,the deck disappears. Note: A DM may invent adeck using the guidelines above.

Card EffectA of ** Immediately gain 50,000 experience

points.K of * Gain miscellaneous magical item of

the player's choice.Q of Gain 1d3 wishes to be taken when the

player likes.J of ** Help from a high-level warrior with

+3 armor, shield, and sword for onehour when you call for him.

A of + Immediately gain map to richest trea-sure on any dungeon level.

K of * Gain 5d6 pieces of jewelry immedi-ately.

Q of ^ Gain Scroll of seven spells with noIst-level spells on it.

J of 41 Add one point to any ability score—Strength, Intelligence, Wisdom, Dex-terity, etc.

A of 4 Lose one experience level immedi-ately.

K of * A High-level warrior with +4 armor,shield, and sword attacks you

Q of 4 Immediate death, no saving throw.J of 4 Monster from the Gray Waste attacks

by surprise.

A of * Change alignment immediately (ran-dom).

K of * Lose your most prized magical itemimmediately.

Q of * Turn to stone, no saving throw.J of * Lose 1 point from your Prime Requi-

site.Joker Gain 25,000 experience points imme-

diately or select two additional cards.

of Many Things IIXP Value: — GP Value: 10,000

DUNGEON MASTER Guide, 1st EditionA deck of many things is usually found in a boxor leather pouch. Each deck contains a number ofcards or plaques, made of ivory or vellum. Eachcard is engraved with glyphs, characters, andmagical Sigils. As soon as one of these cards isdrawn from the pack, its magic is bestowed uponthe person who drew it—for better or worse.

The character with a deck of many things mayannounce that he or she is drawing only one card orthe owner may draw two, three, four, or more. How-ever, the number must be announced prior to draw-ing the first card. If a jester is drawn, the possessorof the deck may elect to draw two additional cards.

Each time a card is taken from the deck it isreplaced (making it possible to draw the samecard twice) unless the draw is a jester or fool, inthat case the card is discarded from the pack. Adeck of many things contains either 13 cards(75% chance) or 22 cards (25%). Additionalcards in a 22-card deck are shown below by anasterisk (*) before their names. To simulate themagical cards you may want to use the normalplaying card in the suits indicated in the secondcolumn. (The notation is face value, then suit.)

Upon drawing the last card, or immediatelyupon drawing the cards in bold face (The Voidand Donjon), the deck disappears. The cards areexplained in greater detail below:

Plague Card Effect*Vizier Ace ^ Know the answer to your

next dilemma.Sun King ^ Gain beneficial miscella-

neous magical item and50,000 XP.

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Moon Queen + You are granted 1d4wishes.

Star Jack •* Immediately gain twopoints to Prime Requisiteability.

"Comet 2 * Defeat the next monsteryou meet to gain onelevel.

*1diot Ace V Lose 1d4 points of Intel-ligence; you may drawagain.

Throne King ** Gain Charisma of 18 plusa small keep.

Key Queen *? Gain a treasure map plusone magical weapon.

Knight Jack ** Gain the service of a 4th-level fighter.

*Gem 2 V Gain your choice of 20pieces of jewelry or 50gems.

*Fates Ace ^ Avoid any situation youchoose . . . once.

The Void King * Body functions, but soulis trapped elsewhere.

Flames Queen 4 Enmity between you andan outer planar creature.

Skull Jack * Defeat Death or be for-ever destroyed.

Talons 2 * All magical items youpossess disappear perma-nently.

*Donjon Ace * You are imprisoned (seebelow).

Ruin King * Immediately lose allwealth and real property.

Euryale Queen * -3 penally to all savingthrows vs. petrification.

Rogue Jack * One of your henchmenturns against you.

*Balance 2 * Change alignmentinstantly.

Jester Joker Gain 10,000 XP or twomore draws from thedeck,

*Fool TrademarkJoker Lose 10,000 experience

points and draw again.

Sun: Roll for a miscellaneous magical itemuntil a useful item is indicated,

Moon: This is best represented by a moon-stone gem with the appropriate number of wishes

shown as gleams therein. The wishes are the sameas the 9th-level wizard spell and must be used ina number of turns equal to the number received.

Star: If the two points would place the charac-ter's score at 19, use one or both in any of theother abilities in this order Constitution, Cha-risma, Wisdom, Dexterity, Intelligence, Strength.

Comet: The player must singlehandedly defeatthe next hostile monster (or monsters!) encoun-tered or the benefit is lost. If successful, the char-acter moves to the midpoint of the next experiencelevel.

Throne: If Charisma is 18 already, the individ-ual still gains five on encounter and loyalty reac-tions. He or she becomes a real leader in people'seyes. The castle gained is near a strongholdalready held.

Key: DM must prepare a treasure map. Theweapon must be one usable by the character souse the Magical Weapons Table until a usefulitem is awarded.

Knight: The fighter joins the character as ahenchman and serves loyally until death. Thefighter has +1 per die (18 maximum) on eachability roll.

Gem: This indicates wealth. The jewelry isalways gold set with gems, the gems are all of1,000 gp base value. With this wealth shouldcome experience points equal in value, but nevermore than needed to increase one level of experi-ence.

The Void: This black card spells instant disas-ter. The character's body continues to function,though he or she speaks like an automaton, butthe psyche is trapped in a prison somewhere—inan object on a far planet or plane, possibly in thepossession of an outer planar creature. A wishcannot bring the character back, but the plane ofentrapment might be revealed. Draw no morecards.

Flames: Hot anger, jealousy, and envy are buta few of the possible motivational forces for theenmity. The enmity of the outer planar creaturecan't be ended until one of the parties has beenslain.

Skull: A minor Death appears (AC -4; 33 hitpoints: strikes with a scythe for 2d8 points, nevermissing, always striking first in a round). Thecharacter must fight it alone—if others help, theyget minor Deaths to fight as well. If the characteris slain, he or she is slain forever. Treat the Deathas undead with respect to spells. Cold, fire, and

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electrical energy do not harm it.Talons: When this card is drawn, every magi-

cal item the character has is irrevocably gone,instantly.

Ruin: As implied, when this card is drawnevery bit of money (including all gems, jewelry,treasure, and art objects) is lost. All land andbuildings owned are lost forever as well.

Euryalc: The medusa visage on this cardbrings a curse only the Fates card or godlikebeings can remove. A -3 penalty to all savingthrows is otherwise permanent.

Rogue: When this card is drawn, one of thecharacter's henchmen is totally alienated and for-ever hostile. If the character has no henchmen,the enmities of some powerful personage—com-munity or religious—can be substituted. Thehatred remains secret until the time is ripe fordevastating effect.

Balance: As in "weighed in the balance andfound wanting," the character must change to aradically different alignment. Failure to actaccording to the new alignment may bring penal-ties (as described in the section on CharacterAlignment, in the PHB). Discard this card.

Jester: The jester actually makes a pack morebeneficial if the experience point award is taken.It is always discarded when drawn.

Fool: The payment and draw are mandatory.Vizier: This card empowers the character

drawing it with the ability to call upon supernat-ural wisdom to solve any single problem oranswer fully any question whenever he or sherequests it. Whether the information can be suc-cessfully acted upon is another matter entirely.

1diot: This card causes the loss of 1d4 pointsof Intelligence immediately, drawing an addi-tional card is optional.

Fates: This card enables the character to avoideven an instantaneous occurrence if desired, forthe fabric of reality is unraveled and respun. Notethat it does not enable something to happen—itcan only stop something from happening. Thereversal is only for the character who drew thecard, and other party members may have toendure the confrontation.

Donjon: This signifies imprisonment—eitherby spell or by some creature, at the DM's plea-sure. All gear and spells are stripped from the vic-tim in any case. Whether these items arerecoverable is up to the DM as well. Draw nomore cards.

QuarterXP Value: 1,200 GP Value: 12,000

The Book of Marvelous MagicIf a card is drawn from this small deck and shownto any creature of 7 Hit Dice or less within 30feet, the victim must make a saving throw vs.spell. If the throw fails, the creature immediatelyoffers to surrender, if its life is spared. If the offeris not accepted, the card has no other effect.

SunXP Value: 1,500 GP Value: 15,000

The Book of Marvelous MagicAny card drawn from this deck sheds light withina 15-foot radius as a light spell for 12 turns andthen disappears. A deck of light may be small orlarge.

Tarot Deck of Many ThingsXP Value: 4,000 GP Value: 44,000

DRAOON Magazine 77Although the deck of many things in the AD&Dgame is a powerful and interesting device, it isbut half a reflection (the other being ordinaryplaying cards) of the original on which all suchcard decks are based—the Tarot. The 78-cardTarot deck consists of two parts. The MajorArcana includes the card known as the Fool,which is unnumbered, and the 21 numbered cardsI (The Magician) through XXI (The World); these22 cards are also known as the Greater Trumps.The Minor Arcana, or Lesser Trumps, are dividedinto the four suits of Wands, Cups, Swords, andTentacles; each suit includes the "pip" cards (Acethrough Ten) and the court cards (Page, Knight,Queen, and King).

The deck itself is a series of plaques or cards,fashioned of precious and rare substances: ivory,gold, vellum made from dragon skin, carvedbulette scales, or the like, painted with costly pig-ments, gilded, or even jeweled. These are usuallywrapped in silk or other simple but costly cloth,and placed within an elaborate box or coffer of atleast 5,000 gp value, expensively decorated withsymbols, and with the holy symbol of the deitywho is the master of the deck. It could be soldunused for 39,000 gp plus the value of the box orcoffer, but if anyone does more than look at thebacks of the cards, they are compelled (savingthrow applicable) to draw from it.

A person who wishes or is compelled to drawfrom the deck is allowed to announce an inten-

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tion to draw one, two, three, or four cards; whenthe last member of the party who wishes to doso has drawn, or if one hour elapses without anydraw, the deck disappears—unless the party ison the plane of the Tarot's master deity, which isnot the party's own home plane. The personmaking the draws, hereafter called the "drawer,"should shuffle the cards well, in such a mannerthat the images on almost one-half of the cardsare inverted or "reversed" in relation to theothers (which are termed "upright"). Each cardis then turned over along the long axis of thecard, and presented to the DM (from whoseviewpoint "upright" and "reversed" are judged).After each person finishes drawing, the drawncards are returned to the deck, and it is reshuf-fled by the next drawer. (In case the DM cannotobtain a real Tarot deck, each card has beengiven a number for the use of percentile dice; acard will be reversed or upright on a 50%chance. No card can be received more thanonce by the same drawer.)

The effects of the Tarot are instantaneousunless noted otherwise, and should be notedimmediately by the DM (silently); characters willnot notice any change until they perceive it interms of how it alters their abilities or activities.The effects are irrevocable unless otherwisestated, short of a wish for the Major Arcana, or alimited wish for the Lesser Arcana.

If the effects of a card would raise or reduce anability score to a level outside racial limitations,the DM can choose to effect change in anotherability if possible within those same limits, in thisorder: Constitution, Charisma, Wisdom, Dexter-ity, Intelligence, Strength. If a character loses onepoint or more from an ability score and is there-fore no longer qualified to be a member of theclass he or she was pursuing, then the characterloses the right to be in that class and (if not multi-classed) must begin anew as a Ist-level characterin some other class. If the lost points are replacedlater by some other means, the character mayresume study in the class that he or she wasforced to abandon.

Above all, bear in mind that this is an artifact,not the tool of a chaotic game for foolhardy orsuicidal characters; it should be handled withrespect and gravity. (Whether the random aspectsof the deck make its use an act of chaotic natureis a matter decided between lawful characters,their deities, and the DM.)

The effects and values of the individual cardsin AD&D game terms, given in the followingtext, are based on their divinatory and symbolicmeanings, (The effects of draws made by charac-ters are printed in italic type, with "upright"effects always given first.) Space does not allowfor fuller explanation of details

THE MAJOR ARC ANA

00: The FoolThe Fool is a quirky and variable character; hemay be clad in the fool's cap and motley of ajester (or joker), or in gorgeous, elaborate, andcostly (though not cumbersome) vestments. Astaff and pouch over his shoulder, a little dogbehind him, he strides blithely into the world. TheFool is often seen dancing at the brink of theprecipice, for his is the folly (and the wisdom) ofchildhood, the innocence of the babe and the mis-chief of a child.

Upright, the Fool signifies unformed potential,the need to make choices and the necessity ofmaking the right choice, the wisdom of fools andthe follies of the wise. Drawer gains one moredraw, but the new draw does not count unless thecard drawn is one with an effect that is mostlygood for the drawer.

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Reversed, this card signifies thoughtlessaction, folly; choices must be made, but may wellbe faulty. Effect as above, but the subsequent cardmust be mostly bad in effect.

01: The MagicianThe Magician stands at a table on which arevarious articles: swords, wands, pentacles,cups, dice, balls, bells, or others. One handholds a double-ended wand toward the heavens,the other points to the earth; over his head is alemniscate curve, the symbol of eternity andinfinity. The table, which resembles an altar, issurrounded by growing things. Representedhere is the rational mind, confident in its powerand right to use the forces of the infinite toreshape the world of matter.

Upright, The Magician signifies will, mastery,the ability to manipulate the universe throughrational thought, self-confidence, ability tomanipulate others. Drawer gains one point ofIntelligence, two points if a mage or specialtywizard.

Reversed, this card signifies ineptitude, failureof will, indecision; abuse of power; disquiet;mental illness. Drawer loses one point of Intelli-gence, two points if a mage or specialty wizard.

02: The High PriestessThe High Priestess sits enthroned in her temple,dressed in flowing robes that obscure a scroll or abook of secret laws and wisdom she holdssecurely. She is the mother of wisdom, some-times identified with Isis or Diana; the queen-protector of hidden knowledge and occultmysteries.

Upright, she signifies serene knowledge,sagacity, intuition, foresight, inspiration, thepower of the inner mind to heal, create, enlighten,and inform. Drawer gains one point of Wisdom,two points if a cleric or priest.

Reversed, she signifies superficiality, conceit,shallowness, a lack of depth, perception, orunderstanding; an acceptance of external andsuperficial "knowledge," of trivialities. Drawerloses one point of Wisdom, two points if a priestor cleric; in the latter case, receives one new pro-ficiency.

03: The EmpressRoyal and matronly, the Empress sits enthronedamong rich fields, clad in opulent garments, andcrowned with a starry, open crown. Befitting herposition, she bears a scepter, for hers is the realmof universal fecundity and wealth.

Upright, she signifies material wealth, produc-tivity for farmers and creative workers, prof-itability for merchants, practical application ofknowledge. The next time treasures are divided,the drawer will receive some item which turns outto be worth an extra 3d6(x.l ,000) gp; but even thedrawer will not notice until at least three dayslater.

Reversed, she signifies poverty, sterility,inability to produce; waste or dissipation ofresources. The next time treasures are divided,the drawer will receive an item which proves tobe worthless (a seemingly magical mace whichactually has Nystul's magic aura on it, or a"ruby " which is actually cut glass, and so on) asthe largest part of a treasure share, but will notnotice for at least three days,

04: The EmperorRegal and fatherly, the Emperor sits upon histhrone, with open spaces surrounding him for adomain. He wears royal robes, and in his handsbears a scepter and an orb of rulership. His crownis simple but majestic. He is the active principle,the ruler of the visible, material world through law.

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Upright, he signifies leadership, strength ofmind, dominance, law, control of natural drives,stability, power, conviction, and protection. Alawful drawer gains two points of Charisma; achaotic drawer must successfully save vs. poisonor suffer confusion for 2d4 months; a neutraldrawer is unaffected.

Reversed, he signifies immaturity, confusion orloss of control, ineffectiveness, irrationality,attempts to destroy one's authority or rights.Unless the drawer saves vs. death magic at -4(-2 for neutrals, no penalty for chaotics), over thenext four days, the PC gradually goes insane inone of the following "ways, becoming: manic-depressive, schizoid, demented (dementia prae-cox), or hebephrenic.

05: The HierophantEstablished in state within his temple, the Hiero-phant is the embodiment of the church in theworld, the external pomp and ceremony of orga-nized religion; his elaborate crown, ornate robes,and scepter of power establish him as a hierarchand a potentate. He is the link between deity andworshiper, his is the role of mediator and medium.As the High Priestess is mistress of the hiddenmysteries, the Hierophant is the master of exter-nal, manifest religion, law, and morality, usuallydepicted ministering to, or being attended by, twolesser priests, upon whom he bestows a blessing.

Upright, the Hierophant signifies the outerform of religion; social relations with the world;ritualism; conformity, traditionalism and ortho-doxy; retention of outmoded ideas and attitudes;orderly hierarchies; mercy and forgiveness.Drawer gains one point of Charisma (two pointsif a lawful priest); priests also gain one point ofIntelligence. If drawer is a priest who belongs toany organization with a hierarchical nature, reli-gious or secular, which does not base rank solelyon levels of ability, he or she will be promotedsoon, in 5-25 (1dIQ0^4 rounded up) days, afterreturning from this adventure. The Hierophantalso serves as a remove curse spell for a drawerwho is in need of one.

Reversed, this card signifies overkindness,weakness; unconventionality, openness to nov-elty, unorthodoxy. Drawer gets a permanent -2on saving throws against charm, suggestion, andother mental attach forms involving force of will;he or she also receives a permanent +4 on reac-tion rolls to all persons and beings. If drawer is a

member of any hierarchic body fas describedabove), within 5—25 (1dl00^4 rounded up) daysof returning from the current adventure he or shewill be demoted for "ineffectuality " and "lack ofauthority." If drawer is a chaotic priest, one pointof Intelligence is gained.

06: The LoversA winged supernatural being hovers over a manand a woman, behind each of whom flourishes adifferent tree. The man looks at the woman, butshe, though open to him, looks up at the supernat-ural messenger. The Lovers are emblematic of thenecessity for the conscious mind ("intelligence")to approach the supernatural and transcendentthrough the unconscious ("wisdom"), for a har-monious and loving life depends on the coopera-tion of both parts of the mind. (In older decks theLovers are often shown as a young man standingbetween two women; some different divinatorymeanings relate to this older symbolism.)

Upright, they signify attraction, amativeness,love; difficulties overcome, tests and trialspassed. The drawer's Charisma increases by onepoint for every 6 points of Wisdom or Intelligence(whichever is lower), rounding down; in addition,the drawer's reaction rolls increase l%for eachpoint of Wisdom or Intelligence (whichever is

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09: The Hermit

lower), toward all persons (now known orencountered later) to whom she or he might beromantically inclined (based on race, gender, andother factors),

Reversed, they signify tests failed; fickleness,unreliability, infidelity; a need to stabilize andharmonize the self, the possibility of a wrongchoice. The drawer's Charisma is reduced by onepoint for every 6 points by which Wisdom or Intel-ligence (whichever is lower) falls short of 18,rounding losses up; reaction rolls increase asabove, but based on whichever ability score ishigher, and if the drawer already has a lovedcompanion or spouse, the reaction roll towardher or him is reduced by half the amount thatother reaction rolls are increased by (roundreduction up).

07: The ChariotA youthful and triumphant figure (a conquerorrather than a hereditary ruler) stands in a chariot,covered over by a starry canopy and drawn bytwo steeds (horses or sphinxes) of opposing col-ors and pulling in somewhat opposing directions.The charioteer bears a scepter of dominion, butno reins; the Chariot must be controlled throughthe dominion of the mind. Here is represented theconqueror of the outer world, victorious yet not

truly in control of the fullness of reality.Upright, the Chariot signifies triumph, suc-

cess, conquest over the physical plane (includingillness and one's own weaknesses) by the rationalmind, intelligence rather than wisdom; also travelin comfort, state visits. Drawer is cured of all dis-eases, lycanthropy, deafness, blindness, curses,charms, and the like of which she or he is a vic-tim, and will be 15% less susceptible to themfrom now on. Also, the drawer wilt be able to coaxan extra 3 MVout of any vehicle, mount, or othermode of travel, as long as the drawer's mind isclear and free to concentrate.

Reversed, it signifies decadence, ill health,restlessness, victory through foul means, dis-putes, failure. Drawer, over the next seven days,begins to manifest a severe and chronic disease,which can only be cured by a potion made fromthe brains of two different kinds of sphinxes. Thedisease will not prove fatal for at least 49 days.

08: StrengthA calm and self-contained, yet clearly quitehuman woman controls the jaws of a lion with herbare hands. Strength is both hers and the lion's.They are not struggling, for she has already sub-dued the beast, and they are now in a harmony ofopposites: Hers is the Strength of the mind at onewith itself; his is the Strength of passion and car-nal needs, which are unable to withstand a con-sciousness aware of its link with the infinite, andmust submit to its control.

Upright, the card signifies spiritual powerovercoming material power, the fortitude of theself-aware mind; courage and magnanimity; thetriumph of love over hate. The drawer gains +4 tosaving throws against fear, charm, suggestion,illusion and other mental attack forms involvingwill force.

Reversed, this card signifies the dominance ofthe material and physical, lack of faith and moralforce, failure of self-control, giving in to tempta-tion, failure of will. Drawer suffers a -4 to savingthrows against the attack forms listed above.

09: The HermitA robed figure, the archetypal "Old Wise Man,"the Hermit stands alone. He leans on a pilgrim'sstaff and holds up the lantern of wisdom, offeringlight to those who are humble enough to seek it.He illuminates the path to wisdom for those whowant to emerge from darkness.

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Upright, he signifies prudent counsel, receiv-ing wisdom or instruction from one more knowl-edgeable, guidance on the path to one's goal;circumspection and caution; a solitary nature.Within nine days of returning home from thisadventure, drawer will meet a visiting priest ofhis or her own faith and of a higher level, whowill offer religious instruction to the drawer, "forthe improvement of the mind," with a warningthat the instruction will not be quick. After onemonth of study (if the drawer accepts the offer;this should be a decision of the player), thedrawer emerges with a 2 point increase in Wis-dom, but a 1 point loss in Charisma. The priestwill then give the drawer a hint to the location ofa magical item, and depart for places unknown.

Reversed, the Hermit signifies immaturity,folly, refusal to accept aging and growth. Drawerloses one third of accumulated age, gains onepoint of Charisma and loses two points of Wis-dom. When the drawer next seeks to gain a level,the process will be three times as long and expen-sive as usual, because of his or her refusal toheed the instructor.

10: The Wheel of FortuneThe Wheel of Fortune rotates eternally, bring-

ing the great to naught and the humble to power,for a time. Descending (on the left) is an evilcreature (often identified with Typhon or Set);ascending is a canine-headed being (often identi-fied with Anubis, or Hermes Trismegistus); yetwith another turn of the Wheel, the ascendantwill descend and the descendant will ascend.Resting atop the Wheel (yet undisturbed by itsrotations) is a sphinx casually holding a weapon,emblematic of the equilibrium which the enlight-ened mind manifests even in the midst of for-tune's everchanging rounds. The sphinx, like thefour winged beings of the apocalypse whichoccupy the corners of the field, is also a denial ofthe apparent randomness of the universe, and ofthe fatalism such false beliefs induce.

Upright, it signifies success, fortune, felicity,an unexpected bit of luck, a change for the better.Drawer gains a permanent +2 on all savingthrows; in addition, the next treasure discoveredby the party will include a magical item of notless than 800 nor more than 8,000 experiencepoints in value, on which the arms, image, andname of the drawer are ineradicably engraved orotherwise incorporated, in such a way as to mark

it as predestined only for that person. If thedrawer sells the item, both the card and the mate-rials used to purchase it disintegrate, and thedrawer's saving-throw bonus is negated.

Reversed, it signifies unexpected bad fate, illluck, setbacks or interruptions in plans, unwantedchange. Drawer suffers a -2 penalty on all savingthrows; in addition, one magical item fat ran-dom) belonging to the drawer disintegrates (thisdoes not apply if no magical items are currentlyowned by the character).

11: JusticeLike the High Priestess and the Hierophant, Jus-tice sits crowned and enthroned between pillars.In her right hand she bears a two-edged sword, itspoint toward the heavens; in her left hangs a setof balances. Firm and resolute, hers is the powerof moral strength and integrity, of righteousness(good) rather than rectitude (law).

Upright, she signifies justice, virtue, rightjudgments, the triumph of the good, just rewards,purity. Drawer of good alignment gains 8,000experience points; drawer of evil alignmentloses 8,000 experience points or % of all experi-ence points, whichever is the greater; neutraldrawer is unaffected. The DM may reduce thesegains or losses by up to 50% if the drawer has

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13: Death

not been entirely consistent in following his orher alignment.

Reversed, she signifies bias, injustice, exces-sive severity; legal complications. Unless drawerhas been acting in very strict conformance withhis or her alignment (the DM should be veryrigid in this evaluation), she or he is stripped ofall property, effects, wealth, allegiance or loyal-ties of followers (those over 50% base loyalty),except for any nonmagical clothing worn; and allbut '/> of his or her experience points. Drawer willalso forget all spells received or memorized.

12: The Hanged ManFrom a gibbet or a tau-cross of l iving wood, ayouth is suspended by one leg; his arms form atriangle behind his back, and his free leg is placedbehind the bound one to form a cross (if viewedupside down, he seems to be dancing a jig). Herepresents Everyman, suspended by his own con-sent as a pause and decision point in the creationof an enlightened self. He is clearly in a contem-plative state, not one of suffering, suspendedbetween the old life and the new; he must createhis new self knowingly and willingly.

Upright, he signifies a pause, or suspension ofordinary activities; transcendence of materialtemptation; surrender to the purification of the

self; spiritual wisdom, prophetic power; regenera-tion. Drawer goes into a contemplative state for24 days, in which he or she is open-eyed, canwalk (at an MVof3), drink, and eat (lightly), butwill not fight or otherwise interact with the mun-dane world: during this period the character alsoregenerates as if wearing a ring of regeneration.At the end of this period, the drawer loses onepoint of Strength, but gains 2 points of Wisdom.For a year and a day after that, the drawer willrefuse all wealth, whether earned or offered,except that necessary for his or her own modestneeds and those of any henchmen.

Reversed, The Hanged Man signifies absorp-tion in the ego and material matters, unwilling-ness to sacrifice; false prophecies. Drawer goesinto a trance as described above, but "snaps outof it" after ld20+5 rounds, having lost 2 pointsof Wisdom, but gained 1 point of Charisma. TheDrawer will seem to show a new ability toprophesy the contents of rooms, intentions ofstrangers, etc., but after five such detailed, cor-rect "visions," the supposed new ability will gotragically awry, and completely vanishes afterbeing discredited.

13: DeathDeath, represented as a skeleton, regards a deso-late plain strewn with his victims, who are of allages and conditions, for Death has no favorites.He is sometimes shown wielding a scythe, some-times "terrible with banners."

Upright, he symbolizes transit to the next stageof being, transformation; abrupt and unexpectedchange of the old self (not usually physicaldeath), the end of security and old situations andthe beginning of a new kind of life. The drawerdies. Body and effects burst into flames (which doI Od JO points of damage if a character is foolishenough to go into them), after 1d8 rounds theflames die down and the character steps from theashes, reborn according to the following table:

Roll01-0203-0809-1415-1617-2223-2425-30

RaceBugbearDwarfElfGnollGnomeGoblinHalf-elf

Roll31-3637-4243-4445-9495-9697-9899-00

RaceHalflingHalf-orcHobgoblinHumanKoboldOrcOgre

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Note: A very good or very evil person will not bereborn ax a creature whose alignment is theopposite. Regardless of the form in which thecharacter is reincarnated, allow the new form toprogress as far as possible in characteristics andabilities. Someone reborn as a gnoll might even-tually gain Hit Dice up to 3, 4, or even 5, plusbonus points for a high Constitution; the charac-ter would be eligible to wear armor, could usemagical items available to fighters, and wouldhave the intelligence level of its former incarna-tion (or racial minimum). If the new form is of aplayer character race, the character must be gen-erated as a new character; the new form may be amember of any player character class for whichhe or she is eligible, except the old character'sformer class (unless that is the only possiblechoice), is of Ist-level, with no experience points.

Reversed, Death signifies stagnation, mereexistence, inertia or immobility, lethargy, sleep,petrification. Drawer falls under a permanentslow spell and receives no experience points forthis adventure (while slowed, drawer will age athalf the normal rate).

14: TemperanceA solemn, angelic figure, a flower or sun emblemon its forehead, pours a fluid from one of a pair ofdifferent-colored chalices to the other; behind thefigure are growing plants, and distant hills. Thecard represents the inner self, enabling one to bal-ance the forces of the mind, to illuminate intelli-gence by wisdom and to clarify wisdom withintelligence.

Upright, it signifies control of self, adaptation,tempering of extremes; harmonious and fruitfulcombinations, wise management of resources;cooperation. Drawer will gain two points of Intel-ligence or Wisdom (whichever of the two ispresently lower) but will lose one point inwhichever of the two is higher. If the two scoresare equal, the drawer gains one point inwhichever other characteristic is lowest, with tiessettled by player preference. Also, the drawernever again injures a companion through care-lessness, ill timing, bad luck, or similar circum-stance.

Reversed, this card signifies discord, hostility,failure to communicate, conflicts of interests,unfortunate combinations. Drawer gains onepoint in whatever characteristic is most useful forhis or her class (priests and druids gain Wisdom;

fighters, paladins, and rangers gain Strength;mages gain Intelligence; thieves and monks gainDexterity; and bards gain Charisma), but losestwo points from whichever of his characteristicsis the lowest. If there is a tie for lowest, the loss istaken from the lowest characteristic that the DMjudges to be most generally useful for the drawer'sclass. In addition, from now on the drawer willhave a reaction roll adjustment of from —2% to —3(50% chance for either) to all persons.

15: The FiendBat-winged, horned, donkey-eared, with hairylegs and eagle's feet, the Fiend stands or squatsupon a blocky pedestal (which sometimes resem-bles an altar, sometimes an anvil). His right handgives a cryptic salute; in his left is a weapon heldin a bizarrely useless manner (a sword held by theblade, a torch which is upside down or burnt out).Connected by ropes to the altar are two figures(usually a man and a woman), mostly human butwith certain animal characteristics such as hornsand tails; they are much smaller than the Fiend,and appear strangely serene about their bondage.

Upright, the card signifies the bondage ofhuman nature to its own lowest needs andimpulses, desires of greed and domination, sensa-tion without understanding; fatality, disaster, vio-

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lence; weird and destructive experiences; evilinfluences. Drawer is attacked by the Fiend of theTarot (see below).

Reversed, it signifies release from bondage tothe material; conquest of pride and greed; thefirst steps toward spiritual enlightenment; free-dom. Drawer gains one point of Wisdom and isfreed of all charms, suggestions, and other spellssubjecting the character to the will of another; heor she gives away ail nonessential possessions atthe end of this expedition (clothing and jewelryitems of less than 500 gp value may be given toplayer characters or NPCs; the rest going to reli-gion and charity).

The Fiend of the TarotCLIMATE/TERRAIN: The Tarot of Many

ThingsFREQUENCY: UniqueORGANIZATION: SolitaryACTIVITY CYCLE: AnyDIET: CarnivoreINTELLIGENCE: SpecialTREASURE: NilALIGNMENT: Neutral evilNO. APPEARING: 1ARMOR CLASS: SpecialMOVEMENT: 9, Fl 15HIT DICE: SpecialTHACO: SpecialNO. OF ATTACKS: 4 or 1DAMAGE/ATTACK: 1 d4/l d4/1 d2/l d2 or by

weapon typeSPECIAL ATTACKS: Feet attack for 1d4/ld4,

surpriseSPECIAL DEFENSES: Can be attacked only

by drawerMAGIC RESISTANCE: 15%SIZE: SpecialMORALE: Fearless (20)XP VALUE: 15,000

The tarot fiend appears as shown on the deckbeing used except that it has the face and genderof the drawer. It has the Armor Class, Hit Points,THACO rolls, weapons and magic items, Intelli-gence, and size of the drawer as well. If thedrawer fails to save vs. death magic, he or she issurprised by the fiend, for as many rounds as thesaving throw was short. The fiend fights with aclaw/claw/horn/horn routine, and if it scores twoclaw hits during a single round of melee it will

also rake with its foot claws in that round for 1d4points each. When either the drawer or the fiendis slain, the fiend disappears with all of itseffects, but the drawer receives 15,000 experiencepoints. If the drawer is killed in this combat, theexperience point gain is applied to the character'stotal if and when the drawer is raised from thedead.

16: The TowerA tall square Tower topped with a crown is

being struck by lightning, which topples thecrown but leaves the tower standing. Hurtling(from its windows; it has no doors) earthward aretwo persons (presumably a man and a woman) inrich garments, along with showers of sparks anddebris; they are stunned to see their Tower of iso-lation and pride broken open by a stroke of firefrom the heavens.

Upright, the Tower signifies the overthrow ofexisting notions, the fall of pride; sudden andunexpected change; a perceived catastrophewhich may bring enlightenment in its wake; thedestruction of false concepts and ideas. Drawerloses one level (from the most advanced if a mul-ticlassed character of uneven levels, choose ran-domly if equal; Ist-level drawer has experiencepoints reduced to zero), loses all magic items and•wealth, but drawer gains +1 to saving throws in acolumn of player's choice.

Reversed, it signifies the same to a lesserdegree; but also oppression, false imprisonmentor accusations; living in a rut, inability to effectworthwhile change, being stuck in an unhappysituation. Drawer loses one level (as above); aha,for a year and a day he or she is unable to gain anew level, regardless of experience points accu-mulated.

17: The StarA vast, flamboyant Star of eight points is sur-

rounded by seven similar stars. In the foreground,a young woman rests one foot on land and oneupon the waters, as from two identical jugs shepours the Water of Life both upon the land andinto the larger body of water. Behind her is risingground and a tree with a bird in it; in the distanceare mountains.

Upright, the Star represents inspiration freelyflowing, the gifts of the spirit, the fruits of medi-tation, understanding, hope; good health andpleasure; granting of wishes. The next time the

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drawer, after having earned enough experiencepoints to advance to the next level, spends anhour or more under a clear and starlit sky, he orshe will feel inspiration pour down from the verystars, and find that the next level has been gainedwithout formal tutoring. Drawer also gains a +2to saving throws vs. mental illness.

Reversed, this card signifies pessimism, doubt;chance of illness; arrogance, haughtiness, stub-bornness; lack of perception. Drawer becomes sosmug, arrogant, and skeptical a pupil, he or sherequires twice the usual amount of tutoringbefore any new level can be obtained. This changeis permanent.

18: The MoonThe crescent Moon radiates its deceptive bright-ness upon a dim and foreboding landscape. In thepool which fills the foreground lurks a crayfish(or other creature from the abyss); beyond this,two dogs (or a dog and a wolf) bark and howl atthe Moon, which sheds a cryptic dew upon them.In the background are two towers, and a pathleads from the pool to the goal beyond the towers.

Upright, this card signifies the "dark night ofthe soul": trickery, deception, secret foes; unfore-seen perils; bad luck for a loved one; danger,darkness, terror, occult forces; danger of falling

into a trap or being misled, great danger of mak-ing an error. Drawer must make a saving throwvs. death magic or fall prey to lunacy at the nextfull moon. If the save is made, drawer must thensave vs. polymorph or succumb to lycanthropy(as a werewolf) upon the next full moon. If bothsaves are made, a henchman or servitor (at ran-dom) becomes disloyal over the next,five turns(reduce loyalty and reaction rolls by ld6+4).

Reversed, the Moon signifies peace gained at acost; instability; lesser degrees of deception orbetrayal, trifling errors. The best magic item inthe possession of the drawer is permanentlydrained of alt magical properties; if drawer hasno magic, 20% of all experience points earned onthis adventure are lost.

19: The SunThe Sun in its splendor shines benevolentlydown, either upon a pair of children playingblithely and simply together, or upon a singlechild riding a white horse and waving a scarletbanner. The innocent children (pair or single) areplaying in front of a walled-in garden which theyhave left behind.

Upright, it signifies happiness, success, con-tentment (particularly in marriage); achievementsand studies completed, liberation to enjoy thesimple pleasures; devotion, friendship. Drawerreceives enough experience points to reach thenext level, but not more than 19,000 in any case.Also, drawer has a +1 reaction roll to all personsmet later or known presently, and they have a +1reaction to the drawer.

Reversed, this card signifies unhappiness, lone-liness; plans and triumphs delayed; broken friend-ships or engagements; possible loss of a job orhome. Drawer loses all henchmen and servitorsafter returning from this expedition (they leavetown, take another leader, or otherwise leave for"personal reasons " but do not become hostile). Ifdrawer is a henchman or vassal of another, he orshe is dismissed, or stripped of offices, unless asaving throw vs. death magic is successful. Also,the drawer is stripped of enough experience pointsto he reduced to the bottom of his or her presentlevel, but not more than 9,500 in any case.

20: JudgmentAn angel sounds forth the call to Judgment froma trumpet to which is attached a banner bearing across; the clouds from which it emerges radiate

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power. Below, a figure rises from a tomb while oneach side a man and woman also rise; all thesefigures are as one in the wonder, adoration, andecstatic awe which their whole bodies express asthey answer the summons.

Upright, this card signifies rebirth, renewal,awakening; rejuvenation, change of personal con-sciousness; a life well lived and a work well done;atonement, judgment, the need to forgive and toseek forgiveness, sincere self-appraisal. Drawerbecomes a young adult over the course of the nexthour (if not one already) but without any changesin characteristics. To determine exact age, selecta young-adult age randomly, then add half thedifference between that age and maximum young-adult age, rounding down. If drawer is already ayoung adult, he or she will become 90% of theminimum young-adult age. If the drawer's behav-ior is judged by the DM to have been strictly con-sistent -with the character's alignment and religion(observance of taboos, donations, etc.), 2d6 hitpoints, determined randomly, are also gained.The gain can only be up to the maximum possiblenumber of hit points for that character.

Reversed, it signifies weakness; stupidity; asentencing; disillusionment, disappointment;indecision leading to procrastination and delay.Drawer is affected as if struck by a ray of enfee-blement/rom a mage 3rd-level or of the samelevel as the drawer (whichever is higher); thedrawer is also henceforth subject to a penalty of

1 on initiative rolls, due to her or his inability tochoose between alternatives.

21: The WorldSurrounding by an elliptical wreath of livingfoliage is a female figure dancing joyously, ashort wand in each hand. In the four corners ofthe card are the heads of the four beings of theapocalypse, hovering protectively outside thewreath. Her legs form a cross, as do those of theHanged Man, but she stands upright, supportedby the ether, the very fabric of the World; herdance is of the sensitive life, of joy attained in thebody, of the soul's intoxication in a World-turned-paradise.

Upright, the World signifies completion, suc-cess, triumph in all things, perfection, fulfill-ment; the path of liberation and enlightenment;the admiration of others. Drawer gains one pointto each ability score that is two or more belowracial maximum.

Reversed, this card signifies imperfection, fail-ure, lack of vision, failure to complete task; fear ofchange or travel, fixity, permanence, stagnation.After 1d4 days, drawer begins to develop anincreasing distrust of strange places: other citiesor countries, dungeons, wildernesses, new taverns,all places. Within an additional 2d4 days thisbecomes full-blown paranoia, with drawer believ-ing that everyone and everything outside his or herhome (eventually, there too) is out to get him orher, and that any so-called "friend" or "lovedone " who tries to get the drawer to come out intothe world is clearly part of the conspiracy.

THE MINOR ARCANA

WandsWands generally represent enterprise and growth,progress, advancement, animation, inventiveness,intelligence, and energy. This is the suit of themage, and of the laborer.

22: Ace of WandsA hand issuing from clouds grasps a still-verdantbranch in the shape of a wand. In the backgroundmay be a city or castle on a hill.

Upright, it signifies creation, beginning (of anadventure, a journey, or an endeavor), invention,

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23: Two of Wands

enterprise. Drawer (affected automatically) andcertain party members (those who fail to save vs.spell at —2) are freed from all existing geas, questspells, and charms, and placed under a compul-sion (equivalent to a combined geas and quest) toMil a single monster of 7,000 XP value (or a sin-gle group of monsters of 21,000 XP value) ormore. Fulfillment of the task gains each partici-pant an additional 1,000 XP, in addition to the XPreward for the monster,

Reversed, the Ace of Wands signifies falsestarts, clouded joy, ruin, decadence, cancellationof projects, failure, and retreat. Effects as above,but the compulsion is to cancel the expeditionand return to base as quickly as practical. Whilereturning to home or headquarters, the party has-2 to Armor Class (two places better) and +2 tosaving throws, hut receives no experience pointsfor actions performed during this retreat.

23: Two of WandsA majestic figure wearing princely headgearregards the broad world from a height. He holdsone wand, and regards a globe; another wand isnearby.

Upright, this card signifies boldness, courage,rule over others; and also the anguish and sorrowthat may accompany power. Drawer gains onepoint of Charisma; and if he or she is in dangerof going insane, that possibility is increased by %(a 4 in 10 chance becomes 5 in 10) anytime dur-ing the next year; the insanity will take the formof melancholia.

Reversed, the Two of Wands signifies trouble,fear, sadness, surprise. Drawer's saving throwsagainst fear and hopelessness are reduced by 1.

24: Three of WandsA calm personage, back turned, leans lightlyupon one of three wands planted in the ground,and looks out across a sea, beyond which aremountains.

Upright, this card signifies establishedstrength, wealth, enterprise, discovery, partner-ship in undertakings. When the drawer next seeksto go on an expedition or adventure, a nonplayercharacter of 1d3 levels higher will offer to comealong, and to loan equipment and supplies. (Thisshould be an established NPC already friendly tothe drawer.)

Reversed, the Three of Wands signifies cessa-tion of adversity, an end to or suspension of diffi-

culties; assistance with an ulterior motive. Effectsas above, but the NPC will be planning to trick orbetray the drawer. This could be by stealing amagic item from the drawer, robbing and strand-ing the character on an island, or other misad-venture; generally (80%), the betrayal is notmeant to be fatal.

25: Four of WandsFour great wands are garlanded with chains offlowers, two women bear flowers, and behindthem is a bridge over a moat, leading to a castleor manor.

Upright, the Four of Wands signifies repose,peace, rural refuge, country domesticity andfelicity. When drawer returns from this expeditionto home or headquarters, after healing is fin-ished, the character feels a strong desire to rest awhile at home; for every month of rest thereafterup to four months, the drawer (unknowingly)receives 1,000 XP. The desire may be resisted(roll for saving throw vs. spell, at -2, not morethan once a week), but can continue beyond thefour-month period.

Reversed, the meaning is the same but lessintense. Effects as above, but only 500 XP aregiven per month, and saving throws to resist thedesire are at—I.

26: Five of WandsFive youths are apparently battling with hugewands, yet there is no sign of actual bodily injury.

Upright, it signifies competition, strife, differ-ences of opinion, nonfatal struggle. The effects ofdiscord (as per the symbol) will befall thedrawer's party after ld4+3 turns; grappling andother nonlethal combat techniques will he used,but serious injuries are nonetheless possible.

Reversed, the Five of Wands signifies victoryafter surmounting obstacles, contradictions, ortrickery. All characters involved in the party's nextvictorious combat receive double experience pointsfor the action; thieves in the party have a 10% bet-ter success rate in thefts attempted upon their owncompanions until the end of this adventure.

27: Six of WandsA rider crowned with a laurel wreath bears awand adorned with a laurel wreath, and is accom-panied by five staff-bearing figures on foot.

Upright, it signifies victory, triumph, good tid-ings, the successful completion of a struggle.

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Drawer is doubly effective (double damage forweapon-wielders) in attacks against the next foe;mages 'spells are of three times' normal duration,and saving throws against such spells is now at —3.

Reversed, it signifies indefinite delay, disloy-alty, the success of an enemy, fear. Drawerslearn upon returning from this adventure thathis or her most hated and feared opponent hashad a great success and is said to be intent uponattacking the drawer soon. The opponent can beanyone from a professional rival to an entiretribe of orcs—anyone the drawer has defeated,attacked, injured, or merely outshone. Even aIst-level character will have had a rival fellowapprentice, a traditional family or clan enemy,or something of the sort.

28: Seven of WandsA youth brandishes a staff from the top of a hill,and is confronted by six more wands in opposition,

Upright, this card symbolizes a stand againstunfavorable odds from an advantageous or supe-rior position, the need to hold an unpopular standor defy seemingly unbeatable opposition. In thenext combat where drawer and party are outnum-bered 2 to 1 or worse, the drawer's parly has a+4 on initiative rolls; and a bonus of+1 on sav-ing throws and AC (one place better).

Reversed, it signifies indecision, ignorance,perplexity, anxiety, embarrassment, doubt, hesi-tancy. Drawer becomes indecisive; he or she hasa permanent -I on all initiative rolls for drawerand any party he or she leads,

29: Eight of WandsEight wands fly through open space, but near theend of their flight they will clearly fall to groundsoon.

Upright, it signifies swiftness, haste; thatwhich is moving; approach to goals; travel by air;too rapid advancement. When next attacked,drawer will be hasted for 2d4 turns, rest of partyfor eight rounds; those who make their savingthrows vs. death magic will not suffer aging (thedrawer's throw will be at—I).

Reversed, the Eight of Wands signifies delay,stagnation; quarrels and disputes. When nextattached, the entire party is slowed^cr ld8+8rounds; afterward, those who do not save vs.spell suffer discord (as with the symbol), but theywill not attack with lethal weapons.

30: Nine of WandsA sturdy, muscular figure, with a minor wound(already bandaged) grasps or leans on one staffand expectantly regards the surroundings. Behindare eight other wands, arranged as for a palisadeor as a sturdy boundary.

Upright, this card signifies a pause in struggle,strength to meet opposition, power in reserve,discipline, preparation for an encounter, delay orsuspension. One time before the end of thisadventure, drawer and party will be able toreturn to a designated sanctuary (as the priestspell word of recall) for 9—12 turns. They maybind their wounds, refresh themselves, and thelike, but may not pick up or drop anything, norcommunicate with anyone. At the end of the dura-tion, they will reappear at the time and place theyleft from, in the same positions and carrying thesame equipment.

Reversed, the Nine of Wands signifies obstacles,adversity, opposition, weakness, ill health, evencalamity. Drawer s Strength is reduced to racialminimum when next confronted by an opponent,and remains reduced for eight more turns.

31: Ten of WandsA weary figure stumbles toward a city or castle,oppressed by the weight often wands he is carrying.

Upright, the Ten of Wands signifies oppression,testing by work and pain; also force, energy, orpower misused and applied to selfish ends, the bur-den of ill-controlled power. An employer, liege,ruler, supervisor, or other person with power overthe drawer, will, in 2d10 days, overwork and over-burden the drawer. If the drawer bears up under thestress (which will not be unendurable, merely irk-some in the extreme) for 1d10 weeks, he or she willbe relieved of the oppression, and receive a rewardof 1,000 XP per week of suffering.

Reversed, it signifies loss, separation, immigra-tion; intrigue. Drawer is teleported a distance of1d4 levels in a dungeon setting, or 2d10 miles in acity or wilderness setting, to a place he or she is notfamiliar with at all. At least one party member willurge that the rest of the party consider the drawerdeceased, and that the character's possessions (ifany) being carried by party members be consideredextra treasure for the "survivors."

The Court CardsThe Court Cards of each suit (King, Queen,Knight, and Page) signify a being who will aid or

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attack the drawer, depending on whether the cardis drawn upright or reversed. Each of these beingsis a material form of that which is symbolized bythe card (their appearance will be exactly that ofthe person depicted on the card) rather than a nat-ural being (human or otherwise); thus, they maypossess combinations of classes or other attrib-utes which might be forbidden to player charac-ters or NPCs, They will materialize the next timethe drawer is attacked by another creature orcharacter, and then engage in combat until thecombat is resolved by the defeat of one side orthe other, or by the successful evasion of oneparty by the other, or until the card being is slain.Upon resolution or death, the being dematerial-izes along with all its effects. Stated ArmorClasses, damage figures, and the like, takeaccount of the magic with which these beings areequipped, and of Dexterity or Strength bonuses.All of the card creatures are neutral in alignment.

32: Page of WandsThe Page is a fair youth with blond hair and lighteyes, who stands boldly holding a raised wand asif ready to deliver a message or proclamation (thePage is often a bearer of tidings, good or ill).

Page of Wands: 3rd-level mage (AC 8, hp 12, AT

1, Dmg ld6+3, Str 12, Int 16, Wis 12, Dex 12,Con 12, Cha 12); wears boots of speed and car-ries a staff of striking (15 charges). The Page'sspells are magic missile, shield, stinking clottd.

33: Knight of WandsA handsome young man in plate armor, theKnight, wand in hand, rides across the plains inhaste. His hair is blond, his eyes pale, and he isfair of complexion.

Knight of Wands: 4th/4th-level mage/fighter(AC 2, hp 26, AT 1, Dmg ldS+3, Str 16, Int 16,Wis 12, Dex 12, Con 12, Cha 12); wears platemail +1 and carries a rod of smiting (30 charges).Spells are: sleep, burning hands, push, mirrorimage, scare. If the setting is suitable (openmeadow, a forest, city street) the Knight will beriding a light war horse (16 hp) that wears horse-shoes of speed.

34: Queen of WandsThe crowned Queen sits on her throne, a wand inher hand, a black cat {her familiar, with 7 hp) ather feet. She is a fair blonde with pale eyes.

Queen of Wands: 7th-level mage (AC 9, hp 28, AT1, Dmg by weapon, Str 12, hit 16, Wis 12, Dex 12,Con 12, Cha 12); wears a ring of protection +l,aring of fire resistance, and a brooch of shielding (70points left) and carries a wand of fire (40 charges).Her spells are: enlarge, magic missile, shield, sleep,mirror image, scare, web, dispel magic, protectionfrom normal missiles, confusion.

35: King of WandsThe King sits in royal robes upon his throne, acrown and cap of maintenance upon his head.There is a staff is in his right hand and a littlealchemical salamander at his feet (it has 4 hitpoints and is as immune to fire as a standard sala-mander: so, therefore, is the King), which lookslike a small black lizard. The King of Wands is amature man, blond and fair with pale eyes-

King of Wands: 7th-level mage (AC 8, hp 28, AT1, Dmg by weapon, Str 12, Int 16, Wis 12, Dex12, Con 12, Cha 12); wears a ring of protection+2 and a necklace of adaptation, and carries awand of frost (35 charges). His spells are: burn-ing hands, shield, sleep (x2), invisibility, stinkingcloud, web, blink, fireball, wall of fire.

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CupsCups generally represent love, happiness, deepfeelings, gaiety, joy, and wisdom. They holdwater or wine, symbols of pleasure and happi-ness. This is the suit of the priests and minstrels.

36: Ace of CupsA large and ornate cup, usually shown accompa-nied by flowers and other living creatures. The deckshows the cup supported by a hand issuing from acloud; pouring from the cup are five streams flow-ing into a body of water on which float water-lilies;a white dove drops a wafer into the cup.

Upright, the Ace of Cups signifies joy, nourish-ment, content; opulence, fulfillment, abundance;joys of faith, "my cup runneth over," fertility, pro-ductiveness. This draw serves as atonement, curecritical wounds, cure disease, dispel evil, dispelmagic, exorcize, or remove curse (any two of theabove needed by the drawer within the next 21weeks) at the 16th level of ability.

Reversed, it signifies change, alteration, insta-bility, bad faith, false love, erosion, inconsistency.The next two spells from the list above cast uponthe drawer will be ineffective.

37: Two of CupsA young man and woman share cups, perhaps inpledge; above them is a caduceus, surmounted bya winged lions-head.

Upright, this card signifies love or friendshipbeginning or renewed; union; understanding,cooperation, and partnership. Drawer will fall inlove with the member of the party most attractiveto her or him (based on Charisma, racial prefer-ences, and other factors) over the next 24 hours;drawer gains four points of Charisma at the sametime—in the eyes of the beloved only.

Reversed, the Two of Cups signifies misunder-standing, crossed desires, violent passion, disap-pointment in love, disunity. Drawer will fallviolently, passionately, in unrequited love with themember of the party most attractive to her or him,over the next 24 hours; drawer loses seven points ofCharisma—in the eyes of the beloved only.

38: Three of CupsThree cups are lifted up, in a setting of flowersand other growing things.

Upright, the Three of Cups signifies victoriousand happy conclusions, success, abundance, plea-sure and hospitality, solace, fulfillment, and heal-

ing. Before the drawer appear three large cups orchalices (which are wooden, but resemble thoseon the card), on which are carved the drawer'sname. In each of these the drawer can create foodand water, / cubic foot of either, 7 times, afterwhich they become simple cups worth 2 goldpieces each. If the drawer is a priest, each cupwill work 21 times. These items are not salablefar more than the 2 gp, since the spell only worksfor the drawer, and only if all three are together;their experience point value is 1,000 for the set,3,000 for a priest.

Reversed, it signifies achievement; ending;overindulgence in drink and the pleasures of thesenses; excess. Drawer becomes more susceptibleto intoxication from alcohol: slight intoxication(normally) becomes moderate, moderate becomesgreat, great becomes "beyond great," This changewill first become evident after the end of the cur-rent adventure.

39: Four of CupsA youth sits contemplatively on the grass beneatha tree. A hand from a mysterious cloud offers acup; but the youth seemingly ignores both it andthe three other cups upon the ground nearby.

Upright, it signifies weariness, surfeit, disgustwith earthly pleasures and things of this world,

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boredom and discontent, a revaluation oflifestyle. Drawer will decline any nourishmentbut water for the next seven days ("to clear themind and system "); at the end of this adventure,drawer will give all food and drink and 10% ofhis or her wealth to the poor, and half the gainsfrom this adventure to his or her faith (100% if apriest, druid, or paladin). These donations willgo to public institutions, not to player charactersor NPCs. The drawer then withdraws from theactive world for 4 weeks + 4d4 days, emergingonly for religious services that cannot be per-formed at home.

Reversed, the Four of Cups signifies novelty;reawakening to new goals, new relationships, ornew ambitions; refreshment. Drawer breaks freeof any charm, insanity, beguilement, or the likethat afflicts him or her. Drawer will move afoot atan extra 3 MV for 4d4 weeks, and gains a bonusof 25% on all experience points earned for therest of this adventure.

40: Five of CupsA gloomy, cloaked figure in a hilly setting lookssideways at three spilled and fallen cups; two fullones stand behind. In the background is a body ofwater.

Upright, this symbolizes partial loss, failure tocome up to expectations, disappointment or disil-lusionment, dissolution of a friendship or mar-riage. Drawer loses the affections of a currentlover or, if none, those of a henchman to whomdrawer might be attracted (they do not becomehostile, merely indifferent) over the next fivedays: drawer's morale and reaction rolls will beat-1 for ld2Q+5 weeks.

Reversed, it signifies return of pleasure, of anold friend or loved one, a new partnership oralliance. Drawer gains or regains an old lover orhenchman to whom drawer might be attracted,within five days of returning from this adventureor expedition; drawer's morale and reaction rolls•will be at +lfor ld20+5 weeks after this.

41: Six of CupsTwo young children stand in a garden or villagegreen, playing with one of six cups filled withflowers; the ambience is bucolic and nostalgic.

Upright, it signifies remembrance of thingspast, the joys and happiness of days gone by.Drawer sees a clear vision of a beloved friendand companion of days gone by (one who is still

alive). Within 1d8 days of the drawer's returnfrom this adventure, a parcel arrives from theold friend, passed on by an obliging merchantor other appropriate courier. In addition to aletter of reminiscences, the parcel will includeeither a gem of 4,000 gp value or less (49%), anitem of jewelry of 4,000 gp value or less (40%),or a minor (gp and XP values of 4,000 or less)miscellaneous magical item usable by thedrawer (11%).

Reversed, it signifies renewal, thoughts of thefuture, that which is to come. Drawer has a clearvision of the next being or group of beings theparty is to encounter after they have finished withthe Tarot (although not the meaning of the vision,of course).

42. Seven of CupsA startled figure is confronted by seven cupsoverflowing with fantastic visions: castles,dragons, jewels, and other sights more bizarre.

Upright, it signifies daydreaming, dissipation,wishful thinking, ephemeral or illusory success.Drawer has a -2 penalty on saving throws vs.illusions from now on.

Reversed, it signifies resolution, determina-tion, strength of will, intelligent choice. Drawerwill save at +2 vs. illusions from now on; illusionspecialists will gain one level instead.

43: Eight of CupsA dejected figure with a pilgrim's staff leaveseight neatly stacked cups behind and trudges up abarren moonlit mountain into the distance.

Upright, the Eight of Cups signifies abandon-ment of success, disappointment in materialgains, the discarding of what has been achievedfor a higher goal; journeying from place to place.Over the remainder of this expedition drawer willfeel an increasing discontent and an increase inreligious interests. Within eight days of returninghome from this adventure, the character will sellall nonportable properties, abdicate (or at leasttake leave from) all official positions, and enter areligious retreat for 4d8 weeks (after donatinghalf of all worldly goods to the faith). If drawer iseligible, he or she becomes a priest, druid, orpaladin of his or her deity (allowing for align-ment, gender, and racial requirements, and therestrictions listed in the PHB). Priests, druids,and paladins will stay in religious retreat for ayear and a day, emerging with 4,000 additional

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experience points. Those who fall into neither ofthese classifications emerge from retreat withrenewed spirituality and 1,000 extra experiencepoints.

Reversed, this card signifies feasting, joy, striv-ing for material success, gaiety, a less spiritualoutlook. While healing and resting after the endof this expedition, drawer will become increas-ingly restive and frivolous. As soon as it is safe todo so, he or she will spend at least 8% of totalwealth on a feast or series of feasts and carousals,stopping onty after money starts running low or adaily saving throw vs. death magic (at —2) is suc-cessful, Depending on alignment, deity, and pro-fession, this debauchery may require atonementby the drawer.

44: Nine of CupsA prosperous figure, having feasted happily, restsbefore a counter on which nine cups, generouslyfilled, have been neatly arranged.

Upright, the Nine of Cups signifies success,satisfaction, all the good things of life, wellbeing, the granting of wishes. Drawer gains oneimmediate wish, which can only be used for phys-ical or material matters (thus, it could be used torestore hit points, but not to raise an Intelligencescore).

Reversed, it signifies misplaced confidence,false assurance, material loss, imperfections, mis-takes, disputes, failure to fulfill a wish. Effects asabove, but the wish will go wrong in one of variousways; thus, a wish to bring a character back to lifemight result in the deceased becoming a zombie(as the spell animate dead,), or a wish to transportthe party into the fortress of an enemy might trans-port them into the cells of the dungeon, withoutkeys. The mistake or flaw may be disastrous, butshould not be fatal in and of itself.

45: Ten of CupsTen cups in a rainbow appear as in a vision;beneath it a couple raises their arms in joy andecstasy and two children dance together blithely;a home stands in the background.Upright, it signifies contentment, repose of the

heart, perfection of love and friendship, peace.Reaction and loyalty scores of the drawer'sfriends and associates increase by +4.

Reversed, it signifies betrayal, loss of friend-ship, waste, criminal behavior strife, hatred,resentment. Reaction and loyalty scores of the

drawer s friends and associates decrease by 'A oftheir present amount (round losses up), but atleast -2 in any case.

46: Page of CupsA fancily dressed youth of medium coloration,the Page stands lightly, contemplating the fish orother curious images emerging from the Cupbeing carried.

Page of Cups: 3rd-level priest (AC 4, hp 24, AT1, Dmg 1d6+l, Str 12, Int 12, Wis 16, Dex 12,Con 12, Cha 12); has bracers of defense (AC 4)and a mace +1. The Page can cast the followingspells: command, cure light wounds, hold person.The Cup is his holy symbol.

47: Knight of CupsStately but not martial, the Knight carries his Cupfirmly as he approaches a stream. He wears platearmor and a winged helmet; he is a young man,of medium coloring.

Knight of Cups: 4th/4th-level priest/fighter (AC1, hp 42, AT 1, Dmg by weapon type); has platemail and a cloak of displacement. His spells arecause fear, cure light wounds, light, chant, andhold person. The Cup is his holy symbol. If thesetting is suitable (plains, highway, a glade) theKnight is riding a medium war horse (18 hp) withhorseshoes of the zephyr.

48: Queen of CupsBeautiful and dreamy, the Queen contemplates anextremely elaborate cup; she is quite capable ofturning those dreams into actions. She is ofmedium coloring.

Queen of Cups: 7th-level priest (AC 7, hp 56, AT1, Dmg 1d6+l or ld6+3); wears a ring of protec-tion +1 and a cloak of protection +2 and carries ascepter that also acts as a mace +3. The spells thequeen can cast include: command, sanctuary,cure light wounds, hold person (x2), silence 15'radius, animate dead, dispel magic, cure seriouswounds. The Cup is her holy symbol.

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49: King of CupsSolemn, level-headed, and responsible, the Kingsets the great Cup upon his right knee. Of mediumcoloring, he is a fair and lively minded man.

King of Cups: 7th-level priest (AC 2, hp 56, AT1, Dmg by weapon); wears bracers of defense(AC 5) and a ring of protection +3', and his Cup isalso a decanter of endless water. His spells arccure light wounds, light, sanctuary, hold person,slow poison, resist fire, prayer (x2), cure seriouswounds. The Cup also serves as his holy symbol.

SwordsSwords generally represent courage boldness,violence, force, strength, authority, aggression,ambition, activity, accomplishment of goals (forgood or ill); sometimes misfortune and disaster.This is the suit of fighters, of kings, and rulers.

50: Ace of SwordsIssuing from a cloud, a hand grasps an uprightsword, topped by a crown from which hangbranches of olive and laurel.

Upright, it signifies conquest, the triumph ofbrute force, championship, excessive use ofpower. Drawer will hit the next opponent in phys-ical combat on every attempt (unless 21 or better

is required to hit); but cannot strike to subduethat opponent.

Reversed, it signifies debacle, disaster, lack ofproductivity, Pyrrhic victory. The next timedrawer hits an opponent in physical combat, hisor her weapon will do 2d4 plus the normal pointsof damage hut then shatters irreparably. If theblow is with a body part, said part will suffer asevere break, requiring a heal spell and fourweeks of immobility to become useful again. Thisapplies even if the drawer was attempting tostrike to subdue.

51: Two of SwordsA blindfolded female figure balances two swordsupon her shoulders beneath a new moon; behindher is a turbulent or rocky sea.

Upright, the Two of Swords signifies balanceof forces, expedience, conformity, alliance ofarms, indecision or tension in relationships, stale-mate, harmony, concord, affection. Loyalty andreaction rolls of friends, henchmen, and servitorschange 1d6 points toward 12, going up or downas appropriate, over the next two turns.

Reversed, it signifies treachery, disloyalty,duplicity, release, movement of affairs in thewrong direction. Loyalty and reaction rolls offriends, henchmen, and servitors will change 1d6points toward 4, going up or down as appropri-ate, over the next two turns.

52: Three of SwordsAgainst a turbulent background, a heart is piercedby three swords.

Upright, this card signifies division, quarrel-ing, separation, upheaval, civil war or politicalstruggle, arguments. Those members of the partywho do not make successful saving throws vs.spell (at -3) start a violent fight within the partyin the next 1d4 turns; the drawer does not get asaving throw. The basis of the fight may be philo-sophical, racial, political, or religious. Thosequarreling cannot be stopped (except forcefully,by those who made the saving throw) until atleast one party member is unconscious or dead.

Reversed, it has much the same meaning but to alesser degree. Effects as above, but saving throwswill be at +1, and those party members with a Wis-dom of more than seven will be using nonlethalcombat methods. (Note: In both these cases theeffects of the card wear off in Jd4+3 hours, but theanimosities created or revealed may linger.)

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53: Four of SwordsThe image of a warrior lies upon a tomb or altar;alongside it is one sword, and three more hang inthe background.

Upright, the Four of Swords symbolizes repose,release, hermit's retreat, solitude, exile, replenish-ment (not death). After this adventure is com-pleted, drawer will refrain from adventure andexcitement for an extra four weeks plus ld.4 daysafter healing and other recovery are completed,regardless of inducements offered. The period ofrepose will be spent in solitary study and medita-tion, at the end of which the drawer rolls 4d4; ifthe resulting number is less than the drawer'sWisdom, he or she gains one hit point perma-nently, or two in the case of fighters (includingpaladins and rangers).

Reversed, this card signifies circumspection,precautions, a need for careful administration,economy, prudent action. Drawer gains a perma-nent 10% increase in the chance of success ofprecautionary measures (listening at doors,attempting to detect evil/good, casting augury,and the like); but if the drawer is careless, thechance for him or her to be surprised is 2 in 6greater. Thus, an elven drawer listening at a doorbehind which a band of orcs lurk will have a 5 in20 (instead of 3 in 20) chance of hearing noise; a

drawer checking an alley for danger with amedallion of ESP will suffer a malfunction on a 2in 30 (rather than 5 in 30) chance, and so on; buta drawer who blithely enters a presumably emptywoods without drawing weapons and taking simi-lar prudent measures will be surprised on a 5 in 6(instead of 3 in 6) chance by the enemy therein.

54: Five of SwordsA scornful youth watches as two dejected figuresslouch away; two swords lie on the ground, twomore are slung over the youth's shoulder, and heholds the fifth pointed toward the ground. Thesky is clouded and stormy.

Upright, this card signifies defeat, dishonor,loss, degradation, infamy, destruction, conquest,cruelty, failure. In their next conflict with beingsnot evil in alignment, drawer and party will bedefeated and surrender rather than be slain. Theyare stripped of weapons, valuables, and sup-plies—no lives are lost.

Reversed, it signifies more or less the same,plus sorrow, weakness, funerals, loss of a friend.Effects as above, but the drawer suffers someform of humiliation or injury, possibly includingthe slaying of a familiar, henchman, or servitor.

55: Six of SwordsA ferry keeper conveys solemn passengers to afurther shore across calm waters. Six swordsstand hilt-up along the edge of the boat.

Upright, it signifies a departure, breakingaway, travel, success after anxiety, voluntaryseparation, water journey. The next effort bydrawer and party to flee, avoid, or evade oppo-sition that would normally fail, will succeed,unless the chance for success was zero (but alsoeven then, if there is a body of water betweenthe party and the pursuers). Drawer has a per-manent 5% bonus chance of evading pursuit, ifhe or she can cross a body of water ahead of thepursuers.

Reversed, it signifies outcry, lack of immediatesolution, staying in place. The next time thedrawer and party seek to flee, avoid, or evade,they fail badly because of slow speed, an involun-tary outcry that alerts the opponents, or theinability to get across a body of water. Draweralso becomes permanently sensitive (-1 on sav-ing throw) to attack forms based on loud soundsor outcries.

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56: Seven of SwordsA scurrying figure rushes away with five swords,while two other swords are left behind.

Upright, it signifies partial success, a plan thatmay fail, plots and schemes, tricky endeavors.The next encounter in -which the drawer takespart will be a partial success: some opponentswill escape with part of the treasures, valuableswill be damaged in the fighting, other, similar,mishaps will occur. Any attempt to make theencounter more nearly a total success will bringthe whole effort to ruin (while sacking up the lastcopper pieces and checking the chests for falsebottoms, the party 'is surprised by returningopponents—and their allies).

Reversed, this card signifies wishes soon to befulfilled, chance of unexpected success; soundcounsel, instruction. The next plan devised inpart or whole by the drawer that involves at least7% but no more than 49% chance of failure, willhe a success, if the scheme is based on stealth,cunning, or deception (rather than a "smash andgrab " operation).

57: Eight of SwordsA female figure, her eyes covered, stands alone,surrounded by the swords of the card.

Upright, the Eight of Swords signifies restric-tion, bondage, betrayal, imprisonment; chagrin;calumny or censure; temporary sickness. Drawerwill be taken captive (and stripped of all gear,weapons, and possessions) by the next opposinggroup the party meets of greater power than theirown.

Reversed, it signifies prior treachery, disquiet,unforeseen mishap, fatality. Drawer encounterswandering monsters at twice the normal chanceuntil the end of this adventure.

58. Nine of SwordsA woman, racked with despair, is surrounded bythe swords of the card; she is blanketed withroses, but feels only their thorns.

Upright, this card signifies utter desolation,despair, misery, death, failure, disappointment,miscarriage or delay, deception, doubt, illness,loss. Drawer falls prey to melancholia after nineturns; if a successful save vs. death magic (at -2)is made, the melancholia will last for ld10+2months; if not, it is permanent. During thisperiod, the PC is doubly susceptible to illness andparasitic infestation.

Reversed, it signifies doubt, suspicion, shame,patient suffering, "time heals all wounds," timid-ity, reasonable fear.

Drawer has a -J to morale and react at -2 for2d4+l weeks and heals at half speed until fullyrecovered from this adventure. The drawer thenrequires an additional Jd4+3 days of rest.

59: Ten of SwordsA body, pierced by ten swords, lies upon a deso-late plain beneath a blackened sky.

Upright, the Ten of Swords signifies defeat,darkness, disaster, woe, loss, and desolation (butnot death). Drawer loses the affection of alllovers, henchman, and associates (reaction andloyalty rolls are reduced by 3d4 points, with anew maximum of II), with the rest of the drawersparty feeling uneasy around him and wishing toget rid of the drawer as soon as they can do sowithout endangering the party. Any home thedrawer owns will be destroyed or taken, as will80+ld20% of his or her material wealth.

Reversed, this card signifies benefit, profit,success, and favor, but of a passing and imperma-nent sort. Drawer has 1d10 additional hit pointsfor the next 10 days.

60: Page of SwordsAn alert, lithe, and energetic youth of dark color-ing, the Page holds the sword ready for actionwhile walking briskly over rough ground,

Page of Swords: 3rd-level fighter (AC 6, hp 30,AT 1 or 2, Dmg 1d8 (two attacks per round) orld!2+2 (one attack per round), Str 16, Int 12, Wis12, Dex 12, Con 12, Cha 12); wears bracers ofdefense (AC 6) and wields a Sword which is along sword +1 with no special abilities. The pageis unable to cast spells.

61: Knight of SwordsA dashing and chivalric young man of dark color-ing, the Knight rides full tilt across open, storm-swept country. Brave and proud, he brandishes hisSword at unseen foes, or from sheer spirit

Knight of Swords: 5th-level fighter (AC 2, hp 50,AT 1, Dmg 1-8 or ld!2+3); wears plate mail +1and wields a long sword +2 with no special abili-ties. If the setting is suitable (heathland, plazas,moors) the Knight is riding a roan medium warhorse (18 hp) and will appear already charging.

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62: Queen of SwordsDark and grim, the Queen sits on her thronebeneath a cloudy sky and brandishes her Swordas if to say "Approach who dares!"

Queen of Swords: 7th-level fighter (AC 2, hp70, AT 3/2, Dmg 1d8 or ld!2+4); wears a ring ofprotection +J and bracers of defense (AC 3) andwields a Sword, which is a long sword +3 with nospecial abilities.

63: King of SwordsThe crowned King, dark and stern-looking, sitson a throne of judgment beneath stormy skies; hisSword is held in a manner which makes it menac-ingly clear that he is familiar with its use, forgood or evil.

King of Swords: 7th-level fighter (AC 1, hp 70,AT 3/2, Dmg 1d8 or ld!2+4); wears chain mail+4 under his robes, and wields a Sword, which isa long sword +3 with no special abilities.

PentaclesPentacles represent material and financial mat-ters, money, occupation, material gain, businessdevelopment, and involvement in the world. Thisis the suit of the thief, and of the merchant.

64: Ace of PentaclesA single pentacle takes the form of a large coin orother piece of precious metal or jewelry; it is usu-ally held by a hand or hands. In the backgroundare flowers, butterflies, and the like.

Upright, it signifies gold, content prosperity,the happiness and pleasure that wealth can bring.Concealed in or on some item acquired duringthis expedition, drawer will discover a gem worthat least 10,000gp.

Reversed, it signifies greed, miserliness, thatprosperity which gives no happiness, misused orcorrupted wealth. Effects as above; also, for 2d4months, all wealth gained by the drawer has noexperience point value at all.

65: Two of PentaclesA youth in frivolous costume dances and jugglestwo pentacles; in the background ships are tossedon the high sea.

Upright, this card signifies gaiety, lightheart-edness, grace under pressure, but also difficultyin launching new ventures or adapting to addi-tional burdens; variability of moods. Drawergains one point of Dexterity, but receives onlyhalf the experience points actually earned untilhe or she has enough experience points for thenext level. At this point, drawer will take twice theusual time for training and study, in order to gainthe new level.

Reversed, it signifies enforced or simulatedgaiety and enjoyment. The next time the drawer isunder attack, he or she will suffer the effects ofOtto's irresistible daacefor ld4+3 rounds.

66: Three of PentaclesA master artist or mason carving pentacles instonework is regarded approvingly by two robedfigures (probably priests), one of whom holds aset of plans from which the crafter has beenworking.

Upright, it signifies skill, craftsmanship, gloryor renown (particularly in a commercial matter),mastery, rank and power in one's profession; it isalso used to signify matters relating to secretsocieties, guilds and the like. Drawer receives a30% bonus on all earned experience points untilthe next level is attained; thieves also gain a per-manent 3% bonus in all professional skills. Inaddition, if drawer is a member of a society,guild, or the like, whose ranks are not based oncharacter class levels, he or she will soon (3d'10

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days) be promoted therein.Reversed, it signifies mediocrity and tack of

skill, ineptitude, sloppiness, mercenary attitude,lack of destination. Drawer will Junction in all classskills as if one level lower, until the next level isattained. In addition, if a member of such a groupas is mentioned above, drawer will not be promotedtherein far three months after the customary time,"having failed to distinguish him or herself

67: Four of PentaclesA hunched-over figure, crowned with one penta-cle, grasps another fervently with hands andarms, and stands firmly upon two more; he clingsavidly to what is already held.

Upright, this card signifies making sure ofmaterial gains; worldly gain leading to nothingbeyond it; sometimes (not always) miserlinessand a lack of generosity, but always a monetary,mercenary concern and point of view. Drawerreceives no experience points for any materialgains made during this expedition, except thieves,who suffer only a 10% penalty,

Reversed, it signifies material setbacks, oppo-sition, delay, hindrance, chance of materiallosses. From 4-16% (4d4) of the drawer's totalwealth will disappear or be stolen in the next fourdays, never to be recovered.

68: Five of PentaclesTwo ragged figures (one on crutches), a man anda woman, pass beneath a lighted window in asnowstorm. They are clearly in distress.

Upright, it signifies loss of home, destitution,joblessness; affinities discovered through mutualsuffering; generally, troubles in the material-finan-cial realm. Within 5 weeks of returning from thisadventure, the drawer will lose all homes, savings,jewelry, magic items and other valuables, and job(including henchman status), if any; for SdlQ weeksafter drawing this card, drawer will be doubly sus-ceptible to illness, and to parasitic infestations. Ifdrawer has a lover or spouse, they will each increasein loyalty toward each other by 5%.

Reversed, it signifies disorder, discord, severetoil, overcoming of ruin; new interest in spiritual-ity; need for charity. Drawer quarrels with therest of the party over division of the proceeds ofthis expedition, and receives only one fifth of hisor her rightful share. The drawer will spend atleast five days in retreat and meditation under thetutelage of a priest of his or her faith.

69: Six of PentaclesAn opulently dressed figure, probably a mer-chant, gives money to the distressed from a bal-ance or scales, giving out of goodness of heartfrom present wealth and plenty.

Upright, the Six of Pentacles signifies just andrighteous charity, gifts and inheritance, wealthreceived for good reason, just desserts. When theproceeds of this expedition are divided up,drawer's share is 6d6% larger than it normallywould be; drawer will give at least half of thisbonus to a good religious body, or to a charity(these monies are not to be given to a playercharacter, NPC, or ruler, regardless of align-ments). The effects of this good act, if done by anevil or neutral character, must be adjudicated bythe DM.

Reversed, it signifies greed, jealousy, pride, orarrogance of wealth, envy, selfishness, refusal togive. When the proceeds of this expedition aredivided up, NPCs swindle the drawer, so that hisor her share is (2d6xl2%) of what it ought to be.The drawer does not realize this for at least sixdays afterward.

70: Seven of PentaclesAn intense young man leaning upon his staffhovers protectively near seven pentacles

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attached to the greenery of the garden-like spacehe is tending.

Upright, it signifies speculative pauses, fret-ting, anxiety, success not yet attained, disappoint-ment. During the next project the drawer isengaged in which a long period of time passes(training for a new level, enchanting an item,anything requiring 10 days or more for comple-tion), he or she must save vs. death magic onceeach week. Failure to make a successful savingthrow means that the drawer has ruined theprocess through over anxiousness, and mustbegin anew or pay whatever penalty is imposedfor such interruption. Interruptions caused bythis card cannot exceed seven in number; and oneach saving throw after the first, the drawer has acumulative +J on the roll (thus, the second rollwill be at +1, third at +2, and so on).

Reversed, it signifies impatience, apprehen-sion, suspicion, especially in money matters.Drawer will have a permanent -1% reaction tostrangers and casual acquaintances who ask forfavors or act in any way "suspicious," this penaltydoubles for loans or other financial favors.

71: Eight of PentaclesAn artist sits happily carving out apentacle; othercompleted examples are racked neatly nearby.

Upright, this card signifies work, craftsman-ship, skills (perhaps still at an apprentice level);job or commission to come. If drawer is less than3rd-level (or less than four combined levels, for amulticlassed character), he or she gains 3d8 hun-dred experience points; if higher, the gain is3d8xlO experience points.

Reversed, it signifies vanity, thwarted ambi-tion, greed, usury, skill in cunning and intrigue,sharp practices. Drawer will soon (8d8 days) beshortchanged or hoodwinked in a major transac-tion, losing at least 8,000 but not more than80,000 gold pieces. If drawer is a thief, there is again JdJ2xlOO experience points.

71: Nine of PentaclesA stately woman stands in a flourishing vineyard,presumably part of her manorial domain. On herwrist is a tame hawk; she is otherwise alone, andseems serene in her isolation.

Upright, the Nine of Pentacles signifies secu-rity, prudence, wealth, self-sufficiency, love ofgardens and home, comfort in material matters.For the rest of this expedition or adventure, any

pickpocketing attempts upon the drawer fail(although the thief will not be caught); and untilthe drawer returns, his or her home is safe fromrobbery, burglary, and banditry. Drawer alsogains a secondary skill in gardening. If a magewith no familiar, the next time the drawer is in anoutdoor setting a hawk will come, tamely, toserve as a familiar; it will be fully trained forhunting too.

Reversed, this card signifies robbery, loss ofthings treasured, roguery, danger from thieves.Caution is advised. There will be a burglary, rob-bery, or bandit raid on the drawer's home orheadquarters during the present absence; much(60—90%) of the drawer's property will be stolen,including at least one item precious to the drawer.

73: Ten of PentaclesA man and a woman stand in the entry way of ahouse; a child and an elderly man each pet a dogcontentedly.

Upright, the card denotes gain, security, riches,family, home, stability. Drawer soon (5d10 days)gains a small but sturdy home, free of encum-brance; this may be gift of a ruler or patron, aninheritance or dowry—whatever is natural for thecampaign.

Reversed, it signifies loss, robbery, family mis-fortunes; elderly people may become a burden.Drawer will soon (5d 10 days) become obligated forthe care of his parents, clan/guild/village elders,feudal dependents, or other aged persons to whomdrawer is obligated (whether aware of it or not),

74: Page of PentaclesA Pentacle rests lightly in, or hovers over, thehands of the Page, a very dark youth who movesslowly through a flourishing field, his gaze seem-ingly fixed upon the lone symbol in studiousreverie.

Page of Pentacles: 3rd-level thief (AC 3, hp 18,AT 1, Dmg 1d4or 1d3, Str 12, Int 12, Wis 12,Dex 16, Con 12, Cha 12); wears bracers ofdefense (AC 5) and has a hidden dagger.

75: Knight of PentaclesSturdy, laborious, and patient, the Knight ridesplacidly through a freshly plowed field. A thor-oughgoing materialist, he looks upon, but notwithin, the Pentacle of his suit. He is very darkand earthy in coloring.

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Knight of Tentacles: 4th/4th-level fighter/thief(AC 0, hp 44, AT 1, Dmg 1d8+l); wears platemail +1 and a ring of invisibility, and carries ascimitar +1 with no special abilities,

76: Queen of PentaclesVery dark of coloring and meditative of expres-sion, the Queen contemplates her Pentacle on athrone in a fertile bower; her serious, even melan-choly mien suggests that she sees curious thingsindeed within that symbol.

Queen of Pentacles: 7th-leve! thief (AC 4, hp 42,AT 1, Dmg special); wears a ring of protection+4 and carries a dagger of venom (Dmg ld4+2vs. S-sized opponents, 1d4+l vs. M-sized, 2—4vs. L-sized, plus poison to all opponents).

77: King of PentaclesA dark and courageous, yet somewhat lethargicfigure, the King sits stolidly upon his thronewithin a flourishing garden, and placidly holdsthe Pentacle upon his knee; a short rod or wand ishis scepter,King of Pentacles: 7th-level thief (AC 3, hp 42,AT I, Dmg 1d4 or 1d3); wears leather armor anda cloak of protection +3, and carries a wand ofmagic missiles (70 charges) and a dagger.

TracerXP Value: 2,000 GP Value: 20,000

The Book of Marvelous MagicAfter a card is drawn from the tracer deck, itremains attuned to the creature that drew it untilthe card vanishes eight hours later. The user needonly concentrate for one round to find the exactdirection and distance of the card for a range of24 miles. A thief may place a card on a victim,unnoticed, with the same chance of success as apickpockets attempt.

of Wondrous PowerXP Value: 2,000 GP Value: 20,000

The Book of Marvelous MagicThis unusual deck has 52 cards and appears to bestandard, large deck. Its creation and powers arecomplete mysteries. When touched, the deckspeaks and announces that its power is availablebut that it will disappear in 24 hours. It furtherexplains that each member of the group finding itmay draw one card, and only one card, during thattime. The deck does not speak again. If a secondcard is drawn by any individual, or if a card is"drawn by someone who is not a member thegroup that found it, the deck disappears immedi-ately, and the card is lost. The deck of wondrouspower disappears 24 hours after making itsspeech: it disappears earlier if all persons entitledto a draw have either drawn or turned down thechance.

During the game, an ordinary, modern 52card deck is used. The DM shuffles the deck,and the players may each turn down the offer todraw or take a chance with the deck. To deter-mine the effect, the player cuts the cards andturns over the top card; its effect is then immedi-ately applied to the character. The card is thenreplaced, and the DM shuffles again before pro-ceeding to the next player.

Red cards give good fortune, but black cardsbode ill. The effects cannot be altered, even witha wish, but some bad results can be changed withtime. For example, if experience points are lost,the character may regain them by normal means.(Optional rule: Hearts and Spades cause doubleeffects.) The effects of the cards are:

Ace: If red, gain one wish. If black, lose one•wish already possessed or the first wish gainedthereafter.

King: Gain (red) or lose (black) 50,000 experi-ence points (minimum of 0).

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Queen: Gain (red) or lose (black) two pointsfrom the character's Prime Requisite score. Ifscore reaches 3 or 18, apply excess points to oragainst Constitution.

Jack: Gain (red) 50,000 gp in gems or lose(black) either three-fourths of all cash assetsowned (counting all coins, gems, and jewelryeither carried or stored) or 50,000 gp, whicheveris less.

Ten: Gain (red) or lose (black) 10,000 experi-ence points (minimum of 0).

Nine: Gain (red) one beneficial miscellaneousmagic item (useful, not cursed) or lose (biack) themost valuable magic item owned (checking mis-cellaneous magic items first even if cursed, thenrings, rods, staves, wands, etc.)

Eight: Gain (red) or lose (black) two points ofConstitution (maximum of 18, minimum of 3,excess applied to or taken from Strength).

Seven: +1 bonus (red) or -1 penalty (black) toall saving throws.

Six: -1 bonus (red) or +1 penalty (black) toArmor Class because of unalterable skin changes.

Five: Gain (red) or lose (black) two points ofCharisma.

Four: +1 bonus (red) or-1 penalty (black) toall hit rolls.

Three: +1 bonus (red) or-1 penalty (black) toall damage rolls.

Two: Movement speed is gained (red) or lost(black) by 3.

DeskA desk is a piece of furniture, almost alwaysmade of wood, used for studying, working,writing, or reading. They have broad, level writ-ing surfaces as well as drawers and compart-ments to store paper, writing utensils, books,and ink. Magical desks generally aid their usersto read, study, gain spells, or use general skillsand proficiencies related to the Intelligenceattribute.

of Restu dyingXP Value: GP Value: 7,000

The Book of Marvelous MagicThis desk appears identical to a desk of studyingand has the same lockable drawers. However, anymage who attempts to use this desk for study onehour later forgets all spells memorized.

of StudyingXP Value: 7,000 GP Value: 70,000

The Book of Marvelous MagicThis bulky desk is 6 feet long, 3 feet tall, and 4feet wide. It has five drawers that lock on com-mand as if wizard locked by a 25th-level magic-user. Any mage who sits at this desk to relearnspells (after the usual resting period) requiresonly 10 minutes to memorize spells for the day,regardless of their number or level.

DeviceDevice is a generalized term used to describesomething that either cannot be described (due tothe unique or indescribable attributes of theitem), or was never properly defined nordescribed in its original appearance.

PassageXP Value: 1,000 GP Value: 10,000Per ton of ship per ton of ship

SPELLJAMMER Campaign SetThe passage device is a creation of the arcane,who use it to create portals through the crystalshell be tween the phlogiston and wildspace.

Time JourneyingXP Value: — GP Value: —

DRAGONLANCE AdventuresMade during the Age of Dreams, this device wasgiven to Caramon by Par-Salian. The DM shouldbe aware that the device has different propertiesdepending upon when the PCs encounter it.Originally, the device's use was restricted to themajor races—humans, elves, and ogres—sinceall other races are prohibited from traveling intime. It was also originally designed to be usedby one person only.This jeweled scepter can fold down into a nonde-script-looking pendant. Since the device is essen-tial to the return of the person using it, it hasseveral safeguards. Anyone attempting to steal it(even a kender) immediately feels a strong revul-sion and puts it back instantly. If lost, the devicemakes its way back to its owner by any meansnecessary.

An example of this occurred when Tasslenoffgave the device to Raistlin in a dwarven prisonand then discovered he was in possession of thedevice once more—it automatically returned tothe kender. No force can keep this artifact fromfinding its owner.

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The properties of the device changed some-what after Gnimsh—the only known gnome inthe history of Krynn whose inventions everworked—altered it. From that point on, thedevice transported more than one person and italso transported those of the minor races—kender, gnomes, and dwarves,

The collect version of the chant and instructiongoes as follows: Holding the pendant in hand,repeat the first verse, turning the face toward you.At the second verse, move the face plate from theright to the left. At the recitation of the thirdverse, the back plate drops to form two spheresconnected by rods. At the fourth verse, twist thetop clockwise and a chain drops down. The fifthverse warns to make certain the chain is clear ofthe mechanism. As the sixth verse instructs, holdthe device by each sphere and, while reciting theseventh verse, rotate them forward. The chainwinds itself into the body. Hold the device overyour head, repeating the final verse, and summona clear vision of where you want to go and whattime period you want when you arrive.

Thy time is thy own,Though across it you travel.

Its expanses you see,Whirling across forever.

Obstruct not its flow.Grasp firmly the end and the beginning.

Turn them forward upon themselves.All that is loose shall be secure.Destiny is over your own head.

When the device is used, PCs within 10 feet ofthe device move to either the desired time (theplace is up to the DM) or the desired place (thetime is up to the DM). Unfortunately for the char-acters, they cannot have it both ways. Moving tothe location of the treasure in a tower may seemlike a good idea, unless you arrive before thetower was built (and find a long drop to theground). Moving to a certain time in history canbe fun, until you materialize in the middle, of anarena. The DM can use this little loophole to setplayers where he or she wants them.

DiceDice are usually six-sided cubes with a different"value" on each side generally ranging from oneto six. They are usually used in games of chanceand gambling. Other dice are available, but these

are very rare. These dice include 4-sided pyra-mids (with the rolled value read along the bottomof the exposed faces), 8-sided, 10-sided, 12-sided,20-sided, 24-sided, and 30-sided dice. A coin canbe used, in effect, as a 2-sided die.

of Certain WageringXP Value: 500 GP Value: 2,500

DRAOON Magazine 73A pair of onyx dice. The dice will give whateverresult the roller desires.

of ChancelessnessXP Value: 500 GP Value: 2,500

Old EmpiresThis insidious magical item was created byHuriot, an enterprising follower of Mask and thegreatest Prince of Thieves that Skuld has everknown. Five centuries ago, he was captured, con-victed of grave robbing, and brought to thepharaoh for his final justice. Huriot persuaded thepharaoh to let a game of chance decide his fate: Ifhe won, he would be sold into slavery, and if helost, he would be executed. He brought out a pairof dice.

These dice were magical, created by a greatwizard. They would roll any number that theowner desired; in the hands of the owner, theywould roll what he or she wanted, while in thehands of another, they would roll as the originalowner desired. The pharaoh detected the magic,discovered what they were, and used his divinepowers to reverse the effect.

Huriot had planned to lose the game, gamblingthat a display of honesty might earn a pardonfrom a magnanimous pharaoh. He won insteadand was placed in slavery for the rest of his days.No one ever heard of Huriot again, except for aninscription in that pharaoh's tomb: "Huriot washere."

Dicerion of Lightand Darkness

XP Value: 2,500 GP Value: 25,000Unearthed Arcana

This wizard's candlestick is a specially alloyedmetal holder with two branches. One is of silverand mithral, the other arm of iron and adaman-tite—as dark and dead-looking as the firstbranch is bright and glittering. The two branchesintertwine to form a twisting stem of intermit-tent bright and dull bands. The base is likewise

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formed of alternating projections of the silveryand ebon metals spreading to form eight legs.The whole object is about a foot tall and justover half as broad, with a weight of betweenthree and four pounds. Although the dicerion oflight and darkness gives off a faint dweomer ofits own, it must have specially manufacturedcandles to function magically. A pair of candlesmust be made from the purest wax, and finelypowdered obsidian must be set in alternatinglayers within the wax. When the candles areblessed, then set in the sockets of the dicerion'sarms, the whole radiates a powerful, magicalaura. When both special candles are lighted, thewizard holding the dicerion can see into anyform of darkness or the brightest of light as ifthe illumination were normal daylight. Further-more, upon command of the wizard, the candlesemit a strange, metallic illumination that dispelsall natural shadows within a 30-foot radius.However, when this power is used, a wizard'sspecially endowed vision to see in darkness orlight does not function. A special candle burnsfor ld4+4 turns in a gentle draft like that createdby walking while holding the dicerion. A strongdraft reduces the burning time by 1 to 2 turns. Ifthe candle remains still and unaffected bybreezes, it lasts for ld8+8 turns.

If only the candle held in the black arm of thedicerion is lighted, the wizard is effectivelyshrouded in a sphere of darkness of 15-footradius. The lack of illumination does not ham-per the wiazrd's vision or movement, but doesaffect all other creatures within the area ofeffect. If a bright light strikes the wizard's eyeswhile in the darkness, he or she is blinded for1d4 rounds. Conversely, when only the candle inthe shining branch is lighted, a sphere of bril-liant, white light surrounds the wizard, who suf-fers no vision impairment as long as the dicerionis touched or held, but the radiation blinds crea-tures of darkness (evil) for 2d4 rounds. Eventhose of light (good) are unable to look in thedirection of the light without being blinded for1d4 rounds. If magical darkness envelops thewizard while the dicerion is in the light, he orshe is unable to see for 1d4 rounds. In eithercase, even though only one candle is burning,both branches of the dicerion must actually con-tain tapers.

Discus of DisenchantmentXP Value: 500 GP Value: 9,000

Lost ShipsIt is not known who devised these strangeweapons—small, sharp-edged, circular metalplates with thick centers that taper smoothlytoward the edges. Often used by halflings (whomay sell them to humans, elves, and giff), theyare missile weapons, and may be used withoutpenalty by those proficient in slings or throw-ing stars. A discus striking a being causes1d4+l points of damage, and interrupts anyongoing spellcasting or activity requiring dex-terity. It forces a Dexterity check on characterswho are climbing or clinging to rigging. Afailed check indicates a fall.

Its strike also forces a saving throw vs. crush-ing blow for all glass and other fragile items itstrikes. All magical items except helms and arti-facts struck by a discus of disenchantment mustsave vs. spell at +2, in addition to any usualbonuses, or be rendered magically inert for1d4+l turns. The DM should also make another,secret saving throw for any such inert item. If itfails, it has been drained of all magic, forever.Any discus striking a magical item exhausts itsown magical powers at once, releasing this magi-cal energy and that of the drained item harmlesslyinto the surrounding area.

Disintegration ChamberXP Value GP ValueI 'x l 'x l ' iSOO 2,5002'x2'x3': 1,000 5,0003'x3'x6': 1,500 7,5003'x5'x6': 2,000 10,0005'x5'xlO': 3,000 15,00010'xlO'xlO': 5,000 25,000

Tome of MagicThese frightful devices range in size from a 1-inch square box to a room 10-foot square. Theyare always made of iron, and the interior walls arecovered with mirrored tiles. They are used tocause matter to vanish, as the 6th-level disinte-grate spell.

The amount of material to be affected is lim-ited only by the size of the chamber. Each usedrains one charge. Disintegration chambers gen-erally have 1d20+80 charges and may berecharged.

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The material to be obliterated is placed insidethe chamber, door is closed, and the activationbutton is depressed. The interior of the chamberand its doomed contents begin to glow a sicklygreen, and the material vanishes, leaving onlyfine dust. Creatures and objects that successfullysave vs. spell are not affected, but must attemptanother saving throw every time the chamber isreactivated.

The size of any given chamber can be deter-mined from the table below.

Roll123456

Size1' cube2'x2'x3'box3'x3'x6'box3'x5'x6'box5'x5'xlO'box10'xlO'xlO'box

In the larger sizes, the devices are most ofteninstalled permanently and cannot be carried awayas part of treasure, unless arrangements are madeto transport a small room or shack.

In Ravenloft: Placing a person in one of thesechambers is cause for a Ravenloft powers check.Even placing the lord of a domain in one necessi-tates the check.

DiskDisks are round, flat objects found singularly orin groups. Their enchantments often are unusualor unique.

of the Azure SeaXP Valne: 1,000 GP Value: 10,000

GREYHAWK AdventuresThis item, popular among sea traders, was orig-inally sold to a rich merchant on the coast ofKeoland. As wide as a man's hand, the woodendisk bears a small circle of gold in the center.When it is set on the bow of a ship and a prayeris spoken to Fharlanghan, god of travel, the shipis protected for the nest 24 hours. During thattime, if buccaneers, pirates, or raiders frombeneath the waves try to attack, there is a 76%chance a misty fog comes up, allowing the shipto escape with no damage. Failing that, theattack occurs as normal.

DisplacerXP Value: 2,000 GP Value: 10,000

Rary the TraitorRary's favored mode of transportation throughouthis fortress is a system of devices he calls dis-placer disks. Each disk resembles an intricate,circular pattern inlaid in a fine marble or tilefloor, and is magically triggered by a code wordknown only to Rary and Robilar. The disks' codewords can be changed at will by Rary alone.

A single master disk controls all the others. Anindividual who knows the proper code words canbe instantly teleported without error, either fromthe master disk to one of the other disks through-out the fortress, or from a lesser disk back to themaster disk. Transport between the minor disks isnot possible. Rary must first teleport back to themaster disk in order to move to a different room.Each lesser disk has a different code word. A sec-ond, entirely different code word is required toteleport back to the master disk.

of HistoryXP Value: 1,500 GP Value: 7,500

DRAGON MagicThis crystal disk is about 5 feet thick and 25 feetin diameter. It is a disk of history, similar to acrystal ball, used by the dragons to observe pastevents. Events observed in the disk of history areseen as a series of silent images, the end of oneblending into beginning of the next. A user mustconcentrate on the event he or she wants toobserve. The event appears in the disk in 3d20minutes. It is important that the user concentrateon a specific event. For instance, concentratingonly on a mental image of Artha won't work.However, concentrating on Artha's last stand onthe Peak of Clouds in the Aslivar Range will dis-play that battle.

Success with the disk of history is not auto-matic. It cannot conjure images more than 500years old. A character may attempt to use it onlyonce per day. A person's base chance of success is10%. A dragon's base chance of success is 20%.This is modified by:

Apply any of the following:Dragons, each age level above +5%

very youngOthers, each point of Wisdom +5%

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The event occurred on anotherplane of existence -20%

The user has previously observed thesame even t in the disk of history +20%

Apply only one of the following:Event is one in which the user +20%

participatedUser is well informed about the event +10%User is slightly informed about the event +5%

The DM may use the disk of history to answerquestions about previous DRAGONLANCE gameevents, as well as to review previous events of thecurrent adventure,

Tenser's TantalusXP Value GP ValneNormal: 3,000 15,000With Alarm: 3,500 17,500

DRAGON Magazine 194A tantalus is a nonmagical piece of furniture, aliquor-stand that uses wooden or metal rods tokeep the bottles and glasses in the stand frommoving about. Tenser's tantalus is a mobile, mag-ical version of the same sort of device, designedto transport magical potions or other fragileitems, keeping them safe and within easy reachfor the mage's use.

Although there is no evidence that this magicalitem was created (or even used) by Tenser, thefamed wizard of Greyhawk, the reasons its originwas erroneously attributed to him are obvious;Tenser's tantalus is a flat metal disc, 3 feet indiameter, which floats at a constant 3 feet abovethe surface of the ground (under most circum-stances) and at the same 3 feet distance from itsuser unless specifically commanded otherwise.But while it shares much in common with theTenser's floating disc spell, it also has a numberof significant differences, the primary one beingthat Tenser's tantalus is a permanent magicalitem, not a temporary magical spell.

The disc's upper surface emits a soft glowextending for about a foot above the metal. Anyobjects placed entirely within this field are sub-ject to a powerful, quasimagnetic force that holdsany nonliving matter (including once living mate-rials such as paper, leather, or a small dead body,as well as completely inanimate matter like glass,metal, or crystal) firmly to the surface of the disc,but that has no effect on living flesh, even crea-tures small enough to fit within the field's con-

fines. No matter what pressures are exertedagainst it, the tantalus will protect objects withinits field from the effects of violent motions andother external shocks unless those shocks arepowerful enough to destroy the metal disc. Forthis purpose, treat the disc as a metal shield, usingTable 29: Item Saving Throws in the DMG.

Since the quasi-magnetic force doesn't affectobjects only partially within its area of effect,bottles taller than the 1-foot field cannot be heldby a Tenser's tantalus unless laid on their sides.Bottles can be stacked, but that is difficult.Reaching through the glowing field and grabbingan object on the disc frees the object—when anobject is grabbed, the field reacts as if the objectis physically connected to the arm and thus as if itextends beyond the edge of the field.

Because objects only partially within the fieldaren't affected, a thrown spear can wreak havocon the disc's load—a spear is long enough thatpart of it is always outside of the field. On theother hand, a sling bullet hurled at the bottles can-not break them because the field affects it as soonas the bullet is fully within its boundaries, leavingthe bullet suspended in midair, just inside theedge of the field. For maximum protection,potions should be placed as close to the center ofthe Tenser's tantalus as possible, protecting themfrom weapons shorter than the 1 ̂ -foot radius ofthe disc. If the disc is fully loaded, items close tothe edge can be easily affected by short weaponssuch as hand axes or daggers.

A Tenser's tantalus can hold up to 20 poundsof bottles and contents (the average potion in aglass bottle weighs about half a pound), and willsmoothly accelerate and decelerate to safely, fol-lowing its owner at any speed up to 18, includingclimbing stairs. If the user moves beyond the 50-foot, effective range of command, the tantalusceases all movement and hovers in place untileither its user returns or another wizard takescontrol of it.

A Tenser's tantalus will follow its owner if heor she falls into a pit, but because of the owner'srapid acceleration, the wizard will soon out-stripthe disc's power to follow. In a pit less than 75feet deep, the disc gently descends to the bottoma few seconds after its owner. If the pit is deeper,the owner will eventually accelerate out of the50-foot range, meaning that the disc will stop inmidair some 50 feet down from the top of the pit,waiting for someone to come within range and

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take command.Because such an obvious display of treasures

increases the possibility of theft, many Tenser'stantaluses are equipped with a permanent alarmspell with a volume loud enough to be heard from50 feet away, but no farther. The alarm soundswhen anything enters the field without speakingthe command word that deactivates the alarm.Semi-solid manipulators, such as unseen ser-vants, telekinesis, or Bigby's hand spells, air ele-mentals, or gusts of wind are all too tenuous toreach into the field and take or destroy items, butall of these will activate the alarm.

A thief could attempt to steal the entire discaway from its owner. This requires a Strengthcheck on 4d6 to break the disc's attraction to itsowner. If the thief takes the disc more than 50 feetfrom its owner (and remember, the alarm willsound unless the thief manages to touch only thebottom and rim of the disc), it is free to be com-manded by another wizard.

Dome of ShapesXP Value: 1,000 GP Value: 5,000

DRAGON MagicThis dome is transparent, and about 50 feetacross. Dark lines, shadowy angles, and vagueshapes drift in and out of each other inside thedome. With every movement of the observer, theshapes pulsate and appear to turn inside out.

The dome acts as a sort of hypnotic pattern.Anyone staring at the dome must save vs. spell orcontinue gazing at it for 2d10 minutes. Theenchantment is broken if the PC is physicallypulled away from the dome by a companion whoshields his or her eyes.

DoorDRAGON Magazine 41

Doors are usually made of wood with metal trim-mings. Some doors have locks; most have hinges,doorknobs or hasps, and occasionally brackets forsupporting a heavy wooden bar. Magical doorsmay do nearly anything; some do not even looklike doors.

As a general rule, doors are treated with indif-ference. You either bash them down, burn them,or spike them shut and then forget about them.However, doors have great possibilities foradding surprise and humor to your campaign.Use the table below to determine the type of door.Once the door type is learned, roll on the second

table below to find the magical qualities (if any)of that door.

Roll Type of Door01-75 Ordinary door.76-95 Door has an ability from table below.96-00 Door has 1d4+l abilities from table

below.

Roll Ability Table01-09 Intelligent door. Alignment is:

01-11 Lawful Good12-22 Lawful Neutral23-33 Lawful Evil34-44 Neutral Good45-56 Neutral57-67 Neutral Evil68-78 Chaotic Good79-89 Chaotic Neutral9(M)0 Chaotic Evil

10-17 Door is wizard locked.18-22 There is a trap or trap trigger on or

behind the door.23-26 Door is an illusion.27 29 Door is actually & pofytnorphed mon-

ster that reverts to normal form whenconditions are met (someone grabsdoorknob, etc.).

30-31 As 27-29, but is a phantasmal force.32-35 Upon hitting, touching, or opening door

it turns into mud, sand, mire, dung, etc.36—40 A siren goes off if doorknob is touched

(attracting and/or warning monsters).41-45 Doorknob casts fear spell if touched.46-49 Doorknob falls off if touched.50-54 Door is thief-proof.55-59 The door itself contains treasure,60-64 Door is twice as hard to bash open,

unlock, etc.65-68 Door falls off hinges when opened.69—71 Door is rotten or poorly constructed: it

splinters or falls apart when bashed.72-74 Door has a knocker.75-76 Trap door to pit under or behind door.77-78 Door has multiple locks.79-80 Door j amb on other side of door.81-82 Open pit behind door.83-84 There is a window set in the door: 30%

chance that it gives a false image (nomonsters, twice as many monsters,heap o' treasure, etc.)

85-86 Stakes, caltrops, and/or set spears Wait-1, 446

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ing on other side of door (1 in 6 chancethey are poisoned).

87-88 Stakes set in door so it can't be bashedopen (10% chance that they are invisible).

89-90 After being bashed open, the doorswings back fast.

91-92 Door swings open just before it isbashed.

93 Has doorbell.94 Door is hinged on top.95 Door explodes if bashed.96 Save vs. spell or are paralyzed when

touch door.97 Instant-setting contact glue on surface

of door.98 Doorknob casts miscellaneous spell if

touched.99 Doorknob gives disease if touched.00 Contact poison on doorknob.

Aruthir's LivingXP Value: 600 GP Value: 3,000

1992 Fantasy Collector Card 38The living door was created by the druid Aruthiras a gift for a band of wood elves who introducedhim to the Great Druid. By producing a specialmagical combination of the plant door and speakwith plants spells, he was able to create a thickovergrowth that recognizes the specific bodyodor of wood elves. Upon sensing wood elves,the door untangles and lets them pass. Aruthirplaced the living door over the entrance to a cavethat leads to a box canyon where the Great Druidresides. The cave entrance is now completelyobscured by the living door, resembling a rockface with creeping vines growing over it and is95% undetectable without magical means.

BackXP Value: 3,000 GP Value: 15,000

The Book of Marvelous MagicWhen opened, this door causes the creature open-ing it to immediately turn around facing away fromit (no saving throw). The victim cannot face thedoor for three rounds but may move away from it.

Black CrystalXP Value: 2,000 GP Value: 10,000

Gods, Demigods, & HeroesMade of an interdimensional metal that does notbreak. This door is unaffected by magic and opensonly with the proper, magical command word.

of DisappearanceXP Value: 3,000 GP Value: 15,000

The Book of Marvelous MagicThis locked door becomes invisible when touchedby any object or creature, but it remains stoutly inplace. Characters who can see invisible thingscannot see through the door, but it is completelytransparent to anyone else. A knock spell does notopen its invisible lock unless the caster is able tosee invisible things. Any attempt to open locks ispenalized by -50% from normal chances, and theattempt automatically fails if the thief is of lessthan 9th level. The door reappears one hour aftervanishing.

of DisplacementXP Value: 2,000 GP Value: 10,000

The Book of Marvelous MagicThis door appears to be a black circle of cloth 2inches in diameter. It does not function out-doors. If placed on a wall or floor, it may bemanually lengthened, then widened and turnedinto a normal door. The user must immediatelyopen the door and go through (no saving throw);others may follow. All passing through the doorenter an otherdimensional space adjacent to theroom or corridor in which the door was used.The user of the door, and only the user, can see

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into the original room or corridor. The door, atthe user's command, folds up into cloth formand reappears among the user's possessions. Asthe door is stowed, it creates a loud slammingnoise.

At any time up to one turn after creating andpassing through the door, the user may reopen itfrom inside, and at any chosen place along awall ceiling, or floor of the original room or cor-ridor. When opened, it is silent, and the user andhis or her party gain a +1 bonus to surprise rollsagainst any creatures in the room or corridor.(The door can be used to escape a monster andthen to quickly reenter the area behind it). Ifthose using the door do not return to normalspace within one turn after "slamming" it, theyare all dumped back into the original area at ran-domly determined locations. The door may beused once per day.

FrontXP Value: 3,000 GP Value: 15,000

The Book of Marvelous MagicWhen touched, the front door emits the sound ofa welcome chime, attracting the attention of allcreatures within 60 feet.

of GuardingXP Value: 4,000 GP Value: 20,000

The Book of Marvelous MagicThis door is intelligent, but not actually alive.When touched, a large mouth appears on its sur-face; the mouth can appear on only one side ofthe door at any one time. The door is neutral andobeys whoever utters the proper command word.If more than one creature knows the proper word,the door changes allegiance as often as com-manded.

The door has excellent sight and hearing and isable to see invisible things and hear all noiseswithin 60 feet. It speaks all languages and canobey even the most complex and detailed instruc-tions. It can speak at any volume from a whisperto a loud scream, the latter audible within 120feet. It cannot be unlocked, even with a knockspell, but may open itself, depending on itsinstructions. It cannot move except to swing onhinges. It cannot attack, but screams an alarm if itis, and there is a 50% chance it may do so ifmerely threatened with fire. The door is immuneto all attacks except physical damage from magi-cal weapons (treat as AC 0; hp 40).

Unless otherwise commanded, the door's reac-tions to visitors are checked normally, but ifgiven a good soaking with wine, it is usuallyfriendly (+2 bonus to reaction rolls after that,lasting one turn per wineskin of wine used).

RevolvingXP Value: 1,500 GP Value: 7,500

The Book of Marvelous MagicThis apparently normal door causes the user tostep back into the original room or corridor, with-out actually going anywhere. It functions as anormal door if the proper command word is spo-ken as the door is used.

of TeleportationXP Value GP ValueGreater: 4,500 22,500Lesser: 3,000 15,000

The Book of Marvelous MagicThis item appears to be a normal door but whenpassed through by any living creature, it teleportsthe victim and all items carried to either a randomor predetermined location. There is no chance oferror, which differs from the magic-user spell.Nonliving items thrown through the door are notteleported. If removed from its supports, a doorof teleportation normally loses all its enchant -

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ment, although the area (and not the door) mightbe later discovered to be the actual teleportationdevice. Both lesser and greater doors of telepor-tation can be found.

The lesser door may be managed by severalcreatures If they link hands or otherwise overlapin their passage through the door—all arrive atthe same destination regardless of randomizingeffects. Some lesser doors allow a saving throwvs. spell to resist the effect, but this is not com-mon. If allowed, the saving throw must be madeby each creature passing through the doorway. Asuccessful saving throw may simply indicate thatthe teleportation does not affect that creature, orit may make the door nonmagical for one turn,one hour, of some other length of t ime. Thegreater door, which is even more rare, can easilydetect and separate different creatures and mayeven cause items and (occasionally) body partsoverlapped to arrive at separate locations. Thereis no saving throw.

of TerrorXPValue: 3,000 GP Value: 15,000

The Book of Marvelous MagicThis apparently normal door causes any creatureapproaching within 5 feet to be overcome with anameless dread (no saving throw). The victimthereafter refuses to approach or pass through thedoor for one hour, after that, the effect wears off.Undead are not affected, nor is any other creaturenaturally immune to fear effects.

TrickXP Value: 5,000 GP Value: 25,000

1992 Fantasy Collector Card 40There are trick doors known to be installed in thethieves' guilds of Mulmaster, Hillsfar, Calaunt,and Tantras, but their creator remains unknown.The construction of the door is thought to be avariation of the passwall spell. Each doorresponds to a different knock code; when theproper sequence of taps is sounded on the door,the person seeking entrance may open it and passwithin. Otherwise opening the door reveals noth-ing but more of the wall in which it rests. To fur-ther confuse intruders, some guilds have installeddummy doors along the same wall or alley thatcontains a trick door.

Dragonisle's Harbor ChainsXP Value: 5,000 GP Value: 25,000

Pirates of the Fallen StarsThese harbor chains are huge chains that can beraised from the bottom of the harbor to block theharbor mouth. When raised, the harbor chainsprevent any ship from entering or leaving the har-bor. The chains are raised primarily to keep outattackers, although in a few instances they havebeen used to trap unwary captains in the harborduring the periodic factional wars which sweepImmurk's Hold.

Drawer of Easy RetrievalXP Value: 1,000 GP Value: 10,000

DRAGON Magazine 73A wooden drawer, about 12 by 18 by 9 incheshigh, which may be inserted into a suitable desk,wall, etc. When anyone who opens the drawerspeaks the name of an object inside it, the objectpops up at the front of the drawer, within easyreach. If several similar objects, such as sheets ofpaper, are placed in the drawer, the person plac-ing them may speak a word which becomes thecode word for one particular object in the group.The drawer's magic works only when it is in aproper receptacle of the correct size.

DressDresses are a long, flowing pieces of fabric wornby women. They can be made from literally anytype of cloth or animal skin. Dresses are usuallyworn only in nonarctic climes.

of AmazementXP Value: 1,000 GP Value: 9,000

Rogue's GalleryThe dress of amazement can take on any form,style, or color the owner desires, but alwaysretains an opulent appearance. When worn, thedress of amazement sparkles and reflects light ina pleasant manner. Charisma is raised to racialmaximum (or 18). Anyone who looks at the dressmust successfully save vs. spell or be subject tohypnotism {as the Sth-Ievel spell). If no lightsource is near, the dress cannot work. The spelldarkness negates any effect from the dress. Dis-pel magic renders the special effects of the dressnon-operational for 1d4 rounds. The touch of theblind also inhibits the dress from operation forone turn, although no one is quite sure why.

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of ProtectionXP Value GP ValueCursed-1:— 1,800+1 to saves: 1,000 7,500+1: 1,000 10,000+2:2,000 20,000+3:3,000 30,000+4:4,000 40,000+5:5,000 50,000

Rogue's GalleryThis garment appears as a small, black dress ortunic, lined with a series of magical, linked rings.When the dress is donned, it automatically adjuststo fit the wearer. Additionally it provides thewearer the same benefits as a cloak of protection.Each plus of the dress of protection betters ArmorClass by one and adds one to saving throw dierolls. Each dress of protection is slightly differentin design. To determine how powerful any partic-ular dress is, roll percentile dice and check thetable below.

Roll Power01-10 Cursed (-1 to AC and saves)11-20 Dress (+1 to saves but not AC)21-50 Dress+151-70 Dress+271-86 Dress+387-94 Dress +495-00 Dress +5

Optional: The dress is vulnerable to bladesthat have more attack bonuses than the dress hasof protection. If the dress is cut by a magicalblade with more pluses—an equal or greaternumber—it ceases to function until magicallyrepaired.

DunhilFs SpelljammingApparatus of Kwalish

XP Value: 10,000 GP Value: 40,0001992 Fantasy Collector Card 34

This very special machine has all of the features ofa standard apparatus of Kwalish; it contains numer-ous handles that allow it to operate in 900 feet ofwater for 1d4+l hours (AC 0, 200 hp per bulk-head). It has also been fitted with a minor spelljam-ming helm, allowing it to fly out of the water andinto wildspace. The inclusion of the helm meansthat only one person may use it at a time. Dunhill'sship shares the basic statistics of a mosquito ship.

DustMagical dust is a dry, powdery substance. It isnormally found in a metal, bone, or wooden tube,2 to 6 inches long. The user blows into one end ofthe tube, aiming at an intended victim or area,and the cloud of dust forms a cone 30 feet longand 10 feet wide at the far end. The 30-foot rangeapplies only when the dust is blown from a tube.If not found in a tube, dust may be in any con-tainer, magical or otherwise, and may be thrown10 feet by hand, poured, or used in any conve-nient manner.

of AbsorptionXP Value: 250 GP Value: 750

The Book of Marvelous MagicThis dust can absorb up to 100 cubic feet of wateror acid and turn it to mud.

of AdheringXP Value: 200 GP Value: 1,000

The Book of Marvelous MagicThis dust adheres to any contact or surface poi-son, poisoned needles and darts, and other trapsof this type in the area. It is useful to thieves, giv-ing automatic success when attempting to findtraps and a +30% bonus to the remove trapsattempt. It does not neutralize the poison, butgives any victim a +4 bonus to any saving throwsubsequently required.

AllergyXP Value: 100 GP Value: 500

The Book of Marvelous MagicThere are many types of this dust, each made ofthe powdered bone of some creature, mixed withrare herbs, and then enchanted. The dust is invis-ible; each victim in tlie area of effect must make asaving throw vs. spell or become allergic to thespecified creature. The allergy might not benoticeable immediately. When a victim comeswithin 50 feet of the creature specified, the symp-toms begin—the eyes water, the nose clogs, andthere is a 50% chance that sneezing may occur(checked per round of exposure). The nasal prob-lems cause no penalties; watery eyes cause a —1penalty to all attack rolls but a +1 bonus to allsaving throws against gaze attacks; a sneezingvictim may not attack or cast spells. The symp-toms pass 1 d6 rounds after the victim moves atleast 50 feet away from the creature causing the

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allergy. The allergy is permanent until cure dis-ease is applied by a caster of 15th level or greater.Typical creatures used to make allergy dust arebasilisks, dragons, giants, goblins, orcs, rats,trolls, DM's choice.

of AppearanceXP Value: 1,000 GP Value: 5,000

DUNGEON MASTER Guide, 1st EditionThis fine powder appears like any other dustunless a careful examination is conducted. Thisreveals it to be a very fine, very light metallicdust. A single handful of this substance flung intothe air coats all objects, making them visible evenif they are invisible, out of phase, astral, or ethe-real. Note that the dust also reveals mirror imagesand projected images for what they are, and like-wise negates the effects of cloaks of displacementor elvenkind and robes of blending. The dust'seffect lasts for 2d10 turns.

Dust of appearance is typically stored insmall silk packets or hollow bone blow tubes. Apacket can be shaken out to cover an area in aradius of 10 feet from the user. A tube can beblown in a cone shape, 1-foot wide at the start,15 feet at the end, and 20 feet long. As few asfive or as many as 50 containers may be foundin one place.

of BlandnessXP Value GP ValueBlandness: 20 100Piquantness: 20 100

Prince of LankhmarThis item is the proud creation of an evil man.Often in the pay of the Thieves' Guild, he createsand activates new and unusual spells and items tofurther the cause of chaos, evil, and pain. This isone such item that makes his job easier.

Instead of worrying that the poisons that heconcocts are tasteless and void of their olfactoryelements, he sprinkles the dust ofblandness uponthem. The item efficiently deadens the olfactoryand taste qualifications of the poisonous creation,rendering them completely bland. The poisonsare thus detectable only through detect poison orother divination spells with similar effects.

The dust ofblandness may also be used todeter the taste and smell of rotted foods shouldsomeone wish to poison a character in that way.Then too, the taste of good food that has a dis-tinctive odor and taste, such as eggplant or liver,

can be counteracted with the use of this dust ofblandness.

This item is not usually found for sale, butwhen it is, the cost is 100 gp per vial. Each vialhas enough dust for use on six standard plates offood; a standard plate being the food the averageperson can consume at one sitting.

The dust ofblandness has its opposite, whichis the dust ofpiquantness. This item makes theflavor and odor of food unmistakable. It allowsthe aficionado of food and drink to fully enjoythe flavors and wafting odors of food. The dustalso brings out the smell of poisons and causesthe odors of burnt or ill-cooked food to beunmistakable.

The dust ofpiquantness is sold for the sameprice as the dust ofblandness: a mere 100 gp pervial. The dust ofpiquantness is much more read-ily available than its counterpart.

of BlendingXP Value: 1,250 GP Value: 5,000

DtMGEON Magazine 17This magical dust is usually found in a smallleather bag on which magical Sigils in silver foilare drawn. Each of the 2d6 cakes of dust found ina bag resembles a crumbly chunk of yellow dirtabout 3 inches in diameter.

If thrown against a creature or inanimateobject, a cake of dust of blending explodes in aharmless shower of yellow and red sparks andcauses the immediate area to blend in with its sur-roundings so as to be 90% invisible, even to closeinspection. Each cake can cover an area of 50cubic feet. The magic from the dust of blendinglasts for ld6+6 turns.

The dust can be washed off, thus revealing theobject or creature it was meant to conceal. It mayalso be blown off by winds in excess of 40 MPH. Ifa creature moves while coated, there is a 10%chance per turn of movement that the dust will beshed. This dust was used by the elves to concealtheir scouts and positions within the forest whilethey lay in ambush for the goblin patrols.