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Published by archangel777, 2022-05-26 17:50:14

Encyclopedia Magica Volume 1

Encyclopedia Magica Volume 1

Anklet of Levitation

of Sure Footing

XP Value: 2,000 GP Value: 16,000

POLYHEDRON Newszine 90

It is popularly believed by most sages that the

wizard who invented these items served on a

pirate ship based in the Corsair Domains. Legend

has it that the wizard did not adapt well to life at

sea; the ship's pitching and rolling as it rode the

waves made it impossible for the wizard to cast

spells. After months of research, he enchanted a

pair of anklets that would make his life at sea eas-

ier. The anklets were woven from kelp, and the

wizard dubbed them anklets ofsure footing.

Both anklets must be worn, and they do not

function if covered by footwear or cloth. The

wearer is never affected by seasickness and can

move at normal speeds across ship decks, even

under treacherous conditions such as mountain-

ous waves and gale force winds. Spellcasting is

not hampered by the ship's movement, because

the anklets ensure the caster's steadiness.

In addition, the wearer can climb rigging as

easily as walk, and fight and cast spells from the

rigging as if standing on solid ground.

of Levitation Although the anklets can be worn by any race

XP Value: 2,500 GP Value: 17,000 and class, they are highly sought after by seafar-

The Book of Marvelous Magic ing rogues and Spellcasters.

This item can be locked and commanded to rise.

It stops and goes upon command of the person of Walking

who locked it. If one anklet is used, the wearer is XP Value: 1,200 GP Value: 6,000

hoisted by one leg, in a most inconvenient pos- The Book of Marvelous Magic

ture; iftwo are used, normal levitation is obtained. When locked, this anklet enables the wearer to

It is controlled within a range of 60 feet, but the walk upon any fluid, water, oil, acid, etc., without

effect is otherwise identical to the wizards' spell actually touching it. Feet or boots hover a fraction

levitate, bestowing vertical movement at the rate of an inch above the fluid. One anklet can support

of 20 feet per round. The victim cannot be 200 pounds in weight; two support 500 pounds.

"dropped" unless the anklet is suddenly unlocked Antennae of Triangulation

or destroyed.

XP Value: — GP Value: 55,000

of Sinking Realmspace

XP Value: — GP Value: 600 These antennae are usually over 8 feet in width

The Book of Marvelous Magic and can be 20 feet or more in length. They appear

This anklet appears and functions as an anklet of to be antennae removed from some gargantuan

walking in all respects. However, when used to insect. There is a helmet of liaison that accompa-

walk on acid, or on water more than 30 feet deep, nies the antennae when it is first purchased—

the anklet stops functioning at some inconvenient assuming one is for sale—that links the antennae

point, suddenly becoming as heavy as a 100-pound and the wearer of the helmet. The helmet relays

weight (per anklet). When the malfunction occurs, the information found by the antennae in exact

the anklet also negates all other 'water walking detail to the wearer. When the helmet is put on,

spells and effects. The wearer sinks like a stone the wearer immediately gets a complete picture of

until the anklet is removed, although, jeatherfall or the space around him. The operator sees every-

other spell effects may slow the victim for a time. thing in a 360-degree, 10,000 yard sphere. Every

Iron Anvil of the Armies

little detail can be viewed mentally. The position- When used for metalworking, a high anvil adds
ing of these items changes whenever the ship's +50% to the skill level of dwarven armorers, and
heading changes, or ifthe objects in sight change. doubles their efficiency, effectively cutting armor
These antennae make it impossible for anyone to construction time in half. Dwarven smiths using a
surprise the ship, as long as someone is wearing high anvil have doubled efficiency when forging
the helmet. The antennae can be used to tell the any item, and weapon makers may construct
wearer where an approaching spelljamming ship axes, swords, and the like at three times the nor-
or an asteroid is in relation to the vessel's current mal rate, working them on a high anvil. Nond-
location. The items, having no charges, can be warf characters or creatures who use a high anvil
used an unlimited number of times. (a very rare event, since dwarves are extremely
protective of their treasures) have +25% added to
Anvil their skill as armorers but enjoy no other benefits.

An anvil is a heavy iron block that has a flat top The increase in skill level and decrease in con-
and a round, horn-shaped end. Blacksmiths heat struction time are not permanent and only apply
metals until they soften, and use the anvil's sur- when a high anvil is used. Mithral and adamantite
face to hammer the metal into the desired shape. alloys can be worked with greater ease on a high
Magical anvils, however, can be of any size, anvil, and anything forged on one is of the high-
shape, or weight, and they are commonly used to e*&t quality.
perform functions other than those performed by
their nonmagical counterparts. A high anvil is created by a long and involved
process of crafting and enchantment. The physi-
High Anvil of the Dwarves cal work upon the Anvil takes between 24 and 36
months, and can only begin after the members of
XPValue: 5,000 GP Value: 50,000 the clan have taken 6d4 months to decide on the
anvil's shape, design, and decorations. Once the
DRAGON Magazine 58 anvil has been forged, it must undergo a ritual
blessing by the most powerful dwarven priest in
The skill of dwarf metalcrafters is legendary, and the clan, and 4d4 other priestal assistants. (The
main priest must be at least 6th level, and a mem-
through the ages they have continued to find ber of the same clan as the dwarves who forged
the anvil.) The blessing takes ld4+4 days, and the
ways of improving their smithing abilities. At clan's patron deity is invoked during the final
enchantments.
some time within the last several centuries,
High anvils are not commonly found in trea-
dwarves learned how to create a magical device sure hoards. One might be discovered in the ruins
of a dwarven stronghold, but even if the clan had
that would make them even more skilled as been destroyed or driven off, another clan would
try to recover the anvil to keep it from falling into
armorers, weapon makers, and smiths. The great the hands of another race. Dwarves who do man-
age to gain possession of a high anvil (from
cost of creating a high anvil, however, has kept nondwarves, of course, since dwarves do not
steal from each other) gain 10,000 experience
the number of these items down to a precious few. points; the award is half as great for nondwarves
who come to own one.
Only a very large enclave can afford to make

one—high anvils are never found in the shops of

dwarven armorers, weapon makers, or smiths

located in cities and towns—the danger of theft is

too great.

High anvils are large, elaborately carved, and

forged from an alloy of adamantite and steel.

They radiate a faint aura of magic. The anvils

weigh about 175 pounds and cannot be easily

moved or carried, and are often fixed or welded to

the floor of the main armory of dwarven colonies.

The workmanship involved in the forging and Iron Anvil of the Armies

decoration of a high anvil represents the best that XPValue: 1,750 GPValue: 17,500

the dwarves of the clan can offer, frequently DRAGON Magazine 178

adorned with depictions of great events in the This is a great, black, iron anvil, embossed with

clan's history. While dwarves hold their high runes of power in gold and brass. Any competent

anvils to be beyond price, a realistic appraisal of smith will find nonmagical tasks uncannily easy

one's worth would probably range from 30,000 to when using this anvil. Bent swords straighten

60,000 gold pieces. with a single tap, having lost none of their

Anvil ofthe Lortmil Mountains

strength; horse shoes are just the right size; and from the bottom of each smaller globe. A steel,
everything worked on this anvil has a little extra tubular arch links each smaller globe to the
shine and a cleaner finish. In actual game terms, mother sphere above.
the smith works at six times the usual speed,
A third, and still smaller series of globes rings
The anvil is too massive to transport except the entire base of the tripod, linked together like a
with the most elaborate methods, and using it is chain by thin glass tubes. A bewildering array of
hard work. The smith must have a minimum metal and glass—rods, wires, and plates—joins
Strength of 15 and can work only as many days in the circle of spheres to the two human-sized glass
one stretch as his or her Constitution score
divided by five (rounded down) before resting for chambers.
a like period of time. Lightning energizes the apparatus. The steel

of the Lortmil Mountains rings on top focus electricity into the mother
globe. To fully charge, the apparatus requires 12
XP Value; 3,000 GP Value: 30,000 lightning strikes within the span of three hours;
over a longer period, the charge fades. The energy
GREYHAWK Adventures is convened into a magical force by the spinning
ball of sulphur within the globe.
This blacksmith's tool was enchanted in a shrine
This contraption can perform a number of
of Moradin, king of the dwarven gods. It allows a monstrous and misguided tasks. The first is a
"transpossession." It can cause the exchange of
dwarven weaponsmith to create extremely strong minds, between two intelligent subjects—even an
intelligent creature and a man. The subjects must
and sharp blades. Each weapon takes twice as stand in the formidable glass chambers. On the
12th lightning strike, the psyches of the two indi-
long to create, but, when finished, is either a nor- viduals are exchanged. All mental abilities go
with the psyche, all physical abilities stay with
mal weapon (on an unsuccessful proficiency the body. Both subjects fall unconscious for 1d3
turns. Any attempts to determine the alignment or
check) or a weapon of fine quality (on a success- true nature of a transpossessed subject fails.
Spells such as know alignment, detect evil or true
ful proficiency check). All weapons of fine qual- seeing act as if the subject had a truly neutral
alignment.
ity created by this anvil are worth 100 times the
The second function of this machine requires
cost of a normal weapon of the same type. It is the rod ofRastinon. When the rod is placed in the
glass tube connecting the two large chambers, a
rumored that this anvil forged legendary magical subject's personality can be split in two. An intel-
ligent subject must stand in one of the big globes.
weapons for the dwarves. On the 12th lightning strike, the psyche splits. In
a flash, a duplicate of the subject appears in the
Apparatus adjacent chamber. Physically, they are almost
twins. Mentally, they are unique. As of this writ-
"Apparatus" is an all-encompassing term used to ing, the split has involved only good and evil,
separating the dark side from the light. Other
describe a machine so complex, it is impossible divisions may be possible.
to associate a name with its function. Other terms
that could work as well are "magical machine," The "dark side" is a being of such evil that
"contraption," or "mechanism." Most apparati are Ravenloft's dark powers envelop him or her,
too large to move or relocate due to the possibil- granting a lordship and a domain. They may also
give great powers, and transform the character
ity of breakage, physically. The individual immediately seeks to
destroy the other half, because only then is he or
The Apparatus she secure.

XPValue: — GP Value: — According to legend, the apparatus can also
rejoin the psyches it has divided. Both halves
RAVENLOFT Campaign Set
107
This huge machine stands over 30 feet tall and it

is 20 feet wide at the base. A glass globe, 15 feet

high, rests upon a massive tripod made of wood

and steel. The tripod lifts the globe over 15 feet

from the floor. The globe encases a great, spin-

ning ball of sulphur. A network of rings, made of

cold-forged steel, tops the enormous glass

sphere.

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

Alchemist's Apparatus

must occupy the globes, with the rod ofRastinon again wreak havoc upon those who experiment
in place. On the 12th strike, their psyches join, with it.
and the original subject is restored. Theoretically,
two normal subjects—each unique and whole— The first known construction of the apparatus
might be forced to share one body through this was by one known as the Alchemist of Mor-
process. The stronger body would harbor the two dentshire, sometimes confused with Count Strahd
psyches, while the weaker body would become a Von Zarovich, another player in this tale. The
withered, empty shell. story is that the alchemist created the apparatus in
order to divide a soul and purge it of evil or, as
Alchemist's Apparatus others maintain, to fuse his own incomplete soul
with that of another. Whatever his goal, his ambi-
XP Value: — GP Value: — rfons became entangled in those of Strahd and led
to disaster, destroying the apparatus and its
Book of Artifacts maker.

The apparatus, or the alchemist's apparatus as it The monstrous apparatus had more of a life
than its maker, it seems, for it has reappeared in
is sometimes known, is best described from the other lands, sometimes as it was and sometimes
changed and improved. Thus it is that some sages
notebooks of Meister Dettrick. maintain that the true artifact is not the apparatus
itself but the supposed notebooks of the original
The very sight of it [the Apparatus/ inspired a ter- alchemist, and that it is from these plans that the
ror within me, for its very shape spoke of the physical apparatus is built. No one, however, can
unholy researches that planned it. It filled Herr ever testify to seeing a copy of these notes.
Gustav 's great hall, o 'er-reaching even the bal-
conies that looked upon thefloor below. The main One important feature of the apparatus is the
part consisted of a great glass sphere ofsul- rod ofRastinon. This magical item, although not
phurous fumes, madly churning as the lightning an artifact in its own right, is vital to several of
teased the steel receptors set atop it. The whole is the apparatus's powers. It must be set in place
supported in a tripod of oppressive wood and between the two chamber orbs and then powered
iron, beneath which were suspended two smaller by lightning—or so that is how the story goes.
globes, each the height ofa man. Piping arced
from these to the sulphurous orb. Ringing these The apparatus is a wonderful artifact with
were yet smaller orbs, interwoven by tubes which to threaten PCs, because its powers of
through which flowed streams ofnoxious yellow transpossession and soul-splitting strike at the
gas. To my trepidation, Herr Gustav already very essence of the player character. The thought
stood among the wires and pipes ofthe platform, of having one's mind and psyche transferred into
priming the foul device for the coming storm. that of an orc or, perhaps worse, a goat should be
Then I saw that each contained a beast—one a enough to rouse fear in the heart of any PC.
quivering fawn, the other a ravening dire wolf.
"Behold the test!" he cried to me, frantic with his Since the apparatus is not small, portable, or
madness as he gestured to the orbs. From his even quick to use, any adventure involving it
robes he produced a crystal rod, no more than 2 must have a strong villain, one who can trap the
feet long, that throbbed with crystal fire. "The PCs and then operate the device. A strong villain
rod!" he shouted above the enraged storm. "With needs strong ambitions, too. The goals of this vil-
the rod I shall..." lain are certainly more than just tormenting the
PCs. They are only attacked because they are use-
No more of his madness could I bear, and so ful in some experiments or because they threaten,
risking the fury of the elements I fled the sage's knowingly or not, greater plans.
halls, out into the night....
Should the characters manage to avoid the
It is unclear whether the apparatus is a single threats posed by the apparatus, they may still
device or a set of plans and concepts so infernal have problems. Friends and allies may suddenly
in their execution that the result is the diabolic become enemies through transpossession. Inno-
machine known by that name. The doubt exists cents may need to be restored or transpossessed
because several times this artifact is said to have spies ferreted out. This might require that the
been both invented and destroyed, and yet, some- characters to seize and operate the apparatus, all
how it seems to recreate itself elsewhere to once at great peril to themselves!

Alchemist's Apparatus

Among all of the artifacts, this apparatus is the ject was less than noble. Each personality has the
easiest to remove from any campaign, for it has a full knowledge and abilities (within the limits of
history of overloading, exploding, and otherwise the separation) of the original body.
destroying itself. Whenever the device's time has
passed, it is a simple matter to demolish it in a The two forms are also utterly opposed to each
dramatic stroke of lightning. Another apparatus, other, so that cooperation is impossible. Depend-
should it ever be needed, can always conveniently ing on the nature of the separation, one seeks to
appear elsewhere, for like true science, once destroy the other or reverse the soul splitting *
released from Pandora's box, it can never be ban- process. An evil twin would seek its counterpart's
ished completely. death while the good one tries for reunion. A wise
twin might revel in freedom from the foolish half.
Unlike many other artifacts, the powers of the A foolish twin is likely to become wild and bes-
apparatus cannot be utilized at will. Although tial, filled with more-than-animal cunning. In all
magical in nature, the device operates more like a cases, the two separated properties become con-
machine. To run, it must be energized by light- centrated and exaggerated in each individual until
ning. No other electrical source can suffice, for the distilled trait dominates their personalities. It
the apparatus requires not only the voltage, but radiates with astonishing intensity to detection
the elemental power that the lightning provides. spells revealing that trait.
The metal receptor plate in the top must be struck
12 times in the space ofthree hours for the device The third power is that of soul fusing. Here,
to build up the necessary charge. Only one charge two personalities are joined in one body. Nor-
can be held at a time and beyond the time limit, mally this is done to reverse the process of soul
the stored energies fade. The charge is enough to splitting, but it is possible to merge two unrelated
feed a single power of the apparatus. Which personalities into a single creature. The merged
power is used is determined by the operator, who form now has two separate minds within it. Each
must constantly supervise the machine's opera- retains its own personality, including all class,
tion. Transpossession can be used without addi- mental, spellcasting, and psionic powers. One
tional preparation, but the remaining powers of personality, however, cannot use the powers of
the apparatus require the use of the rod ofRasti- the other.
non, set in its place between the two globes.
The result of this fusion is seldom harmonious,
Invoked Powers: The simplest power is trans- for unless the two minds are in perfect agreement
possession, the complete exchange of minds on all things, they vie for control of the body. Any
between two creatures. The subjects are placed in time there is a disagreement over a course of
the two globes and, amid swirls of gas and glow- action, an Intelligence check is made for each
ing blue sparks, the transfer is made. All mental, mind. Should one succeed and the other fail, that
spellcasting, and psionic abilities are transferred personality seizes physical control. The subject's
between the two bodies. The new form has the mannerisms, voice, accent, likes, and dislikes are
Strength, Constitution, Dexterity, and Charisma instantly those of the dominant personality.
of the host, but the Intelligence and Wisdom of Should both fail, the subject is racked by fear-
the transferred mind. The subjects are struck some headaches so severe that any action is
unconscious for 1d3 turns. Transpossessed sub- impossible. If both succeed, the subject's body is
jects detect as neutral to all spells and psionics the battleground for control. Movements become
that would reveal alignment, ethos, or personality. confused and jerky, behavior erratic from moment
to moment, as each tries to assert itself.
The second power, soul splitting, divides a sin-
gle subject into two personalities. The split sepa- Attempts to detect the mental nature of such a
rates some property of the psyche into its person reveal details of the current dominant per-
Opposing elements—good vs. evil, law vs. chaos, sonality. If there is no dominant force, the result
wisdom vs. folly, and other opposing forces. The is a confused blur that might be mistaken for neu-
two persons are physically similar, differing only trality.
in ways that characterize the nature of the split
and the strength of each trait. The good personal- Curse: With the apparatus there are perils both
ity may be fair and strong, if the original subject for those subjected to its horrible transformations
was filled with good, or sickly and pale ifthe sub- and for those who would use it upon themselves
or others.

For subjects, beyond the perils described



Apparatus of Dreadful Construction

above, there is a chance that, unable to reconcile are known about it.
oneself to the alteration, madness results. The
subject (or subjects in the case of a split) must The apparatus of dreadful construction, as it
immediately roll a successful saving throw vs. has come to be known, resembles a huge, iron,
fully enclosed, two-wheeled chariot lacking the
death magic or succumb to incurable madness. front bar to which horses would be harnessed. It
After that, the subject must roll a successful sav- stands about 15 feet high, 20 feet wide, and 25
ing throw every day for a full week. Only after feet long. Its weight is guessed to be 15 to 30
this time is the subject able to come to terms with tons. Three great metal chimneys rear from its
the situation. Note that for those subjected to sou! stern, spewing sparks and flames up to 30 feet
fusing, each personality must roll a separate sav- into the air. (The fires cause any flammable mate-
ing throw and it is perfectly possible for one per- rial within 30 feet of the device to save vs. normal
fire or burn.) Two monstrous studded wheels
sonality to be sane and the other to be utterly enable the apparatus to cross any terrain at a con-
stant speed (MV 24, or 8,182 miles per hour),
mad. night or day. Most fearsome, however, are the
The experimenter risks other fates each time eight human-sized metal teeth at its front, each

the apparatus is used. There is a 20% chance driven by a great piston, which chew through
(noncumulative) that the energies of the appara- every kind of stone, metal, or other substance. If
tus create a field that transfers the device and sur- the apparatus runs jnto a cliff or mountainside, it
rounding locale (such as the building housing it), digs its way through at a reduced but still rapid
along with all characters, into Ravenloft. (Players speed (MV 18), leaving a permanent tunnel
familiar with the demiplane know this is a serious behind it. Any being run over by this device,
curse.) whether crushed by a wheel or "bitten" by a metal

In Ravenloft: Where the device was originally tooth, takes 10dl2 points of crushing damage and
found, the operator must roll a dark powers check 6d6 points of heat damage (no saving throw), and
each time the device is used—even ifthe operator must pass a system shock roll or die at once.
is the subject. Evil "twins" created by the appara-
tus are immediately adopted by the land, As the apparatus travels across the landscape,
it destroys everything before it in a path 20 feet
Suggested Means of Destruction: wide, moving in a perfectly straight (if not
• The machine itself is quite fragile and can be entirely level) line. Nothing, not even a wish
spell, can turn it aside or direct its movements.
easily destroyed. However, it recreates itself at Witnesses report that the apparatus is able to sur-
some other place and time. vive falls from considerable heights without dam-
• The characters must travel back in time to the age, observing that it continued on its journey as
if nothing happened. The single mindedness of
workshops of the original alchemist and there the apparatus's movements and feats leads most
destroy him, his works, and all his notes. observers to believe that it has escaped its origi-
• Mystical barriers blocking the blend of sci- nal owner or creator and is now running without
any intelligent control.
ence and magic must be built to protect each
world in the Prime Material Plane. This does As it moves, part of the mechanism takes the
rocky material it destroys, draws the debris into
not destroy it. It merely prevents its appear- the vehicle, and leaves it behind in the form of a
ance in that world, black paved road measuring 12 feet wide, with

of Dreadful Construction churned earth and ground rock littering either
side. The created road is exceptionally durable,
XP Value: GP Value: — making all saving throws as metal +4. Immedi-
ately after the passage of the apparatus, however,
New Item the roadway is extremely hot, doing 6d6 points of
damage to anyone who touches it; it cools by one
Reports have surfaced from those who visit die of damage for every hour that passes after it
begins to cool. Furthermore, the road contains
other worlds of the appearance of a bizarre poisonous substances that kill all plant life within

device that disrupts the tranquility of civilized 109

life. Sages who collect and study such reports ^

say that a large wheeled mechanism, reputed to

be made of adamantite-alloyed iron, has briefly

appeared on certain worlds at random to leave a

trail of chaos in its wake. The purpose and ori-

gins of the device are a mystery, but a few facts

Apparatus of Spikey Owns

50 yards for a full year. This road, though of high of Kwalish
quality, of course leads nowhere in particular
except by random chance. Any city unlucky XP Value: 8,000 GP Value: 35,000
enough to be in the path of the device must be
abandoned until it has departed, leaving road and DUNGRON MASTER Guide, 1st Edition

ruin behind it. When found, this item is a large, sealed iron bar-
The apparatus travels from world to world as a
rel, but it has a secret catch that opens a hatch in
result of a random plane shift power, 1-20 rounds
after it is fully submerged in water—ocean, lake, one end. Inside are 10 levers:
or river. After its plane shift, it reappears out of
the deep waters of another world, in another crys- Level Effect
tal sphere, to drive across the landscape until it 1 Extend/retract legs and tail
reaches water again. A few wizards and priests 2 Uncover/cover forward porthole
discovered this aspect of its nature arid exploited 3 Uncover/cover side portholes
it by having lakes dug and filled in its path to pro- 4 Extend/retract pincers and feelers
tect cities, causing the device to leave their world 5 Snap pincers
6 Forward/left or right
for another. 7 Backward/left or right
8
Though the device has caused destruction in its Open "eyes" with continual light
9 inside/close "eyes"
passage across inhabited lands, the ruin is very 10 Raise (levitate) or sink
limited in scope and the damage is eventually Open/close hatch
reversed (though the roadway it creates remains).
In some cases, its passage has even been benefi- The apparatus moves forward at a speed of
cial, as it opens tunnels through the most impass- three, backward at six. Two pincers extend for-
able mountains and builds roads across the worst ward 4 feet and snap for 2d6 points of damage
each if they hit a creature—25% chance, no
terrain. It is more an annoyance than a real threat. reduction for armor, but Dexterity reduction
applies (5% per bonus point). The device can
The device radiates enormous, powerful magic, operate in water up to 900 feet deep. It can hold
and its invulnerability to all forms of magical and two human-sized characters and enough air to
physical attack certainly indicate that it is an arti- operate for 1d4+l hours at maximum capacity.
fact. Because the upper part of the apparatus has The apparatus is AC 0 and requires 100 points of
the appearance of a beast's head, complete with damage to cause a leak, 200 to stave in a side.
When the device is operating it looks something
fiery nostrils and smokestack "horns," it is some- like a giant lobster.
times called the Iron Bull, as well as Ground-
Eater, Road-Maker, the Starving Juggernaut, and In a DRAGONLANCE Campaign: The appara-
a few less pleasant epithets (particularly thrown tus ofKwalish does not exist on Ansalon.
by those who have lost farms and forests to its
flames). of Spikey Owns

Certain elements of its appearance have led to XP Value: 7,000 GP Value: 32,000
speculations that it was built with the assistance
of Krynnish tinker gnomes (Minoi), though there DRAGON Magazine 28

is neither record nor proof of this. (Indeed, some This item exactly resembles the apparatus of
tinker gnomes actively pursue the device in order
to learn more about it.) Another theory is that it is Kwalish except that, when activated, it becomes
a reactivated relic from the ancient empire of
a 10-piece one-man-band renowned for its
Biackmoor—of Mystara, not of Oerth. The truth
cannot be known at this time. As its first appear- cacophony. It enrages all who hear it, including
ance in the Known Spheres dates back to only
130 years, the assumption of scholarly sages is party members, unless a saving throw vs. spell is
that the device is either of recent construction or
lay dormant until accidentally activated by a curi- made. Those who fail the saving throw will
ous (and no doubt now deceased) discoverer.
attempt to do harm to the operator until he or

she stops playing the apparatus. Of course, the

owner is charmed by the device and continues to

operate it.

Apple of Bragi

Apple cannot cook, the apron taps natural-talents and
grants the basic proficiency in cqoking.
Although they are extremely rare, two magical
apples have been discovered. Flandal Steelskin's

XP Value: GP Value: —

of Bragi Monster Mythology

XP Value: 500 GP Value: 2,500 The avatar wears an apron offire resistance that

DUNOEONS & DRAGONS Master Set can cast stoneskin twice per day. Once per day, he

In Scandinavian legend, Bragi (son of Odin) had can summon 1d4 16 HD fire elementals for six

a magically inexhaustible supply of these apples. turns.

Each can cure weariness, decay of power, ill tem-

per, or failing health. Leather

XP Value: 300 GP Value: 2,000

of Chaos Day ofAt'Akbar

XP Value: 300 GP Value: 3,000 This leather wrap is a magical leather apron +1

POLYHKDRON Newszine 26 that acts as leather armor.

The apple ofchaos is a 5-inch-diameter apple of

gold. If thrown, its material form disappears

where 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 druid

spell). Normal fighters (not paladins or rangers),

illusionists, creatures with Intelligence 4 or less,

and monsters that do not use magic may each

make 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 phantasmal

apple disappears. The image (and the effect) may

be removed by a dispel magic spell, but checked

against 20th-level magic use.

Apron

Aprons are used for a multitude of purposes.
Mostly, they protect the wearer from the effects
of heat, sparks, or haphazard knife wielding.
Magical aprons, on the other hand, can be used to
relieve fatigue, grant cooking proficiencies, or
promote cleanliness.

of Comfort

XP Value: 800 GP Value: 4,000 Arabel's Huggable Bear

POLYHEDRON Newszine 57

This magical apron must be worn to be effective. XP Value: 3,000 GP Value: 30,000

It makes its wearer immune to heat and fatigue POLYHEDRON Newszine 82

caused from fong hours in the kitchen, or from This huggable, lovable stuffed magical bear is

prolonged adventuring in hot climes. The apron made of white ermine. It sports an onyx nose,

also catches spills and stains before they touch sapphire eyes, and is stuffed with owlbear down.

the wearer or the wearer's clothing. Upon uttering During the slumber hours, this small bear radiates

the command word, the apron cleans itself and a sphere of protection in a radius of 3 yards. The

appears new. The apron increases the cooking sphere keeps invading forces from entering the

proficiency of the wearer by +3. If the wearer mind of any sleeping person. ESP and mind-

Arcane Formula for a Dracolich

affecting spells, including psionics, do not work vampire. When the evil dragon consumes the
on any subjects sleeping within the bear's domain. potion, the results are determined as follows (roll
The stuffed animal also prevents those in its area percentile dice):

of effect from suffering bad dreams. Because of Roll Result
01-10 No effect
the restful nature of sleep while slumbering near
the bear, hit points are restored at twice the nor- 11-40 Potion does not work. The dragon suf-
mal rate. fers 2dl2 points of damage and is help-
41-50 less with convulsions for 1d2 rounds.
Arcane Formula Potion does not work. The dragon dies.
51-00 A full wish or similar spell is needed to
Arcane formulae are recipes for converting a vic- restore the dragon to life; a wish to
tim into another, often mystical, form. Generally, transform the dragon into a dracolich
the formula converts living or recently deceased results in another roll on this table.
wizards and priests into undead versions of Potion works.
liches.

for a Dracolich

XP\ Value: GP Value: If the potion works, the dragon's spirit transfers
to the host, despite the distance between the
FORGOTTEN REALMS MC Appendix dragon's body and the host. A dim light within
the host indicates the presence ofthe spirit. While
The creation of a dracolich is a complex process contained in the host, the spirit cannot take any
actions; it cannot be contacted nor attacked by
involving the transformation of an evil dragon by magic. The spirit can remain in the host indefi-
nitely.
arcane magical forces, the most notorious practi-
Once the spirit is contained hi the host, the host
tioners of which are members of the Cult of the must be brought within 90 feet of a reptilian
corpse; under no circumstances can the spirit
Dragon. The process is usually a cooperative possess a living body. The spirit's original body is
the ideal, but the corpse of any reptilian creature
effort between the evil dragon and the wizards, that died or was killed within the previous 30
days is suitable.
but especially powerful wizards have been known
The wizard who originally prepared the host
to coerce an evil dragon to undergo transforma- must touch the host, cast a magic jar spell while
speaking the name of the dragon, then touch the
tion against its will. corpse. The corpse must fail a saving throw vs.
spell for the spirit to successfully possess it; if it
Any evil dragon is a possible candidate for
saves, it never accepts the spirit. The following
transformation, although old dragons or older modifiers apply to the roll:

with spellcasting abilities are preferred. Once a

candidate is secured, the wizards first prepare the

dragon's host, an inanimate object that holds the

dragon's life force. The host must be a solid item

of not less than 2,000 gp value, resistant to decay

(wood, for instance, is unsuitable). A gemstone is

commonly used as a host, particularly a ruby,

pearl, carbuncle, and jet, and is often set in the

hilt of a sword or other weapon. The host is pre-

pared by casting enchant an item upon it and

speaking the name of the evil dragon; the item -10 If the corpse is the spirit's own former
body (which can be dead for any length
may resist the spell by successfully saving vs. of time)

spell as an 1 Ith-level wizard. If the spell is -A If the corpse is of the same alignment as
the dragon
resisted, another item must be used for the host. If
~4 If the corpse is that of a true dragon (any
the spell is not resisted, the item can then function type)

as a host. If desired, glassteel can be cast upon -3 If the corpse is that of a firedrake, ice

the host to protect it. lizard, wyvern, or fire lizard
-1 If the corpse is that of a dracolisk, drag-
Next, a special potion is prepared for the evil
onne, dinosaur, snake, or other reptile
dragon to consume. The exact composition of the

potion varies according to the age and type of

dragon, but it must contain precisely seven ingre-

dients, among them a potion of evil dragon con-

trol, a potion ofinvulnerability, and the blood of a If the corpse accepts the spirit, it becomes ani-

117

Arcane Formula for a Lich

mated by the spirit. If the animated corpse is the A symbiotic relationship exists between a dra-

spirit's former body, it immediately becomes a colich and the wizards who create it. The wizards
honor and aid their dracolich, and provide it with
dracolich; however, it does not regain the use of regular offerings of treasure items. In return, the
its voice and breath weapon for another seven dracolich defends its wizards against enemies and
days (note that it is unable to cast spells with ver- other threats, as well as assisting them in their
bal components during this time). At the end of various schemes. Like dragons, dracoliches are
seven days, the dracolich regains the use of its loners, but they take comfort in the knowledge
voice and breath weapon. that they have allies.

If the animated corpse is not the spirit's former for a Lich
body, it immediately becomes a protodracolich. A
protodracolich has the mind and memories of its XP Value: — GP Value: —
original form, but the hit points, immunities to
spells, and priestly turning of a dracolich. A pro- Lords of Darkness
todracolich can neither speak nor cast spells. Fur-
thermore, it cannot cause chilling damage, use a To become a lich, a wizard or wizard/priest must
breath weapon, or cause fear as a dracolich. Its
Strength, movement, and Armor Class are those attain at least the 18th-level of experience as a
of the possessed body.
wizard. A candidate for lichdom must have
To become a full dracolich, a protodracolich
access to the spells magic jar, enchant an item,
must devour at least 10% of its original body.
Unless the body has been dispatched to another and trap the soul. Nulathoe 's ninemen, a 5th-level

plane of existence, a protodracolich can always wizard spell that serves to preserve corpses
sense the presence of its original body, whatever
the distance. A protodracolich tirelessly seeks its against decay, keeping them as strong and supple

original body to the exclusion of all other activi- as in life, is also required.
ties. If its original body has been burned, dis-
membered, or otherwise destroyed, the The procedure for attaining lichdom is ruined if
protodracolich need only devour the ashes or
pieces equal to or exceeding 10% of its original the candidate dies at any point during the process.
body mass (total destruction of the original body
is possible only through use of a disintegrate or Even if successful resurrection follows, the work-
similar spell; the body could be reconstructed
with a wish or similar spell, so long as the spell is ings must be started anew. The procedure involves

cast in the same plane as the disintegration). If a the preparation of a magical phylactery and a
protodracolich is unable to devour its original
body, it is trapped in its current form until slain. potion. Most candidates prepare the potion first

A protodracolich transforms into a full dracol- and arrange for an apprentice or ally to raise them

ich within seven days after it devours its original if ingestion of the potion proves fatal. Preparation
body. When the transformation is complete, the
dracolich resembles its original body; it can now of the phylactery is so expensive that most candi-

speak, cast spells, and employ the breath weapon dates do not wish to waste all the effort of its
of its original body, besides having all of the abil-
ities of a dracolich. preparation by dying after it is completed but

The procedure for possessing a new corpse is before they are prepared for lichdom.
the same as explained above, except that the
assistance of a wizard is no longer necessary The nine ingredients of the potion are as fol-
(casting magic jar is required only for the first
possessions). If the spirit successfully repos- lows:
sesses its original body, it again becomes a full
dracolich. If the spirit possesses a different body, • Arsenic (2 drops ofthe purest distillate).
it becomes a protodracolich and must devour its
• Belladonna (1 drop of the purest distillate).
former body to become a full dracolich.
• 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 phase

spider less than 30 days prior)

• Venom (1 pint or more, drawn from a wyvern

less than 60 days prior)

Arcane Formula for a Lich

The ingredients are mixed in the order given, a pendant, gauntlet, scepter, helm, crown, ring, or
by the light of a full moon, and must be drunk even a lump of stone. It must be of inorganic
within seven days after they combine into a
sparkling black liquid that gleams with a bluish material, must be solid and of high-quality work-
radiance. All of the potion must be drunk by the manship if made by humans and cannot be an
candidate, and within six rounds produces an item having other spells or magical properties in
effect as follows (roll percentile dice): it. It may be decorated or carved in any fashion.

Roll Effect Enchant an item is cast on the phylactery (this
01-10 All body hair falls out, but potion is is one of the rare cases in which this spell can be
cast on unworked material), a process requiring
ineffective (the candidate knows this). continual handling of the phylactery for a long
Another potion must be prepared if time. The phylactery must successfully make its
lichdom is desired. saving throw as noted in the spell description. It
must be completely enchanted within nine days
11-40 Candidate falls into a coma for 1d6+l (not the 24 hours normally allowed by the spell).
Note that the "additional spell" times given in the
days, is physically helpless and immo- enchant an item spell description are required.
bile, mentally unreachable. Upon wak-
ing, potion works; the candidate knows When the phylactery is made ready for
this. enchantment, the candidate must cast trap the
41-70 Potion works, but candidate is feeble- soul on it. Percentile dice are rolled; the spell has
minded. Any failed attempt to cure the a 50% chance or working, plus 6% per level of
the candidate (or caster, if it is another being)
candidate's condition is 20% likely to over 11th level. The phylactery glows with a
flickering, blue-greenfaeriefire radiance for one
slay the candidate. round if it is successfully receptive for the candi-
71-90 Potion works, but candidate is para- date's essence.

lyzed for 2d6+2 days (no saving throw, The candidate then must cast Nulathoe s nine-
despite curative magic). There is a 30% men on the phylactery, and within one turn of
chance for permanent loss of 1d6 Dex- doing so, cast magicjar on it and enter it with his
terity points. or her life force. No victim is required for this use
91-96 Potion works, but candidate is perma- of the magic jar spell. Upon entering the phylac-
nently: tery, the candidate instantly loses one experience
01-33 Deaf level along with its commensurate spells and hit
34-66 Dumb points. The essence and lost hit points remain in
67-00 Blind the phylactery, which becomes AC 0 and main-
The lost sense can only be regained by a tains those hit points from now on. The candidate
wish or limited wish. is now a lichnee, and must return to his or her
97-00 Death of the candidate. Potion does not own body to rest for 1d6+l days. The ordeal of
work. becoming a lichnee is so traumatic that the candi-
The successfully prepared candidate for lich- date forgets any memorized spells ofthe top three
dom can exist for an indefinite number of years levels available, and cannot regain any spells of
before becoming a lich, Lichdom is not achieved those levels until the rest period is completed.
at death unless preparation of his or her phylac- (Candidates usually resume a life of adventuring
tery is complete. A successfully prepared candi- to regain the lost level.)
date may appear somewhat paler of skin than
before imbibing the potion, but cannot be men- The next time the lichnee candidate dies,
tally or magically detected by others as ready for despite the manner or planar location of death, or
tichdom. The candidate, however, is always aware barriers of any sort between corpse and phylac-
of readiness for lichdom, even \fcharmed, insane, tery, the candidate's life force goes into the phy-
or memory loss occurs. (A charmed candidate lactery. For it to emerge again, there must be a
can never be made to reveal the location of the recently dead (less than 30 days) corpse within 90
phylactery—although he or she could be com- feet of the phylactery. The corpse may be that of
pelled to identify what the phylactery is, if it is any creature, and must fail a saving throw vs.
shown.) spell to be possessed. If it makes its saving throw,
The phylactery may take any form—it may be
118

Ardiaken's Refreshment Simulacrum

it never receives the lich. If the creature had 3 Hit
Dice or fewer in life, it saves as a 0-level fighter.
If it had 3+1 Hit Dice or greater in life, it saves as
if it were alive, with the following alignment
modifiers:

LG, CG, NG: +0
LN, CN, N: -3
LE:^t
NE:-5
CE:-6
The candidate's own corpse, if within range, is at
-10, and may have been dead for any length of
time. The lichnee may attempt to enter its own
corpse once per week until it succeeds. (A phy-
lactery too well hidden might never offer the lich-
nee a corpse to enter. Many lichnee commit
suicide to save themselves such troubles.) When
the lichnee enters its own corpse, it rises in 1d4
turns as a full lich, with all memorized spells and
all undead abilities described in the Monstrous
ManuaF" accessory.

Ardraken's Refreshment
Simulacrum

XP Value: — GP Value: 11,500 must be valued at 100 gp. Three gems of each
color are needed. The mixture is frozen around a
The Book of Wondrous Inventions container of that exotic potion Elixir of Cola,
called simply "cola," named for the creature that
Ardraken, a wizard from Greyhawk adventuring produces it. The cola is usually contained in
metal cylinders. If found in Oerth markets, a 12-
in another dimension, first discovered the crea- ounce cola is worth 600 gp. The ice model is
carved with the proper runes. Finally, the spells
ture named "Cola." Cola was a rectangular, reincarnation and limited wish or create monster
are cast. These give the simulacrum life and the
human-sized thing. It spoke few words, but was . ability to imitate Cola's talents.

very friendly. For just two silver pieces, Cola Statistics: Size: 2 x 4 x 6 feet. Weight: 300
pounds.
gave a total stranger a refreshing elixir. Once
Two silver pieces are put in the metal slot, and
back in Greyhawk, Ardraken resolved to create the simulacrum drops a potion in a metal cylinder
through the lower aperture. It can also accept
his own "cola." other coins and will make correct change. Both
processes are magical conversions—silver to
Ardraken 's refreshment simulacrum is a color- elixir.

ful box standing on one end. Its usual colors are Somehow these enchantments never malfunc-
tion for the wizard who casts them, so a cola
red, white, and blue. Glowing runes read, "Cola," always operates perfectly for the wizard that
made it. For anyone else, any number of nasty
"Drink," "New Generation," "Exact Change things can happen. First, Cola may accept money,
but not give any change due. Half the time, it dis-
When Lit," and other arcane sayings. A small misses the user with a simple taunt: "No drinks
for you, scum." Those less fortunate are either
opening large enough to accept a coin is located attacked or become the recipients of one of Cola's

midway to the top, on the right. One foot from the

bottom is a large aperture, almost as wide as the

box. 1deally, the thing affably greets people, then

offers 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 ice

model of the creature to be duplicated. Thus, a

refreshment simulacrum requires a block of ice

with the dimensions given under Statistics. The

water for the ice is mixed first with crushed red,

white, and blue precious gems. Each gemstone

Arm of Doom

Special Drinks. Each Special differs from the last spire. The pasha, Thurongh Klazarr, hired all the
and its effects are always malign. At best, a Spe- wizards he could find, and they worked powerful
cial Drink is noxious and gives the imbiber an spells together, blasting the Sunspire until it col-
embarrassing acne problem. The worst Specials lapsed, crushing the lizard man colony inside.
cause insanity, loss of hit points, or death. It is Only a few scalyskin raiding bands escaped; one
believed these hazards prove that simulacrums was taken in by the evil, reclusive archmage
are inherently evil. Simulacrums are thought to Ilthoon Sarshimm. Ilthoon wanted guards for his
fear their makers and therefore do them no mis- home (now a long-vanished tower northwest of
chief. Calimport), but found his authority challenged by
the leader of the lizard men—so he slew that
Cola: AC 2; 7 HD; hp 28; MV nil; AT 1d3, Range scalyskin and took one of its arms as his own. He
16; Dmg ld4+3; AL CE. The creature attacks by laid powerful spells on the limb, to preserve, ani-
firing 1d3 of its drinks as missiles. If reduced to mate, and control it. He made it into a removable
half its hit points or less, Cola gives up and offers body part, which grafts itself onto the user and
its attackers the real elixir. becomes a directly controlled limb (it need not
replace a missing limb, but can function as an
Arm "extra"). Throughout the years that followed,
Ilthoon added magical powers to the arm, ruling
Magical arms are prosthetics that are placed in an the towns around his tower by fear. There were
empty socket, such as an elbow or shoulder joint. tales of the disembodied limb crawling about at
The arm, once in place, grafts to the user, becom- night by itself, strangling folk, and it became
ing an easily manipulated appendage. Prosthetics known as the arm of doom. Ilthoon was ulti-
are often permanently attached until a dispel mately slain by a treacherous apprentice employ-
magic or remove curse is cast upon the item or ing the arm—but that unfortunate wizardling fell
user, but some can be removed by simply speak- afoul of brigands soon after, and the arm saw use
ing the command word. in brigand ambushes and feuds throughout Cal-
imshan for many years. It is believed to have
of Doom since fallen into the possession of an agent of
That, and to have traveled with him around the
XPValue: 8,000 GP Value: 40,000 Heartlands, seeing use in night strangling and
alley attacks. Its precise, current whereabouts
New Item (and its owner's identity) are unknown.

This scaled, taloned, reptilian limb is believed to Powers: The arm ofdoom can punch and slash
foes for 2dl2 hp damage per round, and it can
have been severed from a lizard man long ago, pass through metal barriers (such as armor,
shields, shackles, and the bars of prison cells) as
and infused with powerful magic by a Calishite if they do not exist to attack targets (the metal is
not affected in any way by the passage of the
archmage who was later killed by an apprentice arm). It is immune to all magical attacks and
effects, even those that the host body may suc-
employing the arm. It grafts itself to the chest, cumb to (a held being would be frozen, but not
the arm ofdoom).
back, pelvis, or shoulders of any creature who
The touch of the arm of doom, on any item
touches it and wills a union (and location of bearing a dweomer suspends the operation of all
item magic for one turn, one time only. (That par-
attachment). It becomes part of the body of the ticular item can never again be affected by the
arm; its magic isn't ruined, nor does its duration
afflicted creature and is under the same muscular "run out," it simply doesn't work for one turn.)

control as the creature's own normal limbs. The arm serves until the being it is attached to
is slain or it has taken 50 lives while attached to a
In the early days of Calimshan (when that single being. Whenever either of these states is
reached, the arm tears free, and crawls away at
country was a loose collection of warring satraps
120
and self-styled pashas), a mountain stood near

the city of Calimport. The Sunspire was a tall,

needle-pointed cone honeycombed with internal

passages. The subterranean depths beneath the

peak were flooded, and home to many lizard men.

These 'scalyskins* raided coastal Calimshan at

will, retreating to their lightless, watery lair

whenever strong forces rose to oppose them.

One day, a local pasha looked out over his

ruined city after one too many lizard man raids,

and resolved to destroy the scalyskins of Sun-

Silver Arm of Ergoth

MV 9 (can jump to 20 feet horizontally), seeking only certain senior Harpers and powerful wizards
another living being. If the arm tears free, it does such as Elminster know about the other one.
4d6 damage, and forces a system shock roll.
Made by a cabal of mighty archmages when
The arm is rumored to have other powers, and Myth Drannor was strong, the arm ofvalor takes
perhaps even a destiny (to slay particular types, the form of five pieces of full, adamantite plate
nationalities, or classes of beings, regardless of armor. Together, the five pieces form a complete
covering for one arm (they alter size and shape to
the wishes of the being attached to it), but these fit either arm of any M-sized creature). There is
are the subject of great controversy among sages, no known way to dispel the magic instilled in
and have not yet been clearly established. them, and they make all saving throws at 1 on
1d20. (If three or more pieces are worn together,
Silver Arm of Ergoth the save drops to 0 or automatic.)

XP Value: 10,000 GP Value: 50,000 Whenever any power of any piece of the arm is
used, there is a 1% chance (not cumulative) that
Dragons of Light one of the pieces vanishes, teleporting far away
(despite the mythai), and draining the life-force
The silver arm ofErgoth was forged by dragon, from the wearer. The power that was used takes
full effect, but the wearer suffers 1dl2 hp damage,
elf, man, and dwarf during the creation of the and permanently loses an additional 1d2 hit points.
The arm was designed for use by champions
original dragonlances. This artifact is able to defending Myth Drannor; its powers override all
mythal powers and aren't subject to wild magic.
guide the hammer ofKharas to the exact location
The pieces are a gauntlet, vambrace (tubular
of the dragonmetal to create a perfect lance. Only covering for the forearm), couter (a winged,
hinged elbow-covering), rerebrace (tubular cover
with pure dragonmetal, the silver arm, and the for the upper arm), and a pauldron (shoulder
cover, flaring up into a raised half—collar, and
hammer ofKharas, can lasting dragonlances be over to cover much of the chest and shoulder
blade at the back). The rerebrace and vambrace
crafted. The silver arm also acts as a ring of each contain small (4 by 6 by 2 inches) storage
compartments that latch shut, and are shielded
regeneration for its owner. against magical scrying.

Silver Arm of Ergoth II Whenever any piece of the arm is first brought
to within 200 feet of another, both pieces glow
XP Value: 9,000 GP Value: 45,000 with a blue—white faerie fire for four rounds (this
won't happen again until the two pieces are far-
Tales of the Lance ther apart, and then moved together again; it
doesn't happen continuously when the pieces are
The silver arm of Ergoth was created by dwarves, very close together or actually touching). When
worn ("worn together" in this context means
elves, men, and good dragons during the Third
strapped onto the same arm of the same being),
Dragon War. Used to forge the original drag- the pieces of armor confer the following powers:

onlances, it was used again during the recent war Gauntlet
• immunity to charm, hold, and sleep (and all
against the Dragon Empire.
related spells and psionics).
The arm must be attached to a humanoid with • punch does 1d4+l points of damage, and can

a Strength of at least 17. The person must be of strike creatures only hit by +1 or better magi-
cal weapons.
good alignment and be missing his or her right • power smash (3d6 points of damage plus
"crushing blow" saving throw forced on items
arm. When a proper wearer places the arm to his struck) once per turn.

or her right shoulder, the arm grafts itself to the

character and becomes a normal arm for all com-

mon tasks.

When used with the hammer ofKharas, how-

ever, the silver arm ofErgoth has the power to

properly forge dragonlances from dragonmetal.

Only with the hammer ofKharas, the silver arm of

Ergoth, pure dragonmetal, and the skill of a black-

smith or weaponsmith can true dragonlances be

forged. The arm acts as a ring of regeneration.

ofValor

XP Value: 8,000 GP Value: 40,000

The Ruins of Myth Drannor

This priceless item is one of two known surviving

power arms in the Realms (the other is in the keep-

ing of the Heralds, in the Herald's Holdfast)—and

Armband of Healing

Vambrace • magic missile (5 missiles, 1d4+l points of
• feather fall at wi 11. damage each, one missile from each digit of
• jump once per turn (range as the spell, but safe gauntlet, one unleashed per turn, of all five
missiles in the same round).
landing guaranteed).
• all weapons wielded solely by the arm wear- • immunity from petrification.

ing the vambrace strike at +1 damage. Entire Arm Worn Together
• immunity to ESP spells, spell-like powers, • additional +2 bonus on all saving throws.
• fly (four rounds maximum burst, one use per
and psionics.
• wearer can sec invisible beings and objects turn).
• minor creation once per day.
(30-foot range). • wizard eye once per day.
• If all five pieces of the arm are worn together,
Couter
• dimension door once per turn they fuse into a flexible but solidly linked unit
• airy water (creates airy water automatically that can be readily separated at the wearer's
will, but not otherwise.
around the wearer, whenever submerged)
• wearer can see dweomers within 30 feet and dis- Armband

tinguish between spell areas of effect, enchanted Armbands appear and function almost exactly
beings, and permanent magical auras.
like anklets, but are usually made of sturdier
Rerebrace materials. In use, an armband is fastened about
• temporarily raises the status of all weapons the upper arm—it does not function if attached to

wielded by the wearer to the status of +2 magi- any other body part. It may not be used by an
cal weapons—+2 on damage and attack rolls, armless creature, although it may function on a
and can be used to hit beings struck only by tentacle. All other details for Anklet (command
magical weapons; these bonuses are not cumu- words, resistance, hit points, and so on) apply
lative with magical weapon bonuses, (a +1 also to armbands.
sword would be raised to +2, but a +2 sword
doesn't become +4), but are cumulative with Comfort of Sleep
vambrace bonuses, if both are worn together.
• immunity to all illusion and phantasm spells. XP Value: 300 GP Value: 1,500
Pauldron
• wearer's Armor Class improved by four points. DRAGON Magazine 73
• immunity to all enchantment and charm
spells. These are black arm wrappings. An insomniac (or
• force blast once per turn (does 3d4 points of
damage, neither has nor uses charges, addi- anyone else) wearing these bands sleeps soundly
tional impact powers as for a ring of the ram.
and comfortably.
The arm of valor also has some cumulative addi-
tional powers, conferred only by combinations of of Death
various pieces worn together, as follows:
XP Value: 250 GP Value: 1,200
Any Two Pieces Worn Together
• immunity from all polymorph attacks. The Book of Marvelous Magic
• all system shock rolls automatically successful.
• immunity from magical fear, This armband appears to be an armband of heal-
' a bonus of+1 on all saving throws. ing, but when locked on the arm, the snakes of its
insignia animate and bite the wearer. Both hit
Gauntlet, Vambrace. and Couter Worn each round, with no attack roll required. Each
Together inflicts one point of damage per bite and requires
• dispel magic (90-foot range, 90-arc ray, once a saving throw vs. poison per bite—failure results
in death. After the snakes are animated, the arm-
per turn). band cannot unlock until destroyed.

of Healing

XP Value: 1,500 GP Value: 9,000

The Book of Marvelous Magic

This item bears the insignia of a caduceus—two

snakes entwined about a staff. When locked on

126

Armband of Music

the arm of a priest, it causes any three curing of Strength
spells cast by that priest to cure the maximum
XP Value: 750 GP Value: 8,000
possible damage: seven points for a cure light
wounds, 14 for a cure serious wounds, etc. Only The Book of Marvelous Magic
three spells per day are affected.
This band bears the symbol of a lion. When

locked on the arm, it may be commanded to raise

the wearer's Strength score to 18 for one turn. It

of Music functions three times per day.

XP Value: 700 GP Value: 7,000

The Book of Marvelous Magic Trueheart's Warding

This item appears to be and functions in all XP Value: 6,900 GP Value: 42,000

respects as cither an armband of healing or an Tales of the Lance

armband of strength. However, each time it is This armband of bronze is etched with a hawk

activated, the armband emits the sounds of a that bears arrows in its talons and four roses upon

brass band (with drums). The band plays a rous- its breast. Its tale is a twisted web of intrigue and

ing march for one turn. These "concerts" don't tragedy.

overlap if the armband is used while the music is The armband's origins are clouded in mystery

playing; if the armband is activated three times in to mortal inquirers. Eventually, it passed into the

three successive rounds, the music lasts for three hands of Khantal Krellick "Oathbreaker," who

turns. The armband cannot be unlocked while it is maintained a bloody feud with his brother. At

producing music. The noise can be heard clearly last, weary of war, Khantal bequeathed the arm-

within a 60-foot range, regardless of intervening band to his brother Novace to end their feud.

walls, doors, etc., and may attract the attention of Among the ranks of mercenaries, however,

monsters within that area. Note that a silence 15' Novace's magic armband became coveted by

radius spell only dampens the effect slightly, many. A soldier who desired the armband used a

reducing the range to 30 feet. peculiar dagger of venom to slay Novace from

behind. While the coward looted the body, the

of Salutation warrior Vanderjack who had witnessed the

XP Value:— GP Value: 1,500 betrayal, confronted the villain with his crime. In

The Book of Marvelous Magic the ensuing skirmish, Vanderjack slew the man.

This armband bears the symbol of a fleur-de-lis. Vanderjack swore an oath to one day return the

When locked on the arm, it causes the wearer to armband to its family.

salute an opponent, bending the arm and raising In the years that followed, Vanderjack's path

hand to the eyebrow, before engaging in hand-to- crossed that of the legendary Gregor Uth Matar.

hand combat. It has no effect on missile fire com- Seeing a similarity in the crests on the armband

bat. The victim must hold the salute for one and Sir Gregor's armor, Vanderjack passed the

round. The opponent may attack during that armband to Sir Gregor, who promised to return it

round, gaining a +2 bonus on attack rolls. There to his relatives, who had that very crest. Whether

is, however, a 50% chance that the opponent is so Gregor ever intended to honor the bargain

surprised it fails to attack that round. The wearer remains uncertain. Gregor bequeathed the arm-

is never forced to salute an opponent more than band to his daughter Kitiara. She wore it proudly

once in any melee. Once the first salute is made, and began her own career as a warrior. As time

the armband cannot unlock unless a wish is used. passed, she bid farewell to her family and gave

the armband to her warrior brother Caramon,

of Snake Changing who still holds it.

XP Value: 500 GP Value: 2,500 This artifact detects only as simple magic, for

POLYHEDRON Newszine 17 the depths of its powers are drawn from the spirit

These armbands, found in pairs, allow the user to bound within the metal: the armband provides its

cast an equivalent of the polymorph self spell, but wearer with several enchantments. The wearer

the user can only change to some form of snake. receives protectionfrom normal missiles and a +3

Both bands must be worn and the power can be bonus to saves vs. magic and special attacks.

invoked once a day. Three times a day, the armband lets the wearer

automatically avoid a special attack or reduce it

Armband of Variable Strength

of Variable Strength

XP Value: — GP Value: 750

The Book of Marvelous Magic

This armband is indistinguishable from an arm-

band ofstrength but, when commanded to func-

tion it drops the wearer's Strength score to 3. The

Strength score rises by one per turn, until 18 is

reached, and drops again to 3 on the following

turn. The victim's original Strength returns only if

a remove curse spell is applied by a Spellcaster of

15th level.

to its minimal effect (DM's option), Armor
The armband also works much like a ring of
In this section, there are descriptions of some
protection +3, improving the wearer's Armor very special kinds of armor. Before adding these
Class by 3. Further, only +2 weapons or better to your campaign, however, be sure you are
can strike the wearer for full damage. Other familiar with the armor gradation system:
weapons only inflict 1 point of damage plus
Strength and magical bonuses, For each +1 bonus to armor, regardless of the
type of armor, the wearer's Armor Class moves
The armband can heal the wearer of a l l down (AC 2 to 1, to 0, -1, -2, and so on). A nor-
wounds once per day. With all of these abilities, mal shield improves the Armor Class by 1. A
Trueheart 's warding is proof against the blight magical shield improves Armor Class like magi-
of age, ill will, and curses, and the wearer is
undying. cal armor—to -1, -2, etc. Note, however, that
Armor Class can never be improved beyond -10.
This artifact is the third in the Circle of Love,
created by Sirrion for the goddess Mishakal dur- Thus, chain mail +1 is like ordinary chain mail
ing the Age of Dreams. To prove the strength of (AC 5), but one category better (AC 4). A shield
love over deceit, Mishakal drew the girl Mirri to +1 is equal to Armor Class 8—two places better
the young enemy warrior Trae. They fell in love. than no armor (+1 for bearing a shield, +1 for the
Allied with Trae's brother Heris, the lovers set to magical bonus of the shield).
establishing peace between their warring nations.
The evil god Hiddukel, however, betrayed the When adding magical armor to the game, be
lovers, imprisoning each of their spirits in one aware of sizing problems: 65% of all armor
artifact from the Circle ofLove. Trae is bound in (except elven chain mail) is human size, 20% is
the Trueheart's warding. The armband opposes elf size, 10% is dwarf size, and only 5% is sized
the dagger of vengeance in Hiddukel's Triad of for gnomes or halflings. (Elven chain mail sizing
Betrayal, is determined on the table below.)

After determining the magical properties of the
armor the character found, purchased, or traded
for, roll on the two following tables to determine

the type of armor and the construction materials.
Please note that certain armor types do not
require 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 of
item 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.



Armor of Acidic Secretion

Roll Armor 73 Platinum x 25
01-06 Banded 74-75 Silver x5
Batakari 76-90 Steel x9
07 Brigadine 91-99 Wood x5
08 Chahar-aina Mithral x 100
09 Chain 00
10-14 Coin
15-18 Cuir-Boulli Abbathor's
19 Do-maru
20 Drow Chain XP Value : — GP Value : —
21 Dwarven Plate
Elven Plate Monster Mythology
22 Field Plate
23 Full Plate Abbathor's avatar's leather armor +4 can cast
Gallic Armor
24-28 Gnomish Leather blindness at one creature per round within 30 feet
29-33 Haidatc
Kara—ate (save vs. spell at -6 to negate, -3 if looking
34 Hara-ate-gawa
35 Haramaki away).
36 Haramaki-do
37 Hide of Absorption
38
39 Horo XP Value: 5,000 GP Value: 25,000
40 Kot
Lamellar DUNGEONS & DRAOONS Rules Cyclopedia
41-46
Leather If the user is hit by a blow that would cause an
47 Leather Scale
48 Lorica Hamata energy drain, this armor absorbs the draining effect
49 Lorica Segmenta
50-56 Metal Scale and only the normal damage affects the user. Each
51 O-Yoroi
52 Padded energy drain causes the loss ofone AC bonus modi-
53 Piate Mail
54 Ring fier from the armor. When reduced to zero bonuses,
55 Samnite Armor
56-61 Scale the item crumbles to dust. (For instance, armor +3
62-67 Sodc
Spiked Leather that has absorbed two energy drain attacks is now
68-73 Splint
74 Studded Leather armor +1, If it absorbs yet another energy drain, it
Sune-ate
75-80 Thracian Armor is reduced to zero and disintegrates.) This special
81 with Body spikes*
power is not under the control of the user; a charac-
82-86
87-91 ter cannot choose to suffer the energy drain and
92-96
leave the item intact. The normal limit of one use
97
98 per day does not apply to this power.
99-00
ofAcidic Secretion*

XP Value: — GP Value: +2,000

DRAGON Magazine 99

This cursed armor appears to be normal, magical

armor, but it gives no benefit to the wearer in com-

bat (though this is not known by the wearer). From

the moment that the wearer first suffers damage

while using this suit, the armor and any padding

used with it secretes a corrosive acid for 1d20

rounds, causing 1d4 points of damage to the

wearer each round (no saving throw). It takes a full

turn (10 rounds) to remove this suit of armor, and

it continues doing acidic damage during that entire

Roll Armor Material Cost Multiplier time (if the secretion duration is still in effect).
01 Adamantite x 50
02-05 Bronze x .95 Due to the nature of the acid, the burns and
06-08 Copper x .9
09-10 Electrum x 2.5 blisters left by such wounds cannot be removed
11-12 Gold x5
13-62 Iron x1 except by a wish, alter reality, or tempusfugit
63-72 Obsidian x 75
spell, although normal rest and healing does

recover lost hit points. Once the 1d20 round,

acid-secretion period is past, the armor is once

again safe to wear.

Anything Armor

Anything fit the wearer, and confers AC 3 protection. Two
hit points of every physical attack striking the
XP Value: 4,500 GP Value: 45,000
wearer are suffered by the armor, and are not sub-
Unearthed Arcana tracted from the wearer's hit points. It protects the
wearer from all forms of natural or magical men-
Anything armor can be of any construction, from tal influence and control, and similarly makes
him or her immune to the effects of poisonous
leather to plate. Initially, it has a +1 dweomer, vapors. It prevents cantrips and all spells of the
3rd or lower levels from affecting the wearer,
but, on command, it can become any sort of other absorbing the spell energy for its own mainte-
nance.
normal magical armor—one of the types listed on
A suit of armor of the arcane can absorb
the tables, and not necessarily of the same con- 1d20+12 points of damage before dissipating.
Consider the contact of any spell to give the
struction as the anything armor in its unchanged armor additional hit points—2 per spell level—
with a cantrip giving a single point, unless the
form (for example, anything armor that appears spell is one that normally deals damage. In such
cases, the damage the spell would have done is
as leather can change into plate, or vice versa). gained by the armor as additional hit points of its
own. All damage dealt by spells of the 4th or
However, each such change is singular; anything higher levels is suffered directly by the armor,
until it is destroyed. All other spell effects (such
armor never forms into a specific type of armor as spells that do not cause damage) of such
higher level spells affect the wearer directly,
more than once. A change into a nonspecial sort bypassing the armor's protection completely,
unless they involve poisonous vapors or mental
of armor lasts for one day (24 hours) before any- attacks.

thing armor reverts to its usual +1 status. A Finally, armor of the arcane confers 90-foot-
range infravision upon any wearer who does not
change into armor with a special function (such possess this power naturally. The armor itself
saves as metal with a +3 bonus against all attack
as plate mail ofetherealness) lasts but one hour. forms requiring a saving throw. An arcane who
sees a nonarcane wearing such armor will chal-
After the owner has commanded the anything lenge the individual. Anyone impersonating an
arcane needs telepathic powers, not merely illu-
armor to change three different times, the armor sions, to be successful, and must know much of
the arcane society, values, and aims. The chal-
loses all of its magical properties. lenging arcane offers the armor wearer whatever
magical item he or she desires most in return for
Aquatic Armor* the armor—and the tale of how the being came to
be wearing it. If the wearer refuses the deal,
XP Value GP Value demands an artifact or too much magic in return,
or offers the arcane an unbelievable tale, the
With free action: -25% -25% arcane calls on other arcane, or its hired minions
and directs them to attack the wearer. It then
Without free action: -50% -50% returns, invisible, following the wearer to see
where the user goes and who he or she has deal-
DRAGONMagazine 181 ings with, until the attack comes. The arcane con-
tinue to hire attackers until the armor is destroyed
1deal gear for fledgling underwater adventurers, or surrendered. They don't care if this involves
the death of the wearer.
these weapons and suits of armor have bonuses

that apply only underwater. After all, since the

PCs are out of their element underwater, they

may need advantages that they would not need on

dry land. Aquatic weapons and armor cost half as

much as their normal counterparts.

Free Action: The DM may provide these

weapons and armor with /ree action ability

(only while underwater, of course) for an XP

value equal to that of a normal, magical weapon

or suit of armor. Note that with free action, an

aquatic long sword +1 is not difficult to swing

undersea.

Arcane

XP Valne: 3,000 GP Value: 20,000

Lost Ships

A few of these blue giants have been encountered

wearing magical armor. The arcane do not sell or

give away their armor, and its stability is often

(75%) linked to the wearer's life. If an arcane is

slain, the armor slowly melts away, dissolving

despite any magic used to try to stop the process.

Armor of the arcane magically alters in size to

Aslyferund 's Armor

Arvoreen's Chain Mail

XP Value: — GP Value: —

Monster Mythology

Arvoreen's avatar wears chain mail +3 that can

cast all cure wounds spells on him once each day.

Aslyferund's

XPValue: 10,000 GPValue: 90,000

POLYHEDRON Newszine 90

Ages ago, when Myth Drannor was still a thriv-

ing, elven metropolis, there lived an armorer

named Aslyferund who fashioned fine elven

chain mail.

One day, another armorer by the name of Gre-

lifgray moved nearby. He, too, knew the secret of

forging elven chain and soon started taking some

ofAslyferund's customers.

Aslyferund became furious and started adding

more design and detail to his armor. This in turn

made Grelifgray also exceed his prior creations.

Grelifgray even went so far as to have a wizard

enchant his armor.

Aslyferund knew at this point he could not bet-

ter Grelifgray's work and felt disgraced. He left

Myth Drannor and traveled from town to town, She gave the scales, the size of small shields, to
Aslyferund and explained that by working each
doing odd jobs in exchange for food and lodging. into breastplates, he could create armor that
would make the wearer immune to natural and
While traveling overland one day during a terrible magical fire, chlorine gas—and more. The wearer
of the armor would be like the ancient wyrm her-
rainstorm, he sought shelter in a cave. After drying self, immune to nonmagical missile fire and
impervious to blows by normal weapons. Only
off, Aslyferund discovered that he was not alone. magical weapons would harm the wearer.

Peering at him from the back of the cave was a Aslyferund thanked the dragon profusely and
returned to Myth Drannor with his newfound
massive, ancient gold wyrm. Aslyferund fell to knowledge. He spent the next year fashioning six
suits of elven mail with gold dragon scale breast-
his knees, begging for his life. The dragon plates. The suits of armor were like no others, and
each bore Aslyferund's mark—three holly berries
laughed and told Aslyferund that she was good etched in gold, in the center of the chest. The suits
were as light as leather, but much stronger and
and kind and did not eat elves. They talked for considered chain mail +5.

hours, and soon the dragon learned of Aslyfer- Grelifgray immediately offered a fortune for
the secret of the armor's making, but Aslyferund
und's woes. refused to share it with anyone. Soon the king
heard of the armor's existence and wished to
The dragon decided to help Aslyferund—but purchase a suit for himself when he and his
escort reached Myth Drannor, however, they
only if he could do her a favor. She explained to found Aslyferund murdered and his home a
wreck. Ail six suits of Aslyferund's armor were
him that she had always wanted a crown, one that missing, and to this day the whereabouts of the
armor is a mystery.
held the most beautiful gems from her horde. If he

could fashion such a thing for her, she would show

him how to make his armor rival Grelifgray's.

Aslyferund immediately set to work and in

three months created a monstrous crown

bedecked with the most exquisite gems and jew-

els from the dragon's horde. As she touched the

crown her eyes misted over, and huge tears rolled

down her cheeks, landing on her stomach scales,

glistening and sparkling as they went.

Reaching down with a massive claw to her

stomach, she tugged loose six of her golden

scales—those that had been struck by her tears.

Armor of Black/lame

of Blackflame mountain dwarves of the Crystalmist range. The
armor can be loosely hung on a human-sized
XP Value: 30,000 GP Value: 200,000 character, though the character loses all dexterity
bonuses to his or her Armor Class, and fights
The Five Shires with a -2 attack penalty. Aside from the Armor
Class bonus, the wearer saves against electrical-
This is one the rarest and most special magical attacks for half damage or none.

items. 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 the

like. It looks to be a rigid but weightless suit of

full plate armor that, when empty, is a shimmer- Bradlie's Leather

ing black. XP Value: 250 GP Value: 2,500

When worn, it creates a vague, shifting aura of 1993 Collector Card 352

darkness, an other-than-solid garment. It confers Bradlie's suit of armor functions as a standard

no Armor Class protection, cannot be harmed, magical suit of leather armor +7. It is, however,

and does not stop physical attacks. It does not so incredibly ugly that anyone wearing it always

encumber or blind its wearer, may be worn by any suffers a negative reaction adjustment. Bradlie

class, and its darkness conceals the features of the loathes to wear the armor and has been looking

wearer even against magical scrutiny, for another suit that fits his needs better but thus

Armor of black/lame can be worn as long as far has not found one.

desired and breathing is unrestricted. It cannot be

removed unless the wearer does not resist, and Callarduran Smoothhands's

can only be destroyed by a disintegrate or -wish Chain Mail

spell, or the touch of a rod of cancellation (no XP Value: GP Value: —

saving throw). If destroyed, the armor dissipates Monster Mythology

utterly; it cannot be repaired or magically The avatar's chain +4 confers 80% magic resis-

restored. tance against spells cast by drow.

Armor of black/lame protects its wearer at all of Charm

times from all natural and magical heat, flame,

cold, and explosive attacks. A blast might hurl a XP Value: 1,000 GP Value: 7,500

wearer of armor of black/lame end over end, but DUNGEONS & DRAGONS Rules Cyclopedia

no damage would be suffered. The armor's When the user is hit by an opponent, the oppo-

weightlessness and total lack of encumbrance nent must make a saving throw vs. spell or

allows the wearer to swim, climb, and perform become charmed by the user of this special armor

delicate tasks normally. (like the wizard spells charm person or charm

monster). If a hand held weapon is used in the

of Blending attack, the opponent gains a +4 bonus to the sav-

XP Value: 500 GP Value: 4,000 ing throw. Only one victim can be charmed each

Oriental Adventures day, but any number of saving throws may be

This armor looks like normal armor and detect made before the charm is successful.

magic does not reveal its special property. How-

ever, when the command word is spoken, the of Comfort*

armor changes shape and form, appearing to all XP Value: +500 GP Value: +2,500

as a set of normal clothing. The armor retains all DRAGON Magazine 181

of its properties and functions normally, even Armor of comfort is as comfortable to wear as

when disguised. Its true nature can be seen by the ordinary clothing, and it may be slept in with no

use of a true, seeing spell, problems. For someone adventuring in the wilder-

ness and camping out where an attack can come

Blue Armor of the CrystaJmist at any time, this comes close to being the ultimate

Mountains low-level lifesaver. A suit of mundane armor that

XP Value: 3,000 GP Value: 17,500 you already have on is far superior to armor + 5

GREYHAWK Adventures that you don't have time to put on before the noc-

Cut from the hide of an adult blue dragon, this turnal raiders of your choice are in the middle of

suit of armor +3 was fashioned for use by the the camp.

150

Eastern Wooden Armor

of Command of Cure Wounds

XP Value: J,000 GP Value: 10,000 XPValue: 5,000 GP Value: 40,000

DUNGEON MASTER Guide DUNGEONS & DRAGONS Rules Cyclopedia

This finely crafted armor radiates a powerful aura This armor can cure half the damage the user has

ofmagic. When worn, the armor bestows a digni- incurred, whatever that amount may be, once per

fied and commanding aura upon its owner. The day. It can only cure the user, not another crea-

wearer is treated as if he or she had a Charisma of ture, and it cannot affect poison, disease, or any

18 for all encounter reactions. Friendly troops other damage except that caused by wounds.

within 360 feet of the user have their morale

increased by +2. Since the effect arises in great of the Desert Evening

part from the distinctiveness of the armor, the XP Value: 500 GP Value: 2,500

wearer cannot hide or be concealed in any way DRAGON Magazine 179

and still have the effect function. This lamellar armor has no magical bonus to

Bards wearing this armor are able to speak one Armor Class, but it may be worn in the desert

command a day with the effects of the Ist-levei heat without ill effect to the wearer.

priest spell command.

Dragon armor

of Concealed Wizardry* XP Value: 3,000 GP Value: 30,000

XP Value: +300 GP Value: +1,500 Tales of the Lance

Land of Fate This armor consists of a padded tunic and leg-

These armor types have their magical nature con- gings topped by breast and shoulder plates made

cealed by powerful spells, such that they do not of dragon scale and plate mail. The thighs and

respond to detect magic or similar spells (see shins are protected by additional plates, these

Weapon, of Concealed Wizardry). attached separately. The full-sized helm is a two-

of Continual Cleanliness piece arrangement, granting protection to the

back of the neck as well as the face.

XP Value: 1,200 GP Value: 12,000 Dragonarmor is custom-fitted to its wearer,

Realmspace who suffers an encumbrance penalty when wear-

This armor is believed to be unique. It is cur- ing it. Others may find a suit either too loose or

rently worn by a paladin named Kyriel Alathar too tight, suffering a -1 penalty on all attacks and

Pellinore, son of Chiros Pellinore, Third Lord of all proficiency checks that depend on Dexterity.

Everlund, and proud servant of Tyr. Being Dragonarmor was the invention of Sargonnas for

obsessed with cleanliness, he had Prismal cast a his Dark Lady during the War of the Lance.

cleaning invocation onto his plate mail +2, Dragonarmor is considered scale armor +2.

adding permanency to it as well. This makes his Those who wear the tunic and leggings subtract

armor continuously clean. It is never dirty, nor 1d6 points from any cold- or fire-based attacks

does it rust or show blemishes. against them.

of Coolness Eastern Wooden

XP Value: 250 GP Value: 1,250 XP Value: 750 GP Value: 7,500

DRAGON Magazine 181 DRAUON Magazine 187

Armor of coolness may be worn without any dis- This armor closely resembles banded mail,

comfort due to heat, and enables its wearer to except that it is made from strips of highly flexi-

operate in the hottest of natural environments (70 ble wood, treated and enchanted to be no more

to 150° F) as well as in a temperate climate. Note cumbersome than leather armor. It offers protec-

that the temperatures must be due to the weather tion equivalent to chain mail + I (AC 4). In addi-

and not to any attack by fire, magic, or monstrous tion to its protective value, the armor is silent and

abilities; the armor does not give fire resistance. can be concealed beneath normal clothing. For

At the DM's option, the armor can give protection these reasons, it is highly prized. This armor may

against the natural environments of the Elemental be worn by characters others than druids. Priests

Plane of Fire. and fighters may wear it to full effect; thieves

may wear it, but may not perform thieving skills

15S

Armor of Eel ix

in it other than picking locks and listening at 81-95 Human size, normal (up to 6', 200
doors. The armor does not include a helm, but it 96-00 pounds)
is sometimes found along with a wooden shield Human size, large (up to 6/2', 250
+1 of medium size. pounds)

ofEelix of Energy Drain

XP Value: 1,000 GP Value: 5,000 XP Value: 1,500 GP Value: 15,000

DRAGON Magazine 139 DUNGEONS & DRAGONS Rules Cyclopedia

This magical ring produces a suit of armor made The armor can become "charged" on command

of blue light around its wearer on demand. The (as described under the electricity special power),

armor is equivalent to chain mail but is weight- but instead of inflicting damage, it causes the loss

less. This item may be used by any class for an of one of the opponent's levels or Hit Dice (as if a

unlimited duration, wight). The same saving throw as the electricity

power applies (possibly with bonuses); if success-

of Electricity ful, the energy drain does not occur. The item can

XP Value: 1,500 GP Value: 15,000 drain one level or Hit Die per day, but any num-

DUNGEONS & DRAGONS Rules Cyclopedia ber of saving throws may be made before this

This armor can, on command of the user, become occurs.

charged with magical, electrical force. If the user

is hit while "charged," the attacker takes 6d6 of Ethereality

points of electrical damage. The attacker may XPValue: 5,000 GP Value: 30,000

make a saving throw vs. spell to take half dam- DUNGEONS & DRAGONS Rules Cyclopedia

age; if a weapon is used in the attack, a +4 bonus The user may become ethereal on command and

to the saving throw applies. The armor can be remain so for as long as desired. The user may

charged or neutralized as often as desired by return to the Prime Material Plane when a second

using command words, but it can only cause command word is spoken. Each command word

damage ("discharge") once per day. may be used once per day.

Elven Chain Mail of Etherealness

XP Value GP Value XP Value: 5,000 GP Value: 30,000

+1: 1,200 7,500 GREVHAWK

+2:2,000 12,500 The most magical of all forms of armor, this suit

+3:3,000 20,000 of plate allows the wearer to take either of two

+4:5,000 30,000 options—wear it as armor +3, or decide to

+5: 7,500 50,000 become ethereal. In the latter case, the wearer can

DUNGEON MASTER Guide move through solid objects and is subject to

This is magical armor so fine and light that it can attack only by creatures that are able to come out

be worn under normal clothing without revealing of phase. Only spells such as phase door negate

its presence. Its lightness and flexibility allow the etherealness of the armor. Attacks while ethe-

even wizards and thieves to use it with few real are not possible. The armor can be made

restrictions (see the PHB, Player Character ethereal a total of 49 times, and then it becomes

Classes Chapter). Elven fighter/mages use it merely armor +3, It can never be recharged or

without restriction. However, it is rarely sized to restored.

fit anyone other than an elf or a half-elf. Roll per-

centile dice and consult the following table to of Etherealness II

ascertain what size character elven chain mail XP Value: 5,000 GP Value: 30,000

does fit: DUNGEON MASTER Guide

This is seemingly normal armor +5, but if a com-

Roll Size of Elven Chain Mail mand word is spoken, the suit enables its wearer
01-10 Gnome/Halfling (Hairfoot)
11-15 Dwarf/Halfling (Stout or Tallfellow) and all nonliving items either worn or carried to
16-80 Elf/Half Elf
become ethereal, as if oil of etherealness had

been used. While in the ethereal state the wearer

165

Evil Dragon Armor

cannot attack material creatures. Pi phase door spell causes damage to the dragon, ruins the
spell negates the ethereal state and prevents the protective potential of the creature's hide and
armor from functioning for one day. makes later attempts at enchantment ineffective.
If the dragon is hit with edged weapons, there is
There are 20 charges placed upon armor of a chance that the hide is cut and marred to such
etherealness. Once used, the armor cannot be an extent that it becomes unusable as armor. For
recharged. Furthermore, every five uses reduces each successful hit on the dragon with an edged
the bonus of the armor by one—if five charges weapon (regardless of the amount of damage
are used to become ethereal, the armor is +4, if done), add 5% to the chance of the hide being
10 are used it is +3, +2 if 15 are used, and only +1 damaged beyond use. (Thus, if a dragon takes
if all 20 are exhausted. 20 hits from edged weapons, there is no chance
that the hide can be used as armor.) If and when
Evil Dragon the dragon is killed, the chance that the hide is
spoiled must be exceeded on a percentage die
XP Value: 1,000 GP Value: 7,500 roll in order for the armor-making process to
continue.
DRAGON Magazine 62
The hide must be removed with care, and at
In an era long past, an intrepid dragon-hunter this juncture a very sharp edged weapon is essen-
tial to trim the hide as cleanly and efficiently as
and his wizard friend discovered that the hide of possible. The instrument must be able to be con-
trolled with precision, which means it can't be
an evil dragon, if properly prepared, could be cut any larger than a standard dagger blade. If the
character doing the skinning uses a normal (non-
and formed into a suit of armor that provides magical) blade, there is a 30% chance that,
despite his or her best efforts, the hide does not
protection against attack forms resembling the separate cleanly from the body and the resulting
scraps of dragon skin are unusable as armor. If an
breath weapon of the dragon from which it was enchanted blade is employed, the chance of fail-
ure at this step of the process decreases by 10%
made. for each "plus" of the instrument; thus, with any
blade of+3 or greater, successful skinning is
To begin the process, an evil dragon (white, assured.

black, red, blue, or green) of at least adult age Once the hide is removed and transported to
civilization (assuming the dragon wasn't killed in
must be killed, without the use of magic and the village square), the services of skilled armor-
ers, leather-workers, and tailors must be employed
preferably by means of repeated attacks with to fashion the hide into armor. This process takes
ld10+20 days for each suit of armor, and prices
blunt weapons. Even a single magical attack for the needed services are three times the stan-
dard rate. Only one set of armor may be fash-
directed against a dragon, whether or not the ioned from the hide of a single dragon.

spellcasting succeeds and whether or not the The resulting suit of armor is equivalent to nor-
mal scale mail in Armor Class (6), maximum
movement rate (6), and bulk (fairly bulky). It
weighs about 30 pounds, compared to 40 pounds
for normal scale mail. Unenchanted armor can be
worn "as is," but if the nonmagical armor is hit
even once by an edged weapon, it cannot be
enchanted again.

Enchanting the armor must be done by a
magic-user of at least 16th level, who insists on a
generous payment in gold pieces, or the promise

Armor of Fear

(and proof) of some other benefit that might be magical lightning or electricity.
offered. At least half the payment must be sup- Red dragon armor —Resistance against red
plied in advance, with the rest due when the
armor is delivered. dragon breath, fireball spells, and other attacks
using heat or fire.
The magic-user must first successfully cast
enchant an item on the armor, and then apply a "Resistance" includes these benefits: The
second spell (which varies depending on the wearer of the armor gains +1 on all saving throws
armor type) to act as a catalyst, triggering the against the specified attack form; the wearer is
armor's capability to resist a particular attack unaffected by any attack of the specified type that
form. This second spell must be applied (the cast- does six points of damage or less in a round. In
ing must have been begun) within 12 hours after all cases, the wearer is entitled to a -1 modifier
the completion of enchant an item. If the enchant- on each and every damage die rolled (with a min-
ing process fails, either because the casting of imum of one point of damage per die). If the
enchant an item is unsuccessful or because the application of this modifier reduces damage
second spell is not applied within the required taken in a round to six points or less, the wearer
time, the wizard is under no obligation to make takes no damage (as stipulated above).
another attempt free of charge.
Although these suits of armor come from evil
The second step in the process depends on the dragons, priests and fighters of all alignments
type (color) of dragon hide used. To complete may wear them.
white dragon armor, an ice storm spell must be
cast on the hide; for black dragon armor, the fin- of Fear
ished hide must be immersed in acid for 1dl2+12
hours; to complete green dragon armor, a stink- XP Value: 4,000 GP Value: 40,000
ing cloud spell must be cast on (around) the hide;
for blue dragon armor, a shocking grasp spell is Oriental Adventures
needed, and for red dragon armor, burning
hands. None of these spells or substances damage This armor looks like normal armor and detect
the armor when they are applied, their function is
to activate the innate resistance in the hide that magic only reveals that it is magical. However,
has already been "brought to the surface" by the
enchant an item spell. the armor contains 2d10 fear charges when

When the enchantment is complete, the armor found. Upon uttering the command word, the
is the equivalent to scale mail + /: Armor Class 5,
movement 9, weight 15 pounds. In addition, each wearer radiates afear aura to a 30-foot radius. All
colored armor type affords the wearer resistance
or immunity to a particular attack form. The spe- creatures within that radius must make a saving
cial properties of each type are:
throw vs. spell or flee in panic for one turn. The
White dragon armor—Resistance against
white dragon breath, winter wolf breath, cone of wearer is immune to this effect. Each use expends
cold spells, and other attack forms involving cold,
ice, or frost. one charge. When all charges are spent, the armor

Black dragon armor—Resistance against black functions as normal armor. It cannot be
dragon breath, giant slug spittle, anhkheg diges-
tive acid, and other attack forms using acid or recharged.
acid like effects.
of Fear II
Green dragon armor—Resistance against
green dragon breath, iron golem breath, cloudkill XP Value: 3,000 GP Value: 30,000
spells, and other attack forms using poisonous
gases. DUNGEON MASTERGuide

Blue dragon armor—Resistance against blue This armor functions as normal plate mail +1.
dragon breath, lightning bolt spells, storm giant's
lightning attack, and other sorts of natural or However, it is imbued with 2d2 fear charges.

Upon uttering the command, a charge is spent

and the wearer radiates a 30—foot aura of fear. All

creatures (except the one wearing the armor)

must save vs. spell or flee in panic for 1d4+l

rounds. When all charges are spent, the armor

functions as normal armor +1. It cannot be

recharged.

of Flight

XP Value: 1,000 GP Value: 7,500

DUNGEONS & DRAGONS Rules Cyclopedia

When commanded, the armor creates a fly spell

effect on the user, which lasts for 12 turns. The

169

Kumakawa Armor

user may then travel in the air at up to 360 feet ofHorus
per turn by mere concentration (as the 3rd-level
spell). XP Value: 3,500 GP Value: 17,500

Old Empires

This armor is scale mail +4. It is the equivalent

of Gaseous Form of AC 2, and also gives the wearer resistance to

XPValue: 3,000 GP Value: 15,000 all fire and lightning attacks (fire and lightning

DUNGEONS &. DRAGONS Rules Cyclopedia attacks automatically inflict only kz-damage, %-

This valuable armor enables the user to turn into damage if the saving throw is successful).

a cloud of gas (as the potion of gaseous form),

including all equipment carried (unlike the Ilneval's Red Chain Mail

potion). The user can remain gaseous for up to 6 XP Value: GP Value: —

turns and returns to normal form by mere con- Monster Mythology

centration. He wears red chain mail +4 that deflects all bolt

and ray spells and spell-like effects (polymorph

Gnarldan's wand, the ray version of Otiluke 'sfreezing sphere,

XPValue: — GP Value: — etc.).

Monster Mythology

Gnarldan's avatar wears chain mail +2 offire Indra's Golden

resistance. XP Value: — GP Value: —

Legends & Lore

of Haste Indra's avatar wears magical golden armor that

XP Value: 2,000 GP Value: 10,000 protects him from all nonmagical missile

attacks.

DUNGEONS & DRAGONS Rules Cyclopedia of Invisibility

When commanded, the armor creates a haste XP Value: 1,500 GP Value: 7,500
spell effect on the user, doubling the normal
movement rate and the number of attacks (as the DUNGEONS &. DRAGONS Rules Cyclopedia
3rd-level wizard spell). The haste lasts for only 1
turn and is usable only once per day. When commanded, this armor makes the user

invisible, as if the 2nd-level wizard spell were

cast. In addition, the armor itself can become

of Healing invisible three times per day, on command of the

XPValue: 10,000 GP Value: 80,000 user.

Oriental Adventures

This armor appears to be normal, magical armor. Keolish Plate Mail of the Seas

However, once per day, it automatically heals the XP Value: 1,500 GP Value: 7,500

wearer of 2d6 points of damage (whether desired GREYHAWK Adventures

or not). It does this without warning or set time. This mail armor was given by the King of

Each healing takes one charge and the armor has Keoland to an admiral who had fought success-

3d10 charges when found. When ail the charges fully against the Sea Princes. It is plate mail +1,

are spent, the armor becomes magical armor +1. and floats in water, negating the chance for its

wearer to sink in even slightly choppy water. The

Heimdall's wearer can tread water indefinitely, but cannot

XP Value: — GP Value: — dive deeper than 2 feet. Swimming speed is not

Gods, Demigods, & Heroes affected by this armor.

Heimdall's full plate mail +3 is pure white in

color and works as a gem ofbrightness. Kumakawa

XP Value: 300 GP Value: 2,000

Heimdall's White DRAGON QUEST* Game

XP Value: — GP Value: — This is a suit of leather armor fashioned from the

Legends & Lore hide of an owl bear. It has been enchanted with

Heimdall's avatar's white plate armor +3 prevents wax from mystical candles. Unlike normal leather

him from being hit by any weapon of less than +3. armor, which gives its wearer an Armor Class of
isi

Laeral's Storm Armor

7, the Kumakawa provides an Armor Class of 6. greater number of missiles fired at him or her.
Of course, a shield, a high Dexterity score, or The magical protection of the armor fails when
magic can improve this even more.
calculated for missile attacks. Its true nature is
Laeral's Storm
not revealed until the character is fired upon in
XP Value: 1,800 GP Value: 13,500 earnest—simple experiments (throwing rocks,
etc.) do not suffice.

DRAGONMagazine 39

Named for the wizardess who devised it, storm Mourner's

armor is plate armor +2, of a peculiar nonmetal- XPValue: — GP Value: 8,000

lic alloy. It does not conduct electricity, and has Secrets of the Lamp

the power to transfer heat to and from the sur- This suit of lamellar armor is often edged with

rounding air, so that the wearer remains comfort- yellow, gold, red, or other bright colors, but the

able during a freezing gale or under the hot desert plates are always black. Individual suits vary from

sun. The wearer is thus unaffected byfireball, ice +2 to +4 in enchantment, but all provide complete

storm, or cone of cold spells, and immune to elec- protection from normal missiles. This armor is the

trical damage of any kind. The wearer can stand product of the great ghul sha'ir, and its protection

securely, or move forward at normal speed, in the is a very mixed blessing. When the wearer suffers

face of even the most powerful wind (including a 50% or more damage in battle, he or she no longer

magical gust of wind). If storm armor is struck feels pain. (At this point, the DM should stop

simultaneously in different areas by spells caus- telling the armor wearer how much damage the

ing hot and cold (such as cone of cold or chill character takes.) All wounds feel trivial.

metal and wall of fire or heat metal) it becomes At 75% or more damage, the wearer is filled

brittle and may be shattered by physical attacks with a feeling of invincibility and continues

doing at least 9 points of damage. (The character fighting no matter what the odds. The PC is now

takes all damage inflicted over 9 points.) The an NPC for the duration of the battle. If he or she

armor is only brittle while both hot and cold survives, the curse is still relentless—magical

spells affect it and for one round afterward. When healing is useless on the victim, and only time

it shatters, it does so thoroughly; a chain reaction can heal his wounds. If the PC is slain, he or she

occurs in the unstable components of the alloy does not notice and continues fighting, though

and the armor disintegrates into useless pieces. any companions may hear his or her bones shat-

tering or see terrible wounds inflicted on the

Lemmikainen 's wearer. The victim "lives" for as many days as the

XP Value: — GP Value: — character has levels, as his or her trapped life

Gods, Demigods, & Heroes force is consumed by the armor. Neither priest

Lemmikainen's avatar usually wears ckainmail nor wizard spells can be regained, though sha'irs

+4. can still request spells. At the end ofthis time, the

PC is irrevocably dead.

of Missile Attraction Only a wish spell or the will of the great ghul

XP Value GP Value sha'ir can undo the curse of mourner's armor

-1:— 1,500 once it has been activated in battle, although

-2: — - 3,000 some powerful sha'irs are also said to be able to

-3: 4,500 unlock it from the victim's body. A few great

-4: — 6,000 heroes are said to have willingly donned

DUNGEON MASTER Guide, 1st Edition mourner s armor before a critical battle, adding

This armor appears to be a normal suit of magical to their army's strength with the certain knowl-

armor (determine type and modifier normally). edge of their own doom.

However, the armor is cursed and actually serves

to attract missiles. The wearer is two or three Oyori of the Unknown Warrior

times more likely to be selected as a random XP Value: 2,000 GP Value: 12,000

missle target than normal. In cases where each POLYHEDRON Newszine 82

person is the target of a set number of missiles This oriental (Kozakuran) armor +2 has been

(most often in large combats), the wearer has a enchanted to display the family mon (crest) of the

Armor Quirk

wearer. When first found, the armor is stark However, if the saving throw fails, the life force
white. However, when it is put on, it immediately contained within the armor successfully possesses
turns black, and the wearer's family mon appears the character. The possession is not a sudden
on the chest plate in the appropriate colors. occurrence, but rather a gradual insinuation of the
new personality onto the character's psyche. This
If a warrior is killed while wearing the armor, it takes 3d4 days. At first the change is hardly notice-
returns immediately to its white state, the color of able—a few odd quirks not evidenced before and a
death and mourning. The wearer can change the certain possessiveness toward the armor. As the
appearance of the armor, allowing the user to pass days go by, possession becomes stronger and more
as another individual or create a disguise. The pronounced. The character leaves old friends as the
armor can duplicate any color and mon that the armorer's personality takes over. He or she aban-
wearer imagines. In order to invoke this power, the dons old haunts, roaming the streets searching for
wearer must make an Intelligence check at a -3 places the possessing personality once knew, has
penalty. The number of hours the armor holds the memories that do not belong, and refuses to aban-
false image is equal to the wearer's Intelligence don or remove the armor. At the end of the given
minus the die roll, if successful. time period, the character is entirely possessed by

Plate of Solamnus the armor. As such, the character does not recog-
nize old friends, remember events of his or her
XP Value: 5,000 GP Value: 20,000 own life, or perhaps even the abilities of the char-
acter class. He or she may change names, adopt a
Tales of the Lance new alignment, display abilities of a new character
class, and the like. If not freed of the possession,
These suits consist of field plate armor that has the character becomes an NPC under the control of

been beautifully tooled with the markings of all the DM.
The possession can be broken by an exorcism
three Solamnic orders. The sigil of the Order of
spell, which destroys the personality of the armor.
the Rose shows prominently on the breastplate. Dispel magic releases the character from posses-
sion long enough to remove the armor, but does
The suits, made when the Knighthood was first not cancel any personality traits the character
established, have been used by certain Knights of may have already absorbed. If the possessing
influence is destroyed, the armor loses all its
the Rose ever since. Vinas Solamnus wore the magical properties.

first such suit, as did Huma, although he never

became a Knight of the Rose. Currently such

suits 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 magical

bonus. Neutral or evil characters suffer an addi-

tional 1d10 points of damage from any damage of Presence

received while wearing this armor. DMs must XP Value: 3,000 GP Value: 30,000

remember that this armor is very rare. It is no Oriental Adventures

longer made. One suit could be the goal of a long, This armor magically bestows on its wearer a dig-

dangerous quest. nified and commanding aura. While wearing the

armor, a character is treated as if he or she has an

of Possession 18 Charisma for all encounter reactions. Friendly

XP Value: GP Value: 10,000 troops within 120 feet ofa wearer have their morale

Oriental Adventures raised by two points. The armor is quite distinctive

This armor appears to be a normal suit of magical and only has its effect when visible to others. As

armor and provides the protection of whatever such, the character cannot hope to use the powers
plus is determined. However, in making the
of the armor and hide unnoticed in a crowd.

armor the craftsman has invested more than the

normal effort. The armor has absorbed or stolen Quirk*

the personality and life force of its maker. XP Value: GP Value: —

The first time the armor is donned, and once per DRAGON Magazine 163

day thereafter, the DM must secretly roll a saving The AD&D game has one of the largest compi-

throw vs. spell for the character wearing the armor. lations of magical items in the fantasy gaming

If the saving throw is successful, nothing happens. industry. The following tables have been created

Armor Quirk

to add some spice and variety to existing magi- 27—32 that this does not mean that the wearer
cal items in AD&D game worlds. A table of can move silently; the armor simply
nonstandard magical item abilities is offered for 33-37 makes no noise.
each major type of magical item in the AD&D Armor glows with the light of 'A faerie
game. 38^13 fire spell. Only continual darkness can
44-48 negate this radiation (and then for six
Most items are created normally, and they 49-53 turns plus one turn per level of the
function exactly as a standard item of the same 54-59 caster). If the armor is covered by cloth-
type in the DMG. However, sometimes there is a ing, the glow still shines through.
slight mishap in the creation of the device: the 60—64 Armor weighs '/> as much as normal
steps are not followed in the proper order, the armor of the same type.
astrological signs do not bode well, the item's 65-70 Armor lacks magical protective ability
creator is disturbed to begin with, the instruc- against 1d4 specific types of creatures.
tions are incomplete, or something just plain 71-74 Armor is resistant to fire; it can never
goes wrong. Any of these results may cause a 75—78 be burned or melted by normal or mag-
magical item to behave differently from others ical fire.
just like it. 79-84 Armor has an "Achilles' heel;" every
85-89 time the wearer is hit, there is a 5%
Not all quirks are bad, however. Some are chance that the "heel" is hit and double
detrimental to the item or its user, some are neu- damage is done to the wearer.
tral, and some are even beneficial. The possibility Armor does not magically expand or
of quirks existing (and the actual number of contract to fit any size wearer. Roll
quirks) is determined by using the table below to ld6+3 to determine height of the
determine the exact quirks that the magical armor humanoid figure that can use the armor.
possesses. Anyone within 1 foot of the size can
use the armor.
Roll Quirks Present Armor is attuned to a place of special
magical radiance, in much the same
01-86 No quirks manner as drow armor (See Drow Trea-
87-94 One quirk sure). If the armor is not exposed to
this place once every 30 days, its magic
95-98 Two quirks is lost.
99-00 Three quirks Armor has complicated straps and is
hard to put on and remove. Conse-
Roll Result quently, the time required to put on and
01-06 Armor is incredibly shiny and reflects take off the armor is increased by 10
light of any kind; furthermore, any rounds.
07-11 creature using a gaze attack within 10 Armor can not be scratched, stained, or
12-16 feet of the armor has a 75% chance of dented.
seeing its own reflection, Armor has an inherent disruption of
17-21 Armor is heavy; add 25% to its total magic. While its wearer enjoys a +1
weight and encumbrance. bonus on saving throws vs. spell, spells
22-26 Armor is tight-fitting; if not oiled at cannot be cast if he or she is a multi-
least once every three days, the suit classed wizard or a spell-using ranger
cramps the wearer's fighting skills. As a or paladin.
result, the wearer suffers a -1 penalty Armor attracts monsters; any random
on all reaction, attack, and damage rolls encounter checks are at double the nor-
until the armor is oiled. mal chance for anyone wearing this
Armor works normally but appears armor.
incredibly beaten and battered. No Armor is a superconductor of heat and
amount of repair can change its appear- electricity; add +1 hp per die to all
ance. (Status-conscious cavaliers and damage from fire or electricity.
paladins do have reservations about
wearing armor that does not look good.)
Armor is silent; the wearer does not
clank loudly if the armor is metal. Note

Armor of Reflection

90-94 Armor does not provide magical pro- Raji's Armor of the Desert Evening
tection if clothing or a covering is worn
95-98 XP Value: 500 GP Value: 5,000
99-00 over it.
1992 Fantasy Collector Card 298
Armor is an exquisite piece of work-
manship and commands a price of Raji's magical armor is unusual for the land of
150% over normal prices due to its
quality. Zakhara—it is a suit of banded, rather than lamel-
Armor is possessed by a spirit of ran-
dom alignment; if the wearer's align- lar, armor. Like other forms of armor of the

ment differs from the spirit's, the armor desert evening, this magical armor does not pro-
periodically attempts to possess the
wearer. Determine the chance of suc- vide additional bonuses to Armor Class, but it
cess as noted under the 5th-level wizard
spell, magic jar. The spirit's intelli- can be worn in the desert heat without ill effect.
gence can be determined by r o l l i n g
3d6. The chance of a possession attempt Raji believes that this armor was originally made

occurring is 15% per week, cumulative. for an outland warrior from some country that is

more accustomed to banded mail armor.

Red Armor of the Hellfurnaces

XP Value: 6,000 GP Value: 35,000

GREYIIAWK Adventures

This blood-red armor was cut from the back

plates of an adult red dragon. Many warriors

of Rage from the Yeomanry died in the battle to kill the

XP Value: — GP Value: 1,500 creature, and the best dwarven armorers were

DUNGEON MASTER Guide, 1st Edition hired to rework the plates into a wearable suit.

This armor is identical in appearance to armor of The final product is a set of plate mail +4 that

command and functions as a suit of armor +1. allows its wearer to save against fire-based

However, when worn, the armor causes the char- attacks for half or no damage. Red dragons who

acter to suffer a -3 penalty to all encounter see this armor make unusual efforts to kill the

checks. All friendly troops within 360 feet have wearer.

their morale lowered by -2. The effect is not Red Dragon Scale Mail

noticeable to the wearer or those affected (charac-

ters do not immediately notice that the armor is XP Value: 2,500 GP Value: 12,500

the cause of their problems). DRAGON Magazine 39

Made from the scales of a huge old red dragon,

Rainbow this mail is AC 1. Like all magical armor, it is vir-

XP Value: 2,000 GP Value: 12,500 tually weightless. It covers the body from neck to

POLYHEDRON Newszine 43 foot, being worn just like a normal suit of scale

Only a couple of suits of this incredible chain mail. Normal weapons employed against the mail

mail are known to exist, and those few are do only half damage if a hit is scored. Magical

handed down from clan leader to successor. weapons of+1 or better do full damage. The mail

They are given by the Norse bridge guardian, provides protection of +3 against all fire-based

Heimdall, to his followers for exceptional deeds attacks and the breath weapons of all dragons,

performed in the deity's name. Rainbow armor- with the following exceptions- it cannot protect

takes the form of multicolored, shimmering its wearer against the sonic blast of a platinum

chain mail, enchanted to a bonus of+3. The dragon, and it does not protect against any breath

armor glows with a radiance that illuminates a weapon employed by a red dragon.

20-foot surrounding area, negating magical

darkness and the ability to hide in shadows. of Reflection

Even invisible objects are revealed within this XP Value: 1,000 GP Value: 5,000

radius by the thin aura of rainbow light that out- DUNGEONS & DRAGONS Rules Cyclopedia

lines them. The mail is extremely light, encum- If a light or continual light spell is cast at the

bering the wearer only as much as elven user, the armor automatically reflects it back at

chainmail. the caster, who must make a saving throw vs.

spell or be blinded (as in the respective spell

descriptions). The item reflects up to three spells

Remove Curse Armor

per day. In addition, when the user is in melee previously held knighthood. Production of Solarn-
against a creature with a gaze attack, the chances nic armor resumed in the aftermath of the War of
of gaze reflection are the same as if a mirror were the Lance. The armor is a suit offield plate +1.
held, but without the -2 penalty to the user's
attack rolls (which represents the awkwardness of Surtr's Iron
holding the mirror and attempting to attack at the
same time). XP Value: GP Value: —

Legends & Lore

Any being touching this red-hot iron armor suf-

Remove Curse fers 1d10 damage. The person in the armor is

XP Value: 1,000 GP Value: 7,500 immune to its effects.

DUNGEONS & DRAGONS Rules Cyclopedia

This armor cannot be cursed when found. When of Swimming*

commanded, the item creates a remove curse XP Value: +700 GP Value: +3,500

spell effect on the user only as if a 36th-tevel DRAGON Magazine 179

caster (automatically removing one curse). Note: This lamellar armor allows its user to move

This item functions for a total of three times, at a through water as if unencumbered. It does not

maximum rate of once per day. After its three convey water breathing abilities nor the swim-

charges are used, no other special abilities remain ming proficiency, but it does allow the individ-

and it cannot be recharged; the item does remain ual to float and swim if he or she is otherwise

magical, however, regardless of spent charges. capable.

Scale Mail of Horus of Temperature Control*

XP Value: 3,500 GP Value: 25,000 XP Value: +500 GP Value: +2,500

Old Empires DRAOON Magazine 18!

This armor is scale mail +4. It is the equivalent Armor of temperature control may be worn with-

of AC 2, and also gives the wearer resistance to out any discomfort due to cold or heat, and

alt fire and lightning attacks (fire and lightning enables its wearer to operate in the coldest or

attacks automatically inflict M-damage, %-damage hottest of natural environments (-40 to 150° F).

if the saving throw is successful). Note that the temperatures must be due to the

weather and not to any attack by fire, cold, magic,

Skoriaan's Drow Chain Mail or monstrous abilities; the armor does not give

XP Value: — GP Value: 5,000 fire or frost resistance. At the DM's option, the

1993 Collector Card 466 armor can give protection against the natural

Skoriaan believes that his chain mail affords environments of the Paraelemental Plane of Ice

magical protection, while in reality it has been or the Elemental Plane of Fire. Remember no

cursed to serve no better than normal human extra protection is given in combat.

mail. What's worse, Skoriaan's ex-lover had a

special magical spell placed upon it that allows Tulen's Plate Mail of Ethcrcalness

her to track Skoriaan wherever he may run. Up XP Value: 5,000 GP Value: 25,000

until this point, Skoriaan has believed that his 1992 Fantasy Collector Card 26

spurned lover's minions have been lucky in find- Tulen's armor +5 can be recharged, but only by a

ing him, but he finally is beginning to suspect 15th- or higher level wizard. It allows Tulen and

that something is not quite right. anyone who touches the armor to go into the

Ethereal Plane. Other people who ride along on

of Solamnia the armor's power stay in the plane up to five

XPValue: 3,000 GP Value: 15,000 hours after touching it. but Tulen may remain

Tales of the Lance ethereal indefinitely! This light gray armor never

All Knights of Solamnia gain a suit of this armor loses its magical AC bonus no matter how many

when they attain the title of Lord and prove them- ethereal charges it is reduced to. The armor also

selves worthy as true and noble knights. Each suit glows brightly when ethereal creatures approach

is engraved with the symbols of the knight's order within 20 feet.

and (for Sword and Rose Knights) those of any

Armor Bath

of the Undead armor-2, -3, or -4. The armor's great vulnerabil-
ity is not apparent until an enemy successfully
XP Value: 1,500 GP Value: 15,000 strikes a blow in anger with desire and intent to
kill the wearer. The armor falls to pieces when-
POLYHEDRON Newszine 43 ever an opponent strikes the wearer with an
unmodified attack roll of 20,
Created and once worn by the infamous Thorines

of Thessla, this suit of armor consists of the

bones of many creatures, bound together by liga-

ments and metal hinges to allow movement. It

only can be safely worn by a lawful evil character. ofWarmth

All others find it cannot be made to fit them, XP Value: 250 GP Value: 1,250

regardless of their size. It confers AC 3, and radi- DRAOON Magazine 181

ates a.protectionfrom good 10' radius. If worn by Armor ofwarmth may be worn without any dis-

a priest, it raises the individual's effective experi- comfort due to cold, and enables its wearer to

ence level by 2, but only to turn or befriend operate in the coldest of natural environments (20

undead. to -4Q° F) as well as in a temperate climate. Note

that the temperatures must be due to the weather

of Underwater Action and not to any attack by cold, magic, or monstrous

XPValue: 1,400 P Value: 7,000 abilities; the armor does not give frost resistance.

POLYHEDRON Newszine 82 At the DM's option, it can give protection against

Found only as chain mail or plate mail, this armor the natural environments of the Paraelemental

is always airtight and keeps its wearer dry and Plane of Ice.

comfortable. The armor creates a breathable

atmosphere that lasts for 24 hours before it must White Armor of the

sit unused another 24 hours to recharge itself. The Griff Mountains

suit allows the wearer to swim 180 feet per round, XP Value: 2,250 GP Value: 13,500

provided he or she has a swimming proficiency. GREYHAWK Adventures

Voice of Heroes After tribesmen of the Griff Mountains slew an

adult white dragon, they sold the hide to dwarven

XP Value: 6,000 GP Value: 32,000 armorers who created this suit of scale mail +3,

DRAGON Magazine 16 The dwarves created it for a human-sized wearer,

This is armor +5, but it weighs just 3 pounds. but a dwarf or halfling can wear it at a penalty of

-1 to Armor Class; the total AC modifier is +2.

of Vulnerability The armor allows the user to save vs. cold-based

XP Value GP Value attacks for half or no damage.

-1:— 1,500 Armor Bath

-2: 3,000

-3: — 4,500 XPValue: 2,000 GP Value: 10,000

-4: — 6,000 New Item

GREYHAWK, This extremely rare item appears as a 5-foot tall,

This armor seems to be genuine, magical armor 6-foot long, claw-footed cauldron made of a

with a protection factor of +1 to +4—but the fac- metal and ceramic mix. The rim of the cauldron is

tor is actually -1 to -4. The vulnerability of such inlaid with sandalwood, upon which are carved

armor is not revealed until an enemy strikes a runes of an ancient language. If someone can

blow in anger at its wearer. read the language, they can decipher the message

as reading, "To protect one from grievous harms

ofVulnerability II and render oneself immune to the ordinary hurts

XP Value GP Value of the world"

-1: — 1,500 If blessed (or cursed, depending on the align-

-2: — 3,000 ment of the user) water fills the bath, it can con-

-3: — 4,500 fer great power upon the bather. In short, it places

DUNGEON MASTER Guide, 1st Edition an invisible armor, harder than steel, over body

This appears to every test to be magical plate parts immersed in the water. The armor is com-

mail +], +2, or +3, but it is actually cursed pletely impervious to ordinary weapons and

213

. Abaris's Arrow

attacks, and grants an effective AC 0 against 26-28 Frog-Crotch
magical weapons for the affected area. Creatures 29-30 Grappling
that are magical in nature are assumed to be as
magical weapons, so they attack against AC 0. 31-33 Hand Quarrel/Bolt
Damage-causing spells that are not directly cast 34-35 Heavy Quarrel/Bolt
at the armored individual (such asfireballs not Hollow-Tipped:
directly centered on the character) cause no dam- 36-38
age to the armored parts of the body, though 39^tO Acid Arrow/Bolt
unarmored parts suffer ordinary damage. 41^43 Dust Arrow/Bolt
Flashpowder Arrow/Bolt
There are several disadvantages to this armor. 44-45
First, it can never be removed. Second, it robs the 46-48 Gas Arrow/Bolt
affected area of all feeling, so tasks that require 49-50 Pepper Arrow/Bolt
the tactile skills of a covered area cannot be per- 51-53 Poison Arrow/Bolt
formed. In addition to losing all feeling in the 54-55 Humming Bulb
area, the bathed part loses flexibility, able to Incendiary
move only in a limited fashion. 56-58
Leaf Head
Third, and most dangerous, if a person using the 59^60
bath applies the bath's armor to more than 50% of 61-63 Light Quarrel/Bolt
a body, the individual dies. There is no save against 64-65 Mail-Piercer
this effect. Thus, those who know the full effects of 66-68 Major Grapple
the bath use it only sparingly, covering only their Medium Quarrel
necks, forearms, chest, and the like. They are 69-70
always careful to restrict how much they place on 71-73 Message Arrow
themselves, knowing that too much can kill them. 74-75 Minor Grapple
76-78 Normal
Some call this the bath ofdeath. There is some 79-80 Sheath
speculation that it was created by dark gods, or 81-83 Spiral
fashioned by priests at the behest of gods who 84-85 Stone
needed secret and near-invulnerable assassins for Stone Biter
their evil works. 86-88
89-90 Stone Flight Arrow
Arrow 91 -93 Sunet
94-95 Training/Target Arrow/Bolt
When a magical arrow misses its target, there is a 96-98 Trukaa
50% chance that it breaks or is otherwise ren- 99-00 Wood Biter
dered useless, A magical arrow that hits its target Wooden
is destroyed unless otherwise specified in its
description. Abaris's

After determining the magical properties of the XP Value: 200 GP Value: 2,000
arrow acquired, roll on the following table to
determine the type of arrow. Note: Quarrels and DUNGEONS & DRAGONS Master Set
bolts are crossbow missiles.
Abaris the Hyperborean, a Greek sage in the 6th

Century B. C. E., once received a magic arrow

from the god Apollo (according to Greek legend).

The arrow enabled him to become invisible, cure

disease^ fly (riding the arrow; MV 60, MC C),

and divine the future.

Roll Arrow Type Acid
01-03 Armor-Piercing
04-05 Barbed XP Value: 30 GP Value: 75
06-08 Bird Arrow/Bolt
09-10 Blunt-headed POLYHEDRON Newszine 47
11-13 Broad-headed
14-15 Corded Found in caches of 1d6, these +1 oddities are
16-18 Ekaa
19-20 Fishing Arrow/Bolt highly valued. They transform themselves into a
21-23 Flare Arrow
24-25 Flight spray of acid when fired, doing 2d6 points of

damage to the target, and soaking everything

within 15 feet of the point of impact with acid

(items must save vs. acid or be destroyed).

Black Arrow of luz

of Aggravation of Biting

XP Value: — GP Value: 100 XP Value: 100 GP Value: 500

DRAGON Magazine 135 DUNGEONS & DRAGONS Rules Cyclopedia

This cursed arrow infuriates any being it hits, When this missile hits it turns into a poisonous

granting its victim a bonus of +2 on attack and snake. In addition to normal damage, the victim

damage rolls as well as on saving throws, but must make a saving throw vs. poison or die (or, at

causing the victim to lose one point of Armor the DM's choice, take extra damage; 2d6, 2d10,

Class. These effects last for 1d6 turns, during or 2d20 are recommended amounts).

which time the target does everything in its power

to slay the archer. The arrow does no damage at

all to its victim.

Antimagic

XP Value: 60 GP Value: 360

DRAGON Magazine 135

This magical arrow grants a +2 bonus on attack

rolls 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 the

arrow 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 artifacts

and relics, are rendered inert for the duration of

the arrow's effect. All spells cast by, on, and

around the target are dispelled, regardless of the

caster's level. Illusions of all sorts are likewise

nullified. Spellcasters are also unable to cast any

spells for the duration of the effect of this arrow.

Note that the arrow's effect causes the target, and

the area of effect around it, to be rendered

immune to magic. Therefore, fireballs, magic

missiles, and the like do not cause any damage to

the target, nor to anyone within 10 feet. Only one

such arrow may be found at a time. Black Arrow of luz

XP Value: 750 GP Value: 7,500

Apollo's GREYHAWK Adventures

XPValue:— GP Value: — Carved from the bone of a black dragon, this

Legends & Lore enchanted arrow strikes with a +3 attack and

Anyone struck by an arrow of Apollo's avatar damage modifier. The arrow reappears in the

must save vs, death magic or become instantly ill, owner's quiver each dawn after it is used—this

suffering a loss of 1d10 points per round until a item is permanent unless lost to a special attack

cure disease spell is cast upon the victim, form or deliberately destroyed. Once a day, an

archer can call upon its

of Attraction deadly powers, causing the target to save vs.

XP Value: 100 GP Value: 400 death magic or die immediately.

The Complete Book of Elves Good-aligned characters save at —2. This power

Attracted arrows, if they hit, cannot be removed must be summoned before the arrow is fired, and

from the victim's body until dispel magic is cast a miss wastes its magic for that day.

upon the person. Meanwhile, the arrow begins to

fester within the wound, causing infection and

even death in the unfortunate being.

Arrow of Blinding

of Blinding These bolts grant a +2 bonus on attack rolls
and cause 4d4 hp of damage if they strike a tar-
XP Value: 20 GP Value: 120 get. A save vs. spell is applicable; if the save is
successful, only half damage accrues to the crea-
DRAGON Magazine 135 ture struck. Furthermore, all creatures within a
15-foot radius of where this magical bolt hits
When this arrow hits a target, it explodes in a must save vs. petrification or be stunned for one
round due to the ear-piercing clash of thunder
flash of light that blinds everyone within 60 feet which accompanies the strike.

for 2d6 turns unless a saving throw vs. breath Bolts of lightning are usually found in quanti-
ties of 2d4. They are also often found mixed
weapon is made. The archer must be outside the with normal bolts or with magical bolts of other

area of effect to avoid being blinded. types.

of Blinking

XP Value: 200 GP Value: 600

DUNGEONS & DRAGONS Rules Cyclopedia

A missile with this talent cannot hit any friends of

the user, "blinking" in and out of existence until it

reaches an enemy. (If the sight of the enemy is of Bow-Breaking

blocked by friends, a penalty may apply to the XP Value: GP Value: 100

attack roll.) DRAGON Magazine 135

This arrow breaks any bow used to fire it, unless

the bow makes a successful saving throw vs.

crushing blow at -4.

of Burning

XP Value: 100 GP Value: 600

DRAGON Magazine 135

All creatures are considered to be AC 10 against

this arrow, although creatures with a high dexter-

ity receive their Armor Class bonus. With any

successful attack roll, the arrow engulfs the target

in a flaming shroud that does 4d6 hp damage (no

save), affecting only the victim and a 1-foot

radius around him for one round. Creatures that

are touching the target when the arrow strikes

may 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 be

used to burn through an average-sized dungeon

door in 1d4+l rounds.

of Charming

XP Value: 800 GP Value: 2,000

DUNGEONS&DRAGONSRulesCyclopedia

The victim must make a saving throw vs. spell <x

Bolts of Lightning be charmed by the user (as the charm person and

XP Value: 200 GP Value: 1,200 charm monster wizard spells).

DRAGON Magazine 127

Also called thunder bolts, these bolts appear to be of Charming II

normal bolts until fired from a crossbow. After XP Value: 800 GP Value: 2,000

being fired, a bolt of lightning becomes a 7-foot DRAGON Magazine 91

bolt of lightning with a range equal to the maxi- An item often made by priests of Aphrodite, this

mum range of the bow that fired it (a bolt fired arrow has a +3 bonus to attack, but causes no

from a heavy crossbow has a range of 240 yards, damage to the being struck by it. Any human,

and a bolt fired from a light crossbow 180 yards). demihuman, or humanoid hit by an arrow of

228

Arrow of Darkness

charming is affected as if the one who fired the arrow. In addition to normal vision, the arrow
arrow had cast a charm person spell. The feelings grants infravision, limited to a 10-foot radius
of the charmed figure develop quickly into infat- around the arrow's location. The range of the
uation and then love if the one who fired the mis- clairvoyance is 240 yards, and its duration (once
sile is of the same race or species and of the the arrow is fired) is six turns.
opposite sex. No saving throw is allowed at first
against the effect, though the charm does wear off of Climbing
over time (see the description of the druid spell
charm person or mammal). A detect charm spell XP Value: 300 GP Value: 500
notes the arrow's influence, and a successful dis-
pel magic cast against 12th-level magic removes DUNGEONS & DRAGONS Rules Cyclopedia
the charm.
This talent only functions if the missile is fired at
The arrow only affects creature types that are
susceptible to charm person spells. It can only be an object. The missile securely fastens itself to
used once. Once the arrow strikes its target, it
disappears. If the arrow misses its intended tar- any object it strikes and creates a magical 50-foot
get, it vanishes. If it hits a creature that cannot be
charmed by it, the arrow disappears with no rope, issuing from the point of entry. The rope
effect, just as if it had missed the target.
supports any weight of climbers and disappears
An arrow of charming is always red in color,
with a heart-shaped arrowhead. Note that other one turn later or upon command of the user. The
sorts of magical arrows may strongly resemble
this one. Arrows of charming are always found missile cannot be moved after it hits, and it disap-
singly.
pears with the rope.

of Connection

XP Value: 50 GP Value: 300

POLYHEDRON Newszine 82

When fired, this arrow creates a magically sup-

ported rope extending from whatever the arrow

hit to the archer's location, up to a maximum of

300 feet. The rope appears to float in midair and

of Clairaudience can support up to 3,000 pounds at one time. The

XP Value: 20 GP Value: 120 rope is indestructible and lasts for 24 hours

DRAGON Magazine 135 unless the archer releases it earlier with a com-

This arrow gives the archer the ability to hear mand. When the rope expires or is released, both

sounds within range of the arrow's location. Like it and the arrow disappear.

the arrow ofclairvoyance, this arrow is activated of Curing

by saying the command word ("Listen!") and

shooting the arrow. The archer is then able to hear XP Value: 200 GP Value: 500

sounds from the arrow's location by covering his DUNGEONS & DRAGONS Rules Cyclopedia

ears and concentrating. Sounds within a 15-foot This missile is blunt, and inscribed with a holy

radius around the arrow may be heard in this symbol. When it hits a living creature, it inflicts

manner. This arrow can "hear" anything louder no damage. Instead, it cures 2d6 points of dam-

than regular breathing. The range is 240 yards, age plus 2 extra points for each magical bonus

and its duration (once the arrow is fired) is six of the missile. For example, if a 5 is rolled for a

turns. curing arrow +2, the total points of damage

cured are 9.

of Clairvoyance

XP Value: 20 GP Value: 120 of Darkness

DRAGON Magazine 135 XP Value: 100 GP Value: 500

This arrow gives its user the ability to see an area The Complete Book of Elves

from the location of the arrow. The field of vision These are among the most permanent and com-

is equal to the archer's normal field, and activates monly used of all the enspelled arrows. If a con-

by sounding the command word ("Vision!") and tinual darkness spell is cast upon the shaft of an

firing the arrow. The archer is then able to see the arrow, it can then be used to blind an enemy.

area in front of the arrowhead by closing his or These arrows are common among elf scouts, who

her eyes and concentrating. Normal restrictions carry them sheathed until there is a use for them.

for distance of vision apply with this magical

Arrow of Detonation

of Detonation level magic-user spell disintegrate, except that it
does not affect targets of a magical nature. The
XP Value: 200 GP Value: 2,000 effects of the arrow also differ from the spell in
that only nonliving material, up to 20 cubic feet
POLYHEDRON Newszine 82 in volume, may be obliterated. If the arrow
misses its target, nothing is disintegrated and the
When fired, this arrow flies very slowly, mov- arrow turns to dust. If a living victim is struck by
this arrow, the victim takes normal damage (1 d6
ing only 5 feet per round. It travels up to 300 hit points) but can only be healed by magical
spells, potions, or powers; normal healing is inef-
feet before falling to the ground. Each arrow fective.

has two command words, and any time during The arrow of disintegration is made of a long
shaft of oak with a lodestone arrowhead. The
an arrow's course, the archer may speak one of flights are usually made from the feathers of rare
birds. Often, magical words are inscribed on the
the words, causing the arrow to either explode shaft; these must be repeated before the arrow is
fired. Only one such arrow may be found at a
in a burst of light or to erupt into a ball of time.

flame. The first effect is the same as a continual

light spell except that it creates a globe of

bright light that illuminates a 100-foot radius.

The second effect is a fireball that causes 5d6

points of damage to all in a 50-foot radius, save

vs. spell for M damage.

of Direction

XP Value: 2,500 GP Value: 17,500

DUNGEON MASTER Guide of Dispelling

This typically appears to be a normal arrow. XP Value: 200 GP Value: 400

However, its magical properties make it function DUNGEONS & DRAGONS Rules Cyclopedia

like a locate object spell, allowing the arrow to When a missile with this talent hits, it creates a

show the direction to the nearest stairway, pas- dispel magic effect centered on the point of

sage, cave or another specific location. impact (a 20-foot-cube) as if cast by a 15th-level

Once per day the device can be tossed into the caster.

air, it falls and points in the requested direction.

This process can be repeated seven times during Distance

the next seven turns. The request must be for one XP Value: 25 GP Value: 150

of the following: DRAGON Magazine 135

• Stairway (up or down) When loosed, this arrow has a range equal to

• Sloping passage (up or down) twice that of a normal arrow, depending upon the

• Dungeon exit or entrance type of bow used to fire the arrow. This extended

• Cave or cavern range does not, however, affect distances of short

Requests must be given by distance (nearest, and medium range, so all distances beyond nor-

farthest, highest, lowest) or by direction (north, mal are considered long range. The arrow has a

south, east, west). +1 bonus on attack and damage rolls.

of Disarming of Draconian Slaying

XP Value: 400 GP Value: 700 XPValue: 250 GP Value: 2,500

DUNGEONS & DRAGONS Rules Cyclopedia Dwarven Kingdoms of Krynn

This arrow only functions if the victim is holding These arrows serve as normal arrows ofslaying,

a weapon or other item. The victim must make a but against all types of draconians.

saving throw vs. spell or drop the item. A dropped Note: These arrows only exist in the DRAG-

item may be normally recovered in 1 round ONLANCE* campaign world of Ansalon.

(unless that is impossible).

Elven

of Disintegration XP Value: 20 GP Value: 120

XP Value: 60 GP Value: 360 The Elves of Alftieim

DRAGON Magazine 135 Elven arrows are made from the limbs of the tree

This arrow is +1 to attack but has -4 on its saving oflife; the stone points are tempered in the sap of

throws. The arrow's effect is the same as the 6th- the tree of life. Since both superfluous branches

241

Fire Seed Arrow

and sap come available only a few times in a There is no saving throw against the effect, and
decade, elven arrows are rare. the personal possessions the archer carries must

They are unique in that they have no pluses save vs. magical fire at -4.
(unless they are further enchanted), but they are
permanently magical. The arrow always counts as of Extended Range
a magical weapon, affecting creatures that can
only be affected by magic. There is a 10% chance XP Value: 100 GP Value: 600
the arrow breaks after each time it is used. The
cost of an elven arrow in human markets is usu- The Complete Book of Elves
ally around 1,000 gp.
There are three versions of this arrow, which
These arrows are only used for special mis-
sions. Elven army archers who know they may be allow the user to double, triple, or even quadruple
facing enchanted monsters generally have one or
two in their quivers along with their usual non- the normal ranges for any type of bow. The first
magical stone or metal-tipped arrows.
version allows for a double range, it is the one

encountered about 60% of the time. The triple-

range version is found about 30% of the time, and

the quadruple-range arrow is met only 10% of the

time.

of Enchantment Although these arrows do not have an attack

bonus, they are effective against creatures that are

XP Value: 20 GP Value: 120 immune to all but magical weapons (up to +1). In

DRAGON Magazine 181 addition, the arrows cancel out the normal range

These magical arrows possess a dweomer that modifiers of the bow, using instead the modified,

allows them to penetrate the magical defenses of multiplied range for purposes of figuring modi-

creatures that ean be struck only by enchanted fiers. Arrows ofextended range are usually found

weapons. No bonuses for attacks or damage in groups of 2d10.

occur; such a weapon has the same chance to hit a

highly magical monster as an ordinary arrow has Faerie Fire

to hit a normal, flesh-and-blood creature, doing XP Value: 20 GP Value: 120

as much damage as a regular arrow. DRAGON Magazine 135

Missile weapons are a bit different. Actual mis- This arrow covers any human-size or smaller

siles ofenchantment (bolts, arrows, sling bullets, creature it hits withfaerie fire, as the Ist-level

etc.) are the same as melee weapons. However, priest spell. The spell lasts 12 rounds. Normal

bows, crossbows, and slings of enchantment cast damage is also done to the victim.

a magical aura on any mundane ammunition with of Fire

which they are loaded (no extra bonus for using

missiles and bows ofenchantment together). XP Value: 40 GP Value: 240

For all weapons of enchantment, the XP cost is DRAGONMagazine 135

that of a regular +1 version of that weapon type, This arrow immediately bursts into flame after

or whatever other official magical weapon exists being fired. An arrow of fire does normal damage

of that type that is of low value. These weapons plus 1 d6 hp fire damage to any creature it hits.

do not lose their abilities when taken to other Creatures native to the Plane of Elemental Fire

planes, and the missile launchers can provide are immune to the fire damage, but cold-dwelling

their owners with a virtually unlimited supply of creatures take +2 hp damage from this arrow. Any

"magical" missiles. Just remember that the dam- clothing worn by the victim must make a saving

age done is the same as for ordinary weapons. throw vs. normal fire or be destroyed.

The magic doesn't add to the weapon's attack

capabilities; it negates a monster's defensive Fire Seed

capabilities. XP Value: 200 GP Value: 500

The Complete Book of Elves

of Explosions Like the./zre trap arrow, this one requires a spe-

XP Value: — GP Value: 500 cial, hollow pottery tip, wherein thefire seeds are

DRAGON Magazine 135 placed. When the arrow strikes the target, the

When nocked into a bow, this arrow explodes into seeds detonate, inflicting 2d8 points of damage to

a 6 HDfireball (as if cast by a 6th-level wizard). all within 10 feet of where the arrow falls. If the

246

Fire Trap Arrow

arrow hits someone, the victim suffers 1d4 points three turns (see the 7th~level wizard spell for
of damage, as well as the 2d8 points from the fire details). Due to its high degree of power, the
seed', the victim doesn't even get a saving throw arrow of force provides a -3 penalty on attack
to take only half damage. rolls. No damage is done to the victim.

Fire Trap of Harm

XP Value: 300 GP Value: 700 XP Value: 80 GP Value: 480

The Complete Book of Elves DRAGON Magazine 135

By casting afire trap spell on a tiny and delicate This arrow does double normal damage to one

box, then sealing this box inside a special, frag- specified type of creature. If used on any creature

ile arrowhead, an elf priest can create an effec- other than that specified for the arrow's use, nor-

tive flame arrow. In theory, when the arrow hits mal damage is done to the target. The following

a firm enough target (anything harder than table lists the most basic types of creatures for

water), it triggers the spell, engulfing its target which arrows of harm are created. At the DM's

in a sudden blaze of flame. In game terms, the discretion, other monsters and demihuman races

head and box must make a single saving throw may be added.

against crushing blow (as pottery) in order for

the fire trap to detonate. Otherwise, the arrow is Roll Creature type
1 Aquatic creatures
a dud, though it could possibly be reused against 2 Tanar'ri, Yugoloth, and Baatezu
3 Demihumans
the archer. 4 Dragons
5 Elementals
The damage caused by this arrow is 1d4+l 6 Giants
7 Lycanthropes
plus the variable damage caused by the fire trap. 8 Undead

Even if the arrow misses its target, it still creates

a conflagration in the area if the head cracks

open.

Flaming

XP Value: 20 GP Value: 60 of Holding

POLYHEDRONNewszine47 XP Value: 50 GP Value: 300

These magical arrows +2 are found in caches of DRAGON Magazine 135

2d6. When fired, they burst into flame, doing an This mystical arrow is inscribed with strange

additional 1d6 points of damage to the target, and runes. When it hits its target, the target must

set fire to all flammables within 3 feet of the make a saving throw vs. spell or freeze as if

point of impact. affected by a hold spell. The effect lasts for 2d4

rounds. The victim takes no other damage.

of Flying

XP Value: 500 GP Value: 750 of Holding II

DUNGEONS & DRAGONS Rules Cyclopedia XP Value: 50 GP Value: 100

A missile with this talent can be fired at ranges The Ruins of Undermountain

five times greater than normal. If the missile These finely made arrows are usually crafted by

weapon firing this arrow is also magical and has elves, but the secrets of their manufacture are

an additional range multiplier, the effect is cumu- known to a few craftsmen of all races. Such

lative; multiply each maximum range by five. If arrows count as magical weapons when deter-

the missile weapon is not magical, use the maxi- mining what they can strike, but they provide no

mum ranges. combat bonuses of any sort.

The strike of an arrow of holding does only

of Force one point of damage, but these arrows pierce

XP Value: 80 GP Value: 480 any armor. On striking, the arrow vanishes in a

DRAGON Magazine 135 pulse of silvery radiance, and the target crea-

This arrow causes the struck creature to make a ture must save vs. spell at -4 or suffer the

saving throw vs. spell at -3. If the save is unsuc- effects of a hold person spell for 5+ld4 rounds.

cessful, the creature is encased in aforcecage for All types of creatures can be affected, and an

Arrow of Light

arrow of holding even affects levitating, self- arrows remain inactive in the hands of anyone
animating, or otherwise mobile dweomered but a halfling. When cast by a halfling at a vis-
items, freezing them in one relative place. (If ible target, an arrow of justice flashes unerr-
an arrow of holding misses, it may be retrieved ingly to strike the creature as a magic missile,
for reuse.) A typical treasure hoard holds 1d6 following it around obstructions and through
arrows of holding. changes in direction to any range, within one
round.
Ice
The touch of an arrow of justice may deal 2d6
XP Value: 10 GP Value: 50 points of damage (save vs. spell allows half dam-

POLYHEDRON Newszine 47 age), or merely root the subject to the spot (held

Crafted of solid steel, these arrows radiate alter- for 1d4+l rounds, with no save), as its hurler
desires. It may be mentally commanded to cause
ation magic and are cold to the touch. When both effects when it is released. If not com-
manded, it always deals damage. If the target is
fired, they transform themselves into 18 inch ici- an illusion, the arrow simply falls from the
caster's hand to the ground, unused and inacti-
cles that do an additional 1 d6 damage to fire- vated. Upon striking a target, an arrow of justice

using or fire-dwelling creatures. They have no vanishes forever.
A creature struck by an arrow ofjustice glows
magical bonus. They are found in catches of 1d8.
with a silvery radiance for 3d6 rounds. This effect
of Illumination foils attempts to hide in shadows, mingle with
other creatures, or use invisibility, but dispel
XPValue: 30 GP Value: I SO
magic cancels the arrow's effect.
POLYHEDRON Newszine 82 Hin masters and keepers construct these items

When fired, this arrow levitates to a point 3 feet in secrecy under the guidance of certain human
wizards, and sheriffs hide caches of replacements
above the archer's head. The arrow follows the
in handy places about the shires. No hin would
archer as he or she travels, adjusting its height if dare to move or take a discovered arrow ofjus-
tice, unless fellow hin are endangered and the
the ceiling lowers. The arrow glows with the arrow might aid them—the hin would then act

equivalent of a light spell and functions for 24 and trust to the wisdom and mercy of the sheriffs
to avoid any punishment.
turns or until it is broken. Usually 2d4 of these

arrows are found together.

Illusory Missiles

XPValue: 10 GP Value: 100

DRAGON Magazine 181

There are illusory missiles of various types to

complement illusory weapons and armor. Illu- of Law

sory sticks and stones are tiny things, totally use-

less in battle—normally. When the command XP Value: 200 GP Value: 400

word is spoken, however, a faintly visible magical Gods, Demigods, & Heroes

field surrounds them, stretching them out to the This is found as a quiver of 20 arrows. The

proportions of regular javelins, arrows, or sling arrows always hit and kill chaotic creatures at

bullets. Although the field does no damage itself, normal long bow ranges.

it is substantial enough to enable the missile to be

handled and used with a blowgun, bow, sling, or of Light

spear thrower. If the enemy sees one of these XP Value: 40 GP Value: 120

coming, the foe will probably assume the worst The Complete Book of Elves

and take damage equivalent to that of an ordinary These are among the most permanent and com-

missile, but it's all show. These devices are usable mon of all the enspeiled arrows. If a continual

only once. light spell is cast upon the shaft of an arrow, it

can then be used to either spotlight or blind an

of Justice enemy. These arrows are common among elf

XP Value: 200 GP Value: 400 scouts, who carry them sheathed until there is a

The Five Shires need for them.

All shire sheriffs carry 1 d8 arrows ofjustice in

their boots or thrust through their belts. The

Arrow of Lighting

of Lighting of Misdirection

XP Value: 50 GP Value: 100 XP Value: — GP Value: 100

DUNGEONS & DRAUONS Rules Cyclopedia DRAGON Magazine 135

The missile can create a light spell effect (30- This arrow is similar to an arrow ofdirection; the

foot-diameter), either upon command or when it difference is that this cursed arrow reveals the

hits a target. If a creature is hit, the victim must wrong direction.

make a saving throw vs. spell or be blinded by the Missile Weapon ofAccuracy

light (as if the spell had been cast at its eyes). The

missile disintegrates when the light is created. XP Value: 50 GP Value: 300

Oriental Adventures

of Lightning This magical missile weapon is +3 on both attack

XP Value: 100 GP Value: 600 and damage. Furthermore, all ranges are consid-

DKAGON Magazine 135 ered to be short range (no range modifier

This arrow has a +2 bonus on attack rolls and applied).

causes 1d6 hp damage, plus 20 hp electrical dam-

age. When the arrow hits, it emits a large and Missile Weapon of Distance*

bright flash of light for a split second (long XP Value: +50 GP Value: +300

enough to light up a dungeon corridor). Anyone Oriental Adventures

touching the victim suffers 1d 10 hp electrical The weapon is able to fire to double all normal

damage. The arrow is consumed in the lightning range categories for the weapon.

charge. If the arrow misses its intended target, it

discharges all of its electrical energy upon hitting of Multiplicity

the ground (or any other solid object, such as a XP Value: 100 GP Value: 600

dungeon wall). DRAOON Magazine 135

For every 30 feet this arrow travels, another

Lycanthrope Slayer arrow appears in flight alongside the original

XP Value: 200 GP Value: 1,200 arrow (up to a total of 10 arrows). Each arrow

DRAGON Magazine 135 receives an individual attack roll with no bonus.

This silver-tipped arrow not only gives a +3 For example, a fighter fires one of these arrows

bonus to attack and damage rolls, but also slays from a bow +3. The arrow travels a distance of 65

any lycanthrope it strikes, whether in beast or feet. Three arrows reach the target, each of them

human form, unless the creature struck makes a having normal attack chances (counting none

saving throw vs. death magic. A successful sav- from the magical bow).

ing throw causes the victim to take double dam-

age from the arrow. Nilbog

XP Value: 100 GP Value: 150

Maglubiyet's Wounding POLYHEDRON Newszine 47

XP Value: 500 GP Value: 2,500 Nondescript in appearance, these arrows have an

Dungeon Magazine 33 odd power. Due to their unusual enchantment, the

These arrows have been enchanted by Maglubiyet, target is cured of 1d6 hit points upon contact. As

a goblin deity. They can only be enspeiled through a final touch, the arrows create an illusion of

diligent prayer and ceremony. They can be used damage upon the target (dents in armor, torn

only once and are +2 to attack and damage. A crea- clothing, etc.). The illusion lasts one turn. Nilbog

ture struck by an arrow of Maglubiyet's wounding arrows are found in caches of 1d8.

loses half its Strength immediately, in addition to

the arrow damage. If the arrow remains in the Oberon's Arrow of Subduing

wound, the creature does not regain its Strength or XP Value: — GP Value: —

magical abilities, and cannot heal its wounds— Monster Mythology

even at normal rates. Goblins normally use this Oberon carries arrows used for hunting stags that

arrow against monsters that have no hands, so the are enchanted to inflict subduing damage only.

arrow cannot be removed.

Arrow of Polymorphing

Oberon's Arrow of Slaying attack for every 100 yards beyond its maximum
range that it travels. Once the arrow gains a total
XP Value: — GP Value: — of a -10 penalty to attack, it vanishes. The arrow
has a +2 bonus to damage.
Monster Mythology

Oberon carries a quiver of arrows ofslaying and

is known to use these on bugbears, goblins, hob-

goblins, and orcs (others at the DM's option). of Piercing

When they strike, the victim does not receive a XP Value: 50 GP Value: 300

saving throw. DRAGON Magazine 135

The target of this missile must save vs. petrifica-

Paralyzation tion or lose all protection provided by armor and

XP Value: 50 GP Value: 120 hide. The subject has AC 10 with regards to this

POLYHEDRON Newszine 47 missile attack if the saving throw fails, the arrow

These +1 arrows are found in caches of 1d6. In then does maximum damage (6 hp, plus the

addition to the regular damage, a creature struck Strength bonuses of the archer if applicable). The

by an arrow must make a save vs. paralyzation or arrow does normal damage if the victim's saving

be paralyzed for 1d6 rounds. throw is successful.

of Penetrating

XP Value: 50 GP Value: 300

DUNGEONS & DRAGONS Rules Cyclopedia

A missile with this talent cannot be stowed by

underbrush, webs (normal or magical), or other

forms of cover. The victim's Armor Class is not

modified by cover of any sort.

of Penetration

XP Value: 50 GP Value: 300

DRAGON Magazine 135

This magical arrow has no attack or damage

bonuses. Once fired from a bow, however, an arrow

of penetration keeps going, phasing through any

nonliving material in its paths until it reaches its
maximum range or strikes a living object. Against

this arrow, normal armor and shields are ignored in

the determination of Armor Class. Magical armor

and shields improve the Armor Class of the victim

by one for each +1 ofprotection they provide, as do

rings and cloaks of protection. Bracers of defense,

however, are useless. Bonuses for cover and con-

cealment are ignored unless the cover is made of

living material. Creatures totally hidden from view

are treated as invisible (—4 to hit them). Magical of Polymorphing

protections and Armor Class adjustments for high XPValue GP Value

Dexterity still apply. The Armor Class of creatures Glass: 225 1,350

with natural armor remains unaffected. Ice: 225 1,350

Monster: 225 1,350

of Perseverance Paper: 225 1,350

XP Value: 50 GP Value: 300 Small Animal: 225 1,350

DRAGON Magazine 135 Stone: 225 1,350

Once shot, this arrow goes after its target regard- DRAGON Magazine 135

less of range, as long as the target is within view. An arrow of polymorphing is as rare as an arrow

The arrow, however, gains a cumulative -1 to ofslaying, and is thus infrequently encountered.

Arrow of Pursuit

This arrow is +3 to attack but not to damage. away, completely destroying the polymorphed
Besides taking normal damage after being hit, a creature in the process. The ice statue lasts for as
creature struck by an arrow of polymorphing many rounds as the target creature has hit points.
must save vs. polymorph. If successful, nothing If the ice form is undone by a dispel magic spell
further occurs. If the creature fails to save, it is (against 12th-level magic) or by other magical
polymorphed into another form. Only one arrow means, the victim is restored to life if a system
of this type may be found at a time. shock roll is made; otherwise, the victim reap-
pears, but is dead. For every round spent in the
There are six different kinds of arrows of ice form, the victim loses 1 hp from the effects of
potymorpfti'/ig; when found, a random roll is melting—a fighter restored to life after 12 rounds
required to determine the arrow type. Note that in ice form has lost 12 hp.
the only creatures affected by arrows of poly-
morphing are those that are susceptible to the Small animal: An arrow of this sort trans-
forms the creature it hits into a small, harmless
spell polymorph other. Arrows of polymorphing animal such as a mouse (AC 8; MV 6; HD %; hp
are classified according to the form into which 1; #AT nil). This form lasts until dispelled.
they change the recipient. The six different
arrow types are as follows: Paper: This type of arrow reduces any individ-
ual it hits to a two-dimensional paper replica of
Roll Form assumed he, she, or it. This "paper doll" is life-size and is
1 Stone highly flammable. The duration of this effect is
2 Monster only 4d6 turns. After this time has expired and if
3 Ice the paper has not been destroyed, the individual
4 Small animal returns to normal. These paper dolls may be
5 Paper folded and carried without injury to the polymor-
6 Glass phed individual (unless the effect expires, which
causes the individual to return to his normal size
Stone: A creature hit by an arrow of this type and shape).
becomes petrified as if struck by a cockatrice.
The duration of the petrification is permanent, Glass: This final arrow type turns a creature it
although spells such as stone toflesh or limited hits to solid glass. The effects of this arrow are
wish may be used to reverse the effects of the permanent and may only be reversed with a stone
arrow. to flesh or similar spell. A glassteel spell can pre-
serve the victim from most harm until further aid
Monster: This arrow polymorphs the victim can be rendered, but the spell must be removed
into a randomly determined monster. If the vic- before the victim is fully restored by other means.
tim's personality is lost, the monster attacks all
nearby creatures until it is killed or until there is of Pursuit
nothing left for it to fight. The effects last until
dispelled. The suggested monster types are as fol- XP Value: 85 GP Value: 500
lows:
DRAGON Magazine 135
Roll Monster
1 Werewolf An arrow of pursuit is +3 to hit and damage.
2 Medusa
3 Ogre When shot from a bow, the arrow unerringly
4 Troll
5 Owlbear seeks out the living being with the greatest num-
6 Five-headed hydra
ber of hit points within its range, then heads for
Ice: This is perhaps the most deadly of the var-
ious types of arrows ofpolymorphing. A creature that individual—no matter what the original tar-
hit by one of these arrows is instantly trans-
formed into a statue of solid ice. Unless the statue get. In addition, if the arrow misses on its first
is kept at a temperature below freezing, it melts
pass, it returns on the following round, after a

long curved, flight and attempts to hit the target a

second time, now with a +2 bonus to attack and

damage rolls. If the second pass misses, it tries

one last time on the following round with a +1

bonus. If it fails then, it crashes into the earth and

is destroyed. This arrow has a range of 3 miles,

though it does not often need to follow its target

that far.

277

Arrow of Rock Piercing

An arrow of pursuit is very useful when a char- nomadic archer, a sect of priests, or an elderly
acter wants to pick off a group leader who is scribe created them. In any event, a true (magi-
moving about in an army, protected by troops. In cal) red arrow provides an equal bonus to attack
this case, the arrow winds its way in and out of and damage rolls. Bonuses are as follows:
the troops until it hits its target. Only one such
arrow may be found at a time. Roll Bonus
1 +1
Quarrel of Biting 2 +2
3 +3
XP Value GP Value 4 +4
5 +5
Acid; 150 400 6 cursed, -1

Normal: 100 300

Poison: 150 400

The Ruins of Undermountain

This rare type of magical crossbow bolt does 1d6 of Refilling

damage when striking, turning into a small XP Value: 100 GP Value: 400

winged snake upon impact. The snake immedi- DUNGKONS & DRAGONS Rules Cyclopedia

ately hits and bites for an additional 1d4+l points This talent gives no special effects to a missile

of damage. It then flies about for another two when fired. If left in a container with other mis-

rounds, biting at the same target, before dissipat- siles of the same type (that is, a refilling arrow

ing into a plume of harmless smoke. Quarrel with normal arrows or a refilling sling stone with

snakes can damage creatures vulnerable to +1 normal sling stones), however, it magically cre-

weapons. Such snakes are unintelligent and ates 1d20 more missiles of the normal type each

uncontrollable by magical means. Their combat day.

statistics are: AC 3; MV Fl 12 (B); HD 1+1; 9 hp;

THACO 19, #AT 1. Quarrels of biting are more of Returning

common in eastern and southern lands of the XP Value: 40 GP Value: 240

Realms, but the costs listed above apply to their DRAGON Magazine 135

creation and sale prices in the North. Rumors per- Once fired, this arrow returns to the archer's

sist across Faerun of poisonous and even acid- quiver after an unsuccessful attempt to strike its

spitting specimens of these weapons. Poisonous target has been made. An arrow of returning is +1

or not, most guilds, factions, and priesthoods do to attack and damage rolls. It returns at the end of

not consider the use of these weapons a good act the round in which it was fired. For example, a

(or, in the case of the priests and worshipers of ranger fires an arrow ofreturning at a dragon. Its

Tempus, an "honorable" act). Quarrels of biting attack roll is not high enough to damage the
are usually found in bundles of 1dl2.
dragon, so the arrow returns to the ranger's

quiver, where it can be used again on the ranger's

Red very next shot.

XP Value GP Value

+1:20 120 of Rock Piercing

+2:50 300 XP Value: 50 GP Value: 300

+3:75 450 DRAGON Magazine 135

+4: 100 600 This arrow is made of a special, magical metal.

+5: 150 900 When used by an archer of at least 16 Strength,

-1: — 50 this missile automatically hits its intended tar-

Kingdom of Nithia get—which is a specific point of nonliving rock

Red shafted arrows are not uncommon in Nithia. into which the arrow sinks, leaving around 6

Some are made from red-colored reeds while inches of the rear of its shaft exposed. A small

others are dyed. The common belief is that a red steel ring is set into the rear of the arrow, to which

arrow seeks blood, making it more likely to hit can be tied a thin line or cord. Ifan archer with an

and cause damage. This belief is backed by the arrow ofpiercing encounters a deep chasm with

fact that truly magical red arrows do exist in no way across, he or she needs only to tie a rope

Nithia. Their source is uncertain. Perhaps a to the end of the arrow and shoot the arrow at the

282

Arrow of Roping

intended target. The arrow automatically hits its inhaled in this manner, affecting the archer as
target dead center, and the archer can now cross if he or she were breathing the gases normally.
the chasm. If a character of less than 16 Strength If the arrow is entirely buried in water or mud,
attempts to fire the arrow, it bounces off the the arrow's user coughs and chokes for one
rocky surface at which it was fired. round, being unable for that time to breath,
fight, or even move. This effect wears off
The arrow of piercing is reusable; in order to immediately afterward, leaving the archer no
retrieve the arrow, the archer simply grasps it worse for the experience. Odors within 30 feet
with both hands and pulls it from the target. The of the arrow may be inhaled and sensed. Few
arrow then slides out if an open doors roll is suc- archers use this arrow, but some rangers and
cessful. If the roll fails, another attempt may be scouts have detected monsters with especially
made one turn later. strong scents.

This arrow actually bounces off any fleshy of Screaming
creature at which it is fired (doing no damage),
but it acts as an arrow +5 against any living or XP Value: 20 GP Value: 120
animated target composed of stone (stone golem,
crystal warrior—others). Additionally, it slays DUNGEONS & DRAGONS Rules Cyclopedia
instantly any creature that has been petrified
(treat stone as AC 0), if a saving throw vs. death This arrow's effect occurs when the missile is
magic is failed; a successful save means only
double damage. fired, even if it misses the target. As it travels

through the air, the missile produces a loud cry,

causing all within 30 feet of its path to check

morale. If the morale check fails, the victims

of Roping retreat in fear for 1dS rounds.

XP Value: 20 GP Value: 120

DRAGON Maga7ine 135 of Screaming II

When used, this magical arrow leaves behind a XP Value: 20 GP Value: 120

smoky brown trail through the entire arc of its DRAGON Magazine 135

flight. The trail solidifies into a material brown When this missile is fired, it emits an ear-shat-

rope when the arrow strikes its target, bonding tering scream that deafens all beings within 30

to the bow that fired it. The arrow bonds to any feet of its flight path for 1 d4+2 rounds—includ-

type of wood it hits, and has a 70% chance of ing the archer, unless protected. In addition,

penetrating and b o n d i n g to stone or metal. those affected drop everything and cover their

Once bonded, the arrow never pulls free (unless ears during the melee round in which the arrow

excessive weight is applied), and only bends if a is in flight. Any Spellcasters lose their concen-

successful bend bars roll is made. The rope can tration, so all spells to be cast during this time

support up to 500 pounds of weight at once are lost. There is a 15% chance that a set of ear

before it breaks or the arrow pulls free (50% plugs are found with these arrows, to protect the

chance of either). archer.

of Scent Detection of Seeking

XP Value: 20 GP Value: 120 XP Value: 100 GP Value: 500

DRAGON Magazine 135 DUNGEONS & DRAGONS Rides Cyclopedia

This arrow allows its user to smell odors from This talent only functions when the missile is

the location at which the arrow landed, similar fired at an object; it is not usable against crea-

to the arrows of Clairaudience and clairvoy- tures. It automatically hits any one target object

ance.. This ability is activated by uttering the within range as long as the path of travel is clear.

command word ("Scent!"), and shooting the It may be used as a missile of disarming, if

arrow. The archer can then smell odors around .desired, or it can be used to sever a normal rope,

the arrow's location by plugging his nose and pierce a sack, push a button, trigger a trap, etc. It

inhaling. In so doing, the archer is able to automatically misses any creature at which it is

breath normally, inhaling air from the arrow's aimed.

location. One major drawback of the arrow's

use is that poisonous or harmful gases may be

Arrow of Slaying

of Seeking II ily guarded fortification. Not only does this arrow
hide the "twang" of bow shots, it also silences
XP Value: 100 GP Value: 500 any noise made by its target. Furthermore, any
actions conducted within a 15-foot radius of the
The Complete Book of Elves arrow are cloaked as if by a permanent version of
the priestal spell, silence 15' radius.
This is a more powerful version of an arrow

imbued with a seeking spell. Not only does it

round corners in pursuit of its prey, it also gains a

bonus of +2 damage. These arrows are usually

found in groups of 1d10, although sometimes as of Sinking

many as 2d8 can be found, XP Value: 200 GP Value: 400

of Set DUNGEONS & DRAGONS Rules Cyclopedia

When fired at a water craft, an arrow of sinking

XPValue: 250 GP Value: 1,500 inflicts ld10+10 (11-20) points of hull damage

DRAGON Magazine 135 when it hits. (The AC of the vessel is used, as if

At first glance, this appears to be an ordinary the shot were a ramming or catapult attack.)

arrow. Closer examination reveals the arrowhead

to be made of bone and carved to resemble the of Slaying

head of a serpent. An arrow ofSet is +1 to attack XP Value: 250 GP Value: 2,500

and damage. Anyone hit by one of these arrows DUNGEONS & DRAGONS Rules Cyclopedia

must save vs. poison at -1 or die within 1d4 If the die rolls for a missile indicate this ability,

rounds. A character whose saving throw is suc- roll 1d10O. The result indicates the missile's

cessful takes 2d6 hit points damage from the opponent. When an opponent is hit by this mis-

venom in addition to the damage taken when hit. sile, the victim must make a saving throw vs.

The arrow disintegrates on impact. death magic or die.

Making an arrow ofSet requires bone from a

poisonous snake (for the arrowhead) plus the Roll Opponent Roll Opponent
01-06 Bugs 59-67 Reptiles and
snake's venom (the arrowhead is steeped in it). A 07-09 Constructs
10-15 Dragonkind dinosaurs
priest must cast poison on the arrowhead during 16-24 Enchanted 68-70 Spell-immune
Monsters
the enchantment. Only one is found at a time. 25-36 Giantkind monsters
37-48 Lycanthropes 71-76 Spellcasters
of Signaling 77-88 Undead
49-52 Planar Beings 89-94 Water
XP Value: 20 GP Value: 120 53-58 Regenerating
monsters breathing
DRAGON Magazine 135 monsters

This magical arrow has a brightly colored shaft, 95-00 Weapon-using
monsters
usually red, orange, or yellow in color. It sports a

crystalline point. Ifused as a weapon, it does nor-

mal damage. However, if fired directly into the

air, at least 100 yards over the head of the bow-

man, it leaves a trail of glittering sparks behind it • Bugs include all normal and giant-sized forms
of arachnids (spider, tick, scorpion, etc.),
from the 100-yard height up to a height of 500 insects (ant, beetle, fly, etc.), and chilopods
(centipedes, etc.),
yards, regardless of the type of bow from which it
• Constructs include all created monsters such
was fired. When the arrow is 500 yards above the as living statues or golems. Gargoyles are also
included in this category.
archer, the arrowhead explodes in a sphere of
• Dragonkind includes dragons of all colors
light 100 yards across—of the same color as the and sizes plus draconian monsters such as the
chimera, hydra (al! types), salamander, and
arrow's shaft. The ball of light is visible for many wyvern.

miles and lasts for 2d4 melee rounds before fad- • Enchanted monsters include those creatures
that cannot be hit by normal or silver weap-
ing. The arrow disintegrates upon bursting. ons.

of Silence • Giantkind includes all giants and all giant-

XP Value: 20 GP Value: 120

DRAGON Magazine 135

This magical arrow is very useful indeed—espe-

cially when PCs are seeking entry to some heav-



Arrow of Slaying IV

type creatures such as ogres, Cyclopes, and of Slaying III
other humanoids that are larger than human-
size (including characters who have consumed XP Value: 250 GP Value: 2,500
a potion of growth.).
• Lycanthropes include all werecreatures, DUNGEON MASTER Guide
whether in animal form or not, and all charac-
ters afflicted with lycanthropy. This is an arrow +3 with unusual physical charac-
• Planar monsters include those creatures that
come from the Elemental, Ethereal, Astral, or teristics—a shaft of some special material, feathers
Outer Planes. All types are included, but
Immortals do not count as planar monsters. of some rare creature, a head of some strange
• Regenerating monsters include all creatures
that regain more than 1 hit point per day by design, a rune carved on the nock, etc. These char-
rest or other means. This includes any creature
wearing a ring ofregeneration. acteristics indicate the arrow is effective against
• Reptiles and dinosaurs include all normal
and giant-sized forms of lizards, snakes, tur- some creature type. If the arrow is employed
tles, crocodiles, and dinosaurs.
• Spell-immune monsters include those crea- against the kind of creature it has been enchanted
tures that are immune to 1 or more spell lev-
els, as specified in the monster descriptions to slay, the missile kills it instantly, if it hits the tar-
(such as drakes). This does not include crea-
tures that are immune merely to certain spe- get creature. The following list comprises only a
cific spells (such as the undead immunity to
sleep, charm, and hold). portion of the possible kinds of these arrows:
' Spellcasters include all priests, elves, wiz-
ards, and other creatures able to use spells. Roll Creature Roll Creature
• Undead includes all types of undead crea-
tures, both land and water, from skeleton to 1 Arachnids 11 Illusionists
lich.
• Water-breathing monsters include those 2 Avians 12 Mages
creatures able to breathe water, including
characters under the influence of a potion or 3 Bards 13 Mammals
ring of water breathing. Note that aquatic
mammals breathe air and are not included in 4 Priests 14 Paladins
this category.
• Weapon-using monsters include those crea- 5 Dragons 15 Rangers
tures that have weapons in hand (not claws) at
the time of a melee. For example, a wererat 6 Druids 16 Reptiles
wielding a sword would be affected by this
additional bonus, but the wererat would not be 7 Elementals 17 Sea monsters
affected if it were attacking only with its bite.
8 Fighters 18 Thieves

9 Giants 19 Titans

10 Golems 20 Undead

Develop your own types and modify or limit

the foregoing as fits your campaign.

In a DRAGONLANCE Campaign: The arrow of

dragon slaying does not exist on Ansalon. See

Arrow, of Draconian Slaying.

of Slaying IV

XP Value: 250 GP Value: 2,500

Land of Fate

This arrow uses the following table in Zakhara:

Roll Victim Roll Victim

1 Arachnids 11 Hierarchy priest

2 Bard 12 Mammal

3 Bird 13 Paladin

4 Elemental 14 Ranger

5 Elemental wizard 15 Reptile

6 Enlightened* being 16 Sea Creature

of Slaying II 7 Fighter 17 Sha'ir

XP Value: 250 GP Value: 2,500 8 Free Priest 18 Sorcerer

DRAGON Magazine 35 9 Genie 19 Unenlightened

Ineffective against "wild and crazy" comedians, being

even when struck in the head. In game terms, this 10 Giant 20 Undead

arrow is -2 to attacks against bards. *See Sword, of the Believer for definitions of

enlightened and unenlightened.


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