Encyclopedia Magica'"
Artusory
Credits
Design: It is impossible to lisl all of the creators afthe items cataloged in these volumes. but
credit goes 10 everyone who has created a magic item in a module, boxed set, accessory.
hardbound, or magazine article published in thc last 20 years,
Compil ation and Dc\'clopment: slade
Dc\'clopment and Editing: Doug Stewart
Proj ect C oordina tio n: SIeve Winter
In te ri or Black and W hite Art: Arnie Swckc!
I.ul erior Colo r Art : Clyde Caldwell, Jc ffEaslcy, Roger RQuPP, Robh Ruppel
Grap hic Coord inalion : Stephen A. Daniele
G rap hic Design: Dee Barnell
Pn!Press Coordination : Dave Conant
Typescn ing: Nancy 1. Kcrkstrn
Production : Paul Hanchenc
Acknowledgments: L. Richard Baker Ill , Anne Brown, Bruce Heard, Colin McComb,
Ed Greenwood. Roger E. Moore, slade, Steven E. Schend, Doug Stewart. Georgia S. Stewurt,
William Moots, and Skip Williams who supplied new and unique magical ilems. And o f course.
James M. Ward, for laughing when he heard slade had Ihis project.
Volume Four
T heories on Converging Transitions (Spcllhook) (0 Zwciback of Zymurgy
T ABLE Of CQ;lfn :NTS
S.......... . . .. . .......... . .......... . ... .• .... . ... . ....... 1251
T .......•.. .... ... •......... . .. . . . . .. . ......... . . . . .. ........... 1417
UI.......... . .....•• . ... , ... . .• • ...• • ...•........ . . . .• . ...• . . . .•.. . . . .. • ...... 1465
V .. . ... . . . .. . .•.. . . . ......••...........•....... 1469
w............. ............. ..... ..... ,.. ... .............. ... ............ 1473
XYZ...........................•....•.......... . • . ... . ....•.... . .............. 1563
LaSI Word, Bibliography ......•....•. . .............. . .... . ...• . .... . .......•...... 1566
Tables....... . .............•....................................... . .• . ........ 1567
Index ... .. ... . ........... . .......................... • ......... . ......... 1597
....--TSII. In<. TSI!. Ltd
120 Cltwth EncI
201 Shaid-oa 5pnnp 1I<lOd
C"hm)' U_
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"~ U-.:l " .....
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. . ROLE PL-"Y1NG a ... ME...SSOC1...nos, WILOSPMl t.nd the TSR L<>I~"" tnd<nIArb
AUTSIt <han.<tcn. ~...-.. optU ......... ......,al ;!eIIt _ _ _ _ place 1t:oauoD<. and 11>< ........ h1....__ lIoora>fon:.....s._ - l i t TSll.
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ontIl>obb)t _ lit <q>anal diJ1n......... Oduibulal to "'" _ and I>obb)t Indo .. Ibt u....-d ~ lit lSR b.l.
orThiJ _II ;1 ptOtC<ted Wldcr the «>1')'''1'" Law! of the 1).I1ed S..t• • of "'..,e".,.. Any ~odu..-t"", Of """u'lioNed ... lilt ...."'''''1 Of ..... won: p'.....oed
"fK'"""<tin" Jlf<>hiblted by law without lilt
"nU<1I 1'<1111'...... a r lSI!.. III<.
Oljl\lSTSR.l....... lll!.i..... M.......ed . l'nn....t In .... US....
F n t l ' r. . tmll-~I99S
116lXXXI,SOI
~\----------------------------------------------------~I'
/r-----------------------------------,~
1250
a as 54U=' ," ,._4 sa_"':k.a:wsw _
Spel1book
Spellbook Area of Effect: 9 cubic fect, plus I cubic
foot per level
Theories on Converging Transi- Definition: By means of thi s spell, a
tions druid can temporarily make dead and
withered trees appear li ving, gree n, and hea lthy.
XP Value: 1,200 G P Value: 12,000 Dead or bare trees, shrubs, and vi nes can be made
DRAGON- Magazine 82 to cloak themselves in leaves (e nough to afford
Lhegrand's spcl1book has dimension door, pass- concealment, but not enough to use for an entan·
wall, and an archaic version of the gale spell gle s pell) . Dry firewood can be made damp
penned in it. enough that it won't light-or, if already alight,
Theory of the Invisible Forces the flame s s imply die down to a thick, choking
smoke (in a cloud equal in effects to that pro-
XPValue: 1,600 GPValue: 16,000 duced by the druid pyrotechnics spell). Dry, sea-
DRAGON Magazine 82 soned wood (such as a ship's mast) can be made
Penned by Tenser, this speHhook contains push , to bend and snap under a strain like green wood;
unseen senJant. strength, and Tenser~j1oating disc. rott en wood (such as an old bridge or ruin) will
Theory of Occult Visual Shock usually collapse or become unsa fe to carry any
future load.
XPValue: 1,600 G PValuc: 16,000 Damage to plants from such a cond ition is per-
DRAGON Magazine 82 manent, but the wood otherwise reverts to its for-
Ye'Cind penned/ear, minor creation, phantasmal mer state after the ex piration of the spell.
killer, and major creation into Ihis small spe!l- Control Vapor
,book.
Theories on Perception (AlteratiooJConjuratiooJSummoning)
Le\'el: 5
XPValue: 1,600 GPValue: 16,000 Components: V, S, M
DRAGON Magazine 82 Range: 40 feet
The wizard Kuroth penned this manuscript. The Casting Time: 6
spellhook contains detect evil, clairaudience, true Duration: I round per level
Sight, and deafness. Saving Throw: None
Area of Effect: 10 fcCI per level, hemispherical
ofThorns Defi nition: By means of this spell, a druid is able
XPValue: 1,600 GPValue: 16,000 to alter th e movement rate and direction of nal-
The Magister ural or magi cal smokes and vapors, includ ing
The Spellbook o/Thorns is two plain oak boards, incendiary clouds, smoke ghosts, breath weap-
2 hand widths wide by 3 tall, bound with a thom- ons, and creatures in gaseous form. Within the
root vine to four parchment sheets, on which are area of effect, wind effects are negated even if of
set down four druid spells, one to a page. magical origin . and a druid is able 10 hold the
This plain tome was given to the reclusive vapor stationary or move it up to I foot per level
per round in any desired direction. If the vapor
Aubaerus "thc Ravcnmaster," a druid of the Oale-
lands, by the Battledale Seven, a now·vanished passes out of the stationar y area of effect of the
circle of druids. They in turn had it from an ear- spell, control is lost.
lier circle of druids, the Ring ofWyvernwater. Its Unlike the 5th-level w izard spell hold vapor,
make r is unknown, but said by some to be the control vapor affords no saving throw to creatures
Hierophant Druid Khamlautas lriphar of Cormyr. in gaseous form. Vapors cannot alter their form or
The book's spells are call lightning, greenwood split it unless the druid wills ii, although creatures
(a rarely seen druid spell, detailed hereafter), con- normally ab le to a lte r their gaseous form into
trol vapu r (another rarel y seen druid spe ll , another form can do so despite the druid 's wishes
described below) and wall o/thorns. (the process takes twice as long as it ordinarily
does). Clouds of insects and similar insubstantial or
Greenwood amorphous but nongaseous creatures or groups of
(Alteration) creatures are not affected by this spell.
Level: 3
Components: V, S, M Phezult's Sleep of Ages
Range: 10 feet per level (A IteratiooJReversi b Je)
Casting Time: 3 Level: 9
Duration: I tum pcr level C ompone nts: V, S, M
Saving Th row: None Range: 10 feet per level
SJ32
~r------------------------------------'~
125 1
,Spdlbook of Time r
Casting Time: 3 rounds instantly, and w ithout any lingering effects as it
Dura t io n: Permanent does so. No further gemstone material is lost.
Saving Th row: Negates Creatures entering the field after it has reached
its full extent, even decades or centuries after the
Area or Effect: All living creatures in rnnge spell was cast, must save vs. spell to avoid falling
Definition : By means of this spell, a stasis fie ld is
created about the spell focus, radiating outward in in to stasis. The penalties for levels and H il Dice
an expanding sphere through solid rock and other described above apply, but so does a +3 bonus to
physical or magical barriers (o nly an antimagic the save for any creature arri ving in the field after
shell, prismatic sphere, or a closed cube or spheri- il has stabilized at full exlent. Such a save must be
cally shaped wall o//OI-ce will stop ilS effe<:ts), 20 made each time a creature enters the stasis field,
fed per round, until it reaches a maximum spheri- even if it has entered and been unaffected before;
cal \·olwne of 10-foot-rndius per level of the caster. but each creature needs save o nly once per expo-
All living creatures within this field eltcept the
caster and any beings protected as noted above sure to a particular sleep ofages stasis field . Crea-
tures who are physically removed from such a field
must save vs. spell or be placed in suspended ani- without being magically roused wake up by them-
mation, whether they wish to be or not. Creatures selves 2d4 rounds after removal with no ill effects;
oflevels or Hit Dice equal to, greater than, or up to Ihe casting ofa dispel magiC will awaken such
3 levels or HD less than the spellcaster save "at beings instantly if cast upon them when they arc
par"; creatures of 4 to 7 HD or levels less than the outside a field, but physical means will nOI hurry
caster save at - I, and creatures of even lesser lev- the process. A creature taken oul ofa stasis field
e ls save at an additional - I penalty pe r level less and then taken back in before a\vaken ing returns to
than 7 below the caster's. The body functions of stas is without becoming conscious. Creatures in
affected creatures' virtually cease, but they do not stasis who a re mentally conta cted by magic or
die as a direct result of this state nor will they grow psionics while within the field do not respond, and
o lder as the years pass. If a c reature in s tas is is the being contacting them is placed in stasis (tem-
slain by another means-physical attack, crushing, porary, awakening after 2d4 round s as described
burial, or drowning due to physical changes above) each time such contact is attempted.
around the bod y~s tasis ends instantl y and the
body decays normally, for the afTC(;l(;U vi(;lilli unly. ofTime
The caster requires his or he r own blood (at least XP Value: 4,400 G P Value: 44,000
nine drops) smeared into an unbroken ring on any L.oSt Tomb ofManek
stable surface (usually stone) of a radius not more This book, bound between platinum plates, contains
than the overall length of the caster's hand (wrist to the following spells: hasle, slow, dimension door,
fingertips), into which are placed at ieasl six 500 diswnce distol1ion, /Xlsswall, teleport, disintegrate,
gp va lue ge ms. of any sort. This is the "spell limited wish, pemronency, tempornl stasis, and tillie
focus" referred to above. When the spellcasting is stop. This work may be handled by any player.
complete, four of these gems vanish, consumed in Tomoras t 's
the act of releasing the spell's power. The rest fuel
the stasis field, and dwindle slowly as the time XPValue: 10,000 G P Value: 100,000
passes (roughly one year of stasis being yielded Mordenkainen's Fantastic Adventure
per 10 gp of gem value). Removal of any gemstone This spell book is scribed with the following
from the circle, except its consumption by the spells: affeclnOrmalfil"es,julllp , magic miSS ile,
field, or the breaking of the ring itself, ins tantly protection/rom good, darkness 15' radius, invisi-
ends the stasis effect, as w ill usin g up all of the bility, levitate, web, wizard lock, dispel magic,
gems, but any number of gems that will fit can be flame arrow, lightning bolt. phantasmal force,
added to the inside of the ring al any time to suggestion, confusion, dimension door, poly-
"refuel" the spell, extending its period o f effieaey. morph other , wall o/ice, corre 0/cold,feeble-
The stasis can be lifted from ind ividual crea- mind, magic j ar, teleport, repulsion, spiritwrack,
tures without harm and without releasi ng other and monster summoning V.
creatures under the same stasis by casting temporal Trance of the Intellect
I"einSlllfemelll (see temporal stasis in the PUB) or
XPVa!ue : 1,600 G PValue: 16,000
sthe reverse o f this s pell , PhezlJlt awakening
(whi ch requires neither gems nor blood in its cast- DRAGON Maguine 82
ing, but merely seven drops of pure or holy water) Aspirin, a wizard bel ieved to have appearedjusl
upon the spell foells rather than upon individual outside the capital of Greyhawk during the recent
creatures. The stasis field shrinks gradually to wars that ravaged the lands- from an awry cast-
nothingness at the same mte at which it originally ing of alter realit~was carrying this book when
exp;mded, free ing any creatures fonnerly within it he was incarcerated. To this day, the officials o f
$t )$
/r------------------------------------,~
.. 1252
Spcllbook. Tymessul's Enchiridion ofTraver
Greyhawk believe he is a spy sent from luz to
infilt rate the highest ranks of the country to
assassinate the leaders (using wish and limited
wish spells) as dictated by an extraplanar contact
(using the book 's contact other plane spell). The
brigand was then to usefeign death to deceive the
officials that he was killed in action, so he could
easi ly escape without provocation. Aspirin, to this
day, denies any such aspirations.
Transcendental Impenetrabil ities
XPValue: 1,600 GPValue: 16,000
DRAGoN Magazine 82
This spellbook is one of Leomund's most famous
works. It includes Leomund's tiny hUI, minor
globe ofinvulnerability, globe ofinvulnerability,
prismatic sphere.
Tymessul's Enchiridion of Travel
XPValue: 7,200 GPValue: 72,000
DRACOI' Magazine 166
This volume actually consists of five waxed
papyrus scrolls, each tied shut with a ribbon of
red silk. Each ribbon has a small b lack symbol
woven into it, in the form ofTymessu l's rune.
Each scroll is quite long, nearly 10 feet, and each
bears, at the top, in silvery ink, the name of the
work (the £nchiridion ofTravel) and the number contain several previously unknown spells. Fur·
of the scroll (I through 5). Tin: f ive scrolls an: thermore, although the exact datc of origin of the
held in a Iigh t.g reen box of oiled wood, with a work is unknown, it is evident that th e Wandercr
simple yet devious lock on the front . The box is completed the scrolls at a time very near his disap.
unremarkable except for the fact that it has sur· pearance. fo r the scrolls contai n many powerful
vived for ncarly 350 years without any apparent spells, none of which hc is known to have used.
ill effects from age. The box has a jade rune set in AfterTymessul's official disappearance (this
may have occurred at a much earlier date, but only
the top-Tymessul's symbol when he was alive.
The rune ofTymessul " the Wande rer" o n the became apparent when he failed to tum up for a
box and each of the ribbons makes the origin ofthe
meeting of the Green Mages), the Enchiridion was
work obvious to scholars of Sha lomnese history. examined by his colleagues in the Alliance. The
group is largely neutral, dedicated to the preserva·
sThe Enchiridion origins are further substantiated
in this respect by the fact that the work is written in tion of the natural order o n the Prime Material
the delicate spidery glyphs of a tongue used on the Plane and the use of the combined magic of wiz·
upper Quter Plancs, for the Wanderer was the only ards and druids toward this goal. Accordingly, the
resident of Tikku n Shalom to know this language group worked closely with the Sorrow Sca druids
at that time. The Wanderer did acknow ledge a sec· in the southern part of Shalom, where the Green
ondary source: Acheulea, an archmage from the Mages are also located. It was in the joint library
Paraelemental Plane of Magma, who was a long- that the two groups maintain that the EnchiridiOIJ of
time associate ofTymessul and often accompanied Travel endcd, as did the rest ofTymessul's .....orks,
him on his voyages to the Outer Planes. when his disappearance was acknowledged.
Previous to his d isappearance, Tymess ul was This work apparently remained in that library
renowned for his prolonged t rips to the Quter until it was lent to the secretive monks of Saint
Plancs, for his founding of the Alliance of Green Shastri, who wished to examine the documents for
Mages, and for the spells he had researched and clues that might help them in their private battle
perfected (some of which are written in the against the fic nd Nuckalavce (this, almost 350
Enchiridion). Indeed, hi.s castle, whose magical years after Tymessul disappeared). While the
defenses remain unbreached to this day, is rumored monks werc cxamining th e fi rst tWO scrolls and
to contain many powerful magical itcms and arti· consulting with GhuJam, a Hierophant ofthe Cabal
facts from the Outer Planes that he collected dur· allied with the Sorrow Sea druids, a ball of bright
ing the decades of his voyagi ng and must also red light, 2 feet in diameter, appeared in the room,
SIl7
/r------------------------------------,~
1253
"".S.~.".O.O.o. . .T..".".".'".'.'.E."'.h.;".d.;.O".o.r.T.r•n• •' . '. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .~".
scooped up the scrolls and the box, and disappeared the recipients and the caster. Any interruption of
with them. The Green Mages quickly instituted a the circle will ruin the spell. Once the dweomer is
magical search for the scrolls, but failed to tum up cast, the individuals affected by the spell may
anything. Ghulam later speculated that it was . separate, though the recipients must rejoin in a
Acheuba who abruptly took the scrolls to help his circle if they wish to cross any planar boundaries.
friend bUI this theory must remain purely specula- Although there is no saving throw against a
tion, for neither Tymessul nor Acheulca have been cerulean traverse , it does not work on unwilling
heard from in all the intervening years. or unconscious subjects; if th is is tried, the entire
Fortunately, the contents or the work are well spell is ruined for all involved.
documented by several orthe members orthe The prime function of the traverse is to allow
Green Mages who had occasion to study the the wizard and his companions to move to other
scrolls during the time they were in their library. planes. as if they had passed through a small, per-
The notes orlhe Green Mages clearly show thaI sonalized gate. Each planar boundary Ihat is
the scrolls contained in the work were of the type crossed by the power of the traverse must be
that Tymessul favored . The scrolls also contain crossed by all the subjects of the spell simultane-
mosl orhis major researches, to which he devoted ously. Concentration must also be maintained for
much time in order that he could continue the one round while the planar boundary is crossed.
love of his life: traveling to ever more exotic loca- Each planar boundary crossed reduces the dura-
tions. From their notes then, it is apparent that the tion of the spell by one day. Furthermore, while
first two scrolls were filled entirely with text on under the influence of this spell, no person may
the methods of traveling to the Outer Planes and cross a planar boundary by any means other than
various warnings and pieces of advice for planar the traverse, induding wish, gale, well of the
travelers. The next two scroUs contain many worlds, or even with the presence of an artifact.
spel ls used for travel of all sorts, includin g all of This spell grants certain lesser powers that may
the fo llowing, in standard form and written in be used by the recipients, with no need to stay in
Common: as/ral spell, blink, dimension door,fly, a circle. These actions include the ability to fly, as
gore, levitate , mount, succor, telepo/"t, teleport the wizard spell, and the ability to enter gaseolls
without error, and Tymess!ll~· cerulean traverse form at will (along with all equipment) and move
(unique spell). The final scroll of the collection at three times the normal movement rate. A per-
contains the spells that Tymessul found particu- son in gaseous form is extremely hard to damage,
larly useful during his travels, all of which are immune to most magical attack fOnTIS and virtu-
written in Common but are othenllise in standard ally alt physical attacks- b ut cannot cross a
form: airy waler, antimagic shell,fireball, Leo- magic circle or antimagic shell.
mllnd S secure shelter, sink, an d Tymessul~· pla- The use of this spell in no way guarantees the
nar pacifier (unique spell, apparently a gift from safety of its users once they reach their destina-
Acheulea). The two unique spells described in the tion, and in no way protect~ them from any dam-
Enchiridion ofTravel are as follows: age they take during their journey or while they
are on a foreign plane. The material components
Tymessul's Cerulean Traverse (Alter- of the spell arc a circular platinum chain large
ation/Enchantment) enough for all who are to be affected by the spell
Level: 9 to grasp, which must cost a minimum of 10 ,000
Componellts: V, S, M gp for each person the spellcaster wishes to
Ra nge: Touch enchant, and at least 1,000 gp of powdered emer-
Casting Time: 3 rounds ald for each subject, to be sprinkled in a circle
Duration: I day per level enclosing the subjects. The chain is not consumed
Saving T hrow: None by the spell, but the powdered emerald is.
Area of Effect: Caster plus special Tymessul's Planar Pacifier
Definition: When a wizard invokes this powerful
enchantffi<:nt, the wizard and a limited number of (AlterationlEvocation)
companions to journey through space and across Level: 9
planar boun daries. The caster may affect one Components: V, M
companion for every 6 levels, in addition 10 the Range: Touch
caster (all fractions rounded down). For example, Casting Time: I per object
a 23rd-level wizard could cast a spell that includes Durat ion: I week per level
three companions. Saving T hrow: None
Each recipient of the spell must hold hands Area of Erfect: I object per 6 levels of the caster
with the caster for the entire time that the spell is Definition: The casting of a planar pacifier by a
being cast, or be a part of a circle that includes wizard enables some types of magical items to
5137
/r-----------------------------------,~
1254
..,
Sid4&.4 . • w;_w .xc **3
operate normally while being used on a foreig n known spells from the PHB up to the 4th level.
plane. The magical items a planar pacifier may
affect i ncl ude only th ose items that have The OM may add spells to the book or ru le tha t
"pluses"-swords, shie lds, a rmor, rings and certain spells might be unk nown to iI, however.
cloaks 0/protection (but not bracers 0/lie/elise),
luckstones, and so on. The protection extends Uniqu e Magcries
across one pla nar boundary for every three levels
of the wizard casting the spell. While the objects XP Va tu e: 8.400 G P Vatue: 84,000
so enchanted remain within this limit, they oper- The Magister
ate at theiTnormal strength. Thus, a shield +4
taken to the f irst layer of Baato r is s t ill +4 in This large, thin tomc measures 4 hand widths
strength. Ho","'Cver, once the object becomes far-
ther removed than this from its plane of origin, it across by 10 in height and its covers are of carved
loses one "p lus" for each additional plane it and polished ivory, wi th black obsidian inlays
crosses, over and above the limit imposed by the
level of the caster. If an 18th-level wizard were to picking out the letters of the title, surrounded by a
protect a sword +4, the sword would remain +4
on the Astral Plane and on the first five layers of circle. The book has 21 gilt-edged parchment
Baator; on the sixth layer, it is reduced to +3; on
the seventh, to +2; on the eighth, to + 1; and if pages; each contains one spell.
taken to the ninth layer, it loses all magical power
as long as it remains there. This boastfully titled volume is the work of the
The spellcaster loses I hp for each item pro- ancient wizard Nezram "Worldwalker;' who left
tected with a planar pacifier, investing this hit
it behind some 700 years ago when he ventured
point as a bit of energy from the Prime Material
Plane that surrounds the object and simulates the to another plane-and nevc r re turned.
conditions of the Pri me Ma terial Plane for the Nezram's tower in the sparsely settled south-
object. Furthermore, the wizard may protect only
half as many items as the character has Constitu- western reaches ofMulhorand was later destroyed
tion poi nt s (even if the pacifier is re pcatedly
by a young green dragon, Chalhuuladroth. The
cast). The wizard may regain lost hit points sim-
ply by to uching the enspelled items within one dragon tore apart the towcr and seized the tome
day of the end of the d weomer. If the magic is
a long with Nezram's other treasures, flying ofT
dispelled or otherwise rcmoved from the item
westward into lonely. mou ntainous areas. Some-
s(suc h as by means of Mordenkainen disjunction
where therein was Chathuuladroth's lair. and it
or a rod 0/cancellation), the hit points are perma-
nently lost and may be regained only by mea ns of held the book in its hoard for six centuries, grow-
a wish. T he pacifier is nOI affected by dispel
magic-more powerful magic can dispel it. ing vast and terrible and amassing much treasure.
Magical items from other planes may be protected The adventuring company known as The Black
in a similar manne r, but only if the caster comes
from the same plane as the item to be protected, or is Gauntlet finally slew the greal dragon, and hore
sable to expend a wish to enhance the pacifier power Unique Mageries back to their stronghold near
(that also makes the pacifier permanent). In any Starmantle. The company later disba nded in d is-
case, the spell works only if cast while on the item's
plane of oriiin. The ma terial components of this array after the deaths of its leaders, the fighter
spell are a drop of the caster's blood and 5,000 gp
..110rth of powdered diamond for each item 10 be p* JhaS!aJl and the wizard Quarra, at the claws of an
tected. Both are consumed when the spell is cast.
improperly summoned fiend. Thc book disap-
peared. In the meantim e, in need of money,
Quarra ("a fey lad y," Elminsler comments) had
rented the book to Elminster for a time, and he
noted its contents and copied those spells he
needed.
The book contains four truly unique spells (that
is. previously fou nd nowhcre else) and 17 standard
spells, all listed be low. The volume contains:
magic missile, stinking cloud, wizard lock, dispel
magic,feigll death, gusl o/willd. in/ravisioll ,
tongues, \-1.'{lter breothing,jear,jumble, polymorph
self, remove curse, wall o/salld (unique spell), wiz-
sard eye, telekinesis, antimagic shell, Nezram
ruby ray (unique spell), spelltrap (unique spell),
power word blind, and spellstrike (unique spell).
of Unicorns Wall of Sand
(E..·ocat ion)
XP Va lue: 400/spell C P Va lue: 4,OOO/spell L.evel: 4
C o mponents: V, S, M
DRAGON Magazine 139 Ra nge: 5 feet per level
Casting Time: 4
The Book o/Unicorns explains the powers of uni-
Duration: I round per level
corn items to the one chosen as the ruler of the Saving Throw: None
Area of Effect: Special
unicorns. (The items of the unicorns include the
crown o/unicorns and the bow o/unicorns.) It
also serves as a wizard's spell book with all
1255
_'~ ___________________________________Jr
/r------------------------------------'~
1256
Spe llbook. Unique Mageries,
Defi nition: This spell creates a wall of swirling, Nezram's Ruby Ray
opaque sand I-foot thick per level ofthc caster, 12 (Alteration)
feet high, and 4 fcctlon g pcr lcvel ofthc caster. It Level: 7
must be cast so that it rests on a solid surface and Components: V. S. M
must remain in contact with that surface, alt hough Range: 10 feel per level
the caster may move it about. The sand is thick and Casting Time: 7
choking; insects cannot fly through iI, but are bat- Duration : I round per levcl
tered to death, their wings crushed. All creatures Saving Throw: None
save thosc with infravision will bc rendercd blind Area or Effect: Spccial
for as long as they are within Ihe wall's confines, Definition: The material component for this spcll
and are - 2 on attack rolls and - 3 on AC on the is a ruby of not less than 1.000 gp value, which is
round after they emerge from the wall , as they try consumed in the casting, and causes a red ray of
10 draw breath, clear their eyes, ears, mouths. and force to lash oUI from the caster's pointing finger;
noses of sand, and so on. where it touches, webs (like the spell or magical
The sand extinguishes any opcn flamc, and item function) and I'iscid globs melt away, locks
renders breath ing difficult. Any creatu re that (normal and magical) o pen, tri gger in g any
needs to breathe loses I point per round spent attached traps, knots untie. and chains and straps
within a wall ofsand, aftcr an ini tia l round of loosen and fall away. A m by ray destroys wizard
exposure in which no damage occurs. locks and hold s on portals, an d permanently
Spelleasting and speech are both impossible breaks holes in forcecoges, shields, and lI"alls of
within a wall ofsand; normal vision and tracking force (although it does not cause such effects to
are also prevented. Opponents fighting within a be totally destroyed.) The ray can be ended at will
1'1"0/1 ofsond are at -4 to attack rolls unless they by the caster. It can affect only one creature (see
possess infravision, which reduces the penalty to below) or device per round. [t destroys any magic
-2 . Creatures possessing infravision can see j ar upon contact.
dimly with in the sand (though they must keep If a ruby ray touc hes any creature (or the
clcaring sand from thcir eyes) but ca nnot see direct shape or prison of a concealed creature)
through the sand to areas outside the wall. The that has been magically tra nsformed (such as
sand does not :;]uw movement, no r is it solid !Inned to stone. polymnrphed. or affected by
enough to support weight or resist passage. The Tenser's Iransfarmatioll) or concealed (perhaps
sand va nishes at spell expiration. A cas ter can by a sta/Ue spell, an illusion, or invisibility), the
move a lI'a/l ofsand about. shifting it 10 feet per ray restores the creature to its original form. If a
round in which such movement is concentrated creature has been altered several times, it is
upon (in other rou nds, the caster can take part in changed back to its original form. These trans·
such activities as normal combat andlor spclleast- fo rmations are empowered by the ray's magic
ing without the wall ceasing to exist), so as to with such delicacy tha t a system shock survival
block different areas or keep opponents within it. roll is never required. Such transformations are
A l'I"a/l ofSWI(I can fit into a smaller space tha n its involuntary (no saving throw). taking one enti re
dimensions allow, simply by collapsing into itself round to compl ete after the tou ch of the ray.
(that is, the same sand fits into a smaller space). During that time, the creature being changed
Once collapsed, it can never expand into its large r back can only think and usc psionies. It is physi-
dimensions again. The compressed form does no cally hel pless- it cannot voluntarily move,
greater damage 10 creatures within it. speak , attack. cast spells. or exercise magical
The caster of a wall ofsalid can dispel it at powers. Such creatures arc not under the control
will. The material component for this spell is a of the caster ofthe ray. Beings who arc astral or
handful of sand. Note that electrical discharges of ethereal, or in another dim ensional space
any sort (including lightning bolts) are conducted through the use of blink. rope Irick, or a portable
throughout a wall ofs(md, free of all its effects. hole or a similar magical item cannot be reached
by providing a protected area around the casler. by a rllby ray . The ray cannot penetrate
No such spells, short ofa limited wish. will per- ulllimagic shells or stronger magical barriers
mit a continuous hole in such a wall. The tunnel (such as 1\ prism(ltic sphere) and cannot pene-
created by a passwall spell. for instance. is clear trale solid matter (wi lh the exceptions already
on the round following casting, begins to collapse noted). Thus, it cannot reach imprisoned crea-
on the following round (conducting electricity tu res. A ray is destroyed if its caster begins to
and obscuri ng vision, but not preventing speech cast another spell, teleports. dimellsion doors,
or spellcasting , or causing damage or combat passes into another plane, or is rendered uncon-
penalties), and is gone completely, obliterated by scious or feebleminded.
the shifting sands, by the third round.
3119
/r------------------------------------,~
1257
,Spellbook, Unique Mageries r
Spelltrap being released until the effects begin. (Released
(Abjuration!Alteration) magic could well aid opponents.) Releases are at
Le\'el: 7 random once the controlling wizard wills Ihe trap
Components: V, S, M to let something out. A caster cannot will a spell-
Range: Special trap out of existence, nor escape it by teleporta-
Casting Time: 7 tion or employing protective barriers; the
Duration: I round per level spellrrap always accompanies the caster. There is
Saving T hrow: None one curious anomaly in spelllrap absorption; the
Area of Effect: Special casting of dispel magic on a trap always causes
Definition: When this spell is cast, the wizard the trap-by itself, and in addition to any release
causes an oval, glowing ball of silvery hue to directed by the trap's user- to unleash one spell
form in the air over (I to 2 feet above) his or her at random directly at the caster of dispel magic.
head. It floats there si lently unlil the spell (This is the only case in which a spellrrap releases
expires, and need not be further concentrated more than one spell in a given round; if the caster
upon to maintain ils existence. Any spell, magi- wills it to release a spell, both spells are cast out
cal power, or magical item effect that is cast of the trap.) Ifno spells were absorbed by the
directly upon the w izard (as opposed to area- spellrrap, nothing is unleashed, but in both cases
effect magic) will be attracted to, and utterly the spellrrap absorbs the dispel magic spell and
absorbed by, this floating spell/rap . This remains in existence.
includes magic missiles and other "never-miss"
spells. Except by visual observation, the caster Missile attacks upon a spelltrap have no effect;
of the spellrrap does not know the precise nature direct physical attacks drain a spelltrap of one
(and level) of any spells absorbed by the trap , spell , al random (unleashed directly upon Ihe
but always feels the assimilation of each and attacker in addition to any those ordered by Ihe
every spell incorporated by the trap. The trap trap user). The material components of this spell
can only absorb spells of the 6th level and lower, are a diamond or diamond fragments of not less
and magical abilities of like or lesser power. than 2,000 gp value and a moonstone or any size,
During any round in which the caster is awake, both consumed in the casting.
alert, and not engaged in spellcasting, he or she
may mentally direct the spelltrop to unleash one Spellstrike
spell upon a target, who must be within 10 feet (Alteration)
per level of the caster. Level: 9
Components: V
The spell/rap unleashes the spell exactly as it Range: 10 feet per level
was cast (except for the new choice of target and Casting Time: I
range) with nonnal effects. Duration: Pennanent
Saving Throw: None
Only one spell per round can be unleashed Area or Errect: Special
from a spell/rap. At the expiration of a spelllrap, Definition: This rare and potent magic enables
its energies (including any stored spells) dissipate Ihe wizard to instantly negatc and cancel all
hannlessly and are lost. Ifa spelltrap is ever over- effects of anyone spell. The spell may only be
loaded, it explodes with deadly elTect, in a burst one that took effect in the previous round, or that
of pure energy that deals 6d4 points of blast dam- is being cast in the same round as the spellstrike
age to all within 20 feet, and stuns all survivors is uttered. The precise nature of the spell need not
for ld2 rounds after that. (All items within this be known to the caster of the spel/strike , but a
radius must save vs. magical fire; no creatures are particular spell must be consciously willed in
allowed saving throws to lessen or escape dam- order to cancel it-that is, " whatever spell that
age,) A spell/rap can only hold spell energy in being is casting" or "the speJ1 Ihat made X turn
spell levels equal to twice the number of experi- purple last round," not "any spell that affected X
ence levels of the caster, at anyone time. Thus, a last round."
17lh-level wizard's spell/rap could hold a maxi-
mum of 34 spell levels during any round, and Spellstrike does not cause a spell to be reflected
would explode if35 or mo re were taken in. A back on anyone, but merely to go out of existence
spell/rap can absorb any number of spells during and dissipate harmlessly. Magical powers are
a single round- if a party hurls a variety of spells affected by this spell, but magical ilem and arti-
and item effects at it, all will be tracelessly fact powers are not. Permanency is affected by a
absorbed until the maximum capacity is spel/slrike, bUl cOlllingency (and spells tied to it),
exceeded. Even a wizard who realizes the danger alter reality, limited wish, and wish are nOI.
from overloading can unleash only one spell per
round from the trap, and is never aware what is 5139
1258
rSpellbook. Vacrendroon's Ineffable EnchanLments
Un iversal Astronomy
XPVaiue: 1,600 GPValue: 16,000
DRAGON Magazine 82
Melf's work contains the spells Melf's minute
meteors, meteor swarm, and fireball.
Unknown Movements
of the Un iverse
XP Value: 2,000 GP Value: 20,000
DRAGON Magazine 82
Arnd penned run, shadow walk, teleport without
error, succor, and ~'anish into this spellbook.
Vaercndroon's Ineffable
E nch a ntments
XPValue: 2,400 G PValue: 24,000
The Magister
This slim volume is bound in red-dyed rothe hide
and six vcllum sheets have been sewn into it.
Each sheet is edged all around by electrum edge-
channels. The hide of the cover is stretched over
slabs of slate and has electrum corner-caps. The
tome's title is branded with small, flowing letters
in Thorass into the cover, and each letter is care-
fully picked out in silver.
Vaerendroon was a sage of magical lore who
was known to trade much magic for a particular
spell he desired, often approaching the poor Duration: \d4 rounds plus I round per level
apprenticcs of great wiwrds to gct this magic. Hc Saving Throw: Ncgatcs
bas not been seen for some 20 winters, and is Area of Effect: One person
generally presumed to have died or been slain Definition: By means of this magic, the caster
(although Elminster suspects be may have takcn charms one person ("person" is defined the same
up residence on anothe r plane). Once, when in as for the charm person spell) to enjoy killing,
great need of cash, Vaerendroon assembled his and to indiscriminately attack any friend or foe
manual, a collection of only six spells, and sold it nearby. The target creature is allowed an initial
in Baldur's Gale for 90,000 gpo Its purchaser was saving throw, but if this fails, the victim instantly
the wizard Haljann, who was murdered by the atcacks al1 living creatures visible to him or her,
thief Galmo rgh , who in turn was slain by seeking \0 kill until the spell ex pires (the Id4
unknown hands in the city of Scomubel. extra rounds beyond the levels of the wizard are
Galmorgh's belongings were ransacked and a determined randomly and secretly by the DM).
magical dagger, all his gold, and the spellbook The caster is the sole exception to this murderous
were taken. The book's present whereabouts are behavior; the charmed creature never harms or
unknown. menaces the caster, and always attacks beings
The manual's six pages bear six spells, one to a approaching the caster over other creatures. Such
page. The first three are standard magic-disinte- a berserker is not under the direct control of Ihe
grate, aSlral spell, amimagic shell- and the last caster, and gains no special physical endurance,
three are unique spells, collected in this spellbook Strength, or other abilities by means of this spell.
for the first time. They are the spells dire charm, Vipergout
svipergout, and The Simbul synostodweomer, the
latter a spell devised by the famous ruler of (Conjuration/Summoning)
Aglarond. Details ofthese spells are given hereafter. Level: 7
Dire C harm Components: V; S, M
Range: a
(EnchantmentiC hann) Casting Time: 7
Level: 2 Duration: 5 rounds plus I round per level
Components: V; S Saving Throw: None
Range: 120 feet Area of Effect: Special
Casting Time: I Defi nition: By means of this magic, the casting of
SI 42
/r------------------------------------,~
1259
,-
which involves a piece of snakeskin (or a ponion spell is lost from the caster's mind, and any mate-
ofa dead snake) which is consumed by the magic, ria l components are consumed in the normal
the caster instantly teleports snakes to his or her manncr- but rather than taking effect, the spell's
location. These living snakes appear in the caster's energy is channeled into the caster. who can
mouth, and are vomited out. They do not choke or absorb its energy as healing or pass it on by
otherwise harm the caster, and never attack a directly touching another (single) being. Only if
caster either. Until the spell expires, they serve the there is excess energy can the caster choose to
caster, fighting to the death. The snakes are nor- heal both self and another being- the other being
mal , not giant var ieti es, and may be both ven- is completely healed, and the remaining cnergy
omous and constrictors. One snake appears for heals the caSler, excess energy is simply lost. The
every three levels of the caster (rounding down); a hcaling occurs in the round following the infu-
maximum of six serpents can issue from a caster's sion of spell energy. If the caster has extra energy
mouth in anyone round. Until all of them ha ve but is unable to to uch another injured creature
been expelled out of the mouth, speech, spellcast- during Ihis time, the extra energy is lost. A spell
ing, or pronunciation of magical item activation used to heal by this means yields energy enough
words on the caster's pan is impossible. The casler to heal 2 points of damage per level of the spell.
can breathe nonnally, can swallow without affect- Once thc synoslodweomer is cast whatever spcll
ing the arrival of the snakes, and can freely cngage the castcr casts in thc following rounds is used to
in movement and combat. heal, regardless of the caster's subsequent wishes
Summoned snakes range in Annor Class from or the level of the spcll unleas hed. If no spel l is
9 to 6, move 12 to 15 per round, have up to 2+2 cast on the following round, the magic is lost and
Hit Dice, and attack by biting for Id2 points of no healing occurs. Spells from serolls and magi-
damage (plus, jf venomous, poison of insinuative cal item effects, as well as spells cast by beings
types A, B, or C) and constricting (if constrictol'5) other than the caster of the s),noslor/weomer, can-
for Id4+1 points of damage per round. While the not be used for such healing.
spell lasts, the castcr's control of the snakes can- Vampire Book'"
not be broken by any means except slaying the
caster or the snakes-dispel magic and charm XPValue: +600 GPValue: + IOO
magic do not end or overcome the caster's control DRAGON Magazine &2
of the reptiles. Controlled snakes attack or not as The unlucky owner of this volume will lose one
the caster wills, swi tch targets if desired, constrict book at random per week, as the contents of the
without harming (or biting), use thei r coils and owner's library are slowly drained by the I1lmpire
jaws to gnaw ropes or turn keys, carry wands to Book. The books affec ted are left wilh blank
the caster or move other small objects about, and pages, but those pages reappear in the Vampire
engage in other noncombatant activities. Book. When anothcr book is drained, the pages of
However, a vipergout does not enable a caster the previously drained book disappear to make
to empower a s nake w ith special powers, room for the new ones. However, the title and
increased Dexterity or Intelligence , or force a markings on the cover of the Vampire Book do not
snake to attack itself. change, making it difficult and probably time
consuming for thc owner to discover which book
The Simbul's Synostodweomer is doing the draining. After the owner of a Vam-
(Alteration/Necromantic) pire Book notices thaI the contents of some prized
Lenl: 7 books are disappearing, he or she may choose to
Components: V, S conduct a search of the library to find the cause
Range: 0 (assuming that the owner figures out the cause).
Casting Time: 7 Each book must be examined individually to see
Duration: Special if the conten ts match the cover, or to see if a book
Saving Throws: None now contains writing drained from another book.
Area of Effect: Special This process takes one turn pcr book examined,
Defi nition : Simi lar to a power possessed only by and the chancc of finding the Vitll1pire Book on
the mOSI powerful of thc mysterious incantatri xes, any given turn is expressed as "one in x," where
this spell allows the caster to use the magica l "x" is thc number of books in Ihe library that
energy of any spe ll already memorized by the have not ye t been searched. This can be a long
caster to heal the caster or another being. and tedious endeavor for a character who owns a
This second spell must be caSt in the round fol- large library, and forl he DM who must detennine
lowing the casting of the synosrodweomer; even if and when the search is successful. (Dcpending
if this subsequent casting is incomplete or inter- on ci rcumstances, a detect magic spell or other
rupted, the synostodweomer works. The second magical or psionic methods may speed the
~143
/r------------------------------------,~
1260
rSpcllbook.. Wizard's Workbook.
search.) The vampire power cannot function if the summoning of an ice parae[emcntal. The next 13
book is kept in a mctal containcr by itsclf, or if it pages include spells and major ceremonies. The
is stored at least 10 feet away from other books. priestly ceremonies for coming of age, burial,
[IS power is triggered Idl2 weeks aftcr it is dedication, investiture, ordination, and special
obtained. vows are all described. Due to the large number
Variatio ns on Visual Perception of evil spellcasters, witch doctors. and frost men
who worship Auri!. the priest spells are follov.-ed
XPValue: 1,600 G PValue: 16,000 by the wizard spells chilllollch,frost/ingers,
DRAGON Magazinc 82 shatler, gust o/wind, and wall o/ice.
Mhzentul placed hypnOlism, hallucinatory ter-
rain, paralyzation, and veil into this spel lbook. Frost Fingers
Weapons of th e Ether (Evocation)
Level: I
XP Value: 2,400 G P Va lue: 24,000 Components: V; S
DRAGON Magazinc 82 Range: 0
Mclf and Mordcnkainen co llaborated on this Casting Time : I
work that contains whip, Me//'s acid arrow, Duration: I round
magic missife, enchant all item, enchanted Saving Throw: None
sweapon, and Moroenkninen sword.
Area of Effect: Special
White's Codicil Definition: This is essentially a cold form of the
burlling hands spell. When cast, it causes freez-
XP Value: 2,000 G P Value: 20.000 ing cold and sha rds of ice to blast from the
DIJNOEON- Magazine 15 caster's fingertips to a distance of 3 fcet in a
The White's Codicil is a tall, thin volume bound 120(00 ) arc in front of the caster. Any creature
in white ermine over seasoned boards of white in the area of cold takes I point of damage for
pine and sealed with a clasp and lock oftamished every level of the spellcastcr, and no saving throw
silver. The ermine is somewhat worn about the is possible. Liquids engulfed by the cold will
edges from usc. The 27 pages within arc of vcl- freeze unless it survives a saving throw vs. cold.
lum edged in crimson paint on their outer bor-
ders. The whole is sewn to a [cather binding with Wizard's Workbook
Strips of sinew, making it quite durable. XP Va lue: 2,800 GP Value: 28,000
It has been postulalcd thai thc Codicil was DAAGON Magazine 69
written by pricsts ofAuril as a primer on her wor- While the details ofthc physical appearancc of
sship and on the uses of the cold in which the the Wizard Workbook (a[so known as The Work-
Frostmaidcn revels. It has been seen only once book) are unk nown, it is said to be a bound vol-
outside thc devout circle of her followers. Ten ume with no inscriptions on its covers. Once in
winters ago, an adventuring company known as the elve n ci ty of Myth Drannor there was a
the Company of Seven Stars gained thc Codicil as school of magic. Its teachcrs werc known as thc
part of the spoils from a group of bandits they Seven Wizards, and included the one known only
slew whi le guarding an early spring caravan to as Mentor. Its found ing and Objectives are
Nevcrwinter. They sold th e book to the sage forgotten, for Myth Drannor has long since fallen
Erpalio of Ncverwinter, whose description of the to ruins, and the Seven Wizards disappeared even
volume is the only record of it in the Realms. before Myth Drannor's destruction. Many of the
Agents ofthc sect of Aurit are assumed to have wizards, whose names are now known throughout
recovered the book the next winter, for Erpalio the Rea[ms. were tutored at the Wizards' school,
was found frozen in his warm study, and the Cod- and it is common knowledge that Mentor caused
icil was gone. 1\ has not been seen sincc, although the spells of his pupils' devising to be collccted in
it is doubtless present at ceremonies in the North a book, once he had tested and approved their
ho noring the Frostma iden. In addition to the dweomercraft. Accounts of The Workbook's con-
denominational lore it contains and the knowl- tents vary; it is quite possible that more than one
edge of secret ceremonies it discloses, possession such book was collected, although only the exis-
of the Codicil also grants the owner resiSlonce 10 tence of Ihis one book is certain.
cold (as the pricst spell) as long as it is carried on The sage Flamslerd, of the Moonshae Isles,
the owner. purchased the tome known as The Wizards' Work-
The fi rst page is simply a title page with the book from a band of ad venturers, and carefully
snowflake rune of Auril. The next 13 pages cover copied its contents. He later sold the secrets of
the rites and services of Auril, the Frostmaiden, several of The Workbook's spells fo r very large
in chilling detail. One of thcse rituals includcs the amounts of gold, and purchased thc entire island
5147
/r------------------------------------.~
1261
,Spe!lbook. Wizard 's Workbook
that now bears his name, though his enjoyment of
the isle was short-lived. It is thought that one of
his clicnts guessed what the sage possessed, for
one night the sage and his entire Tower, on the
leeward side of the island, simply vanished.
Others believe the sage came to grief while prac-
ticing magic. Still olhers hold that he left this
plane of existence.
No sudden rise in power was noted among
those of the Art, however, and it is thought that
The Workbook may have becn lost or destroyed.
Installments of Flamsterd 's personal diaries, the
Moonshae Chronicles, were sent regularly from
the sage's isle to his friend Elminster, and in one
was set down the entire text of The Workbook.
The purchased records of individual spells still
exist, of course, scattered throughout the Realms.
It is from Elminster's library that we learn the
spells below; the present contents of The Work-
book may well vary slightly. Dismind is thought
by some to be the work of Khelben "BlackstatT"
Arunsun, and by others to be the work of Mentor
hi mself. The other spells bear the names of their
creators.
Spendelarde's C haser
(Necromantic)
Level: 4 Caligarde's Claw
Ra llge: Tuu(;h (Cunjuratiun/Summuning)
Duration: I tum per level Level: 4
Area of Effect: One creature Ran ge: 60 feet
Components: V, S, M Duration : I round per level
Casting Time: 8 Area of Effect: One creature
Saving Throw: None Components: V, S, M
Definition: This spell negates the adverse effects Casting Time: 4
of all drugs (including alcohol) in the recipient. Saving Throw: Neg.
Dexterity and mental impairments are instantly Definition: Use of this spell requires thc claw or
"cured," leaving the individual clearheaded and foot of a creature, which is consumed in the cast-
free of pain , able to undertake complex tasks ing. and brings into existence an invisible claw of
requiring intense concentration, such as spel!cast- force. The spel1caster indicates (by pointing
ing. The pain of even mortal wounds is removed, toward a location; sight is not necessary) a target
although the chaser does not heal any damage of within 60 feet. If the target saves, Ihe claw does
mind or body. If the condition has not righted itself not come into existence. lfthe target does not
by the time the spell wears off, the effects return. save, the claw must locate the target (with an
But natural body processes continue while a crea- attack roll, as though it was a weapon wielded by
ture is under the influence of the chaser, so that a the caster). If it does so successfully, it immedi-
hangover or other temporary discomfort may well ately causes Id4 points of damage. After that, it
vanish before the spell expires. The chase,. has no strikes infallibly once per round for Id4 points of
effect on insanity or magical conditions (such as damage unt il the spell expires , the claw is
feeblemind) , but does give a +4 saving throw vs. destroyed, or the targe t escapes pursuit by becom-
poison present in the recipiem during the time the ing ethereal or otherwise physically leaving the
spell is in effect. (If a saving throw vs. poison has plane of the caster.
already fa iled, application of the chaser pennits a Although Ihe claw never misses, the damage
second, though unmodified saving throw- no +4 done by its strike can be negated by an antimagic
bonus, but no subtractions either.) The material shell, shield, Bigby 's interposing hand, or a simi-
componelll of this spell is a drop of holy wuler, lar magical barrier. It can be destroyed by dispel
touched to the tongue or skin ofthe recipient. (The mag ic , but c annot be controlled or physically
spell may be cast on oneself.) harmed. It is not a living thing, it is not intel1i-
S147
~r------------------------------------.~
1262
rSpellbook, Wizard's Workbook
gent, and it cannot perform any task other than worm). The creature mUSI have been present in
slashing, tearing, and rending. It can be dispelled the IO-foot radius about the casler within a period
at will by the caster, but does 110t require contin- of one day per level of the caster for the tracer to
ued concentration for ilS maintenance. It does not
sappear. Tulrun tracer s hows the route of the
vanish if the caster is killed o r re ndered uncon- crealure within the IO-fOOl area, and then expands
scious. Its attacks do nOI necessarily interfere at a rate of60 feet per rou nd along the route taken
physically wilh the actions and movements of Ihe by the creature, moving in that direction for the
larget, who may well cast spe lls or engage in duration of the spell. Once beyond the 10-foot
physical combat. initial radius, it only shows the trai l of the crea-
The claw remains with its target unshakably, ture as long as il remains in physical contact with
regardless of distance traveled, physical barriers, the ground. Pass without trace and similar spells
or aerial or underwater travel. It never changes do not confuse the tracer, and it will follow the
targets, vanishing at the death or disappearance of creature's route through physica l barriers and
its target. Ifit fai ls to initially locate its target, it across all gaps of up to 14 feet. It will nOI other-
remains within 10 feet of the intended target's ini- wise show aerial travel, but it does shine in and
tiallocation, an invisible presence, until the spell under water.
expires. Ifany creature approaches within 10 feet The path ends when the target creatu re is
of its location after the intended target withdraws, rcached, t he s pe ll expi res, or at a ny place to
the claw automatically s i rikes (attack ro ll which the target creature leieported, left the plane
required) without any attention or act of will on of the caster, or embarked upon a mount or con-
the pari of the caster. The claw can be cast at a veyance such as a cart, ship, or carpel offlying.
door to prevent unharried, future entrance or In the laller case, an indi vid ual reac hing the
egress . NOle that a careless or forgetful spell- path's end receives a clear mental picture of Ihe
caster could well be attacked by his or her own deslination, even if on another plane. If the target
claw, if it is approached too closely after missing creature look a mount or conveyance, the mental
ils intended target. A spellcaster does not know if picture is of Ihe ac t of doing so and not of the
a claw is active, once cast, except by observing eventual destination. Portions of the tracer can be
the behavior of the target-or by suffering a sur- negated by dispel magic, continual darkness, and
prise attack. The claw can be immedialely dis- the like, but it cannot be physically dislurbed (a
pelled by the caster. If unsuccessful in a second gust of wind would not shift il). When the spell
attack against a secondary target, the claw contin- expires, the tracer slowly fades into nothingness;
ues to attack any target within a 10-foot radius if it has not its target, there is no mental picture of
until the spell expires, and may attack the target it the target's destination. The tracer is intangible, it
originally missed if the target leaves and reenters may be passed through or traveled within without
the area ofa Caligardes claw. The claw does not harm and does not activate magic upon contact
attack anything if the original ta rget remains in nor does it distort magic or physical phenomena
the area- but such immobility seldom occurs in passing through it.
bartle. The claw can only locate and affect targets
with a tangible existencc on the plane in which it Tas irin's H a unted Sleep
is cast. (Enchantment/Charm)
Lel'el: 3
Thlrun's Tracer Ra nge: Touch
(Divination! Alteration) Dura tio n: 1 tum per level
U nl : 4 Area ofE[fl!t:t: One creature
Range: IO-foot-radius Compone nts: V, S
Duralio n: 4 rounds per level Casti ng T ime: I round
Area of Effect: Special Saving Throw: Neg.
Components: V, S, M Definitio n: This spell can only be cast success-
Casting Time: 8 fully upon a s leeping creature . The s lumber
Saving T hrow: None must be normal- unconsciousness, coma, or
Definitio n: When this spell is cast, the lrace,......a similar states of mental injury, such as concus-
continuous, luminescent pathway akin to a light sion, potions , ast ral or ps io ni c activit y, and
spell-comes into being wi thin a 10-foot radius charm-related spells cause the spell to be inef-
of the caSler. It shows the most recent trail of any fective. Ttuirin s haunted sleep puts the recipi-
single creature whose path Ihe caster wishes to ent into a deep s leep for one turn per level of
trace, desc ribed verbally by the caster over the the caster, and early awakening from this state
mate rial component (a pinch of phosphorus or a can only be accomplished by limited wish, dis-
glowing life form such as a fungus or glow- pel magic, the infliction of acute physical pain
$J47
/r----------------------------------,~
1263
(wounding) upon the recipient, or at the caster's Arch,·cult 's Skybolt
will. The target c reature is allowed a savi ng
throw. which. if successful, negates the effeclS (Alteration)
of the spell. Level: 4
Range: 10 feet per level
The caster is nevcr dircctly awarc of thc ta r- Duratio n: 2 rounds
get's thoughts or me ntal state. or of the success Area or Effect: Special
of the spell. Whi le in s uch n deep slee p, the Components: V, S, M
creature is open to t he in n ue nce of s ubcon- Casting Time: 4
scious vis io ns or d reams. The spellcaster can Saving Throw: ~
project one specific scene or vision into natural Oefin itio n: This spell requires a crystal at least I
menIal activity, and this will come into the vic- inch in length. The crystal may be a faceted gem, a
tim's consciousness soon after awa ke ning. The piece of quartz. or cut glass. The spellcaster throws
vision's cl a ri ty, detail, and acc uracy depend the crystal at a target creature or area while speak-
upon the caster's concentrat ion. fo r the scene ing the final words of the spell, and ils path creates
mus t be held in mind during the cast ing. Such a glowing "bolt" in the air. similar in appearance to
visions can masqueradc as divine communica· Tufnll1 S Iracer. The bolt is 4 feet in d iameter,
tions o r me mo ries, and can be used to infl ue nce begins 10 feet from thc casler, and extends oO\orJrd
dec isio ns, goad the rec ipie nt into a certain to a maximum length of 10 feet per leve l of the
course of ac tion. troub le the recipienl, o r, con- castcr. The bolt cannot mate rialize underwater and
versely. to calm and rest the recipient al a time ends if the crystal strikes water, any barrier, o r
of menta l anguish or troubles. A spell caster passes beyond thc caster's range. The c rystal is
skilled in the use of this spell call boosl morale, consumed instantly, in a burst, ifit passes beyond
joy, or ent husiasm----or crush them. the caster's maximum range, (lIld is otherwise con-
sumed al lhe expiration of the spelL
During " hau nted sleep," the recipient is espe-
cially susceptible to any aile suggestion spell. Any living thing coming into contact with the
which can be cast by the castcr of the haunted bolt suffers Id4 poinlS ofshock damage per level or
sfeep or anot her spellcaster, and is saved against Hit Dice it possesses (ignoring additions; a 5+5-
at-3 by the creature in " haunted s leep." Such a HD monster ....,ould lake 5d4). A creature ~tmck hy
suggestion will be " heard" by the recipient as an the crystal (an attack roll, wi th any modifications
inne r mental voice, a nd mus t be in a language for missile weapon ranges, is made when the spell
that the recipient understands to be successful. is cast) suffers I d6 points of damage per level or
This spell cannot be cast all oneself. HD it possesses. The creature may grasp the crystal
and hurl it back at the caster, and the bolt continues
Lacral's Dancing Dwcom cr to form to the limit of the caster's range (so that a
caster may be struck by his or her own bolt), but
(A lte ratio n/Illu s ion/Phan tasm) when directly grasping the crystal, any creature suf-
Le,'el: 3 fers a further Id6 points ofdamagc per level or liD
Range: 20 feet + 10 feet per level and must make a system shock survival roll. A sky-
Dura tio n: I tum per level boltlaslS for 1....'0 rounds aRer its casting. It can be
Area or Effect: 4-inch-diameter sphere dest royed in whole or in part by contact wi th an
Compo nents: V, S, M antimagic sheff, waf{ offorce, shield, or simi lar
spells, dispel magic, or gllst ofwind. It cannot be
Casting Time: 6 denected, grounded, or opposed by insulation. It
does not conduct through metallic substances, but
Saving Th row : Neg. note that armor that is not ai rtight a nd does not
Definition : This spell requires a pi nch of dust negate the effects of a skybolt. Creatures and non-
thrown into the air about the caSler and any object magical objects entering the skyboft do not de nect,
(not changed in any way by the spell) radiating a negate, or sever it. A crystal ente ring an area of
dweomer at the time. When cast, the spell causes magical protection that docs not allow formation of
many magical auras to fl icker a nd dance about a bolt is instantly rendered hannless.
from object to object (in cluding creatures and
a reas wit h large surfaces, such as walls), The Di s m i n d
au ras arc no t visible to the unaided eye (deteci (EnchantmenIfCharm/ Reversible)
magic or similar means must be used), and are Level: 9
not seen by c reatures saving agai nst the spell or Range: Touch
having tr ue sighl. If the saving throw fai ls, the Duratio n: Special
auras wi ll totally confuse detect magic or the like Area or Effect: One creature
for the spell duration. The auras do not disappear Componen ts: V
when touched, but dispel magic destroys all auras
wi thi n ilS area of effect.
/r--------------------------------------.~
1264
Spel1book of the Wyvemwater Circ1r
Casting Time: 2 of the Wyvernwater Circle
Saving Throw: Neg. XPValue: 1,600 G PValue: 16,000
Definition: This spell consists of a phrase spoken DR,<.ooN Magazine 164
while the caster touches the recipient (the spell This spellbook is two octagonal. half-rounded
may be cast on oneself, serving as a "last resort"
slabs of shadowtop wood enclosing 16 vellum
escape from certain death, torture, or mental pages. Each page contains a single druidic prayer
damage), causing the recipient's mind to fly from (written spell as follows : delect magic,faerie fire,
his or her body. The body instantly undergoes a invisibility to animals, pass without trace, wailing
curious transformation-it remains in the posi. wind (a unique spell), cure lightwounds, fire
tion it was in when the spell was cast, surrounded trap , locate allimals or plants, producejlame,
by a glowing aura of force that allows nothing to touchsickle (a unique spell), cal/lightning, cure
touch the body and stopping all physical and disease, jlame shield (a unique spell), hold ani-
crushing attacks or probes. The limbs of the body mal, mold touch (a unique spe ll), and water
can be shifted by pushing on the invisible armor breathing. The book is old and well worn, but
of force, but when released will slowly drift back protective magic prevents normal heat, flam e,
to the original position. Magical attacks, rire, poi- water (even a heavy rainfall), or cold from hann-
sons, and corrosive or disease-producing sub- ing it.
stances (including ochre jelly, green slime, rot The Wyvernwater Circle was a group of
grubs, and the like) cannot reach the body. The druids who flourished over 200 years ago,
bodily processes of a disminded person are totally when elves ruled the western Oragonreach and
suspended, so that the body does not age or much of Cormyr and what is now the Dales
breathe. Disminded persons have a vacant stare. were still cloaked in heavy fo rest. The circle
They cannot use any of the senses of the body (of 12 to 16 members; their numbers varied
they have abandoned, nor can they return to it over time) dwelt on the northern shores of the
without aid. Wyvernwater, at its eastern end. The area they
The freed mind wande rs behind mental p rotected is now mostly rolling farmland,
defenses of its own making, immune to all fonns although part of its easternmost reaches sur-
of magical, psionic, or other mental contacts and vive as the Hullack Forest.
attacks. A wande ring mind is not detectable by
Hullack, leader of the circ le, was a firm and
any known means, and never leaves the Prime true friend of the elves. It is said thai he lies
Material Plane. It cannot control where it goes or buried in a hidden magical refuge known as the
what it observes, and typically retains little mem- Eltbold, somewhere in the depths of the foresl
ory of its visions and speculations. (A OM should that bears his name. Hullack created the book,
describe Id6 scenes or phrases of thought with- well aware of his own mortality and of the need
out giving any explanations.) A wandering mind to preserve the woodlands- a need that could
cannot deliberately pray, study, or research spells, only grow more pressing as men became more
or choose to observe any particular event, locale, numerous around the Wyvernwater. It was bis
or individual. intention that the tome serve as an aid in train-
The mind can be fully restored to its body by ing new recruits to the circle. The book could
also aid the druids' allies in the defense of the
alter reality , limited wish , o r restore mind, the
reverse of th is spell. The reve rse can also be used tree s if the circle were absent, weakened, or
to cure insanity and all mental disord ers,feeble-
mindedness, and physical brain damage. It will destroyed.
In the end the circle did fall , battling beholders
end any mental controls (including quest, geas , who were served by gargoyles, bugbears, and
and magical charms cast by spell or by creatures quicklings. The eye tyrants sought to establish a
such as nixies or vampires) of any form upon a realm in the area, where they would be served by
recipient mind, totally freeing the mind from their human and elf slaves (whom they might herd like
in flu ences without causing the indi vidual any cattle and hunt for sport and food). The ci rcle
harm- but it cannot restore lost psionic powers. s lew at least five eye tyran ts and drove the rest
A delirious, drunken, or exhausted creature can nonhward, into the mountains. The fell woodland,
become clearheaded and mentally alert by means where the beholders continue to lurk, is known
of thi s spe ll. A saving throw applie s to both today as the $piderhaunt Wood, but it was not
spe ll s, and, if successful against restore mind then isolated from the great forest that covered all
(regardless of the wishes of the disminded recipi. the land from the advancing desert of Anauroch
ent creature), the spell has no effect. Such a fail- to the coastal marshes of the Inner Sea. The tome
ure does not mean the mind cannot be restored, was lost in the battles at which the circle memo
but only that the particular spell cast at that time bers were slain, driven mad, or scattered. Today,
did not work. the tome's whereabouts are unknown.
5148
/r------------------------------------,~
1265
,SPdlbook ohllc Wyvernwaler Circle r
The contents of the Tome of the Wyvernwater Definition: By mea ns of this spcll, one of the
Circle come down to us from surviving initiates caster's hands temporarily becomes a magica l
of the circle, and include four prayers said to weapon. The extremity is able 10 strike a ll crea-
have been given to Hull ack by the goddess tures who can be hi t only by magical weapons
Eldath herself. (even if such creatures are nonnally hit only by
magical weapons of+2 or greater). The elltrem-
Wailing Wind ily gains no attack bonus, but its slightest touch
(Alteration) does the same damage as a sickle (ld4+ 1 vs.
Level: I S/M; Id4 vs. L). Its touch can slash or stab like
Components: V a nonnal sickle, as the caster wills. A druid may
Range: 100 fee t per level use the enchanted extremity to harvest greater
Casting Time: I round mistletoe as though it were a gold or silver
Duration: 1 tum per level sic kl e.
Saving Throw: None
Area or Effect: Special Flame Shield
Definition : By means of this spell, a druid o r (Evocation)
other priest c reates a magical warning system. Le'·el: 3
When any creature enters a guarded area (a pas- Components: V, S, M
sage, chamber, cavem, doorway, or cave mouth of Range: 0
up to a maximum size of 10 cubic feet per level Casting Time: 3
orlhe caster), a wailing, whistling blast of wind Duration: 1 round per level
blows from the guarded area toward the druid. Saving Throw: None
The wi nd travels toward the druid regardless of Area of Effect: Special
intervening distance if the druid is on the same Definition: This spell brings into being a pulsat-
plane as the guarded area. The wind can reach up ing, 6- foot-high shield ofdarkness at the end of
to 100 feet per level of the casting druid. The the druid's hand. The shield is weightless and has
wailing wind has a distinc tive tone and can be no solid existence. Missi les and other weapons
heard by all creatures. It transmits and magnifies and solid objects (including parts of the caster's
any sounds (speech and movement) made by the body) pass harmless ly throug h it. The: s hidd
triggering being at the time it is activated, and it remains attached to one of the druid's hands (cho-
can give any listener a clue as to what sort of sen during the casting) unless the druid touches
intruder approachcs. another c reature's hand a nd wills control of the
The spell cannot be modified to be activated by shield to pass to the other (who must agree to the
only specific beings or types of creatures. Once transfer or it cannot occur).
lhe guarded area is entered and the wind rises, the T he s hield works against flame. It s touch
spell is exhausted. The wind itself lasts for one extinguishes normal torches, flaming oil, and
round per level of the druid, although the caster candles instantl y. Larger fires are diminished. A
may end it sooner. fireball striking or exploding around the bearer of
Once ended, the wind cannot be restarted aflame shield, for example, does only half dam-
except as follows: As the leve l of the caste r age. Aflame blade coming into contact with a
increases, the number of activa tions per s ingle flame shield is harm lessly destroyed. Aflame
spell (the number of blasts of wind, occurring for shield can prevent aflame strike only if il is
different intruders at different times) is also directly in the path of the strike. Flame-related
increased. A 1st- or 2nd-level caster creates only illusions, hypnotic patterns, and the like have no
a single-blast waili ng wind; a 3rd- o r 4th-level effect on any being viewing them through aflame
caster cT(:ates a wind of two blasts; a 5th- or 6th- shield. A magical flaming sword striking through
level caster creates a wind of three blasts, and so aflame shield encounters no resistance and does
on (no known maximum). no rmal weapo n damage (but not fl aming dam-
age). The shield doesn't permanentl y affect the
TouchsickJe blade in any way, but the part of the blade that has
(Alteration) passed through the shield remains free of flames
Lenl: 2 while any pan of the blade is in contact with the
Components: V, S shield; thus aflaming sword striking through a
Range: 0 flame shield cannot ignite a scroll or other flam-
CastingTime: 2 mable object by touch.
Duration: 2 rounds per lcvel The mate rial components for this spell are a
Saving Throw: None piece of phosphorous, a drop of mercury, and a
Area or Effect: Self cobweb.
/r----------------------------------51~48~
1266
Mold Touch develop new magical spells.
(Alteration) The covers of thc book are made of a black,
Level: 3 leathery substance like the skin of a bat's wings.
Components: V, S, M Fixed to the fro nt cover is the horned skull of
Range: Touch some diabolical creature. Its eye sockets are filled
Casting Time: 3 with obsidian, and glow blackly. The pages of the
Duration: Special book appear to be made of thin sheets of bone. A
Saving Throw: Special coded language of strange glyphs and sigils cov-
Area of Effect: Creature touched crs the pages, and seems to have been etched with
Definition: This spell empowers a druid to trans- a claw or sharp instrument.
mUle mistletoe, holly, or oak leaves (the material Weapon Characterbtiu: None.
components) into brown mold spores without Armor C haracteris tics: None.
sutTering personal hann. Any creature touched by Constant Powers: The following two powers
the caster within six rounds of the casting is are pennanent effects and cannot be used for any
infected by brown mold. (An altack ro ll is purposc other than that described:
required; if the druid cannot touch any creature,
Phantasmal force (50 PP) makes the Tower of
the mold spores van ish at the end of six rounds.) Night appear as a huge, gnarled trec. Anyone
The mold spores created by this spell cannot live touching the "tree" sees it as it really is: a
on plant or inorganic material. All the spores cre- strange, obsidian tower.
ated by the spell are transferred to any creature Weather control (80 PP) keeps thick clouds
touched by the druid. Thus, the druid can infect and fog around the Tower ofNight, bathing it
only one creature per spell (in the event of an acci- and 240 yards of terrain in all directions in
dent, it could well be a friend or ally). A mold touch deep shadow.
spell does 4d6 points of damage to the target crea- Other Powe rs: Through a secret ritual, priests
ture (half damage if a saving throw vs. spell is and wizards of Zargos become "attuned" with the
made). Brown mold spreads upon the victim; in the book. This allows them to draw upon any of the
seeond round after the attack, the mold does 2d6 following powers, but only while they are within
points of damage (save for half damage). On every 420 feet of the artifact:
round after that, the victim receives a saving thfO',','
Animate dead (50 PP).
vs. spell. If the save is successful, no damage is Causefeor (10 PP).
taken and the spell ends. If the save faits, the victim Create poison , reverse of neutralize poison
takes Id6 points of damage in that round. Brown (30 PP).
mold created by this spell is of limited duration, Injravision (20 PP).
and a victim cannot infect other creatures, even if Speak with monsters (60 PP).
intending to do so. Magical cold hanns mold cre- The following powers are actually spells writ-
ated by this spell in the usual manner (but also ten in the book. Because of the coded language in
atTects the creature on which the mold is gfO',','ing). which these spells are written, not all of them
have been decip'hered by the Zargosians. Those
of Zargos marked with an • may be used by Zargosian wiz-
XPValue: - GPValue: - ards and may be fou nd in their individual spell
The Milenian Empire books. The others have not been deciphered, and
As a grea ter artifact , this spell book has 320 ~an~~!!:t~s;:a'f. yet.
power poims and recharges at the rate of 20 per
tum. • Close gate. This is a special version of the
This powerful ar tifact was created a century reverse ofthe gate spell in that range is extended to
ago by thc Entfopic Immortal named Nyx while line-<lf-sight. Thus, it eould be east upon the sun of
in her mortal form as a Milenian wizard named the Hollow World. This "sun" is actually the energy
largos. With the "death" of Zargos, the book was released from a pcrmanent gate to the Sphere of
left to his followers, the Zargosians, who have yet Energy. If the "sungate" were closed, the Hollow
to uncover all of its powers. Nyx created the' book World would be plunged into absolute darkness.
in the hope that mortals would one day use it to Cloudkill bolt•
destroy the sun, and plunge the Hollow World Lightning
into eternal darkness. Power word blind
The Book ofZargos is currently in the hands of Shieltl •
the Zargosians, and is kept upon an altar within Weather control
the Tower of Night. The Zargosians use it to con- Everyone attuned to the book becomes suscep-
trol the weather around the tower, to create tible to the sun's rays, sutTering I point of damage
undead creatures and other monsters, and to per round of exposure. The damage can be healed
SI49
/r------------------------------------,~
1267
----_ ..
r
by spells and rcst as normal. Those attuned to the Spelljamming Ram
Book ofZargo s slowly change over time; their
skin pales from lack of su nlight , thei r eyes XP Value GP Value
become sunken, and their lips pull back from Blunl + l : SOlton 1,000lton
their teeth. The overall effect makes them look Blunt +2: loo/ton 2,000/10n
like undead creatures, though they do not truly Blunt +3: 200/ton 4000/lon
become the undead . Affected characters lose Grappling + 1: SOlton 2000/ton
Charisma at the rate of I point per month, until a Grappling +2: 200110n 4,OOO1ton
minimum Charisma of 4 is reached. Grappling +3: 400/lon 8,000/10n
Each use of the book's powers (but not spells Piercing +I : SOlton 1,0001ton
learned from it) urains I hit point from the user. Piercing +2: lOO/lon 2,000/ton
T he dama ge cannot be healed by the use o f Piercing +3: 200/ton 4,000/10n
spells; only by rest, and at the rate of I hit point War Captain,!; Companion
per day. If a user's hit points drop to 0 as the Somewhat rare items, magically enhanced rams
result of using a power, the character is dead. are highly desirable additions to any ship. The
When using the artifact's onimOle dead power, bonus they possess applies to both the attack roll
there is a 40% chance the character·s alignment and the damage determination. A small ram fits a
changes to a chaotic bent, if not already chaotic. ship of 10 to 40 tons. A medium ram fits a ship of
Users of the book become obsessed with pro- 40+ to 60 tons. A large ram fit s a ship of 60+
tecting it from harm. ton s.
Noles: A delect evil spe ll reveals the book's Sphere
evil nature. It can be utterly destroyed only by
being burned in the fiery heart o f the Hollow Spheres are ball-shaped objects and may be con-
World's sun. structed from a multitude of different materials.
Spelljammer Detector They can be leather, sculpted wood, rock, crystal,
or even chunks of absolute nothing. Spheres are
XP Value GP Value commonly used to divine answers beyond the
Detector: - 300,000 user's nonnal senses.
Helmet: - 10,000
War Capmin·s Companion of Annihilalion
This rare, almost priceless item looks much like a XP Value: 4,000 GP Value: 30,000
huge, insectoid face that stares blankly into the DuNGEON M ASTER- Guide
void of space. Commonly 40 feet long or more, A sphere of anllihilatioll is a globe of absolute
found on asteroids or similar bases, the detector blackness, a ball of nothingness 2 feet in diame-
shows the location of all human- size or larger ter. The sphere is actually a hole in the continuity
objccts within a 20,000·yard radius (40 hexes). A of the muitiverse, a void. Any matter that comes
helmet ofIiai~·on is needed to link the detector to in contact with this sphere is instantly sucked into
the wearer o f the helmet (muc h as a smal ler the void, gone, utterly destroyed-even wishes
antennae oftriangulation). The helmet relays the and similar magic can't bring it back.
information found by the detector in exact detail. A sphere of annihilation is basically stat ic,
When the helmct is worn, the wcarer immedi- resting in some spot as if it '.1lere a normal hole. It
ately gains a 360(00), spherical picture of the can be caused to move, however, by mental effort.
area around the base. Every minute detail can be The brain waves o f the indi vidual concentrating
seen in hi s or her mind . The position s of the on moving it bend spatial fabric s, causing the
details change as the base revolves, rotates, and hole to slide. Control range is 40 feet initially, 10
changes headilL!;. lfthere is a chance that the feet per level once control is established. Basic
operator might lose an object being tracked, or movement rate is 10 feet per round, modified as
that some significant detail might be missed, he shown below.
or she must make a Wisdom check. Using the Concentration control is based on Intelligence
detector is full y as fatiguing as mannin g a and level of experience-the higher the level the
spelljo mmer helm, and is subject to the same greater the mental power and discipline. For every
requirements for resting afterwards. point of Imelligence above 12, a wizard adds 1%;
A spelljammer detector (and a helmet of lioi· for every point over 15 , another 3% is added. In
SOli) might be purchased for 300,000 gp or more, other words, add I to each point from 13 to 15, and
depending upon availability and [he reaction roll an additional 3% for each point from l6- 18- the
of the seiter, but not for less than that price. The maximum to move it, but ifcontrol is not estab-
spelljamme/" detector, can be used as long as a lished, the sphere will slide toward the wizard
rested operator is available. attempting to move it. The sphere will continue to
5[52
/r------------------------------------~~
1268
Sphere. Glain's Cryslar
study and so prevent anyone from seeing that he
was napping and not creating exotic magic as he
claimed. These are spheres, I-inch-diameter that
consist of an area in wh.ich light cannot exist (and
is thus totally black). They obey any command
given by their owners, but never travel more than
20 feet from him or her for any reason. When not
otherwise ordered, the sphere floats directly over
the head of the user (probably att racting unwanted
attention or even de r ision). Th ey can not be
harmed and obey their owners until death. Upon
the death of its owner, the sphere obeys the next
sentient being that touches it.
of False Calling
XPVa lue: - G P Value: 1,000
DRAGON Magazine 145
A sphere offalse calling resembles a sphere of
warning. This cursed sphere, however, sounds a
random ala rm every I d6 months, and tends to
g low and hum at particularly inopportune
moments (such as before a wedding or a visita-
tion from friendly forces). This sphere never
glows before an auack.
Gax's Sphere of Annihilation
XP Value: 4,000 GP Value: 30,000
move in this direction for Id4 rounds and as long as 1992 Fantasy ColleclOr Card 29
Ihc wizard is within 30 fecI after that. This dangerous sphere can be c:ommanded by any
Iftwo or more wizards vie for control ofa sphere wizard, but only by on.e at a time. Intelligence
ofannihilarioll, the one with the highest percentage scores are used to determine who controls thc
chance to control lhe sphere is checked first , then sphere when two or more wizards are vying for it.
the next stron gest, and so forth. Control chance is If both of the competing wizards are orthe same
reduced 5% per person, cumulative, when two or
Inte lligence, then a s uccessful initiative roU
more wizards concentrate on the sphere, even if determines contro l fo r one round, du ring which
they are cooperating. If no ne are successful, the time the sphere may be moved 10 yards in the
sphere will slip toward the strongest. Control must direction orthe controller's choice . Initiative
be checked each round. must be reestablished every round. Unchallenged
Should a gate spell be cast upon a sphere, there wi7.ards are able to move the sphere 10 yards each
is a 50% chance that the spell destroys it, 35% round for every point of Intelligence they pos-
that the spell does nothing, and 15% that a gap is sess. The sphere cannot remain stationary when
tom in the spatial fabric, and eve rything in a 180- not uncontrolled.
foot radius is catapulted into another plane or Glain 's Crystal
universe. If a rod of ca ncellatio n tou ches a
sphere, a tremendous explosion will occur as they XPVa lue: 500 GPValue: 1,500
negate each other. Everything within a 60-foot IMAGINE Magazine 12
radius sustains 3d4x I 0 points of damage. (See These are small, 4-inch-diameter hollow spheres
also Talisman, ofthe Sphere.) with porcelain cores. Enlarge and shatler are cast
In Raw nloft : Anyone who attempts to control upon the cores, and melldillg upo n thc glass
this sphere in the demiplane captures the atten- spheres, which binds them into incredibly strong,
tion orthe Ravenloft powers and must make a single units, without any flaws or weaknesses,
powers check. each containing a core. Each individual crystal
of Darkness sphere has a comman d word that negates t he
effects of the binding spell. Once the command
XP Value: 2,000 G P Value: 20,000 word is spoken, the slightest movement of the
DRAGON Magazine 30 sphere causes the core to expand and shatter with
The sphere ofdarkness was developed, it is said, a fragmenta tio n effect. T he effect cau ses 4d6
10 bloc k the keyholes of the doors to Orlow's points of damage to all creatures within a 10-fool
SIS6
/r------------------------------------,~
1269
..",
",Sph=. Kamro/Ib'sAiry r
radius. The spheres can be used as a booby trap Thaddigren's Glowglobcs
by placing a magic mouth upon one, primed to XP Value: 30 GP Value : 300
repeat the command word. Dungeon Magazine 24
Karnrohb's Airy Thaddigren De ntiata 's glowglobes are I-foot in
diameter silver spheres enchanted wi th modi-
XPVal ue: 1,500 G PValue: 15,000 fied continual light spells. The spell is tri ggered
Otherlands on and off by touc hi ng a 4- inch-square silver
Used mostly in rescuing ai r b reathing creatures plate that was c reated at the same time as the
from drown ing, this tin y glass globe c reates a glowglobe but was installcd elsewhere. Most of
g lobe of e nergy 6 feet in diameter. In side the the glowglobes are fixed in place and impossi-
globe is a constantly replenishing su pply of fresh ble to re move w ithout damag ing them. The
air. Water is kept out, but the energy cannot keep portable glowglobes are activated by touching II
out spells or living creatures. l-i nch-diameter, rub y jewe l o n thei r square
To act ivate the tiny g lo be, it mus t be ei the r bases. If the j ewel is pried from its setting, it
hurled at the subject or tapped on the subject's becomes worthless and the glowglobe is ren-
forehead. The sphere can be hurled up to 20 feet dered useless.
away. An y portable glowg lobe removed from the
The sphere can be used three times a day, each tower requires recharging after IOd4 turns of use.
use lasting three hours. This tiny item has a very A rec harged glowglobe works fo r IOd4 tu rns
limited o ffensive capability; a resourcefu l person before need ing to be recharged again. Recharging
could throw the sphere at a wate r-breathing foe, requires a spellcaster who knows, or can success-
causing t he enemy to "d rown" in the air. The fully research. the modif ied spell. Dentiata has
thrower performs this ac tion by making a stan- the third-level r« harge glowglobe spell wrinen in
dard attac k roll (the target is AC 10 minus any his spell book. The spell will work only on a pre-
bonuses for Dexterity, qu ickness. or speed). . viously prepared glowglobe, but manufacturing a
The s phere always remains centere d on the glowglobe from scratch is much mo re difficult.
subject, though he or she may voluntarily depart The silver content of a spent or damaged glow-
by actively concentrating o n leaving the sphere. globe is worth 20 gp; normal glowglobes are
The subject can take no other action that round. worth 300 gp each, and their encumbrance is 10
pounds each.
Mierest's Starlit
XP Value: 200 G P Value: 2,000 of Warning
The Magister XPVa lue: 2,500 GPValue: 18,000
Said to be a gift from the pur ple-cloaked arch- DRAOON Magazine 145
mage to a traveler who visited Shamblegate. the A sphere o/warning is a 2-foot-dia meter globe
sphere is of shining silver metal that no blow can suspended in gold or silver framework . The entire
crush or mark and that does not tarnish, rust, cor- device is over 4 feet high and 3 feet in diameter,
rode, or show any e ffects of heat or flame. It has a weighing about 300 pounds. The outs ide of the
diameter of 4 inches, weighs about a pound, and magical globe is b right g reen marble streaked
always feels comfortably wa nn to the touch. w ith black or red. This sphere is a divination
The sphere twinkles with a shifti ng pattern of device that begins to glow and hum exactly three
cold, blue-white pinpoints of light, whose soft days before the structure in which it is contained
glow clearly il1uminates a 20-foot radius. Within is to be attacked by any force (an attack is de fi ned
this area all sounds a re hushed, no winds blow, as any outside party attempting forced entry into
and all danCing lights, darkness,faerie fire, light, or commining hostile action against the edifi ce
and illusion spells are dispelled. Withi n the area containing the sphere o/warning or the proper
ofthe globe's Iliummatlon, all vision is aided by ruler of th is edifice). The sphere is c!lpable o f
true sight. If passed through an open flam e, the fin e di stinc ti o ns, and generally has the OM 's
sphere emits soft music of mumed chimes that tastes with rega rds to the definition o f " proper
dies away in Id4 round s if the sp here is not ruler." The hum and glow of the sphere begin qui-
brought into a flam e agai n. This music can be etly, but increase in intensity during the three
heard up to 110 feet away, and still s shriekers days before the attack. Unfortunately, the alarm
who hear it, as ..\lell as fascinati ng most bards. of a sph ere o/warning is a lways the same,
Undead will not willingly enter or remain in whether heraldi ng an anny of 3,000 orcs led by
the sphere's illumination, and the more powerful an archmage or signaling the arrival of three half-
a mong them usua ll y seek to kill the bearer by lings anned with pointed sticks.
magical means and destroy the globe . When a sphere 0/ warning is taken from one
structure to another, it ceases to function, resum-
""~r--------------------------------------~~
1270
•
Spyglas,....
ing operat ion only when a command word is Spyglass
uttered (there is a 50% chance this command
word is engraved somewhere on the sphere). XP Value: 500 GP Value: 2,500
Spiderwalker Champion, of M VSTARA"
This 2·fool-Iong, hollow metal tube has an eye-
XP Value: 5,orJi) GP Value: 2,500 piece al one end and a large crystal at the other.
Manica Campaign Set Anyone looking through the eyepiece can view
The spiderll'alker is an enchanted being created any spot up to one mile distant as though it were
from the body of a dried tarantula. When imbued 10 feet away.
with the powers of hi shna, the spiderwalker Staff
becomes a deadly terror.
It can onl y be activated at nighl, and lasts for Staves are usually 5 or 6 feet long and as thick
the duration of that night only. It ceases to fune· as a young sapling- about I ~ incheSat the base,
tion when the fi rst rays of the sun rise- even if tapering to I inch allhe tip, ailhough they can
that sunrise is concealed by clouds, or the spider. be of nearly equal diameter throughout. Staves
""'(llker is indoors or underground. It has the fol- are typically fashion ed of wood, often carved,
lowing statistics: bound with melal, and likel y to be gnarled and
twisted. They can be unusual or quite ordinary.
Spiderwalker: AC -4; MV 6; HD 13; THACO 7; Slaves, like wands and rods, are powered by
#AT I; Omg 1 + poison. charges . A stave typically ha\ Id6+ 19 charges
when found . It is possible fo r a stave to have
The creature can spring up to 10 feet in order fewer charges, although almost none have more .
to attack. It can drop from any height, falling with than thi s number. Some staves can be rechargcd
amazing accuracy (+2 on anack) onlO a victim accordi ng 10 the rules for making magic items.
below. Once a ll the charges arc used, the staffi s rendered
A spiderwalker can be given very spec ific nonmagical and cannol be recharged.
instructi ons by one who knows the command Unless inapplicable or otherwisc specified,
word. II can be directed to strike at a single indi- staves function at the 8th-level of magic use .
vidual, or 10 anack as many or a certain group as Their spell discharge is Ihal of an 8th-level wiz-
it encounters. ard with respect to range, dura tion, and area of
Spinning Wheel effect. Damage is nominally 8d6 with respect 10
fireballs, lightning bollS, and other effects.
XPVa lu e G P V a l ue Remember that a wizard who possesses a staff
Cursed: - 1,000 always has a wea pon in hand as well. A staff,
Nonnal: 600 3,000 although magical and possessing one or more
The Book of Marvelous Magic magical abi lities, can also be used as a ha nd-to-
This rare item can be used to spin straw into gold. hand weapon. These staves cause the same dam-
The user may spin up'to 100 gp per night, ror the age as a normal quarterstaff.
wheel does not runction during daylight hours. Command Wo rds (O ptiona l Rule): Ifl he
While being used, ho....-ever, there is a 5% chance OM desires, unleashing the power of a stave can
per night it will attract an undead monster (phan- require a specific command word or phrase that
tom, haunt , or spirit); if so, the monster ari ses must be discovered or researched separately
from the earth with nonnal chances for surprise. from the item itself. The command can be as
Some rare spinning wheels are cursed, so that simple as a single word (,'heal") or as compli-
the user automatically pricks a finger on a poi- cated as a rhyming phrase that must be adjusted
soned spi ndle. The victim must make a saving to fit the circumstances ('" touch this elf; restore
throw vs. poison with a -4 penalty to the roll or his health." or " In this moment of grealest toil, I
sleep unlil the curse is removed by Ihe kiss ofa command Ihee, staff, uncoil!"). Since command
prince or princess. This curse cannot be broken words are the keys to greal power, wise owners
otherwise, even by a wish; however, the sleeping will memorize them and destroy all other evi-
victim needs no food, water, or air. dence. Indeed, knowledge of command words
Springerie can be used as a bargaining point in surrender
negoliat ions.
XPValuc: 1,000 GPValue: 5,000
Seem ofthe Slaven' Stockade
Much like a wand ofopening, a springerie, when
struck against a locked or bound object, opens it ".
like a /arock spell.
/r----------------------------------,~
1271
-..,.'"..ff. ~.,.or.A.;.' ....W. ."."..........................................................
Ro ll StaffType
0l-<l4 Blade Pole
05-08 8 0 Stick
09- 12 Climbing Pole
13- 17 Fustibalus
18- 21 Hooked Pole
22- 25 Jitte
26-29 Jo Stick
30-33 Kumade
34-37 Lajatang
38-42 Lathi
43-46 Litte
47- 50 Mirror Pole
51- 54 Quabollc
55-58 Quarterstaff
59-02 Shikomi-Zue
63--67 Sode Garami
68-71 Staff
72- 75 Staff-Bow
76-80 Staff-Mace
8\- 83 . Staff Sling
84-87 Stick
88-92 Sword Stick·
93-96 Sword-Staff
97-00 Tetsubo
of Air and Water
XP Value: 200 GP Value: 4,000 caught up in this fearsome water form is help-
lessly tossed about, unable to take any action. If
The Minrothad Guilds the staff's wielder wishes, the victim can be spat
out of the spout at a movement rate of 48. Should
This staff provides the ability 10 breathe waler, the victim's momentum be halted by something
hard, like a rock, the impact inflicts 5dl2 points
and its effects on the Elemental Plane of Water of damage. The waterspout can be created under
the sea or on the water's surface. It lasts for 2d4
automatically extend to a la-foot radius. rounds, and has a speed factor of 1. Making a
waterspout expends two charges.
Alar Ch' Aranol's
The staff also has the following powers, requir-
XP Value: 6,000 GP Value: 30,000 ing one charge each: alarm, enlarge, fog cloud,
shield,summon swat:"m (tiny marine animals), and
DARK SUl'o" Me Appendix whispering wave (as whispering wind, but under-
water).
Alar eh'Arano], the leader oflhe Peace-bringers,
The following spells can be cast at the expense
owns a staffofconjuring e/emenla/s that is able of two charges: airy water, animal growth (sea
creatures only), chain lightning, control weather,
to summon one of each type of lesser elemental cryslalbrillle, dust, Evard's black tentacles, lower
water , parI water, s ummOIl water elemell lal,
each day. The summoned elementals always rec- trallsmute water to dusl, and water breathing.
ognize Alar as a friend and treat him as they
would an elemental noble.
of Aquatic W izardry
XP Value: 1,000 GPValue: 50,000
Otherlands
Always made frolll a long piece of driftwood and
ritually purified during Solinari's High Sanction,
these staves are eagerly sought by all Dargonesti
wizards. They can be wielded as normal weapons Arctor's Staff of Swarming
with a +2 enchantment. They act as rings ofpro- Insects
tee/ion +2 and as necklaces of adaptation, XPValue: 150 GPVaiue: 1,500
enabling the owner to exist above or below the 1993 Collector Card 350
""_ Arctor's staff functions much as a typical staffof
The staff also enables the wielder to create a
swarming insects, expending one charge to create
waterspout three times a week. The spout is a a swarm of insects (60 insects plus 10 per level of
funnel of water 100 feet high and 40 feet wide at the user). However, Arctor can alternately choose
its top, tapering down to 5 feet in width. Anything to create 2d4 - 1 giant insects by expending three
,,~
/r------------------------------------'~
1272
rStaff, Btackstaff
charges. In either case, the range of the created other objects unless a Dexterity check on Id20 is
swarm is 60 feet + 10 feet per level ofth7 caster. made for each.
Aric's Staff of Power Ifused against nonli ving objects, a thunder-
strike does I point of structural damage and
XPValue: 12,000 G P Val ue: 75,000 forces any object it strikes to successfully save vs.
crushing blow at a - 3 penalty or be crushed.
1992 Fantasy Collector Card 22
Aric's version of this powerful staff is a variation
of the staffofpower. The following powers con- of Battle II
sume one charge: continuallight,fire burst, dark- XPValue: 1,000 GP Value: 5,000
ness 5' radius, ray ofenfeeblement, cone ofcold , DRAGON Magazine 179
and ride the wind. Expending two charges will This staff + J allows its user doub le the normal
grant the following: shield 5' radius, globe of number of attacks allowed per round. Once a day,
invulnerability, and lower resistance. In addition, it can also be thrown while spinn ing and does
the staffgives Aric a +2 bonus to his Armor Class double nonnal damage to the first being it strikes.
and saving throws, and a +4 bonus to saving Blackstaff
throws vs. alteration spells. Expending charges
does not cause additional damage. XP Value: 1,000 GP Value: 10,000
luz the Evil
of Battle This ghastly blackwood stafT is shod with silver
XP Value: 1,000 GP Value: 5,000 bands and topped by a carved head that is banded
DRAGONMagazine 173 and decorated with runes of Juz's cult. Only the
This staff is a +3 weapon that cannot be cut by highest-level (13+) priests ofluz can possess a
any blade. Its magical specd enables its bearer to blackstaff, and very few of these staves exist. The
strike first in any round, and it attracts all missiles staff may only be used by priests or clerics.
(even magic missiles) passing within 10 feet of BlackstaJJs are charged items, rechargeable by the
any pan of it. The missiles avoid striking any liv- joint efforts of a priest of level 16+ and a wizard
ing being, but touch the staff and are absorbed of the same level. They have a range of efTects,
harmlessly. If a staff of battle's attack roll some of which do not require the use of charges.
(adjusted with its bonus) is 20 o r g reater, any A bJackslajJ is a +3 magical weapon, but on a
armed opponent that it strikes must make a suc- successful attack roll of an unmodified 18, 19, or
cessful Dexterity check on 4d6 or be disarmed, 20, it inflicts double damage (2d6 +6) on crea-
the opponent's weapon flying out of immediate tures of good alignment.
reach (ldiO+ 1O feet away). T hese functions are
all automatic and continuous, and do no t drain A priest employing a blacksraiJis pennanently
any charges. protected from good as long as he or she wields
A staffofbattle can repel (as the 6th-level wiz- the staff. By gripping the staff finnly and touch-
ard spell repulsion) all creatures within 10 feet. ing one target creature, the priest may cast com-
mand or cause fear (reverse of remol'efear) three
This power drains two charges per use and can be times per day each. These functions do not
exercised only once every six rounds. The repul- expend charges.
sion lasts for only two rounds, after that affected
creatures are free to ·return. By expending one charge, the priest may create
any of the following effects:
Once per day (144 turns), a stafT bearer can
Create a screaming skull.
designate any successful hit to be a thunderstrike. Create an 8-HD fireball.
Cast cause critical wounds to a range of 30
The decision must be made immediately upon yards.
striking the target, and the blow instantly drains C reate an acid vortex of 10-foot radius to a
range of 60 yards. Damage is 8d4 po ints,
eight charges from the staff (insufficient charges halved if a successful saving throw vs. staves
produce no result). /:r. thunderstrike can be heard
as a deep, booming noise; it is a magical force
sufficient to deal double damage to any opponent is made.
of human-size or smaller (no saving throw) and By expending two charges, the priest may cre-
triple damage to alllargcr creatures. Any creature ate any of the following effects:
struck must make a successful Dexterity check on Summon a vampiric mist that persists for up
Id20 to avoid being th rown to the ground, and to six hours.
also make a successful Strength check on I d20 or Inflict a death touch , which requires a success-
be stunned for 1d3 rounds. If stunned, the victim ful attack roll to be made in melee combat.
reels helplessly; gains a - 3 penalty to Armor Cause hann to an opponent, again requiring a
Class; is unable to attack, cast spells, or concen- successful melee hit.
trate; and is liable to drop any held weapons o r
sm
/r------------------------------------.~
1273
r
Caduceus through its area of effect, and as such serves as a
defense against visual a ttacks (gaze weapons,
XP Value: 900 G P Value: 9,000 hypnotic and dazzling effects, and the like).
DRAGON QlJEST'" Game T he catstaffis a magical weapon and can be
used in combat as a normal quarterstaff would be;
This magical staff is carved rrom oakwood. It has however, it has no bonuses to attack or damage. It
can be employed as a weapon while any or all of
two reathered wings on top and two snakes coiled its magical properties a re being used. The staff
never makes any noise while lapping, scraping,
around the stafT. Three times pe r adventure, the
striking, or o therwise contac ting solid objects.
holder of the cadl/ceus may command it to cure Many o r t hese staves contain secret compa rt-
someone. The effects of this magic are the same ments for the carrying of sma ll items suc h as
thieves' tools, spell components, magicallokens,
as the spell or the same name (in o lher words, and the like. !fbroken in two, all magical proper-
Id8 points of damage a re healed). Only priests ties are lost.
can use Ihis item.
of Caracanomnos
XPValue: 2,500 G PValue: 15,000
The Mi1enian SecptCT"
It is believed that Caracanomnos created this staff
from the bones orhis own fa ther, who was him- Catstaff II
self a powcrful sorcerer. Ovcr the years, the staff XPValue : 6,000 GPValue: 13,000
has gained a rcputation ror its destructive power, The Magister
having been the doom of several Milenian heroes This item is a black, 7-foot-Iong stafrofstout
who sought to defeat Caracanomnos. wood topped with a sculpted knob resembling a
The staff is made or fused bones and topped by eat's head. When carried or strapped to one's per-
a leering skull. The eye sockets or the skull are son, il gives the user the abilities of silent move-
filled with obsidian. The stafT is on ly usable by ment and concealment. The bearer of a catslaffis
wizards. It may be wielded as a staff +2. Addi· able to climb walls (ir both hands are rree) and
tionally, it may be used to dup licate the following move silently as a 9th-leve l thief, hide in shadows
magical spe11 effects: with a 94% c hance of success, see wi th infrovi-
• C une: Black beams from skull 's eyes, ra nge, sian to a 6O-root range, and cast shadow six times
two charges. a day. The shadow is a globe of semidarkness, 10-
• Darkness: One charge, rad ius 10 yards. foot-radiu s, centered on the staff; its gloom does
• Ma gic mi ss ile: Four missi les per round, o ne not bloc k infravision, and is negated by a light
charge. source within its confines. It can be dispelled by
magical (but not normal) light that touches its
Catstaff periphery, and unless dispelled or canceled by the
XP Val ue: 6,000 GP Va lue: 13,000 desire o r the staff holder, it remains in effect for
DRAGON Magazine 99 Id4+ 1 turns. The shadow does not allow normal
This item is a black, 7-foot.long $taff of stout vision into o r through its a rea of cffect, and
wood, topped with a sculpted knob resembling a serves as a defense against vis ual attacks (gaze
eat's head. When carried or strapped to one's per- weapons, hypnolic and dazzling e ffects , and the
son, it imparts abilities re lated to silent movement like).
and concealment. The bearer of a catstajJ is able The cOlslaff is a magical weapon and can be
to perform the following thief-based skills. used in combat as a normal quarterstaff, al though
it gives no bonuses to attack or damage rolls. It
Skill Percentage C hange ror Success can be employed as a weapon while any or all of
Climb wa11s 98% its magical properties are being used. The staff
Move silently 700A! never makes any noise itself while tapping, scrap-
Hide in shadows 94% ing, stri king, o r otherwise contacting an y solid
object. Many such staves contain secret compart-
The user can also see with infravison to a 60- ments for carryi ng small items such as thieves'
foot range, and cast shadow six times per day.
This shadow is a 10-foot-rad ius globe of semi- too ls, spell components, magical tokens, and the
darkness centered on the staff; the gloom does
not block infravision, and is negated by a light like. If it is broken, the staff's magical properties
sour«e within its confines. It can be dispelled by
magical (not normal ) light that touches its periph- are all lost.
ery. Unless dispelled or canceled by the desire of Centeotl's
the slaffholder it remains in effect ror Id4 turns.
The shadow does not allow normal vision into or XP Value: 8,000 GPValue: 35,000
Legends &: Lore
When victims are hit by Centeotl's staff, they
must save vs. poison or fall ill and suffer an addi-
5177
/r--------------------------------------'~
1274
...
StatroftheCouatr
tionalld6 point loss from Constitution. The loss
is permanent, ahhough the points can be restored
by a cure disease spell.
of Cirulon
XPValue: 1,000 GPVa[ue: 7,500
Dragon Keep
This is a staff of clear crystal, 6 feet in length. It
holds a maximum of 50 charges and can be
recharged at a rate of three charges a day if
exposed to sunlight. The staff can perform all of
the following functions once a day like the vari-
ous spells, each function requiring one charge:
detect evil, detect magic, cure light wounds, cure
disease, neutralize poison, and purify food and
drink.
of Command
XPValue: 5,000 GPValue: 25,000
DUNGEON MASTER Guide
This device has three functions, only two of
which are effective if the wielder is a wizard; al1
three work when the staff is in a priest 's ha nds.
The staff can be recharged. The three functions
are:
Human innuencc: This power duplicates that
of the ring of the same name. Each suggestion or
charm drnws one charge from the staff. moning I costs one charge and greater spells
Mammal control/animal control: This power cost additional charges according to their
functions only as mammal control (as the ring of power; monster summoning VlI costs seven
that name) when the staff is used by a wizard. [n charges. The staff cancels all protection from
the hands of a priest it is a staffofanimal control evil/good spells in a ]O-foot radius, making it
(as the potion of the same name, all types of ani- possible for the conjured creatures to attack.
mals listed). Either use drains one charge per tum • Once a day, the conjurer can cause four black
or frnction of it. tentacles to grow from his or her sides. Each
Plant control: This function duplicates that of tentacle is AC 4, 15 feet long, and has 20 hit
the potion of the same name, but for each 10- points. The tentacles attack with a THACO of
square-foot area of plants controlled for one tum 15. A successful hit inflicts Id6 points of dam-
or less, one charge is used. A wizard cannot con- age and the tentacle wraps around the target. On
trol plants at alL each round after the first, the victim takes 2d6
of Commanding points constriction damage and must make a
saving throw vs. spell each round or loses I
XP Value: 5,000 GP Value: 25,000 point of Strength. A creature can escape by
DUNGEONS & DRAGONS· Rules Cyclopedia making a successful open doors rolL This power
Usable by all spellcasters, this item has al! the drains three charges.
powers of the rings ofanimal, human, and plant of the Couatl
controL.
XP Value: 7,500 G P Value: 20,000
of Conjuration DRAGON Magazine 86
XPValue: 12,000 GPValue: 60,000 The staffofthe cOllatl is a device much appreci-
PoLntEDRoN' Newszine 82 ated and used by good priests, particularly those
This weapon is a magical quarlerstaff +3. Carv- who follow the good-aligned deities of the Cen-
ings depicting animals , flying creatures , tral American mythos. The lawful neutral priests
humanoids, and monsters of several kinds cover of Quclza1coatl, howcvcr, may use staves of this
its complete length. Any conjurer (specialist wiz- sort normally. A staffof/he cOIlI/tf is about 7 feet
ard) can use the special powers of this staff. long, with the top 3 feet of the staff fashioned in
'The staff can use up to seven charges per day to the shape of a winged couat!. Such staves are usu-
cast monster summoning spells. Monster sum- ally made from precious materials such as ivory
St82
~r------------------------------------'~
1275
,SlaffOfCuring r
over a si lver core, and are magically strengthened of Curing II
so they can be used in combat (as quarterstaves). XPValue: 6,000 G P Value: 25,000
This powerful staff has the fo llowing abilities: DRAGON Magaune 35
• It can be used to summon one couatl a month to This staff has the ability to slay any porcine crea-
serve the needs of the priest possessing the staff. ture, including certain humans, for its strike turns
The couatl has randomly determined hit points them into a roughly triangular, semi -boneless
and psionic abilities. It fights on behalf of the heap.
summoning priest unti l the opponent is van-
quished or escapes, or until the user of the stafT Damh 's
commands the attack to cease. If the couatl is XP Value: 4,000 GP Value: 15,000
summoned to fight against insunnountable odds, Monster Mythology
or if the combat does not seem to be favoring the The avatar's staff can affect 2d4 korreds, satyrs,
side of the couatl and the priest, the couatl will or atomies as a potion ofinvulnerability by touch
wrap its tail around the priest and fransport both once a day.
of them to a place of sa fety elsewhere on the of Devotion
Prime Material Plane (by traveling through the
Ethereal Plane). The destination is not under the XP Value: 8,000 GP Value: 35,000
control of the priest. In any event, the couatl van-
DRAGON Magazine 179
ishes back inlo the Ethereal Plane Id4+4 turns This magical staff may only be used by priests (of
after being summoned, or sooner if the priest any kit). Hierarchy priests (pragmatists, ethoists,
commands it This power may be used only by and moralists) gain additional advantages. Any
lawful good priests who follow Quctza!coatl. priest may use the following powers without
• So long as thc staff is carried, the priest gains a draining any charges, three times a day, once per
+2 bonus to saving throws vs. spell, including round: atonement, bless, create food & water,
magical effects, and a +4 bonus to saves vs. poi- cure light wounds , avert evil eye, purify food &
son. These bonuses are cumulative with those drink. The following powers use one charge each
offered by other devices, like a ring ofprotection. but may be used multiple times in one day, once
• The staff is + I on attack and damage rolls when per round, by any type of priest: cure seriaus
used in combat. wounds. dispel magic, enthrall, neutralize pni.wn,
• The staff may be used to affect the casting of remove curse. The following powers usc three
certain spells: detect evil and snake charm each charges each and may only be used by hie rarchy
three times a day; neutralize poison and sticks to priests (the pragmatist, ethoist, and moralist kits):
snakes each once a day; and wind walk once a flame strike, holy word, legend lore, raise dead,
wee k. All spell effects are at the 8th level of restoration. In addition, the staff provi des a +2
ability. bonus to all saving throws of the individual who
A priest of neutral alignment, with the excep- holds it.
tion of neutral good priests, (that is, lawful neu-
tral, chaotic neutral, or neutral evil) who grasps Dionys us 's
the staff is never hanned, but cannot use any of its XPValue: 1,000 G P Value: 7,500
powers (except for priests of Quetzalcoatl). An ugends & Lore
evil priest who picks it up takes Id4+ 1 points of Anyone who is touched by the staff of Dionysus's
damage each round the staff is held. If a priest of avatar must save vs. spell or suffer from confu-
Tezcatlipoca, Quetzalcoatl's chief rival, is struck sion as the priest spell.
by or picks up this staff, damage is doubled, and of Disjoining
the priest must save vs. poison each round the
staff is held or die. XP Value : 4,500 GP Value: 22,500
of Curi ng DUNGEON Magazine 35
Records of how to construct this powerful staff
XP Val ue: 6,000 GP Value: 25,000 have been lost in antiquity, tho ugh it seems cer-
DUNGEON MASTEl!. Guide tain to require the aid ofa high-level priest. This
This device can cure disease, cure blindness, cure type of staff is unadorned, resembling a gnarled
wounds (3d6+3 hit points), or cure insanity. Each walking stick. Saered in nature, a staffofdisjoin·
function drains one c harge. The device can be ing may be used only by a priest of the appropri-
used' once per day on any pe rson (dwa rf, elf, ate alignment.
gnome, half·elf, halfling included), and no func- A staff ofdisjoining has two powers. At the
tion may be employed more than twice a day (the cost of one charge, the stafT may inflict feeble-
staff can function only eight times during a 24- mindedness (like the spell) on any being it hits.
hour period). It can be recharged. The staff's primary powe r, however, is much
SI88
Jr------------------------------------,~
1276
yStaffofDivergen
more awesome. At the cost of two charges (more of wi ll not requirin g a ges ture or utte rance),
may be spent for g reatcr effect if th e use r so enable a s ingle creature grasping the s taff to
desires) , the user may attempt to disjoin an y jump, as the 1st-level wizard spell. This function
being hit, separating the victim's bod y from its drains one charge and may be activated as often
mind. The victim must be hit by the staff and is as desired, once per round.
allowed a saving throw vs. staves at - 2 to avoid The stafT can also part water by touch in a 5-
the effect. foot cylinder. The cylinder is centered on the staff
If the saving throw fails, the victim's body and and e xtends 4 feet beyond either end of it ,
mind enter a state of suspended animation for a enabling beings to breathe air while submerged.
number of turns equal to the number of charges Magical processes replenish the ai r continuously
spent. When the disjoining ceases , the v ic tim to keep it fresh and drain one charge per round
returns to a normal state. from the staff while perrorming this funct ion.
If the user of the staff is a high priest, he or she This function requires the utterance of a secret
may opt to permanently disjoin the target. The command word to activate the slaff. The function
target must first be disjoined by the stafT in the ceases upon the mental command of any being
normal way. Then the high priest speaks a special grasping the staff, and it may be used as often as
command word and the staff floats into the a ir, desired.
maintaining the state of disjunction in the target Finally, all staves 0/ displacement can tem-
until the staff is moved by an outside force. porarily negate (but not destroy) wizard locks and
hold pOrlal spells, regardless of the level of the
Each staff0/disjoining has a specific align-
ment. Only beings of the same morals as the staff caster. The touch of the staff causes the gua rded
(good, neutral , or evil) may d is turb a floati ng doo r or portal to glow with a fain t radiance for
stafT. Others who attempt to may conclude that Id4 rounds; during this time, all creatures who
athe staff is illusory- hands o r objects pass wish to do so may pass freely through the guarded
area. When " free passage" ceases, any creatures
through it. If the staff is touched or bumped by
being of the same morals, there is a 75% chance caught pass ing through the guarded area may
that either the mind or the body of the disj oined proceed but must suffer a system shock roll. This
being is released (50% chance for each). If th e function operates automatically, whether passage
staff is grasped, both are released. is desired or not, and drains one charge per level
The act of pennanently disjoining a target uses of the caster of the hold portal or wizard lock.
up all of the staff's remaining charges. Temporar-
ily disjoining a target does not require the staff to of Divergence
remain in place and may be don e any number of XPValue: 1,000 G PValue: 9,500
. times, depending on the staff's total charges. ' The Ruins of Myth Drannor
These staves cannot be recharged . This sort of staff is a defensive weapon. Upon its
of Dispelling crafting, the staff must be set to guard against one
type of attack (typically "fire" or" lightning"). It
XPValue: 4,000 G P Value: 20,000 is effective only against the chosen ty pes of
D UNGEONS & D RAGONS Rules Cyclopedia attack, of both natural and magical origin, and ,
The touch of this item has the same effect as a regardless of intensity.
dispel magic spell from a 15th-level caster, but it Any attack of the chosen type directed within 9
will affect o n ly the item or mag ica l effect feet of any part of a staff 0/ divergen ce is auto-
touched. Any potion or scro ll touched is com- matically turned away, to a spot or target within
pletely destroyed, and any permanent magical 90 feet c hosen by the stafT bearer. If no one is
item touched becomes nonmagical for Id4 rounds holding the staff or if the bearer does not choose a
(i ncluding armor and weapo ns). This effect may destinatio n for the attack , determine where it
be permanently harmful to intelli gen t swords takes effect randomly. Thi s function of the staff
(DM's choice). Each use of the staff costs one drains three charges per usc, and can be used only
charge. This staff is usable by any character. six times in any 24-hour period.
of Displaceme nt Dh·ergence is effective against spells and mag-
ical item di scharges employing the attack fonn
XPValue: 6,000 G PValue: 30,000 guarded against, but it cannot guard against " all
DRAGON Magazine I 73 spells" or "all poisons." It could be crafted to
This magical staff functions at al\ times as a cloak ward ofT " a ll acids," but all flaming attacks and
ofdisplacement +2 when up to three beings hold all electrical and energy discharge attacks are by
it. The protection functions continuously an d far the most common attack types guarded against
drains no charges. by such staves.
The staff can also, upon command (a silent act A staffo! divergence has an additional power,
/r----------------------------------~~ 191~
1277
•p _wa _ usee .e
" Sill". Diviner of life r
usable al will and requiring no charges. It can cal weapon, with a +2 bonus to attack, inflicting
emit afllcriefire radiance of any huc desired. The Id6+2 points of damage on a successful hit.
stafT must be held to change the inten sity and
color of the radiance, or to cnd it. These processes The staff also functions as a python staff, with
require concentration that precludes spel1casting, the characteristics of the staff0/the serpent. This
but can be accomplished wit hin a round. includes the destruction of the staff if the snake is
killed. Using the staff as a snake costs one charge.
Diviner of Life
At a cost of two charges, the staff can be used
XPValue: 1,000 GPVa!ue: 7,500 to cast one of the fOllowing druidic spells: call
lightning, dispel magiC, cure serious wounds,
Dnlgons of Dreams plant growth, cure disease, and speak with planu.
This magical arlifaCI was c reated by Way lorn
Once a month, with no cost in charges, the
Wyvemsbane during the Age of Might. The staff staff can perform one o f the follow ing greater
abilities: wall o/fi re, transmute rock 10 mud, con-
is 4 feet long. Each end is capped with a band of jure fire elemental, insect plague, wall a/thorns,
and conjure earth elemental.
gold and sleel that is 6 inches long. The staff has
After using its greater power once, the staff
a 3-fool long section of what appears to be clear on ly regains th is ability if it is recharged in a
Moonwell beneath a full moon.
glass in the middle. It will withstand 20 points of
damage before breaking. If the glass breaks, the
staff is useless.
There seems to be a swirling white fog within
the glass section. When the keyword is spoken, of the Druids
the fog clears completely. If the staff the n touches XP Value: 10,000 GP Val ue: 50,000
a living being, the life force (hit points) of that
DUNGEClt'S & DltACiONs Rules Cyclopedia
being will regi ster as a bright green line that This staff is usable only by druids. A druid carry-
extends from the bottom of the stafT, I inch per ing one gains an extra spell at each spell level.
10 hit points regi stered . The staff was used by The extra spells must be selected when the usual
commanders for dete rmining the gene ral condi- spells arc acquired (usually during morning med-
tion of their troops. itat ion) . Each day's use of the slaffuses one
charge. The staff is a weapon +3 as well, and may
DOlmaria 's Staff of Withering be used as such (inflicting I d6+3 points of dam-
XP Value: 9,000 GP Value: 40,000 age) without using any charges.
1992 Fantasy Colla:lOr Card 75
Dclmaria 's staff is a +2 weapon to attack and of an Element
causes I d4 +2 points of damage when a single XP Value G P V a lu e
charge is expended. If two charges are expended, Earth: 10,000 20 ,000
the struc k enemy also ages 20 ye ars. T hree Air: 10,000 20 ,000
charges will wither a random limb of the struck Fire: 10,000 20,000
creature. Ageless creatures are unaffected by the Water: 10,000 20,000
slaff. However, there is always a 5% chance per Earth and Fire: 20,000 45 ,000
charge expended that the effects of the staff will Air and Water: 20.000 45,000
backfire on Delmaria (one charge ha s a 5% Elemental Power: 30,000 65 ,000
chance; two charges, 10% chance, and so on). DUNGEONS & DRAGONS Rules Cyclopedia
Usa ble only by wizards, there are seven types of
Druid these staves; roll I d I 00 to learn the exact type
XP Value: 10.000 GP Value: 50,000 found.
MOOIl5hac
The druid .Huif is a shafl of oak with a head Roll St$lffType
car ved in the shape of a wild animal , usuall y a 01 - 21 of Earth
boar, wolf. deer. or eagle . The staff allows the 22-42 ofAir
uscr to perform several special fun ctions. 43-63 of Fire
It can be used to summon Ullimals of the type 64-84 of Water
carved onto the staff. At a cost of two charges. the 85-91 of Earth and Fire
user can send out a call. Al l animals of the appro- 92- 98 ofAir and Water
priate type within 12 miles hasten to the dmid as 99-00 of Elemental Power
quickly as possi ble. Once thcy rcach the dru id, Each staff is a staff +2 and may be used as one
thcy ac t as if under an animal control spell. without using any charges, striking for Id6 +2
The staff can also be used to cast animal can- points of damage. Staves of two elements gain all
lrol on any animal within sight of the staff. at a the powers ofboth staves, and the staff ofelemen-
cost of one chargc. The staff functions as a magi- tal power has the powers of all four. ,,,.
~r------------------------------------,~
1278
Staffofthe Element"..-
Each staff contains the following powers when spell with a -4 penalty to the roll to take half
used on the Prime Material Plane: damage. The wielder of the staff, however, gets
• A +4 bonus to saving throws vs, attack forms no saving throw,
based on that element.
• Complete immunity to attacks by any elemen- of the Elements
tal of that type. XPValue G PValue
• The ability to summon one 8 HD elemental of Earth: 10,000 25,000
that type per day (as the wizard spell), each sum- Air: 10,000 25,000
moning costing one charge. Fire: 10,000 25 ,000
• Certain spel1-like effects, each costing one Water: 10,000 25,000
charge per use. These created spell effects are Tome of Magic
treated as if cast by a 10th-level spel1caster. The This powerful item appears to be a staff +2. If it
effects are dependent on the type of element as is grasped by an elementalist, however, its true
follows: power becomes evident.
Earth; web, wall ofstone A staffof the elements is charged by the life
Air: lightning bolt, cloudkill force of an elemental trapped within it. The staff
Fire: fireball, wall offire has charges equal to the number of Hit Dice of
Waler: ice storm or wall the elemental multiplied by 2. Thus, a staff hold-
When used on the elemental plane ofthe corre- ing a 12·HD elemental has 24 charges. Every
sponding type, the powers are quite different. As time two charges are expended, the elemental
long as one or more charges remain in the staff, loses I Hit Die. When all charges are expended,
the powers granted to the holder are not Ihe pow- the elemental dies and the slaffbecomes dor-
ers given above, but rather the following powers: mant.
Immunity to damage from the plane itself, If a dormant staff is used to successfully strike
with vision to 60-foot range. an elemental, the creature must immediately
Movement within the plane at the rate of 120 attempt a saving throw vs, Rod, staff, or wand. If
feet per tum (60 feet/round). the save fails , the elemental is absorbed into the
Communication abi lity with any resident of slaff, thereby recharging the device, If the roll is
that plane. successful, the creature avoids the effect, but suf-
fers normal damage from the strike of the magi-
A -4 bonus to Armor Class if attacked by a cal staff( ld6+2). It is possible to absorb an
resident of that plane. elemental only iflhe staff is dormant. Only one
Note that these staves do not provide Ihe ability elemental may be held in the staff at one time.
to breathe on the plane; some other device or The staff holds the following powers that do
spell must also be used. However, when a staff is not drain charges; each may be used once per day
used along with a matching ring ofelemental even if the staff docs not hold an elemental:
adaptation or talisman of elemen/altravel, all
effects given above are extended to a 10-foot Affect normalfires.
radius around the user. Detect elementals within a 100' radius
Except for the staffofelemental power, each Fools gold
staff can be used to negate eifects relating to the Metamorphose liquids
element to which it is opposed at the cost of one Wall offog
charge if the effect was produced by the opposite
staff or two charges if a normal spell was used. An occupied slaff has the following powers
For example, a staffofair could be used to negate depending upon the type of elemental trapped
a 1\10./1 o/fire spell cast by any wizard at the cost within. For example, if a fire elemental is held in
of two charges. the staff, only those powers related to fire are
A summoned elemental may be sent back to its available.
home plane with the same cost of charges (one if The following powers require the expenditure
produced by the opposite staff, two if conjured by of one charge per use:
spell), but the elemental must be touched by the
staff (possibly requiring a normal attack roll). Earth: Dig, Maximilian s stony grasp
If a staff is ever taken to the plane it is opposed Air: Stinking cloud, wind wall
to, it immediately explodes, inflicting 20 points Fire: Fireball, pyrotechnics
of electrical damage plus Id8 points of damage Water : Water breathing, watery double
per charge remaining in the staff. The explosion
fills a sphere of 60-foot-radius; all creatures The following powers drain two charges per
within the effect may make a saving throw vs. use:
5!97
/r--------------------------------------,~
1279
- - - - -----_.
,Staffoflhe Elements: Air F
Earth: Passwall, transmute rock to mud word is spoken, it allows the holder to blink, as in
Cloudkill, solidfog
Air: Fire shield, wall offire the spell, for a cumulative period of up to two
Fire: Airy waler, wolf a/ice turns per day. In batt le, the blinking stops (and
Wa ter :
begins agai n) instantly upon the holder's com·
The most powerfu l abilities of the staff drain mand .
four charges per use:
This stoff + I is able to strike creatures on the
Earth : Crystalbriltle, stone 10flesh (reversible) Ethereal Plane (such as couatl, ghosts, phase spi-
ders, and characters using armor or oil ofethere-
Air: Airboat, suffocate alness), as well as those on the Prime Material
Fire: Plane. This stafT neither has nor requires charges.
sForest s fiery constrictor, Malec-Keth
of the Fates
flamefisl
Water: Abi-Dalzim's horrid wilting, transmute XP Value: 25,000 G P Value: 90,000
water fa dust Fate oflstus
The s taff of the fates can be used as a staff of
The powers ofa staffofthe elements may be used striking, but it also has magical powers that the
user can call upon. Every time Ihe holder uses
only by an elementalisl. Note that e1cmcntalists are the staff in this fashion, his or her Intelligence
restricted against the use of spells and magical items
of the element that directly opposes their element of score suffers a temporary decrease . The device
specialty. Thus, an elementalist specializing in water gocs inert (and no point loss occurs) if the user
tries to call upon a power that would reduce the
cannot usc the staff's powers if it contains a fire ele-
mental. Using a staffa/the elements can be danger- Intelligence to less than 9. Lost Intell igence
ous. Each time a power is used that requires the points arc regained al the rale of I each day, by
expenditure of one or more charges there is a 5%
chance that the trap ped elemental bursts forth , resting or sleeping for at least four hours. Frac-
destroying the staff in the process. A successful dis- tional lost points are dis regarded for pur poses
pel magic spell cast on the stafT automatically of Intelligence-related abilities; for instance, a
releases the creature. An escaped elemental will cer- character with a score of 1S ~ makes Intelli-
tainly seek revenge against its tonnenter. gence Checks as ifhis or her score was 16. The
following powers can be emp loyed by the user
of the Elements: Air once a day:
Powers costing 2 points: Timestop, tempus
XP Value: 19,000 GP Value: 20,000
fugit, magic mirror (unlimited range and dura-
Infinity Sphere lioll, contact other plane; no chance of fai lure or
insanity).
Slightly modified from the version found in the
Powe rs costing I Y, point s: rein ca rnation ,
Tome of Magic, this slaff has the fo llowing prop- sending, tTl/ename, geas.
erties: Power s costing I point: divination, true see-
ing,find the path, word ofrecall.
Affect normalfires three limes a day
Powers costing Y, point: all cantrips and all
Fireball, pyrotechnics, magic missile twice a 1st-level priest spells.
d,y
Fire shield, wall offire once a day. Fiend
s sForest fiery constrictor, Malec-Keth flame
fist
XP Value: 8,000 GP Value: 40,000
of the Elements: Fire Vault of the Drow
XP Value: 10,000 GP Value: 20,000 Thefiend SlajJhas a number of functions, but
Infinity Sphere each can be used only once per day.
A slightly modified version of that in the Tome of Touch causes fear (no save).
Magic, this staff has the fo llowing powers: A hit causes 4d6 points of damage.
Wall offog, three times a day Summon any lesser baatezu.
Stinking cloud, wind wall, twice a day Transforms the holder into any lesser baatezll
Cloud kill, solidfog, once a day for 5 rounds.
Airboat, suffocate, once a week
of Flames
of Ethereal Action XPValue: 10,000 GPValue: 40,000
XP Value: 7,000 GPValue: 15,000 D RAGON Magazine 179
The Magister This staff allows any wizard to use the following
Also known as a blink staff, Ihis item appears to powers, at the cost of one charge per use: affect
,b-e_a_n_o_r_m_a_l _w_o_o_d_en__s_la_fT_,_b_u_t _w_h_e_n_a_c_o_m_m__a_n_d____n_o_rm__a_l f_ir_e_s_, f_l_am__in_g__sp_h_e_r_e,_p_y_r_o_te_c_h_ni_c_s,_s~'u=;n,o-o
~~
1280
Staff of Gnalmars~
of a wizard usi ng a slaffoffury suffer a - 2
penalty. Each lime Ihis function is used, it drains
the statT of a charge.
This slaff can also be used as a defensive
weapon. In this case, the caster cannol perform
any offensive aClions Ihat round, but may use the
statT 10 block up to Ihree successful attacks each
round, be it with a weapon in combal, or at range
with a missile weapon. Each block drains the
staff of one charge; Ihe wizard must specify how
many potential attacks are being blocked at the
start of the round. II is rechargeable.
Geb's Quarterstaff
XPValue: 8,000 GP Value: 45,000
Legends & Lore
Geb 's avatar traditionally carries a quarterstaff
+3 in combat that can duplicate the function of
any magical item or spell relating to the earth. For
example, it can be commanded to function as a
spade ofcolossal excayation or to cast a trans-
mute rock to mud spell.
of Glyphs
XPValue: 1,000 GPValue: 8,000
DRAGON Magazine 50
This is a charged item whose sole function is to
dazzle, sunfire. The following powers use two create certain glyphs of warding. The staff has a
charges, except in the case of flame mages, who prcdelennined set of glyphs (up to three), each of
e.lpend only one charge from the staff: conjure which require an increasing level of charges. For
fire elemental, sun stones, enhance fire creatures. example, a stafTmight contain Fryz, cast by use
Only a flame mage may use conflagration, it con- of one charge, Cino by use of two, and Wad by
sumes four charges (the staff wielder's level is use of three charges, the name of the glyph being
used to determine the duration of this spell). The the appropriate command word. The item is used
wielder is also considered to be under the effects by touching it to the area to be >,wlY(ied (the size of
of aflameproof spell as long as he or she holds the area should also be predetermined and con-
the statT. The flameproof etTect disappears when stant). Only a priest can use it, and it does not
all charges of the staff are expended. automatically give the priest the power to cast a
particular glyph.
Fraz-Urb-luu 's
XPValue: 18,000 GPValue: 90,000 of Gnatmarsh
The Lost Caverns ofTsojeanth XP Value: 4,000 G PValue: 20,000
Fraz-Urb-Iuu 's own weapon is a stafT that com- GREYHAWK- Adventures
bines the abilities of a rod ofbeguiling, a rod of Enchanted by a shaman of the trihcsmen in Gnat-
rulership, and a staffofcommand. This weapon marsh, this rechargeable staff has Ihe following
was stole n when he was imprisoned, and has magical functions:
since disappeared. No one, not even other fiends, Death magic against a single insect or insec-
wishes to see this artifact recovered. toid monste r, fatal unless a saving th row vs.
death magic is successful (one charge).
of Fury Animate dead insect or fallen insect life in a
XP Value: 8,000 G P Value: 40,000 IO-foot area (two charges).
Old Empires Summon Id4+2 friendly thri-kreen (or insects
This slatTis used in conjunction with a wizard's chosen by the DM) to fight for the summoner
normal arsenal of spells. When a wizard casts for eight hours or until s lain, al which time
spells while holding Ihis stafT, all spells are + I on they disappear (three charges).
casting time, bUI become devastatingly powerful.
Damage spells gain +1 per die, even exceeding
maximums. All saving throws againsllhe spells
""/r----------------------------------~~
1281
.
,St1I.ff of Hanning r
of Harming from the staff. Note that with sufficient time and
XPValue: 4,500 G PValue: 35,000 effort, animals can be trained to withstand the
Red Arrow, Black Shield effects of this staff. The staff can be recharged.
The staffof harming functions like a reversed [dun 's
staffofhealing, but at the cost of one charge per
creature harmed. It inflicts Id6+ I points of dam- XP Value: 2,000 GP Value: 45,000
age if iltouches any creature (no saving throw); a Legends & Lore
normal attack roll may be required. This is in Anyone struck by the avatar's staff becomes 10
addition to norma! weapon damages (ld6 points), years younger (save vs. spell to negate). If the
if applicable. The staff can also create the follow- victim's age falls below 15, one point of Strength
ing effects, with the costs noted. Each effect is and Wisdom is lost for every two years below 15.
identical to the reversed form of a priest spell. If the victim's age falls below 8, physical attacks
Note that the use of this staff is an evil act. are not possible. Below the age of six, magic can
no longer be used.
Eff«:t C h a r ges Ixtlilton's
Cause blindness 2 charges
Cause disease 2 charges XP Value: 600 GP Value: 3,000
Cause serious wounds ] charges Legends & Lore
Create poison 4 charges Anyone hi t by the avatar's staff must save vs.
of Healing spell or be stunned for Id4 rounds and take nor·
mal damage.
XPValue: 5,000 G PValue: 40,000
D UNGEONS & DRAGONS Rules Cyclopedia Jizo
Usable only by priests, this staff will heal 1d6+ 1 XP Value: 7,000 GP Value: ]5,000
points of damage per use. It may only be used DRAGON Magazine 40
once a day per person, but it will heal any number This staff can be used only by priests, and that
of persons once a day. It does not have or use includes druids. It has IdlOO charges ofprotection
charges for healing. from undead 15' rodius, each charge lasting Id6
As an option, the DM may add charges to the hours. While any charBeS remain, the staff is also a
staff (in addition to its curing abilities) to create staffofstriking +2. Striking with this staffdoes not
the following effects, at the cost of the charges use charges; only the use of the protection aspect
indicated. drains charges. This stalfhas nofineJ strike.
Cure blindness: I charge of Kitsyrral
Cure disease: I charge
Cure serious wounds: 2 charges XP Value: 3,500 GP Value: 42,500
Neutralize poison: 2 charges Falcon's Revenge
This staff enables a priest to store spells for later
of Hornwood use. The staff can hold 10 charges: each charge is
XPValue: 4,000 G PVa!ue: 15,000 equal to one spell level.
G REYIt.o.WK Adventures By casting spells on the staff, the priest imbues
This wooden staff was enchanted by a w izard it with spell energy. This charges it and later
who wanted to make his travels in the wilderness allows the priest to draw upon the stored energy.
less dangerous. When the command word is spo- Any level of spells may be cast on the staff, but
ken, the staff creates an area of antipathy in a 20- the total levels stored ca n never exceed 10.
fOOl radius that is avoided by normal animals Excess spell levels are lost.
(including giant variations) unlcss attacked by the The priest can cast any spells on the staff.
staff holder or the party. Animals with higher Since they are stored as energy and not as spells,
than animal Intelligence can enter the warded they may later be cast from the staff, regardless of
area if a successful saving throw vs. staff is made. when a specific spell was stored originally. Spell
Enchanted creatures of the forest will be irri- levels may be stored or cast in any combination.
tated by the operation of the staff; 75% of the The priest may expend charges at will, using
time they will leave the area in disgust, and the them in any combination (any four 2nd- and t\.VO
other 25% of the time they take steps to drive 1st-level spells, or ten Ist·level spells, or any
away the staffholder. combination totaling 10 charges). He or she may
The staff can also be used as a melee weapon, not cast spells that are above the character's level
in which case the antipathy effect causes any ani- of spell ability. Spells cast from the staff take
mal struck 10 flee the encounter, subject to any effect in half the normal casting time, but at the
applicable saving throw. Each hit drains a charge very least have a casting time of I.
/r----------------------------------~5~21S~
!282
Sraffofthe Magr
Kuan Yin 's Quarterstaff Lao Tzu 's
XPYalue: 1,500 G PYalue: 15,000 XP Value: 9,000 GP Value: 82,000
Legends & Lme Legends & Lore
In combat, Kuan Yin's avatar employs a magical Anyone hit by the staff of Lao Tzu's avatar must
quarterstaff +5 that inflicts stunning damage save vs. paralyzation or be pennanently paralyzed.
only. Nothing short ofa wish can counter this curse.
K' uei Hsing's of the Magi
XP Value: 1,500 G PValue: 25,000 XPValue: 15,000 GPValue: 75,000
Legends & Lore DUNGEON M ASTER Guide
K'uei Hsing's avatar uses a staff +3 that also acts This potent staff contains many spell powers and
as a rod of cancellation. This weapon is also other functions. Some of its powers drain charges;
known as Chung Kuel $ Staff. others don't.
K' ung Fu-tzu's The following powers do not drain charges:
XP Value: 3,000 GP Value: 18,000 Detect magic
Legends & Lon: Enlarge
Anyone hit by the staff of K'ung Fu-tzu's avatar Hold portal
must save vs. paralyzation or be stunned for IdJO Light
rounds. Protection from evil/good
The following powers drain one charge per use:
Kura Okami 's Invisibility
XP Value: 10,000 GP Value: 72,000 Fireball
Legends & Lon: Knock
Upon command, Kura Okami's staff unleashes a Lightning bolt
torrent of water 10 feet wide, causing creatures Pyrotechnics
caught in its path to save vs. pelrification or be Ice storm
washed 2dl 00 yards away. W,b
Wall offire
Ky Trencha Ukang Dispel magic
XP Value: 3,000 GP Value: 30,000 Passwall
Kara-Tur These powers drain two charges per use:
The great wujen Kixa To' u created the Ky Tren- Whirlwind'
cha Ukang , a staff of eldritch powers. Fearing Conjure elemental'
his creation, Kixa To'u transformed the staff Planar travel
into five magical scroll reels with unbreakable Telekinesis'
(AC - 2) enameled cases, each of which magi- ' The whirlwind is identical to that caused by a
cally rewro te any spent, blank magic parchment djinni.
placed inside. Only one of these scroll cases is , The staff can be used to conjure one elemeOlal
known to stili exist, and it is owned by the wu of each type per day, each having 16 Hit Dice.
jen Yuraka of Singye. The other reels have been I Telekinesis is at 8th level (200 pounds maximum
lost for more than five centuries. It is rumored weight).
that if ali the pieces are brought together, the
staff will reform. The staff's powers are bind at The staffofthe magi adds a +2 bonus to all
will, disguise at will,fire enchantment, poly- saving throws vs. spell. It can be used to absorb
morph other, wall offire (three times a day), wizard spell energy directed at its wielder, but if
wall of iron (twice a day), major creation (once the staff absorbs energy beyond its charge limit, it
a day), aura (once a week), and power word will explode as if a "retributive strike" (see
srun (once a month). Its primary power is call, below) had been made. The spell levels of energy
as in the 8th-level wu jen spell, but the wielder absorbed count only as recharging the staff, but
of Ky Trencha Ukang need not have actually they cannot be redirected immediately, so if
seen the person or spirit called; he or she just absorption is desired, that is the only action pos-
needs to know the correct name. Its side effects sible by the staff wielder that round. Note also
are insomnia and arthritis. It has an Intelligence that the wielder has no idea how many spell lev-
of 17 and a neutral evil alignment. els are cast at him or her, for the staff does not
communicate this knowledge as a rod ofabsorp-
tion does. Absorbing spells is risky, but absorp-
tion is the only way this staff can be recharged.
IS22
/r----------------------12-8-3---------------------.~
,SUff, Magical Quarterslaff (
Retributive strike is a breaking of the staff, it
must be done purposefully and declared by the wiz-
ard wielding it. When this is done, all levels of spell
energy in the staffare released in a globe of3()..foot
radius. All creatures within 10 feet of the broken
slaff suffer points of damage equal to eight times
the number of spellievels of energy in the rod ( I to
25), those between 10 and 20 feet take 6 times, and
those 20 to ]0 feet distant take 4 times the number
of levels. A successful saving throw vs. spell indi-
cates that one-half damage is sustained.
The wiza rd breaking the staff has a 50%
chance of traveling to another plane of existence,
but if not, the explosive release of spell energy
totally destroys the wizard. This staff and the staff
0/power are the only magical items capable of a
retributive strike.
In a D RAC ONLANCE· Campa ign : Staves a/the
magi do not exist on Ansalon.
In Ravcnloft : This staff is incapable of planar
travel while in Ravenloft. Attempts to use it for
planar travel do not expend any charges.
Magical Quarterstaff
XPValue GPVaiue
+ 1: 2,500 15,000
+2: ],000 20,000
+]: 3,500 5,000 Magius's staff of legend still bears the wizard's
+4: 4,000 ]0,000 spirit and lends illO save Ihc world Magius loved.
+5: 4,500 5,000 Many wizards of renown have used Ihis Slaff and
D UNGEON MASTER Guide added to its powers.
This item seems to be a nonnal bronzev,'Ood staff The staff aciS like a ring o/protection +3,
banded with iron. The shaft is actually as strong improving the wearer's AC by - 3, and adding a
as steel, and has two magica l quali ties. Upon + 3 bonus 10 all saves. The staff strikes with a +2
command, the staff will alter its length from as on attack rolls, inflicting I d8 points of damage.
shon as 6 feet to as long as 12 feet (or any length Once a day, it can create cOlllinuallight, 60-fool
in between). It also inflicts damage as a quarter- radius; it can save its owner with a/eather /ail.
staff (base amount, Id6 points), with additions to When used by a wizard of 6th lcvel or higher, thc
attack and damage rolls based upon its magical slaff doubles spell durations, adds +2 points dam-
bonus. age per die, and maintains spells for one round
after concentration is broken. Other powers may
Roll TyP' exist.
01 - 25 This staff has hidden powers. Only a master
+1
26-50 (normal form) +2 wizard can summon them. If a wizard of 6th level
51 - 75 +3 or highcr uses the slafT, the DM rolls Id IO. On a
76-90 +4 I, a random effect occurs. The DM should select
91-00 +5 the effect from the list below. Onee an effect has
occurred three times, the wizard may attempt to
of Magius maste r the power by making a Y2 Intelligence
XPValue: 1],000 G P Value: 72,000 check.
Talesoflhe Lance The following powers cost one charge each:
This polished mahogany staff is lopped with a Continuallight,feather/all, darkness J5' radius,
crystal ball held tightly in a bronze dragon claw. hold portal, detect magiC, prorection vs.
Its powers are limited only by its user; once the evil/good, enlarge, srrike at double damage.
wizard learns the staff's true nature, great power The following cost two charges each: Entan-
may be summoned. gle, gust o/wind,jump, magic missile (><3), knock
Legends say the wizard Magius aided Huma in spiderclimb, levitate telekinesis (25-foot range).
his quest to drive dragons from the face of Krynn. The following powers cost four charges each.
/r------------------------------------"IS24
1284
r$laff, Mirandos's SUlTof tll5«1 Command
The user must make a Constitution check or of Miracles
become exhausted for 2d6 rounds, suffering a - 2
on all rolls and moving only at half-rate: Dispel XPValue: 4,000 G P Value: 20,000
magic, lightning bolt (6d6 points damage),jeign
death , locate object,fire shield, paralyze, invi$i- The Ruins of Myth Drannor
bility,summon swarm.
These wizards' staves were once common, made
The staff recharges at the rate of one charge an
hour while in the light of Solinari (up to S points in Myth Drannor and elsewhere, but the secrets of
a day). The staff can carry up to 20 charges.
their cralling are known by but a few today. When
finnly held and ordered, these staves glow with a
brief, blue-white radiance and allow a +4 bonus
on saving throws for up to four beings touching
it. The protection lasts for the round in which the
of Magius II staff is touched and the followin g ro und, and
XPValue: 10,000 GPValuc: 50,000 drains the staff of fou r charges each time this
t992 Fantasy Collector Card 412 power is activated. A staffoj miracles may heal
Magius was a wizard who aided Hurna. His staff (as the 6th·level priest spell) once every 24 hours.
eventually fell into Raistlin Majere's hands. It can This function drains five charges.
be used only by wizards. Any new owner imme· The staff may also be used to delay death once
diately knows that it functions as a ring oJpratec- every 24 hours. This function , which drains six
lion + 3, weapon +1 (IdS damage) and ca n scharges, is similar to the death door spell, and
performJeatherfail and continua/light once per permits a dead being, if touched with in three
day. Prolonged use will reveal that, in the hands round s of deat h, to be brought to I hit poi nt
of a 6th· or higher.level wizard, the staff doubles despite any wounds, dismemberments, Ot even
the duration of spells that influence light, air. and decapitation. Breathi ng, bleeding, and all life
the mind . It also maintains spell s that require functions are magically hailed for seven turns; if
concentrati on for one round a ft er the wizard curative magic or other means are applied to the
stops concentrating and adds 2 points of damage unfortunate during this time, actual death may be
\0 every die of damagc inflicted by a spell of the averted. A system shock roll may apply if a DM
slaff 's owner. judges it appropriate.
of the Magius Once every 66 days, a slaffojmiracles allows
Ihe bealer vuo; limited wi$h, at a cost of 12 charges
XPValue: 15,000 GPValue: 75,000 (insufficient charges cause failure to function).
Dragons ofTriumph When this fu nction is used, a roll of thunder is
The staff ojthe magills can only be used effec· heard overhead. The staff bearer is not aged by
tively by wizards. The first paragraph of abilities the use of this power. The limited wish is akin to
is automatically known to the wielder, while the 7th· level wizard spell. If death is involved, it
those in the second parag raph may be discovered cannot be directly caused by the spell, and it can
when casting certain spells. only be undone or reversei3 for one creature. If
The staffojthe magills functio ns as a ring of the limited wish involves the undoing of acts,
protection +3. It ca n strike as a +2 magica l spells cast, or words said, it can only reach back
wea pon and cause I dS points of damage. Once into the immediate past to a maximum of one
per da y the user can command the staff to per- tum .
fonn aJeatheifall and a contillual light spell.
In the hands of a wizard of 6th-level or higher, Mirandos's Staff of In sect
the staff can enhance spells cast by the wizard. It Command
doubles the duration of spells that influence light, XP Value: 5,000 G P Va lue: 25,000
ai r, and minds. It mai ntains spells that require 1992 Fanlasy Collector Card 130
concentrafion for one round after concentration Mirandos bears this magical staff and uses it in
ends. It also adds +2 points of damage to every Ixtul, a lost city in Far Payit. The staff is a varia·
die of damage done by a spell cast by the holder tion of the staffofcommand, with the follow ing
of the staff. powers: It can cast summon illsects, speak with
animals (insects only), giant insect, and repel
Meriadar's Quarterstaff insects by expending one charge each, or it can
XP Value: 3,200 GP Value: 25,000 cas t illsect plague whe n two charges are
MonslCr Mythology expended. Any insects summoned or created by
Meriadar'S avatar carries a quarterstaff +3 that the sta ff act as though charmed by Mirandos,
affects any goblinoid struck by it as a symbol oj with no saving throw.
persllasioll (nonnal saving throw vs. spell).
5229
/r------------------------------------,~
1285
". ____________________________________________~r
"' StaffofMishakal
of Mishakal 7th: Restoration, resurrection
XPValue: 5,000 G PValue: 25,000 Teleports at its own discretion, using 15
Tales oflhe Lance charges.
The first gift of Mishakal to the people of !Crynn Deflects dragon breath weapons in a 10-foot
upon her return to the world was the blue crystal radius (10 charges per use).
siaffof Mishakal given to Riverwind. Carved The stafT holds up to 20 charges at a time. It
from crys tal , its c rown is topped with a bladed regains one charge a day from the combined
cap and a blue gcm. Mishakal granted Riverwind influences of Krynn 's three moons, but it can be
the staff to bring Goldmoon to he r and to the recharged instantly and completely at the statue
disks ojMishakal (see Book). of Mishakal.
This slaff is sentient and of lawful good align- Monkey's
ment. Its Intelligence equals 13 (empathic with
use r) and its Ego is 10. It can control the actions XPValue: 2,500 GPValue: 15,000
of a user whose combined Intelligence. Cha- Hall of Heroes
risma, and level (- I per f ive rounds) is less than The Monkey's strength l ies within the towering
23. Only lawful good characte rs may use the oak staff he carries. The staff, capped with the
staff; others suffer 4d6 points of electrical dam- three silver rings of his profession, enhances both
age if they try. The staff strikes as a +3 weapon, the Monkey's saving throws vs. magical auacks
adding +3 to all attack rolls. For each auack the by +4 and his shukenja spell rolls by +3.
user can choose to spend I, 2, or 3 charges to of the Moonglow
inflict +3, +6, o r +9 ( respectively) to damage.
T he staff can cast any of t he following priest XP Value: 3,000 GPValue: 15,000
spells (cost of two charges per spell level). DRAGON Magazine 173
1st: Command, cure light wound, remove fear. Devised long ago in the early days of the northern
3rd: Continual light, cure blindness, cure dis- city of Silverymoon, staves of this sort are most
ease, remove curse. often found in the hands of Harpers and elves.
51h: Cure critical wounds, raise dead, teleport They are activated and deactivated by silent act of
(15 charges). will combined with physical contact and can be
7th: Restoration, resurrection, deflect dragon used by all races and classes of intelligent beings.
breOfh (10 charges). At a cost of one charge per round of use, the
The staff holds up to 20 c harges and regains wielder of a staffofthe !twonglow can pass with-
one charge per day in moonlight. out trace (as the 1st-level priest spell),find the
path (as the 6th-level priest spell), or have free
of Mishakal U action (as the 4th-level priest spell). A staffofthe
XP Value: 5,000 GP Value: 25,000 moonglow can also (at a cost of one charge per
Dragons of Despair round of use) be made to glow with a pearly,
This staff is carved from a single piece of blue blue-white ra diance. The light fills a sphere 30
crystal. It is about 5 feet long and has a 2-inch- feet in radius, centered on the midpoint of the
diameter shaft. The ornamentally bladed head of stafT. Besides providing illumination for reading
the staff bears a gem in its center. and other sight-related tasks, this radiance allows
Although Riverwind d oes not remembe r, a a ring ofshooling stars located within it to oper-
manifestation of the goddess Mishakal gave him ate as if it were underground, reveals the auras of
the staff. It is an Inte ll igent artifact of lawful a ll magical dweomers within its area of effect as
good alignment and has an Ego of 10. It can only amber faerie fire glows, and causes all undead
be used by those of that alignment---others who within it to attack at - 3 Qn their attack ro lls. All
try to wield the staff take 4d6 points of electrical magical inscriptions and wizard marks located
damage. A lawful good person may use the staff within the moonglow shine forth clearly and dis-
to heal the electrical damage it has caused. The tinctly, even if normally invisible or magically
staff has the following powers: concealed.
Strikes as a staffofstriking ( l d3 charges per Whenever a staffof the moonglow strikes an
use). opponent, the bearer can elect (at a cost of two
Casts any of the following priest spells (two charges) to forego all physical attac k damage in
charges per level of spell): exchange for forcing the struck crearure to "stay."
lst: Command, cure light wounds, remove This power allows no saving throw and operates
fear as follows : All crearures ab le to shift out of phase
3rd: Continua/light, cure blindness, cure (into the ethereal or elsewhere), blink, or telepon
disease, remove curse (including related spells or creature powers, such
5th : Cure critical wounds, raise dead as the dimension door ability of a boggle) are pre-
~211
/r------------------------------------'\
1286
Staffof lhe Nini,...
vented from doi ng so for one round . In other ing magical auras, as from swords). Radiances of
\o,..ords, for the round that follows the staff attack, nonnally pennanent duration return Id4+ l turns
Ihey cannot escape by magical means and may be after this function is exercised.
altacked normally by the staff wielder and his or The bearer of a staffof night can al so create
her companions. Creatures not able to use such darkness in a IO-foot-radius sphere centered on
abilities or spells are merely slowed for the one the midpoint of the staff. The darkness is equal in
round following the staff attack. effect to that created by the 2nd-level wizard spell
A staffofthe moonglow operates as a weapon darkness 15' radills, and it moves with the staff.
+4 when used under an open, moonlit sky. Ifused This function costs one charge per use and can be
under a starlit sky o r under a nighl sky in which ended by mental command of the bearer; it can
the moon is concealed by weather. it func t io n ~ al~ he continuecl indefinitely. even if the staff is
no longer in contact with a living being.
on ly as a weapon +J. Underground. it has no
bonuses, except that in all locations and condi- Once every seven days, the greatest power of a
tions. the strike of a staffofth e moonglow does staffofnight may be used. When the bearer of the
double damage to all undead; it also counts as staff feels (by a faint, continuous tingling) that
"holy," s il ve r, and magical fo r attac k purposes, this power is ready, a command word is spoken to
and it affects trolls and other creatures suscepti- activate the power. Doing this drains six charges
ble to fire damage as though the physical damage from the staff each time it is invoked. Within one
of its striking were caused by flame . These staff round, an umber hulk appears. It fights or other-
properties drain no charges. wise performs at the staff bearer's bidding for
three rounds, then va nishes again. The umber
of the Nec romancer hulk always has 60+ hp and obeys diligently and
XPValue: 13,000 GPVa lue: 65.000 loyally in undertaking even obviously dangerous
Old Empires tasks (if directly asked to ha rm itself, it does
This staff belongs to Hodkamset, the most power- no thi ng). The bea rer of the s taff is rendered
ful wizard in the service of the god Set. Hodkam- immune to the confusion power of the gaze of all
set made this alabaster staff from the spine bones umbe r hulks while the staff is held. If the umber
ofa dragon. hulk is slain whi le in service to the staff bearer,
Hodkamset pursued the art of necromancy and the staff instantly crumbles to dust, its powe r
built this itcm to aid in spellcasling. It was stolen gonc forever.
from him by the priests of Osiris, in a battle two Lord Aumry o f Shadowdale (husband of the
years ago, but assassi ns of Set retrieved it before "witch" Sylune) once bore such a staff. It was
the priests could destroy it, and once again Hod- stolen from his tomb by Lashan of Scardale. who
kamset wields it. It has a maximum of25 charges, is thought to be still alive and in hiding-he may
and absorbs magic as a staffofthe magi. In addi- well stil1 have it.
tion, it has the following powers t hat cost no
cha rges: detect magic. speak with dead, and pro- of the Ninja
tection from good. XP Val ue: 5,000 G PValue: 25,000
The fo llowing powers cost one charge per use: DRAOON Magazine 126
animate dead, darkness 15' radius. dispel magic, This staff appears to be an ordinary be stick until
and hold person. checked for magic. II is +2 to attack and damage
The following powers cost two c harges per roils, and has other special abilities as well. If the
use: command undead, enfeeble,feeblemind. and appropriate command words are known, the fol-
life level drain. This last attack form drains one lowing things may occur at the user's command:
life level. has a lOO-foot range, and automatically • A spear head slides out of one end, turning the
strikes o ne taraet within that range. weapon into II .~hnlflljn JIflri +2. The head retracts
when the command word is repeated.
of Night • A sword blade juts out of the other end, turni ng
XP Value: 3.000 GPValue: 15,000 the staff into a shikorni-zue +2. As before, the
The Ruins of Myth Drannor blade retracts if the command word is repeated.
A staffo/ night is not (despite folk beliefs to the • The staff has a saving throw vs. crushing blows
contrary) an evil item; like many staves, it has no of I, making it virtually unbreakable.
alignment. Anyone taking hold of this staff is • It has balancing ability.
automatica lly afforded infravision to a range of • Once a day, each concealed weapon blade may
90 fe et. By wordless mental command (at a cost be enveno med . The veno m is wiped off and
of one charge), this staff can dispel any magical expended on the first successful blow. acting as if
spell radiance whose area of effect it contacts it had come from a dagger ofvenom.
(light, continual light, orfaeriefire. but not glow- • The staff dances for five rounds, attacking the
""/'----------------------------------~~
1287
r
enemy as if wielded by an 8th- level ninja. The Osmal's Staff of the Woodlands
staff can dance as a bo stick, shakujo yari, or
shikom i-zue-the form in which the owne r XP Value: 9,000 G P Value: 45,000
wishes it to fight, however, must be determined
before the weapon is made to dance. When time 1992 Fantasy Collector Card 264
runs out or il is recalled, the statT returns to the
owncr. Osmal's stafJ is made from the severed limb ofa
• It acts as a ring o/water walking.
• Four times a week, the bearer of the staff can treant- a bolt oflightning cut the branch free and
pass through stone or metal walls up to 3 feel nearly killed the treant in the process. As a result,
thick.
the staff has all o f the powers of a staffo/the
woodlands + 2, and it can call lightning (three
bolts) in two rounds, once a week. Each bolt of
lightning inflicts 5d8 points of damage (save for
half damage). There must be al least partial cloud
cover in order for the staff to work. Osmal abhors
Oberon's violence, so he has never called upon the stafT's
XP Value: 7,000 GP Value: 20,000 uniq ue power, and the elec trical ability may
Monster Mythology become a lost secret ifOsmal dies without reveal-
Oberon's avatar carries an enchanted staff that ing it.
can be used as a changestafJonce a day.
Panzuriel's Qua rterstaff
of Oceans XPValue: 1,500 GPValue: 8,500
XP Value: 8,000 GP Va lue: 20,000 Monster Mythology
Kara·Tur The avatar's powerful quarterstaff + 4 delivers
This is an ornate staff, laminated from many IdlO points of electrical damage in addition to
types ofv.-ood and carved into intricate designs of normal melee damage (a saving throw vs. spell is
dragons, hawks, and faces. It was created by the allowed 10 halve the electrical damage).
first Lord of Oceans, who used it to flood a
frozen battlefield and defeat the nobility's forces. Pharaoh 's Ruling
It has the following powers (all using one charge): XP Value: 5,000 GP Value: 25,000
spell immunity (one turn duration), create water, Pharaoh
air walk, and cure serious wOl/nds, For three In the hands of one who knows how to use it, this
charges, the statT can raise dead or casl an ancielll staff is capable of three magical acts:
curse. It can di scharge up to 10 lightning bolts • Striking the tip to the ground th ree times causes
each day (6d6 each, no charge required). The stafJ the staff to polymorph itself into a large ven-
o/oceans is the ruling instru ment ofTabot, so it omous snake (Ae 4; M V 15; HD 4; hp 28; HAT I ;
Dmg I d4 + save vs. poison or die; AL the same
is always carried by the High Lord ofOeeans
when in public, as whoever wields the staff). The snake will not
anack the wielder of the sta fT. Grasping the snake
O-Kuni-Nushi 's by the tail firmly, at - 2 on attack rolls, paly-
XPVa lue: 1,000 G PValue: 7,500 morphs the snake back into the golden staff.
Legends & I.,()re • Striking the ground twice and then spinning the
Any being struck by the avatar's staff must make tip in the air creates a globular ball 0/lightning
a Strength check or fall to the ground, that, for every round it is spun before released at
its target, develops Id 10 points of damage poten-
of Osiris tiaL Note, however, that the person spinning the
XPValue: 1,500 GP Value: 7,500 lightning must concentrate both on its spinning
Old Empires and on its direction for detonation. If the spinner
This statT is made of dark mahogany and is cov- is disturbed during spinning (moves, is hit, or is
ered with painted hieroglyphs. A quarterstafJ +3, distracted) then the ba ll d etonates on the spot
it is a favored weapon of the priests of Osiris: at with as much damage as had been spun to that
least 20 are known 10 still exist loday. point.
In addition 10 its attacks, the stafT bloeks one • Striking the ground once and then pointing it
successful attack each rou nd; the first successful skyward produces a clap of thunder of such vol-
melee attack against the wielder is aUlOmatically ume that all exposed creatures within 1,000 feet
negated. This does not prevent ranged attacks, must save vs. petrification ()r be struck with/ear
such as missi le wcapons and spells, from causing for Id I0 rounds.
damage but it does SlOp sword thrusts, ot her The stafT holds only five charges of each type.
staves, daggers, and melee weapons. In spite of Only a sage ( for a fee) can extract the above
its name. a staff o/Osiris may be used by any infonnation-or a little lucky experimentation.
priesthood, including Set's.
1288
rSWf, Quirks orMagic:aJ Sf60·e!.
of Power
XPValue: 12,000 GP Value: 60,000
DUNGEON MASTER Guide
The staff ofpffwer is a very poten! magical itcm,
with offcnsive and defcnsive abilities. The powers
below cost one charge each:
Continual light
Magic missile or lightning bolt
Darkness. 5' radius
Ray ofenfeeblement
Lel·ilalion
COIle ofcold orfireball
The following powers drain two charges each:
Shield, 5' radius
• Globe ofinvulnerability
' Paralyzation I
1 Paralyzation is a ray from the end of the staff
extending in a cone 40 feet long and 20 feet wide
at the far end.
The DM may assign alternate powers by ran-
dom die roll.
The wielder of a staff of power gains a +2
bonus to Armor Class and saving throws. The
staff may be used to smite opponents. II strikes as
a magical weapon +2 and inflicts Id6+2 points of
damage; ifone charge is expended, the staff
causes double damage, but two charges do not
cause triple damage. Roll O ther Staves
00-<;5 Dasic 5taff.
A staffofpOlver can be broken for a retriuuti ve 66-75 As basic staff with thc pillars offlame
strike (see Staff, of the magi). The staff can be and smoke (a spe<:tacular find /he path
spe ll ).
recharged. 76-85 As basic staff with earthqrll1ke and
hold person.
of the Priest Kings 86-95 As basic staff wiih raise (lead (2d4,
burns two charges).
XPValu e GPVal ue 96-99 As basic sta ff with resurrec t ( l d6 ,
burns three charges per spell).
Type I: 5,000 25,000 00 As basic staff with restoration (ld4,
four charges per spell), and blade bar-
Type II: 5,500 27,500 rier, +2 on spell effectiveness.
Like staves of wizardry, these have 200
Type III : 6,000 30.000 charges, but have nofinal strike capacity.
Type IV: 6,500 32,500
Type V: 7,000 35,000
Type VI: 7,500 37,500
Strategic Review Magazine 7
This staff is the priestly equivalent of a staffof
wizardry, and combines the fo llowing functions:
The snake staff
Sticks to snakes spell. Quirks of Magical Slaves·
Insect plague spell. XP Value: - G P Value: -
Create/pollute food and water spell. DMooN Magazine 163
Cure/cause disease spell. The AD&oa game has one of the largest compi-
Continual light spell. lations of magical items in the fantasy gaming
NeUlralizepoisoll spell. industry. The following tables have been created
Cure light and serious wounds spell. to add some spice and variety to ex.isting magical
items in the AO&O game worlds. A table of non-
This is the basic staff, which is + I on s pel1 s tandard, magical item abilities is o ffered for
effectiveness. Other staves may be found. accord-
ing to the following percentages: eaeh majo r type of magical item in the AO&O
game.
Most items arc created normally, and they
funct ion exactly as a standard item of the same
,,,,type in the DMG. However, sometimes thcre is a
/r------------------------------------.~
1289
•
(
slight mishap in the creation of the device: the '6-60 Staff is unaffected by acid.
steps are not followed in the proper order, the 6J...{j3 Staffcannot be snapped or broken by any
astrological signs do not bode well, the item 's creature of less than 18150 Strength. This
creator is disturbed to begin with, the instructions also applies to any retributive strike made
are incomplete, or something just plain goes by another wand, staff, or rod.
wrong. Any of these results may cause a magical Staff does not work if the wielder is
item to behave differently from others just like it. wea ring metal armor of any kind
Not all quirks are bad, however. Some are (including elven chain maii).
de trimental to the item or its user, some are neu- 69-71 Staff has a tendency to overload It can be
tral, and some are even beneficial. The possibili- used up to three times in a 24-hour period
ties of quirks existing (and the actual number of Any attempted use beyond that limit
quirks) are determined by using the table below causes the staff to short itself out for 24
to determine lhe exact quirks a magical staff hours, and the charges activated are lost.
possesses. 72-74 Staff is extremely powerful; any saves
against its effects are at - 2 to the die
Roll Q uirks Present roll .
01-86 No quirks 75- 79 Staff is unable to function in environ-
87- 94 One qui rk ments colder than freezi ng.
95- 98 Two quirks 80-83 StafT is unable to func tion in environ-
99-00 Three quirks ments warmer than normal hwnan body
temperature.
Roll Result 84-86 Staff does not function underwater.
01-04 Staff is inefficient; double the num ber 87-89 Staff activates whenever the command
of charges expended for each usc. word is spoken by anyo ne within 30
05--07 Staff has an extra command word that feet, whether it is being held or not.
allows it to shrink to half its regular size 90-93 Staff can be used as a weapon (if it is
or retum to normal. not already one). It has a +1 bonus with
08- 13 Staff is made of metal and is magnetic; respect to hilli ng creatu res unharmed
consequently, the stafT is attracted to by normal weapons, but has no actual
any large concentration of metal of at bonus on attack or damage ro lls. A
least 30 pounds. wand does damage as a jo stick; a rod
14-18 StafT glows a random color (as/aerie does damage as a club; and a staff does
fire) whenever ilS powers are used. damage as a quarterstaff.
19-22 StafTradiates nondetect ion and regis- 94-96 If all of the staff's charges are used, the
ters negatively at any attempt to deleel staff explodes in a fiery blast. The blast
magic. has a radius of 15 feet and does 5d4
23- 25 Staff does I point of d amage to its points of damage to anyone therein.
wielder each time its powers are used. Those within 5 feet of the staff receive
26-30 Staff is easily broken; the staff must no saving throw; others may save vs.
make all saving throws at - 2 to the roll. breath weapon for half damage.
31 - 34 Somatic gestures, as well as a com- 97-99 Staff is capable of being placed in auto-
mand word, are necessary to activate matic mode; every round, it performs
the staff's powers. The gestures fo rce one fu nct ion as designated by the
the user to suffer a - ld4+4 initiative w ielder, using the normal amount of
penalty. If the gestures cannot be per- charges, un til it is laken OUI of aulO-
formed (if, say, the wielder's arms are matic mode. During this time , the
tied), the staff does not work. wielder is able to casl short spells (ini-
35- 39 Staff does not work if the wielder 's tiative modified spells of three or less),
hand is covered, gloved, or gaundeted. or with a - I penalty on attack rolls.
40-44 Staff is unstable; it fizzles out and does 00 Staff is intelligent; roll on the Sword
nothing 10010 of the time that is activated. Intelligence TabJe (see Sword, Special) and dis-
45- 50 Staff is unaffected by fire, magical or regard any result of no Intelligence. The staff also
normal. has an Ego; its personality must be determined as
51 - 52 StafTis invisible to everyone except its well. Though the staff does tell its owner of the
user. powers it offers, it never reveals the number of
53-55 Staff's wielder must concentrate for one charges it possesses. Note that an Intelligent staff
round when speaking the command word never willingly uses its lasl few charges. These
in order to activate the staff's powers. staffs can always be recharged, regardless of type.
""/r--------------------------------------'~
1290
Staff. Rilantave,,,...
of Raket +I magical weapon and does 2d2 points of dam-
XP Value: 10,000 GP Value: 50,000 age. Upon command, the head of the staff
becomes that of an adder (Ae 5, 20 hp) and
DRAGON'S CR~ Sourcebox remains so for one full turn. When the snake-
head scores a hit, the victim must make a saving
Only 4 feet long, this staff was originally empow- throw vs. poison. Because Repti lia is an expert
with poisons, she has designed the staff to inject
ered by Raket's master with the psychometabolic different classes of poison- classes C- F and
O- P. Each poison type has its own command
science Energy Containment. He further modi- word.
fied it as a receptacle, holding a pool of383 PSPs
to access in times of need. He was able to give the
staff access to this pool to maintain its inertial
barrier. Though intelligent, the staff communi-
cates only semi-empathieally, by tingling. The
watery blue crystal in the head of the staff pro- Rheddrian 's
tects him from the effects of the Psionatrix. The XPValue; - GPValue: -
staff has the following statistics: Intelligence 12; Wrath of the Immortals
Ego 3; Alignment N; Psionic Summary: PSPs This item is a 6·foot-tall black staff made of
12; Sciences: Energy Containment. heavy enchanted ebony. The weapon is + I on
attack and damage rolls, and causes IdlO points
Ranike of damage per strike.
XP Value: 2,500 GP Value: 12,500 Defense Power: Proteelion ji-om normal mis-
DRAGON Magazine 191 siles as spell of same name. The power can be
This enchanted staff has the same powers as the used five timeS a day.
mnike rod, though it strikes any target as a quar- Information Power: Can be used to commune
terstaff +J. It is also restricted to 25 charges ( ld6 with the artifact's creator once a week.
+ 19) at most. !ftwo charges are expended at Activation of Powers: All that is needed to
once, the staff creates a billowing cloud of ranike activate commune is to meditate for a minute and
sap smoke, 40 feet wide, 20 feet high, and 20 then call " Rheddrian." To activate protection from
fect deep. The cloud's mOVement is controlled by normal missiles, the wielder simply says "Shield
the staff's wielder as long as there is no strong me!"
wind. Wi nd dissipates the cloud as a cloudkill Handicap: Saving throw penalty. The charac-
spell. The cloud travels at a speed of 10 feet per ter suffers a -2 penalty whenever attacked by fire
round and lasts for 12 rounds. The smoke is not magic.
heavy like a cloudkill vapor, so it does not sink Penalty: Fo rgetfulness. When the commune
into low areas, making it useless for driving out a power is used, the invoker suffers a 20% chance
colony of giant ants from their underground neSt. to forget one spell from memory; the protectioll
However, it "is still a useful weapon, particularly from normal missiles power causes a 10% chance
agai nst the thri-kreen. The st aff may not be to forget one spell from memory. Only mortals
recharged. are affected by these penalties.
of Recording Rilantaver 's
XPValue: 2,000 GPValue: 10,000 XPValue: 3,000 GPValue: 15 ,000
The Revenge of Rusak DRAGON Magazine 113
This is an ornamented staff topped with a single The elusive trickster Rilanlaver long ago van-
crystal orb. When placed upright in the earth, it ished from his usual haunts around the Sea of
can either record or display. When the command Fallen Stars and is believed to have perished in
word is spoken to reco rd, the staff records all some misadventure. Elminster suspects he merely
events within a 3D-foot radius for up to 24 hours. decided to make his home on some other plane of
Likewise, when it shows, it plays back everything existence. Hi s legacy to the Art of the Realms
that it has recorded. The staff can only have one includes some spells (of spectacular effect but
scene recorded at any given lime. If a new scene minor power) and the process of making the sort
is recorded, any previous scene is lost. of staff named after him. Many we re made in
Amn and Starmantle, where Rilantaver ran a
Reptilia's Staff of the Serpent business of sorts to fund his carefree travels and
XPValue: 7,000 GPValue: 35,000 shady pursuits.
1992 Fantasy Collector Card 265 sA Rilantaver staffaffords +3 protection on
This staff was specially created by Reptilia, but saving throws and Armor Class for up to six
beings touching it. This power is automatic and
she lost it in a battle with a bronze dragon whose drains no charges. Upon command, the staff can
lair she attempted to occupy while he was not at
home. This staff is an adder staff- it strikes as a detect magic in a 20-foot radius sphere centered
52S2
/r--------------------------------------'~
1291
, Staff. Rollalan r
on the siafl The slaffbearer can clearly see magi- week. If the c reature summo ned has fewer Hit
cal auras, but Ihe staff does not enable others not Dice than twice the summoner's level, it is able to
touching it 10 do so, No charges are drained, be controlled- if the creature has more Hit Dice
The bearer can also excrcise telekinesis on any than twice the summoner's level, it may turn on
object touched by the staff. This function must be the owne r. The creatu re remains for o ne turn
exercised as the touch is made, is ac tivated and before returni ng to its own plane of existence.
ended by silent fo rce of will, and d ra ins three of Scrivening
charges, plus one charge per round after the
round of activation. Moving creatures and objects XPValue: 3,000 GPVa Jue: 15,000
require a successful attack roll to be touched, and DRAGON Magazine 173
any living, conscious, unwilling creature receives One e nd of a slaffofscrivening will transfer a
a saving throw vs. spell each round to break free written spell of any level and type from its origi-
of the power. Telekinesis is identical in effect to nal text to another surface, such as a blank page
the 5th-level wizard's spell, bUl the staff 's weight of lhe staff-bearer's spe ll book. It even transfers
limit is 1,000 pounds. Once telekinetic contro l spells forever de nied to the staff bearer for rea-
over an object o r c reature is los t, it cannot be sons of class. The original text mUSt be touched.
regained except by touching the target again and This fun ction is by touch, drains two charges, and
reactivating the power. takes four rounds. In the first round, Ihe original
Ro ha la n text must be touched; in the second, the staff must
be moved to the surface to be wrinen upon; in the
XP Va lue: 2,500 GP Value: 12,500 thi rd and fourth, the staff must be continuously
1992 Fantasy Col lector Card 25 touch ed to the surface to be inscribed. One
This staff belongs to Ave nel Wh ytstagg. It is
made of rosewood, shod in iron at one end and charge per round is drained, and if the process is
interrupted, the charges used thus far are lost, and
silve r at the o lher, and is cove red with magical the attempt to w rite the spe ll fa i ls. Writing
sigils and runes. It can cast the following spells requires no special spell inks or movemen ts of
withoul expending any charges: continua/light, the staff, nor even adequate light. The end prod-
knock, and detect mag ic. If one charge is uct is always an exact duplicate of the original,
expended. the wielder can cast lightning bolt, in c luding any fault s. A spell conceale d by a
shocking grasp, fireball , or dispel magic. Two secret page spell canno t be written by use of this
charges allow the wielder 10 c asl wall offorce
once per day or teleport witham error once per sort of staff, but the staff can be employed to copy
a secret page speJt itself.
week. The staff also provides the user a base AC At a cost of one charge per round, the bearer of
of8. a staffofscrivening can read magic (as the lst-
of the Sa nds level wizard spell). Note that this power does not
reveal the a uras of magical dweomers, nor does il
XPValue: 10,000 GPVaJue: 50,000 identify, activate, or reveal glyphs or symbols.
DRAGON Magazine 179 Anyone to uching a staff ofscrivening when a
glyph or symbol is di scharged is automatically
This staff allows any wizard 10 use the fo llowing protccted against all effccts of tha t glyph or sym-
powers, at the cost of one charge per use: move
sand, sand slumber, sand s ....,ord, stoneskin, trace- bol. T his protection drains six charges per spell
less travel ,The fo llowing powers use two charges, effect being defended against.
except in the case of sa nd mage s. who ma y All staff functions are activated by silent force
expcnd o nl y onc c harge from the s taff: conjure of will and require physical contact with the staff
earth elemental, desert first, create shade. Only a and concentration that must precede spellcasting.
sand mage may use the following power, which of the Sea
consumes fou r charges of the staff: sink. Addi-
tionally, the individual holding Ihe staff is consid- XP Value: 10,000 GP Va lue: 50,000
ered to be under the effects of a cool s trength Land of Fate
spell whi le holding the staff. The cool strength This staff allows any wizard 10 use the following
e ffects disappear whcn the last charge of the staff powers, at the cost of one charge pe r use: cool
has been expended. strength , depth warning, converse with sea crea-
tures, water blast, waterbane. The follow ing
of Savona powers use tv.'O charges, except in the case of sea
XP Value: 2,500 GP Va lue: 12,500 mages, who expend only one charge from the
staff: cOl/jure water elemental, ice storm , com-
Nightwatch in the UV!lffi CITY~ mand water spirits. Only a sea mage may use the
This stafT allows the possessor to ga te a single
para-e lementa l of the summoner's choice once a following power, which consumes four charges of
~2$7
/r------------------------------------,~
1292
StaffofShocY
the staff: maelstrom. The individual holding the The shadowstaff generates shadowy Jight in a
staff is considered to be under the effects of a 120-foot sphere around the user. This effect is
water breathing spell as long as the staff is held. drawn from the Demiplane of Shadow, and can-
The water breathing effect disappears when all not be halted or dispelled by any mortal spell or
charges of the staff are expended. dev ice. Only divine light or darkness or the
death of the shadowstaff's holder will stop this
of the Serpent effect.
XPValue GPValue Minor b e nign powers: Shield (3 /day);
Adder: 7,000 35,000 immune to sleep, charm, hold, and paralysis;
Python: 7,000 35,000 possessor need not eat or drink for up to one
DUNGEON MASTER Guide v..-eek.
There are two va rieties of this staff-the python
Major benign powe rs: Minor globe 0/invul-
and thc adder. Neither staff has nor req uires nerability (once a day), regenerate 2 hp per tum.
charges. M.inor malevole nt effect: - I penalty to sav-
Thepython staffstrikes as a +2 magical weapon ing throws vs. spell.
and inflicts Id6+2 points of damage when it hits. M ajor malevole nt effect : User becomes a
If a priest throws the staff 10 the ground, it grows shade upon fi rst use of major power.
from its 6-foot length, to become a constrictor Shang-ti's
snake, 25 feet long (Ae 3, 49hp, MV 9). This
happens in one round. The snake entwines if it XP Value: 8,000 GPValue: 20,000
scores a hit, the opponent being constricted for Legends & I...ore
2d4+2 points of damage per round. The victim
Shang-ti's avatar carries a staff0/ thunder and
remains trapped by the python until he or she dies lightning.
or the creature is destroyed. Note that the python of Shock
will re turn to its owner upon command. If it is
destroyed while in snake fo r m, the s taff is XPValue G PValue
destroyed. Greater: 2,000 5,000
The adder sla//strikes as a +1 magical Lesser: 1,000 2,500
weapon and does 2d2 points of damage when il The final Enemy
hits. Upon command the hea d of the staff This is a device peculiar to priests of marine
becomes that of an actual serpent (Ae 5, 20 hp). races, though it can be used by any character
The head remains for one full turn. When a hit is class. It is made of metal with a high resistance to
scored, damage is not increased, but the victim corrosion and can be used under water without
mus t roll a successful sav ing throw vs. poison deterioration. The staff is about 3 inches long and
(strength E) or be slain. Only evil priests employ ~ in diameter; one end has a handgrip made of
adder staves. If the snake head is killed, the staff insulating material and a cup-shaped hand-guard
is destroyed. of the same material. It is employed in a thrusting
mode, similar to that of a fencing foil, but has
Roll Staff Type neither edge nor point.
01-60 Python The staff is recha rgeable and can hold up to
61-00 Adder 100 charges. A single charge is expended when
the metal comes into contact with an opponent;
Shadowstaff an attack roll is required, though no command
XPValue: - GPValue: - word is necessary and the target is not allowed a
The Official RPGA· Tournament Handbook saving throw. When not in use. the staff is usually
The shadowstaff is an art ifac t tha t draws its kept in a cylindrical scabbard of insulating mater-
power from the Demiplane of Shadow. When ial to prevent accidental contact with the body of
the owner or anyone nearby. The staff is just as
used as a weapon, it acts as a staff0/striking with
an unlimited number of charges; thus, the posses- effective under water as in air; note that, unlike
sor always gains the greatest possible damage
the wand 0/lightning and the spell lightning bolt,
bonus. the use of Ihis weapon under water does not pro-
In addition, the shadows/affi.s linked with the duce a sphere of effect-only Ihe person or crea-
Demiplane of Shadow, constantly drawing power ture touched suffers damage, along with anyone
from that place, which it feeds to its possessor. else in physical contact wit h the victim at the
Because of this shadow powe r, the possessor time the staff is used. In this case the effect is
instantly becomes a shade upon grasp ing the conducted through the body of the first victim to
staff. As a shade, the holder retains all normal the second, who takes 2 fewe r points of damage
powers and abilities. than the f irst victim. The effect can be transmit-
/r----------------------------------~S~261~
1293
,Staff, Shou Hsing's Walking Stick
ted through multiple victims if all are in contact cause deafness (last ing Id4+ l turns) and stun
with the staff's target. There arc two varieties of (lasting Id6 rounds) all creatures in the area of
Ihis device: effect who are able to hear and who fail saving
The lesser staffafshack causes Id6 points of throws vs. poison against each effect. The sonic
electrical damage on its victim. It confers a + I blast also deals physical damage to living and
attack bonus, but no damage bonus. nonliving objects, equal to one structural point
The greater staffofshock causes 2d6 points of or 2d 12 damage (a successful save vs. spell
electrical damage and confers a +2 attack bonus. equals half damage). Any tiny object may, at
Otherwise, it is identical to the lesser staff. the OM 's option, be flung 2d I0 feet away from
Shou Using's Walking Stick the staff by the blast. Any creature who fails a
Dexterity check on Id20 may be hurled off its
Xl' Value: 16,UOO Gl' Value: 70,000 feet and thrown IdlU feel farther away from
Legends & Lore the staff.
Shou Hsing's avatar carries a walking stick that is There is no known "overload point" for such
a +5 magical weapon and also functions as a staff staves. A staffofsilence has never exploded nor
ofwithering. [n addition to the normal powers of ceased to function because its stored sounds were
this weapon, it can cause any living creature to not discharged. Activation of a sonic blast drains
age 5dlO years instantly. This special power can only one charge; the blast itself is powered by the
be used once per day and, although an attack roll sound energy stored by the staff.
is required to hit the target, no saving throw is of Skulls
allowed.
of Silence XP V a lu e GPVa lue
Greater: 1,500 25 ,000
XPValue: 1,500 GPValue: 7,500 Lesser: 900 15,000
DRAGON Magazine 173 The Magister
A staff afsilence drains one charge per round This staff, usable by all classes, can animate
when activated, It can be used continuously, as skeletal remains. Each operation- triggered by
long as the act ivator retains ho ld of the staff. the word "Arise!"-drains one charge. Animated
Activation and deactivation are by silent act of skeletons are under the command of the wielder
will and take only an instant. This type of staff of the staff (see animate dead spel l). If the staff
conceals all noises created by the bearer from all should change hands, control of the skeletons
olher beings, including footfalls, spell incanta- goes with it. Skeletons need not be complete, bul
tions, the sounds made by things the bearer the skull must be present, and skeletons lacking
breaks by direct contact, and so on, within a 12- parts of course have their actions and mobility
foot radius. impaired, Such animation is permanent, lasting
The bcarer may also invoke a special sort of until the magic is dispe lled or the skeletons
deafness upon himself to providc total protection destroyed.
against all spell, magical item, or monster attacks Twenty-five percent of these staves have a
that rely on sound (the roar of an androsphinx or secondary function: mending the broken bones
the singi ng of harpies or bards). The deafness of both living and dead creatures. This takes 1
prevents real deafness from being inflicted upon charge, and in a round it can reattach a severed
the staff bearer (except by physical damage to the limb or digit, although it does not restore hp
auditory organs), but docs not prevent Irnenamc- lost due to the wounds. Limbs or bones not
based magic from affecting thc staffbcarer, or belonging to the recipient may be used; thus a
similar magic from taking normal effect. Other heap of bones can serve as "spare parts" for a
creatures, even jfthcy touch the staff, are not pro- guard of skeletons. Typically, these staves are of
tected by the stall" in any way. ebony topped with an ivory skull, or con·
Once per da y (144 turns) , the bearer of a structed of a smooth-polished skull and a thigh.
staff of~' ilen c e can rc lease the sounds it has bone of giant size.
"swallowed" and storcd in a sonic blast attack.
This attack has a cone-shaped area of effect , Roll StaffType
extending from one end of the slaff up to 60 01- 75 Lesser staff of skulls
fcet away, widening from I-fOOl in width at the 75-00 Greater staff of skulls
tip of the staff to a 30-foot-diameter circle at
the farthest extent of the cone. [t is activated by
will and occurs instantly, ils effects ceasing at
the end of the round of activation, The sonic
blast sounds like a high-pitched shriek. It can
""/r------------------------------------,~
1294
... .
I I rStaff, Snake
inches in diameter and 5 pounds in weight. The
object adheres to the end of the staff, and the
wielder need then only swing the staff in an
overhand arc to release the missile toward a
desired target.
The missile leaves the staff on the downstroke
of the overhand swing and travels in a low-rising
trajectory, with the missile going I foot upward
for every 10 feet traveled. Of course, the arc may
be higher, or the missile aimed so as to travel
nearly vertically. (In the laller case, reverse the
arcing ratio so that I-foot of distance laterally is
covered for every 10 feet of vertical rise.) The
maximum range of such a missile is 180 feet,
with limits of 60 feet and 120 feet on short and
medium range, respectively.
This staff also carries charges, and a druid
wielding the item can expend one charge and
thereby use the staff to hurl a missile of large
size, as if the wielder were a stone giant (range
out to 300 feet, 3d 10 points of damage per hit).
Whether used as a magical quarterstaff or by
employing one of its slinging powers, the staff
bestows +I to the wielder's attack roll and +I per
die to damage dealt out. The weapon may be
recharged by a druid of 12th or higher level.
Skull-Staff of Hepmonaland Snake
XPVaiuc: 5,000 GrVaiue : 20,000 -XPValue: 7,000 G l' Value: 35,000
GREYHAWK Adventures The Keep on the Borderlands
This is a 7-foot-Iong pole that is to pped with a The snake staffadds + I to attack rolls and does
skull with a wild mane (If white hair and sharp, Id6+ \ points of damage. On command the staff
fiendish features . The sh.aman who uses the staff turns into a snake and coils around the person hit.
claims that it is the sku ll of an ancient fiend, The victim is held helpless until the user recalls
though many suspect that it belonged to an evil the staff (or for Id4 turns maximum). The snake
wizard who died in the hands of headhunters in staffcrawls back to the priest on command.
Hepmonaland.
The skull can magically causefear in any crea- Snake II
ture gazing upon the skull when this power is XP Value: 7,000 G PValue: 35,000
invoked. Its secondary powers, which require no DUNG EONS & DRAGONS Rules Cyclopedia
charges, are a personal protection from evil effect Usable only by priests, this magical staff is a staff
that surrounds the wielder, and displacement, as a +J and inflicts Id6+1 points of damage per hit.
cloak of displacement (a +2 bonus to Armor Upon command, the staff turns into a snake
Class and saving throws, and the first attack and coils around the creature struck. The com-
misses) against creatures from the lower planes. mand may be spoken when the victim is hit. The
The rod has up to 25 charges and cannot be victim is allowed to make a saving throw vs. spell
rechargcd. to avoi d the serpent's coil. Any human-size or
of Slinging smaller victim is held helpless for Id4 turns
(unless the snake is ordered by the owner to
XPValue: 1,000 GPValue: 5,000 release the victim before that time). Larger crea-
DUNGEON MAnER Guide tures cannot be ensnared in the snake's coils. The
This magical quarterstaff appears to be a +1 snake's characteristics are as follows.
weapon unless it is grasped by a druid, when its
power of slinging becomes evident. This power, Snake: AC 5; HD 3; hp 20; MV 6; #AT I
which can be employed only by a druid, is acti- (special); Dmg Nil (special); ML 12; XP 6
vated when one end of the staff is touched to a
heavy object of rough.ly spherical shape (a When freed, the snake crawls back to its owner
stone, metal ba ll , pottery crock) of up to 9 and becomes a staff once again . The snake is
} ""
1295
,SlaffofSpell Focusing (
completely healed when it returns to staff form . If
killed in snake form, it cannot return to staff form
and it loses all magical properties. This item does
not have or use charges.
At the OM's option, the s taff ca n be given
charges. The use r can spe nd charges to add
bonuses to Ihc snake's attack roll (+ 1 bonus per
charge spent); up to five charges can be used in a
single attack (for a +5 bonus).
A charge can also be used to cure the s nake
while it is in combat. The user casts a curing spell
of any type and expends one charge to transfer
the cure to the snake . The amount of curing is
determined normally: no range limit applies.
of Spell Focusing
XP Va lue: 6,000 G P Valuc: 25,000
D!!AOON Magazine 91
This staff aids in the casting of a wizard's spells,
and makes the magic more effective if the spell is
cast successfully. It must be held in the caster's
left hand throughout the casting of the spe ll ,
whether or not the magic requires a somatic com-
ponent. (Any gestures requiring movement of the
left hand arc automatically modified by the staff
if necessary.)
Whcn properly employed, Ihe s laff ofspell
focusing causes thc target ofa spel l to suffer a-4 creation, can be commanded to remain floating
and motionless, to fo llow or precede the staff at a
rcna1ty on the saving throw agains t the magic, if· certain distancc, height, and orientation, or to fol-
a sav ing throw is normally allowed. If the spell Iowa straight-line journey away from the staff
docs not allow a saving throw, the duration of its wielder, in any direction.
A bubble can carry any collection of things,
effcct is increased by 50% of the normal time.
of up to 140 pounds, ineluding living manner (if
This effect docs not apply 10 spclls with a non- this limit is exceeded, the bubble will instantly
specific duration or to those that have a perma- burst). Any pointed or sharp objects allowed to
contact the surface of a bubble will also destroy
nent duration. it. A bubblc gives off enough light to read by,
but not enough to blind any creature or affect
Each use of the sta ff, for either purpose,
undead.
expends one cha rge from the item. It ca n be If cast around bei ngs, a s phere allows the
recharged . If the hol der o f the staff tries to enclosed creatures clear vision and breathing, and
it protects thcm with afeaIher fall spell if its
enhance a spell that cannot be affected (such as movement is directed downward or it bursts in a
location that spills its occupants out for a fall (if
haffllcill(oory lerrain, which allows no saving
the bubble fail s due to weight overload, this pnr
throw and has a nonspecific duration), the staff tection docs not apply). A spell, magical item, or
artifact power of any sort cast into or out ofa
simply fails to fun ction and a charge is not sphere is negated, but it destroys the sphere.
wastcd. When a sphere fai ls due to the contact, it negates
any magic (including magical creature powers)
The slaffofspell fOCI/sing can onl y be used in
entering or leaving its area in that round, not just
this manner by a wizard. It can be wielded as a one spell or effect.
weapon by characters able to employ a quarter- Spheres are not prisons; any conscious, mobile
staff, but grants no combat bonuses and has no being can easily break a sp here to escape
(securely bound creatures cannot, nor can caged
magical properties. creatures, if the sphere is formed around a
of Spheres ,,.smooth-edged cage). Wizards typically use such
XP Value: 4.000 G P Value: 20,000
Dragon Magazillt 173
This rare, strange staff was devised by Elminster
himself long ago, when he was in Myth Orannor
at the hcight of its greatness. All the staff docs is
create spheres-giant, transparent, floating bub-
bles that glow with a faint silver blue radia nce.
The bubbles arc 6 feet in diameter and, upon their
1296
Staff of Striking and Curing,
spheres as traveling storage for coins, food, weap- Attack
ons, or even open spell books, for which the Roll & Damage'
sphere provides handy reading light. Spheres can 01-06 + 1
also he used to convey food, treasure, or other 07- 10 +2
items to creatures one does not wish to approach 11 - i3 +3
too closely. 14--16 +4
A sphere has a movement rate of 16 when trav- 17- 19 +5
eling "free" (that is, not linked to the location of 20 +3 (grants +3 AC bonus when held)
the staff that formed it), but it can never develop ' Does damage as ranseur (2 d4), but still acts as a spear if
sufficient velocity to break or move objects in its used to thrust or when set to receive a charge.
path, nor to deliver a weapon in an attack. Spheres
can serve to deliver lit oil pots o r torches to of Striking
intended destinations, as nonmagical flame does XP Value: 6,000 G P Value: 15,000
not affect a sphere. DUNGEON MASTER Guide
A staff ofspheres can create a maximum of This oaken staff is the equivalent of a +3 magical
one sphere per rou nd. Each sphere drains one weapon. (If the weapo n vs. armor type adjust-
charge during its creation, which requires an ment is used, the staff ofstriking is treated as the
entire round to complete. most favorable weapon type vs. any armor.) It
causes I d6+3 points of damage, expending one
Staff-Mace charge. If two charges are expended, bonus dam-
XPValue GPValue age is doubled ( ld6+6); if three charges are
Great Mace: 1,500 7,500 c)(pended, bonus damage is tripled (ld6+9). No
Mace: 1,500 7,500 more than three c harges can be expended per
Quarterstaff: 1,500 7,500 s!rike. The staff can be recharged.
The Land Beyond the Magic Mirror of Striking
This priests' weapon appears to be a normal
wooden stafT of the type used when trckking in (LocaIS3l)
the wilde rness. This staff is typically mad e of XPValue: 500 GPValue: 1,500
bronzewood, reinforced by heavy bands and tips DRAGON Magazine 156
of iron. It gives off a very faint aura of alteration When this heavy oaken staff is swung at an oppo-
magic. Upon command, the staff-mace takes on nent in combat, a large placard pops out of the
one of three forms, as desired by the possessor: end, reading "ON STRIKE! pes Unfair to Magi-
Quarterstaff: iron-shod quarterstaff +3. cal Items! " After thai, it resists all attempts to
Great Mace: iron footman s mace + I. wield it in combat, making hilS impossible. If the
Mace: iron horseman s mace +2. owner persists in trying to use it, it may animate
and attack, although pes take no damage if they
Staff-Spear happen to be wearing scarabs ofprotection. The
XPValue GPValue staff can be temporarily returned to normal func-
+1: 1,000 5,000 tioning by burning at least three sticks of incense
+2: 1,500 7,500 oimediation.
+3: 2,000 10,000
+4: 2,50 12,500 of Striking and Curing
+5: 3,000 15,000 XP Value: 8,000 GP Value: 20,000
+3: 3,500 17,500 Mists ofKrynn
DuNGEON MASTER Guide This glowing, wooden staff combines the pow-
When this seem ingly o rdinary quarterstaff is ers of a slaff ofstriking and a siaff of curing,
examined magically, it displays an aura of alter- and is usable by any good priest. The staff con-
ation. Upon proper command, a long and sharp tains 20 charges but recharges itself at the rate
spear blade shoots forth from its upper end. This of five charges a day in sunlight, to a maximum
makes the weapon into a spear rather than a staff. of 50.
Upon a second command, the weapon elongates As a staffofstriking, it acts as a +3 weapon,
to a full 12 feel, and a third command recalls it to inflicting Id6+3 points of damage per use, with-
its original form . The powers and value of each out draining a charge. If two charges are
staff-spear are determined randomly when the expended, the staff can strike for double damage.
item is first employed: However, it cannot be used for curing until an
hou r has passed after a double-damage blow is
struck.
As a slaffofcuring , two charges are required
/'----------------------------------5~275 ~
1297