r
Roll Effect without explaining what you're do ing.
I The user can teleport without error. Bathe the teeth in the breath of 32 different
2 The owner can invoke from his palm a types of dragons in 32 days.
6-foot long cone of magical fire, grow- Dragon
ing from 3 inches at the base to 3 feet at
the end. XP Value: lOOiHD GPValue: I,OOO/HD
3 The owner can fly (as the spell) for 25 DRAGON Magazine 98
turns. What do yo u do with a dragon once it's dead?
4 The character can make a suggestion Dragon claws strung as a necklace make a nice
with a duration of 21 hours. souvenir. The teeth can be used to make unusual
5 The holder can invoke domination with handles for swords or daggers, or, if big enough.
a 200-yard range. they can be made into drinking horns. An enter-
6 The owner can transmute rock to mud prising adventurer will find wizards quite willing
(orthe reverse) in a IOO-foot cube. to pay for genuine dragons' blood and body pans,
7 The wielder can invoke improved invisi- to be used in experiments. Some wizards have an
even better use for a dragon s tooth than making
bility with a IO-round duration.
S The user can invoke disintegrate. a n ale c up out of it. With the proper spells and
mate rials, t he tooth can be used to c reate "the
All powers of the molars have a casti ng time of children of the dragon."
3, once the character is empov.lered. Magical abil-
ities can be interrupted and wasted. just like nor- sA dragon tooth can be enchanted so that,
when planted in the ground and given a command
mal spells. word (usua lly "grow!"), t he tooth sprouts an
C u rse: The characte r possessing t he tee th armed warrior of an Armor Class and alignment
immediately becomes chaotic evi l in al ignment appropriate to the dragon from whose tooth it
and canno t bear to be separated from the teeth. grew. Each d rago nma n w ill also have special
The victim wi ll immediately ret rieve any teeth abilities, unique to its type.
that fa ll upon an impenetrable surface, ignoring Classical Greek myt hology describes two sepa·
anything happening around him or her.
rate incidents in which dragon s teeth were used
After possessing the teeth fo r one week, the for this purpose. Jason, as part of his quest for the
character begins to hoard possessions, developing golden fleece, had to prove himself worthy of the
accura te lists and going so far as to spend vast sacred golden fleece to King Aeetes of Colchis.
periods of time counting them- valuable or not. His test was to harness the fiery bulls of lhe king,
In the third week, the owner searches for a large plow and sow a fie ld with the teeth of a dragon,
cave extending deep within a mountain, to dwell a nd then f ight the crop or men that grew after·
in solitude. In the fourth week, anyone approach-
swa rds. The dragon teeth spro uted armed war·
ing the character or his or he r possessions is per- riors, ready to fight at the slightest provocation.
ceived as a t hief. The character receives a - 5 Jason quickly tossed a stone at the back of one of
reaction adjustment to fonner friends and imme- the d ragonmen, who tho ught h is s ibling had
dia tely attacks approachi ng strange rs. Once the struck him and so returned the blow. Soon, all the
cave is established. the character assumes the warriors were figh ting each other; at length, they
habits and attitudes of an anc ient red dragon. were destroyed.
They maintain a haughty and condescending atti- Cadmus, founder of the Greek city of Thebes,
tude, and enjoy survey ing the surrou nding coun- slew a foul serpe nt tha t had killed all of his men
tryside from their caves. A f ierce ha tred of gold with its poisonous brealh. Obeying a divine inspi-
dragons develops, and the owner aspires to estab-
lish a large territory. sration, he gathered the dragon teeth and planted
When the teeth are out of the possession of the the m. Up sp ra ng a host of fully armed and
owner for Id4 + 2 weeks, the character returns to armored warriors, who Immediately began to
fighl among themselves until only five remained.
his or her original alignment and loses the traits The five survivors made peace, and they agreed
of the dragon (in reverse o rder) over a period of 10 fo llow Cadmus, to help him build and populate
two weeks. At the DM's option, the side-effects of his city.
alignment change remain wit h the character. When discovered as part of a treasure trove,
Suggested Mea ns of Desl.ruclion: drogons 'teeth may be found in collect ions of
Allow the tee th to soak in 32 doses of sweet Id20, usually contained in a leather bag. A single
water for 1,000 years, whe reupo n they ro t
sdragon tooth is usually between 3 and 12 inches
away. in length. Dungeon Masters may use the follow-
Pull all the teeth ofa conscious, ancient red ing table to detenni ne the type of teeth found:
dragon and re place them wit h t he art ifacts
""/r----------------------------------~(
1448
Roll Dragon type Should advent urers decide to pull the remainder
01-{}4 Si lver of the teeth for sale to a wizard, then each remain-
05-12 Blue ing tooth must save as bone vs. crushing blow
13- 20 Green during the extraction . Failure to save means the
21- 35 Brass tooth is damaged during extraction and is useless
36-5 0 Black for enchantment. Player character and NPC wiz-
51-65 White ards who wish to create enchanted dragons ' teeth
66-80 Copper may use the following method 10 do so. After a
81- 88 Red tooth has been prepared for enchantment, using
89-96 Bronze the s pell enchant all item, it is immersed in a
97-00 Gold crystal basin containing a broth composed of a
mixture of the parent dragon's blood and at least
Sometimes (10%). a bag may contain a mixed one of the following ingredients, according to the
asso rtment of teeth. the different types deter- type of tooth being enchanted:
mined usi ng the above percentile ro lls. In such
cases, the teeth migh t be color-coded or marked Dragon In gredi ent
in some fashion tha t the player characters may Black Black dragon acid, giant slug spittle,
puzzle out for themselves. Dragonmcn will either Blue bombardier beetle glan ds, or large
obey or attack the person who caused the teeth to Brass quantities of strong acid.
grow. depending on the alignments involved . Bronze Several crushed electric eels. dust or
Dragonmen of an alignment opposite to that of Copper ge ms from the body of a shocker,
the possessor of the teeth (such as lawful good vs. Gold umpleby hair or skin, volt barbs, or
chaotic evil, or chaotic good vs. lawful evil) will the skeleton of a boggart.
refuse to obey the owner of the dragon teeth and R,d T he sleep eye of a beholder, teeth
attack at once. from a homunculus, sprite sleep oint-
ment, glands from the leopard head of
If the owner's alignment either diffe rs in only a kamadan, sandman sand, two hand-
one respect from the dragonman's (lawful good fuls of black lotus pollen, or bark
fi"om a black willow.
vs. lawful evil, for example) or is neutral, then the A crushed chunk of pure amber (trans-
parent gold in color) the size of two
dragonman mU$t make a saviug lbww vs. spell to human fists, storm giant blood, behir
determine if it obeys the owner. Faiture indicates blood, or the lightning eye of a
the warriors obey. albeit reluctantly and without retriever.
enthusiasm . Daily saves arc made to determine The slow eye from a beholder, chips
continued fealty. A successful save allows the from a stone go lem , mustard jelly
dragonman to desert, and it may. if the opportu- venom , or a large amount of sloth
nity is there. injure or discomfit the owner of the blood.
tooth in some way. Dragonmen of the same align- Refer 10 the ingredients fo r red and
ment as the possessor of the tecth are loyal to the green dragonmen. A mixture of one
death. (Dragon men continue to " live" until ingredient each from the red and green
killed.) Being magical constructs, they and all lists will guarantee immunity to both
their apparel and items disintegrate when slain, fire and poison attacks. Either ingre-
with no possible chance of resurrection or saving. dient alone onl y results in immunity
to fire or poison.
The dragonmen Jason faced grew from teeth Powdered ghast bone, scent glands
that were enchanted in the normal fashion. It is from seve ral giant skunks, a large
likely that Aeetes himself spoke the command amount of wolverine musk, a large
word to ensure that Jason would have to fight the amount ofuropygi (giant pedipalp)
dragonmen. In the case of Cadmus. the Greek scent, vapor ral blood, retch plant
gods caused the teeth to sprout, since Cadmus juice, large amoun ts of fatty excretion
couldn't enchant them, and they also caused the of tacr, or one cup of flumph spittle or
dragonmen to fight among themselves. for the of witherstench musk.
purpose of selecting only the best warriors to Chi me ra blood, bell hound blood,
serve Cadmus. sa lamander blood, magman blood,
phoenix blood (one drop alo ne will
sTo be worthy of enchantment, a dragoll teeth suffice), a pyrolisk eye. fire drake
blood, firenCWI or fire toad blood.
must be in perfect condition-without chips,
cracks, or splits due to age, careless handling, or ""
extraction. A dragon, according to one source has
64 teeth in its mouth normally. After being slain
in combat, there will be 2dS teeth damaged from
fighti ng or lost during the beasl's death throes.
1449
-
r
Sih'cr As with the gold dragon tooth, a silver with two javelins and a short sword. This warrior
dragon's tooth also requires one ingre- is lawful good with an Intelligence and Dexterity
dient from the white dragon list in order of 16, and is immune to e lectrical attacks. Once
to achieve the dual immunity to cold per da y, he may cast a lightning bolt for 2d6
and paralysis. Venom from a carrion points of damage to a distance of40 feet (save vs.
crawler, giant Portuguese man-a -war, spell for half damage).
giant wasp, crystal ooze, drider, lene-
braus worm, assassin bug, fi re snake, Copper Drago n: An AC I warrior ap pears,
ga rhug, grell (a large amo unt), le nta- wearing co pper-colored plate mail with s hield
mon, or female tiger fly is also needed. and armed with a morning star. He has a Dexter-
ity of 15 and an Intelligence of 14. Like the brass
White Ice load blood, hoar fox blood, ice dragonm an, he te nds toward avariciousness
lizard blood, o r a frost man's eye (the despite his chaotic good aligrunent. He is immune
one covered by the patch). to slow spells and can cast that spell o nce a day
with a 4-round duration.
Afier a n appropriate ingredient is found and
put into the basin, a low fire is kept burning Go ld Drago n: A n AC - 2 warrior appears,
under the basin, and the tooth is a llowed to steep wearing gi lt-edged plate mail and carrying a
for one hour. The wizard must then cast a limited shield. He is armed with a knife, a brace of six
wish over the tooth and let it sit overnight in the darts, and a sho rt (4 ') fisherman's tride nt. He is
mixture. Then the wizard may re move the tooth lawful good with an Intellige nce of 17 and a Dex-
and perform an identify spe ll to determine if the terity of 18 (+3 10 strike wit h missile weapons).
enchantment was a success. He may be immune to fire (45% chance), poison
gas (45%) o r both ( 10%), and he can cast one
Some of the possible results of us ing teet h fla ming sphere spell a day, of 3 rounds duration,
from each of the 10 major dragon types from the for 2d4 damage.
MONSTROUS MANUAL are described below. Eac h
Roll ImmunltiH
tooth can create a fighter who possesses a level of 01-45 Fire
fighting ability equal 10 half the nu mber o f Hi t
D ice the parent dragon had (round fractions up). 46-90 Poison gas
9 1- 0 0 Fire and poison gas
Each warrior a lso has hal f the number of hit
poi nts that the parent dragon once had (again , Green Drago n : An AC 2 warrior appears,
dressed in scale mail covered over with green
round frac ti ons up). The warri or will make all vestments and carrying a bow, a full quiver of 20
arrows, and a hand axe. This lawful evil warrior
saving throws as a fighter or wizard o f equal level
(whichever is more advantageous). A dragonman has a n Inte lligence o f II a nd a Dexterity o f 18
is of the same sex as the parent dragon.
(+3 10 strike with missile weapons). He is immune
Blac k Dragon: An AC 3 warrior a ppears, to poison gas attacks and can cast a stink/ng cloud
spell of2 rounds duration once a day.
dressed in black chain mai l w ith shield and
armed wi th a black long sword. Chaotic evil in Red Dragon : An AC - I warrior appears,
a lignment, wit h an average Intelligence of I 0 and dressed in red plate mail with a shield and carry-
a Dexterity of 15, the warrior is immune to all ing a broad sword. Chaotic evil in alignmenl, this
acid-based a ttacks and can cast a Melf's acid warrior has an Intelligence of 16 and a Dexterity
arrow spe ll once a day (I d4+ I damage from o f 17. He is immune 10 a ll fire- and heat-based
arrow, 2d4 damage from acid with saving throws attacks, and can perfo rm a burning hands spell
applicable, + 1 on attack rolls). once a day for Id6+ 1 damage.
Blue Dragon: An AC 2 warrior appears, accou- Silver Dragon : An AC - I warrior appears,
tered in blue plate mail with shield and armed with acco utered in si lve r- gi lt plate mail wi th shield
a mace. Lawful evil in aligrunent, with an average and carrying a sabre. Lawful good in alignment,
wi th an Inlelligence of 16 and a Dexterity of 17,
Intelligence of 12, th is wa rrior is immune to all
electrical attacks and can perform a shoc/dng grasp th i s wa rd or may be immune to col d (4 5%
spell (ld8+3 damage) once a day. chance), paralysis (45%) o r both ( 10%), and he
Brus Dragon: A n AC 2 warrior appea rs, can cause paralysis for Id6 rounds by loueh, once
armored in brass plate with a shield a nd fl ail.
a day.
Chaot ic good with some neutra l tendencies like
its sire, this warri or has an Intelligence of 14 and Ro ll I mm unities ,.,
tends to be verbose and often selfish, just like a 0 1-45 Cold
46-90 Paralys is
brass dra go n. The wa rrior is immune to sleep 91-00 Cold and paralysis
spells and can cast a sleep spe ll once a day (the
spell has a duration of5 rounds).
Bro nze Drago n: An AC 0 warrior appears,
wearing bronze plate mail with shield and armed
/r--------------------------------------'~
1450
Ton;ofthcGoddm,
White Dragon: An AC 3 warrior appears, of Craftsmanship
dressed in white splint mail with shield and car· XPValue: 4,000 GPValue: 20,000
rying a battle axe. This is a chaotic evil, berserker
warrior with an Intell igence of 8. In bailie, there Van Riehten's Guide 10 !he Lieh
is a 50% chance he wi ll go into berserker rage This cursed ncek-ring cannot be removed by any
and gains + 2 on anack and damage rolls for means short of a wish, except by a lich. While the
offensive attacks and a - 2 penalty on all saving wearer Jives, he or she receives a +2 bonus to sav-
throws and Armor C lass. He is immune to cold.
Once per day, he can do 1d 10 damage with his icy ing throws vs. spell of the Necromantic schooL
slare (save vs. spell for half damage), similar to
the attack of a frost man. When the wearer dies, however, the tore automat-
ically absorbs all of the nonweapon proficiencies
the person possessed in life. When the ring is, in
turn, worn by another person or by a lich, the
skills it absorbed become available to the wearer.
Sweet Only nonweapon proficiencies are available for
XPVa lu e G P V alu e absorpt ion; spells and weapon proficiencies are
Respite: 1,000 5,000 excluded. However, the skill to read, write, and
Stamina: 1,500 6,000 speak foreign languages and scrolls are absorbed
POLYHEDRON Newszine 23 and can be used by the wearer. (A conversation
This is an artificial molar ofhuman type, made of generally constitutes a use, as does reading a
a ceramic material. It must be placcd in the user's scroll or sign.) The ring cannot enhance a skill
jaw to have effect, in place of a natural tooth. already possessed.
Several different types may be created, includ ing Central to the functioning of the tore is a ruby
the following. set in its center. Should the gem be taken from the
lore, all of the skills are lost and the ring becomes
Roll Tooth nonfunctional.
The tore may be used to perfonn up to 3D func-
1- 3 Respite: When the user deliberately
bites down on this item, it produces a tions. After the 30th task is performed, il becomes
time slop e ffect, which lasts for one
full round. The sweel looth ofrespile jewelry of 500 gp va lue. The tore cannot be
may be used three times per week.
recharged, but it can be put on a different victim,
3--6 Sta mina: When the user deliberately
bites down on this itcm, it cures the whose skills nre then absorbed into the neck-ring.
user of nearly all damage sustained, The wearer has no method of knowing how many
leaving I d6 points un c ured. It has
effect even if the use r is diseased, proficiency uses the torc contains unless a careful
poisoned, or suffers any other spe-
cial effect that would normally pre- record is kept.
vent magical curing. The sweet tooth
These torcs are quite commonly employed by
of s tamina may be used once a
liches when they have the opportunity to capture
month.
live people. Note that the torc does not deprive
Tore
the living person of skills, but merely copies what
A torc is a band of precious metal that is worn
around the neck. Torcs are onen decoratively is within the person.
worked and many have gems o r precious inlaid
stones. of the Goddess
XP Value: 3,000 G P Value: 15,000
Hall ofHerocs
The torque ofth e goddess is a silver band worn
about the neck. It is commonl y used by druids
and other members of the Ffolk. This torque
functions as a ring ofproJeclion +2 and can be
used in conjunction with any other magical rings
Belenus's except other rings ofprotection. Additionally, the
XP Value: 3,400 G PValuc: 17,000 torque provides its weare r w ith immunity to
Legends & Lore lycanthropy, though not damage suffered from a
Belenus's avatar can bl ind any living creature lycanthropic attack. The wearer receives a +2 10
within sight by making his magical tore shi ne all anack and damage rolls against a lycanthrope.
with the brightness of the sun. He can also focus Although the torque does not allow a weapon that
the light for one ro und, inflicting 3d I0 damage would not normally hann a lycanthrope to harm
provided he hits his mark. one, the wearer can harm a lycanthrope with his
or her hands or teeth. The leaders of hunting dog
packs used to Irack lyca nthropes are often
equipped with such collars.
5926
/r------------------------------------,~
1451
,4
of the Gods tional powers. It a llows the wea rer to function
as a 10th-level druid, adding the capabil ity to
XP Value: 5,000 G P Value: 25,000
cast the extra spells after the tore is worn for a
Gods. Demigods. & Heroes
fu ll mo nth. In addition, the tore causes all veg-
A magical device made by Goibhnie that allows the etation within a 240-yard radius of the wearer
holder to shapeehange at will. It appears as a short to attack any targets the wearer designates as
neck-plate with a large gem ofany type in its center. the entangle spell . This power may be used
once a day.
of the Gods U
However, the to rc's powers o nly function if
XPVa lue: 5,000 G P Value: 25,000 the wearer dedicates him or hersel f to the
DEmES & DEMIGODS Cyclopedia restoration and preservatio n of the dru id's tern·
pie at th e Tor. The wearer must give up all
This magical device, made by Goibhnie, allows adventuring as lo ng as the torc is owned, or else
the holder to sJrapeeJrange or polymorph others. give the tore to anot her druid who will carry on
the task. Taking the to re with the intent to use it
This is similar 10 the other druidic tores, but it is on adventuring, or hiding the tore without giv-
made of rare metals and bears a large gem (of a ing it to a nother druid, is cause fo r divine pun-
ishment; the DM may cause the offending druid
random type) set into the center. to lose all spellcasting powers until such time as
of the Gods In amends are made. Note that a PC druid who
keeps the to rc may do so with the willi ng per-
XP Value: 6,000 GP Value: 30,000 mission of the NPC druids in the a rea regard.
Legends & Lore less of the level of the possessor-so long as he
or she agrees 10 stay and protect the druid's
The lore of the gods was created by Goibhniu te mp le. T he tore at the Tor grants its wea rer
protection +1.
himself and is only bestowed upon the mOSt brave
warriors of the tribes. The tore allows the wearer
to shape change or polymorph others at will, for
any duration desi red. The tore is forged of ra re
metals and has a gem set into the front.
of Stability
XP Value: 500 GP Value: 2,500
DAAOON Magaz ine \79
The wearer cannol be moved, except under his or
her own power. This includes faili ng, dragging,
pushing, carrying, or impact from a weapon. The
wearer can walk, run, jump, and climb normally,
but no outside force can. Any attack that would
throw or push the ....'Carer does IdJ points of dam-
age instead. The wearer cannot walk on walls or
upside-down.
Torch
A burning torc h can illuminate a 40-foot radius
under optimum conditions. Although very light-
weight , a torch can be used as a bludgeoning
weapon that causes approximately one-half club
damage (ld3 points of damage). Flaming torches
can be qu ite effect ive weapons against highly
opponents such as mummies.
of Co ntinual Fire
XP Value: 1,000 GPValue: 5,000
Realmspace
These small wooden torches can light up a 15-
of the Gods at the Tor foot radius sphere , providing warmth fo r all
within 20 fcct of the torch's light. The item has a
XPValue: 10,000 GPValue: 50,000 comman d word that, when spoken, instantly
DRAGON Magazine 102 ignites the top of the torch. Saying the word again
T he lore oflhe gods at the Tor has al l the abil i- douses the fire. At no time does the tip of the item
ties of the lore of the gods plus several add i- "nheat up. The item possesses 1,000 charges. Each
~r------------------------------------,~
1452
Transponalion. Chemcl\caux T(lcpon Pa~
charge can last as long as two hours, unless the The artifact must be lit for any powers to func-
command word is spoken again during thaI time, tion, issuing forth from the flames, on command.
turning the torch off. S uggested Powers : (All spell.like abilities are
Continual cast at 20th-level.) Meteor swarm , obliterat e
(Range 60 '; effect kil ls all 7-HD or fewer crea-
XPVai ue: 1,000 GP Val ue: 5,000 tures unless they save vs. spell at -4, all others
DRAGON Magnine 181 take 6d 10 points damage or save for half damage.
Everyone has had trouble with torches burning Tllrn (as 20th-leve l priest), spell damage bOrilis
out o r going out when d ropped. I f you want to (+ 1 to a ll spell attacks and damage dice), deleel
spare player characters Ihis problem but don 't invisible, teleport
want to give them wands ofillumination, the con- S uggested Handicaps: When the fi rst power
tinualtorch is the answer. This is an enchanted is used, Constitution score permanently drops 5
to rch whose flame will never go o ut. Tho ugh points (minimum score of 3). When turn IIndead
often a vital advan tage in dungeon fighting, it can is first used energy drain-user loses three lev·
be inconvenient if you are try ing to hide the light. els. When spell damage bonus is firs t used to
Because of the magic that Ix)Y{ers it, the continual augment meteor s warm , doom is sent. User and
lorch needs no oxygen a nd c an operate equally artifact ullerl y vanish, but all equipment carried
well underwater or in a vacuum. It a lso gives off is lost, ei the r whe n user is ne xt struck by any
nothing in the way of smoke. As to what makes it undead creature, or whe n spell damage bonus is
different from a wand ofillumination , the light it applied to the meleor swarm a third time.
sheds is no more than that of an o rdinary to rch
(20-foot radi us). The flame can burn wha t it Suggested Penalties:
touches, like ordinary fi re, so the to rc h may be Cause critical wounds , affects user; save ys.
used as a weapon in the same manner as a nonnal spell for half damage.
torch (treat as nonmagicaJ firc) . Enchanted mon- Auract wrdead: If adventuring underground or
sters cannot be harmed unless they are specifi- outdoors after dark, 2d4 undead arri ve in Id6
cally vulnerable to fire. rounds. All are of o ne type; roll Id 12 to fi nd
of Control Hit Dice type.
Operating COM: User loses 20"10 of all treasure
XP Value: 400 GP Value: 2,000 owned, not counting magic.
DRAGON MagaziM 30 Die: User drops dead in s tantly, no saving
The torch ofcontrol was designed to save Orlow throw. (Can be normally raised.)
the trouble of putting out the torches in his house Poison gas: Al1ifacl releases 20,000 cubic feel
at night. Though lighting a nd burning like a nor- of purple gas (roughly a 30-foot cubic cloud).
mal torch, the torch ofcontrol extinguishes itself Each living c reature with in it must make a
upon command. Saving throw vs. Po ison, wi lh a - 2 penalty, or
Fiery Brand of Masauwu die. User is not affected by the gas.
XPValue: - GPValue: - G ruumsh's Evcrburning Torch
o.,n.;G£ONS & DRAooNs Master Sel XP Value: 800 GPValue: 4.000
The legendary Guardian of Death, Masauw u is Monster Mythology
greatly feared. [t is rumored that he walks across T hi s eyer-burnin g torch cannot be dimmed (by
the entire earth every night, appearing as a dark- fi re quench, darkness, and the like).
skiMed giant clad in animal skins and carrying a Transportation
fla ming torch. This device is sometimes left for
others to use, especia lly if they can fu rthe r his This section detai ls mIscellaneous transportation
purposes. II has horrible and awesome powers, devices thai caMOI be categorized elsewhere.
but if the user impresses Masauwu by employing Chemchcaux Teleport Pad
it often and with diligence, he may g rant even
greater ones. XP Value: 80,000 GP Value: 400,000
This is a club-like torch, 4 feet long. It is not PoLYHEDRON Newszi nc 63
normally burning when found. If lit, it can only These pads are found only in Chemcheaull Magic
be extinguished by water. Shops. By specifying a number, the person stand-
The artifact is act ive whe n found . Each time ing on the star-shaped pad is instantl y teleporled
the user slays another creature by using the item, to the pad at the specified Chemcheaux.
knowledge of one power is granted (maxim um If a teleport pad is slo len, Prismal and se\'eral
two per day). T he artifact may be wielded as a of the strongest mages in his e mploy teleport
club. themselves to the stolen pad. The mages simply
S937
/r------------------------------------,~
1453
-
,Tramponation, Teteportalion Chamber (
stand on any of the remaini ng leleport pads, use of one charge. Teieporlalion chambers generally
the number of the Chemcheaux from which the ha ve between Id20 +8 0 c harges and may be
pad was stolen, and appear at the sto len pad, recharged.
wherever it is.
In Rave nloft: These arcane dev ices cannot
The mages who come to retrieve the item are teleport anything outside of a domain when the
never under 18th leve l, and all carry items of domain's borders are closed. If they are not, then
extreme power. If the wizards do nol ex perience the chambers funct ion nonnally.
hostilities when they arrive, they merely pick up
the teleport pad, and teleport themselves, via
spell, to the appropriate shop to return the item. If
they meet aggression, they do not hesi tate 10
obliterate the opponents as quickly as possible.
Teleportation Chamber
XPValue P V a lu e
l 'x l 'x l ': 2,000 20,000
2'x2'x3' : 2,500 25,000
3'x3'x6': 3,000 30,000
3'x5'x6': 3,500 35,000
40,000
5'x5 'x lO': 4,000 100,000
lO'x lO'x lO' : 10,000
Tome of Magic
These devices are used to teleport matter (as the
5th-leveltefeport spell) and vary in size from a
box a foot square to a IO-foot-square room. They
are usually made of ornate wood, but can be fash-
ioned of stone or metal. In any case, the inlerior
walls are always covered with mirrored tiles,
much like disintegration chambers. A small,
green sphere is fastened to the outside of the
chamber near the door, and another sphere is
positioned on an inside wall.
To activate the device, a creature must touch
one of the spheres while concentrating on a men-
tal image of the destination. The chance of error
is exactly the same as that described in the PHB Transporter Pad
for casti ng the 5lh-levelteleport spell, with o ne
except ion. If the contents of the c hamber are XP Value: 5,000 GP Value: 25,000
being sent to anot her teleportation chamber, the Infinity Sphere
chance o f a mishap is 0010. Used in conjunction with crystal ball 1/, teleport
The number of people or objects that may be pads allow gro ups of up to five individual s to
teleported is limited only by the size of the cham- transport to a lmos t any location in a c rystal
ber. The size of any given chamber can be deter- sphere. Those locations magically protected from
mined from the table below. scrying, however, are immune to the teleport pad.
The teleport pad can be used once a day.
Roll C ha mber Size Trap-Springer
I I' cube
2 2'><2'><3' box XPValue: 1,000 GPValue: 5,000
J 3'x3'x6' box PoLVIfEl)lt()N Newsrine 82
This coi led steel spring is prized by adventurers.
4 3'x5'x6' box
5 5'x5'x I0' box II is a precisely wound spiral of flattened wire, 6
6 10 'x IO' xlO' box inches in diameter and 6 inches talL When the
appropri ate comma nds arc spoken, the trap-
All trave lers and material s in t he cha mber springer performs the following services for its
arrive at the same desti nation, which is de ter- owner:
mined by the ac tivator. Distance is not a factor, When the firs t command word is given , the
but interplanar travel is not possible by means of device springs end over end up 10 50 feet along
this magical machine. Each use drains the device any straight passage, counting paces aloud as it
""/r------------------------------------,~
1454
goes. When the second command is given and a TrceofLif/
race is named (human, e lf, dwarf, and so on), the
/rap-springer magically alters its weight to ,~,
approximate an average weight for the racial type
named, thus triggering any pressure plates or pit
traps along its course. A third command word
calls the device back to its owner. A final com-
mand word extends the trap-springer vertically or
horizontally up to 50 feet, making the device
rigid and allowing its owner to measure the
depth, height, and length of any straight passage,
or to use the coil as a ladder. The trap-springer
cannot turn corners.
Tree
Magical trees often grow, change with the sea-
sons, and require light, soil, air, and water to live,
just as normat trees do. Each magical tree has at
least one special magical ability that can be used
by those who live near it or attend it.
Great
XPValue: 20,000 G PValue: 100,000
Gods, Demigods, & Heroes
The fragments of this t ree can make va rious
magic items or are in themselves magical. The
branches provide I d I 0 magic arrows or one
sword.
of Life
XP Value: 40,000 GPValue: 200,000
The El~5 of Allheim
Most elf clans have a "Relic" called the tree of
life. Elven life is built around this tree. Among
othe r things , it is the source of many of the
unique magic ofthe elves.
Like other demihuman relics, each tree oflife
has a Keeper with 2d4 acoly tes. The Keeper is
given a domination power which a llows him to
give unquestioned orders to any clan member
except the Clanmaster. The Keeper also commu-
nicates with the tree by using ESP spells.
The tree has an o ngoi ng aura with a turn
undead power similar to that of a 5th-level priest.
This aura normally has a 360-foot radius, but is
diminished by 5 feet every time one of the magi-
cal abil ities described below is used . Once the
aura is reduced to 0 radius, the powers cannot be
used until the aura's radius is nx:overed at a rate
of Id6-l feet (minimum of one) per day.
The Keeper can also have a tree oflife use five
magical abilities: cure blindness, cure disease,
neutralize poison, cure serious wounds, and iden-
tify item. The tree can a lso be used in rituals to
create many magica l objects. Creation of the
elven lightboat and the oil ofsunlight is described
elsewhere. Other items that can be c reated
include:
)
1455
•
(
Elven boots: These boots are soled with the for about five years. That is the critical period for
treated bark of the tree oflife. any attempt at an elven settlement, the time when
Elven cloaks: These cloaks are made from the most such attempts have fa iled, if they did.
other leaves of the tree oflife (not the ones used A tree oflife grown in this way is spiritually
for making oil ofsunlight). They are pul ped, dependent on the tree its branch was taken from.
drawn into fibre, and ,-"wen into cloaks. [fthe old tree withers and dies, SO does the new
Healing porion: Distilled, from the sap of the one.
tree a/life. To remove this dependency, a treekeeper per·
Magical bows and arrows: The wood of II tree forms an "adoption" ceremony that takes over a
century to preparc. The newer trce becomes inde·
0/life can be used for making magical bows and
arrows. pendent of the old tree and effectively becomes
Elven long swords: Very small quantities of lhe the proper home of the ava tar of IlsundaL The
sap of the tree oflife are used in the tem pering other daughter trees of the old tree are now the
oakwood imo magical ei ven long swords. daughters o f this new tree. Of course this cere·
All of these magical items ta ke a long lime to mony has to be performed with the approval ofall
manufacture. The need for the item must firs t be the daughter trces of the original tree. Though the
establi shed, then the tree must be prepared with ceremony has been devised, it has never had to be
extensive ceremonies to give up II part of itself for perfo rmed in the known history of the elves of
the item. Strangely enough, it takes less time to Alfheim.
gain the wood for bows and arrows than it does This dependence conti nues through every tree
for any of the other objects. generalion. Thus, if Grandmother tree is stricken,
The tree oflife is intelligent, like a !Teant, but then mother tree is also stricken, and baby tree is
normally immobile. Keepers also know a ritual likewise affected. Considering the wanderings the
that allows a tree of life to move, but the ritual is elves have done over the centuries, finding the
dangero us to the tree (75% c hance the spell source ofa tree of life's illness can be an incredi·
works minus 5% for every level of the tree· ble quest.
keepe r's below 20, otherwise the tree dies) and All subsi diary trees have the same powers as
the tree's movement i.~ I!looriou.';. It can travel no their ancestors. No two trees can exist wi thin 50
more than a mile a day. miles of one another without both sickening. In
The original tree of jift was created by the game te rms, they cannot regain their magical
Immortal Ilsundal shortly a fter he became an abilities aft er they've been used and soon lose
Immortal of the Sphere of Energy. The tree is an their immortality and nonnal invulnerability tn
avatar of IIsundal. The First Tree is still alive in plant diseases. Elf sages think that they take too
the Sylvan Realm. much out of the basic magical esse nce of the
Since the emigration of Mealiden Stuwatcher world when too close together.
from the Sylvan Realm, there have been 10 equal of Life n
frees oflife. Each is an avatar of llsundal. Each of
the major clans of Alfheirn has one of these trees XP Value: 60,000 GP Value: 300,000
oflife except Clan Feadiel, which has a daughter D ARK SUN Campaign Set
of the original tfee oflife. All other trees oflife in A tree oflife is a mighty, magical tree, enchanted
and outs ide of Alfheim are " daughte r" trees, by a powerful priest or wizard. The magical life
dependent upon the existence of their "mothers." forces of trees oflife make them virtually eternal.
Should a mother tree die, all the daughters wither The greatest trees oflife are ancient- many soli·
too. tary trees predate the villages around them and
No Alfheim elf clan can take root in any place others stand in entire groves, a quiet testimony to
without a tree oflife. When a clan has grown too the great wizards of a bygone age. Present day
big for its inunediate area or must move for some priests and wizards still create new trees to enrich
other reason, a living branch is taken from the old the world or, in the case ofthe defilers, to pervert
tree of life to move with the clan. Some of the their powerful life forces to further their destruc-
clan members stay to guard the original tree until tive, evil ambitions.
the move is completed (often many years). A tree oflife is, in essence, a living magical
When the emigrating clan finds an area tha t item. It stores and channels energies from all four
looks appropriate for the elven way of life, the elemental planes. Thus, though wizards can cre·
trcekeeper finds an oak tree and grafts the tree of ate a tree oflife, only priests and druids can tap its
life brunch onto the oak. In a matter of months, special powers.
the tree oflife effectively remakes the oak into Special Powers: Any priest or druid in contact
anot her tree oflife. However, the new tree oflife wit h a tree of life receives from the tree four
gai ns none of its magica l powers and attributes spells, each of which can be cast once a day. The
""~r--------------------------------------.~
1456
,
spells gained are heal, augury, di ...inalion, and
magic/onto
Destroying a tree oflife: A tree oflife has two
distinct parts, its physical form and its life force.
The stump. branches, roots, or leaves of a tlTe of
life make up its physical form, and are nOI inher-
ently magical. The same things thai would destroy
a normal tree will destroy the physical ronn of a
tree of life (chopping it down, burning it) with
one exception. Neither climate nor terrain affect a
lree oflife. One will flourish in the middle of the
desert or on a rocky mountain face, regardless of
drough t, severe weather, natural lightning, earth-
quakes, and so forth.
Destroying the trec's life force is much mOTC
difficult. A tree of life at any stage of growth
(even sprouts) has 100 hit points (10 levels of
[0 bit points each) that can only be affected by
life-draining magic. The wizard spells lIompiric
touch, enervation, trap the soul, and energy
drain can each drain hit points; death spell,fin-
ger of death, limited wish , and raze can each
snuff out three levels of the target tree; and a
wish slays the tree. The priest spells that affect a
tree 's life force are raise dead (and its reverse
slay being), restoration (and its reverse, energy
drain), and resurrection (and it s reverse,
destruction) . Undead creatu res that have an
energy drain attack can affe<:t the life force ofa
tree oflife.
Defiler magic also affects a tree's life force.
Every level of defi ler magic cast within 100
yards of a tree oflife drains one level of life force
from the tree. This negates the effect the spell
would otherwise have on surrounding vegetation.
The life force ofa tree oflife is completel y
snuffed if it falls below 0 levels or hit points. The
life force cannot regenerate if either of these
numbers falls below 0, in which case both the life
force and the physical fonn of lhe tree die.
Regeneration: Both a tree oflife s physical fonn
and its life force regenerate. If the tree's physical
fonn is damaged or destroyed, il will grow back,
to full size. The tree will regrow at a rate of one
quarter of its full size each week. A sprout will
appear in one day, grow to a sapling in one week.
It will grow to a young Iree in two weeks, then to
a full sized ad ult tree in three. After four weeks,
the tree of life wi ll revert 10 its true form: an
ancient and mighty tree . No matter how many
times the physical fonn of the Iree is destroyed, it
will always grow back in four weeks.
The life force ofa tree of life regenerates one
level (10 hit points) per hour. II regenerates even
jfthe life force reaches 0 points, but not if it goes
belowO.
Though o riginally created by w iza rds to
combat the destruct ion of nature, trees oflife
/ r- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -___,~,
\457 ~
...
(
are now heavily exploited by defilers, who use must successfully save vs. paralyzation or fall
the trees' powerful life forces to charge their prey to the lamentation and join in the weeping. If
defiling spells. Sorcerer-kings often have large the tree is destroyed or the people are pulled
ga rdens within their cities, even within their away, they return to nonna!.
palaces, where groves of trees of life are
te nd ed and maintained . Thus, defilers can
exercise evil magic from their citadels without
decimating the cities below- a desperate mea-
sure to keep their tiny verdant belts as plenti-
ful as possible.
of Malice
XP Value: 2,000 GP Value: 10,000
Islands ofTerror
This is a mulberry tree. Anyone who eats the fruit
of this tree becomes filled with evil thoug hts.
Those who eal the fruit must successfully save vs.
spell or become chaotic evil for four days. A save
vs. spell should be made immediately, and then
again for each truly evil act the character com-
mits while under the influence of the new align-
ment. A charac ter who fails a saving throw
becomes chaotic evi l permanently. The fruil is
considered delightful by chaotic evils, but does
not otherwise atTcctthem.
of the Ravenous
XP Value: 2,000 G P Value: 10,000
Islands ofTerl"O!"
This appears to be a cherry tree. Th ere are a
dozen warriors who fight eternally under this
tree, for anyone who eats the fruit of this tree
becomes so enamored with its taste that they of Venom
want nothing but to eat it, and they will fight to XP Value: 2,000 GP Value: 10,000
the death wi th anyone who tries to stop them. Islands ofTcrror
Those who allempl to lake and eat a cherry are This grove is fill ed with the scent of oranges so
not prevented. However, anyone who tastes the sweet that it is overbearing. However, the fruit of
fruit must successfully save vs. poison or join this tree is highly poisonous. Any who eat orthe
the battle. The tree resurrects anyone slain in fruit must successfully save vs. poison with a-6
this battle, so the war is e ndl ess. Over the penalty or die immediately, and even those who
course of the years, the warrior's weapons and successfully save permanently lose Id6 hit
armor have become broken and useless, so now points. The many skeletons under Ihe tree are the
this battle has degenerated from honorable corpses of those who have ealen the fruit over the
combat to the pure savagery of naked barbar- centuries.
ians punchi ng, wrestl in g, and gouging each Triad of Betrayal
other like animals. Cherry blossoms continually
fall upon their fight ing forms. The sight is dis- XP Value: - GP Value: -
gusti ng enough to require a horror check when Book ofArtifacts
it is first seen. Th ere are three elements in the Triad of
Betrayal: a coin, a golden circlet, and a dagger.
of Unending Lamentation The coin appears as a common copper piece,
XPValue: 2,000 G PValue: 10,000 both sides depicting a fat-jow led merchant. One
Islands ofTerror face smi les cajolingly and the other sneers
This is a willow tree. There are several dozen scornfully. The circlet is simply an unadorned
people here weeping pitirully. They arc so over- circlet of beaten gold. There are no other identi·
whelmed with grief that they cannot move. They fying marks to be found on the circlet, not even
stay alive, without aging, by eating the leaves of the runes or marking typical of other powerful
this tree. Those who come within 90 feet of it ,...magical items. The dagger is double-edged, with
/r------------------------------------,~
1458
, Triad of Bctrayar
a nasty barb at its lip and a blood groove that linual darkness 15' radius. Once per turn, the
runs the length of the blade. The hilt of the dag- bearer can also cast suggestion on anyone, but
ger is wrapped in monIed snake sk in, though only to sow discord. Finally, it can cast curse and
none can say for certain what type of serpent it bestow curse (the reverse of bless and remove
came from. The pommel bears a bright (some curse).
would say flaming) red garnet.
If the dagger is used for vengeance, it can be
The Triad ofBetrayal was created for the god used to backstab at +4 to strike. It inflicts Id4 + 2
Hiddukel by Ihe mastersmith-god Reorx. Then, points of damage and requires a successful saving
Hiddukel imbued each of the artifacts with his throw vs. poison with a - 2 penalty to avoid death.
essence and set them free in the world, to thwart On a ro ll of 18- 20, the dagger injects a second
the will of the goddess Mishakal . The Triad of dose of poison, requi ring a seeonn save vs. poi-
Betrayal was Hiddukel 's answer to Mishakal's son at-4.
Circle ofLove, and each of the evil artifacts fol- The circlet can be used to heat or chill metal at
lows its good counterpart. wi ll and to cast modified command spells of
seven words or less. It also adds +2 to Charisma,
The Triad first appeared in the Age of Might, but subtracts -2 from Wisdom.
when Hiddukel convinced Reorx that these items
were necessary for the world. Trusting his fe llow Random Powers: The coin can create a 20-
god, Reorx did as he was asked, not foreseeing foot antimagic shell at Hiddukel's whim, which
the other's evil intent in the mailer. When Hid- he does to place the bearer at a disadvantage so
dukel enchanted the items with evi l and set them that he must bargain even further for his life. In
free in the world of Krynn, he placed them where this way, Hidd ukel ensures that no bearer of the
they would be sure to auract attention. The coin will escape his grasp. The dagger and circlet
malevolent deity knew that the Triad would even- have no random powers.
tually end up in the hands of those who would use Resonating Powers: The Triad has no resonat-
them for evil , and Hiddukel was ready to push ing powers. True to the name of betrayal, each of
them along that path. these items works separately only. While they
might be used by the same person, the items can
The three pieces of the Triad a re the coin of never add their powers together, for cooperation
luck (also known as the coin ofgreed), tbe dagger is not in the nature of Evil.
ofvengeance, and the golden circlet (also known
as the circlet ofpride). C urse: Anyone invoking the coin ofgreed's
powers must make a successful system shock roll
Since the Triad ofBetrayal was created to or become scarred and lose I point of Charisma.
counter items created by the goddess Mishakal, The user of the coin eventually becomes more
the pieces of the Triad constanll y follow in tbe corrupt, greedy, and jealous, until he precipitates
path of the Circle of Love. Hence, the Triad can his own downfall or until Hiddukei can betray
become involved in the campaign by having the him in a fashion befitting such an evil god.
PCs discover one or more parts of the Circle of
The dagger slowly gains control over its wield-
Lo~. ers, especially those who harbor resentment or
jealousy. With each use, the dagger gradually
Constant Powers: The coin acts as a luck- shifts its user's alignment toward chaotic evil (as
slone, sometimes adding a bonus of +2 to any die follows: lawful good, neutral good, chaotic good,
roll (rolll d6: even'" +0; odd '" +2). lawful neutral, neutral, chaotic neutral, lawful
evil, neutral evil , chaotic evil). The dagger ren-
The dagger functions as a dagger ofvenom, ders the user suspicious, paranoid, and tempera-
but secretes its own extremely potent venom mental. Anytime a PC or NPC does something
(successfully save vs. poison with a - 2 penalty or the bearer might consider a threat, the bearer
die). must make a Wisdom check, minus the number
of times the character has used the dagger. If the
The circlet can command up to 8 HD of crea- check fails, the character flies into a rage and
tures, once per tum. Commands must be only one must attack the offender. Finally, the dagger calls
word, spoken in a tongue that can understood, and out to its previous owners. Any owner who has a
each lasts for one round. (Alternatively, the user combined Intelligence and Wisdom of less than
27 pursues the dagger fanatically, seeking to pos-
can focus on a single creature of up to 4 HD and sess it again.
within 60 feet, and control that creature as long as
concentration lasts.) When this power is used, Anytime someone uses the major powers of the
circlet, they lose I hit point permanently. How-
Hiddukel places into the mind of the user an offer ever, these hit points can be recovered by attack-
of great power in exchange for an oath of service. ing someone with bare hands, feet, or teeth-a
If the person accepts, the full range of powers
becomes available. , ~.
Invoked Powers: After the coin has revealed
itself as a tool of Hiddukel, the user can cast con-
/r------------------------------------,~
1459
,Trimia's CaUlIog~ OfQulCf Planar AnifaclS r
successful hit drains 2 levels from the target and the oUler planes and can return them to their point
restores 2 hi t points, up to the user's o ri g inal of departu re on the Prime Material Plane. Each
max imum . Howeve r, each time this power is transport device brings a person or persons to the
used, the user must make a s uccess ful systcm upper layer of an outer plane. The point of arrival
shock roll or permanently lose Id3 Constitution. in the plane is Icft to the OM and usually changes
[fthe Co nstitution score falls to 0, the use r each lime the device is used.
becomes a mindless spectre and the circlet moves Each device has a command word tha t is
on to another owner. a lways the name of the plane associated with the
This artifact ultimately corrupts the user, leav- device. Unless otherwise nOled, anyone touchi ng
ing him or her conceited, arrogan t, and boastful. the device or touchi ng the person who holds the
Only then can the user attract minions who share device is tra nsported 10 the Upper Plane of the
the user's prejudices and hatreds. Outer Plane named.
Each transport device can be used once a day.
Suggested Means o f Destr uct.ion :
Coin : Place it atop its counterpart in the Cir- Wi th each use, there is a 5% chance the device
will malfunctio n, send ing the characters to the
cle afLove,the Hands ofthe Healing Spirit. desi red plane, but with the d evice itself disap-
Dagge r : C lash it against its counterpart in the pearing.
Circle, the Armband ofTrueheart S Warding. A byss: Pazunia, the uppermost layer of the
C irclet : Place the Ring of Nature's Love, the
circlet s opposite, within the boundaries of the inn umerable layers of the Abyss. can be reached
circlet. through the use of a circular black cloth that
looks like a portable hole. The cloth is 3 feet in
Return any part to the god Reorx, who wishes diameter and can be folded to fit inside a pocket.
to atone for the evil hi s creat ions have When the cloth is spread on the ground and the
wrought. command word is spoken, the cloth becomes a pit
C oin: Remint it in the fires of the i3 volca- that leads to the plane. The cloth exists as a pit for
noes around Sanction. I tum, then returns to its state as a piece of cloth.
Dagger : Throw it t hrough a portal in to the It does not follow travelers to the Abyss.
Abyss, where Takhisis reigns and tolerates no Ac heron: The dev ice used to reach Acheron is
meddling from Hidduke l. a 2-inch cube of black onyx. The cube always
C ircl et: Place it upon the head of a com- appears as a puzzle inside a black sack. The puz-
pletely pride-free individual of law ful good zle is made up of 43 sma ll pieces, which must be
alignment, where it shatters into 1,001 pieces. fit together to fonn the cube. When complete. the
command ....,ord must be spoken. Solving the puz-
Trirnia's Catalogue of zle require an Intell igence check at half a crea-
ture 's In te ll igence score. Each attemp t to solve
Outer Planar Artifacts the puzzle requires Id6 turns. Once the cube has
been used to teleport, it falls to pieces. The pieces
XP Value: 12,000 CPVa lue: 120,000
Tome of Magic all reappear in the sack, wherever il might be. To
Thi s magica l device is a la rge book bound in use the device again. the pieces must be reassem-
heavy wooden covers that do not reveal the title bled.
or nature of the work. Upon opening to the first A r borea : T he device used to reach the Plane
page, the owner finds the title of the book a long
with a table of contents listing the various outer of Arborea is a s ilver chariot. T he c hariot can
planes.
comfortably hold four passengers and their gear
or e ight passengers without equipment. A team of
Upon opening the book to the desired page, the four horses must be anached to the chariot; when
owner finds either a blank page (25 % chance) or the chariot is in motion and the command word is
a description ofa magical device (75% chance) spoken, the horses, chariot, passengers, and gear
that provides transportati o n to that particular arc conveyed to Arborea. The c hariot arri ves in
plane. Along with the description of the device is motion.
a price ranging from 1,000 to 20,000 g p Arcadia: Arcadia's tra nsportatio n device is a
(ld20XI,000). If the a ppropriate sum is laid on palm size metal sculpture representing the out-
the open book and a I'anish spell is subsequently lines of geometrical shapes. T he largest shape is a
cast on the coi ns, (he transport device s hown six-sided c ubi c c age made of 12 silver rods.
appears in place of the cash. The page then imme- Wi th in thi s c ube is a four-sided pyramid, also
diately goes blank and the catalogue disappears, made of silver rods. Inside the pyramid is a circle
teleporled to a ra ndo m locat ion o n the Prime of silver.
Material Plane. Baator: Baator can be reached by using spe-
The transport device can deliver characters to cial pieces of blood-red coal. When one of these
SI'S)
/r------------------------------------.~
1460
rTrimia's Calalogue ofOluer Planar AnifaClS
with a seawonhiness rating of 950/0. If anyone
touches the ship's mast and speaks the word Ely-
sium, the boat, its passengers and crew, and all
cargo are transported to the Oceanus River in the
plane ofAmoria.
Ge he nn a: Characters who wish 10 travel to
Gehenna must gather in a small, enclosed room
with this magi cal urn of si lver and bronze. A
flame must be lit wit hin the urn using materials
that cause a great deal of smoke. When the room
is so choked with smoke that breathing is almost
impossible. the command word may be spoken.
This transports everyone and everything in the
room, including the urn, to Khala, the uppcnnost
layer ofGehenna.
The G ra y Wa ste: The device used to reach
The G ray Waste is a n iron keelboat. When any
character on the boat speaks the command word,
the keelboat and a ll its passengers are transported
to the river Styx in Oinos, the uppermost layer of
The Gray Waste.
Limbo: Limbo is reached th rough the use of
a magical mirro r. When a person stands before
the mirror, he or she sees a normal reflection.
The reflected world in the background, how-
ever, is in utter chaos- the bricks from the wall
behind the character float in the air, flames drift
coals is lit or dropped into a flame, a ball of fire across the room, gold and s ilver pieces break
flares out rrum lht: coal. It does no damage, but apan and wande r aim less ly. If the command
transports all creatures and objects within 20 feet word is s poke n as a character looks into the
to Ave rnus. No command word is needed for the mirror, he is transported to any of the layers of
effect to take place. Limbo . The mirror does not travel to Limbo.
T he Beasllands: A leaf sculpted or gold is the Another means ofrelUrning to the Prime Mater-
dev ice used to arrive in The Beastlands. The leaf ial Plane must be found.
is about 2 inches long a nd is wroughl in fine Mechanus: The device used to transport to
detail. the Plane of Mechanus is a small pockct watch,
Bytopia: This device appears to be a feature - a device of unspeakable rarity. The watch keeps
less cube of silver measuring 3 inches on a side. pcrfect time according to the yearly cycle of the
If it is carefully examined, four small, nearly sun and never needs winding. The timepiece is
invisible bunons will be visible. If the four but- sol id gold and has two long, thin gold c hains
Ions are pressed in t he correct o rder, the cube that run through a metal loop at the lap of the
splits in hal f. (The correct o rder can be deter- watc h.
mined through the use of legend lore and similar Mo unt Celestia: A featureless sphere of gold
spells.) The device will teleport to Bytopia when is used to travel to Mount Celestia. The sphere is
half the cube is held in each hand and the com- 3 inches in diameter and would appear to be noth-
mand word is spoke n. The travelers arrive in ing more than a valua bl e bauble if not fo r the
DOlhion, considered the topmost plane. The two golden glow it always radiates. The glow has the
halves of the eube must be reassembled before it properties of a continual light spell.
can again be used. Pande monium : This device is a jar perpetu-
Carceri: This device is a necklace of dull, red- ally filled with black pitch. When the pitch is
dish pearls. A character who wears the necklace spread on a stone wall and the co mmand word
and speaks the command word w ill be trans- spoken, a portal forms in the wall, leading to a
ported (along with anyone touching him) to Oth- cavern in Pandesmos. The pitch evaporates after
rys, the topmost layer of the plane. five rounds and magically reappears in the jar.
Elysi um : The device used to reach this plane is Ysgard: The device used to reach Ysgard is a
a sturdy eurrach, a primitive vessel made from prism approximately 3 inches in length. To oper-
thick hides stretched over a wood-and-wicker ate the device, the prism must be used outdoors to
frame. This device function s as a normal ship, create a rainbow on the g round. When the com-
""/r------------------------------------.~
1461
(
mand word is spoken, the rainbow grows out of of Lard
the ground and rises up into the sky. The ra inbow
XP Value: 400 GP Value: 2,000
lasts fo r one turn. Anyone who sleps onto t he
The Book of Marvelous Magic
rainbow is whisked up the colored path and inlo
the Plane ofYsgard. When this tub is touched and commanded to
In Rave nlo ft : The catalogue works almos t as
described. The sole exception is that there is function, it creates I cubic foot of greasy lard.
almost always an additional item required besides
the money to acquire the device. Some sample Anyone handling Ihe lard must wipe it off care·
items are a drop of vam pire's blood, a feather
fully afterward or have a 75% chance of dropping
from a wereraven, a stone from the temple of
Gehenna, and so on. Ifsome money and the ilems any item picked up or used (weapon, wand. any·
are placed upon the book, the magi cal device thing solid ). The lard may be smeared on 100
appears.
square feel of surface; any creature crossing that
The device that appears is one of the few ways
to leave the Demiplane of Raven loft. However, in area thereafter muSI move at half nonnal rate and
Ravenloft there is a 20 % chance ofa malfunction,
far g reater than the normal 5% chance. The musl make a saving throw vs. spell or fall. A
device vanishes when used, whether successful or
nO I. If unsuccessfu l , the character remains in fallen v ictim cannot rise by physical effort but
Ravenloft.
may crawl off the larded area in one round. The
Tub
lard vanishes in one hour; Ihe tub may be used
A magical tub is 3 feet in diameter, has s ides 18
inches high, and rope handles. It is made entirely once a day.
of plain, unmarked wood; encumbrance is 30
pounds. of Sailing
XP Value: 1,000 GPValue: 5,000
~ Book of Marvelous Magic
This tub is identical to a tub oflard, but cannot
create anything. If placed in any liquid, it floats
and can support up to 500 pounds of weight with-
oul s inking. If a creature sits in the tub and com-
mands it to sail, it moves at a movement rate of
18. It is nol affected by wind bul is easily dam-
aged (5 hull points, AC 9).
Bath Taryn 's
XP Value: 1,000 GP Value: 5,000 XP Value: 1,000 GPValue: 5,000
Wizard's Chall enge POLVtllIDRON Newszine 43
This large oval tub is made of fine wood trimmed Although this item a ppears as an ordinary
with brass. At the pronunciation of the command wooden buckel, when the command word is spo-
words "bath lime," the tub fills with warm water. ken it expands into a woode n tub filled wilh
When the user says "bath over," the water drains comfortably hot water capable of holding up to
away. It can be used three times a day. six people. Twenty-five percenl of Ihe time , a
wooden shelf also appean, it is attached to the
of Fat tub and has chilled goblels of white wine resting
XP Value : 300 G P Value: 1,500 on it. The tub shrinks back. into a wooden bucket
The Book of Marvelous Magic upon command.
Thi s tub appears identical to a tub oflard, but
when commanded to produce lard it causes the of Washing
user to increase in weight by 50% instead. The XP Value: 800 GPValue: 4,000
weight appears simply as extra pounds of flesh. The Book of Marvelous Magic
The extra weight breaks the straps of any armor Upo n command, Ihis lub magically fi ll s with
worn, causi ng il to fall offimmediatelY-lhis soapy water. Any items placed in the water and
does not harm any enchantments and repairs are removed immediately are completely clean and
easily made by a leatherworker for a moderate dry; Ihe waler removes stains or dyes, even if
fee. Clothing worn beneath the armor bulges but magical. and works on creatures and objects. The
is not harmed. The extra fat can be removed tub functions once a day; the water disappears
quickly only with a heal spell, a wish, or a remove one hour after its creation.
curse from a caster of 26th level or higher. The Tunic
fat may also be removed by fasting for one week, A tunic is a simple, straight garment similar to a
modem ''T-shirt.'' Usually sleeveless, tunics were
but the character's Strength, Dexterity, and Con- worn by all classes of Roman and medieval soci·
eties, chiefly differenced by the oslentation of the
stitulion drop to 3 during this time; he or she embroidery work embellishing them.
regains I point per day of ful l rest thereafter unlil
back to normal.
/r--------------------------------------~~
1462
"' of Glory ofTusmit
XP Value: 4,000 GP Val ue: 40,000 XPValue G P V a lue
Twilight Calling Brown: 500 2,000
The tunic ofglory has the powers of an anlimagic Gray: 1,000 3,000
shell (as the spell), useable three times a day, and Black: 1,000 2,000
haste (as the spell) useable twice a day. Red: 1,000 2,500
White: 1,500 3,000
Wiza rd's GREYIlAWK Adventures
XP Value: 500 GP Val ue: 3,500 These colorful garments have been used for
The Emirates ofYlaruam many purposes in Tusmit. Some of these tur-
This elegantly embroidered tunic was created by bans have brought their owners great wealth
a master craftsman and wizard for a sultan. Its and fame, while others have caused their own-
power is to reveal the silhouette of one's perfect ers terrible suffering. Each turban can summon
male. The tunic was stolen from the craftsman by one o f the geniekind each week. The genie's
the sultan'sjealous vizier, who subsequently dis- reaction and the course of the action is decided
appeared. in play. There are five turbans, each of a differ-
Turban ent color:
Aturban is a long strip of fabric wrapped around Roll Color Turban Type
the head. It is common in the Land of Fatc . If 01- 20 awwn Turban ofJann Summoning
wrapped around a skull cap, a turban fanns a flat- 2 1-40 Grny Turban ofDjinni Summoning
tened sphere. If wrapped around a fez or other 41-60 Black Turban ofDao Summoning
support, the turban is taller, rounder and morc 61-80 Rod Turban ofEfreeti Summoning
impressive. A turban wrap is often held in place 81--00 White Turban ofMarid Summoning
with a pin or brooch, particularly if the wearer is
wealthy or powerful. The summoned genie must obey the first order
Feather of the turban wearer. From then on there is a 5%
cumulative chance per additional order that the
XP Value: 900 GP Value: 4,500 summoned genie may ignore the order and attack
Secrets of the L.amp the summoner. There is no way to tell how many
This magical turban, made of woven peacock t imes a turban has been used. If the genie is
feathe rs, can create a gust a/wind up to three killed, the turban is useless.
times a day. In addi tion, it allows the wearer to Turret
assume the form of a wind shadow once a day
and to summon a wind carpet once a month. X P V a lu e G P V a lue
4,000
of Multiplication Light + I: 800 8,000
Light +2: 1,600
XP Value: 400 GP Value: 2,000 Light +3: 3,200 16,000
5,000
Assassin Mountain Medium + I: 1,000
This turban is permanently enchanted to create Medium +2: 2,000 10,000
mirror images of the user once a day as if Casl by Medium +3: 4,000 20,000
a 12th-level wizard. 10,000
Heavy +I: 2,000
of Silence Heavy +2: 4,000 20,000
Heavy +3; 8,000 40,000
XPValue: 600 GPValue: 3,000 War Captain's Companion
Assassin Mountain Somewhat rare items, magically enhanced tur-
This turban is enchanted to radiate a pennanent rets are a highly desirable addition to any ship
silence, 15' radius, around the wea re r. Silence or stronghold. About 10% of all magicallUrrels
can be activated up to three times a day and can are magically stabilized. They are nonprotec-
be canceled by the wearer's mental command. tive, but give a bonus to the attack roll of the
weapon.
Most magieallurrets are protective turrets.
These turrets add a magical plus to the standard
-4 AC bonus that nonmagical protective turrets
provide. For example, a turret +2 would give the
crew a total AC adjustment of -6; an AC 7 crew
would be AC I.
Secondl y, the turret takes the brunt of any
5971
/r--------------------------------------~~
1463
""'Tvashtri's Pinwheel (
magical attack, If it makes its saving throw, then
the protected weapon is unharmed and the crew
saves fo r half damage or none, with a bonus of
+4. If the turre t fails , its protective value is
destroyed and the crew and the weapon save nor-
mally. Magical turrets use the same amount of
space as nonmagicai turrets.
The table above assumes the magical turret is
ceramic. Subtract 25% from the values if the tur-
ret is bone or thick wood. Add 25% if the turret is
metal. Stone turrets are possible only to races that
can manipulate stone (such as xom and pech).
Turrets are usually used wit h ballistae, cata-
pUlts, and jettisons.
Tvashtri 's Pinwheel
XP Value: 7,000 GPValue: 35,000
Legends & Lore
The avatar carries a pinwheel that negates magic
within 100 feet when he blows on it (as an
antimagic she/l).
Tzolo's Gua rdian
XP Value: 16,000 G PValue: 80,000
DUNGEON Magazine 37
This powerful, sorcerous, human size creature, a
gift to Tzolo from evil elementals, is a deadly
adversary. It wields a bastard sword +2 that tums pates in two rounds). It is immune to all illu-
those it st rikes to s to ne on a natural 20. The sions and has a magic resistance of 50%. A +2
guardian has 18/99 Strength (+2 to attack rolls or better weapon is needed to hit the guardian,
and +6 to damage with the sword). It attacks with and it regenerates 3 hp per round. After it is
the blade for I d8+8 points of damage (including slain, the guardian conti nues regenerating and
Strength and magical bonuses), and a combina- revives when il reaches 50 hp to seek out and
tion bite/tusk attack for 2d6 points of damage. destroy its attackers.
These attacks can be directed at two separate
sTzolo guardian can be permanently slain only
individuals simultaneously. if burned by magical fire after it is reduced to 0
The guardian can survive in both carth and hp. Until it is permane ntly slain, none of its pos-
water elements. At will, it can cast detect good, sessions can be removed; they are attached to the
detect invisibility, water breathing (on anot her), creature. When it has been permanently slain, the
and dispel magic (at the 16th level). Three times a creature and its possessions arc turned back into
day it may cast fly (12th level), passwall, water marble. At this point, the oval stone may be taken
walk, and ice storm. Once a day it can cast con- from Tz% S guardian.
jure elemental (eanh or water, 12-HO), transmute
rock 10 mud, transmule mud to rock, stone shape,
and stone tell. The oval stone it possesses allows
it to cast a sink spell once a week and wall of
stone spell twice a day.
The guardian is not affected, either directly
or indirectly, by any earth or water, therefore it
is unharmed by certain spells (transmule rock 10
mud,flesh to SlOne , earthquake), cannot be
drowned, and cannot be attacked by creatures
from the Elemental Planes of Earth or Water or
the Paraelemental Plane of Ooze. The guardian
takes half or no damage from cold, acid, and
electricity. If poisoned, it is unaffected and can
return the toxin in a spray through its trunk (a
cloud of poison 8 feet in diameter, which dissi-
""/r------------------------------------,~
1464
Urn
Universal Solvent to have very superstitious crews. When-
ever the ship comes into port, the crew
XP Value: 1,000 GPValue: 7,000 often speaks of ghosts manning the
sails, throwi ng a life preserver over-
Unearthed Arcana board to a fallen comrade (whether to an unseen
crewman or a real one), or looking out from the
Also known as the ultimate so/vent, this strange, crow's nest.
magica l liquid appears to be nothing more Urn
remarkable than some sort of minor oil or An urn is a vase wi lh a rounded bottom and a
wide mo uth. Urns have round or fluted bases to
potion. In fact, upon first examination it seems keep them upright. Most urns also arc equipped
with tigh t-fitting covers. These vases tend to be
to have the properties of both oil ofslipperiness highly decorative, a nd usually a re made of pre-
dous materials or heavily ornamented or both.
and a potion ofdelusion. However, it is applied
to any fo rm of adhesive o r sticky material, the
solvent immediately dissolves it. Thus, for
insta nce, th e effects of sovereign glue a re
immediately negated by this liquid, as arc those
of any other forms of cement, glue, or adhesive.
The area of effect of Ihis liquid is I cubic foot
per ou nce, and a typical container hold s 27 of Ashes
ounces. Irthe liquid is carefully disti lled to XP Value: SOO G P Val ue: 4,000
bring it down to half of its original volume, then
The Book of Marvelous Magic
each ounce will actually dissolve I cubic foot This ornamcntal containcr is 18 inches tall and 4
of material, organic or inorganic, just as if a inches in diameter. When found, it contai ns
disintegrate spell had been employed. To find if ashes, the remains of some creature or another
a target is affected by this concentrated solu- (determined at random). If the ashes are burned
tion, a successful attack roll is required, and the in reverse by usi ng blackjlame, the immolated
subject is then also entitled to a saving throw creature reforms and awakens. It understands and
'Is. spe ll . Inanimate objects are automatically obeys the user for a month and a day, or until
affected by the solution; however, for such slain.
items of magical nature a saving throw 'Is. spell
applies. of Awakening;
Unseen Ship Crew XP Value: 1,000 GP Value: 5,000
The Book of Marvelous Magic
XPValue: 2.500 G PValue: 25,000 This urn is identical to an 11m ofashes, but when
War Captain's Companion the ashes are restored by blackflame, they fonn a
When activated, this magical item (often a bosun's liquid. This magical nuid can awaken any sleep-
whistle) summo ns an unseen crew that increases ing creature, even if powerfully cursed or forced
!he size ora ship's crew by 50%. The unseen crew to sleep. The urn then becomes nonmagical but is
are effectively unseen servanlS that perform worth 1,000 gp if sold. If the ashes are removed.
sailors' tasks (manning sail booms, working rud- they are useless.
ders, manning oars, scrubbing decks, and the
like, depending upon ship design). The item can of Curses
be used once per day for Id4+4 turns, but cannot
XP Value: - G P Value: SOO
be activated in the phlogiston. The Book of Marvelous Magic
Though the unseen crew is invisible, some of This urn appears \0 be and functions as an urn of
them ca n be seen occasionally as they pa ss ashes. However, any priest within 30 feet loses
through the magical currents of the spelljamming some ability to turn undead. Any result of"T"
helm. Though these sightings may occur as often (an automatic T o r a successful roll for a num-
as once per turn, the glimpse is only for a brief ber) has no effect; o nly " 0" results apply nor-
second . mally (see Tabl €' 47 in the DMG). If the ashes
The unseen ship crew works stations that are are recovered by blackj1ame, an undead creature
not currently manned. If an oar is unused, the (determined at random) is created and attacks
unseen crew mans Ihe oar, but if a three-man the user.
oar was currently manned by only one individ-
ual, they would lei it alone, manning something of Hindsight
else instead. The unseen crew take s propor- XP Value: 4,000 CP Value: 20,000
tionallosses as if they we re I HO sailors Wonders orLankhmar
(including area effect weapons) , but can be This urn allows the holde r to see into the past of
used the next day. all those who are within a 10-foot radius. The
Captains who possess this magical item tend glimpse is so compl ete ly accurate that the
,,~
/r------------------------------------,~
1465
"Urn ofWa!er Purifiea!iOll (
holder can even smell the odors and taste the leasll,OOO gp but not more than 50,000 gpo If the
tastes of the past being viewed. These feelings spoon is stolen, a curse of bad luck falls upon the
from the past are so vivid that the holder is able baby, and all money and items owned are lost.
to recall all of them as long as he is in contact
with the urn. of Cleanliness
The urn, unfonunately, has a side effect. While XP Value: 50 GP Value: 250
the possessor has it, there is a cumu lative 1%
chance per use that the user goes insane. This DRAOON Magazine 73
insanity manifests itself as egomania and acute
paranoia. The user eventually believes that even a This item may be any utensil or plate. When left
spouse or dearly loved partner is out to steal the
magical item, or is Out to kill him or her. The side in a bucket overnight, the object sheds all dirt,
effects wear off in the number of weeks equal to
the number of times the item was used. In other which gathers on the bottom of the bucket to be
words, if the item was used ten times, and the
use r became insane, it would require 10 weeks discarded. While in the bucket, the object cannot
for the user to become sane again, once the urn
was taken from his or her possession. be reached by insects, and no odor is emitted.
of the Cultured Palate
XPValue: 400 G PValue: 2,000
POLYHEDRON Newszine 90
These eating utensils are usually of the highest
quality workmanship, though they may be made
of almost any material. They consist of a cup,
ofWater Purification knife, fork, and spoon, nonnally very ornate and
XPValue: 2,000 GPValue: 10,000 usually carried in a special pouch or box.
War Capuin's Companion When used, the utensils make any food or
This magical copper urn purifies all water placed drink-no matter what its quality or age-taste
into it. It has the capacity to hold 30 gallons of like any food or drink the consumer desires. The
fluid, which it purifies at the rate of one gallon food is as nutritious and satisfying as the imag-
per lurn. (In the phlogiston, the purification rate ined meal. The quantity of the food is not affected.
drops to one gallon per hour.) The urn removes
all trace of pollutants, disease, alcohol, poison, of Etiquette
salt, dirt, and every other known and unknown XPValue: 700 GPValue: 3,500
thing from the water. All that is left of 100% pure DRAooN Magazine 73
water- the urn even turns milk or juice imo pure This item is an ordinary-appearing set of cutlery
water. that enables the user to eat in accordance with the
The urn looks much like a large jar, with sev- standards or manners of any group with whom he
eral brass bands reinforcing its curving sides. It or she shares a meal.
has a copper lid which is used primarily to keep
excess din out, and to keep the waler from evapo- of Eating
rating too quickly. The lid is nonmagical. XP Value: 100 GP Value: 500
Utensil DRAOON Magazine 30
Utensils are a general group of items that are Perhaps to avoid tasting the food, Orlow also cre-
used during meals. ated the spoon ofeating that enabled him to eat
an entire day's rations in one bite without indiges-
tion.
Ro ll Utensil Type of Medication
Butter Knife
01-20 Carving Knife XPValue: 1,000 GPValue: 10,000
Fork
21-40 Serving Spoon The Book of Marvelous Magic
41--60
61 - 80 Sipping Spoon When filled with honey and served to any crea-
81-00
ture, this spoon removes any and all ordinary dis-
eases afflicting the recipient . It does not cure
Birth Spoon lycanthropy or magical diseases. The spoon may
XPValue: 1,000 GPValue: 5,000 be used magically once a day.
The Book of Marvelous Magic
This silver spoon functions only when placed in of Mixing
the mouth of a baby not more than one day old. It XPValue: 1,500 GPValue: 15 ,000
may be immediately removed but must be kepi in The Complete Wizard's Handbook
the dwelling where the babe was born. Sometime This spoon increases the chance of successfully
in the first year of tife, the lucky baby inherits combining magical potions to create a new
from a long-lost, forgotten relative a fortune of at e ffect. When combining potions as per the
""
1466
,
Poll on ru les in the DMG, the percentile dice of Stirring
roll on Tab le 111 is mod ifi ed by +10 when
using the spoon a/mixing. Treat all resu llS XP Value: 100 GP Value: 500
grcaler than 00 as 00. Note that by using the
spoon a/mixing, there is no chance thaI the DRAOOI'! Magazine 30
combined potions create an explosion, a lethal
poison, or a mild poison. The spoon a/ stirring was developed to aid in
baking. On command, this spoon stirs any sub-
stance up to the consistency of bread dough until
ordered to stop.
Murlynd's of Stirring II
XPValuc: 750 CrVaJue: 4,000 XPValue: 500 GrValue: 1,500
D UNGEO:-l MASTER Guide Unearthed Arcana
This unremarkable eating utensi l is typically Appearing as a normal spoon of an unremarkable
fashioned from horn. It radiates a dim aura of sort, this instrume nt does not radiate magic
conjurat ion if detection is performed success-
fully. If the spoon is placed in an empty con- unless it is dipped into a magical potion. Immedi-
tainer, a bowl, cup, or dish, the vessel will fill ately upon being inserted into a magical liquid.
with a thick, pasty g ruel. Al lhough Ihis sub- the spoo n gives offa burst of the alteration
stance has a flavor similar to warm, wet card- magic. The liquid is then magically altered into
board, it is highly nouri s hin g. It contains
everyth ing necessary 10 s us tain any herbivo- some other potion, and the spoon seems to be
rous, omnivorous, or carnivorous creature. The
normal again. The spoon can be take n out of the
spoon will produce sufficient gruel each day to
feed up to four humans. liquid and used repeatedly. If the same potion is
In a DRACON L ANcE Cam paign: Murlynd's treated thus more than three times, the liquid
spoon does not exist on Ansalon.
loses all o f its magical properties, becoming a
noisome liquor of no value whatsoever. To find
the type of potion produced by the spoon, use the
random tables in this encyclopedia or those in the
DMG. If the result is the same as the previous
Musical contents, then the appearance of the liquid has
XPValue: 100 G rValue: 1,000 changcd and the st rength of the stuff is twice
The Book of Marvelous Magic (01 - 50) or half normal (5 1-00).
This item is useless by itself, but when two musi-
cal spoons are rapped together, they have several of Sugar
effects: xr Value: 100 Gr Value: 500
• Ali within 30 feet of the noise are immune to The Book of Marvelous Magic
magical songs and other sound-based effects Upon command, the spoon ofsugar fills with
(such as the charming song of a harpy). magical sweetener. The sugar attracts the atte n-
• The user may d ispel anyone silence 15' tion of all normal and magical insects within 30
radius priest s pell effect within 120 yards if feet. Giant-sized insects are permitted a saving
desired, even if the spoo ns are used within throw vs. spell to resist the effect, but with a -4
silence. penalty to the roll. When attacking an attracted
• The user may cast a silence 15' radius spell to insect, the attacker gains a +4 bonus to the first
a range of 180 yards. attack roll , but the insect is then free from the
The spoons function as long as they are rapped magical attraction and its effects, even if the
together, but only one silence speli may be cast or attack misses. An attack on one insect does not
negated each tum. disturb the others. If sugar is removed from the
spoon, it lasts for one tum. If the sugar is eaten by
of Sticking insects while in the spoon, the spoon is destroyed.
XI' Value: 50 GP Value: 500 The spoon produces the magical sugar once a
The Book of Marvelous Magic day.
This cursed spoon appears and is used as a spoon
ofmedication. However, in addition to curing dis-
ease, it also sticks in the recipient's mouth and
cannot be removed until a remove curse is applied
by a caster of at least 15th level. The victim can-
nOi speak or cast spells with verbal components
until the spoon is removed.
""/r------------------------------------.~
1467
' \ \ - _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _J (
/r------------------------------------,~
1468
Vainamoinen's Tears aId Ri ver. Asterius, though , cleverly
XPVa] ue: 1,000 C PValue: 5,000 foiled some of the sheath's restric tio ns.
By reciting ce rtain spells backwards,
Gods, Demigods, and Heroes Asterius provoked Ihe sheath's move-
ment back in time- and that, in turn, repeated
When and ifVai namoinen's avatar cries, he spills the recitation of Ihe spell forward, triggering ils
effects.
2d lO tcars that turn into 5,000 gp value blue
pearls. You will not find them JUS! lying around
Lapland though, for he collects these "gems." Vane of Location
XPValue C PValue
Greater: 2,000 10,000
Lesser: 1,000 ',000
War Caplain's Companion
This divination device is usually mounted on the
foredeck, in the vicinity of a spel/jamming helm,
or in sight of the navigator. To activate the greater
vane, the helmsman merely needs to ask it whcre
a certain location is- crystal sphere, planet, or
simi lar celestial body, and the vane of location
points in the immediate direction (even up or
down).
The vane points in the d irection of the body
last requested until the ship arrives at that loca-
tion; at which point it spins around slowly, wait-
ing fo r its next command. The 1'01l1! o/Ioca/ioll
cannot be used to fin d the location o f a specific
individ ual or item. If the vane is sct for a specific
location, and a new location is wanted. a dispel
magic spell mus t be cast on the vane to make it
ready to receive the new command.
If a location specified cannot be detcrmined
from another (two bodies with the same name),
the crystal sphere name must be give n as well.
Lesser vanes, of half value, are keyed to the coun-
tries and cities o f specific spheres.
Vampire Sheath Veil of X-Ray Vision
XPValue: 25,000 CPValue: 125,000 XPValue: I ,()()() CPValue: 5,000
NighlSlorm Thic\'es of Lankhmar
This dev ice can only be created by Ultimate-level This appears to be a strip of fine , diaphanous
Immortals; Tha natos is the only Immortal known cloth abo ut 18 inches long and 4 inches wide. If
to have used it. bound over the eyes like a blindfold it endows
The sheath can imprison an Immortal victim. It any weare r wi l h the abili t y to see clearly
draws on the victim's own power to trap the pris- through objects as though those objects we re
oner in a pocket dimen sion, accessible only clear glass. The thickness through which the
through the Time Stream. Whenever the v ictim wea r er can s ee depends on th e ma t erial
tries to exert power, the sheath feeds on the power observed through.
and shifts the victim back a few seconds in time
to the poin! before he or she decided to usc the \1atcrial T h Ick ness
power. Thus the victim remains perpetually on Lead U inch
the verge of ac lion, without acting. Other metals 2 inches
To an onlooker in the Time Stream, the shift Stone 2 inches
backward in t ime makes the sheath appea r to Wood 6 inches
recede. A ll objects that move forward in time Other common building materials 6 inches
appear to approach the observer. Flesh 12 inches
T hanatos trapped the Immortal Asterius in
this s heath shortly after the othe r Immortal s It also gives the wearer the ability to see clearly
were lured back to the headwate rs of the Emer- in fog, smoke and other visibility-reducing
__.,_"~r----------------------------------
1469 ~
" 'Vest ofAttrnction (
conditions (whether natural or magically
induced). The veil has a number of obvious
uses for a creative thief: seeing through walls
or into locked boxes, and the like. It also gives
thieves a 30% bonu s to their Open Lock ro11s-
to a maximum of 98%- whether the locks are
key or combination (the thief can see the tum-
blers within the lock). It gives nonthieves a
10% chance to pick a lock (they still require
suitable tools, however). The veil can be used
for a maximum period of 20 minutes ( two
tu rns) pe r day after which time it ceases to
function for an entire day.
Vest
A vest is a close-fitting, waist-length piece of
clothing. It is sleeveless, buttons tightly at the
midriff, and opens at the chest to display a bit of
shirt, and, perhap s, a neckerc hief or cravat
beneath.
of Attraction
XP Value: - GP Value: 1,200
The Book of Marvelous Magic
This cursed vest functions as a vest ofmissile
protection but also causes all incoming missiles
to score maximum damage per hit (each arrow
automatical1y inflicting 6 points, a sling stone 4 junction with other protective devices and magic
points, and so on) The vest cannot be removed items.
Lesser Vestments: The wearer receives a +3
until a remove curse is applied.
Armor Class bonus, and a +4 bonus to all saving
of Missile Protection throws, while wearing the vestments. No attack
XPValue: 1,000 GPValue: 5,000 or damage bonuses are gained. The vestments
The Book of Marvelous Magic also provide the wearer with protection equiva·
This cloth vest is of quite normal appearance but lent to the 3rd-level wizard spell protection from
absorbs 10 points of damage per round from nor- normal missiles, the 1st-level wizard spellfearher
mal missiles. Excess damage affects the wearer fall and a ring offire resistance.
normally. The vest is useless when worn under Greater Vestments: These robes provide all
metal armor and cannot fit over it; it functions the powers and protections oflesser vestment and
normally when worn under leather armor or in two additional powers, both usable three times in
addition to normal clothing or robes. It has no anyone-day period. These powers are true seeing
effect on Armor Class. magical attack forms, or and dimension door. The former power is equiva·
enchanted missiles such as magical arrows. lent to the 5th-level priest spell (no ointment is
Vestments of Power req uired), while the latter power is equal in effi-
cacy to the 4th-level wizard spell, as if cast by a
XPVlI.lue GPValut' 10th-level wizard (the one-round recovery period
Greater: 3,000 30,000 is retained).
Lesser: 1,800 18,000 Greater vestments possess a secret command
Halls of the High King word. If spoken when the robes are touched but
Priests of many faiths in the Realms possess cere· not worn, the robes will become invisible, and
monial robes. Almost 25% of all 7th-level or levitate in place, not moving unless physically
higher priests encountered in their homes, tem- snatched from their waiting location. The com·
ples, or holy places will have access to magical mand word must be spoken backwards within
robes. In most cases, these are vestmen ts of 60 feet of their present location (they may have
power. Appearing only as unusual1y fine religious been moved from their original location by any
garments of the style, fabric, and hue normal to number of disturbances) to make them reappear
the faith, these robes possess magical powers as and cease levitation. Invisibility and levitation
detailed below and may be worn and used in con- can continue for centuries if not commanded to
"'"/r------------------------------------,~
1470
cease. Note that the protective powers of a (unless they desire otherwise). They reappear in
grealer veSlmenl do not function while it is the nearest open space large enough to hold
invisible and levitating. them , and they have immunity against subse-
quent captivity in that vial. The former captives
have no obligation to their caplor or to those
who freed them.
Durance vials are intrinsically evil and there-
fore quite tare. Good heroes o ften feel honor-
bound to free their captives and destroy the
via ls. If so ld intact, the via l is wor th about
3,000 gpo
Koresh Teyd received his vial from Thanatos.
However, evil alchemists in the Known World
have been known to manufacture them, so the
vial doesn 't necessarily imply Immortal magic.
Violets of Pain
XP Value: ~ G P Value: 100 Per petal
New Item
ViolelS ofpain are wildflowers that arc commonly
found on all worlds. They are deep purple in
color, and very pleasing to the eye. Violets ofpain
arc prized by evi l wizards as ingredients for cer-
tain spells, and by the ruthless for the properties
of its refined poison-colorless, odorless, and
taste less, it cannot be dctected by any known
methods.
When they are picked with bare hands, ."iolels
ofpain secrete a virulent toxin that immobilizes
unprotected picke rs for Id4 rounds (0 onset
Vial of Durance time), causing severe agony and I d6 points of
damage each round. A successful saving throw
XP Value: 3000 G P Value: 15,000 vs. poison reduces the damage by half, but a cure
Nightrage serious wounds spell must be east in order 10 heal
This small iron vial, 3 inches long and I finger's the damage.
breadth in diameter, can confine one or more Violin
magical creatures indefinitely. The tube contains
no opening, but the silver runes engraved on it See Stri nged Instrument
often include the words of command necessary to Violin Rack
lrap and release a captive. It often appears as an
ornament on a necklace or bracer. See Stringed Instrument
When the user holds the vial within 6 feet of a
magical creature and speaks the command word
of trapping, all magical creatures in the vicinity
must make a saving throw vs. spell. A failed roll
means the creature is absorbed into the vial. The
user and all nonmagical creatures are immune to
the elTect.
When empty of captives, the vial ofdurance
can be destroyed easily. Whi le the vial holds its
captive, it has an AC equal to the captives' best
AC, and hit points equal to the combined total of
all captives. Damage to il damages all the cap-
tives as well. If the vial is destroyed, all captives
reappear, dead.
Captivity lasts until the user holds the vial ...
and speaks the command word of release. At
once all creatures held in the vial are released
).------------------------------------.,
1471
==y~~~--=,
... .J 1472
q
Wand ofArc
Wands the person holding the wand or by his
employer. The wand cannot detect any
Wands are I V. feet long and s lender. They animal over the horizon.
are made of ivory, bone, or wood and are of Animation
usually tipped with something- metal, crystal, or
stone. They arc fragile and tcnd to break easily. XP Value: 2,500 GP Value: 15,000
Because of this, they are often kept in cases. PoLYHEDRON Newuine 47
Wands perfonn al 6th level of experience with These rare wands are crafted of crystal and tipped
respect to the damage they cause, range, duration, with a small golden orb with a faceted emerald in
area of effe<:t, and so on, unless otherwise staled. its cenler. When the command word is spoken,
At the OM 's o ptio n, 1% orall wands can be the wand enables the owner to animate any non-
trapped to backfire. living object within a 20' radius, with the follow-
Wands are powered by charges, each uses cost- ing effects:
ing one or more charges (depending on the item). Animate dead: When this power is used, ld3
When created, a wand typically contains 1d20+80 corpses in the wand's area of effect will be ani-
charges. Captured wands taken from a defeated mated for 3dlO rounds. The animated creatures
foe often have far fewer charges. Wands never have I Hit Die and can follow simple orders. This
have a greater number of charges than those ability drains one charge.
listed. Most wands can be recharged according to Animate object: I d3 objects less than 3'><3'><3'
the rules for making magical items. can be animated through this ability for 3dlO
When a wand ru ns out of c harges, it can no rounds. One charge is drained when this power is
longer be rec harged. Alternatively, the OM can used.
rule that the wand immediately crumbles into Animale Weapon : T hi s abili ty causes one
dust (settling the issue) or it has become a useless weapon of the wielder's choice to become ani-
stick. mated for ld6+9 rounds. The animated weapon
Comma nd Words (Optional Rule): Like rods will dance (as a sword ofdancing), allacking as a
and staves, wands can require the utterance of a 5th- level fi ghter. Weapons he ld by unwilling
command wo rd or phrase to operate and, like creatures cannot be animated. This ability drains
those other items, the key is seldom found in the two charges.
lock. The OM can rule that the command word is The wand is rechargeable and is usable only by
etched in magical writing on the wand (requiring wizards.
read magic to trans late) or require the characters Anything
to use such methods as commune spells or expen-
sive sages. If the OM chooses not to use this XPValue: 2,500 GPValue: 12,500
option, ignore refe rences to command words in Unearthed Arcana
th e item descriptions below~a ll items simply This device will perronn as if it ....'Cre an ordinary
_k. wand ofwonder, although it will have no more
Almen's Wand of Illumination than 50 usages before being totally expended. In
addition, it has three othcr special uses: Upon
XPValue: 2,000 GPValue: 10,000 command, it will perform as ifit were any other
]992 Fantasy Collector Card 262 sort of known wand, but it can only duplicate the
effects of any give n wand once. Ifit is com-
sA/men wand was bestowed on him by Lath-
ander as a scourge to all undead. It has o nly one manded 10 duplicate a single kind of wand more
power of a wand ofilluminatio n~it wields an than once, the second or third such command will
enhanced version of the sunburst effect. When have no effect- and afte r three such dema nds,
Almen holds th e wand above his head and successful or not, the wand will be totally drained
speaks its command word, the tip o f the wand and useless. The itcm cannot be recharged.
ignites w ith a brilliant, greenish-white light, of Arc Lightning
effectively creating sunlight in a 120' radi us.
Any undead within 40 ' of the wand suffer 6d6 XPValue: 5,000 GPValue: 40,000
points of damage per round; the wand continues PoLYHEDRON Newszine 82
to glow for Id6 turns. The wizard Tesla created these wands. They have
all the powers of normal wands of lightning.
ofAnimal Location However, they have additional powers when used
XPValue: 1,250 GPVa1ue: 10,000 in matching pairs. Whe n commanded, a pair of
wands generate an arc of lightning 5 feet wide
DRMlON Magazine 73
A wooden wand. When used w ith t he prope r that j umps from o ne wand to the other. Every-
",.words, the wand points toward any animal losl by thing in the area of effect suffers 6d6 points of
}
1473
r
electrical damage (save vs. wand ror half dam- One used in a ta vern brawl in Waterdeep many
age). One use Oflhis feature drain£ two charges years ago had the command word " Plessendar";
from the initiating wand and one from the receiv- the tome High Magic ofMirabar lists among
ing wand. The length oflhe arc is a minimum of2 the treasures o f that c ity a wand of armory
feet 10 a maximum of 30 feet. (since gone missing) with Ihe command word
"Skulpin." Elminster suspects tha t the parch-
of Armory ment found behind panel ing in the throne room
at Suzail, which bears only the word or name
XP Value: 600 GP Value: 3,000 "Ailun," preserved the command word ofAzoun
II -s vanished wand afarmory.
When touched 10 a target creature (or activated
upon the wielder's person), this wand envelops
the recipient from head 10 fOOl , and on all sides,
wi th an invisi ble, magical field afforce which
slows and deflects physical attacks, affording the
equivalenl ofArmor Class 0 protection.
Thisfield afforce can be destroyed by dispel
magic, limited wish, disintegrtlle (which docs not
affectlhe protected person, however), or simi lar,
stronger spells; otherwise it lasts for six rounds.
During this time it absorbs magic missiles and all
eleclrical attacks (including magical ones) so Ihat
they do no harm to the wcarer---or anything else
coming into contac t wilh the field- bul olher-
wise does not affect spells cast into, or out of, its
confines.
The "force armor" ma y be cast ove r and in
addition to real, physical armor worn by a target,
and completely covers any size M or S cre~tnre
(who need not be conscious, living, or even will-
ing to be so protected; no saving throw allowed).
Size L creatures have only their heads and torsos
protected by the fie ld offorce. All classes may
usc this wand, which cannol be recharged. Each
use of the wand drains one charge.
Curse o f tile Azure Bonds
When touched to a target individual, Ihis wand of Banishment
provides the target with an invisible field afforce, XP Value: 5,000 GP Value: 30.000
providing AC 0 for six rounds. The field absorbs Watcrdeep and the: North
all magic missile attacks and all electrical-based SavengrifT was a young magic-worker of Water·
attack s (includ ing magical ones). Other spells deep who fell in with a band of reckless advenlur-
will affect the larget normally. A dispel magic, ers and was sla in in battle with a beholder. His
disintegrtlte, or limited wish will bring down the corp se wa s found by the Archmage Khelben
field, not affecting the person behind it. " Blackstaff" Arunsun, who arranged for his res-
urrection. SavengrifTbecame a loyal apprentice
of Armory II but has devoted much of his time since Ihen to
XP Value: 600 G P Value: 5,000 devising means of avoiding fearsome beings-
TIle Magister and anot her death like his first.
The long-ago wizard Hosta worked on thi s The wand ofbanishment was one result. Saven·
device for many years, and he had many appren- grifT made over a dozen of thesc before he van-
tices; not a few of them carried the knowledge ished into other planes than this; most passed into
of making the complete and final item away at the hands of good wizards across the Nonh, one
his dea th. The sorceress Myschanta of Arabel is Savcngriff took with him, one he gave to Khel-
known to possess one; others are in the royal ben , and he is thought to have hidden away at
treasuries of Cormyr and Aglarond. Many other least one. Elminster gives the command word of
specimen s o f thi s wand are be lieved to sur- one he examined as "Baerlaguth" bUI has not
vive- most (s ince Hosta lived in the North) revealed in whose possession the wand was (or is
probabl y now lie in tombs or dragon hoa rd s. now).
/r------------------------------------,~
1474
,
This wand is usable only by wizards; it cannol wand, if a n ini tial attac k fails. Subsequent
be recharged, and each use (effective or nOI) attempts wi ll merely waste charges; a creature
drains one charge. Upon command, a needle-thin that has saved once against the wand (or
ray of fl ickering green light shoots from the endured one successful attack) ca nnot be
wand's lip up 10 a distance of 40 feel , striking a affected by the wand again until the dweome r
single larget creature (the target is allowed a save built up around the creature by the wand dissi-
vs. spell at - I ; a successful save means the ray pates (which takes 12 houn).
missed), Creatures struck by the ray are affected
as follows: of Beauty a nd Uglin ess
A summoned creature (from another plane) is XPValue: 6,000 GPVaiue: 30,000
instantly banished back to its own plane; it Pot.YIlEDROJI Newszine 89
must save vs. wand at -4 to remain. Ifit does These two wands were fashioned using lava from
remain, it is held for one round. a volcano and are virtually indestructible. The
A creature summoned from elsewhere on the wand a/beauty can provide I point of comeliness
Prime Material Plane (by monster summon- for each charge expended, but it can be charged
ing, call woodland beings. or the like) is dri- o nl y by beating someone with the wand 0/ugli-
ven away; it will leave instantly at a normal ness. Each strike by the wand a/ugliness pro-
movement rate, stopping only to defend itself vides one charge on the wand 0/ beauty and
if anacked, and not retum. reduces the victim's comeliness by 1d6 points,
A hosti le creature of 2+2 Hit Dice or less though it does no other physical damage. Using
(including enemy fam iliars and homonculi) is the wand o/ugliness is a chaot ic evil act , and
affected as ifby a repu lsion spell , for four continued use eventually changes the wielder's
rounds. The target is allowed a save vs. wand; alignment to chaotic cvil.
if successful , the repulsion lasts for only two Each strike with the wand o/beauty adds I
rounds. point of comel iness. When a person attains a
A hostile creature of more than 2+2 Hit Dice comeliness of 18 , it requires 20 charges to
must save vs. wand at -4; if successful, it is increase comeliness another point, so a character
slowed for Id4+1 rounds (if save is success- with a comeliness of 18 must expend 20 charges
fully made, target creature is unaffected). to attain a comeliness of 19.
By draining six charges at once (the power History or the Wa nds: When an evil sorceress
will not work if less than six are left, but any c reated them centuries a go, the wands were
attempt will exhaust the wand anyway), the thought to be indestructible. However, a group of
wielder of the wand may try to repel any good wizards and priests worked for months
other wands within 4 0 feet. Any affected finally to fashion a method for dealing with the
wands (all wands are allowed a save vs. foul magical items. They constructed a magical
lightning on the saving throw matrix for container from thc volcano's lava. The container
magical and nonmagical items at -3; if suc- consists of five parts: a sturdy box open on the
cessful , they are unaffected) are instantly, top, a red velvet cushion with indenlations for the
an d violently, telekinesed away from the wands, a glass lid, and two metal fasteners. When
wand a/banishment for Id6xlOO feet of dis- the wands are sealed within the container, all of
tance, and held there for 1d4 rounds. Wands their effects are immediately reversed. The con-
carried in the hand or belt tear free; wands in tainer is not only indestructible but also sen-
backpacks and chests will drag the owner or tient- it wants to contain the wands.
item with them-unless ve ry heavy or bulky, Bisselite Wand of Peace
in which case the wand will smash about
within the item , perhaps being destroyed XPValue: 3,000 GPValue: 15.000
(save vs. crushing blow) . Note that wands in GREYHAWI( Adventures
extradimensional spaces (such as a bag 0/ This item has se r ved the priests and border
holding or that produced by a rope trick) are guards of the March of Bissel. Once a day it can
immune from this effect. cause all mortal beings in a 50-foot radius to save
Only one c reature can be attacked with a vs. wand or become calm and unwilling to fight.
wand 0/banishment per round; the ray will only Calmed beings will defend themselves against
affect one creature at a time, although it may attack but will not attack or otherwise take hostile
affect any nunlber of wands. Any given c reature ac tio n. However, those affected do not necessar-
can be affected by any particular wand 0/ban- ily become friendly. The duration of the effect is
ishment o nly once every 12 hours; a creature three turns.
cannot be repeatedly attacked, or attacked a sec-
ond time or with a different functi o n of the
I "")r-----------------------1-47-5-----------------------,~
(
Bonewand a c harge. Unfortu nately, Cluny could not spell.
The wielder of a ....,ond of Cluny can wri te his or
XP Value: 2,000 GP Value: 12,000 her name in a colorful script on any nonmagical
sur fa ce by speaking a command wo rd and
luz the Evil expending one of the wand's charges. However,
the wand will never spell the wielder's name cor·
Usable by priests, warriors, or wizards, this black rectly. A wand afCluny is fou nd w ith 20d20
charges, and the glowing script it writes lasts for
wooden wand may be recharged by the joi nt
24 hours.
efforts of a priest of l uz and a wizard, bot h of
12th or higher level. When a charge is used, a vol-
ley of sharp bone shards flies from the wand, fi ll-
ing a cone-s haped a rea 60 feet lo ng, with a
IO-foot radius at the terminus of the cone and a 1-
foot radius at the tip of the wand, where the effect of Cold
originates. All creatures within the area of effect XPValue: 5,000 GPValue: 40,000
suffe r 6d4 points of damage from the fl ying OUNGEONS &. D~s Rules Cyctopedia
shards. Damage is halved with a successful sav- This wand creates a cone ofcold, 60 feet long and
ing throw vs. wand. The user of a bonewand may 30 feet wide a t the far end. All wit hin the cone
also create an animate dead spell , requiring the take 6d6 points of col d damage, but they may
expenditure of two charges, but th is funct ion is make a saving throw vs. wand for half damage.
only usable by II priest or wizard.
or Color
Buckler· XPValue: 1,000 GPValue: 7,000
XP Value: 1,000 G P Va lue: 5,000 Inside R,WEN'S BtUl'F"'. TilE LMNG Crrv
Unearthed Arcana This item, usable by all classes and races, allows
This is a short, thick wand aboul I}!; feet in le ngth the user to change the color of cloth as the color
with an exceptionally sharp point on one end and spell. Shaped like a fine: painter's brush, the wand
a tri gger mecha nism built inlo Ihe o pposite end, allows greater precision than a normal casting of
which is blunt. The wand is usable by any charac- the spe ll. T he wand was c re ated 10 be easi ly
ler except one of the priest class and can be acti- recharged, and a simple casting of the color spell
va ted with an initiat ive modifier of one. When will add another c harge, up to the maximum of
the thick e nd is grasped f irmly, and the trigge r 100 charges.
pressed the tip of the wa nd becomes the equiva- of Conjuration
lent of a dagger +I and the rest of the shaft blos-
soms into a round shield of buckler size having a XPValue: 7,000 GPValue: 35,000
+I magic val ue. The whole becomes equal to a DuNGEON M"STER Guide
spiked buckler +I. Because of its dweomer, it can Gras ping this device enables a wiza rd to recog·
be employed by wizards, but no spells can be casl nize any cast or written conjuration/summoning
when it is in buckler fonn unless the possessor is spell (unseen sen 'ant, monSler summoning, con·
a multiclassed character with fi ghtcr abilities in jure elemental, death spell, invisible stalker, lim-
addition to wizard abilities. A thief who employs iled wish. symbol, maze, gate, prismatic sphere,
the wand's powers cannol climb walls o r perform wish). The wand also has the following powers,
other abi li ties req uiring the use of his or her which requ ire expenditure of one chargc each:
hands while holding the device. • Unsee n servant
• Monster summoning'
or Burdening ' A maximum of s ix c harges may be expended,
XP Value: - G P Va lue: 2,000 one per level of monster summoning, or six mon-
PoLYHEDRON NCWS'.tine 4 3 ster summoning I, th ree monster summoning ll,
This wand emilS a gray beam up to a maximum two monsler .)·ummoning Ill, or any combination
range of90 feet . Any creature struc k by the beam tOlaling six. The wizard mUSI be of a suffi cient
who fails to make a saving throw vs. wand imme- experience level to cast the appropriate summon·
diately fee ls as encumbered as if tryi ng to carry ing spell.
200 pounds in addition to normally carried items. A wand ofconjuration can also conjure up a
curtain o/blackness- a veil of total black that
or Cluny absorbs a li lighi. The c urlain oJ.blackness can
XP Val ue: 120 G P Value : 600 cover a maximum area of 600 squ are feet
POLYHEDRON Newszine 82 (60'x I0' , 40'XI5' , 30'x20'), but it must stretch
A dozen of these wands were created by the wiz- fro m ceiling 10 floor, wall to wall . T he curta in
ard Cluny [he Great. They were supposed to write takes two c harges to conju re. The veil of IotaI
his name on any surface in bright glowing letters lightlessness can be penetrated only by physical
in a color specified by him, simply by expending means o r magic.
1476
, Wand(lf~r
The wand also enables ils w ielder to construct lains to hu nt down the anc ient enemies of his
a prismatic sphere (or wall), one color at a time, race. The wand is a specialized ve rsion of the
red to violet, at a cost of one charge per color. 'wand ofenemy deteclion. The range of the wand
Each funClion of the wand has an ini t iative is 10 miles per charge cxpended . The wand has
modifie r of +5, and only one function per fou nd two functions.
is possible. The wand may be recha rged. First, it can be used to diseover the direction of
Continual Light the nearest drow or drider. The user simply so
commands and pivots until the wand reacts.
XP Value: 500 GP Value: 2,500
Secondly, the wand can bc used to observe a
1be RLiins of Undennountain drow or drider. When pointed in the proper direc-
This nondescript, unshaped stick has one simple t ion and commanded, the wand will create an
spell cast on it: continual light. The light cannot illusory image of the nearest draw elf pr drider in
be di mmed, so the user mus t either cast dispel that direction and his or her immediate surround-
magic on it or sheath it in a dark tube.shaped bag. ings. The wand user receives a vague impression
(Often these wands are found with such a bag.) of distance (such as, w ith in a mile, within five
of Corridors miles, far away). The image lasts one turn and
reveals whatever t hat drow or drider is doing in
XP Value: 4,000 GP Value: 20,000 some detail, but not enough for the user to be able
Tome of Magic to read a scro ll be ing read by the subject , for
This wand allows its user to clear short corridors example.
througb the Pl ane of Elemental Earth and the
Quasielemenlal Plane of Minerals. II does no t of Darkness
function on any other p lane, a lthough it radiates XPValue G PValue
magic. It is especially useful on the Plane of Min- Greater: 5,000 30,000
erals since travelers need not contact the sharp Lesser: 4,000 25,000
edges of the minerals. One charge clea rs a The Magister
to'x I0'x50' path. T he corridor is completed in Human and drow w izards act ing at the behest of
one !Urn. The wand has no effect on animals or the powerful forces of evil that inhabit the Lower
Jiving creat ures. Thus, if the wand clears a path Plan!;:s an; bdk:vt:d tu IUlV\: Illude II lese Cdlmlgi-
through a space occupied by an earth elemcntal, cal devices. They enable th e weakest servants of
the creature is unharmed but is alerted to persons evil 10 hold their own, and can be found through-
in the corridor. The wand can be recharged. out the Rea lms. They are made of ebony or
Dalamar's Wand of Lightning carved and polished bone, and a few have small,
ornamenlal claws at one or both ends. Elminster
XPValue: 4,000 GPValue: 30,000 warns that they are dangerous to those of good
DRAOONLANCE"' Ad~=rures a lignment. Demons, devils, ill ith ids, an d other
Thoug h there have been many wands aflight- creatures of evil seem attracted to the use of such
/lillg, this particular wand carries its own c urse. wa nds. From sources he does nOI reveal, Elmin-
Because th e wand was used by Da lam ar to kill ster reports s ix known command words for such
Kiliara, the dead Dragon Highlord unceasingly wands: "Orgu l," "Meth," " Kulmur," " Druu,"
hunts for the wand and ils current owner. "Ulgukh," and "Ssleer." After the command wo rd
This device works o nl y for spellcaste rs. The is spoken, choice of Ihe wand funct ion is by men-
wand casts ligh tning bolts at 15th-level. It nor- tal concentration of the bearer.
mally carries seven charges and recharges itself at A wand ofdarkness has fo ur separate func-
the rate of one c harge fo r every week in whic h lions. It can be wielded by any inlelligent, speak-
there is a local thunderstonn. ing creature of neu tra l o r evil a lignmen t.
Each t ime a character uses the device, there is Creatures of good alignment cannot make the
a S¥o chance that his location is noted by Lo rd wand function , and suffer I d2 points of damage
Soth, who comes to take the wand to his mistress, per cOnlact with th e wand-or, if they grasp it
Kit iara. The death knight appears in IdlO rounds continuously, Id2 points of damage per round. It
to claim the prize. can be recharged. The powers o f the wand are
Dark Wand of the these:
Sulhaut Mountains It can cause darkn ess 15' radius, lasting four
rounds an d centered on the tip o f the wand, at
XP Value: 1,500 G P Value: 8,000 a cost of one charge. The bearer of the wand
GkEVllAWK Advenrures (and anyone else, while touching the wand)
This ebony wand was enchantcd by an elf wizard can see perfectly in any darkness produced by
\\tlO traveled from Lofiwick to the Sulhaut Moun- the wand. .'"
Jr------------------------------------.~
1477
""Wand of Ocilh (
animated anew by the expenditure of four
addi tional c harges. Attempts to animate
incomplete skeletons fail but still drain four
charges. The wand cannot be used to control
existing undead but only undead creatures cre·
ated by the wand.
In addition, 10% of these wands aregrealer
wands of darkness, capable of summoning a
shadow when so ordered. This function has a I in
3 chance of success (2 in 3 if in deep caverns or
ancient ruins) and expends 4 charges if successful
or nol. The shadow arrives in three rounds and
does not attack any creature holding or touching
the wand.
Roll Wand Type
01 -90 Lesser wand ofdarkness.
9 1-00 Greater wand ofdarkness.
of Death
XP Value: 20,000 GP Value: 100,000
Eldritch Wizardry
Orcus holds the wand ofdeath (also known as
Orcus:S wand) that is a rod of obsidian toppd
with a skull. This instrument causes death (or
annihilation) to any creature, save those of like
status (other fiends, godlings, and similar crea·
The wand can be commanded to summon a tures), merely by touching their flesh.
nightman: at a cost ofthrtt chargts. TIle sum-
moning has a 4-in-6 chance of success; the of Defo liation
charges arc lost even if it fails. The nightmare
is brought from an evi l Ou ter Plane and XP Value: 1,000 G PValue: 6,000
appears in an explosion of black smoke and a
brimstone stench within three rounds, where- Unearthed Arcana
upon it immediately knows and serves its
summoner. It can be commanded to fight on This wand is never constructed of any sort of
the summoner's behalf, or take the summoner
into the Astral or Ethereal Plane. It so serves wood; instead, ivory o r bone is typica11y th(
for nine turns at a time, and then vanishes. If
the summoner is then astride it, he or she is major component. It has the following functions:
taken along for the ride or flung off, usually to
be hurt when landing. When one charge is expended, all chlorophyll
By touch, and at a cost of two charges, a wand
ofdarkness can break a protection from evil in a 30-foot radius from the wand is destroyed.
circle or deal any creatures of good alignment
Id4+ I points of fiery damage. Creatures Thus, leaves tum to autumnal colors and drop
immune to fire, or creatures of neutral or evil
alignments. arc unharmed, but the charges are off, grass becomes brown and dry, and so
lost .
By touch, and at a cost of four charges. a forth.
wand ofdarkness can animate a single corpse
of a size S or M creature. A zombie, skeleton, When two charges are expended, al1 normal
or animal zombie is thus produced and can be
commanded by the wand wielder as though an plant life within the 30-foot radius area of
animate dead spell had been cast. The undead
creature servcs until destroyed or until six effect withers and dies. Sentient plant crea·
turns have elapsed, then it collapses. lfit is
still intact, a corpse or skeleton can then be tures and other unnatural sorts of plants will
not necessarily be kil1ed, but they wi11 each
suffer Id6 points of damage. If so desired, the
possessor of the wand can direct the force of
this power into a cone-shaped area of 30-foot
length. widening to 10-foot diameter at the
farthest point from the wand. Effects are the
same as for the spherical area of effect, except
that sentient and abnormal plant life within
the cone suffer 6d6 points of damage instead
of only Id6 . A ny plant-crea turc or oth er
abnormal planlthat lies partially within the
conical area of effect is entitled to a saving
throw vs. wand and if successful takes only \01
damage (3d6).
/r------------------------------------,~
1478
rWand of Element Tnnsmogrification
of Displacement objects. The wand cannot move objects from
XP Va lue: 3,500 G P Valuc: 25,000 plane to plane.
Each wand has six set and unchangeable com-
The Magistcr
mand words; up to s ix items can be simultane-
This wand is exceedingly rare; probably on ly a ously carried or held ready to teleport. Teleports
can be made in any order; the first word need not
dozen or so exist, and most arc in the possession be spoken a second time before the second, third,
or fo urth is spoken. The teleport will not work,
of thieves' guilds in large cities. T he inventor is however. if a location is touched before the item.
Dispel magic cast upon the item does not negate
thought to be the long-ago wizard Schollus, who or foil a not-yet-completed teleportation; only
magical imprisonment (see above) of the item
made a few (which he sold for vast sums of can preven t the leleportation. Once teleports are
wasted by failing to work or used successfully,
money) before disappearing forever into o ther the command words corresponding to them are
planes. He alone knew the secret of their making. freed again for reuse. Know ledge of only one or
two command words permits simultaneously car-
These wa nd s are among the most c lose ly ry ing only one or two items. This wand may not
be recharged, and each teleport, successful or not,
gua rded (and eage rl y sought ) treasures of drains one charge. This wand may be used by all
dweomercraft. The Guild in Baldur 's Gate is elasses.
known to hold one, and it is thought that another
lies in the hands of thieves in Hills far. Several are
rumored to be in the rich cities o f the South (due
to the number of inexplicable thefts there), but
the precise whereabouts of none can be heard or
read. Elminster can only give a partial set ofcom-
mand words for but a single wand (w hich o ne is
not known), from all his books oflore; three o f
the six words for that wand are: "Tamyr," "Urem-
born," and "Lairu" of Earth and Stone
A .....and ofdisplacement can leleport wilhoul XP Value G P Value
error single pieces (or several pieces fastened Normal : 2,000 10,000
together in some way) of nonliving mate ria l Powerful : 3,000 15,000
(which may be o rganic or fo rmerly ali ve) up to DUNGEON MASTERGuide
160 feet away from their in itial position. The A wand of this sort is typically short and tipped
wielder must touch the material to be tdeported with some form or mineral. It is imbued with the
with the wand whi le speaking a command word, following powers:
and later touch the intended new location of the Dig Mcharge per use
mate ri al while s peaking the same co mmand Passwall I charge per use
word. The material willihen be Ieleported from Move earth 2 cha rges per use
one locat ion to the other within one segment.
Once the teleport has been accomplished, the In addition, 50% of these wands have the fol-
command word can be used for another object. lowing powers:
Transmute mud (0 rock I cha rge per use
Magical items (or any items bearing a Transmute rock to mud I charge per use
dweomer) may be transported without affecting
their magic in any way, but the following limita-
tions apply: If the material is ofover 30 cubic feet of Element Tran smogrificati on
in volume (weight does not maile r), o r is con- XPVa lue: 2,000 G PValue: 10,000
tained within a magical prison (such as a protec- Tome of M allie
tive circle. protection from evil, aforcecage. This wand changes a quantity of one element into
imprisollment, and so on), or the intended new an equal amou nt of another element (water into
location is over 160 feet distant from its location fire, eanh into ai r, and so on ). The element to be
at the time the wand wielder speaks the command affected must be withi n 60 feet of the wielder,
word a second time, the te leport does not wo rk who merely pomts the wand at the element and
and the magic is to st. The command wo rd is speaks the command word. For every 10 cubic
again free for use. Material that is destroyed, con- feet (or portion thereot) transformed, one charge
sumed, or made living (such as a resurrected is drained from the wand.
corpse) cannot teleport. \ The transmogrification is permanent unless a
succe ssful dispel magic is cast on the element.
The wand may touch the intended location any
numbe r of times without ac tivating if the com- Elements created by this wand have special char-
mand word is not spoken. A magi6al prison (such acteris tics. Fire requires no fuel to burn. Water
as a petrifie d creature, magic j ar, or the like) never evaporates. Air is abso lutely pu re, but
could itself be teleporled, and the teleportation unless contained the air mingles with the atmos-
circumvents any physical or magical barriers phere and is lost forever. Earth can appear as soil,
arou nd the new location- o r between the two sand, clay, or stone, at the wielder's option. It is
/r------------------------------------~~
1479
"",wand of Enemy Detection r
not possible to create treasure such as valuable of Fear
metals or gemstones with this wand.
XP Value: 3,000 GPValue: 15,000
This wand has no effect upon creatures of any
kind, except those from the Elemental planes. By DUNGEON MASTER Guide
changing such creatures into their clement of
opposition (fire into water, air into earth, and the When afear wand is activated, a pale amber ray
like), the creature is obliterated. Thus, transmut-
ing a water elemental into fire disintegrates it. spri ngs from the tip of the wand in a cone 60 feet
A creature attacked by the wand is allowed a long by 20 feet in base diameter that flashes on
saving throw vs. wand. If the save is failed, the
elemental is destroyed. If the save is successful, and instantly disappears. Each creature touched
the creature is not obliterated outright but suffers
6d6 points of damage and retains its true form. by the ray must roll a successful saving throw vs.
In attacking an elemental, the number of Hit wand or react as per afear spell (1st-level priest
Dice of the elemental determines the number of
charges used: one charge for an 8-HD elemental, spell, remove fear reversal). In other words, crea·
two charges for a l2-HD elemental, and three
charges for a 16-HD elemental. It is not possible tures affected by the wand turn and move at
to use this wand to change an elemental into
another type of elemental. The wand may be used fastest possible speed away from the wielder for
once per round and can be recharged.
six rounds. Each use costs one charge. It can
operate just once per round. The wand can be
recharged.
of Feathers
XPValue: 3,000 GPValue: 15,000
POLYHEDRON Newsrine 82
These wands are approximately 18 inches long,
made of rune-carved wood, and ti pped with a
small clump of multicolored feathers, making
of Enemy Detection them look much like feather dusters. A wand of
XP Value: 2,000 GP Value: 10,000 feathers casts four different spells and usually has
DUNCEON MASTER Guide with 10dlOcharges.
This wand pulses in the wielder's hand and points Gust ofwind, two charges.
in the di rection of any creatures hostile to the Tasha:S- uncontrollable hideous laughter, one
bearer of the device. The creatures can be invisible, charge.
ethereal, astral, out of phase, hidden, disguised, or Unsee'l Servant, one charge (lasts two hours).
in plain sight. Detection range is a 6O-foot sphere. Cantrip, one charge.
The function requires one charge to operate for All spells are cast as if the wielder were a 6th·
one turn. The wand can be recharged. level wizard.
of Eyes Fire Wand of Suloise
XP Value: ],000 GP Value: 20,000 XP Value: 4,000 GP Value: 35,000
The Magister GREYHAWK Adventures
This wand emits a wizard eye (see the 4th-level This wand may have been the device that caused
wizard spell ) upon command; each such use the destruction of the Suc\ Empire, or it may have
drains one charge. The range and duration of the been created to reproduce the event. No scholar
eye are as if cast by a 6th-level wizard, regardless doubts that its creator was a wizard of great
of the level of the wie lder. Any use r who has power and violent tendencies. The wand is rarely
never employed a wizard eye spell before typi- boughror~~d, since few wizards dare to use it.
cally requires I d2 rounds to master moving Often it merely-fa lls into the hands of an unsus-
about, focussing, and comprehending what is pecting spellcaster who never realizes its fu ll
seen by an eye. The wand can also cure bl indness powers and dangers until too late.
by touch and command (at a cost of four charges The wand can summon a deadly "fire" to rain
per use). If touched to the eyes of any one crea- down in a 60-foot cube from a range of up to 80
ture (including the wielder) and properly com- yards. The "fire" inflicts five points of damage
manded, the wand can confer the ability to see per round to all creatures, regardless of protec-
invisible creatures and objects within the affected tions, resistances, or immunities to normal or
creatures' normal range of vision for the follow- magical flame. Such damage cannot be cured by
ing round only, at a cost of three charges. Note any spell less powerful than a heal spell. Further·
that this ability is not x-ray vision; items and more, the fire will destroy buildings of less than
beings concealed behind solid barriers cannot be stone construction, and evaporate freestanding
discerned. This wand functions only once in a liquid to a depth of one foot per round. Objects
round regard less of how it is wielded, and not exposed to the "fire" must save vs. disintegration
once for each of its functions. No known method or be destroyed. Note, however, that matter is
.,"of recharging these wands has yet been perfected. burned to dust and ashes, not vaporized. Though
/r------------------------------------'~
1480
, Wand of FIiUT1e Eltlinguishi~
Fireball: The wand coughs forth a pea size
sphere that streaks Oul lO the desired range (to
a maximum of 160 feet) and bursts in a fiery,
violel-red blast, jusllike Ihe fireball spell. The
initiative modifier is +2, and this expends two
charges. The f ire ball inflicts 6d6 points of
damage, but all Is rolled are counted as 2s
(that is, the burst causes 12- 36 poinls). A sav-
ing throw vs. wand is app licable.
Wall offire: The wand can be used to draw a
fiery curtain of purplish-red flames 1,200 feet
square (IO 'X I20', 20'x60', 30'x40', and so
on). The flames las\ for six rounds and cause
2d6+6 points of damage if touched (2d4
points if within 10 feet of the fi re, I d4 if
within 20 feet). The flames can also be shaped
into a ring around the wand user (but the cir-
cle is 25 feet in diameter). The initiative modi·
fier is +3, and its use expends two charges.
The wand of rire can operate just once per
round. It can be recharged.
of FirebaUs
XP Value: 2,000 GP Value: 16,000
Unearthed Arcana
Thi s wand simply enables the wielder to cast a
fireball spell as if he or she were a wizard of 6th
the wa nd itself is never affected by Ihe (ire, the level. Damage is 6d6 points, with saving throws
wand has a 5% chance of a malfunction, in which
case the effect is centered upon the wand user. applicable for hair damage. The wand can be
The fi re requires three charges to operate and recharged by any wiza rd of at least 8th level.
has a minimum duration of six rounds. After this.
the caster can end the rain by concentrating for a of Fi reballs II
round and making a saving throw vs. spell . Each
round the wand continues to operate will drain XP Value: 2,000 GP Value: 16,000
one more charge. If the wand is emptied, then the
fie ry rain vanishes and the wand explodes , DuNGEONS & DRAGONS Rules Cyclopedia
engulfing the wizard and everything within 10 This wand creates afireball effect (as if using the
feel in a blast that inflicts 3d10 points of damage.
wizard spell) up to 240 feet away. All victims take
The wand can be recharged, but o nly in the
Quasielemcntal Plane ofAsh, which lies between 6d6 points of fire damage, but they may make a
the Elemental Plane of Fire and the Negative
Energy Plane. saving throw vs. wand for half damage. The wand
cannot be recharged.
of Flam e Extinguishing
XPValue: 1,500 G PValue: 10,000
DUNGEON MASTt:!1 Guide
This sort of wand has three separate runctions:
of Fire Nonmagieal fires of normal size can be extin-
XPValue: 4,500 GP Value: 25,000 guished without using any charges. Normal
OUNGEON MASTER Guide size includes anything up to the size of a bon-
This wand can function like the following wizard fire or a fire in a regular fireplace-equalto
spells: four to six billets ofwood burning hotly.
Burning hands: The wand emits a fan-shaped To extinguish large nonmagical fires, flaming
sheet of fire 10 feet wide at its end and 12 feet oil in quantity equal to a gallon or more, the
long. Each creature touched suffers 6 points of fire produced by a fie nd, aflame longue
damage. The sheet of fire appears instantly, sword, or a burning hOlrds spell, one charge is
shoots forth dark red flames, and snuffs out in expended from the wand. Continual magical
less than one second. It expends one charge. flames, such as those of a sword or a creature
Pyrotechnics: This function duplicates the able to ignite, will be extinguished for six
spell of the same name. It has an initiative ..nrounds and will flare up again after that timc.
modifier of + 2 and expends one charge. When applied to large magical fires such as
/r------------------------------------,~
1481
(
fromfireboll,flame strike, or wolf offire Secondly. a wand afforce can be employed W
spells, two charges are expended from the create a wall afforce duplicating the 5th-level
wand as the flames are extinguished. If the w izard spell of the same name as ifcast by'
device is used upo n a crealUre composed of 10th- level wizard. This functi on expends one
flame (a fire elemental, for instance), a suc- charge per wall created, and a single usage peT
cessful attack roll inflicts 6d6 points of dam- round is possible.
age upon the creature. Thirdly, a wand afforce can be employed to
create a nearly invisible plane of energy which
of fog performs as if it had been created by the casting
XPValue: 1,750 GP Value: 8.000 of a Bigbysforceful hand spell. The wand U$tt
DuNGEON Magazine 14 must.actually be a wizard in order to activale this
When act ivated, this wand creates 1,000 cubic function, and regardless of his or her level, one of
feet of fog per round fo r Id6+6 rounds, like the the various Bigby 's hand/ fi st spe ll s must be
1st-level illusion spell wall offog. Such usage recorded for study (not necessarily for casting) ill
drain s the wand of one charge. The initial the spell books of the wand wielder. Use ofthi!
10'x I0'xI0' fog cube can be centered on any function expends ~-charge per round.
area within 60' of the wand user and within his or Fighters ofall types are able to use the first and
her range of vision. On subsequent rounds, addi- second functions of the wand. The device can be
tional cubes of fog can be created in adjacent recharged by a wizard of 16th or higher level, and
10' xI0 ' xI0' areas as willed by the wand user. in addition it can draw sufficiem energy to regain
Each fog cube persists for one turn after its cre- a single charge by being touched to any of the
ation. The wand is usable by all classes and may following: a manifestation of one of the Bigby's
be recharged by illu sionists of 12th or higher hand /fi st spell s, a manifestati on of the Mor·
sdenkainen sword spell, or a manifestation oft
level.
wall offorce. Touching any of these things with
of Fog Control the wand causes the effect of a disintegrate spell,
XP Value: 4,000 GP Value: 20,000 destroying the spell manifestation instantly, and
Pol,VItEl>RON Newszine 79 enabling the wand to absorb power equivalent to
Usually made of hardwood, a wand offog COn/rol a single charge.
looks like a discarded twig. Appearances are
deceiving, however, as this is a powerful magical of Freshness
item. When a charge is expended, the wand cre- XPValue: 1,500 CPV.lue: 7,500
ates a bank of fog that encompassed 60,000 cubic Pot,VltEDRON Newszinc 79
feet. The fog obscures normal sight and infral'i- These wands arc always a bright color and are
sian beyond four feet. A second charge allows the usually deco rated with etchings of flowers . By
wielder to shape the eloud. Another charge cre- expending a charge, the wielder is able to turn
ates a path through the fog that is 6 feet high by 6 rancid, spoiled food into fresh, delicious fare. A
feet wide and follows a course d ictated by the single charge will cover one cubic fOOl of food.
wielder. The duration of the fog is 10 minutes Wands offreshness are found with IdlOO charges
unless the wie lder expends another charge to and can easi ly be recharged.
remove the fog earl ier. Wands offog cOn/rol are
found with Id I00 charges. of Frost
XP Value: 6,000 GP Value: 50,000
of Force DUNGEON MASTER Guide
XP Value: ],000 GP Value: 30,000 Afros! wand can perform three fu nctions that
The Forgotten Temple ofTharizdun duplicate wizard spells. The wand can function
Although it is rumored that the idea of sueh a once per round and may be recharged.
wand has taken many form s, the one which has Ice storm: A silvery ray springs forth from tile
been standardized so to speak, is a trifunetion wand and an ice (or sleet) storm occu~ up to
device which requires considerable operator 60 feet away from the wand holder. This func-
knowledge only in the application of its third tion requires one charge.
function. Wall afice:The silvery ray forms a wall ofice.
First, a wand afforce enables the wielder to six inches thick, covering a 600-square-foot
cause a shaft of nearly invisible, blue-white area (I 0'x6O' , 20'x30', and so on). lIS initia·
energy to spring forth from its tip. This shaft of tive modifier is +2, and it uses one charge.
energy extends 4 feet and is equa l to a bastard Cone afcold: White crystalline motes spray
sword +5 with respect to attack rolls and damage. forth from the wand in a cone with a 60-foot
This usage expends one charge per IUrn. length and a terminal diameter of 20 feet. The
.."/r------------------------------------~~
1482
-
"' Wand of IIlumirunio"...
initiative modifier is +2, and the effect lasts ible to the wa nd- wielder when the wand is acti-
just one second. The temperature is - IOO(DG) vated. No known physical or magical barriers can
F and da mage is 6d6, treating a ll 1s rolled as stop the wand's effect, which is silent and does
25 (6<16, 12-36). T he cost is two charges per not affect or alert surroundings-such as a crea-
use. A saving throw vs. wand is applicable. tu re holding the item- at all. No actual physical
blow is dealt, but rather there is a magical assault
G r e mlin on the internal structure of the item.
XP Value: 3,000 G P Value: 10,000 The wand can be used by any class, and is
rechargeable. One charge is expended per ham-
Top Ballisl& merblow, regardless of the blow's effectiveness. It
is not possible to hit an alternate item by acci-
This wand is often a stout shaft of mahogany or dent- the intended targe t is chosen mentally by
the wand-wielder, and ir it is missed nothing at all
ebony some 18 inches long, lipped with a .....'OOden occurs.
claw into which is set a sphere of quartz. It has
three uses. First, the wand can detect gremlins. It
does this automatically wi thin 120 feet (ifthcrc is
mo re than one gremlin in range, it detects the
nearest). Withi n the sphere. a small blue glow of Highfolk
shows the direction of the gremlin, and the closer XPVa!ue: 4,000 CPValue: 18,000
the gremlin, the stronger the glow. This docs not GII. EYII",WK Adventures
use any charges from the wand. A favorite weapon of high elves in the northwest,
Second, the wand provides protection against this wand causes dissension between humans,
the chaotic aura effects of gremli ns. The wa nd demi-humans, or humanoids of evil alignment in
holder gains +4 on any saving throws he must a 30' x30' area. Any of these creatures that fail a
make for himself or his equipmenl. If none would saving th row vs. wand will become unusually
normally be allowed, he gets one anyway (but factious and qua rrelsome, convinced that thei r
without the +4 bonus). This funct ion uses no allies are in fact dangerous enemies. This may
charges. lead to open fighting: those affected by the wand
Third, if a charge is drawn from the wand, all must make a saving throw vs. spell at each signif-
gremlins in a 30-foot radius from the wand must icant provocation to avoid comi ng to blows. If the
save vs. wand or flce in fear for Jd4 turns. They OM de si res, anacks by commo n e nemies or
will not willingly approach within 300 feet of the strong leadership may improve the saving throws,
spot from which they were fo rced to n ee for whi le malicious insults or actual blows may
\d4+4 weeks. Once all charges have been used worse n them. The effect of the wand lasts a maxi-
from the wand, it decays to dust. mum of Id6 turns, less irone faction has been
sla in .
of Hamm erblows
XPValue: 1,000 CPV.Jue: 8,000 of Ice Storms
The Magister XP Value: 2,500 G P Val ue: 20,000
The wizard Phultan recently developed thi s Unearthed Arcana
device, and has used it to shatter potion via ls, This device enables the wielder 10 cause an ice
delicate jewel ry, brittle parchment maps and storm j ust as ir he or she were a wizard of 7th
scroll s, lante rns, mirrors, ladde r rungs, and level. Either damaging hail or sleet and slippery
even the material components of rival spe llcasl- conditions are possible (see the ice storm spell
ers. It can't directly affect living creatures, and explanation). The wand can be recharged by a
wizard of 9th level.
is thus little sought a fter by rival wizards, but
Phultan has sold several to thieves and assassins
in Westgate , Amn, the Vilhon Reach, and the of rnumination
Kingd oms o f the South, wh o have see n its XP Value: 2,000 C P Value: 10,000
potential. Elminster has examined one that was DuNGEON MASfER Guide
found on a thief slain in Waterdeep, and sets This wand has rour separate func tions, three of
dow n its powers below. Its command word, he wh ich app roxi mate wizard s pe ll s, and one of
reports, is " Dessoul" which is uniq ue. The wand can be recharged.
This wa nd, when acti vated by a whi spered Dancing lights: The wand pr.w:iuces this effect
command, causes objects to be affected as if by a at a cost of one charge.
"crushing blow" (forcing a saving throw to be Light: The illumination wand sends forth light
made at par on the item savi ng throw matrix). at an expenditure of one charge.
Targets must be nonliving items, of any size, but Continual light: This ru nction requires two
at least some portion of them must be within 60 charges.
fect of the tip of the wand- and they must be vis- .,,,Sunburst: When this effect is called forth, the
/r--------------------------------------.~
1483
.
r
Iron
XPValue: 19,000 GP Value: 95,000
Gods, Demigods, & Heroes
This device makes alt invisible things appear if
within 30 yards of it. It can make objects disap-
pear as disappearing dust, it acts as a staffof
striking, and will grow to any length and become
roughened for easy climbing.
Karelia's Wand of Illusion
XP Value: 2,750 GPVa lue:
1993 Collector Card 495
Karelia's wand generates audible glamer and
phantasmal force spell effects just as any wand
af illusion would. However, Ka relia has man·
aged to modify this particular one so that any
visual effect created has a large amount of pink
in it, which us ually appears very odd. Ka relia
once created a fountain in the midst of a flower
garden, but the trees and the fou ntain'S spray
were pink.
of Knock
XP Value: 2,500 G P Value: 15,000
The Magister
This rare and unusual type of wand has a variety
of powers. It can perform only one such funclion
wand delivers a sudden flash of brilliant, in a round, and so operates only once in that
greenish-white light, with blazing golden rays.
round. lis most common function is to open all
The range of this sunburst is 120 feet maxi-
mum, and its duration is \{. of a second. Its no rmal locks at a louch, noiselessly and within
area of effect is a globe with a 40-foot diame-
one round per lock. This drains one charge per
ter. Any undead within this globe suffe r 6d6
points of damage, with no saving throw. Crea- lock but does not alert the wielder to, or deacti-
tures within or facing the burst must roll suc-
cessful saving throws vs. wand or be blinded vate, any traps or alarms associated with such
for one rou nd and be unable to do anything locks. Magically held or wizard locked portals,
during that period. (Of course, the creatures in
question must have sight organs sensitive to doors, and hatches can be passed through freely
the visible lig ht spectrum). The function
requires three charges. al a touch of this wand. The hold on held things is
negated, at a cost of one charge per level of the
caster who put it there; a wizard lock is opened
for six rounds, not destroyed, for the same cost in
charges. This process takes one round for magical
holds, and Id3 (determine randomly) fo r locks;
once begun, the wand wielder need not keep the
of Illu sion wand in contact with the door and can turn his or
XPValue: 3,000 G PValue: 20,000 her attention elsewhere.
DUNGEON M ASTER Guide The wand can alert creatures up to 60 feet dis·
This wand creates audible and visual illusions tant, when grasped and soundlessly directed. This
(audible glamer, phantasmal force). The wand func tion does nol expend charges, and takes the
emits an invisible ray, with a 140-foot maximum form of either an audible, faint but distinct
range. The effect has an initiative modifier of +3. "knocking" sound or a soundless tap on one crea-
The wand wielder must concentrate on the illu- tu re- a fo rce insufficient to deal damage or
sion in order to maintain it- the user may move affect balance or spellcast ing- as the wielder
normally but can'I engage in combat during this chooses. At a cost of one charge, this wand can
time. Each portion costs one charge to effect and also operate as a shatter spell (see 1st-level wiz-
one per roun d to cont inue. The wand may be ard spell; 60-foot range, nonmagical glass only).
recharged. This wand can be recharged.
.,"
/r------------------------------------~~
1484
, Wand of l.LOlh,
of Light long from that point. The victims take 6d6 points
XPValue: 50 G P Value: 250 of electrical damage, but they may make a saving
Needle throw VS. wand for half damage.
This odd and flexible wand is mad e of an
unknow n substance. If struck against any hard Li g ht wa nd
object , it glows to 30-foot radius for one tu rn , XP Value GPVa lu e
then goes dark. It can be used as often as desired Ring: 200 2,000
and has no charges. Wand: 30 100
of Lightening PoLYHEDRON Maguine 26
A /ightwand produces so ft light to a 30-foot
XPValue: 1,000 GPValue: 7,500 radi us when struc k agai nst a hard object. This
DRJ.<iON Magazine 35 effect lasts for one turn per strike. The wand can
This wa nd, whether directed at an opponent or be used as often as desired, and uses no charges.
oneself, will cause the operator to gradually A lightwand can also be fitted with a special ring,
become weightless. Once the wand is activated it abo ut 2 inc hes ac ross. T he ring focuses and
cannot be stopped until the process is complete (5 ampli fi es the light, creating a damaging beam
rounds). Treat as gaseo us form to see jf the victim whe n the ring is slid along the wand. The maxi-
is blown by air currents, although the victim wi ll mum rate of fire is two shots per turn. The ray has
obviously not be able to pass through cracks or a ra nge of 120 feet and can infl ict 2d8 points of
holes. damage to a target creature with a successful
of Lightning attack roll. Any target is treated as AC 10, modi-
fied only for magic and Dexterity bonuses. The
XP Value: 4,000 GP Value: 30,000 victim may make a savi ng throw vs. wand for
DuNGEON MASTU Guide one-half damage. There are no class restrictions,
This wand has two functions that closely rescm- but weapon profic iency applies. Fog or other
ble wizard spells: obscuremcnt cuts the range to 10 feet or less. The
• Shock: Thi s does Id I0 points of damage to a ring uses one charge per shot (whether hit or
target struck in combat, with no saving throw. miss), and has 20 charges when new.
Characters wearing metal ar mor and shields are
treated as Armor Class 10. Plain leather and of Lloth
wood work normally. Magic bonuses on metal
XP Value: 3,000 GP Value: 25,000
armor do no t affect Armor Class, but a ring of MENZODERRANl.AN Campaign Set
protection does. The shock uses one charge. This is a tiny device, no more than 8 inches long.
, Lightning bolt: The possessor of the wand can It can be employed for several different purposes:
discharge a bolt oflightning. The stroke can be Web: The wand can launch the equivalent of
either a forked or straight bolt (see the wizard one web spell per round, creating the effect up to
spell , lighlning bolt). Damage is 12- 36 (6d6, 120 feet away from the wielder.
trea ting Is as 2s), but a saving th row is applica- • Rope: The wand will lau nch a thin, but very
ble. This func tion uses two charges and has an strong, rope. The rope will travel up to 240 feet ,
initiative modifier of +2 . to a secure location indicated by the user (or,
The wand may be recharged . It can perfo rm allernate ly, it ca n hang straight dow n without
only one function per round. being attached to anything). Once fastened, it
of Lightning Bolts remains affixed until the wielder commands it to
release. The rope cannot be affected by fire or
XPV.l ue: 2,000 G P Value: 16,000 nonnal weapons; if attacked by magical weapons,
Unearthed Arcana it is assumed to have an AC of -4 and 12 hit
A wand of this na ture enables the possessor to points. However, it can be cut by the wielder of
cast a lightning bolt as ifhe or she were a wizard the wand with any knife or blade, by the use of a
of 6th level. Damage is 6d6 points, with saving command word.
throw applicable for half damage. Either fonn of The wand, when new, contains a full 240 feet
bolt (forked or single stroke) is possible. The of rope. If the rope is saved after each use (drawn
device can be rec harged by a wizard of 8th level. back into the wand) the full length is available the
of Lightning Bolts II next time. If any is lost, however, it is lost perma-
nently.
XPValue: 2,000 G P Value: 16,000 Sting: The wand extends into a scorpion-like
DUNGEONS & DRAGONS Rules Cyclopedia scimitar that functions in all respects as a poi-
This creates a lightning bolt (as if using the wiz- soned long sword +4. The user needs no pro-
ard spell), starting up to 240 feet away and 60 feet ficiency but must know a command word to
"'"/'------------------------------------.~
1485
"Wand, Mace-Wand of Lightnin, (
activate the stingsword. Damage is inflicted round of continuous use, there is a 2% cumulative
normally (l d8+4 agai nst human sizc foes), but chance per round that the wand tcm porarily mal-
anyone struck with it must also make a saving functions and indicates nonmagical items as magi-
throw vs. poison. If the save fails, the charac- cal, or vice-versa. The wand may be recharged.
ter is paralyzed for 3d6 turns.
of Magical Mirrors
Mace-Wand of Lightning XPValue: 3,000 GPValue: 20,000
XP Value: 4,000 GP Value: 40,000 The Magister
Egg of the Phoeni~ These wands were made by the Archmage Glendar
This is a special combination weapon, it acts as a who, though good and noble in life, became a lich
mace +2 and as a wand oflightning. The wand and was later des troyed. The knowledge of their
(handle) can be recharged. Once the wand uses its construction is now lost. Perhaps 20 were made,
last charge, the weapon loses its magical abilities. and most survive about the Realms in the p0sses-
sion of powerful wizards, or in treasure caches.
Elminster has found four known command words
in his researches: "Phasral," "Talusta," "Ormduth,"
and"Resshemma." To which wands these apply-
and indeed, where specifically any of these wands
are-is not known.
Activation of this wand creates an opaque, sil-
very, and reflective circular shield offorce. The
shield appears wherever the wand is pointing, to
feet distant from the wielder of the wand, facing
outward. Its surface reflects images (i ncluding
the gaze of the catoblepas and basilisk) like a
mirror; the wand wielder can look through the
mirror as though it was a window without suffer-
ing any harm from such attacks-a nd when
viewed through the shield. things appear as they
truly are: iltusions are invisible; creatures or
items disguised by magic, mUlable form, or invis-
ibi lity (such as dopplegangers, shapechanged
individuals, leprechauns, farastu gehreleths, and
batezzu) arc revealed in their true forms; and so
fo rth. The mirror-shield lasts for Id6+2 rounds
(at random, not at the wielder's command) and
moves as the wielder moves the point of the
wa nd. Each wand can only have one shield cre-
ated from it in existence at a time (the first shield
instantly disappears if the second is activated).
The caster need not concentrate on the shield to
of Magic Detection maintain its existence and can even put the wand
XP Value: 2,500 GPValue: 22,000 down or pass the wand to another (who thereby
DuNGEON M,\STEJt Guide assumes control of the shield's location) to
This wand is similar in operat ion to an enemy engage in spellcasting or other activities.
delee/ion wand. Ifany form of magic is in opera- The shield has no tangible physical existence;
tion, or a magical item exists within a 30-foot it can neither ward off attacks nor be used as a
radius, the magic de/ec/ion wand pul ses and weapon. Creatures pass through it as though it
points to the strongest source. Note that the wand does not exist. It does, however, reflect color
will point to a person upon whom a spell has been spray spells striking it from any direction directly
cast. back at the caster and harmlessly dispel darkness
Operation req uires one round, and successive and prismatic spheres, walls, and sprays upon
rounds will point out successively less-powerful cOnlact. Dispel magic, limited wish, wish, or alter
magical radiations. The school of magic (abjura- reality destroys such a shield; it cannot otherwise
tion, alteration, and so on) can be determined if be affected. Each creation of such a shield drains
one round is spent concentrating on the subject one charge from the wand., and such wands are
emanation. One charge is expended pcr turn (or not rechargeable. Wizards, illusionists, priests,
fractio n thereof) of use. Starting with the second and druids may use this wand.
/r------------------------------------,~
1486
'\ rWand of Misplaced Objects
of Magic Missiles cific metal or mineral (gold.. platinum, quartz,
XPValue: 4,000 GPValue: 35,000 beryl, diamond, corundum, and so on). If the spe-
DuNGEON M ASTER Guide cific mineral is within range, the wand will point
This wa nd di scharges magic missiles similar to to any and all places it is located, and the wand
those of the 1st-level wizard spell of the same possessor will know the approximate quantity as
namc. The missile causes Id4+ 1 points of dam- well. Eac h operatio n requires one round. Each
age. It always h its its target when the wand is charge powers the wand for two full turns. The
wielded by a wizard; otherwise an attack roll is wand may be recharged.
required. The wand has an initiative modifier of Mirynda 's Wand of
+3, and each missile costs one charge. A maxi-
mum o f two may be expended in one round. The Polymorphing
wand may be recharged. XP Value: 4,000 G P Value: 30,000
Meriadar's 1992 Fan\8$)' Collector Card 261
sMirynda wand is a bit more efficient than others
XP Value: 4,000 GP Value: 30,000 of the like; she is not limited to polymorphing her
Monster Mythology vic tims into small, inoffensive animals- she can
Meriadar's avatar carries a wand ofsize alleration change them into rocks, plants, or monsters with
with which he can reduce hostile creatures down Hit Dice e qual to the victim's level. If she uses
to 10% of their normal size to negate their offen- the wand as a range weapon (60' range), then the
sive capability. effects are temporary, lastin g Id6+6 hours: tar-
of Metal Command ge ts are entitled to a saving throw, with success
indicating a miss. If she rolls a successful attack
XPV.lue: 2,500 GPValue: 10,000 roll and to uc hes her victim wi th the wand, then
Unearthed A= the effects are permanent; unless the victim
This wand appears to be nothing more useful than makes a successful saving throw, in which case
a wand ofmetal and mineral detection, but in the the effects are temporary, as above.
hands of a dwarf or gnome, its exceptional pow-
ers become operational: of Misplaced Objects
[fone charge is expended, the wand call trailS- XPVltlut:: 2,000 G PVa lue: 10,000
mute gold to lead, or lead to gold. The range of Tome of Magic
this power is 30 feet , and the amount of metal This wand emits a multitude of golden orbs that
converted is Id6 pounds. rush toward a target creature. The orbs surround
If two charges are expended, the user can heal the victim, swirling wildly for one round. During
metal in the same fashion as the druid spell of the this rime the victim is confused and can take no
same name. Range is 30 feet, and only a s ingle action.
larget area of 3-foot-diameter can be affected, At the end of the round, the orbs vanish and the
causing up to 60 pounds of metal within this area victim is free to act. The escapee discovers, how-
to become heated. ever, that all objects on hi s or he r person have
If three charges are expended, the possessor of been moved. Some items are inconveniently
the wand can cast anyone of the following spells located, while others are nowhere to be seen. A
just as if he or she were a n 18th-level wiza rd : warrior might fi nd his magical ring on one of his
crystalbriule, glassee, or glossteel. toes, his sword in his pants, his gold pieces in thc
of Metal Detection sheath o f his sword, and his breastplate o n his
head. The more possessions a vic tim owns, the
XPVa[ue: 1,500 GPV.lue: 7,500 more confused the situation becomes. The DM is
DuNGEONS & DRAGONS Rules Cyclopedia encouraged to be devious.
This wand will point toward any type of metal Because of the chaotic placement of items, the
named if within 20 feet and if 100 pounds or victim suffers several penalties. Movement is
more in weig h!. The user ca n not detect the reduced by half. Armor Class of characters ,,"'Car-
amount of metal. ing armor is reduced by 2, since pieces are not
worn properly. Attack rolls made by the vic tim
of Metal and Mineral Detection arc made at a - 2 penalty. These penalties are
XP Value: 1,500 GP Va lue: 7,500 eliminated if the victim devotes Id4+ 1 rounds to
D UNGEON M ASTER Guide rearranging all gear.
This wand has a 30-foot rad ius range. It pulses in A character requ iring an item ca rr ied in a
the wie lder's hand and points to the largest mass backpack, pouch, pocket, or other comainer must
of metal within its effective a rea of operation. spend 2d6 rounds searching for the item. The
.".penalty is cance led if three turns are s pent
However, the wielder can concentrate on a spe-
~r------------------------------------.~
1487
(
unpacking and repacking all gear. glowing path and issues a high-pitched shriek as
The DM must define the locations of objects it streaks toward its target. Various missiles have
any time a character reac hes for them o r if they a different color of flamin g path, and the sound
impai r motion or sight. When deciding locatio ns each make is slightly different, much as various
of objects, the DM should state the obvious fireworks sound and appear unique during a
effects of impaired sight and movemem immedi- pyrotechnical display.
ately, such as boots worn on hands or a cloak over of Negation
the face.
Items held within a bag ofholding, Heward 's XPValue: 3,500 GP Value: 15,000
handy haversack, or other magical contai ners are Dl.rNGEO~ MASTER Guide
unaffected. However, the containers the mselves This device neaates the spell or magical functions
are subjec t to relocation. The wand uses o ne of rods, staves, wa nds, and other magical items.
charge per attack. It may be rechargcd. The individual with the negation wand points the
device, an d a pale-gray beam shoots fort h to
Mis tl etoe touch the target device or individual. This totally
XPValue: 1,500 GPValue: 15,000 negates any wand function , and makes any other
DRAGON Magazine J87 spel l or magical function from a device 75'/.
This wand is created by druids who expec t to likely to be negated, regardless of the level or
spcnd extended periods of time away fro m their power of the spell. The wand can function once
native grove. When manufactured, a mistletoe per round, and each nega tion drains one charge.
wand has exactly 80 charges (if fo und, it has 80 The wand cannot be recharged.
- 2d20 charges). The wand transforms into a shil-
lelagh (as the 1st-level spell) at no expenditure of Nidus's Wand of E ndless Repetition
charges. Fo r one charge per round, the druid may XP Val ue: 3,500 GP Value: 25,000
use it to east any one of these spells: invisibiliry to DRAGO~ M agazine 40
animals , locate animals or plants, detect snares Named for the legendary wizard who by its use
and pits, and pass without lrace (wielder only). gave us the oath "Nidus's Curse! ", examples of
The most imporlant power of the wand, however, this device typically have but4dl2 charges when
is its use as a substitute for greater mistletoe. Any found. The art of its fabrication is lost and has not
spell that req uires mistletoe as a material compo- yet been rediscovered. Upon command, such a
nent may be cast with this wand as the compo- wand emits a gray cone of light that reaches a 40-
nem instead (one charge is expended if the wand foot diameter at its maximum range of 15 feet.
is used this way). To do so, the druid grasps the The cone may be continually maintained at a cost
wand and speaks a command word; these actions of o ne c harge per round. Creatures caught in its
do not delay the casti ng of the spell (there is no light are allowed a saving throw. Any victi m not
initiative pe nalty to use this wand). The wand having special magic res istance who is physically
cannot be recharged. If the wand is buried in the touched by the wand gets no saving throw.
grove where it was made after its c harges have Anyone affected by the wand is forced to end-
becn depleted, the amount of mistletoe available lessly repeat actions ta ken during the preceding
for harvest from that grove during the next fu ll two rounds (or at least mimic them, as in the case
moon is twice normal. of a spellcaster, who would continually try to cast
Mystic the particul a r spe ll eve n after hi s magic is
exhausted). This a utomation-style cycle of two
XPVa lue: 1,000 GP Value: 6,000 rounds of action, two rounds of the same actions
DRAGON Magazine t39 in reverse to the starting position once again, and
Th is 6- inc h glass wand becomes the hill of a so on will continue until dispel mOf{ic, removt
sword oflight when a command wo rd is spoken curse, o r a wish is cast upon the victim. Even if
The weapon may be wielded by a nyo ne and the victim s hou ld die from lack of food and
causes Idl Opoints of damage. Another command wate r, o r from damage infl icted by passing crea·
word shuts off the weapon. tures, the corpse endlessly completes the cycles
until it fa lls apart.
Nabil 's Wand of Magic Missiles
XP Val ue: 4,000 GP Value: 35,000 of Obliteration
1992 Fantasy Collector Card 296 XPVal ue: 2,500 GPValue: 12,500
Nabil's version of the wand of mag ic missiles The Magister
shoots forth up to two magical missiles in a single The origin and means of making these rare and
round each inflicting Id4+1 points of damage to ...powerful wands are now lost. Six were discovered
targets. In addition, each missile leaves a bright
in a chest on the island realm of Ruathym over
/r------------------------------------.\
1488
9
" 'WandofOchalor's Eye (
[00 years ago. One is now thought to be in the H.it Dice Save Penalty
treasury of that nation- the finders sold the 6 -3
others at enormous prices and their descendants 7 -2
are now wealthy merchant families of that nation. 8 -I
If any others have been found since, no one 9+ Nonnal
knows about it. The whereabouts of all are
unknown. Elminsterbelieves that only about 10 Creatures that are afraid are frozen to the spot
have ever existed in the Realms; he can find no unless the gem is hidden from their view or they
hint of even a single command wo rd for any of are physically struck, upon which they break fret
them. The wands are said to be dangerous; some- of their trance and flee blind[y, screaming in ter·
times they tum back upon the user. ror, for fi ve rounds (or longer, if they are not OUt
This wand can harmlessly erase and dispel of sight of the wand by that time).
symbols, glyphs a/warding, and other written It is said that those who look into the lighted
messages and runes (such as a wizard mark). It gem see the manner of their deaths, endlessly
can obliterate scrolls and even pages from spell replayed. Others speak of some cold and malig-
books, but all such items (regardless of how writ- nant intelligence which seems to know alltheil
ten and on what) gain a saving throw vs. "magical hurts and fears- and laughs contemptuously at
fire" on the Saving Throw Matrix for Magical them. Few afterwards remember what of this is
and Non-Magical Items, as if they were "parch-
strue, but their fear and hatred of Oehalor eye
ment or paper," with bonuses and penalties as fol- remain. Any creature who has suffered the effects
lows: of the wand is 50% likely 10 attempt to destroy
Nonnal, nonmagical writing: - 3 any wand of this type they subsequently
Wizard mark, identifying rune or sigil for encounter, regardless of whether it is held by
magical person or thing, command word, mes- friend or foe
sage concealed by unreadable magic: +1. Each wink of the gem expends one charge.
Symbol, glyph a/warding, protective circle or Upon draining all charges, the gem shatters. The
other magical rune: +2 wand cannot be recharged.
Single written spell (such as a scroll), seeret
pngf! mileic: +3. Odin's Rune
Spellbook page (or scroll ifin close proximity XP Value: 10,000 GP Value: 60,000
to other scrolls or spell books); includes all Gods, Demigods, & Heroes
mu[tispell scrolls, but not secret page spell This wand is golden with etched Nordic runes of
book pages: +4. power upon and around its surface. Every lime
Messages and marks deeply cut into stone can- this wand is used the particular rune that repre-
not be destroyed by this wand. Only one message sents the power being used will shine. The wand's
(regardless of extent), spell, or magical rune can many powers are
be affected with the wand per round, and the fad- Acts as a Rod ofRulership.
ing (if successful) takes a full round. If an erasing Summons the Elements. ( 1d4 Elementa[s of
attempt is unsuccessful, there is a 5% chance the the user's choice).
wand will explode, doing 4dl2+6 points of dam- Conjure or Dispel fiend. The user may sum-
age to all within iO feet. The wand cannot be mon or dispel a fiend once a month.
recharged, and each use, successful or not, drains Emanates a cont inual anrimagic spell. The
one charge. Only wizards, illusionists, and incan- user's magic can work through this shell.
tatrixes can use this wand. Stores 12 spells of the user's choice.
of Ochalor's Eye Causes instantaneous death to any mortal or
nondeity who handles it.
XPValue: 3,500 GPValue: 15,000 It cannot be detected by deleel magic spells.
D RAGON Maguine 40
This wand is topped w ith a fiery orange gem, ofOrcus
sknown as Ochalor eye, or the eye offear. It XP Value: 20,000 GP Value: 100,000
pulses with li ght, and when glowi ng acts as an Eldritch Wizardry
extra-strongfear spell; all creatures within its 6- The wand ofOrcus, also known as the wand of
yard range (cone-shaped area of effect as infear death, is a rod of obsidian topped by a skull. When
spell) drop anything in thei r hands and quake in used by any other than Orcus himself, the wand
fear, rootcd to the spot. They stare at the eye gem has a 50% chance of annihilating any creature
in a trance, oblivious to all else. Creatures of (except ficnds, godlings, and the like) merely by
under 6 Hit Dice get no saving throw; creatures of touch, but subjects the user to one of the curses
6 Hit Dice and over get a saving throw as follows: .""stated below each time this is tried. In addition, it
~.------------------------------------,~
1490
.....--------------------------------------------------------------..:1.
"\ rWand of Prime Material Pockel
bestows the following abilities/penalties: wielder may opt 10 turn the victim into a snail,
Move at double speed. frog , insect, or other creature, as long as the result
Cure lighl WQunds once a day. is a small and inoffensivc creature.
Speak with animals. The possessor of the wand may e lecl to lauch a
Cause serious wound; user receives 2d 12 creature with the device instead. Unwilling crea-
points of damage. tures must be hit and are also entitled to a saving
Orgel's Wand of Earth Passage throw. If the touch is successful, the recipient is
surrounded by dancing motes of sparkling emer-
XPValue: 6,000 GPValue: 45,000 ald light, and then transfonns into whatever crea-
1992 Fantasy Collector Card 626 ture-shape the wand wielder wants. This is the
Orgel's wand is basically the same as a wand of same magical effect as the polymorph seifspell.
co"idors: it allows its user to clear short corridors Either funct ion has an initiative modifier of
through the Plane of Elemental Eanh and the Qua- +3. Each draws one charge. Only one funct ion
sielemental Plane of Minerals. One charge clears a per round is possible. The wand may be
lO'x\O'x50' path through either plane. The wand recharged.
does not affect living creatures, so it cannot be
used to attack an earlh elemental, for example. of Portraiture
Orgels wand has an additional ability, though. The XPValue: 10,000 GPValue: 25,000
expenditure oftwo charges will open a portal to Inside RAVEN'S BLUFF, TilE L IVING CITY
the Ethereal Plane, allowing the user and his com- Late in their brief adventuring career, Jantz and
rades to exit the planes of Earth and Minerals. Joli discovered the wand ofportraifllre and a small
of Paralyzation crystal ball set in an ornately carved wooden case.
XP Va lue : 3,500 GPValue: 25,000 These items were near the remains of an ancient
wizard in an old tower. The wand showed no signs
DUNGEON MASTER Guide of use, but signs of research were nearby. With
This wand shoots forth a thin ray of bluish color to some sage he lp, they discovered how to operate the
a maximum range of 60 feet Any creature touched wand. It functions by being pointcd at thc person
by the ray must roll a successful saving throw vs. or object, the command " Ready" causes a sphere
wand or be rendered rigidly immobile for 5d4 of light to leap flam the wand, centering at a dis-
rounds. A save indicates the ray missed, and there tance detennined by the wizard holding th e item.
is no effect As soon as the ray touches one crea- With hand motions and pronunciation ofthe words
ture, it stops-the wand can attack only one target "bigger" or "smaller," the caster changes the size
per round. The wand has an initiative modifier of and focus of the ban. A sphere 10 fcct in diamctcr
+3, and each use costs one charge. The wand may or less costs only one charge, while spheres up to
operate once per round. It may be recharged. 100 feet in diameter costs two. A ban can be made
Phandore's Wand or Fire as large as 1,000 feet in diameter with the cxpendi-
ture of three charges. With the pronunciation of the
XPValue: 4,700 GPValue: 30,000 word "flash," the caster causes the image sur-
1992 Fantasy Colle<:tor Card 263 roundcd by thc sphcre to bccome embedded in a
Coming from a family of elf blacksmiths, Phan- cryslal ball, which the wand wielder must hold in
dare has imbued h is wand with an extra black- his other hand.
smith-l ike quality. He can expend two charges If a crystal ball is not held, the image appears
fro m the wand, then it to touch a weapon and briefly before dissipating, wasting the charges.
temper that wea pon as if it had passed through Worried that the wand would run out of
the smithy 's forge many times. This operation charges, the couple hired a well-known young
adds +2 to the weapon's attack and damage for its researcher caned Darsson Spellmaker. With the
next 10 attack rolls. After that, the weapon reverts fragmentcd notes from the site of the discovery,
to its fanner status. The wand also performs all of and a great deal of work, Darsson was able to cre-
the functions of a wand offire. ate a reasonable duplicate of the spell, which he
or Polymorphing calls ponrail. The wand can be recharged as often
as necessary with this spcll.
XPValue: 3,500 GPValue: 25,000
D UNGEON M ASTER Guide of Prime Material Pocket
This wand emits a thin, green beam th at darts XP Value: 5,000 GP Value: 28,000
forth to a maximum distance of 60 feet. Any crea- Tome of Magic
ture touched by this beam must make a saving This wand allows a spherical pocket to be created
throw vs. wand (success indicating a miss) or be in any plane. The conditions within the pocket arc
polymorphed (as the polymorph other spell). The .,"similar to the environment of the wielder's Prime
}
1491
"'"Wand of Revealing (
Material Plane. The pockeltypically contains Robin Goodfellow's
ground, air, a nd a controlled temperature. The
lower third of the sphere is usually occupied by XPValue: 3,500 C P Value: 25,000
land and water, while the upper portion of the
sphere is usually occupied by atmosphere. Tall Tales of the Wee Folk
The surface of the pocket is semipermeable, Robin Goodfellow (also known as Puck) has per-
allowing creatw'eS to exit and enter the sphere, while
keeping the elemental conditions ofthc pocket com- fectcd the art of polymorphing others, and has
pletely separate from the Elemental Plane.
placed this abi lity into a wand. He can, with the
One charge creates a sphere 10 feet in diameter.
If the wielder wishes, multiple charges can be used use of this wand, polymorph opponents 10 the
to create larger spheres. Thus, a 30-foot-diameter
sphere could be created using three charges. extent that he is able to transform just parts of
The conditions inside the pocket are of the another being, ifhe so wishes; fo r example, 1M:
wielder's choosing, although they must be similar
to an area that naturally exists on the Prime Mate- has been known to change a man's head into that
rial Plane. The pocket cannot contain bui ldings or
human-made items. of a n ass. He can also cast s uch a partial poly.
The pocket lasts Id6+6 hours on any plane morph, with limited duration, as a curse. Each
other than the Plane of Fire, on which Ihe pocket
will last Id6 hours. The wielder may choose 10 use of the wand that panially polymorphs an indio
use the wand before the pocket di ssipates to
extend the life of the existing pocket. The pocket vidual costs one charge from the wand.
can be destroyed through the use of a dispel
magic spell. The wand is not rechargeable. Runestick
XP Value: 4,500 CP Value: 40,000
Moonshae
The nmestiek is a kind of magical wand that can
be created by a druid of at least 7th level, but a
Dexterity of at least 14 is required. The runestia
is a short piece of oak (about 12 inches long),
carved with a detai led pattern of runes and then
wrapped in mistletoe o r holly. It can be used 10
store up to five spell-levels of druidic spells.
The stick takes Id4 hours to c reate for each
of Revealing spell leve l cast into it (roll separately for each
XP Value: 3,000 CPValue: 25,000 spell). Upon completing the runes/ick, the druid
CARDMA!>TER Adventure Design Deck must cast upon it the spells he or she wishes 10
The wand locates secret doors (50% chance) and Slore. The runestiek crumbles to dust one month
identifies traps (75%). after its creation; it cannot be recharged.
The spells stored in the runestiek are cast at the
level ofthe druid who enchanted the runestick. It
can be used by a ny dr uid who knows the com-
ormand word. It can also be used by any maiden
pure heart ( use the unicorn test to decide this)
who knows the command word. However, when
used by a nondruid, the effects of the spells
(radius, range, damage, and so on) are halved and
the v ictim receives a +4 modifier to saving
throws.
Rust
XP Value: 6,000 CPValue: 35,000
DRAOON Magazine 126
This wand, which may be used only by wu jeo, is
a potent weapon against armored foes . Every
time a charge is expended, a pencil-thin ray of a
rusty red color streaks oul. Any metal object hit
acts as though a metal to rust spell had been cast
on it. Note: because the beam is so thin, a save vs.
wand means that the beam has missed and could
thus strike something else. The beam will travel
100 feet before dying out if it hits nothing. As
with the spell, the wand may also transform rusl
10 metal. If one c harge is expended while the
wand is swirled around in a pile of rust (here the
..,rust may be due to any cause), the affected item is
~r------------------------------------,~
1492
, rWand of Secret Door & Trap Location
restored as per the spell. If less than 90% of the continues arcing between each object struck, end-
item's rust is in that spot, the spell will not work, ing when a sixth object has been struck for I d6
but the one charge will still be expended. The points of damage.
wand may be recharged . Influence weather is similar to the spell control
of Salt weather, but can be used only to increase cloudi-
ness, rain/snowfall, andlor wind velocity.
XP Va lue : 5,000 G P Value: 40,000
Each time the wand is used, the general weather
Old Empires conditions over a broad area can become unex-
pectedly severe. The chance for and type of
This evil wand is used by the followers of the
Cull ofTiamat. The wand produces powerful severe weather depends on the original effect that
crnmps lind thirst pllneS in any who lire sIm ek hy the ca~ter has attempted to summon:
its beam, so they suffer 2d6 points of damage per
round (half if a saving throw vs. wand is success- Chance for
ful, with a new saving throw app licable each
round). This continues until thcy spend one fu ll Effect Severe Type of C harges
round dri nking water, in which case the cramps
stop. This wand can also render a 50-x50-foot Attempted Weather Weather D ra in ed
section of land infertile. The wand is made of
sallsleel, a magically hardened salt whose manu- Wall of fog 10% Thick,
facture is known only to the wizards of Unlher.
The surface is overlain with sand 10 give it a persistent fog J
spark ling a ppearance. O nly two of these cruel Precipitation 10% Rain or snow
squall J
Gust of wind 20% Gale or tornado 4
Cloudburst 20% Hailstonn or severe
snow 4
weapons are known to exist. Chain
lightning
Sathallarin's Wand of Wonder ]0% Lightning storm 5
Influence 30010 5
XPValue: 6,000 G PVa lue: 10,000 weather Heavy rain or
blizzard
1992 Fantasy Collector Card 299
Sathallarin's magical wand is s im ila r in many The charges drained for severe weather are
ways to a typical wand of wonder--each time a
charge is ex pended, an unusual event occur s. immed iately los t from t he wand if the severe
When Sathallarin uses his wand, however, not one weather occurs. The wand can be recharged.
but two and sometimes three (10% chance) dif- of Secret Door Detection
ferent effects are created simultaneously, produc-
ing some even more bizarre occurrences. XPValue: 3,000 GPVaiue: 25,000
Scant Wa nd of Storms DUNGEONS & DRAGONS Rules Cyclopedia
The user may find any secret door within 20 feet ,
XP Value: 6,000 GP Value: 40,000 using one charge per secret door found.
GREYHAWK Adventures of Secret Door & Trap Detection
This wa nd was created in the cap ital ci ty of
Onnwa l, and has been used against raiding war- XP Va lue: 5,000 GP Value: 40,000
ships from the South Province. Its creator was
The Hidden Shrine ofTamoachan
undoubtedly influenced by observing the fu ri ous This wand will point at the location of a trap or
weather in the Sea ofGearnat. secret door or in the general direction; range 15' for
secret doors and 30 ' for traps. It will not identify
The wand is usable only outdoors and creates
various weather effects with the follow ing expen- how the door or tra p works. [t can only be com-
diture of charges: manrled to detect one of the two choices at a time.
Wall of fog I of Secret Door & Trap Location
Preci pitatio n I
Gust of wind 2 XP Value: 5,000 GP Value: 40,000
Cloudburst 2 DUNGEON M ASTEl!. G UiOE
Chain lightning 8 This wa nd has an effective radius of 15 feet for
secret door location, 30 fee t for trap location.
Influence weather 3 When the wand is energized, it pu lses in the
wielder's hand and points to all secret doors or
Chain lightning is similar to the wizard's spell,
but wi th a range of 70 yards. The bolt strikes the
first object targeted for 6d6 of damage (half dam- t raps wi thin range. Note tha t it locates ei ther
age if a saving throw vs. wand is successful) arcs
randomly to another obj ect w ithin range for 5d6 doors or traps, not both during one operation. [t
of damage, then to another for 4d6, etc. The bolt
requires one round to function and draws one
charge. The wand may be recharged. .,,'
/r------------------------------------.~
1493
....
",Wand of Size Alterati on (
of Size Alteration charged again at the same opponent if the user
wishes to cause morc damage. The cffect is lim·
XP Value: 3,000 GP Value: 20,000 ited to one victim, who gets the benefit of a nor·
mal saving throw. If the victim makes the save,
DUNGEON MASTE~ Guide the initial damage is halved (2d4 points) and the
hold does not take effect.
A wand of this sort cnables the wielder to cause any
The device will hold up to 100 charges, one
single creature of virtually any size to enlarge or charge being expcnded each time the device is
used, and can be recharged. It requires a com·
diminish. Eithcr effcct causes a 50% change in size. mand word to operate and may be used only by
the priest class ( including druids, and paladins
Relative Strength an d power incrcascs or and rangc rs of high enough experience level to
cast priest spells).
decreases proportionally, providing the weaponry
cmployed is proportionate or usable. For humanoid
creatures cnlarged, Strength is roughly proportional
to that of a giant of corresponding size. For exam-
ple, a humanoid enlarged to 9 feet tall is roughly
equivalent to a hill giant (19 Strength), a 13-foot-
tall humanoid cquals a fire giant (22 Strength).
The wand's powcr has a range of 10 feel. The of Steam and Vapor
target creature and all it is wearing or carrying is XP Value: 4,500 GP Value: 25,000
affected unless a saving throw succeeds. Note Unearthed Arcana !
that a wi ll ing ta rget need not makc a saving A wand of this sort has two separate functions,
each of which requires the expen~iture of one
throw.
The effect of the wand can be removcd by a dis- charge:
pel magic spell, but iflhis is done, the target must Steam: The wand will spout fo rth a jet of
roll a system shock check. It can also be countered superheated steam in a cone lO ' x30 ' x50'.
if the possessor of the wand wills the effcctto be Any creature within this area takes 6d6 poinlS
canceled before the duration of the effcct expires. of damage. The cloud persists, slowly cooling,
Each usc of the wand (but not the cancellation of so that on the second round it infl icts 4d6
an effect) expends one charge. It can be recharged damage, and on the third and last round it
by a wizard of 12th or higher level. causes 2d6 damage. Saving throws apply for
hal f damage in all cases. Naturally, fire-
of Sleep dwelling or fire-using creaturcs will not be
XP Value: 4,000 GP Value: 20,000 harmed by the steam- unless rhey are hanned
Old Empires by dampness.
Thi s wand is construc ted from green willow • Vapor: The wa nd wi ll gout forth billows of
vines from Ganathwood that are entwined and warm, steamy vapors. These vapors are equal to
enchanted to become hard as stone. When the afog cloud of 40-fOOl depth, 60-foot height, and
command word is spoken, the wand emits an SO- 80-foot breadth. This vaporous cloud persists
foot-long cone ofsleeping gas, 10 feel wide at its for six rounds, remaining stationary unless
base and 30 feet wide at its end. All caught in this moved about by magical or non magical breezes
cone must roll successful saving throws vs. wand or winds. Cold-using creatures will suffer I
or fal l aslecp for 3d4 rounds. Creature s w ith point of damage per round while inside the
immunities to sleep have their normal resistances vapo r cloud, and cold-dwelling creatures will
against the effect of this wand. This wand may be take twice that amount of damage.
uscd only by a wizard.
of the Sun
of the Squid XP Value: 4,000 GP Value: S,OCK!
XP Value: 5,000 GP Value: 20,000 A Dozen and One Adventures
The Final Enemy This wand discharges a shining golden ray up to
This is a device peculiar to high-level sahuagin 30 yards long, similar in effect to the 3rd-Icvel
pricsts. A slendcr wand about 11 inches long, it fire spcll sunscorch. The luminous beam strikes
may be made ofa va riety of materials- bone, its target une rringly, baking t he target for 6d4
coral, stone, silver, a lmost anything. If it is points of damage plus an additional 2d4 if the tar-
pointcd at an opponent and the command word get is wearing metal armor or touching any metal
spoken, the wand emils a thin, gray ray up to a weapon or item larger than a sword. Each use
range of 60 fcel. The victim suffers 4d4 points of expends two charges.
damage in the first round and is held (as the spell The wand ofthe sun, a favorite weapon among
hold person cast at the 12th-level of spell use, so powerful members of the Brotherhood ofTrue
the effects last for 16 round s). After the first Flame, can be wielded by both fire mages and wiz-
round there is no further damage but the hold ...ards skilled in fire magic. However, it can only be
effect continues. The wand can, of course, be dis- recharged by a fire mage of 12th level or higher.
/r------------------------------------,~
1494
, rWand ofTrap Deleclioo
it fires are daggerlike wedges or blades of force
that coalesce out ofnothingncss within one sec-
ond of activation. (Actually, Elminster believes
they are drawn from material and kinetic energy
from the Pos itive Energy Plane.) In the next seg-
ment they flash arrow-straight from the tip of
the wand to the extent of the wand 's range, pass-
ing through everything in their paths except
spheres 0/ annihilation , prismatic spheres,
shield spells, and walls or cubes o//orce, all of
which swallow or absorb them . Aforcecage
spell, o r an existing armor (as in the 1st-level
wizard spell or that caused by the wand of
armory) denects a tooth.
A strike by a tooth does 2d6+2 points of dam-
age (save vs. spell reduces the damage by half)
and strikes (as though a hand weapon directly
wielded by the wand-wielder) at +2 on the attack
ro ll. Solid rock deflects a tooth; any other mater-
ial is struck and damaged by it, although magical
items cause any plus they possess to be sub-
tracted from the tooth's attack roll. Wind wall and
gust of wind spells, and simi lar air disturbances
(such as those caused by windwalkers or ai r ele-
mentals) have no effect on the flight of a tooth.
All classes may employ this wand.
of Teeth Thithion's Wand of Fire
XPValue: 3,500 GPValue: 15,000 XP Value: 5,000 GP Value: 3U,UOO
The Magister 1993 Collector Card 495
Lantan of Peimarin, that sinister and rotund wiz-
Thilhion s wand functions just like a typical wand
ard notorious for his ruthless domination of the offire, allowing the user to create the burning
wizards of the South through poison, subterfuge, hands, pyrotechnics,fireball, and wall offire
and awesome magic, is said to have looked like a
spell effects. Thilhion s wand, however, generates
pomegranate in death. "Full of holes," said the the vilest , blackest flames of pure darknes s.
merchant Zuste1 of Amn, who viewed the body, These flames bum j ust as hotly, inflicting just as
"holes right through!" Lantan came out the loser much damage as normal ones, yet they discharge
in a battle with the bard Tamshan, a grim but gen- no light whatever. In fact , they absorb light from
tle man who possessed a spell Lantan wanted. all sources, dimming the light level in a 60-foot
Tamshan still holds the cause of Lantan's area and creating the effects of afear spell.
demise- a wand of teeth , one of the only seven Titania's
known to exisl.
The origin and method of manufacturing these XPValue: 15,000 G PValue: 75,000
devices is lost in antiqui ty, and the few remaining MonSler Mythology
wands are all thought to still possess only a few Titania's avatar's wand functions as a slaf!ofpower
charges each. Anczibul of Neverwinter spent with the diamond atop it a gem ofbrilliance. It also
muc h of his apprenticeship to the Archmage gives +2 protection and radiates both protection
Khelhen " Blackstaff" Arunsun studying Khel- from evil 30' radius and a prayer effect. From her
ben's specimen of the wand, and from his diaries wand, Titania 's avatar can create the following
Elrninste r has decoded the hidden command effects twicc per day each: create food and water,
"''Ord of Khclben's wand, "Neverretha." The Book heroesfeasl, and p1lrifyfood and water.
of Bulgo, written by the Southern merchant of ofTrap Detection
that name, attests that Elzir ofCalimshan pos-
sessed a wand of teeth and that its word of com- XP Value: 3,000 GP Value: 25,000
mand was "Orlethar." DUNGEONS & DRAGONS Rules Cyclopedia
This wand is not rechargeable; it calls forth a This wand will point at all traps .within 20 feet ,
certain number of "teeth" (one per charge), fir- one at a time, at a cost of one charge per trap
ing at targets up to 70 feet d istant. The missiles found.
6H2
/r--------------------------------------,~
1495
.t!
,Wand ()fthe Undcrdark (
of the Underdark fall) and will not be glued to the solid surface be
XPValue: 2,000 C P Value: 19,000 comes in contact with, but may be frozen in posi.
MENWBERRANZAN Campaign Set tion and unable to move--which could be a seri·
This wand can be used once per turn, to perform ous problem for someone whose water breathing
one of the fo llowing effects: spell is about to expire.
Darkness 30' radius: This expanded sphere of Dispel magic will cause a glob to vanish, and
darkness will remain for a time period (up to ordinary alcohol will dissolve a glob; a flask of
pennanent) specified by the caster at the time wine contains enough liquid to undo the effects
of the casting. It can be cast up to 120 feet of two globs. The effect of the globs is not cumu·
away. lative; a character already contained within one
Silence 30' radius: This effect works within cannot be further affected by repeated applica·
the same parameters as darkness, above. tions of the magic.
Detect Magic: The wand can be used to indi- of Warding
cate an object or area (up to a medium size
roo m or 60 feet section of corridor). It will XPValue GPValu e
indicate whether the item is under any sort of Good-aligned version: 4,000 20,000
enchantment, though it will not provide any Evil-aligned version: 4,000 20,000
further definition. The Magister
of Viscid Globs This device is not rechargeable. It can perform a
variety of magical functio ns, one at a time and
XP Value: 4,500 CPValue: 25,000 only once per round. All such spells are cast as if
Tamms by a 12th-level wizard, rather than operating at
Thought to be of drow manufacture, the wand 0/ the 6th level of expertise. All such effects emanate
viscid globs is used as a delerrent or as a way to from the wand and protect the wand wielder
keep prisoners inescapably bound. When it is only- protection/rom evil (two charges), push
activated, a sphcre of magical energy- appearing (one charge), shield (one charge), wall offorce
as a "glob" of some unknown substance--is pro- (four charges), guards and wards (six charges),
jected toward an intended target within 60 feet. A repulsion (five charges).
target tllal is able to move is allowed a sav ing Tell percent uf tht:st: wands t.; a ~1 prulecliutJ
throw vs. wand to dodge the glob, but someone or fro m good rather than protection/rom evil but are
something that is bound or otherwise immobile not themselves aligned and otherwise operate
cannot prevent the glob from striking. The wand identically.
can be used once per round.
Solid items within the 5-foot-diameter glob Roll Wand Type
when it strikes its target are permanently bound 0 1- 90 Good wand 0/warding
to one another- hands to weapons, armor to bod- 9 1-00 Evil wand o/warding
ies, and so on. The specific effect on any charac-
ter qr creature struck depends on the position and ofWater Finding
orientation of the character'S body at the instant XP Va!ue: 2,000 GP Value: 10,000
when the glob makes contact. A standing charac- Old Empires
ter wi ll be rooted to the spot, but if he was hold- This useful item has saved many travelers in the
ing his weapon away from his body (and if the desert heat. If this wand is activated within 50
attachment of armor or clothing to skin does not miles of any source of drinking water, the wand
completely hinder movement) he may still be able begins to vibrate; the closer the wand is to water,
to use his weapon to defend himsel f. Globs are the stronger the wand vi brate s. If water lies
most often used to firmly bind victims who have beneath the surface at a depth of 500 feet or less,
already been trussed up by ropes or chains, mak- the wand shoots a beam into the earth that draws
ing escape virtually impossible. water to the surface. The water found by this
No amount of struggling will enable a trapped wand is always drinkable; it may not be pure, but
character or creature 10 be free of a glob; all that it generally does not adversely affect the health of
will happen, if the victim tries hard enough, is the character.
minor damage (I dJ poin ts per attempt) from of Whips
strained or torn muscles. The magic of a glob
negates any contrary magic that might have been XPValue: 2,500 G PValue: 12,000
available to or in effect upon a targeted character The Magister
or creature (such as a ring o//ree action). A char- Fi rst used by the fell Wizards ofThay, whose
acter struck while flying or swimming will sink wands create red, barbed whips (and have never
slowly to the ground (taking no damage from the been known to pass out of the wizards' posses·
6\\8
/r------------------------------------,~
1496
, rWand of Wooi.Xr
not made after each successful strike.
Once a whip has bound an opponent, the wand
wielder cannot release it to strike again. The whip
cannot change targets. A whip may follow an
opponenlthal it has struc k at least once, beyond
70 feet, moving with the targe t. even if the target
leleports , blinks, plane shifls, or enters a rock or
plant. The whip can strike invisible and ethereal,
but not as tral, creatures without penalty. The
wand 0/ whips may be recharged. Only wizards
may wield it.
Wilch
XP Value: 2,000 GP Value: 10,000
DRAGON Magazine.5
This wand can execute up to 10 charges each day.
doing so until the wand 's charges arc expended. It
is capable of the following spclls, all of which
func tion as the wizard (or priest) spells of the
same name:
I Charge per use: charm person, continual light,
cure lighl wounds, darkness, hold person, locale
objecl, and remove/ear.
2 Charges per use: charm mOllSler. curse (reverse
of remove curse), neutralize pOiSOIl, plant door.
planl growth, polymorph others, polymorph self,
and remove curse.
sion); the secrets of making such wands were 3 charges per use : change self, commune, dis·
passed west through unknown means (probably a
missal, hold monster. res/oralioll, summOll de-
renegade appre ntice, such as the Adept of Mul·
master or onc of the Cowled Wizards of Amn). menra/ (as summoll shadow), and wither'.
Wizards such as Nelver and Tusprun of the Ten
Smokes arc known to usc such devices. One is I Wither is a magical power that causes all living
thought to have been lost in the Vast Deeps when
the sorcerer Alamantb was slain in battle aboard a plants with in a 50-foot radius (centered on the
ship off of Port Lias!. wand-use r's locat ion) to rapidl y age and die,
Alamanth set down precise details of the pow- much like Ihe effect of a defiler's spellcasting in a
ers and means of using his wand-save for the
command word, which is thought to have died D ARK SUN Campaign.
with him- and il is from his records that Elmin-
ster passes on all details or lhis type of wand. The wand has additional powers. It acts as a
This wa nd shoots forth a whip-shaped field of medallion 0/ ESP and as a permanently cast pro-
white, shimmering magical force to a maximum
(horizontal and vertical) ra nge of 70 feel. The tectian/rom lIormal missiles spe ll. The wand
wielder of the wand names, looks at, or concen-
trates upon a specific target creature or automa- shields the holder from Iycanlhropes, undead, and
ton (so lem, undead, homoncu lus, a nd even
invisible targets), and the whip attacks that crea- elementa ls, acting as a rillg o/prolection +3
ture and that creature only. The whip remains in
against their attacks.
existence for fou r rounds; if the target is beyond
70 fee t from the wand whe n it is cast, the whip of Wonder
flashes instantly (in one segment) to the limit of
XP Value: 6,000 C P Value: 10,000
its range, and hangs motionless, waiting, at the
point closest to its target Otherwise the whi p DuNGoow MASTER Guide
sstrikes once per round, as a Quaal feather token The wand of wonder is a strange and unpre·
docs: at + I on attack and damage rolls, doing Id6 dictable device that gencrates any number of
points of damage per strike, and bindi ng fast an
unusual effects, randomly, each time it is used.
opponent for Id6+1 rounds if a save vs. spell is
The usual effects are shown on the table below.
but you may alte r these fo r any or all of these
wands in your campaign as you see fit. Possible
functions oflhe wand include
Roll Effec t
01 - 10
11- 18 Slow creature pointcd at for one tum
Deludes wielder for one ro und into
believing the wand functions as indi-
cated by a second die roll. "'.
1497