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Published by archangel777, 2022-05-26 18:14:16

Encyclopedia Magica Volume 4

Encyclopedia Magica Volume 4

" ,Wand Qr Wonder II (

Rolle Effet:t

19-25 Gus/ ofwind, double force of spell.

26-30 Stinking cloud at 30-foot range.

31- 33 Heavy rain falls for one round in 60-

foot radius of wand wielder.

34--36 Summon animal:

01 - 25 Rhino

26-50 Elephant

51-00 Mouse

37-46 Ligh/ning bolt (70'x5') as wand.

47-49 St ream of 600 large butterfl ies pour

fonh and flutter around for two rounds,

blinding everyone (including wielder).

50-53 Enlarge target if within 60 feet of wand.

54- 58 Darkness in a 30-foot diameter hemi-

sphere centered at a 30-foot di stance

from wand.

59-62 Grass grows in area of 160 square feet

before the wand, or grass existing there

grows to 10 times normal size.

63-65 Vanish any nonliving object of up to

1,000 pounds mass and up to 30 cubic

feet in size (object is ethereal).

66-69 Diminish wand wielder to ~, height.

70-79 Fireball as wand.

80-84 Invisibility covers wand wielder.

85- 87 Leaves grow from target if wit hin 60

feet of wand. by the DM (heavy rain might make some surfaces

88-90 IOd4 gems of I gp base value shoot forth vcry slick, wash away small items, and ruin

in a 30-foot-long stream, each causing I books and papers). Summoned creatures disap-

poillt ofdamage to any creature in path- pear if slain, and summoning effects otherwise

roll 5d4 for number of hits. conform to Ihe monster summoning spell of the

91 - 97 Shimmering colors dance and play over level appropriate to the type of creature produced.

a 40'x30' area in front of the wa nd- Nonliving items that are produced are pennanent

creatures therein blinded for Id6 and cannot be dispelled.

rounds. These wands use only one charge per usage, and

98-00 Flesh 10 slOne (or reverse if target is they can never be recharged. It is highly recom-

stone) if target is within 60 feet mended that the OM roll all of each wand's effects

in ordcr to keep the nature of the roll-up tables a

The wand uses one charge per function. It may secrel; the number of charges in each wand should

not be recharged. Where applicable, sav ing also be kept secret so players do not overuse them

throws should be made. (this is true ofany rod, staff, or wand).

of Wonder II Note that, in the hands of a leprechaun (see
Wand, o/Wonder IV, effect 85- 87), a wand of

XPValue: 6,000 GPValue: 10,000 wonder is very dangerous, as any desired effect

DIlAOONMagazine 147 can be created on command.

The guidelines for the wand o/wonder state that

the DM may see fit to change the wand's effects. Roll Effect

This has been done for three new wands of won- 01- 10 The wand fires a web (like the spell; the

der. It should be no ted that all of these wands' wand acts as one anchor point).

magical effects are at the 6th-level of magic use 11- 18 The wand shocks the wielder as per a

with regard to damage, range, duration, area of shocking grasp spell; the wielder must

effect, and so on, as applicable. Saving throws are make a Dexterity check on Id20 at - 2

applicable for Ihe spell effects in question or as to keep holding the wand.

stated in each wand's effects. Most effects should 19- 25 Reverse gravity affects the target and all

be removable with a dispel magic spell. cast wi th in a 30-fool ~adius (including the

against the 6th-level of use, unless otherwise caster, ifcJose enough) for Id4+ 1

noted. Special game effects should be determined rounds.

6121

/r--------------------------------------'~

1498

9

, Wand ofWonder II"

Roll Effect domly detennined potion offire breath·
ing (only one breath use is anowed).
s26--30 Tasha uncontrollable hideous laugh-

ter affects the target creature. 98-00 The target is dislnlegrated as per the

31-33 800 small rubber balls (each 1 inch in s pell .

diameter) rain down for Id4 rou nds of Wonder In
withi n a 30-fool rad ius of the wielde r,

causing all in the area 10 make a Dex- XP Value: 6,000 GP Value: 10,000

terity check on Id20 or trip and fa ll . DRAGON Magazine 147

The balls remain in the area, causing Roll Effect

further checks allhe start of each round 0 1- 10 Scare is cast at the target.

of combat, untill hey arc carried or 11- 18 The wielder is affected by an irritating

swept away. rash for Id4 rounds, reducing Dexterity

34-36 The wand swnmons: to 3.

01-25 Large dove(AC7;MV I, FI36(MC 19-25 Darkness affects the target every other

D); HD ~; #AT I; Omg I;AL N). round for Id8+2 rounds.

26-50 Large rabbit (Ae 6; MV 18; HD ~; 26-30 Fumble affects the target at double nor·

IIAT 1; Omg 1; AL N). mal duration.

51-00 Large iguana (Ae 4; MV 18, Sw 16; 3 1- 33 The wand begins to gripe about the

HD3; #AT I; Omg Id4;AL N). wielder's treatment of it, loudly complain--

37-46 The wand casts chain lightning at the ing about the bad working conditions, the

target. lousy pay, the long working hours, etc.

47-49 The target creature and the wielder are (Ihis effect is similar to that of a magic

covered in liquid chocolate. mouth; the wand is not actually sentient).

50-53 Haste affects the target. 34-36 The wand summons

S4-l8 The wand casts hold monster at the target 01 - 25 Buzzard (AC 6; MV 3, FI 27 (MC

19-62 Suds flow from the ground in a 9O·foot E); HD 1+1 ; NAT I; Omg Id2; AL

radius around the wie lde r fo r I d4+1 N).

ro unds, al 3 cubic feel per round. The 26-50 G iraffe (AC 7; MV 24; HD 5; NAT

suds are eithcr from: 2; Omg Id411d4; A L N).

01-25 Soap. 5 1-00 Largekinen (AC6;MV5; HD ~; hp

26-00 Beer. I ; NAT 3; Omg 11111; SA rear claws

63-65 The target creature is polymorphed as for III ;AL N).

per a wand ofpolymorphing into: 37-46 A delayed blast fireba ll takes effect

01-75 A random c reature; DM selects any from the point o f casti ng, with a delay

random· monster tab le and roll s time of Id4 rounds.

there. 47-49 The target and wielder are "exchanged"

76-00 Non livi ng item ; DM selects from the - thai is, the wielder takes the place of

Ra ndo m Ta bles, this volume. the target, and the target takes the place

66-69 The wand wielder spins: of the wielder, exc hanging clothes,

01 -50 C lockwise equipment, etc., but otherwise retaining

51-00 Counterclockwise fo r Id4 ro unds and their normal physical appearances.

must make a Dexterity check in order to 50-53 Confusion affects the target.

move or act each round thereafte r for 54-58 Mirror image affects the target.

Id4 rounds. 19-62 T he target begins to recite very bad

70-79 The wand heals the widder for Id8 hp poetry for 2d4 rounds, taking no other

ifcurrently wounded. action unless attacked, as if requested to

80-84 The wand fires a magic missile as per a do so under a charm spell.

wand ofmagic missiles. 63-65 A dust devil is sum moned (AC 4; MV

85-87 The target inflates like a balloon fo r 18; HO 2; fiAT I; Omg 1d4; AL N) and

Id4 rounds and deflates for another Id4 aUacks the target as per the dust de'l'il

ro un d s; only living materia l of up to spe ll.

1,000 pounds is affected (the object 66-69 Jump affects the wielder randomly.

will nOl float in the a ir). I Forward 10 feet

88-90 The wand stretches out and fl ics at the 2 Left 10 feet

target for 2d6 points of damage (treat as 3 Backward 20 feet

6+4· HO c reature; max imum range 90 4 Right 30 feel

fect). 5-6 The w ie lde r can jump only 10

91- 97 The wand wielder breathes fire as a ran· feet backward. .m

/r----------------------------------~~
1499

(

70-79 Aforce cage affects the target. 70-79 duration is reached (at which point the
80-84 The wielder is affected by a strength 80-84 wielder falls) .
85-87 £va rd 's black tentacles takes effect
spell . around the target.
85-87 The target's weapon becomes: 88-90 The wielder is affected by a stoneskin
spell.
01 - 25 A teddy bear 9 1- 97 The wand summons a leprechaun (AC
8; MV 15; BD I- I; hp Id4+1;#ATnil;
26-50 A leg of mutton 9~ SA/SD spells, theft, 80% magic resis-
51-75 A ladle tance AL N). The DM should play the
leprechaun to the hilt, it will try to gain
76-00 A herring control of the wand that summoned il
If the target has no weapon, choose anothcr and cause complete chaos for as long as
possi ble.
possession. If the target has no possessions, A randomly chosen item on the target's
person sprouts wings and attacks
roll again, ignoring this result. another enemy target for I d2+ I rounds
88- 90 The wa nd spews colorless sl ime in a
as a 6+4- HO creature. Only small hand
co ne 30 feet w ide and 6 fe e t long , held objects are so affec ted, and the
affeeting the area as a grease spell.
9 1- 97 A spell effeet affects the target. OM should deeide what the item is and
01 - 50 Fear. what its combat stati stics are (see the
51--00 Faeriefire. animate object spell).
98--00 An incendiary cloud affects the target The wand fiz zles for Id4+ 1 rounds,
area. the n causes a hypnotic pal/ern to
a ppear, affecting all within range who
of Wonder IV gaze upon it.
A cone ofcold affects the target area at
XP Value: 6,000 GP Value: 10,000 double normal damage.

DRAGON Magazine 147

01 - 10 A chromatic orb affects the target.

11- 18 The wi e lder is affected as ifhe had

imbibed a philter ofstammering & stut-

tering.

19- 25 Th e wand creates aflaming sphere

which allbcts the target.

26-30 A ray ofenfeeblement affects the target. ofWonder V

31- 33 The wand causes on of the following : (Altemative Wand of Wonder)

01- 25 A pillow XP Value: 1.200 GP Value: 6,000

26-75 A small table Pot.YHEOIION Newsrine 58

76-00 An anvil

The p ill ow causes no damage ; the tabl e

causes Id6 points of damage (as a club); and

the anvil causes 3dlO points of damage, and

the target must ma ke a ConstitUlion check at

-4 or be knocked unconscious for 2d6 turns.

34-36 The wand summons 02
03
01 - 25 An ugly painting 04
05
26-50 Bellows
06
5 1--00 A storm giant's boot
07
37-46 The wand affects the target as per a ring
08
ofthe ram (3 charges expended at once). 09
10
The wand fires Id4+2 cream puffs at
"12
the target, doing no damage.
13
The target is imbued with improved
"
invisibility.

Fas cinate affects the target, who

focuses on the wielder.

The wand causes the target's nose to

grow 10 times its normal size for Id4+2

rou nds.

The target is affected as if a potion of

gaseousform was imbibed.

The wielder levitates unco ntrollably,

always heading upward until the spell

1500

, rWand of a Wonder

shoulders . 4<>-41 Target grows a large moustache in one
round (possibly with goatee).
I'15 Target's hair turns into snakes. 42-43
II rains in a 30-fool radius centered on Thousands of horseflies fill the area
44-48 within 10 feel oflhe wielder, interfering
the wielder for ldlO rounds. wi th concentration and preventing spell
17 Target is polymorphed into a dog. 49-52 casting and combat. They remain for
18 The ta rget's nose grows two inches 5d4 turns but will nol leave the area
except to follow honey.
I' longer. Target is affected by Olto S irresistible
A meteor swarm deto nates o n the dance for three rounds (no saving
wielder, as the 9th-level spell. throw) ,
20 The wielder magic jars into the target's Stream of acid shools out to 10-foot

body. range, inflicting 3d8 points of damage
(as if dragon brealh; save for half dam-
ora Wonder

XP V.lue: 6,000 GPV.lue: 10,000

The Temple of Elemental Evil age).

Quile s imila r 10 ils cousins, the ever-popu lar 53-55 • Band instruments appear between the

wands of wonder, this item produces strange and wielder and the target. They play loudly
unpred ic table results for users of any class or and march back and forth for Id4+2

type. The exact effect produced in any single use rounds, as ifused by invisible musi-

is determined by a random IdlOO roll, with refer- cians, then vanish. Anyone trying to

ence to the followi ng chart. The wand uses one interfere takes 2d6 points of damage

charge per function. It may not be recharged. and is hurled back 10 feet .
Allow savi ng throws wherever applicable, vs. 56-57 Tree grows under the wielder, lifting 10

wand unless the effect suggests another category. the ceiling or 50-foot height, whichever

The wand perform s at 6th- level of experience, 58-62 is less.
and all physica l changes produced (growths, One hundred dead and putrid fish rain
polymorphs, and so forth) can be dispelled. down within 30 feet of the wielder.

Roll Effec:t 63-68 Target glows for five rounds (as if dou-
ble-intensity faerie fire), but thereafter

01-02 Target loses all hai r, fur, or feathers . the wielder vanishes (invisible, not dis-

03-07 Pit 10 feet deep (any necessary width) pellable) for Id4+ 1 rounds.
opens under target's feel. 69~70 The so und of rin ging bells peals from

OHl9 Target gains + I attack bonus for the the wand, drowning out all noise and

next three rounds. speech for 1d4+ 1 rounds.
10- 11 One Hundred small bats appear, swarm 71~75 Dispel magic e ffe c t on everything

around the wielder's head for one round, within 20 feet of the wand, as if an

12- 13 then flit away. 76-77 II th-Ievel caster.
14-15 Target grows wings, arms, or tentacles. 78....84 Wie lder is polymorphed into a mule-
Cage of heavy iron bars (IO'X IO'X IO') centaur.
surrounds the wielder. Monster summoning IV spell effect, as

16-17 Each piece of headgear within 20 fee l ifcast by the wand wielder.

(including helmets) changes to a skull- 85- 86 Target gains 3d4 hit points that remain
ca p topped by a bladed dev ice, the for six turns (cannot be dispelled; dam-

18-22 blades turning in a breeze. 87-90 age taken is first removed from added
23- 25 hit points).
Target's color turns to hot pink. Wielder floats 10 feet up (as iffeather-
AU gold within 10 feet of the wielder fall in reverse gra"ity), hovers f?r
turns to lead.

26-29 Target is covered with a thick laye r of Id4+2 rounds, then drops suddenly.

honey. 91-95 Eight fiery spheres of ditTerent hues

]0-32 In each of the next five rounds, 2d4 sp shoot forth at one-segment intervals,

shoots forth from each of the wielder's striking the target and seemingly caus-

ears. ing great amounts of damage (aclUally

33- 34 Target is garbed in a beautiful, wen-tai- only I point from each).

lored, embroidered s ilk coat (2,000 gp '6-99 All weapons held in hand within 30 feet

value, but magical and dispellable). tum into bunches of flowers.

35-39 Target is polymorphed into a giant rab- 00 Death magic directed at target (6O-foot

bit (as the polymorph other spel l: check maximum range).

for mental change).

6125

"-.J 1501

..Ii

»

Dexterity or be paralyzed for 20 rounds

minus Constitution score).

06 Brightly colored flashing lights cover a

15 ' radius around target; all creatures in

the area save vs. wand o r are stunned

Id4 rounds.

07 Attack dog ( HO I; hp 2; AC 6; #AT I;

Oms I; THACO 19).

08 Attack cat (HO I; hp 2; AC 6; IIAT I;

Omg I; THACO 19).

09 Darkness spe ll (5' radius) on ta rget

creature (save vs. spell or it moves with

creature).

10 Enlarge target crearure to twice nonnal

size (double damage), no save.

II Slow spell o n one target creature, no

save.

12 Attack rat ( HD I; hp 2; AC 6; IIAT I;

Omg I; T HACO 19; SA infects target

creature with leptospirosis on an attack

roll of20).

13 Faeriefire on one target creature, no

save.

14 Popcorn sprays from wand at ta rget

creature.

15 Lightning boll 10' wide and 40' long, 2

points of damage.

of Wondrousness 16 Attack chicken (HD I; hp 2; AC 6; IIAT

Xr Value: 6,000 GPValue: 10,000 I; Dmg ili l; T HACO 19; SA target clt:a-

PoLYIIEDItON Ncwszine 4 8 ture is - 4 on attack rolls and saving

The wand's effects are rarely decisive, sometimes throws while chicken attacks).

helpful, and usually fun . It is besl introduced 17 Whiskey sp rays from wand at target

when a hostile wizard uses it against the adven- creature.

turers. Each time the wand is used, the player 18 Ten fake gems shoot from wand at lar-

rolls IdlOO to detennine what happens. The wand get creature, no damage, each worth I

often backfires, so the user rolls 1d4, and if" ' " is gpo

ro lled, the effect is reversed. CrealUres conjured 19 Reduce target creature to half normal

obey the U SC T (or opponent if the effect is size (half damage), no save.
reversed); they disappear after six rounds. Inani-
20 Mag ic missile at target creature (one

male objects lasl unt il dispelled. Magical effects missi le, Id6 damage).

last for the listed duration or for six rounds. Max- 21 Attack viper (HO I; hp 2; AC 6; IIAT I;

imum range is 60' unless noted otherwise. The Omg ni l; THACO 19; SA hit causes

OM is free 10 decide how often the wand can be save vs. poison or lose 1 hp per round

used (no more than once a round please), whether for four rounds).

it has charges, and whether it can be recharged. 22 ConfUSion spell on o ne target creature.

23 Thin ray ofcold (2 points of damage).

Roll Wa nd Effects 24 Meleor ( automatically strikes target

01 User develops hiccups, no aClion next creature for 2 points of damage, then

round (no possibility of reverse effttt). explodes for 2 points of fire damage in

02 Gust of wind, 60 ' long. from wand 10' radius).

toward target creature. 25 Swarm of a ttac k wasps covers target

03 Fireworks; everybody with 80' of target creature, save vs. petrification or flee

creature blinded and disoriented for two unl il they go away.

rounds (-4 on atlack roll s and sav ing 26 Flowe rs s hoot from wand at target

throws). creature.

04 Miniature s nowstorm appears over tar- 27 Acid shoots from wand in a 60' stream

get creature. (save vs. Dexterity or take 2 points acid

05 Paralysis ray at target creature (save vs. damage). ".

/r------------------------------------,~

1502

....

,

, WandofW~r

28 Attac k g ri zzly c ub {HD 4; hp 6; AC 6; " wand, no damage.
II AT 3; Dmg I / l / ld 6; THACO IS; SA B lack pudding (HD 3; bp 6; AC 10;
29 hug for additional Id6 poiillS if both 52 IIAT 1; Dmg Id4 ; T HACO 16; SA dis-
30 paws hit). 53 solves wood and metal ; SO immune to
54 cold, bl ow, or lightn ing spe lls, fears
31 Attack butterflies (no effective attack). fire) shoots from wand, any target must
32 Attack shark (HD 6; hp 12; AC 4; IIAT 55 make a successful Dc)(tcrity check or
56 be covered.
JJ 1; Omg 3d8; THACO 13; SA swallows 57 Gray ooze (same as black pudding, but
human size creatures whole on an attack immune to most spells, lightning and
34 roll 0(20), not much good out ofwaler. " blows do full damage).
Jl Fireball (radius 20 ', damage, 2 points). Ochre jelly (same as black pudding but
59 weapons, cold, and fi re do fu ll dam-
36 Attack skunk (HD I; hp I; AC 6; IIAT I; age).
Omg nil; THACO 19; SA stinking cloud 60 A ttack gia nt an t ( HD I ; hp I ; AC 8;
J7 fiAT I; Dmg I; T I-IACO20; SA success-
on one c reature, fl ees after de liveri ng 61 fu l bite allows sting attempt, if sting
J8 cloud). hits, target must save vs. poison or have
39 Levitate target creature (save vs. spell 62 Dexterity lowered to 3 for 20 rounds).
40 to avoid; if dropped, the target feather 63 Target creature's sex changes (duration
41 falls ). one day).
42 Ta rget c re ature turns a random bright 64 Creeping bugs cover target creature (as
creeping doom , bUi only four deadly
43 color. 65 bugs).
All o f target creature 's nonmagical Target creature po/ymorphed into
44 equipment teleported back home (save 66 berserk ogre that attacks anyone it can
vs. wand to avoid). reach (save vs. spell to avo id transfor-
45 Target crea fure 's fee t cove red with 67 mation.)
68 Stream uf bhu.;k peppe r shoots at target
46 chewing gu m; successful Stre ngth
check to move, slowed if check fa ils. (successful Dexterit y check or sneezing
47 Attack pugi list (HD 2; hp 10; AC 8; causes - 4 to a ttack rolls and sav ing
fi AT 2; Omg 111; THACO 16; SA hit throws. ).
" c au ses save vs. c ru shin g blo w or be Improved invisibility covers target crea-
stunned Id4 rounds). ture .
49 Target creature grows thick hair all over
Colo red candies shoot from wand at body (or loses il all if hairy, people will
50 targe t crealUre, no damage. be mistaken for werewolves, duration
Burning hands (2 points damage). one day).
.) Oil shoots from wand (target creature Target creature becomes intoxicated (-6
must save vs. wand or fall). 10 Inte llige nce, Wisdom, Dexterity, and
Charisma unless target makes a Consti-
Score spell allarget creature. tut ion cheek), duration one hour.
Target creature's mouth fi lls with chew- Attack tyrannosaurus rex (HD 2; hp 15;
AC 6; fi AT J; Dmg Id8 ; T HACOI 6),
ing gu m, must spend o ne round ta ki ng just a baby.
it out prior to using verbal spells, breath Squirts ink at larget creature (success-
ful Dexterity check or be blinded until
weapon, biting. target washes its face).
Phantasmalforee of hideous monster All magic items carried by target crca-
(OM 's choice), poorly executed, docsn't ture glow a random bri gh t color.
Dancing lights (glowing g lobes of ran-
fool anybody. dom color).
Mud sprays on farget creature; success- Any normal fires or flames within 60'
ful Dexterity check or be blinded until of target creature produce pyrotechnics
wiped off. (both smoke and fireworks).
Attack canaries (no effective attack). Miniature rain storm over targel erea-
Positive energy roy (basic damage two,
- 6 vs. undead or evil extraplanar crea- t=.
tures, save vs. spell for half damage).
Negative energy ray (damage 2, 6 vs. "'.Wet ice covers floor in a path in front of
paladins or good extraplanar creatures,
save vs. spell for half damage). \...
Arrow +1 ( Ra nge 120 ', THACO 14 ,
shatters whether it hits or misses).
Shadow monster fight er (HD I ; hp I ;

AC 10; #AT I; Dmg I; THACO 20; SA
looks really dangerous).

Fool's gold ( 100 pi eces) s hoot fro m

1503

......

"Wand. Yalil Waoo of Zooming r

the wand user 5' wide and 25 ' long. make a Wisdom c heck or spend next

69 Everybody in the path must make a round driving away the cultist.
70 Dexterity check or fall down. 93 Target creature makes a successful
71 Sounds of reinfo rcements, o ppone nts
72 check morale. C harisma c heck or goes i nsane for
All leather items within 60' of ta rgel Idl2 turns.
73 creature glow a random bright color. 94 Target creature covered with polka dots
Grease s pell , where it would do the (random bright color, no save).
74 most hann to target creatures. 95 Sheriff appears and serves subpoena on
7S Dig spell (if possible) under target crea- target creature.
ture . % All me tal items within 60 ' of target
76-77 Pape r-mache c rown appears o n target creature glow a random bright color.
c reature 's head ( looks impress ive) ; 97 Attack lowlifes (ld4+ 1 appear, HD I;
trumpet fan fare . hp I each ; AC 10; #AT I ; Dmg ld4 ;
All normal fire s and flames within 60' THACO 20; AL lawful evil).
of larget creature go out. 98 Attack lowlifes (ld4+ 1 appear, fl O I;
Attack mouse (no effective attack).
Insane priest of target creature's align- hp I each; AC 10; #AT I ; Dmg Id4;
ment(HD l ; hp8; AC 10;#AT I; Dmg THACO 20; AL; neutral evil).
Id8; THACO 20; no spells) appears and 99 Attack lowlifes (ld4+ 1 appear, HD I;
hp I each; AC 10;#AT I ; Dmg Id4;
THACO 20; AL; chaotic evil).

begins preac hing. 00 User is transfonned into a fighter (only
if a wizard); double hit points, strength
78 Target creature saves vs. wa nd or flees 18101 , AC 0, attacks twice a round for
ld4 +S, THACO 20 minus level, dura-
for Id6 rounds. tion o ne da y. In any case, the wand
79 Attack rabbit (no effective attack). becomes a dagger +2 for the rest of thc
day.
80 Insane dwarf appears and attacks target
Yatil Wa nd of Zooming
c realUre ( HD 2; hp 6 ; AC 6; #AT I ;
XPValue: 3,500 GPValue: 17,500
Dmg battle axe; THACO 19).
81 Bounc ing rubber ba ll (AC 0 , hp I) G RfiYHAWK Adventures

attac ks target creature; successful Oe!'l- This item was created by moun taineers of the

terity check or be stwmed Id4 rounds). Yatils to ease their trave ls be tween the jagged

82 S tring of en tanglement binds target slopes and ledges. However, the wand has since

creature, successfu l Strength cheek to become a device of mischier, and the cause of
break free (try eve ry round until s uc-
many deaths.
cessfu l). The wand can affect one object or creature at a

83 Rel-erse gra vity on all within 10' of tar- time , zooming up to 200 pounds weight per

get creature, no save. charge expended, to a maximum weight of 6oo

84 COllon balls Slream from wand. pounds. Zooming move ment is in a straight line,
85 Neo n sign correctl y declaring alig n-
and any creature moved in Ihis fashion is respon-
ment of target c reatu re appears in the
sible for its own landing. The maximum distance
air.
is 100 feet, though a shorter distance can be spec-
86 Neon s ign misrepresen ting alignment
ified by the wand 's user. An unwilling creature
of target creature appears in air (roll
can save vs. wand to avoid the effect.
randomly for alignment displayed).
An object or creatu re can be hurled horizon-
87 Blessed crossbow bolt shoots from end
tally through the ai r and accelerated as if falling
of wand and automatically hits (1 point
vertically if twice the no rmal number of charges
of damage, kills rakshasas).
a re expe nded . A creature t ha t hilS an o bstacle
88 Wall of peanut brittle appears between
takes Id6 points of damage for every 10 feet trav-
target creature and wand user.
eled; items save vs. fall . A 30-foot zoo m, for
89 Attack octopus (HD 8; hp 8; AC 4; #AT
example, infl icts a total of 3d6 points of damage
8; Dmg I each; T HACO 12 ; S A hit
causes save vs. c r us hin g blow o r be upon a character s triki ng a solid surface. Note

squeezed fo r I point per round by each that a creature hurled over the edge of a cliff takes

tentacle), not much use out of water. no damage from the zoom, but does suffer normal
90 Loud waltz music plays.
91 Target creature grows feathers (duration fa ll ing damage . If in s uffic ie nt c ha rges are

si!'l turns). e!'lpended, the results will be correspondi ngly

92 Deme nted c ult membe r ap pears a nd s light.

solicits donations; target creature must

6121

ISo.~r------------------------------------,~

, rWax of Fabrication

Water purifyfood and drink used this way can only create
half a gallon of holy water. Therefore, ror every
Magical water usually maintains its magical two extra priests, one to cast each of those two
spells, an extra half-gallon c'an be created. Nine
propenies until imbibed, or splashed on a target. priests together can create four gallons.)
If magical water is polluted, it may have to roll a
saving throw in order to retain its magical proper- The tremendous expenditure of magic and the
ties, time involved are the reasons a single dose of
ho ly water costs 25 gp to the adventurer. Obvi-
Blessed ously, any three priests can create holy water "for
free" so long as they are 2nd level or higher,
XPV.lue: .5 CP Valut: 25 priests of the same god.

DR.o.ooN QuEsT Game

This is a small glass bottle filled with water that Waterskin of Pouring

has been spec ially prepared for use against

undead monsters. Ifil is splas hed on any undead XP Value: 500 GP Value: 2,500

creatures (like ghouls, mummies, skeletons, vam- Mazlica Campaign Set

pires, wights, wraiths, or zombies), it causes Id6 This is a feathered waterskin that is always full. It

points of damage. can be used to pour water at one gallon per round.

Golden Wax

XPValue: 1,000 GPValue: 5,000 Ifpure, costly wax is mixed with powdered gems,
it may be of sufficient q uality to be made magi-
City of Delights
cal. It may be found in any size, shape, or color
Golden water is a special lype of liquid that can but has a glitter to it. Freshly made magical wax
is formed into bricks, each 4 in ches long , 2
actually create a tiny rift into the Elemental Plane inches wide, and I inch Ihick.

of Water. Placing even a s ingle drop of golden

",ater somewhere creates a small, permanent

founlain .

Golden water is nonnally found only in springs of Careful Hearing

tha t are connected to the E lemental Plane of XP Value: 450 GP Value: 1,250

Wllt!; r, and those places are carefully monitored The Book of Marvelous Magic

by marids. If it is placed in a bowl made of pre- When ro lled into small balls and placed in the

cious metal, it maintains its properties. For exam- ears, this wax adds a +4 bonus to saving Ihrows

ple, if a maid put golden water into a silver bowl against magical sounds; hcaring is otherwise nor-

and carried it to her home, the bowl would create mal. It confers the same bonus against all charm

a perpetual fountain, and the wa ter insi de the spells. One bric k of wax may be rolled inlo 10

bowl wo uld st ill be golden water. If, however, balls (for five creatures with IWO ears each). liS

golden water is placed somewhere else, such as a protection lasts for one week. Nonmagical wax

rock, it will shoot a fountain into the air, but the used in the same way confers a + 1 bonus to mag-

water in it will no longer be golden water. ical sounds bUI also preve nts normal hearing and

If a very small drop is placed within a waterski n, increases chances of being surprised.

it will continually fill the waterskin (even to over-

flow ing). In Huzuz, there are several drinkin g Ceiling

fountains created using golden water. XP Value: 100 G P Value: 500

The Book of Marvelous Magic

Holy This wa x appears to be sealing wax but whe n

XPValue: 5 GPValue: 25 used indoors it causes the cei li ng to falt, as if

The Complete Priest's Handbook from an earthquake. The falling stone or earth

Holy ..mter, that bane of vampires and many other inflicts at leaSI3dl0 points of damage to all

monsten, is created in the following way: In a tem- wit hin 30 feel of the ceiling wax , a nd may be

ple of the god, three priests o f at least 2nd level severe enough to bury the v ictims. The wax. is

stand over an empty water-basin and perform a rit- destroyed when the ceiling falls.

ual of prayer. They pray for the god's blessing and

protection for an entire hour. At the end of that of Fabrication

time, they each cast a spell, and do so simultane- XP Value: 100 GP Value: 500

ously: One casts create water, the second casts The Book of Marvelous Magic

protection from evil, and the third casts purify food This wax may be molded into the form of any

and drink. Ha lf a gallon of holy water is created. other item of the same approxi mate s ize. To

(The create water spell can create up to four gal- o btain a n exact duplicate, the original must be

lons of wate r, but the protection from evil and copie d and the comma nd g ive n. The duplicate

,,~

/r--------------------------------------.~
1505

(

appears to be made of the same material as the the wielder is aware of its magical properties-

original and may be magical if the original pos- the light property of a weapon should never be
sessed some dweomer. The duplicate has no spe- used as an excuse to identify a magical item.

cial powers, but gains the same resistances as the Note that the flame lOngue,frost brand, holy

original. A dispel magic spell may return the avenger, life stealing, and sharpness swords ha~"e

duplicate to a lump of wax (treat as 30th-level special properties with regard to light. These are

magic). dealt with in the individual weapon descriptions.

of Hearing When the Random Tables in the back of this
volume are used, the OM should roll on the table

XPValue: 300 G PValue: 1,500 below in order to determine which enchantment

The Book of Marvelous Magic is gained for the weapon. Once rolled, rerer to the
This wax appears to be wax ofcareful hearing but specific entry below for full details.

confers a -4 penalty to the saving throws applica-

ble. Once in place, it cannot be removed until a Roll Enhancement Gained
remove curse spell is applied by a caster of 15th 01 ofAdaptation·

or higher level; this destroys the wax. 02 Agoraphobic·

Sealing 03 Antistoneskin·

XP Value: 200 G P Value: 600 04 Anything

05 Aquatic·

The 8 00k of Marvelous Magic 06 Aquatic with Free Action·
07 of Balance·
This wax can be placed in any crack or hole.

Afterward it can neither be removed except by 08 Bloodfearer·

magical weapons nor melted except by magical 09 Boneiron·
fire. One brick can fi ll any hole of the same vol- I0 Bonewood·

ume or a thin crack up to 20 feet long. (It is ideal I I with Bonus vs. Opponent·

fo r sealing a vampire's coffin when used with 12 of Breathing·
wizard lock.) 13 Brittleblade·

of Waning 14 of Charming-
15 or Clairaudicncc-

XPValue: ISO G PValue: 500 16 of Clairvoyance·

The Book of Marvelous Magic 17 Claustrophobic-
18 of Concealed Wizardry·
This wax appears and functions as wax ofcareful

hearing in all respects. However, wax of waning 19 of Deceiving·

also shrinks the user at the rate of I inch per day. 20 of Defending-

It cannot be removed un t il remove curse is 21 of Deflecting·

applied by a caster of at least 15th level ; this 22 of Detect EviVGood-

destroys the wax. The shrinking is permanent 23 of Detect Gems-

until dispelled (treat as 30th-level magic) and 24 of Detect Magic·
cannot be affected until the wax is removed. Any 25 of Detect Metal-
victim vanishing entirely from the effect is tele- 26 of Detect Shifting Walls & Rooms·
ported to an Outer Plane in normal form . The 27 of Detect Slopes-
immortals may then decide the victim's fate. 28 of Detection-

Weapon Enhancements 29 of Disruption-
30 of Draining-

All the enchantments that can be added to al most 31 of Enchantment-

any weapon, are to be fou nd here. The re are 32 of ESp·

exceptions, however, bUlthe OM shou ld reroll 33 of Extinguishing-

these. 34 of Extra Damage-

Light Generation: As a general rule, magical 35 of Find Secret Doors-

weapons, armor, or items should not shed light 36 of Find Traps-
when drawn or being used. This makes it too easy 37 of Finding-

for the players to determine if a weapon is magi- 38 of Flame·

cal, unless the item's description states that it 39 ofFlaming-

sheds light. However, if the OM chooses, he or 40 of Flying·

she can rule that magical weapons (particularly 41 of Flying II-

swords, daggers, and +3 or greater items) shed 42 of Forgetfulness-

light and can't be concealed when drawn. In this 43 Fossilized-

case, a magical weapon should neve r glow until 44 of Healing-

61)1

/r------------------------------------,~

1506

,

45 of Healing II · Roll Construction Malerial
ofHiding* 01 Adamantite
46 with Hilt of Conj uring- 02-10 Bone
11- 20 Copper
47 of Holding* 21-00 Iron
of illumination* 61 - 70 Obsidian
48 of lIIusion- 71- 75 S il ve r
49 Intelligent- 76-85 Steel
Intelligent II· 86-95 Stone
50 Invisible- 96-00 Wood
o f L e v ilalion*
"52 of Lighting- of Adaptation·
Lightweight·
53 Living- X P V a lu e C P V a lu e
54 Miniature- Cursed - 2: - + 1,000
Narcissist ic · +5,400
II Petrified- Nonna! + 1: +900 +'),000
56 Polymorphed*
of Proficiency· Normal +2: + 1,500 + 12.600
17 Nonnal +3: +2,100 + 19,200
Purple-Lea£- Nonnal +4: +3,200
58 Quirk·
59 Racial- PoLYHEDRON Newszine 82
60 of Returning-
of See Invisible· These magical weapons, which initially appears
61
62 Sh iv e r i n g · to be short walki ng sticks, are prized by fighters.,
ofSilencc*
63 ofSilcncing* although they can be used by any c lass. When
o f S l a y ing * grasped and the name of a weapon spoke n, such
64 of Slicing*
65-67 ofSlowing* as " bardi che," the s ti ck tran sforms into that
ofSpecialization*
68 Spectral- weapon. The wielder can change melee weapons
69 of Speed
of Speed n · merely by utterin g the name ofa different item.
70 of Speeding- Weapons ofadaptation cannot assume the form
Stoneiron*
71 of Surrender* of missi le weapons or bows, nor do they g rant
72 o f Telekinesis· weapon proflclenc les to their w ie lders. The
o fTelepathy*
7J o f Teleponati on * wielders su ffe r nonproficiency penalties if they
74 ofTranslating* use weapons with which they are not familiar. All
Unbreakable- weapons of adaptation have magical pluses
15 Uncharged-
76 ofVcnom* except those cu rsed. To determine the type of
of Watching- adaptation found, consult the chart below.
77 Weighlless ·
78-80 ofWishing* Roll Bonus
01- 50 +1
81 Woodiron* 51 - 75 +2
82 of X-Ray Vision· +3
83 76-90
Roll twice, ignoring 97--00 results 91-96 +4
84 Roll three times, ignoring 97"'()O results 96-00 Cursed, - 2
85
86 Agoraphobic·
87
88 XP Value: - GP Value: + 100
89
90 [MAGINE Magarine [4
91
This weapon is the exact opposite of the claustro-
92
phobic weapon. It must be talked or forced out of
93
its scabbard. Once it is OUI, it figh ts like a nonnal
94
magical item bul causes double damage in order
9l
96 to get back into its scabbard as qui ckl y as pos-

97- 99
00

sible. If its wielder is struck in combat, there is a

As an added feature, OMs may choose to roll percentage chance equal to the number of points
on the table below to determine the construction
mate rial o f a weapon . Oft e n, the weapon 's of damage sustained that the weapon will take
description states what the weapo n is made of,
but this can be superseded by choosing a material advan tage of the s ituation and escape into the
or rolling on the table below.
security of the scabbard.

If the wielder does not fight during a round, he

or she must do nothing but concentrate on keep-

ing Ihe weapon Oul of its scabbard. otherwise it

6119

1507

r

will return to where it feels safe, Note that con- A nyt hin g

centration does not precl ude usi ng the weapo n's XP Value: 2,500 GP Val ue: 12,500

special abilities. Unearthed Arcana

When the agoraphobic weapon result is rolled An anything weapon appears to be a weapon of
on the Ra ndo m Item C ha r t, the OM should roll
+I enchantment. Upon command, however, it can

another effect and combine the results. change into any desired type of magic weapon of
any power (for instance, from a short swam +J to
Antistoneskin * a whip +5). The weapon remains as commanded

XPV. lue: - G P Value: + 1,000 for onc day (24 hours) or until it performs a spe-

New Item cial, highly powerful function such as draining a

Tired of having his warriors fighti ng his enemies level o r severing some body part. The weapon

(who y,.-ere, consequently, protected by staneskin can be commanded to assume anothe r form no

spells), King Damien of lslemaine offered Pris- more than th ree times, and each form is singular
mal a great sum of money to provide an enchant-
and may no t be repeated- thc weapo n can be a

ment for edged weapons and those with pommels dancing sword only once, a matlock o/Ille titans
but once, or a vorpal blade just once.
sthat wo uld ignore the stoneskin defenses. At
After changing upon command for a third time
first, Prisma l pondered the worth of such an

undertaking, wonde ring what his wiza rd friends and then reverting to its origina l form , the any-
would think of him should he succeed. Realizing Ihing weapon loses all of its dweome r and is

his monarch is the type to perform some rathe r thereafter an ordinary sword. This type of weapon

chaotic edicts agai nst those that do not serve him can never have intelligence, ego, communication

without reserve. Prisma l agreed. Afte r all, he power, or any other sort of special ability.

would be in rather deep trouble if he were found Aquatic*
dead or worse: withou t hi s property where he

stored all his anna ls and equipment. Damicn See E nchanted Enhanceme nts in Volume I

as ked for resu lts wi th in the week, but Prismal, Aquatic with Free Action*
knowing that this was impossible, asked for a n

additional month. He was given two weeks. See E nchanted Enha ncements in Volume I
In order 10 have peace and quiet (and a tOlal lack
of Balance*
of intcrrupt ion from fledgling wizards looking for a
master 10 teach them the arcane arts), he transferred XP Value: +80 GPVa lue: +800

himself and his laboratory to a friend's house on Oriental Ad\'cntures

Kodiak Island and began work. Seventeen days and When carried, this weapon gives the c harac ter
the loss of most of his facia l hai r later (eyebrows
included), his work was completed. He teleported exceptional ba lance. Ninjas and thieves ga in a

bonus of 10% to their tightrope walki ng ability.

his lab back to his house in lime to hear an inces- In other s ituations where balance is important

sant banging on his front door. (teetering on the edge of a pit, fo r example) the

Speaking a command word as he walked down character is automatically allowed a saving throw

the spiral staircase, the door swung open to the vs. death magic 10 regain his balance. If success-

amazement of a page. Stuttering in nervousness ful, the weapon shifts its weight or pulls the char-

(partially d ue to the wizard's unusual appea r- acter the fraction of an inch needed to regain sure

ance), he informed Prismall hat Damien of Isle- footi ng. If the savi ng throw fai ls, the character

maine wanted an audience immediately. After suffers the normal consequences.

what seemed like a lifetime of Damien's snarl ing Bloo d fea r e r *
and spit-ridden accusations, Prismal informed the

monarch that his work was finished. Damien was XP Va luc: - G P Value: + 100

happy that the wo rk was fu lfi lled, but he fe lt it IMACill'lE Magazine 14
necessary to notify Prismal that he was foregoing Blood/earing or haemophobic weapons will

the mandatory flogging for de lay. Prismal half scream (those that have the power of speech) and

smiled, knowing full well t hat Damicn fea red fa int upon drawi ng blood. The scream attracts

him, and shuddered at the horrid vengeance for any wanderi ng monsters that happen to be nearby.
which Prismal was known. The faint lasts I d4 rounds and strips the weapon

The work that Prismal labored over a llows a of any bonuses that it may possess while it is

blade to ignore the defenses of t he Sloneskin unco nscious. In extreme cases (5%), the weapon

spell. Oddly enough, the potency of the spell (thc ceases to be a rigid object, becoming completely

numbe r of hits that the stoneskin wi ll protect flexible (and useless as a weapon) until it regains

against) does not dim inish with repeated, suc- consciousness.
cessful stri kes. These weapons are unafraid in combat against

614]

/r--------------------------------------'~
1508

, OpponcnrWcapoo with Bonus "5.

crealUres that have no blood (u ndead or s ham- Roll Additional Modiner
bling mou nds, for example), or when fighting in OJ - 57 +1
the dark (they cannot see the blood). Hardier 58- 73 +2
weapons of this type (15%) are rhanophQbic and 74--82 +3
only raint upon seeing a dead crearure. 83- 85 +4
86-00 +5
When the blood/earer "weapon result is roll ed
on the Random Item C hart, the DM should roll The DM should feel free to add more cate-
another effect and combine the results. gories of opponents as appropriate, taking care
not to upset the balance of the game. Opponent
Boneiron'" categories are listed on the table below.

XPValue: - GPVal ue : -

DAAGoN Magazine 191

These weapons are similar to woodiron ....'eopons. Roll O p p o n e nt Roll O p p o ne nt
01-06 Bugs 59--67 Reptilcs and
except thai they are made of bone. Chitin weap- 07-09 Constructs
10-- 15 Dragonkind 68- 70 dinosaurs
ons are also covered in this category. As with tbe 16-24 Enchanted Spell-immune
71- 76
other two classes of weaponry, these weapons act 25-36 Mon sters 77- 88 monsters
37-48 Giantk ind 89-94 Spellcastcrs
as ordinary metallic weapons, having no penalties 49--52 Lycanthropes Undead
53- 58 Planar Beings 95-00 Water-breath ing
in baltle, and they are unbreakable. Since bone is Regenerating
monsters
the best of the nonmetal lie substances used in monsters Weapon-using

weapons creation, a wizard does not need to monstcrs

expend so much magical energy in its transfor-

mation. Thus, the experience point val ue in mak-

ing a boneiron weapon is only 15 time s the

gold- piece value of a re gular metal weapon. A

boneiron trident is thus wort h 225 XP whi le a Bugs include all normal and giant size fonns
of arachnids (spider, tick, scorpion), insects
boneiron baule axe is valued at 75 XP. (ant, beetle, fly), and chilopods (centipedes).

Bon ewo od* Constructs include all created monsters such
as living statues or golems. Gargoyles are also
XPValue: - GPValue: - included in this category.

DRAGON Magazine: 197 Dragonkind includes all dragons of all colors
and sizes pius draconian monsters such as the
These wooden weapons have been enchanted to chimera, hydra (ali types), salamander, and

have the properties of those of bone. Apart from wyvern.
[nchanled monslers include those creatures
being fireproof, there are no additional benefits that cannot be hit by normal or silver weapons.
G ia ntklnd inc ludes ali giants and ali giant-
to weapons normally made of wood, s uch as
type crcatures such as ogres, cyclopes, and
clubs and quarterstaves, but all other weapons other humanoids that are larger than human-

have their attack and damage penalties reduced size (including characters who have consumed
a po/ion a/growth).
from - 3 and - 2, respectively, to - I in both cases. Lycanthropes includc ali types of werecrea-

These wcapons still break when a 20 is rolled. As tures, whether in animal form or not. Thi s
includes all characters affiicted with lycan-
with petrified weapons, boneK"ood weapons are
'i>ropy.
more common than thei r e ffect ive ness would Pla nar monsters include those creatures that
come from the Elemental, Ethereal, Astral, or
seem to warrant, due to the relative ease of their Outer Planes. Ali types are included, but

construction and the practice they provide for Immortals do not count as planar monsters.
Regenerating monsters include all creatures
magical apprentices. These weapons are worth 10 that regain more than I point per day by rest

times as many ex perience points as the gold- or other means. Thi s includes any creature

piece cost ofa nonnal iron weapon (a bonewood wearing a ring 0/regeneration.

gloive-guisarme is worth 100 XP). Reptiles a nd d inosaurs include all normal
and giant size fonns of lizards, snakes, turtles,
with Bonus vs, Opponent*
crocodiles, and dinosaurs.
XP Value: +200/plus G P Val ue: + I ,OOO/plus
.. .Spell-immune monsters include those crea-
DuNGEONS &. DRAGONS Rules Cyclopedia
This weapon modifier is an additional attack and tures that are immune to I or more spelllevo
damage bonus when the weapon is used against a

specific opponent (for example, a sword +11+2 vs.
enchanted monsten). The amount ofthe bonus may
be from + 1 to +5 greater than the nonnal magical
bonus of the ....>eapon, according to the table below.
(A sword + 1 with a +3 bonus against lycant hropes
would be a sword +//+4 vs. /ycanthropes.)

/r------------------------------------,~

1509

" 'Weaf'O'l of Brealhing r

e ls, as specified in the monster descriptions air (such as a gas trap), and so forth ; however, it

(such as drakes). This does not include crea- cannot negate the effects of any breath weapon.

tures that are immune merely to certain spe-

cific spells (such as the undead immunity to Brittleblade·

sleep, charm, and hold). XPValue: - GP Value: + 100

S pe llC8sters include all priests, elves, wiz- iMAGINE Magazine 14

ards, and other creatures able to use spells An affl iction of ancient weapons, due to their fear

(such as paladins o r spirits, for example). o f hur t ing themselves, manifests itself as an

Undea d includes aillypes of undead creatures, adjustme nt of the attack roll bonus of the weapon

both land and water, from skeleton to lich. depending upon the Armor C lass of the oppo-

nent. Agai nst opponents with an AC of 7 or

Water-breathing m o nsters include those crea- worse, the blade gains a + 1 over its normal attack

tures able to breathe water, including characters bonuses. Between Armor Classes 4 and 6, the

under the influence o f a potion or ring ofwater weapon gains its normal attack bonuses. For

breathing. Note that aquatic mammals (whale, every one Annor Class lower than 4, a progress-

dolphin , and so on) breathe air and are not ing - I attack roll penalty is accrued.

included in this category. Dexteri ty bonuses or adjustments due to items

Weapo n-u sing monsters include those crea- that are not pieces of armo r (such as rings a/pro-

, tures that have weapons in hand (not claws) at tection o r a cloak of displacement) are not
the time of a melee. For example. a wererat included in determining the effective Armor

wieldi ng a sword would be affected by this Class of the opponent.

add itional bonus, but the wererat would not be When the brittleblade weapon result is rolled

affected if it \\--ere attacking only with its bite. on the random item chart, the OM should roll

another effect and combine the results.

of Charming·

XP Value: +300 G P Va.lue: + 1500

D UNGEONS &: DRAGONS Rules Cyc lopedia
The ta leut ClUJ ..:r":lItl: one churm person spell

elTect per day to a 120-foot range (as the 1st level

wizard spell).

of Clairaudience*

XP Value: +300 G PValue: + 1,500

DuN<;EQNS &. 0Iv.00Ns Rules Cyclopedia

As with the potion, the user may hear all noises in

one area within 60 feet through the ears of a crea-

ture in that area.

of Clairvoyance*

XPValue: +300 G PVa lue: + 1,500

D UNGEONS & DRAGONS Rules Cyclopedia

As with the potion, the user may see any area up

to 60 fee t away th rough the eyes of a creature

there.

Clau strophobic·

X PVa lue: - GPVaiue: + lOO

iMAGINE Magazine 14

T h is magical weapon is no rmal except that it

of Breathing· refuses to enter its scabbard. A character attempting

XP Value: +300 G P Value: + 1,500 to sheath the weapon must talk it into the idea of

D UNGEONS & DRAGONS Rules Cyclopedia going into a closed space (see Morale in the DMGJ.

The weapon with this talent can create either one The character can foree the weapon into the scab-
bard, but the PC's Strength must be greater than the
water breathing spe ll effect per day or one air
weapon's Ego. Failure means that the weapon must
breathing effect per day. Air breathing supplies

only the user with pure air for I tum, and it can be be carried in the open, wh ich can be inconvenient
when a peaceful appearance is required. Putting the
used to counter the effects of airlessness, poisoned
61S2

15 10

" Weapon of Delection,
weapon down does not solve the problem, because of Detect Evil/Good1\'

it may not like being left on its own. XP Value: + 100 GP Value: +500

When the claustrophobic weapon resu lt is DUNGEONS & DRAGONS Rules Cyclopedia

rolled on the modom item chart, the OM should The sword is able to detect one ofthese intentions

roll another effect and combine the results. up to a 20-foot range. No sword can do bOlh; the

of Concealed Wizardr y'" DM must determine which alignment the sword
possesses, it cannot then detect the opposite

XPValue: +300 GPValue: +1,500 alignment.

Land of Fale of Detect Gems1\'

This weapon's magical nature is concealed by

enchantments desianed 10 cloak its true nature. XP Value: + 100 GP Value: +500
The weapon does nOI respond to detect magic or
DuNGEONS & DRAGoNs Rules Cyclopedia

similar spells, but a legend lore or identify spell, The sword can detect a ll types of gcms and the

or the legend [ore ability of the rawun or ha rber, amount of each within a 60-foot range, pointing

can reveal some of its magical nature. Any type itself in that direction.
of weapon may be a weapon ofconcealed wiz-

ardry, including special weapons. If, in ro lling, of Detect Magic*

the DM gets the weapon ofCOl/cealed wizardry a XP Value: + 100 G P Value: +500

second time, any special weapon may be chosen. DuNGEONS & D RAOONS Rules Cyclopedia

T he sword can cause all magic within 20 feet to

of Deceiving'" glow (as the spell effect) up to three times a day.

XPVa lue: +400 GP Value: +2,000

DuNGEONS & OltAooNs Rules Cyclopedia of Detect Metal*

The weapon with this talent can be commanded XP Val ue: + 100 GPVal ue: +500

to change the appearance of the use r. The size DuNGEONS & D RAQONS Rules Cyclopedia

cannot be changed, but facial feat ures, equipment The sword can detect metal of any type requested

carried, and other details can all be modified. up to a range of60 feet. It will point in the direc-

This is only an illusion; the use r remains intact. tion of the material , but it can not detect the

The weapon must be held to create the disguise amount.

(unsheathed in the case of edged weapons), and it of Detect S hifting Walls & Rooms*
cannot disguise itself.

XPValue: + 100 GP Va lue: +500

of Defending* DI.nIGEONS & DRAGONS Rules Cyclopedia

XPValuc: + 100 GPValuc: +500 The sword can find these items if within 10 feet.

DuNGEONS & DRAGONS Rules Cyclopedia of Detect Siopes*

The Strength of the weapon may be used nonnally

(applying to atlacK and damage rolls) with this tal- XPValue: +100 GPValue: +500

ent or as a bonus to the armor class of the user. A D UNGEONS & DRAOONS Rules Cyc lopedia

missile weapon cannol have this talent (roll again). The sword can locate all sloping passages within

of Defl ecting* a 10-foot range.

XP Value: + 1,000 GP Value: +5,000 of Detection*

DUNGEONS & DRAOONS Rules Cyclopedia XP Val ue: + 100 GP Val ue: +500

If the user is hit by a blow that would cause an Orienlal Advenlures

energy drain, the abi lity of these weapons can This weapon is able to detect one type of thing or

automatically defleci the blow. After the opponent situation, selected from the table below.

hits, the user may decide whethe r to deflect the

blow. If used for deflecting, the weapon absorbs Ro ll Ikteets

the effect of the energy drain but at the cost of 01 Evil, IO-foot radius.

one magical bonus , which is drained from the 02 Good, 10-foot radius.

weapon for each energy drain negated. If an 03 Poison, touch.

energy drain deflected reduces the bonuses to 04 Lifefonns, 10-foot radius.
05 Back. auacks, one-foot range.
below 0 (such as a sword +J deflecting a specter's

attacK, which causes a double energy drain), the 06 Invisible creatures and objects, 10-rool

weapon disintegrates; the exira drain does not radius.

affect the user. Lf a missile weapon has this talenl, 07 Traps, 5-foot radius.

it must be held in hand to deflect the blow (and 08 Secret doors, IO-fool radius.

cannot be used at combat range).

""/'------------------------------------.~

1511

(

For the power to function, the character must planes, and the missile launchers can provide

hold the weapon and utte r the command word. their owners with a virtually unlimited supply of

Should the result be positive, the weapon indi- "magical" missi les. Just remember that the dam-

cates this by a gentle tug in the direction of the age done is the same as for ordinary weapons.

thing detected. The magic doesn'l add to the weapo n's attack

of Disruption* capabilities; il negates the monster's defensive
capabili ties.

XPValue: +1,000 GPValue: +6,000

Oriental Adventures of ESP'"

The weapo n functions identically to the mace of XP Value: +400 GP Value: +2,000

disruption. DuNGEONS & DRAGONS Rules Cyclopedia

of Draining* As with the pOlion, the user may listen to the
thoughts of anyone living creature within 60 feel
XP Value: +2,000 GPValue: +10,000
of Extinguishing*
DUNGEONS &. DRAGONS Rules Cyclopedia

Upon command, the weapon with this talent can XPValue: +300 GPValue: +1,500

drain one leve l or Hit Die when it strikes an DUNGEONS & DRAGONS Rules Cyclopedia

opponent (as if a wraith), in addition to normal A weapon wit h this talent is cool to the touch.

damage. The command may be spoken after the When used against a fire-using creature (such as

attack roll is made. The weapon can drain Id4+4 a red dragon or fire elemental, for example) the

levels or Hit Dice in all ; il then loses this ability magical bonus of the weapon is doubled. In addi-

forever. Energy drain cannot affect any creatures tion, the weapon will douse a normal fire if thrust

that have energy drain powers (wight, wrait h, inlo it. II has no effect on magical fi re. Ifa mis-

spectre, and so on). If a missi le weapon has this sile weapon has Ihis talent, it applies to all mis-

talent, it may be applied to any missile shot, but siles fired .

each level drained also drains one magical bonus of Extra Damage'"
from the weapon. If the weapon becomes non-

magical because oflhis loss, it loses the ability to XP Value: +500 GP Value: +2,500

energy drain as well. DuNoEONS & DRAGONS Rules Cyctopedia

Drow This power las ts for IdlO rounds when com-
See Drow Treasure in Enchanted [nhll.ncements, manded. The user may inflict four times the nor-
mal damage on each s uccessful hit. This power

Volume I. may be generated more than once; each duplicate

of Enchantment* roll increases the multiplier by I (to 5 times, 6
limes, and so on).

XP Value: + I ,000 GP Value: +5,000

DRAGON Magnine 18 t of Find Secret Doors'"

These magical weapons possess a dweomer that XPValue: +100 GP Value: +500

allows them to penetrate the magical defenses of DuNGEONS &. DRAGONS Rules Cyclopedia
creatures that can be struck only by enchanted
The weapon can locate all secret doors within a

weapons. No bon uses for attac ks or damage IO-foot range up to three times a day.

occur; such a weapon has the same chance to suc- of Find Traps'"
cessfully attack a highl y magical monster as an

ordinary weapon has to strike a plain, flesh-and- XPValue: +100 GPValue: +500

blood creature, doing damage as a normal DlJN(iEONS &. DRAGONS Rules Cyclopedia

weapon. The weapon can detect traps of all types within
Missile weapons are a bit different. While 10 feet up to three times a day.

ac tual missiles ofenchantment (bolts, arrows, of Finding'"
sling bullels, etc.) are the same as combat weap-

ons, bows, crossbows, and slings ofenchantment XP Value: + 100 GP Value: +500

cast a magical aura on any mundane ammunition DUNGEONS &. DRAGONS Rules Cyclopedia

with which they are loaded (no bonuses for using The talent can create one locale object spell

missiles and bows ofenchantmenl logether). effect a day to a 120-foot range (as the 2nd-level

For all weapons of enchantment, the XP cost is wizard spell).

that ofa regular +1 version of that weapon type,

or whatever other official magical weapon exists

of that type that is of low value. These weapons

do not lose their abilities when taken to olher

6172

/r--------------------------------------'~

15 12

"\ Weapon of Hidiny-

ofFlame* forgetfulness includes everything the viewe r has

XP Value: +200 G P Value: +1,000 seen in the past three rounds, the round of use,

Oriental Advcntun:s and the following three rounds. The viewer may
make a saving throw vs. spell at a - 3 penalty to
Upon uttering the command word, the weapon avoid the effect.
bursts into magicalflame. This flame causes 2d4

points of additional damage on a successful hit. It An attack. with such a blade entitles the victim

ignites combustible items 40% of the time. It to another saving throw with a +3 bonus to shake

casts light out to a 15-foot radius. The weapon the effect entirely. These blades are very useful

remains flaming unlilthe characler utters the for bypassing guards, bodyguards, servants, and
command word again. The flame does no damage sentries.
to the weapon, regardless of the weapon's mater-

ial. Fossilized""

XPValue: - G"PValue: -

of Flaming* DRAGON Maguine 197

XP Value: +200 GP Value: +1,000 Technica lly s peaking, these should be ca lled

IJut.lGEOWS & DRI<OONs Rules Cyclopedia ''reverse fossilization" weapons, butJossilized is a
much shorter term. The weapons are made of
The point or edge of a weapon that has this talent stone, whether fl int, obsidian, or some other rock,
will blaze with flames upon command. The

flames do not harm the weapon or the user, but that has been permanently enchanted to have the

they will add a +2 bonus to attack rolls against properties of bone weaponry. This gives them an

hippogriffs, pegasi, roes, and trolls and a +3 attack penalty of only - I, instead of thei r original

bonus against IreanlS and undead monslers. The - 2; damage is the same for both bone and stone

bonus applies to both attack a nd damage rolls. weapons. These weapo ns, unfortunately, still

The flames may easily be used to light a torch, break in baltle if a 20 is rolled, but at least they

lantern, or other fl amma ble item. If a missile give aspiri ng young wizards some defense until

weapon has this talent, it ap plies to all missiles they are ready to handle serious enchantments.
fired. The experience point value forfossilized -weapons

of Flying"" is five times the gold piece value of a normal

mctal weapon; afossili;:cd footman s mac. is thus

XP Value: +300 GP Value: +1,500 worth 40 XP.

DuNGEONS & DRAGONS Rules Cyclopedia of Healing""
As with the potion, the user may jly in the air for
a maximum of three turns per use. XP Value: +300 GP Value: + 1,500

of Flying II "" DuNGEONS &: DRAOO~S Rules Cyclopedia
A weapon with this power can heal up to a total

XP Value: + 1,000 GP Value: +5,000 of 6 points of damage per day, at the rate of I hit

DUNGEONS & DRAGONS Rules Cyclopedia point per rou nd. This power may be generated

The weapon with this talent canjly in the air and more than once; dupli cate rolls increase the
attack by itself. In battle, it must firsl be used nor- amount o f healing by 6 points each (to 12, 18,

mallyat least once. If then commanded tojly, it and so on, per da y), but the rate of healing

wi ll continue to attack the same opponent for remains the same.

three more rounds, returning to its master after of Healing U ""
that time (or when commanded to re turn). Its

attack rolls are made as if it were wielded no r- XP Value: +400 GP Value: +2,000

mally, based on the class and level of the user. lfa DuNGEONS &: I>RAcloNs Rules Cyclopedia
missile weapon has this talent, it c reates normal This abil ity can create one cure serious wounds

missiles as it shoots; the owner does not have to spell effect per day. curing the user only of 2d6+2

supply it with new missiles, and cannot supply it points of damage (as the 4th-level priest spell).

with magic missiles to shoot.

of Hiding*

of Forgetfulness"" XPValue: +300 GPValue: +1,500

XPValue: + 1,000 GPValue: +5,000 DUNGEONS & DRAGONS Rules Cyclopedia

Assassin Mountain A weapon with this talent can create one invisibil-

These weapons vary in size from scimitars to ity spell effect on only the user when commanded

jambiya and katar. T hey g ive the w ielder no to do so. In add ition, the weapon ca n itself

bonus on attack or damage rolls, but anyone who become invisible three times per day.

weaves the blade in a figure-e ight pattern can

induce amnesia in those who view it. Amnesic

6181

/r------------------------------------.~
1513

",Weapon with Hill of Conjuring (

with Hilt of Conjuring· proficiency. that character is in serious trouble.

XPValue: +100 G PValue: +500 The weapon 's dweomer is permanent. All melet

DRAGON Magazine lSI weapon types are eligible to become all types of

These are plain weapon hi lts, axe or mace han- weapons ofillumination.

dles, or polearm hafts without their bladed heads. of Illusion·
When the appropriate command word is spoken,

the head or blade of the desired weapon will mag- XP Value: +400 GP Value: +2,000

ically appear from the hilt, handle, or haft, doing DuNGEONS & DRAGONS Rules Cyclopedia

the same amount of damage as a regular weapon The user may create a phantasmal force. as the

of its type. No magical bonuses attack or damage wizard spell.

rolls are granted, though the weapon counts as Intelligent·
magical for attack purposes against certain mon-

s ters . Weapon hilts ca n proj ect any type of XP Value: Varies GP Value: Varies

weapon blade reques ted; handles can be used for D UNGEOIoI M ASTER Guide

hand axes, horseman's ....'eapons like small maces, One of the rare r and more significant properties

or fo r battle axes and footman's weapons; any of a magical weapon is the chance that it is intel·

type of polearm head can appea r on a haft ofcon- ligent. The fea ture is m os t common among

j uring. Each type of item of this sort may be used swords, but there are occasional instances of

three times a day. I f not "turned off" by another other weapons pos sessi ng intelligence. The

command word, any item that appears lasts for a chance of intell igence varies according to the

full 24-hour day. type of weapon. Swords have a 250/. chance of

of Holding· some form of intelligence. Other melee weapons
(axes, spears, poleanns, and the like) have a 5%

XPValue: +300 GP Value: + 1,500 chance of inte ll igence. provided they do not

DUNGEONS & DRAGONS Rules Cyclopedia already possess special powers. Missile weapons

This tale nt can create one hold person spell effect (including bows, crossbows, arrows, and bolts)

a day to a 180-foot range (as the 2nd-level priest neve r possess intelligence. Single-use items and

spell). those items that do nOI have an attack bonus

of Illumination· (~ uch a ~ II ma gical net) never possess inte lli.
gence. If you determine that a weapon is intelli·

XPValue PValue gent, it will have one or more special powers. It

Alternating: +2,000 + 10,000 may also have a special purpose or limitations on

Lesser: +500 +2,500 its use.

Greater: + 1,000 +5.000 The following tables should be used to deter·

DRAOON Magazine 181 mine the properties of an intelligent weapon: the

These items come in three basic versions: Lesser number of powers, unusual properties, alignment,

weapons ofWumination operate usi ng a fixed and special purpose of the item (if an y). Such

number of charges, like wands. When a charge is weapons arc useful to give higher-level fighters

expended, the weapon glows with a 5-foot radius some additional tactical options and limited-use

for Ihe same length of time as a wand ofiliumina- special abilities.

tion but has no combat bonuses. These weapons The DM is encouraged to de sign unusual

have I d8+8 charges and cannot be recharged. magical weapons along special themes and for

Greater weapons of illumination nee d no s pecific campaign purposes, using the tables

charges. They glow on command, just as their as guidelines and for inspiration. Just because

lesser counterparts do, but this power may be a power is ro ll ed does n 't m ea n it m us t be

used indefi nitely. Again, they have no combat g iven. If the OM feels a co mbinati on is too

bonuses. bizarre or powerful, it can simply be changed

Alternating weapons o/ illumination can or ignored.

serve as either weapons + 1 or glOWing weap- The first step in creating an intelligent weapon

ans, but not both at the same time . A simp le is to determine its general capabilities. These are

command word switches dweomers instantly, found by rolling Id lOO on the first table. Then,

presenting many owners with a cruel dilem ma. move onto the olher tables until all the capabili-

If the weapon is a PC's only means of light in a ties of the weapon have been specified .

dungeon fight, a choice may have to be made

between seeing what is to be fought and having

greater combat ability. If a creature that can be

s truc k on ly by + 1 or better weapons attac ks a

character who does nOI have the bl ind fighting

/r------------------------------------"~"~

1514

1

, Weaprm. lntelligenr

Weapon Intelligence a nd weapon.

Capabilities Table Weapon Abilit ies: Using the number o f capa-

bili lies determi ned by the roll on the Weapon

RoD Int Communicates Capabilities Int ellige nce and Capabil iti es Tab le, the

01-34 12 Semi-empalhic' I primary ability weapon's specific abilities arc determined by

35-59 13 Empathic 2 primary abilities rolling on the appropriate tables below.

60--79 14 Speech' 2 primary abilities

80-91 15 Speech' 3 primaryabilitics' Weapon P rimary Abilities

1}2-97 16 Speech' ) primary abilities'

98-00 17 Speech & 3 primary abilities, I Roll Ability

Telepathyl extraordinary power' 0 1- 11 Detect "elevator"' shiftina rooms/walls

'The owner will receive some signal (a throb, tin- in a 10' radius.

gle. or other sensation) and feels compell ing 12- 22 Detect sloping passages in a 10' radius

urges when its ability functions. 23- 33 Detec t traps o f large size in a 10 '

%e weapon speaks the charneter's native tongue radius!.

plus one or more other tongues as indicated on 34-44 De/ect eviYgood in a 10' radius

Spoken Languages Table below. ,.....45-55 De /ect precious metals, ki nd. and
'The weapon can use either communication modc amo unt in a 20' radius
at wi ll ; wi th language use as any s peaki ng Detect gems, kinq, and number in a 5'

weapon. radius.

'The weapon can al so read languages/maps o f 67- 77 Detect magic in a 10' radius.

any non magical type. 78- 82 Dctcct secret doors in a 5' radius.

'The weapon can read languages as well as magi- 83-87 Detect invisible objects in a 10' radius.

cal writings. 88- 92 Locate object in a 120' radius.

93- 98 Ro ll twice on this table ignoring scores

Intelli gent Weapon Alignm ent: Any weapon of93 to 00.

with intelligence has an alignment Note that holy 99-00 Roll on the Weapon Extraordina ry

avengers have alignment restrictions. All cursed Powers Table instead.

weapons are absolutely neutral.

If the same abi lity is rolled twice or more, the

Weapon Alignment Table range of the power is doubled, tripled, and so on.

All abilities fu nction only when the weapon is

Roll Alignment of Weapon held, drawn, and the owner is concentrating on

01-05 Chaotic good the desired result. A weapon can perform only

06-15 Chaotic neutral' one function at a time , and thus can fig ht or

16-20 Chaotic evi l detect but one thing at a time. Other abilities can

21- 25 Neutral evil' be created by the OM .

26-30 Lawful evi l

31 - 55 Lawful good Wea pon Extraordinary Powers

5~0 Lawful neutral'

61- 80 Neutral (absolute) Roll Power*

81-00 Neutral good ' 01-07 Charm person on contact, 3 times/day

'The item can a lso be used by any character 08-15 Clairaudience 30-yard ra nge- th ree

whose al ignment corresponds to the nonneutral ti mes/day, one round per use.

alignment portion of the weapon 's alignment 16-22 Clairvoyance 30-yard range- three

(chaotic, cvil, good, or lawful). Thus any chaotic ti mcs/day, one rou nd per use.

character can use a weapo n with chaotic neutral 23- 28 Determine d irect ion and dep th. 2

alignment. times/day.

29-34 ESP 30-yard range- three times/day,

Any character whose alignment does not corre- one round per use.

spond to that of the weapon, except as noted in 35-4 1 Flying 120 feetltum--one hour/day.

foo tno te # I above, s ustains points of damage 42-47 Heal-One time/day.

equal to the numbe r of ego points (see Table 11 9 48- 54 Illusion 120 yards ra nge-2 times/day,

in the DMG) of the weapon . The damagc is suf- as the wand.

fered every time (or for every round) the charac- 55-61 Le vitation one turn durat ion- 3

ter touches any portion of the weapon unless the times/day, at 6th level of ability.

\.\upon is in the grasp or possession of a charac- 62-67 Strength one lime/day (upon wielder

te r whose alig nmen l is com patible wi th the only). "u

)r------------------------------------,~

151 5

",Weapon, Intelligent (

68--75 Telekinesis 250 pounds maximum- 2 56-65 Insanity for Id4 rounds 1.
times/day, I round each use, 66-80 Paralysis for Id4 rounds I.
8HlO +2 to all saving throws, - I to each die
76-8 1 Te/epa/hy 60 yards range---2 times/day,
82--88 Teleportation one time/day, 600 pounds of damage sustained.
'Upon scoring a hit with the weapon, unless the
maximum, casting time 2, opponent succeeds with a saving throw vs. spell.
89- 94 X-ray vision 40 yards range- 2
La nguages Spoken by Weapon: The DM should
times/day, one turn per use. determine languages spoken by the "'eapon based
95- 97 Roll twice on this table ignoring scores on his campaign and the history of the weapon.
Thus, an intelligent 'K'Qrhammer fashioned by !he
of95- 97. dW3lVes would certainly understand Dwarf.
98- 99 Character may choose one power from
Roll La nguages
this table.
00 Character may choose o ne power from 01-40 I

this table, and then roll on the Specia l 41 - 70 2
Purpose Weapons Table.
·Saving throws apply as usual. 71-85 3

If the same power is rolled twice, the uses per 86-95 4
day are doubled, etc. Powers func tion only when
the weapon is drawn and held and the possessor is 96-99 5
concentrating upon the desired effect. Most pow-
ers require that the character stop and concentrate 00 6'
for a full round.
'Or the total of two additional rol1s ignoring a
S pecia l Purpose Weapons
A: Purpose: A weapon's purpose must suit the score of 00, whichever is the greater.
alignment and type of the weapon in question.
Ki lling is always restricted to evil victims when Weapon Ego
the weapon is of good alignment. Weapons dedi- Only after all aspects of a weapon have been
cated 10 slaying monsters are either good and slay determined and recorded can the ego rating of a
neut ra l or evil monsters, or evil and slay ncutral weapon be found. Ego, along with intelligence, is
or good monsters. a factor with regard to the dominance of weapon
over character, as detailed on the Wea pon Ego
Table below:

Roll P urpose Weapo n Ego Table

01 - 10 Defeat/s lay diametrically opposed

a lignment' . Attribute of Weapo n Ego Points

11 - 20 Defeat priests (of a particular type), Each + of weapon' I

21 - 30 Defeat fighters. Each primary ability I

3 1-40 Defeat wizards, Each extraordinary power' 2

41 - 50 Defeat thieves. Special purpose S

51 - 55 Defeat bards. Each language spoken 1

56-65 Overthrow law andlor chaos. Telepathic abi lity 2

66-75 Defeat good andlor evil. Reading languages ability I

76-95 Defeat nonhuman monsters. Reading magic abili ty 2

96-00 Other. 'A sword + 1 has one ego point, but ifit has

'The purpose of the true neutral version of this another (higher) plus, these are also counted. For

weapon is to preserve balance (see Alig nment in example, aflame tongue + 1 has a maximum plus

the DMG) by defeating/slaying powerful beings of 4, so it is + 1/+4 for fi ve ego poinls. In addi-

of the eXlreme alignments (lawful good, lawful tion, weapons that have no extra pluses but extra

evil, chaotic good, chaotic evil). powers (like a holy avenger, ofsharpness) add

double their + rating for ego.

B: Special Pu rpose Powe r : These specific pow- ' If double ability, double ego points.

ers operate only in pursuit of the special purpose.

Weapons vs. C haracters

Roll Power When a weapon possesses unusual characte ris-

01 - 10 Blindness for 2d6 rounds'. tics, it has a personality, which is rated by com·

11 - 20 Confusion for 2d6 rounds'. bining its intelligence and ego scores. The weapon
2 1- 25 Disintegrate l . is, of course, absolutely true to its alignment, and

26-55 Fear for I d4 rounds I. .."if the character who possesses the weapon is not,

/r------------------------------------,~

15 16

, Weapon, Intelligent I f

personality confl ict- weapon vs. character- hannonious. However, the weapon might wish to
results.
have a lesser character possess it SO as to easily
Similarly, any weapon with an ego of 19 or command him, or a higher level possessor so as
higher always considers itself superior to any
character, and a personality conflict will result if to better accomplish its goals. All magical weap-
lhe possessor does not always agree with the ons with personalities desire to play an important
lIo'e3.pon. role in the success or activi ties, particularly com-
bat. Such weapons are rivals or each other, even ir
The personality score of a character is: or the same alignment They will be aware orthe
presence or any similar weapon within 60 reet,
Intelligence + C haris nla + Experience Level
and try the ir best to lead a possessor into missing
NOle that the personality score is reduced by or destroying the riva l unless Ihis is totally inimi-
one for every group of points of damage taken caIto its nature--a holy avenger, ror example,
eq ual to the character's average number of points
per leveL Divide the character's total hit points by orwould certainly not allow destruction any other
his or her level (round up). For example, a fighter
of 7lh-leveJ has 53 hit points; 53x7 - 7.6. Thus lawrul good weapon and might encourage their
for every 8 points of damage, the fighter's per-
sonality score is reduced by I. discovery, even at the risk or grim odds.
Weapons or this nature can never be totally
Whenever pe rsonality con fli ct occurs, Ihe
weapon will resist the character's desires and controlled or silenced by the characters who pos-
demand concessions such as: sess them, even though they may be heavily out-
weighed by personality rorce . They may be
Removal of associates, henchmen, hirelings, powerless to enrorce their demands, but they will
or creatures of alignme nt o r personality dis- be in there plugging. Even a humble + 1 weapon
tasteful 10 the weapon. or unusual nature can be a vocal martyr, denigrat-
The character is divested of all other magical ing its own abilities and asking only that the char-
weapons. acter on ly give it the c hance to s hatter itse lr
Obedience rrom the character so weapon can against some hated enemy.
lead the expedition ror its own purposes.
ImmedIate seeking and slaying or creatures OM 's Note: Most playe rs will be unwilling to
hateful to the wcapon.
Enc ru station or pommel, hilt, scabbard, play weapons with personalities they way the per-
baldric, or belt with gems and a special con- sonalities dictate. It is up to the DM to ensure that
taine r made or precious s ubstances ro r its the role or the weapon is played to the hilt (so to
sarekeeping.
Magical protection and devices to protect it speak) with the DM assuming the persona or the
rrom molestation when not in use. weapon if necessary.
That the characler pay it handsomely ror all
abilities and power the weapon is callcd upon In Ravenloft: T he ego of an evil , intelligent
to exercise in behalr o r its possessor.
That the character carries it on all occasions. weapon rises 5 points in Ravenlofl. (Weapons or
That the character relinqu ishes the weapon in
ravor or a mo re suitable person due to align- good or neutral alignment not affected.) Ir an evil
ment differences or conduct. weapon dominales its bearer, the weapon has a
50010 chance or delivering itselr to the lord orthat
domain. Eac h week a character wields an evil,
intelligent sword, a Ravenloft powers check must

be made.
In Kara-Tu r: The weapon has Intelligence

and capabil ities as irit were an Intelligent sword,
although il can never have communication ability
beyond semi-empathy. Intelligence is Id6+ 11.

Any time the persona lity score ora weapon Intelligent 11*

exceeds the personality score or the character XP Value: Varies GP V..lue: Varies

who possesses it, the weapon will domi nate its DuNGEONS &. DRAGc:lNs Exper1 Set

possessor, and it can rorce any or all or the above Certain magical weapons may be intelligent and

demands o r actually cause any or the rollowing have other special abilities, as well. The DM can

actions: create special intellige nt mag ic weapons or roll

Force its possessor into combat. them randomly, using the rollowing procedure.

Refuse to strike opponents. An intelligent weapon should be played by the

Strike at its wielder or his associates. DM ,just like an NPC.

Force its possessor to surrender to an opponent.

Cause itselrto drop rrom the character's grasp. Rolling up an Intelligent weapon:

I. Find out ir the weapon has a special purpose

Naturally, such actions are unlikely where the (Optional Id20).

character-weapon al ig nment and purposes a rc 2. Determine Intelligence score ( ld20).

""/r------------------------------------,~
1517

(

3. Find la nguages known (ldlOO). Languages

4. Detennine weapon's alignment (Id20). Speaking weapons talk aloud, usually telling the

5. Find primary power (ld IOO). user what is desired. Any weapon that can read

6. Roll extraordinary power, if any (ld IOO). magic can read written information in any Ian·

7. Roll ego score ( l dI2). g uage it can speak. A talking weapon always

knows the number of languages rolled. The OM

Special Purpose has to choose which languages are known.

A weapon will have a special purpose if a roll of

20 on Id20 is made (the DM may choose to omit Roll Number of Languages

this ro ll, carefull y placi ng all specia l purpose 01-50 I

weapons, as they are both very powerful and very 51- 70 2

rare). Any weapon wi th a s pecial purpose has 71- 85 J

Intelligence and Ego scores of 12, as well as one 86-95 4

special purpose. 96-99 5

Special purpose is given to some rare weapons 00 Roll again twice and add the results

by their creator. The following list gives some

special purposes that may be used, or the DM Align m ent

may invent others. Only one special purpose may Determine the alignment of the intelligent

be given to anyone magic weapon weapon (rollld20):

Slay wizards (or elves).

Slay priests. Ro ll Alignment

Slay fighters (or dwarves or haltIings). 01 - 13 Lawful

Slay monster (roll for one type randomly). 14- 18 Neutral

Defeallaw (or chaos). 19-20 Chaotic

Defeat good (or evil).

When used for its special purpose, the weapon A weapon's alignment cannot be detected until

gains one added ability, according to its alignment it is handled. If the creature handling the weapon

Lawful weapons paralyze c haotic opponents is of the same alignment, there are no adverse

unless the victim saves vs. spell. effects. However, if the alignment is different, the

Neutral weapons add + 1 10 all of the user's user takes some damage in each round in which

saving throws. the weapon is touched or held, according to the

Chaotic weapons turn to stone a lawful oppo- following chart.

ne nt upon a hit unl ess the victim saves vs.

spelL User's Weapon's Damage

Example: A lawful weapon with a special pur- Alignment Alignme nt per Round

pose to s lay wiza rds will paralyze only chaotic Lawful Neutral Id6

wizards, and only if the saving throw is failed . Chaotic 2d6

Neutral Lawful Id6

I n te lligence Chaotic Id6

Each intelligent wea pon has an Intel li gence Chaotic Lawful 2d6

score, one or more primary powers, possibly an Neutral Id6

extraordinary power, and a method of communi-

cation Empathy means that the user of the weapon Primary Powers

somehow knows what the weapon's powers are Roll IdlOO to find any primary powers a weapon

and how 10 use them. might have . The number of primary powers

depe nds on the weapon's Intell igence score.

Die Int Method of Duplicate results should be rerolled.

Roll Score Powers Communication

01- 14 None None None Ro ll Primary Power

l5 7 I Primary Empathy 01- 15 Detect shifting walls and rooms

16 8 2 Primary Empathy 16-30 Detect sloping passages

17 9 3 Primary Empathy 31-40 Find secret doors

18 10 3 Primary Speech 41-50 Find traps

"19 3 Primary + Speech 51-60 See invisible objects
Read Magic 6 1- 70 Detect evil/good

20 12 3 Primary + Speech 71-80 Detect metal

Read Magic + I 81- 90 Detect magic ".
Extraord inary 91- 95 Detect gems

/r------------------------------------,~

15 18

,

Weapon. tntelligenl1,...

"'
96-99 Roll for onc extraordinary power (see As with primary powers, the user mUSI have
Extraordinary Powers below) the weapon in hand and be concentrating on the
power. Any extraordinary power is only usable
00 Roll twice more on this table three times a day unless specially noted other-
wise.
Unless otherwise noted, one primary power may
be used each round, once per round. The user must C lai raudie nce: This power allows the user to
have the weapon in hand and be concentrating on hear noises (including speech) in an area up to a
the power in order to lise it. Duplicate results
should be rolled again unless noted otherwise. range of 60 feet through the ears of a creature in
that area (unless blocked by lead). The user must
Delect shifting walls and rooms: The weapon
can find shifting wa lls and rooms within a range concentrate for one tum in order to hear what the
of 10 feet. creature hean;.

Detect sloping passages : The weapon can C lairvoya nce: This power allows the user to see
locate sloping passages within a 10-foot range. a n area up to 60 feet away through the eyes ofa

Find secret doors: The weapon can locale all crealUre in that area, unless blocked by lead. The
secret doors within a 10-foot range. This power
can only be used three limes per day. user must concentrate for one turn in order to "see."

Detect traps: The weapon can detect traps of any ESP: The user of the weapon may listen to any
type within 10 feet, but only three times per day. one Jiving creature's thoughts. The user must con-
centrate in one direction, and can only "hear"
See invisibl e objects: The weapon can see
invisible and hidden objects (but nOI secret doors) thoughts within 60 feet (unless blocked by lead).
within 20 feet .
The user can understand any thoughts "heard."
Detect evil (good): The weapon is able to detect Telepathy: This power allows the user to per-
one of these intentions up to a range of 20 feet.
(Ani mals and traps are neither evil nor good.) form th e same powers as ESP (above), but also
gives the ability to "send" thoughts to the crea-
Det«t metal: The weapon can detect metal of ture contacted (as a helm o/telepathy). Of course,
any type requested up to a range of 60 feet (unless the creature may refuse to answer.
blocked by lead). It points in the d irection of the
Telekinesis: The user of the weapon may move
material. up to 200 pounds of weight by concentration
a lone. See the wizard spell of the same name for
Detec t magic : The weapon can detect any more infonnation.
magic spell or item wi thin 20 feet, and causes the
magic item (when commanded) to glow. This Teleportatlon : This power allows the user of
the weapon to teleport (as the wizard spell).
power can only be used three times per day.
X- ray vision: This power produces the same
Det«t gems: The weapon can detect any type
effect as a ring 0/X-ray vision (the ability to see
ofgems (and tells their number) wi thin a range of
through anything, except gold or lead).
60 feet ( unl ess b lock ed by lead). The weapon Illusion : This power allows the user to create

points in the direction of the gems. one phantasmal/orce spell (as the wizard spell).
Levitation : The user of th e weapon may levi-
Extraordinary Powers
tate as if using the wizard spell of the same name,
I(the intelligent weapon has an extraordinary power, for a maximum of three turns.

roll I d I 00 on th e table below. Duplicate resu lts Flying: The user of the weapon may fly as if
should be rolled again lU1less noted othetWise. using the wizard spell o( th e same name, for a
maximum of three turns.
Roll Extraordinary Po",,·ers
01- 10 Hea ling: The weapon can heal up to 6 points
11- 20 Clairaudience
21- 30 Clairvayance of damage at the rate of I point per round. This
31-40 ESP power may only be used once per day. Duplicate
41 50 ability rolls increase the Amnunt of ilpnling And
51- 59 Telepathy the time required by six.
6O-<i8 Telekinesis
Teleportatian Extra damage: This power increases the user's
69-77 X-ray vision Strength when striking for I d I 0 rounds. During
lJ/usion this time, the use r inn icts four limes the normal
78-82 Levitation damage on each successful hit (but has no better
Flying chances to hit). Each dup licate roll of this power
83-87 Healing (duplicate allowed) inc reases the multiplier by one (to five times, six
88-92 Extra damage (duplicate allowed) times, etc.).
93-97 Make two more rolls on this table
Ego
98-99 Make three more rolls on this table
To detennine the ego seorc of an intelligent (non-
00 special purpose) weapon, rollld l 2. The ego of

,,~

/r----------------------------------,~
1519

""Weapon, Invisible (

the weapon is a measure of the force of its per- or until the situation that caused the control che<:k

sonality. A weapon with high intelligence and ego has passed.

may try to control its user. The OM should make Invisible·
a control check at certain times.

Control checks: An intelligent weapon must XP Value: +1,000 G P Va lue: +5,000

be checked to see if it is controlling its user in DRAGON Magazine 169

five different situations: This weapon does normal damage but appears
When the character first handles the weapon. only as a hilt; its blade cannot be seen. Blood or

When the character is wou nded to a point d irt can outline or betray the location of its blade,

where half of his or her original hit points are but even striki ng a creature does not make the

gone. metal itself appear. An invisible blade can there-
When the character acquires any other magic fore be concealed in a person's grasp and carried

weapon. where weapons are not per mitted. An invisible

When a character of a different aligrunent tries weapon is always silent when striking, even if it

to use it. fa lls or is thrust against stone or metal. It never

When a situation arises where the special pur- reflects light, but it can be normally affected by

pose of the wcapon (if a pp licable) can be heat metal and similar spells, and it can be read-

used. ily seen by creatures able to see invisible objects.

To make the control check, the OM must find When grasped (it need not be drawn), an invisible

the will score of the user and of t he weapon. weapon allows its wie lder to see as if using a

When the will scores are found, the being wi th detect invisibility spell.

the highe r total score, either character or weapon, Detect invisibility, invisibility, gaze reflectioll,

controls the actions of the character. and some fo rm of magical silence are required

for the enchantment of such a weapon. The magic

Will Score must be worked on the weapon as it is forged and

An intelligent weapon's will score is fo und by tempered.

adding the weapon's I nte ll igence, ego, a nd of Lefth andedness*
bonuses. The weapon gets a bonus of + I to the
will score for each extraordinary power it has, XP Value: - GP Value: 50

plus IdlO points jfthe weapon is ofa different New Item

alignment than the user. A character's will score A variety of these weapons were created by the

is found by adding the character's Strength and wiza rd / warrior S leedak the Curmudgeon.

Wisdom scores and subtracting any adjustments Sleedak was left-handed, and he grew tired of the

due to wounds, as fo llows: barbs and slights of "righties." Weapons of left-
If the character is damaged, but has lost no handedness may be found wi th any conceivable
more than li the original hit points, I d4 points enchantment, and the enchantme nts do work-
but only when the weapon is in the left hand. If
are subtracted. he ld in the right hand, the enchantment either
If the character has lost more than ~ of the

original hit points, 2d4 points are subtracted works against the would-be user or reverses with

from the will score. double effect. If, for example, a right-handed

figh ter uses an invisible axe oflefthandedness,

the axe shines with a brilliant white light and can-

Weapons in Control not be concealed.
If a weapon controls a character, the OM must
of Levitation*
decide on the actions of the weapon in certain sit-

uations. These may include: XP Value: +400 GP Value: +2,000

Leading the user past o the r magic weapons DuNGEONS & DRAGONS Rules Cyclopedia

found, or to discard other weapons. As with the potion, the user may float in the air

Forcing the user to charge into combat to win for a maximum of three turns per use.

glory for itself. of Lighting*
Forcing the user to surrender to an oppo-

nent-either one more worthy of the weapon XP Value: + I00 GP Va lue: +500

or one easier to control. DUNGEONS & DRAGONS Rules Cyclopedia

Forcing the user to spend most of his or her A weapon that has this talent can create one light
money on items for the weapon (jeweled fit- spell effect per day to a 120-foot range and last-

tings, fancy scabbards, special magical pro- ing for 61urns (similar to the Ist·level wizard

tection, etc.). spell).

The control lasts until the weapon is satisfied

6193

/r------------------------------------,~

1520

,

Lightweight* may be turned as undead, with the same chance
as of tuming vampires.
XPValue: + 10 G PVaJue: + \00
Living weapons are guardians. They have an
DRAOOI'I Magazine lSI attack range of 120 fect from the spot where they
we re bound. They are o f low intell igence and
For thieves, mountain climbers, fast scouts, and obey simple commands from their masters.

others on the go, these items are extremely use- These weapons are highly evil; they prefer to
feed on the blood of sentient creatures, but they
ful. Weight and encumbrance may be reduced by attack anything that gets wit hin their attack
range.
half (rounding down) when these weapons and
Living Weapon
armor are used instead of ordinary ones. No addi- ClimatefI'errai n: Any/Subterranean
Frequency: Rare
tional advantages a re given in combat, though Organization: Solitary
Activity Cycle: Any
they do count as magical for auack purposes Diet: Blood
Intellige nce: Low (5- 7)
against cenain monsters. Treasure: None
Alignment: Chaotic evil
No. Appea ring: I
Armor Class: - I
MOl'emenl: FIl S
Hit Dice: 6
THACO: 15
No. ofAttacks: 2
Damage/Attack: By ...."eapon +4
Special Attacks: None
Special Defenses: + I or better
Magic Resista nce: 20%
Size: M (5' long)
Morale: Elile (13- 14)
XP Value: 2,000

Miniature*

See Enchanted En ha ncements in Volume 1

Na r cissistic*

XPValue: - GPValue: + lOO

Living* 1101.0.011'111 Magazine 14

XPVaJu e:+l,OOO GP Value: +5,000 This weapon believes it has a magnetic personal-

Wild Elves ity. As a resul t, once the weapon's ego has been

Living weapons are conjured spirits that are bound calculated normally, it is increased by 50%. Natu-

into weapons by powerful magicians. They are rally, because it is so lovely, the blade has a mag-

highly evil creatures, capable of animating these net ic effect on any metal near it. The wielder

weapons and attacking with them. They are typically must have a Strength of 18 or the weapon sticks

used as guardians by the wizards who made them. to any metal elements of his or her armor, and no

U",;ng weapons are swiFt in combat. They fly allack or damage bonuses are applied.

through the air hilling targets with a +4 bonus to Against foes in metal armor, the weapon acts

their attack and damage rolls. The weapons they as a normal magical weapo n, but causes double

inhabit are otherwise normal; once the living damage. However, the wielder must spend one

....-eapon has suffered full damage, the bound spirit roun d unsticking the weapon from the target, dur-

is dispe rsed, and a no rmal weapon fall s harm- ing that time she or he can do nothing else.

lessly to the ground. The weapon is not magnetic, it just likes metal-

Living weapons are usually swords, but they especially when it can sec its own reflection.

can be any melee weapons. In a ny fOfm t hey When the narcissiSlic weapon result is rolled

inflict the base damage of the weapon, with a +4 on the Random hem Chart, the OM should roll

attack and damage ro ll bonus. Living weapans another effect and combine the results. .".

/r------------------------------------,~
1521

-

,weapon, Petrified r

Petrificd * of weapons he could use. Ifa fighter discovers
too late that he or she should have invested in a
XPValue: +100 GPValue: +500 missile weapon instead of specializing in melee
weapons (or if a bow was simply too expensive),
DRAGONMagazine 197 a bow ofproficiency would give the missile capa·
bility of an ordinary fighter who was trained as
These items are wooden weapons that have been an archer. Naturally, Ihe owners of such weapons
would have to take very good care of them; once
permanently enchanted with petrification spells, those magical items are gone, so go the pes' abil-
ities to use such weapons, at least until training
making them equivalent to weapons made of time comes around. The same goes with noncom-
bat gear such as thieves ' tools , musical instru-
Slone (flint, obsidian, etc.) instead arwood. The ments, and riding gear, unless such skills are
assumed to come with the class.
weapons may still break in battle, but until they

do, they strike with attack and damage penalties

of - [ and - 2 instead of the - 2 and - 3 penalties of

nonnal wooden weapons. These weapons are also

fireproof. Wooden weapons such as clubs or

quarterstaves are also limited to being fireproof

as a benefit. These weapons hardly seem worth

the trouble of enchanting, but the process is good

practice for apprentice wizards , so petrified Purple-Leaf'"
weapons are fairly common. Besides, when fight-
XP Vaiue: - GP Value: -

ing an opponent with a torch- a common event DRAGONMagazine t97

in the arenas of Athas- it's a comfort to know These magical knives, daggers, and swords are

that a wooden weapon won't be burned into use- created from the razor-sharp blades of the purple

lessness. It is also possible to bury petrified items grass that grows in the Athasian wilderness. Each

for use as hidden markers, as they do radiate a weapon is made from an individual blade of grass

dweomer that can be located by a detect magic that has had one or more plam growth spells cast

spell. upon it. The type of weapon gained depends on

how many castings were used in the process of

Polymorphed* enchantment: A knife rates one casting; a dagger

See Polymorphed Gear in Enchanted two; a short sword three; a long sword, broad
Enhancements, Volume I .
sword (the latter created by trimming off the tip a

bit), or ba5tard ~word four ; and a two-handed

of Proficiency* sword five. Because of Ihe shape of the grass

XP Value: +50 GP Value: +500 blades, only straight-bladed swords may be cre-

DRAGON Magazine lSI ated in this manner; no curved weapons such as

In order to use someth ing properly, whether a khopeshes or scimitars are possible.

weapon or a tool, one has to learn how to use it. A purple-leafblade does the same damage as

However, a clever wizard can get around this by its regular steel counterpart. It does not break in

creating magical weapons and enchanted items combat, but if a natural 20 is rolled upon hitting

that magically impart skill in their use to the an opponent, the blade bends out of line. It takes

owner, but only when using those specific items. one round of effort to straighten the blade out,

If a poor fighter doesn 't know how to usc any after which it may be used as before. These weap-

weapon but a short weapon (the only type he or ons are both fireproof and rustproof. They are

she could afford at the start), a broad weapon of worth 10 XP per casting of a plant growth spell

proficiency found by the character is perfectly required in their creation; a knife is worth 10, a

usable, just as if he of she had trained in broad dagger 20, a short sword 30, etc.

weapons. However, if another broad weapon is

found (whether magical or mundane) and the Quirks*

fighter tries to use it, fighting takes place with the XPYalue: - GPValue: -

standard nonproficiency penalty. Note that in the DRAGON Magazine 163

case of weapons ofprofjc jency , there are no The quirks of magical weapons are detai led in

attack or damage bonuses; a fighter can merely most of the major entries. We include a generic

use them competently in battle even though he or weapons' quirk list here for those entries, such as

she has no training with that weapon type. Blowgun, that do not have these optional tables.

These weapons are mainly useful for increas-

ing a character's combat ability, but all standard Roll Quirks Present
01- 86 No quirks
weapon restrictions still apply (a wizard cannot 87- 94 One quirk
95-98 Two quirks
use a broad weapon ofproficiency ). Since so 99-00 Three quirks

many people complain about how helpless a Ist-

level wizard is; for instance, a staffor dagger of

proficiency would effectively double the number

~r--------------------------------------,~

1522

.....

, Weapon of See l~iblcr

Roll Result slips. A n attack roll must be made
01-05 Weapon glows (as per faerie fire) in against any ally in a 5· foot radius (or

normal darkness. agains t t he w ielder, if no allies are

Weapon is lighter than normal. The near). A successfu l h it on oneself or a
wielder has a - 1 bonus on any reaction friend docs half damage.

or initiative rolls using the weapon. 76-79 Weapon is not a ffected by acid.

[0-14 Weapon is unable to harm Jd4 types of 80-85 Weapon cannot be broken by any means

creatures. s hort of divine power o r a near irre·
1.5... 18 Weapon must be used two-handed in sistible force (such as having JO tons of

order to gai n ils magical bonus. If the 8....' roc k dropped on it).
we apon is very short (8 dagger or Weapon is immune to the effects ofrusl
(i ncluding the attack of a rust monster).
knife), is already a two-handed weapon,

or Ihis result does nOI otherwise apply. Weapon is invisible whenever drawn or

disregard this result and the roll. wielded in combal.

19-23 Weapo n 's finish cannot be marred, 95- 97 Weapon 's blade or head exists in the

stained, or scratched in any way. Ethereal o r Astral Plane (50% chance
24-28 Weapon hums whenever enemies come of either) , and is ab le to hit c reat ures

within 30 fee l (and the sound negates that can " phase out," become ethereal,

any chance of surprise). and so forth when in an alternale plane.
Weapo n is in te lli gent- twice, wi th
,8-0029...32 Weapon must be baptized in flame after

combat, or it loses its magical bonus vastly differing personal ities and ali gn-

until it is p laced w ithin a fire for at least ments. The OM should roll twi ce on the

one hour (weapon is immune to the Sword I.ntelligence Table (see Sword,

effects of normaI fire) . Special) and disregard any resuh of no

33-37 Weapon is twice as heavy as no rmal. intelligence. The weapon has two egos.

The wielder suffers a + I penalty to all Though it te lls its owner of th e powers

reaction and initiative rolls. it offers, it never di scloses the number
38-43 Weapon a p pea r s beat up , notc h ed, of c harges il possesse s. Note that an

scratched, s tain ed, a nd de nted. No intelligent weapon neve r wi lli ngly UM:;S

amoun t of polishing can alter its its last few charges. These weapons can

appearance. a lways be rec harged, regardless of type.
44-46 Weapon's magic functions only at night. The wea pon switches personalties every

Also , the weapon is evilly a ligned and Id4 days.

radiates th is alignment. Racial·
47-49 Weapo n 's magic functions only du ri ng

the day. The weapon is go od ali g ned See Racial Enhancemenls in Enchanted

and radiates this alignment. Enhancements, Volume I.

50-54 Weapon has a command word on il that of Retu rning*
shrinks il as wou ld an item s pell . To

return the weapon to normal size, speak XPValue: + 1,000 GPValue: +5,000

th e command word backwards. DUNGEONS & DAAOONS Rules Cyclopedia

55- 59 Wea pon exhibits no magical properties This type of hand· hurled missi le weapon returns

until a certain condition is met (a bless to Ihe user if it misses its targe t; it is sometimes

spell is casl upon iI, a cerlain type of called a " boomerang" weapon. Ifil misses, it

creature is killed with it, elc.). returns a t the end of the same round and may

6<Hil Weapo n co ndu cts elect r icity. As a automatically be safe ly caught by the character

resu lt, the wielder suffers a - I penalty throwing it (unless the user is paralyzed, co n-

on all saves vs. electri city o r light ning fused, immobile, or incapacilated).lfit hits a tar-

64-68 and takes + I point per die of damage. get, the weapon does nOI return.

Weapon radiates no ndeleclion; thus a of See Invisible*
detect magic spell cannOI register it.

69-72 Weapon is si lent ; it makes no no ise XP Value: +300 GP Value: + 1,500

when dropped or struck. DUNGEONS & DRAGONS Rules Cyclopedia
This item can find a ll invisible and hidden objects
73- 75 Weapon 's magic makes it dangerous to

w ie ld in combal. If the wielder misses or creatures (but not secre t doors) in a 20·fool

an attack against an intended opponent, radius.

he or she must roll under his or her

Dexterity score on Id20 or the weapon

/r----------------------------------"~" ~

1523

(

Shiveri ng* Roll Creature Roll Creature
02 Bajang
XPValue: - GPValue: +100 03 Bushi 13 Ninja
04 Dragons
]MAGINE MagazillC ]4 14 Ogre Magi
05 Elementals
This magical weapon is so afra id of figh ting that 06 Giants 15 Ogres
07 Hengeyokai 16 Oni
it shive rs with fright during melees. This causes it 08 Hu hsien
09 Kalau 17 P'oh
to have 12 attacks per round instead of its normal 10 Kombokuru 18 Samurai
II Kuei
allowance. but all the attacks are at - I instead of 12 Nats I. Shukenja

its norma l bonus. An attack or Streng th bonus 20 Sohei
21 Spiders
due to the wielder only applies to the first attack. 22 Spirit folk
23 WuJen
Any ot her abilities the weapon possesses are 2. Yiliwo

una ffec ted. Each attack onl y causes I point of

damage.

When the shil'ering weapon result is rolled on

the random item c ha rt , th e OM should roll

anot her effect and combine the results. of Slicing*

XP Value: +500 GP Value: +2,500

of Silence'll DUNGEONS & D RAGONS Rules Cyclopedia

XP Value: +300 GP Value: + 1,500 This talent applies only to edged weapons (swords,

Oriental Adventures daggers, and knives, though axes may qualify). If

When held. this weapon cloaks the character in a any other wcapon type indicates this talent, roll

muming field, deadening but not totally stopping again. If the edged weapon's attack roll is 19 or 20

all sound emanating from the character. The char- counting the weapon's magical bonus but no other

acter can still hear all sounds nonnally. This field bonuses, the opponent struck must make a saving

improves the ninja's and thief's chance of moving throw vs. death magic or be struck dead with one

silently by 15% and increasing the chances of hid- blow. If the saving throw is successful, the victim

ing in shadows by 20%. Sonic-based attacks are still takes triple normal damage. These special

reduced to halfor no damage (depending upon the damage bonuses do nOI apply when the weapon is

success of a saving throw). The fie ld extends over used against constructs or undead.

the wielder and all carried possessions only. Should ofSlowin g*
something be dropped or ifan object is knocked

over, it makes the normal noise. Thus the weapon XP Value: +300 GP Value: + 1,500

does not protect against clumsiness. DUNGF.ONS & DUGaNS Rules Cyclopedia

When a successful hit is made, a weapon with

of Silencing* this tale nt can cause the oppo nent st ruck to

XP Value: +JOO GP Value: + 1,500 become slowed (as the reverse of the J rd-Ievel

DuNGEONS & DRAooNS Rules Cyclopedia wizard spell haste) for I turn (no saving throw).

This talent can create one silence, 15' radius spell The user may decide whether or not 10 use this

effect a day to 180-foot range (as the 2nd-level effect after the swing hits.

priests spell).

of Spec ialization*

of Slaying'" XPValue: + \00 GPValue: +1,000

XP V.lue: +1,000 GP V. lue: +5.000 DUGON Magazine 181

Oriental Adventures Items 0/specialization behave the same as those

This is a weapon +3, marked or made in some of proficiency, but they act in the owner's hand as

distinctive way found in the lands of Kara·Thr. Its if the user had training in weapon specialization,

ap pea rance makes it easy to pick Oul from a as opposed to mere proficiency. Unlike items oJ

group of similar weapons. Its markings also serve proficiency, only weapons may be enchanted for
specialization. Only single-c\ass fighters can use
to identify the type of creature affected by the

weapon. If the weapon is used against the type of weapons a/specialization. Unlike weapons oJ

creature identi fied by the markings, it slays the proficiency, these weapons do give attack and

creature insta ntly on a successful hit (saving damage bonuses, but the bonuses are granted to

throws applicable). Once successfully used, the the user and are not inherent in the weapon; thus

weapon loses all its magical properties. Below is they are nOI effecti ve against creatures that can be

a list of some of the creatures that might be struck only by enchanted weaponry.

affected by the slaying power (roll 2dI2). Obvi- Remember, too, that the specialization bonus only

ously, many other creatures could be includcd on comes with that particular weapon; skill in using all

this lisl. The DM should create, modify, or limit weapons of the type in the specialization mode does
not come from mere use ofthat one item.
weapons of slaying as best fits the campaign.

1524

1

" Spectr a l· rou nd will attack o nce before any othe r action
takes place, and then (because of poor initiative
XP Value: 3,000 GP VaJue: 6,000

The Ruins of Myth Drannor rolls or other factors) takes his or her remaining
two attacks at the very end of the round.
Tbese eerie weapons were once very popular.
There is a 25% chance that the weapo n wi ll
Fashioned from the bones of creatures who died have a bonus of something other than +2; if this
violently, they appear only as hilts carved of occurs, roll percenti le dice and refer to the fol-
bone. When grasped by a living or undead being. lowing table to determine the appropriate bonus:
a weapon of g lowi ng white corpselight appears
Roll Type
from the hill. 01 - 50 +1
51- 75 +3
The spectral weapon is insubstantial , and 76-90 +4
91-00 +5
passes through solid objects: consider targets to
of Speed [1 *
be whatever Armor Class they naturally possess
(counting Dexterity bonuses and magical protec- XP Va lue: + 1,000 GP Value: +5,000
lion but not physical annor, unless it is magical).
For example, a knight of average Dexterity in Oriental AdvenlUfCS
nonmagiea] full piate armor is AC 10 to Ihis
If the weapon is a bow (induding crossbows and
blade, not AC l .

Whenever a spectral weapon hits Jiving flesh,
it affects it as a chill touch spell does (t he v ictim

must save vs. spell or suffer 1d4 points ofdarnage pellet bows), the weapon allows the uscr to fire at
and loses I point of Strength for an hour, or if not double the normal fire rate. Fu rthermore the
rated for Strength . loses I o n its attack roUs for weapon automatically nocks or cock s itself,
every second successful attack of a spectral allowing the use r to automatically fire one shot
weapon). first in the melee round. If surprised, the charac-

If th is sort of weapon is wielded by an undcad ter is unable to react quickly enough. However, in
creature, it automatically docs 2d4 points of dam- situations of complete surprise, the character is
age. (Strength loss still occurs only if the victim's able to fire one shot wilh an initiative of two.
save fails). Undead creatures cannot be harmed in
any way by this weapon. If the weapon is a throwing weapon, it vi rtually
1eap!S from the character's hand and darts toward
of Speed the target at incredible speed. AI the beginning of
any round that the character has the weapon in
XPValu e GPVa lue hand, he or she may automatically make the first
attack, provided the weapon is thrown.
+1: 2,500 9,000
For martial arts weapo ns, a weapon of speed
+2: 3,000 12,000 allows the character to make twice the normal
number of attacks allowed by the martial arts
+3: 3,500 15,000 style when fighting with the magical weapon.
The character must know a martial art style that
+4: 4,000 18,000 teaches the use of the weapon to gain this benefit.

+5: 4,500 21 ,000

Unearthed Arcana

A weapon ofspeed is a magical weapon, usually

+2, that enable s its wielder to always make the

first attack in a me lee round, even though some of Speeding*

magical effect might have otherwise s lowed his XP Value: + 1,000 GPVaiue: +5,000

or her speed and reaction time. This initial attack DuNGF.oNS & OIUoOONSRules Cyclopedia

comes in the first segment of the round, ahead of T he lalent will, on command create a haste spell

any other action that may a lso take place in that effect on the user only. The user may then move at

segment. The weapoll ofspeed also allows more double normal speed and attack twice per round

than o ne strike in some rounds; it increases the for one turn (similar to the 3rd-Ievel wizard

wielder's figure for attack per melee round by spell).

one place, so that if one attack is normal , the

improved figure is 312, and if 312 is nonnal, then Stoneiron *

the improvement is 10 two attacks per round. This XPValue: +0 G P Value: +0

increase in attacks is cumulative with any other DRAOON Magazine 197

bonus attacks (such as those prov ided by a haste These weapons are similar to lI"oo<iiroll weapons,

spell). T he order of anacks in the round is deter- in that they have the strength and normal combat

mined normally after the wielder of the weapon abi lities of regu lar iron weapons. However, these

ofspeed has made his or her first attack to begin weapons are made of stone. Effectively unbreak-

ac tivilY in the round. It is possible, for instance, able, they a re a no the r mea ns of giving selected

that a wielder en tit led to three attacks in the Alhasian warriors weapons as good as steel arms

6213

)

1525

F

r

without cutting into the world's scanty supplies of must roll a saving throw vs. spell or immediately
iron. Because stone is a better beginning material surrender to the forces of the enemy, whether it is
than wood, stoneiron lW!oponry is less valuable in one meek kobold or the complete denizens of the
experience points as are woodiron weapons, the Abyss. If the savi ng throw is s uccessful, the
~apon reacts as a normal magical weapon.
experience point lotal being 20 times the price of
a normal iron ",-eapon in gold pieces. For exam- When the surrendering ""'f!opon result is rolled
ple, a stoneiron "'Orhammer is worth 40 XP. on the random item chart, the DM should roll
another effect and combine the results.

of Telekinesis·

XPVaiue: +300 G PValue: +1,500

DuNGEONS & DRAGONS Rules Cyclopedia

A user carrying one of these weapons may move

up to 200 pounds of weight by mere concentra·

tion, like a ring a/telekinesis.

ofTelepathy*

XPValue: +400 GPValue: +2,000

DUNGEONS & DRAGONS Rules Cyclopedia

This is the same as ESP, bUI with the abi lity to

"send" thoughts to the creature contacted (as a

helm a/telepathy).

ofTeleportation*

XP Value: +500 GP Value: +2,500

DUNGEONS & DRAGONS Rules Cyclopedia

The user may teleport once a day as the wizard

spell.

o f T r a nsla t in g*

XP Value: +400 GPValue: +2,000

DuNGEONS & DRAGONS Rules Cyclopedia

The weapon that has this talent can, on command,

enable the user to understand any and all lan-

guages heard. The ability lasts for 6 turns.

of Surrender*

XPValue: - GPValue: + 150 Unb r e a k a b le*

IMAGINE Magazine 19 XP Value: +1,000 GP Value: +5,000

This weapon was made for a once-powerful king Oriental Adventures

by his court magician. It is a powerful weapon This weapon cannot be broken by the weapon

with sundry interesting characteristics, whatever breaker martial arts special maneuver. There is a

is suitabl e for a particular campaign. Unfortu- 75% chance that the opponent's weapon is broken

nately, the magician was a traitor, and was bribed instead, should he or she attempt this maneuver. If

to make the weapon lum against his master. The the weapon ever has to make a saving throw against

day came when the king faced his enemies in a breakage or crushing blow, it fails only on a 20.

battle he was sure to win. A soldier, nol knowing

what harm he did, delivered a message 10 Ihe king Unc harged·

containing a strange word. This was Ihe com- XPValue: ~ G P Value: ~

mand word for the king 10 become aware of Ihe New lIem

geas upon the weapon; he was to surrender to his Let's fac e it . With the tragedies that can occur

enemies. His advisors watched in horror as he when using permanency spells, not every wizard

crossed Ihe fie ld to yield to the leader of the is willing to make a sacrifice for someone else.

opposing host. His army began to lay down its To counter this, many wizards just "forget" to

arms and shuffie, broken, from the fi eld, behind cast the much needed permanency when they ere·

them, the king suddenly recovered his wits, and ale a weapon.

found himself ringed by spearmen. Only then did In this case, the weapon literally becomes a

he realize what befell him. charged item. When a wizard does not cast this

When this weapon is used in combat, the user vital spell on a weapon, it is assumed to have

6220

1526

...

,

[diDO charges. Luckil y, these charges are not of X-Ray Vision*
used whenever the weapon misses its intended
XP Value: +300 GP Value: +I,500

target. Whenever the warrior (or whoever is usi ng DUNGEONS & DRAGONS Rules Cyclopedia

the weapon) strikes a target, one charge is used The user may see through objects as though ",-ear-

up, whether the weapon caused maximum dam- ing a ring ofx-roy visiolT.

age or just 1 point of damage. Once the last Weed
charge is used, the weapon becomes nonmagical.

Magical weeds are wild plants that have magical

ofVeno m* or quasimagical effects. A saving th row vs. spell

XPValue: +2,000 GPValue: +\ 0,000 is allowed to negate the weed's effects unless oth-

Oriental Adventures erwise stated in the accompanying text.

These weapons are identical to daggers o/venom. XP Value: 150 Raptu re
ofWatching*
GPV.lue: 900

XPVa lue: +200 CPValue: +1,000 The Final Enemy

DuNGEONS & DRAGONS Rules Cyclopedia Also known as submarinum in/oxicalus morbido or

A weapon with this talent may be commanded to rapture weed is an uncommon variety of seaweed

watch fo r anyone monster type or race. The found only at ocean depths of2oo feet or mOTe. It is

weapon can then sense the presence of the crea· a pale green color and has fronds edged in pale

tures specified, and it will vibrate slightly if one gold. Rapture weed is virtually unknown to land

or more of the named creatures come within 60 dwellers though well known to marine races who

feet of it. The vibration silently alerts the user. A use it as land dweJters would use wine.

specific creature cannot be named, only a race or lis taste is extremely pleasant and its effects on

monster type, and the weapon can only sense one marine peoples are mildly euphoric; it produces

race or type per day, even ifnone are sensed. in them a slight inebriation and a feeling of weJt

Weightless* being. However, when it is chewed by land-
dweJters, the inebriation soon gives way to drunk·

Sec Weightless Item in Enchanted e nness whic h is followed rapidly by

En ha nce ments, unconsciousness, a State lasting Id2 houn;.

Volume I . Furthe rmore, any land dweller who chews

ofWishing* Ihree or more fronds ofthe weed within a 24-hour
period becomes hopelessly addicted and exhibits

XP Value: +900 GP Value: +4,500 all the horrible symptoms of addiction to strong

DuNGEONS & DRAGONS Rules Cyclopedia narcotics. The addict will sell every last posses-

This tale nt w ill grant Id3 wishes to the user sion in order to purchase more of the plant; he or

(identical to the 9th-level wizard spell). s he w ill lie, cheat, steal , and even murder to

Woodiron* obtain it, regardless of alignment or profession.
The addict's death will occur in Id4 +2 months.

XPValue: +0 GPValue: +0 The only known cures for this terrible condition

DRAGON Magazine 197 are neutralize pOison followed by exorcise, heal,

These arc wooden weapons whic h have been limited wish, wish , or alter reality.

given the properties of metallic weaponry through Unfortunately these facts are as little known to

enchantment, thus eliminating all penalties for land dwellers as is the nature of the plant itself,

attack ing and damage. They arc also fireproof while the marine races are equally ignorant of the

and unbreakable. Weapons normally made of plant's effects on land dwellers and of the remedy

wood, such as the club and quarterstaff, are now for addict ion to it ; the plant simply does nol

+I on attac k and damage rolls; they do not have affect them this way. However a few human sages

this bonus otherwise and cannot hi t creatures that do have knowledge of the plant, its properties and

can onl y be harmed by weapons of + I or better. the remedy against addiction, as do a few

Multiply the gold piece value of a nonnal weapon alchemists and high-level assassins. The latter

or shield by 25, and that is the experience point gentlemen have been known to pay as much as

value of these weapo ns for the wizard creating 500 gp for a single frond.

the m- fo r example, a woodiron shorr sword is of the Witch
worth 250 X P. These weapons are invaluable on

At has, though they would no doubt be disdain- XP Value: 1,000 GPValue: 5,000

fully sniffed at elsewhere, as they give fighters Old Empires

good weapons wi thout cutting into Athas's woe- Th e foul fume s of this weed (also known as

fully small supply of iron. witch weed) alTect all wizards. When burned, it

6227

/r--------------------------------------.~

1527

",Well ofAll Heals (

produces a vaporous cloud, 30 feet in radius. Any
wizard within its vapors begins to cough vio-
lent ly, is una ble to cast spells, and suffers two
points of damage per round. The weed bums for
I d6+ 10 rounds. This long, green weed is grown
and used frequently in LUlhcheq, a c ity in
Chessenta where wizards are forbidden. When
burned, it produces a foul stench similar to bum·
ing tobacco. Witchweed is typically bundled in
shipments of 13 stalks.

Well

Normal wells are nothing more than sto ne-lined
holes in the gro und. They penet rate the water
table and create a place where water can be drawn
out with a bucket or pump. Magical wells can be
as simple as a stone·lined hole o r as elaborate as
a piece of cloth that can be folded and placed in a
pocket.

of All Heals

XPValue: - GPValue: -

TIlla.J;ures ofGREVHJ\WK

As the go/den door opened. we beheld a wonder-

ful sight-a room ringed with ornate spouts that

shot a splendid aqua-colored water that caught

the light in a thousand roinoow hues. A beautiful

swan floated upon the water. one coin, the one of the highest value counts. If

Upon our en/ranee into the room, the .fwan any cha rac ters clltcr the well, they discover the

beckoned us to come swim with her. We com· walls are smooth and algae·covered. The well's

pletely submerged. one a minute and we found all wate r begins about 30 feet down from the rim,

our wounds began healing. After 10 minutes. the and the water is 200 feet deep. Characters who
healing was complete.
are submersed in or drink from the water gain no

The well 's powers are stro ng-even the dead benelilS.
can be brought back to life (system shock roll is Effects caused by the coins are instant and per.

voided in this case). Even those who have been manent. Charactcrs tossing a coin should ro ll 1d8

reincarnated return to thei r original form. Unfor- and ld 12, total the numbers, and refe r to the

tunately, the well also inflicts a form of tota l tables below.

amnesia that c rases all of the me mo ries of the Pla tinum a nd Gold Coins
past 24 hours. In this way, the well is able to pro-

tect itself from people who would continually

abuse its powers. Ro ll Effect

of Dreams 02 Raise ability score of choice by I.
03 Lower ability score of choice by 1.

XP Value: 1,000 GP Value: 6,000 04 Advance to I XP below the next level.

PoL.YHEDRON Newszine 69 05 Small, i nsect wings g row from the
Deep within an elven glade, in the shade of a par- character 's back. The i nsect wings

ti cularly la rge, s tringy bark tree, rests a stone allow leaps upward o f 5 feet a nd for-

well. An old wooden sign pro pped up against it ward [5 feet once every three turns.

reads: "This be the Well ofDreams. One gold, one 06 A third eye appears on the character's

silver, or one Copper. Fate awaits." forehead. The third eye lowers the char-

The well is an ancien t magic item of great acter's Charisma score by I. It has no

power. It grants an ability, disability, or boon to a beneficial effects.

player character who tosses a coin into its depths. 07 Two-foot-lo ng beard grows from the

A c haracter can make use of the well but once a character's chin . The beard is always 2

yea r. feet long; it does not grow. If the char·

To make the well operate, a character must toss acter already had a beard. the beard is

a coin into it. If a character tosses in more than now 2 fee t longer. If the character is

/r------------------------------------~""~
1528

-

\ WcllofManyWorlw;,

fema le, Charisma is lowered by 2 until takes flight from the well.

she shaves. 09 Some of the character's go ld disap-
pears. One half of all carried gold
08 New, brown leather boots appear on the
pieces vanish.
character's feet.
to Nothing happens.
09 Three gold pieces pop out of the well.
11 A pouch , with the thrown coin in it,
10 A pouch fi lled wi th 14 gold pi eces

drops on the character's head (1 point of appears in your hand.
damage). 12 Five coins, of the same kind thrown in,

II A purse filled with 30 platinum pieces come back out of the well.

appears at his or her feet. 13 Nothing happens.
12 A loud burp comes from the well. 14 A pile of 15 platinum pieces falls at the
\3 The character's coin flies out of the
character's feet.
well, with a bite out of il. 15 Characte r gets younger. Humans
14 Two*fool- Iong beard grows from the
regress Id20 years; elves 10dIO years;
chin. The beard is always 2 feet long; it dwar ves IOd6 years; hal flings Id20
does not grow. If the character already years; and gnomes IOd6 years.

had a beard, the beard is now 2 feel 16 Hands and feet become webbed. Char-
longer. If the character is female, Cha- acter automatically gains the swimming
risma is lowered by 2 until she shaves. proficiency, swimming movement rate

15 The hand le of his or her weapon is 18.
becomes coated with honey. 17 One saving throw number of the char-

16 Gain one nonweapon proficiency of the acter's c hoice increases by I , wh ile
character's choice.
another decreases by I .
17 Character is struck by a miniature light- 18 For the next 24 hours, the coin tosser is
ning bolt, I d8 damage.
a colorless, odorless gas. This acts the
18 He or she becomes invisible-perma-
nently. The character and all gear are same as apolion 0/gaseous/arm except

that the character cannot reform for 24

invisible, per the 2nd-level wizard spell. hours.
The invisibility lasts until broken (see 19 A voice from the we ll says, "A wish

spell description) or dispelled (treat the wi ll come your way when you least
well as a 20th-level caster). expect it." Sometime in the future,

19 The character's primary edged weapon when the character desires something,
is now vorpal, or his or her blunt the wish will be granted.

weapon will now re turn when thrown. 20 Nothing happens.

An edged weapon is now the same as a The we ll should prove to be a popular ~ale
vorpal sword +3; a blunt weapon acts

like a boomeran g, re t urning on the for PCs, once the y learn its secrets. Of course,

round fo llowing each throw. various ferocious monste rs probably will grow

20 The cha rac ter is cursed with lycan- fond of the well, too.

thropy: 1- 2, werebear; 3-4, weretiger;

5-6, werewolf. of Many Worlds

XPValue: 6,000 GP Value: 12,000

Silver and Copper Coins DUNGEON MASTER Guide
This strange interdimensional device looks just
Roll Effect
02 Character lurns inlO a drow. like a porlable hole. Anything placed within it is
immediate ly cast to another world- another

03 The skin turns green, hair turns black. planet, a different campaign setting, or a different

Charisma drops by 2. plane at the DM's option or by random determi-

04 The character gains maximum points nation. If the well is moved, the random factor

for the level. again comes into play. It can be picked up, folded,

05 A weapon of choice becomes + I. and functions, just like a portable hole. Things

06 There is an instant of darkness, then from the world the well touches can come through

everything is as it was before. the opening, just as easily as from the initiating

07 Hands and feet become webbed. Char- place.

acter automatically gains the swimming In Ravenloft: In Ravenlofi, this item looks like
proficiency, swimming movement rate il simple, seamless piece of black cloth. It radiates

is 18. strong magic, but does not funct ion in the demi-

08 A trum pet blares, then a lone swan plane.

62]0

/r------------------------------------.~

1529

4

(

Sum bar O racle T he s ac ri fice is irrelevant; the oracle will

XPVa lue: 12,000 G PVa lue: 60,000 answer the quest io n rega rd less of whether Ot

Pirates of the Fallen Stan not a sacrifice is made.
The sacrifice is required, but its value is irrel·
s"/ visited that oracle once. Asked what my life evant; if the supplicant asks a question with·
scollin 'was. Got some mumbo-jumbo about 'man

greatest/ailing'and "weeping and wailing.' lt s all out sacrificing something, even if it is a single
hooey, if'n yer ask me, and I knows ya didn ~ but copper piece, an imp flies up from the well to
I'm a ~eJlin' ya anyways, Threw my best throwin' attack the questioner.
As above, but the val ue o f the sacrifice is sig-
dagger down that slimy o/'well, too, I did, and
coufdn 't get it back neither. Shoulda tossed 0/ ' nificant. For each 1,000 gp value of the sacri-
Teldar in there- maybe then I'd 'a got an
answer! " fice, the Intelligence of the entity is increased

by one. Thus, a 2,000 gp sacrifice is treated as

if the ent ity had an Inte lligence of 22. (For

The island of Sumbar is the contact point for a magic-heavy campaigns, the DM may wish to
begin the oracle's Intellige nce at 0.)
powerful and mysterious oracl e. This being,
Wheel
known as the Sumbar Oracle or the Oracle 0/

Nasmen, will answe r a single question fo r each

questioner who comes to it. Often, the answer A whee l is normally mounted to tu m on an axle,
will be unclear, b ut no one has ever found the a rod connected to the wheel's center. Mag ical
oracle to lie, once the prophecy was understood. whee ls are no different and may be found
mounted on devices of va rious sorts. The turn ing
To use the oracle, one must first reach Sumbar.

This is more difficult than it would first appear, of the wheel causes any number of effecU-
as the island is surro unded by treache rous reefs noise, light, heat, the movement of o the r parts,
that move between visi ts so that no one has ever
and so forth. Whecl sizes vary according to use; a

been able to plot a permanent safe course through magical wagon wheel, for example, would appear
them. Once as hore, t he seeker must make his or identieal to an ordinary one.

her way to the ridge from which the oracle (that of Burning

takes the form of a large well) may be addressed. XPVA lue: - GPValuc: 1,000
Before addressing the oracle, it is customary to
The Book of Marvelous Magic
toss a valued item down the well as a sacrifice.

The more val uable the item, the more acc urate This wheel appears and function s as a wheel of
and clear the reading, according to legend; no one lighting . However, if any creature enters the

has ever confirmed or denied it. Afte r the sacri- lighted area ahead of the wagon, the light d isap-
fice , the questioner s imply ca ll s the question pears and reappears on the wagon. In addition,
down into the wel1; a voice drifts up from below, the light becomes quite warm and inflicts I point
conveying the response.
of heat damage per round to all wit hin the area of

T he oracle tends to respond in ridd les and effect, which is 30 feet in diamete r. Oddly, the
poetry that are not clear until after the fact. It also heat cannot damage objects; only c reatures are

tends to mislead, providing answers with two pos- affected. The hot light cannot be extinguished by
sible inrerpretations-at least initially, command once it has begun to heat, but a remow!
curse o r dispel magic spell (treat as 15th-level
For game p urposes, treat the oracle as a con-
tact other plane spell for an Outer Plane entit y magic use) makes the light and heat disappear.

with an Intellige nce of20. If the oracle does nOI Faerie's
know, it will g ive a mi sle ading or ambiguous
answer. Only if the knowledge and veracity rolls XP Value: 1,000 GP Value: 5,000
are both made will the oracular prediction be at
The Book of Marve lous Magic

all clear. This small, ornamental wheel enables the user to
The chance of insanity has a very special levitate, but in an odd fashion. When held in hand

meaning for this o racle. Rathe r than giving the and the command wo rd spoken, the wheel lifts

chance that the character will go insane after the the user upward and forward, as ifit were attached

reading, instead it gives the chance that the char- to the ri m of a wheel 120 yards in diameter. The
acter will act as a res ult of the prophecy in pre- user reaches the highest point, 120 yards directly

cisely the way to bring himself the greatest doom. above the starling pos ition, in three ro unds and
The oracle will word its prediction in such a fash- re tu rns in another three rounds. A second com-

ion that the seeker will respond with an ac tion mand causes the wheel to stop func tio ning and

that ful fills the most horrible interpretation of the drop the user. Obstructions in the w heel's path

prophecy. Regarding the sacrifice, any of the fol- may damage the user. Ifthe wheel is used indoors,
lowing may be true at the GM's discretion: the user hits the ceiling as iffalling upwards, tak-

(2)3

/r------------------------------------,~

1530

.,

, rWhttt of Fonune

ing 1d4 points ofdamage per 10 feellravelcd, and
remains there until the wheel is commanded to
cease functioning. The user then falls from the
ceiling and again takes damage unless protected
by other means. The wheel can be activated three
limes a day.

of Fire

XP Value: 1,800 GP Va lue: 9,000

Oriental Adventures

These magical items are always found in pairs and

look like large, ornately decorated chariot wheels.

When mounted on a chariot and the command

v.urd spoken, they burst into magical flame. The

flame does not hinder the movement ofthe chariot,

nor does it harm the vehicle, animals, or occu-

pants. However, all creatures within 30 feet of the

chariot suITer 2d6 points of damage from the

intense heat (unless immune to fire), Furthermore.

the chariot leaves flaming tracks behind it wher-

eve r it goes. Saying the command word a second

time causes the flames to disappear.

of Floating

XPVa lue: 1,200 GPValue: 6,000

DuNGEONs &:. DRAGONS Rules C)'(;lopcdia ing at one ofthe wedges (ei ther black or white with
equal chances for each). IIowever, a chot1l1ed crea-
This item is identical to a norma l wago n wheel,
but it enables any wagon upon wh ich it is ture call1lot move the wheel, and each user can spin
mounted to flollt on Willer. One .....heel offloating

allows a wagon to be towed across a fiver or

stream, carrying up to 1,000 pounds weight with- the wheel only once a day.
out sinki ng. Each additional wheel offloating If the wheel has spun freely for three rounds,

allows 500 pounds more weight to be carried, to not touched or interfered with in any way, a mag-

th e normal maximum for the wagon of 2,500 ical effect occurs, determined by the result of the

pounds. Swamp travel is also possible, but at a spin. The wheel canno t be affected by magic of
very slow movement rate u nless some kind of any kind, including lelekinesis, and it cannot be
damaged in any way, A wish used 10 alTect the
water draft animal is available.
A cursed wheel o/floating will, when reaching wheel w ill cause the wheel to vanish, regardless
of the wish. The wheel cannot be moved except
the ce nt er of any river or stream, become stuck at
tha t point and cannot be moved un til a remove by a creature of26 or more levels (or Hit Dice).
curse is a ppli ed by a 15th-leve l caster. Thi s
The wheel we ighs 2,000 pounds. For each white

allows progress to co ntinue, but the cu rse will or black wedge that appears, roll Id6 and consult

return again at next use until the whee l is the following.

destroyed.

of Fortune White Wedge

XP Val ue: 2,500 GP Va lue: 12,500 I 1,000 gold pieces appear.
2 10 garnets appear.

DUNQEONS & DRAGONS Rules Cyclopedia 3 I brooch appears.
This strange device is 10 feel in diameter, mounted 4 I miscellaneous magical item appears.
on a stand or wall fixture, and easily rotated. It is 5 1 ability score rises by I point (maximum

decorated with a black-and-white paltern of score 18).
wedges, all intersecting al the center where a green
arrow is mounted; the arrow does not tum with the 6 Prime Requisite or Constitution rises by 1

point (maximum score 18).

whecl. Near the rim, each black wedge is adorned Black Wedge

by a wh ite sk ull and each while wedge by a red I I ability score drops by 1 point (mi nimum

heart. If the wheel is spun (easily done by any crea- score 3).

ture on Strength or greater), it rotates for 3 rounds 2 Prime Requisite drops by 1 point. om
and then CQITlCS to rest, with the green arrow point-

/r------------------------------------,~

1531

(

3 Constitutio n drops by I point. Square
4 Least valuable magical item carried dis inte-
XPValue: 400 GPValue: 2,000
grates.
DUNGEONS & DRAGONS Rules Cyclopedia
5 All non magical items, except for norma l
T his odd " wheel," the size of a normal wagon
clothing, disintegrate.
wheel, is use less on roads and other flat terrain
6 Die (no saving throw).
because it is perfectly sq uare. However, when

mounted pro pe rly on a wago n, it magically

The DM may select or randomly determine the a llows movement through mountain and desert
results of the spin. If desired, the ""'edges may be
terrai n where there is no road. A wagon with one
numbered from 1- 20, 1-100, or some other con-
veniently determined number, and a chart may be square wheel can be pulled by two horses and can
made with more varied results.
move at 20 feet per tum with two wheels, 30 feet

per turn ; with three, 4 0 fee t per tu rn; and with

fOUf, the normal rate of 60 fee t per turn is pos·

Hasty sible.

XP Value: 1,000 G P Val ue: 5,000

The Book of Marvclow Magic Wind Fire

T his wheel appears to be and functions like an XPValue: 2,000 GPValue: 10,000

ordinary wagon wheel and must be mounted nor- Gods, Demigods, & Heroes

mally on a vehicle with other wheels for proper There are 25 of these wheels and they shoot fire

functioning. One hasry wheel increases the move- and wi nd at the same time as a staffa/wizardry,

ment rate of the vehicle by 50% and may be used whenever turned.

for any length of time. There is a 20% chance that Wheel of Maneuverability

a hasty wheel will also function as a wheel 0/ See Ship's Wheel of Maneuverability

floafing.

of Keening Whip

XP Va lue: 900 GP Value: 4,500 A whip is a ropelike device, often wi th several

POl.YHEDRON Newszine SO leather tails o r thongs. The tails on some whips
have metal barbs, knots, broken glass or crySlaI,
This enchanted sharpening wheel makes a pleas-
or other sharp object attached to their ends; these
ani, almost musical sound when used. A ny blade
whips are commonly called scourges. The com-
s harpe ned on this device ga ins a + 1 bonus 10
mon whip is not so much an effective weapon for
attack rolls and damage for o ne round when next combat as it is a means of inflicting great pain.

used in battle. The magic lasls one day or unlil

the blade is used for no rmal c Ulting o r carving.

The blade itself does not radiale magic, nOI even Roll Whip Type
Bullwhip
while the bonus is in effeci. 01-08 Chain
09-15 Com
of Lighting Crescent Whip
16--23 Garoue
XPValue: 500 GPValue: 2,500 Kau-sin- ke
24-31 Lasso
The Book of Marvelous Magic Manrik.i-gusari
32-38 Master's Whip
This wheel looks exaclly like a normal wagon Rante
39-46 Scourge
wheel and must be mounted for proper use. When Tailrazor
47- 54 Whip
commanded to function, it projects a light spell
effect 30 yards ahead whic h moves along at the 55-62
63-69
same rate as Ihe wagon. T he wagon itself is not
70-77
lighted, only the path ahead is clearly seen . If
78-85
those traveling with or near the wagon avoid the
86--92
lighl, creatures attracted to the light may be sur- 93--00

prised (-Ito surprise rolls).

ofAmatar

of Misfortune XPValue G PValue

XPValue: - C PValue: 1,000 Normal: 650 6500

The Book of Marvelous Magic Rare: 950 9500

This item looks and functions like a wheel o//or- Dwarves Deep

tune but wit h one major d iffe rence: a black Named fo r the famous dwa rf smith who first

wedge is the result of the spin 80% o f the time, devised them, these rare weapons are long,

and a white wedge o nly 20%. The wheel 0/mis- coiled, fl exible whips of lovingly crafted metal,

fortune is otherwise identical in all respects. usually adamantine. They look like giant metallic

624S

1532

...

,

centipedes, with ringlike segments. In baUle, they Roll E ffect

do damage as a nonnal drove r's whip ( ld4+ 1 plus 01 Target suffers (no save) a frost result, or

the victim must make a Strength check or be lash ofcold of 3d6 damage.

knocked down, dropping held items or \.\Ieapons), 02 Fire burns the target (no save) for 3d6

but they have several additional useful properties. damage.

The metal whip resis ts being cut or broken (it 03 T he victim suffers fear as a wand 0/

wilt suffer up to 36 points of damage on a single fear (save negates).

round before parting- if it does, its magic is 04 Target suffers (no save) a frost result, or

10sl). Moreover, its touch can acl as a stone 10 lash ofcold of 3d6 damage.

fles h spell by utterance of a sec ret command 05 Fire burns the target (no save) for 3d6

word, affecti ng both petrified thinKS and natural damage.
stone (creat ing afleshy cylinder, as the spell) as 06 The victim suffers/ear as a wand of
though the wh ip was a 12th- level wizard. Thus,
fear (save negates).
108 cubic feel of stone can be affected per touch.
This special power can only be called upon once 07 Target suffers (no save) a frost result, or

a turn, and only three times in a ll a day (any con- lash ofcold of 3d6 damage.
tinuous 144-tum period, even underground).
08 Fire burns the target (no save) for 3d6
Some 10% of these wh ips can function as a
damage.
"""',.flesh to stone as well , if the command word is
09 The victim s u ffers fe ar as a wand of
Balo r
fear (save negates).
10 Two tentacles (determine types ran -

dom ly) strike a single targe t; both deal

their usual damage.

XP Value: 1,000 G P Va lue: 5,000

Outer Planes Me Appendix of t he Furies

The true tanar'ri known as balor use a great whip X P Value GPVai ue

with many " tails." These whips inflict b ut Id4 Alecto's: 4,000 20,000

poi nts o f damage per hit. However, they magi- Megarea's: 4,000 20,000

cally wrap around the victim, allowi ng the balor Tisiphone's: 4 ,000 20 ,0 0 0

to draw the victim into its fiery body of flames. Legends & Lore

Once dragged into the flames, the vic tim suffers The wh ips of th e furies st r ip away a tt ribute

4d6 points of damage per round. Escaping the points:
whip requires a successful ~ S trength c heck. A hit by Alecto's whip, the persevering anger
While one victim is held in the whip, it cannot be
(on a priest), strips away Id4 points ofWis-
used in other attacks.
dom
of Feathers
sA hit by Megarea whip , the j ealous (on a
XPValue: 800 G P Va lue: 3,000
wizard), strips away Id4 points of Inte lligence
A hit by Tisiphone's whip , th e blood avenger

Mordenkainen 's Fantastic Adventure (on a warr ior) , strips away Id4 points of

This 6-fool-10ng whip is fashioned from many Strength

cockatrice feathers. Upon each successful hit, the Kh urgorbaeyag's
victim must make a saving throw vs. petrification

or be turned to stone. The whip is made from a XPValue: 3,000 G PVa lue : 15,000

rare technique of preserving cockatrice feathers , Monster Mythology
thus mak ing it usable as a weapon. The avatar's whip + 3 can fly up to 30 feet as a

of Frost, Fire, and Fear rope ofentanglement and a blow from it acts as a
symbol o!hopelessness. the effect lasting for a
XPValue: 10,000 G P Value: 50,000 number of days equal to 20 minus the Wisdom of

ShadowdaJe the creature struck.

Th is wand is a powerfu l rechargeable item Moloc h ' s
favored by ev il priests in Ihe Realms. Nine 4-

fOOl-long fl exible electrum tentacles are attached XP Value: 2,000 G PVa lue: 10,000

to a foot long steel shaft. Wheneve r g rasped and MOOSIC!" Manual II

unsheathed, it is active. Any strikes on an oppo- Moloch carr ies a si x- tail e d wh ip made of

nent drain it of charges and confer damage. unknown, pliable metal. This device delivers I, 2,

Roll IdlO to determine strike effects, if a suc- or 4 points of damage per tail striking, depending

cessful hit occurs. on the charges Moloch expends. He may expend

up to 20 charges per tum (10 rounds). Damage is

e lectrical in nature and so greatly feared by less

ml

)

1533

(

powerful fien ds. The whip itself has no charges.
When the whip strikes an opponent, Jd4+2 tails
will strike a n opponent whe never a successfu l
atlaek roll is made.

Purpose

XPVa lue GPVa lue

Slay fiend: 4,500 22,500

Slay ava tar: 9,000 45 ,000

Slay lawfully aligned: 900 4,500

Slay evi lly aligned: 900 4 ,500

Gods, Demigods, & Heroes

There are four purpose ·whips. When they strike the

specified type of opponent on an attack roll of 19

or 20, the victim must roll a save ¥s. spell or die.

Roll W hip 1)tpe
01 -25 Slay fiend
26-50 Slay avatar
51 - 75 Slay lawfully aligned
76-00 Slay evilly aligned

of Summon in g

XP Value: 900 GP Va lue: 4,500

Gods, Demigods. & Heroes

This whip, when cracked, summons a superhero

dwarfin mi thral a r mor with a hammer +3. He

appears in a puff of smoke and serves the wielder a metallic golem, it was
of the whip un lil his mission is conSidered com- given special powers when freed, a nd is said 10

pleted or he is killed. He may polymorph himself reside in far northern reaches, ei the r alone or

and ifhe dies the whip is no longer functiona l. with ils current master.

Tar's Chaotic C reature The wife appea rs to be a metal s tatue of an
extremely attractive human female clad in robes.

XP Va lue: 1,200 GPValue: 6,000 The entire statue is made of a sparkling mixllIrc

1992 Famuy CO llet:tor Card 302 of gold and s ilver.

Tar's magical whip is normally a +2 weapon, bUI The wife is always active. The powers of the

against any creature with a chaotic alignment, it wife of IImarinen are used by the artifact alone,

functions as a +3 weapon. not granted to the user. The wife can speak any

of Zeif language it hears, and will explain its powers to
any who ask (unless ordered not 10). However, the

XP Value: 800 G P Value: 5,000 artifact cannot be controlled un til a special com-

GREYI1AWK Adventures mand word is ullered. Once the command is spo-

When wielded by a character proficicnt with the ken , the w i fe obeys eithe r me ntal or verbal

whip, this weapon strikes wi lh a +3 bonus to commands from the user.

attack and damage. It can also be cracked in the The command word can only be obtained from

air to produce a deafening sound, causing all I1marincn himself (by using a commune or con-

creatures under 8 Hit Dice (excepl lhe wielder) in tact other plane spe ll), from a previous user of

a 20-foot radius to save vs. spcll o r be deafened the artifact, or by a wish.

for Id 4+ I turns. T he sound can be heard up to Suggested Powe rs: (All magical abilities are

1,000 feet away. cast at 20th level.) Ice breath (Effect 30'xI0')

Wife of IImarinen damage is equal to the user's current hit points
with saving throw applicable; Ice storm.

XP Value: - G P Value: - S uggested Handicap: When control is gained,

DuNGEONS & D RAGONS Master Set t he use r becomes aware that the wife cannot
recharge itself. It can eat gold or sil ver. Each time
The legendary Immortal craftsman Ilmarinen

once used his great skills to create a companion a power is used, the user must feed the device

entirely of gold and s ilver. However, the result 5,000 gold pieces.

was too cold to even be approached. Appearing as S uggested Pena lty: (1 in 6 chance of occur-

6251

/r------------------------------------,~

1534

, rWind Howdah

rence whenever a power is used.) Instead of comprehend, one for it to act on the information,
and o ne to gain the necessary 60 feet of alti tude).
attacking as d irected, the wife aims her attack al Whe n not in use, a wind howdah hovers 12- 18
the user; normal saving throws apply, but the user inches off the ground, waiting to be boarded by a
gains a +4 bonus for the second and subsequent pilot and loaded with cargo.
appearances of this effect.
Though extremely lightweight, each wind how-
Wifeofllm a rinen: AC - 20; hp 100; #AT 1 power; dah can safely carry 1,500 Ibs. Weight over the
1,500-pound limit is likely 10 rip the weed matting
Omg by power; MV 24; AL N. T he w ife will not
attack by any means other than its powers. free of its frame or break the erdlu bones durin g
l1ight. If this occurs, it suddenly loses alti tude and
Winch of Power disappears into the silt o r crashes to the ground.

XPVa!ue: 4,000 GP Val ue: 32,000 There is a 1% c hance per 5 lbs. of we ight over
1,500 Ibs. of crashing a wind howdah. (For exam-
PoLYHEDRON Newsxine 43 ple, a wind howdah is loaded with the maximum
1,500 Ibs. of goods. Therefore, a SO pound halfling
An intricate mechanical device 3 inches high pilot has a 10% chance of crashing, a 450 pound
thri·kreen has a 90% chance of crashing, and any-
with a load ing capacity 0£200 pounds. II includes
one weighing more than 500 pounds has a 100%
100 feet of unbreakable thread and can be wound chance of crash ing.) Ro ll for cras hes once pe r
flight. If a wind howdah can handle the load, no fur-
and unwound with thumb and forefinger, no mat- ther rolls are necessary until more weight is added.
Ifa crash is indicated. it occurs Id6 rounds after the
ter how much weight is at the other cnd. The wind howdah is loaded with the excess weight.

winch is sel in place with a command word, and Wind howdahs are not graceful fl iers and have
bee n designed more for handling weight than
the co mmand word is needed to re move the aerodynamic stabilit y. Therefore, wind howdahs
winch from its place. are limited in speed. Because they levitate, they
move at the speed o f the wind when the sail is
Wind Howdah raised. Da ily wind direc tion is left to the OM 's

XPVaJue: 3,000 G P Vaiue: 15,000 discre tion. Average daily w ind speed is dete r-

DUNGEON Magazine 44 mined by rolling 2d20, but the OM should allow
for calm periods (0 wind speed) and storms (wind
Using Mindlink and othcr telepathic sciences and
speeds of 2d20 + 30).
devotions, the Chanth tau ght their slaves how to
The maximum safe speed of a wind howdah is
construct wind howdah. Eac h wind howdah is 25 miles per hour. Speeds in excess of the maxi-
mum cause the wind howdah to pitch and buck,
constructed fWIll a stifT, Wl;t;lImc,sh carefully and tossing cargo, passenge rs, a nd even the pil ot
ovcrboard. For every I mph over the maximum,
int ricate ly wove n aro und a polis hed frame of the howdah has a 5% chance to pitch or yaw so
much that the pi lot a nd passengers must make
erdlu bone. The weed used is akin to stiff bamboo Dexterity checks or be tossed overboard. Passen-
gers make Dexterity checks at -2. The pilot, who
but grows in several shades of brown from ve ry is holding the sail, makes his at -4. Falling dam-
age is determined nonnally, but PCs fa lling inlo
light tan to almost black. The weeds for each the Sea of Silt must be quickly rescued or die of
suffocation. The fate of th e cargo is left to th e
wind howdah have becn care fully chosen and OM 's discret io n. Unsecured lightweight objects
are easily lost if a wind howdah begins to pitch
woven into comp lex geometric designs, m an- and roll, while a heavy box of weapons might not

da las, and eve n a rtistic scene s d epicting th e shift an inch, even in thc wildest of barre l-ro lls.
Aerial combat is difficult using wind hawdahs,
island's daily life. The erdlu bones arou nd which
because they a re not ma neuve rab le enough for
the wecd is woven are chosen for their whiteness
action, even agai nst g round-based targets. Mis-
and flaw lessness. They are then rubbed and pol - sile fire is possible, but considering the difficulty
and number of pena lties incu rred, il is virtually
ished wit h sand unti l they literally g leam.
useless except at point-blank range. Magical and
The C hanth then empowers the wind howdahs psionic combat are still possible between wind
howdahs, so long as they are within range.
with the ability to levitate. Each wind howdah has

an Inte llige nce score of 12 and communicates by

sem i-em pa thy. (See pages 93- 94 of the COM-

PLET£ PSJONfCS HA NDBOOK for details conce rning

em.fJO'K''ered items.)

A wind hO'wdah is controlled by the pilot who

handles the sail. Semi-empathic, the wind how-

dah gains or loses altitude (maximum 1 foot per

second or 60 feet per round) as the pilot desires.

Semi-e mpathy is s lo w and does no l a llow for

urgency. The wind howdah takes one round to

compre he nd a comm and (either gain altitude or

lose altitude) and anolher round to act on a com-

mand.lfa pilot must gain 60' of altitude to avoid

crashing in to a cliff, he must g ive the comm and

to the wind howdah at least three rounds before

getting to the cl iff (one for the wind howdah to

)r------------------------------------.~

1535

""",Wind Instrument, Bagpipes of Confusion (

Wind Instruments 74-75 Recorder
76 Sackbut

This category of musical instrument concerns 77- 78 Serpent

those that make music from the movement of 79 Shakuhaci (flute)

wind over reeds, tubes, or pipes. Refer to Perc us- 80-8 1 Shawm

sion and Stringed Instrument sections for other 82 Sheng

musical instruments. 83-84 Side hom

85 Slide hom

Roll Wind Instrument Ty pes 8&-87 Straight hom

01 Alphorn 88 Syrinx

02-03 Animal Hom 89-90 Tibia

04 Atrakha (flute) 9l Transverse fl ute

05--06 Aulos 92- 93 Trombone

07 Bagpipes 94 Trumpet

08-09 Bamboo pipe 95- 96 Whistle

to Bugle 97 Whistle flute

11- 12 Clarinet 98- 99 Zampogna

13 Coiled Hom 00 Zulkoon (organ)

14-15 Conch Shell

16 Comet Flute Bagpipes of Confusion

17- 18 Coronet XP Value: 4,000 GP Value: 20,000

19 Crumhom The Book of Marvelous Magic

20-21 Curtail These bagpipes cause every creature within 60

22 Double fipple feet to make a saving throw vs. spell with a-4

23- 24 Dudy penalty to the roll, or immediately attack the bag-

25 Fanfare horn pipes, believing them to be a creature hostile to

26-27 Fipple fl ute their user. If the bagpipes are not drop ped, the

28 Flageolet user is the target of half of the attacks. All attacks

29- 30 Flute cominue until the bagpipes are destroyed.

Jl Gemshom

32- 33 Hannonica Cymboli 's Pipes of Sounding

34 Hautboy XPValue: 1,500 GPValue: 15,000

]5- 36 Heralding hom 1993 Colle<:tot Card 354

37 Hom Cymboli oS pipes ofsounding funct ion much like a

38- 39 Hunting horns typical set of bagpipes. Many diffe rent sounds

40 Hydraulis can be created, from runni ng water to the cry of a

41-42 Jiccal (gourd hom) baby to the footsteps of marching soldiers. Once

43 Kuoo a week these pipes can also produce the sounds of

44-45 Kh" creatures' calls that have a magica l effect on
46 Lu, those who hear it. For example, the pipes can be

47-48 Mijayrah (recorder) made to sound like the cry of a harpy, with the

49 Mitbiq (double-clarinet) accompanyi ng charm affecting all within range.

50-51 Mizwid (bagpipes) The piper is immune to any effects.

52 Nafir (trumpet)

53- 54 Nay (flute) of Doom

55 Nightingale XP Value: 2,000 GP Value: 10,000

56-57 Nose flute D UNGEON Magazine 28

58 Obo< These bagpipes are a minor artifact of evil cre-

59-60 Ocarina ated by Grintharke's forme r master. Anyone pro-

61 0"," f icient in the use of bagpipes or who has innate

62-63 Panpipes musical ability is able to use these pipes in two

64 Penny flute different ways. First, the pipes enhance musical

65-66 Pipe flute abilities or skills, such as a bard's ability to influ-

67 Pipe organ ence reactions or the ko rred abi lity to make

68--69 Pipes people dance. This function of the pipes results in

70 Positive organ doubled areas of effect and a - 2 penalty to any

71 - 72 Posthom applicable saving throws. But the re is a second

73 Rackett a nd much more destructive use for the pipes.

""/r------------------------------------~~

1536

.

-

, rWind tns!roment. Bagpipes of Feline Attrar;:tiQR

The final power of this artifacl is to control
weather, as the 7th-level priest spell. The pipes
give this abi lity at full power, so it is possible to
adjust the weather by two steps as indicated by
the spell description.

If any good or neutrally aligned person who is
not a bard or a creature with innate musical abili-
ties (such as a satyr or korred) attempts to use the
pipes ofdoom , his or her alignment begins to
shift toward evil. Each shift takes one week to
complete. so it takes two weeks for a good char-
acter or creature to become irrevocably evil. The
strength and ev il of this artifact can be deter-
mined by any approp riate d ivination spell, and
the casting of such a spell should also instill a
strong desire to destroy the pipes.

The pipes 0/ doom may be destroyed by drop-
ping them inlo molten rock of any kind, by sub-
jecting them to red dragon flame doing a
minimum of 90 points of damage, or by sending
them to the Elemental Plane of Fire.

of Droning

XPVa lue: 4,500 GP Va lue: 22,500

The Book of Marvelous Magic

T hese bagpipes cause each creature within 60

feet to make a saving throw vs. spell or fall

When the pipes ofdoom are played properly (the asleep, lulled by the constant, unvary ing sound.

musician knows instinctively what tones and tem- Sleeping creatures may be easily awakened by

pos arc necessary), they cause the listener to suf- physical means hut do not wake to any noise and

fer severe mental anguish and terror. continue to sleep for three turns at most.

For nonnal gaming purposes, the pipes' area of Dugal's Bagpipes of Fear
effect is a 36O-fool-long cone that widens from 10

to 180 feet. (For BATILESYSTEM- rules purposes, XPVaiue: 2,000 G P Vaiue: 10,000
the area of effect is a cone 1 2~ long and 6n wide at
New Item

the end.) All creatures in this area of effect must Dugal created these si lver pipes of/ear shortly

save vs. spell or suffer insanity so severe as to per- after his conversion to pacifism. When properly

manently incapacitate them, causing them to col- played, the bass drone instills confusion, and the

lapse and mumble incoherently, unable to anack or two tenor drones issue to nes of/ear and dispel

defend. The piper rolls 5d 12 attack dice (against magic, as the spe ll s, affecting all c reatures

which armor has no effect), and all surviv ing smaller than L size. The piper cannot be attacked

enemy units in the area of effect must ma ke a while the pipes are being played.

morale check or rout. Units that succumb to the of Fear
effects of the pipes may be easily slain.

The pipes become more powerful when the XP Value: 5,000 GP Vaiue: 25,000

piper becomes more proficient or powerful. Each The Book of Marvelous Magic

level or Hit Die ofthe user above 10 subtracts one Wben these bagpipes are played, each creature

from the saving throws of affec ted individuals within 60 feet must make a saving throw vs. spell

when used to cause mass insanity. In addition, at or run away in terror for one turn. All characters

16th level and above, the pipes can' be made to (PCs and NPCs) gain a + 1 bonus to the roll for

destroy nonlivi ng structures by increasing the each level of experience.

en.tropy in each structure so that it simply falls of Feline Attraction
apart into its.component pieces. T hus, a wall or a

building- or even a person's cloth ing or weap- XPValue: 750 GPValue: 17,500

ons-could be brought to ruin, but a living crea- The Book of Marvelous Magic

ture, a plant, or a natural stone hill would not be These bagpipes attract the attention of all cats

affec ted. Magical items receive a nonnal saving and catlike monsters within 120 feet. T hey

throw vs. disintegration. approach but do not attack. The fclines sit within

/r------------------------------------"""
1537

(

30 feet of the instrument and wail in concert for know the command word.

as long as the magical playing conti nues (one of Reviving
turn maximum). They are merely distracted and

suffer no penalty to surprise rolls. If auacked. XPValue: 1,000 G PVa!ue: 5,000

thcy can ignore the pipes' cffect. If a charm mono The Ilook of Marvelous Magic

ster spell is cast at any feline thus attraCled, it suf· This bugle is used as a bugle o/waking. Howc..-er,

fers a -4 penalty to its saving throw, along with all dead creatures within 120 feet arc also wak·

any other applicable bonuses or penalties. ened, rising as skeletons or zombies as though

of l:Ieadaches animate dead spells were used and attacking the
person commanding the bugle. The undead may

XP Value: 5,500 GP Value: 60,000 be the remains of any once.living creatures.

The Book or Marvelous Magic of Sleeping
These bagpipes cause each creature withi n 60

feel 10 make a saving throw vs. spell or suffer a XP Value: 700 GP Value: 3,500

headache and double vision (innicting a - 4 The Book of Marvelous Magic

penalty to Wisdom, Intelligence, and all allack This metal bugle can be played normally. When

rolls). The effects last for three turns. The user is commanded, it will play Taps softly, by itself. The

not affected. tune takes 3 rounds to fin ish and, if interrupted

of Shattering has no effect. At the tune's conclusion, every liv·
ing creature within 60 feel must make a saving

XPValue: 1,000 GPValue: 5,000 th row vs. spell or fall asleep. The bugle can be

The Book or Marvelous Magie interrupted only by a dispel magic or silence

These bagpipes cause all nonmagicai glass and spell, but its effect may be negated by some other

ceramic objects within 30 feet to break. Although magic item, such as a choirbell.

potions are magical, their ceramic containers nor· of Waking

mally are not and can be affected. There is no XP VlI lue: 600 GP Value: 3,000

effect on magical objects such as magical mirrors.

Bugle of Collapsing The Book of Marvelous Magic
This IIIl::lal bugk has no magical effect if played

XP Value: 1,500 GP Value: 25,000 normally. When commanded, it plays "Reveille,"

DuNGEON MASTER Guide loudly, by itsel f. As soon as the song begins, all

This horn appears to be a normal musical instru· creatures within 30 feet awaken (unless curnd),

ment, a bugle of some unu sua l sort. If it is even if magically asleep. However, the bugle con·

sounded improperly (without first speaking the tinues 10 pl ay for 3 rounds, attracti ng the atten·

proper command word) or 10% of the ti me in any tion of all creatures with 120 feet, who probably

event, the following will resul t: dislike the noise (- 3 penalty to reaction rolls).

Qut.o(·doors: A torrent of fist size rocks will The bugle o/'....aking can be interrupted only by a

strike Ihe individual sounding the bugle, 2d6 in dispel magic or silence spell.

number, each causing Id6 points of damage. Dugal's Musical Instruments
Indoors: The ceili ng overhead will collapse

when the device is blown. The character suffers XPValue GPValue

3d 12 points of damage. Alter self: 300 3,000

Underground : The area immediately above the Blur: 300 3,000

character sounding the bugle will fall on top of the Change self: 250 2,500

bugle blower. The damage is 5d4 points base per Comprehend languages: 250 2,500

each 10 feet of height that the material above drops Conlinual light: 300 3,000

(twice damage if a 20·foot ceiling, three times Detect invisibility: 300 3,000

damage ira 30·foot ceiling, and so on). Detect magic: 250 2,500

Proper use of a bugle ofcollapsing enables the Dispel magic: 350 3,500

character to sound it while it is pointed at the roof Gust of wind: 350 3,500

overhead from 30 feet to 60 feel beyond the user. Knock: 300 3,000

The effect is to collapse a section of roof up to 20 Tongues: 350 3,500

feet wide and 20 feet long (a 10·fool radi us from Whispering wind: 300 3,000

the central aiming point) that inflicts damage as PoLYHEDRON Newszinc S6

ooted above if indoors or underground only. Myriads of tiny runes are etched into the wood of

Bards have only a 5% chance of sounding the these instruments. Most customers see the runes

bugle improperly. Dwarven chanters (a bard kit) onl y as decorative additions to already finely

never use this instrument imp roperly once they crafted inst ruments. However, wizards who

6274

/r------------------------------------,~
1538

, Wind Instruments. Djinn Nay,

ex.amine them immediately notice a similarity crly played and commanded, those within 60 feet
between these runes and ones found on magical
who hear the music gain a +2 bonus to saving
scrolls.
The runes are part ofa unique process to enchant throws against/ear and may make a standard sav-
ing throw vs. spell even when the/ear would nor-
musical instruments without using high level mally permit none. NPCs affected gain a +2

spells. Each special instrument is endowed with bonus to morale. Theflute 0/ courage may be
onc magical spell of Isl through 3rd levellhat can
be cast up to three times a day by playing a melody used once a day. for up to fonr hours. Its effects
to which the instrument's runes are attuned. last for as long as it is played.

The enchantments require only verbal and Damh's
somatic components. The runes on the instrument
are inscribed versions of a particular spell, and the XP Value: 2,000 GP Va lue: 10.000
melody is a repetitive musical rendition of the ver-
bal component. When the melody is played, which Monster Mythol ogy
takes a full turn, the instrument resonates and acti-
vates the runes, thus serving as the somatic compo- This flute belongs to the avatar and can summon

nent and in effect casting the spell. 2d4 korreds or satyrs if within a mile or create a
Dugal's enchantments are limited to those spells
/orcecage (each effect three times a day). Damh
in his spell book. Of these, he uses only defensive
or benign spells. A devout individualist and recent must spend one full round playing the instrument
pacifist, he never uses a spell such as charm that
to generate the effect.
infringes on the freedom of another, or a spell like
magic missile that causes hann to others.

The spell on an enchanted instrument can be
invoked by any musician who plays the appropri-
ate melody. Dugal teaches the melody to the

buyer at the time of purchase. He also explains to
customers that, except for casting time, the capa-
bilities of a spell cast using one of the instru-

ments a re as if Dugal cast it- so all spells are
cast at 5th level.

Bone Flute

XP Value: 500 GP Value: 2,500

The Book of Marvelous Magic

This unusual flute is entirely made of carefully

carved bone. When the command is spoken and

the flute played, its music can be heard by all

within 60 feet. This music is of quite an unusual

sort. The musical tones form airy words, because

the bone flute speaks with the voice of the crea-

ture from whose bone it was made, telling its

name and the story of its death. Its tale is always a

sad one of greed, treachery, or reckless acts; only

by those means can a bone flute be made. With a Djinn Nay
second command the flute is silent, but if it is

allov.'ed to finish its tale, the bone flute describes XP Value: 4,000 GP Value: 20,000

the location of the rest of the creature's remains. DRAGON Magazine 190

These remains are inhabited by a neutral ghost The nay provided by the djinn of the Plane of

seeking aid. If the bone flute is interred with the Elemental Air looks like any other reed flute.

other remains, the ghost is put to rest. The flute However, the reeds are metallic, the perfcet speci-

carries no charges. mens of a gold-bearing plant that only survives in

. of Courage the terrible mountains of the yak-men. Many
brave djinn (and many more of their mortal

XPValue: 1,000 G PVa lue: 5,000 agents) lost their lives recovering these wondrous

The Book of Marvelous Magic metallic plants, called golden wands in the ver-

This flme produces a high, shrill note. It has no nacular.
magical effect unless used outdoors. When prop-
The nay 0/the djinn allows the player to cast

6278

/r------------------------------------,~

1539

-

,,~--------------------------------------------------~(

/r------------------------------------,~

1540

, Wind Instruments. Flute ofLlICl;r

an enlhroll spe ll , as the 2nd-level priest spell of call woodland beings, conjure animols, creeping

the same name. Duration is as long as the nay is doom, insect plague, monster summoning, Mor·

played, but the spell ends when the player stops or denlwinen ~ faithful hound, summon insects, sum-

is in terrupted. The nay may be used in this man- mon shadow.

ner once per day, twice a day if the user is a bard. A different melody is required for each item,

A bard a lso may use the nay to "whistle up the monster, or spell to be affected by the flute . The

wind": or to summon an air elemental of 8 HD. as first time the owner of a flute attempts to dismiss

tile 5tb-level spell conjure elemental, once per a certain object or spell, a poor rendition of the

week. The elemental is under the control of the melody is necessarily produced--even assuming

user for as long as the nay is played, h ut if the that the user of the flute knows which melody 10

music is interrupted, the elemental returns to its usc in a given situation. Any user's first try at a

home plane without attacki ng its former con- certain melody takes rour rounds to play and has

troller. a 25% chance of being successfully reproduced.

The second try (regardless of the outcome of the

of Danger first try) takes two rounds to play and has a 50".4

XPValue: 1,200 GP Value: 6,000 chance of success. On the third and subsequent

The Book of Marvelous Magic attempts, a fair amount of expertise is achieved,

This flu te looks exactly like afaerieflute. How- so much so that the melody takes one round to

ever, the woodland beings it attracts arc of the play and is always successful.

more dangerous sorl and a f C hostile. The flute Even when a melody is successfully played, the

summons IdS creatures, which arrive after one object of the melody is allowed a saving throw (if

lurn. They all attack immediately (no reaction applicable) vs. paralyzation. A check against

roll), by surprise if possible. The flute ofdanger magic resistance must also be made in cases

may summon mo re than one race of dangerous where the object of the flute playing has such

1I-"OOdiand beings, such as bas ilisks, cockatrices, protection. The flu te operates at 10th level for

owl bears, trolls, will 0' wisps. or wyvems. Crea- purposes of determining the magic resistance

tures appearing may be individually selecled or saving roll. It is suggested that a side record of a

delennined randomly, bUI basilisks should not be character's attempts with the flute be kept. The

frtely mixed with others, as their gaze tlttucks can flute can be played an unlimilecl numner ortimes.

be dangerous to all. The flute may be played mag- Faerie

ically only once a week at most; howeve r, if the

use r is s lain o r turned to stone by the creatures XP Value: 1,5()() GPValue: 6,500

summoned, the flute disintegrates. The Book of Marvelous Magic

This flute has no magical effect unless played in

of Dismissing woodlands. It summons IdS woodland creatures,

XP Value: 4,000 GP Value: 30,000 which arrive after one tum of playing. The wood

DRAGOS Magazine 47 folk are not hostile but are cautious and may

The flute of dismissing pOSSesses the power to choose not to reveal themselves. Funhcr friendly

dis rupt the magic that binds conjured or sum- actions or offers a re needed to assure them of

moned monsters in their enchanted states. Thus, the ir safety. Any attack causes them to summon

such creatures wi1\ simply disappear when cenain others of their kind, perhaps hundreds if the dan·

special tunes are played on the flute. The device ger is great: but if properly entreated, and if there

can also send creatures from other planes back to is need, they might help the user. The faerie flule

the plane the y came from . It is usable by all may summon mo re than one race of woodland

classes of characters. The magic items., spel ls and beings, such as centaurs, dryads, e lves, halflings,

creatures the flute affects are as follows: pixies, sprites, and treants. One or more races

Magic items: Bag oftriCks, bowl commanding might appear, and those responding should be

water elementals, brazier commanding fire ele· selected, depending on the area. The flute plays

mentals, censer controlling air elemen/als, efreeti once a week.

bottle, horn of valhalla, iron flask, pipes ofthe of Luck
sewers, ring ofdjinni summoning. stone ofcon·

trolling earth elementols, wand ofconjuration. XP Value: 2,000 GP Value: 10,000

Mo nsters: Aerial servant, djinni, efreet, e le- The Bool; of Marvelous Magic

mental, fiend, ghost, hell hound, invisible stalker, This flute may be used only o nce a week. When

night hag, nightmare, salamander, shadow, spec- played for one turn, it confers upon the user the

tre, thought eater, triton, umber hulk, vampire, benefits bestowed by a luck potion; the player

water weird, wight, wind walker, wraith, xorn. may declare anyone die roll (such as an attack

Spells: Aerial servant, animal summoning, roll, saving throw, initiative roll, or any other) to

""/r----------------------------------,~

1541

r

have the best possible result. The flute 's effect is • Pacify, as if cast by a 12th-level shukenja.
not count ed as a pot ion for combination pur- In the hands of a shukenja, the flute provides I
poses. Ifnot used, its exceptional effect vanishes
one hour after playing. The flute's melody can be bonus to purification rituals, as follows, depend·
heard by all within 120 feet , regardless ofobstruc- ing upon the type of flute found:
tions, nnd may att ract monsters.

of Playing
Roll Bonus
XP Value: 1,000 G P Val ue: 5,000 01-09 +5%
10-15 +10010
DRAGON Magazine 7] 16-19 + 15%

20 +200/0

An ebony flute. When a magic wo rd is spoken,

the flute plays a haunting tune (something like Sil ve r

Greensleeves ) fo r five minu tes, without hu man XP Val ue: 1,200 GP Value: 6,000

participation. The Book ofMarvt:lous Magic

When the command word is spoken, this flute

of Puppies' plays itself and is easily heard by all within 60

New Item feet. It causes all normal weapons withi n range to

XP Vallie: 1,200 G P Value: 6,000 change to silver and ma kes them usable against

When played by any charac ter, this flu te immedi- Iycanthropes and certain other creatures. Unfor-

ately polymorphs I d4 attacking creatures, of 4th tuna tely, it al so causes slings, bows, and other

level or less, into neutral puppies. Whe n a bard flex ible weapons to turn to silver, making them

performs wi th this flute, IdlO attacking creatures unusab le (a s ilve r bow cannot bend to fire

(4th level and below) arc polymorphed into neu- arrows). The items remain silver as long as the

tral puppies. flute plays and return to normal when taken out

'This item ,,-as created by William Moots. who lias since of the 60-fool range or when the music stops. The

passed from the Prime Material Plane. We "'CTe asked to fl ute may be used once a day for up to one hour

include it as a tribute to him-and so we have . Ed. per use; it stops playing on command.

Shakuhaci of Peace of Wind Da ncing

X P Va lue GP Value XP Value: 1,000 GP Value: 5,000

+5 Bonus: 2,000 14,000 Dragons orTriumph

+ I0 Bonus: 2,500 17,500 This item can on ly be used by a character who

+ 15 Bonus: 3,000 21,000 knows how to playa flute or other type of similar

+20 Bonus; 3,500 24,500 wind instrument . While playing this flute , the

PoLYHEDRON Newszine 82 use r summons and controls small breezes. After

Many centuries ago, Chujenko, a flute-maker on two round s of playing, the user ca n create a

the island nation ofWa , s howed extraordinary zephy r and after three rounds, a gust ofwind. If

hospitality to a wandering priestess. The priestess an entire turn is s pent playi ng the flu te, a dust

was in reality a local greater nature spirit, and she devil can be created in a 30-fool-diameter area,

was so impressed with Chujenko's kind ness that blowing up dust an d leaves and acting as an

she taught him to create shakuhaci fi lled with the obscure spell . The dust devil dissipates gas and

peace of the woods. Chujenko produced a num- mist in the area of effect. The winds created start

ber of these flutes for the priests of the sect of at the playe r and move outward (al 10 feet per

Eigh t Million Gods. The nute s can be fou nd round) up to 60 feet away. They die down the

throughout Wa, and more rarely in Kozakura. In round after the playing stops.

all respects, these shakuhaci look like any other

oriental bamboo flute ; there are four sound-holes Airolis's Shining Horn

on the top and one on the bottom, and it is played ofTen T housand Winds

held vertically down from the mou th. Anyo ne XPVal ue: 1,500 GPValue: 12,000

holdi ng the n ute can p lay it as if he had the The Book of u.in II

appropria te proficiency. Characters w ith the Airoliss Shining Horn ofTen Thousand Winds is a

musical instrument proficiency gain a +2 bonus unique magical item aligned wi th the forces of

when playing the flute. chaos and good. Once a week the horn can sum-

The magica l abilities of the flute can only be mon up a permanent storm until the storm is dis-

invoked by those who revere peace and nature. pelled with dispel magic or by the hom's user. On

Each ability corresponds to a different tunc. command the horn grants the power offeather-

Calm, as a shukenja of 6th-level, once a day. fa/l, and allows the bearer to wind walk once a

Protectionfrom spirilS, Jj' radius 21day. day. The hom prevents some changes in the user.

""/r------------------------------------,~

1542

rWind Instrument. Hom or the Barrier ~ab

"'The possessor can neither age nor improve abili- of t h e Azure Sea
ties (rise in level) . Even learning new spells is
XP Value: 750 G P Value: 5,000

prohibited. T he dead do not decay in the area o f GREYIIAWt; Adventures
effect of the horn . The possessor on ly can part This magical horn was c reated by an evil high
with the hom when a remove curse spell is cast. priest who sought a source of undead to befriend

of Ampli fication and control. The mention of this item causes all
sailors and ocean-faring merchants great distress,

XPValue: 1,000 GPVa)ue: 5,000 and they refuse to sai l with a c ha racter whom

The Complete Bard's Handbook they suspect of owning the hom.

This horn is nol hollow as one would expect. Once a week, only at night on the open sea, the

Rather, it is sol id and resembles the horn of a rhi- hom can summon a ghost ship. The ship appears

noceros. It is used by touching its base to the in Id4+ 1 rounds, materializing from the Ethereal

forehead. It magically attaches and conveys its Plane into the Border Ethereal, whe re it can be

special power. At this lime, the one wearing the seen from the Prime Material Plane. The vessel is

horn has his or her voice amplified from,two to usually large and multidecked, with two or three

Icn times in volume. The exact increase is up to masts and taltered sails. It is white and transpar-

the charac ter using the horn. T he horn has no ent, and it makes no sound. For 10 turns, it floats

other func tion. It can be removed by anyone who beside the ship upon which the summoner stands,

lightly pulls on it. then vanishes back into the Deep Ethereal.

This horn increases the range of all songs, Any character who sees the g host ship must

jokes, rhymes, and other fonn s of verbal eommu- save vs. spell or be struck with fear for one tum.

nication proportionately (all amplification of five The su mmone r him se lf is immune from thi s

increases the range by five times the nonnal dis- effect. The ghost ship appears to be deserted, but

tance). is actually haunted by the following types of

The character can also yell. A yell causes 2d 10 undead:

points o f damage to everyone except the user

wi th in a range of 5 feet times the amplification Ro ll Undead

(setting two has a 10-foot range, setting five has a 1- 2 Id4 apparitions

25-foot ra nge, and so on). A successful saving 3-4 I ghost

throw vs. petrification reduces damage by half. 6-7 3d4 shadows

Only one yell per encounter can be attempted. 8-0 Id4 spectres

Each time th e horn is used, there is a 1%

chance that it permanently affixes to the user's These undead do not norma ll y make the m-

forehead and loses a ll magical ability. It can then selves known, but there is a 75% chance that one

be used as a weapon for head bults, causing I d3 of them will transfer to t he s ummo ner's ship.

points of damage. However, the oddity of having Thereafter it reluctantly obeys the orders of the

a hom growi ng from the character's head results summoner for the rest of the summoner's life or

in a - 2 Charisma penalty. A wish must be used to until it is destroyed.

remove the horn.

of the Barrier Peaks

of Animal Call s XPValue: 3,000 G PValue: 18,000

XPValue: 1,200 GPValue: 6,000 GRIiVHAWK Adventures

The Complete Ranger's Handbook This iron instrument was enchanted by a dwarf

This wooden instrument, painted bright red with smith to cement the friendship between demihu-

tiny s ilhouettes of va rio us animal s along the mans and giant eagles. It is not used often out of

sides, resem bles a recorder about 6 inches long. respect to the great birds, but has found occa·

The instrument can duplicate the cries and calls sional use in desperate times.

of any animal . With closed eyes, the user men- The hom is usable only o nce a week. In areas

tall y pictures an anima l, t hen blows into the where giant eagles dy.-eli, it can summon Id6+6

instrument. The sound is indistin guishable from giant eagles, and they arrive in Id4+3 rounds. If

the cry of the actual an imal. The instrument can dwarves, elves, or hal fling s are in danger, the

be used to ca ll particular animal s o r frig hten eagles wilt attack whatever is threatening them or

them away. The DM determines the effect of any carry the demihumans (and the ir companions) to

parti cular use of the horn; fo r example , sum- safety. The eagles do not fight to the death or risk

moning 2d4 animals might be 80% like ly in an their lives uselessly, but can call reinforcements if

ani mal 's home te r rain, with an a rrival time of more humans or demih umans need to be rescued.

Id4 rounds. To ensure that the eagles continue to answer to

the horn 's call , all those rescue d must accept a

""/r------------------------------------,~

1543

",Wind Instruments, Hom of Baubles r

geas to perform some service for the eagles, Fail- time it is used to magica l effect there is a 2%

ure for a ll those rescued to do so bre aks the cumulative chance of the instrument self.destruc-

ancient pact and causes the hom to shatter. ting. In the latter case, no damage is inflicted on

of Baubles the character blowing it.

Bards are beller able to play this instrument, SO

XPValue: - GPVal ue: 1,200 that there is only a 5% cumulative c hance per day

The Complete Bard's Handbook that the ho rn exp lod es. Fur thermore, the 2%

When Ihis instrument is blown, 25 cubic feet of cumulative chance of the instrument self-destruc-
useless baubles spew out of it pe r level of the ting is reduced to 1%.

blower. Although this is usually rathe r comical, it of Bubbles
can be da ngerous in a limited space. The instru-

me nt can be safely blown once every hour. I f XPValue: - GPValue: 1,200

blown more frequently, there is a 10% cumulative D UNGEON MASTER Guide

chance that the horn backfires, s uck ing the This cursed musical instrument radiates magic if
blower into it and spewing the character out as a detect magic is used. It appears as a nonnal horn,
collection of useless baubles. It is impossible to or possibly any of the magical ones. It will sound
resurrect or reiflcamate a creatu re in this state, a note and call forth a mass of bubbles that com·

although a wish can be used to recover the victim. pletely surround and blind the indiv idual who

Blac k Ivory blew the horn for 2dlO rounds, but these bubbles
appear only in the presence o f a creature actively

XPValue: - GPValue: 20 seeking to slay the character who played the hom,

Black Courser so their appearance might be delayed for a time.

When blown, this horn makes no sound audibl e Bards are actually able to use this cursed magi·

to human ears. Ten rounds later, however, an ca l item to their advan tage (once they detennine
ancient bronze dragonne arrives, searching for its
what the horn is). When properly bl own by a

long lost master. When it finds whoever blew the bard, the ho rn emits a cone of b ubbles 30 feet

hom instead, il attacks. long with a 30-foot diameter end. Anyone caught

of Blasting in the bubbles is effective ly blinded for 2dlO
rounds unless hc rolls a successful saving throw

XPValue: 5,000 GP Value: 55,000 vs. breath weapon. However, there is a 5% chance

DuNGEON MASTER Guide that the hom backfires and sucks the bard through
This magical horn appears to be a normal trum- it, emining the hapless minstrel as a mass of bub-
bles. Once all of the bubbles pop (taking 2dl0
pet, but it radiates mag ic if detect magic is cast

upon it. It can be sounded as a normal hom, but if rounds), the bard is irrevocably dead. Jesters (8

the correct wo rd is spoken and the instrument is bard kit) have only a 1% chance of being turned

then played, it has the fo llowing effects, both of to bubbles.

which happen at once: of Change
• A cone of sound, 120 fect lo ng and 3 feet wide

at the end, iss ues from the horn. All within th is XPValuc: - GPV.lue: -

area must roll a successful saving throw vs. spell. Book of Artifacts
Those who successfull y save are stunned for one
The horn ofchange is quite ordinary looking, as

round and deafened for two. Those who fai l the far as artifacts go, so much so that it is indistin·

saving throw sustain IdlO points of damage, are guishable from other mag ical horns. The horn is

stunned for two rounds, and deafened for four. made of polished brass and is shaped like a curv-

o A wave of ultrasonic sound I-foot wide and 100 ing ram 's horn. Sigils are stamped a long its rim

feet long issues from the horn. Th is causes a and a chain of golden links is the carrying strap.
weakening of materials such as metal, Slone, and The origins of t he horn ofchange are quite

wood . The weakening is equal to the damage clear and can easily be learned by those who ask.

caused by a hit from a missile hurled by a large or Several hu ndred yea rs ago (give or take a few

heavy ca ta pult . (See S ie ge Damage i n the decades), a rogue named Eustos was spend ing an

DMG-victims suffer an additional - 2 penalty to evening at the gaming tables. He had been suc-

the die roll described there). cessful in the market that day, and his luck con-

If a horn a/blasting is used magically more tinued with the dice; he won throw after throw. As
than once a day, there is a l OOk cumulative chance th e eve ning wore o n and Eustos drank and

that it explodes and inflicts 5dlO points of dam- thought less, he fooliShly bragged that he must

age upon the person sounding it surely have won the favor of the gods of luck, for

There are no chargcs on a horn, but the device no odds were too impossible for him that night.

is subject to stresses as noted above, and each Well, such a boast cannot go unheard and in a

om

/r------------------------------------,~
IS44

l l r'\ Wind Instruments. Hom. Fog Hom

short time a charismatic stranger came to the negates Ihis effect (but only for that individual).
table. Suddenly no throw did the stranger miss, The person using the horn may direct the com·
mand at a single being (giving a penalty of - 3 to
nor any could EuslOS make. Finally EuSIOS the saving throw) or at all of the beings within the
offered the greatest and only treasure he had radius (each gets a saving throw). The suggestion
remai ning- hi s very so ul. Against this, the must be in a language the affected beings under-
stran ger put up a plain brass horn. Eustos made stand.
the cast- and won.
Death's Head
I! is said that the stranger smiled and told the
XP Value: 1,400 GP Value: 7,000
rogue that the horn could bestow great power or
immense woe, for each sounding was a roll of POLYHEDRON Newszine 58
chance. Perhaps this is true, for after gaining a
rtputation for wonders, Eustos vanished one day This magical horn can bc sounded oncc a day,
and was never seen again.
and acts as a symbol ofhopelessness when used
The horn ofchange is a purely chaotic anifact.
Thus, it is a wonderful item to give to the player in battle against goblinkind.
characters. While there is no predicting the bal-
ance ofils powers, the horn will provide many of Dolphins
opportunities for role-playing, as its unpre-
dictable powers come into play. XP Value: 750 GP Value: 3,250

Constant Powers: Any character who picks up Otherlands
tile horn is instantly awa re of its possibilities.
Show or explain the table below to that player. This conch shell can be blown as a horn. It sends

Invoked Powers: When the horn is sounded, out a deep booming thrum that can be heard in a
roll on the table below to find the result. The roll
cannot be influenced in any way. Roll on the ten-mile radius. All do lphins in its range will
appropriate Artifact Table in Volume I to deter-
mine what power immediately takes effect. swim at top speed toward the user. anxious to

heed the summons. The horn cannot command

the dolphins to obey the summoner's orders.

Whether the dolphins obey or not depends on the

merits of the horn's owner. The horn can be

winded nine times a week.

Roll Power Fog

01 - 10 Table 1--02: Combat XP Value: 400 GP Value: 4,000

11- 25 Table I - II: EnchantmentlC harm DUNGEON MASTER Guide

26-40 Table 1--03: Conjuration This small device allows its possessor to blow

41 - 50 Table 1--00: Abjuration forth a thick cloud of heavy fog equal to that of a

51-75 Table 1- 15: Major Powen fog cloud spell. Each round spent blowing it cre-

76-95 Table 1--04: C uned ates a I O-cubic-footfog cloud. The cloud lasts for

96-00 Table 1--0 1: Cataclys m 2d4 rounds after the last round of blowing the

instrument. Note that should it stop being

C urse: Each day that a character owns the sounded for a round, a new fog clOlld will have

horn, there is a 1% (cumulative) chance that the begun, as the initial one has a life expectancy of

character wi ll be seized by a gambling fever so but2d4 more minutes, and will have drifted away

intense that no honest wager can be resisted, from the individual sounding it. The device

regardless of the odds. This only passes when the makes a deep, hornlike noise, the note dropping

character gives up or loses the hom. abruptly to a lower register at the end.

Suggested Means of Destruction: When this horn is blown, bards are able to

• The powers of luck must be gambled with to create the typical fog, or they can creatc a

destroy the hom. region of magical rain. Rain can be very useful

• The gods ofjustiec must be cheated, an ulti- as a source of water, to put out fircs, or to fill

mate gamble. the bottom of a room with water. The rain accu-

mulates at the rate of I inch of water per round

of Command in a 10-foot square.

XPValue: 2,000 GPValue: 20,000

Old Empires Fog II

This hom amplifies the sound ofone's voice so that XP Value: 400 GP Value: 4,000

it can be heard three times farther than normal. C... RDMASTEIl Adventure Design Deck

The greatest ability of this item, however, is its When blown, this instrument allows the party to

suggestion power. Once each day, a person using escape from a monster. It can be used once a day.

the horn can issue a suggestion 10 all within a 60-

foot radius. A successful saving throw vs. spell

/r----------------------------------~~~" ~
1545

~Wind Instruments. Hom ofOoodnesslEvi t (

of Goodness/Evil unforgiving and cruel. Subsequently, the ustr

XP Value: 4,000 GP Value: 20,000 will neve r accept an opponent 's surrender,

DuNGEON MASTER Guide donate money or items for any cause, nor agm
to any favors requested. If any loans made by
This magical instrument adapts itself to the align.

ment of its possessor, so it produces either a good the use r are as yet unpaid, the user will, iflaw.

or an evil effect depending on the alignment of its fully poss ible, demand their immediate repay·

owner. If Ihc possessor is ahsolulely neutral, the ment. The effect may be removed by a remOI't

hom has no power whatever. If the owner is good, curse spell from a caster of 26th level. The hom

then blowing the horn has the effect of a protec· of hard hearts can be used only once a day at

tionfronl evil spell in a 10-foot radius, which most.

lasls fo r 10 rounds. Each friendly or allied crea- of Plenty
ture within this area is affected as if gramed the

spell . If the horn is of evil alignment, then the XPValue: 2,000 GP Value: 20,000

rcversc of the noted spell occurs within the area The Book of Marvelous Magic

of effect. The hom can be blown once a day. When properly commanded and played, this hom

Unfortunately for many bards, sounding this produces enough food to feed 120 humans and

instrument might produce an alignment change. 120 horses. The horn ofplenty cannot produce

There is a 50% chance that the bard become s liquids. It may be used once a day.

neutral evil , otherwise he becomes neutral good. of the Sacred Grove
If the bard is already one of these lwe alignments,

the hom functions normally. XP Value: - GP Value: -

Gjallcr Castles Forlorn

This druidic artifact is true neutral in alignment

XP Value: 6,000 GPVa lue: 30,000 Created by Gregory (who worshiped Daghdha)

Gods, Demigods, & Hcroc:s and Dori nna (who worS hiped Belenus), it draws

Heimdall 's hom, Gjaller, is the alen system for upon the powers of each god. Many of lhese ))0\\"

Asgard as much as Hcimdall is the alen er. Heim- ers can only be used by a person who knows the

daU's avatar will blow a blast upon it to announce correct sequence of notes to play. Other powers

the coming of the Frost Giants and the gods, and are only effective if the horn is in the hands ofa

their hosls will issue out to fi ght the last battle at druid.

Ragnarok . This horn al so is blown to proclaim Major Powers

visitors. When blown, all creatures within 1,000 Once a week, at night only, the horn can be

miles, regardless of mundane andlor magical [im- uscd by a druid (or a priest of either Oaghdha

itations, can hear the hom. or Belenus) to summon the Wild Hunt.

of the Cray Waste Eve ry other day, the horn can be used 10 cast
the 7th-level priest spell sunroy. A beam of

XP Value: 4,000 GP Value: 20,000 sunlight up to 200 feet long and 10 fe et in

D RAGON Magazine 28 diamete r at its far en d emerges from the

This magical horn, wh ich looks like any other, mouth of the hom.

calls bring forth Id4 lesser tanar'ri or one greater Every other day (alternates with Ihe sunroy

tanar'ri, when soundcd. The tanar'ri wi ll obey the powe r) , the horn can be u sed to create a

commands of the horn holder for Id6 hours but heroes 'feast (as the 6th-level priest spell) that

have free will if attacked or ifasked to give over will feed 12 people.

any treasure they may cany. For a good priest or a Minor Powers

paladin to command a tanar'ri to service requires The bearer of the horn is completely immune

an otol/ement, though they may give the horn to 10 nonnal fires and gains a +4 bonus to saving
tIlt; t<lllac'ri and command it 10 be go ne. The throws vs. magical fire.

tanar'ri will bear the holder no ill will and will per- Once a day, for three rounds, the horn may be

fonn the required task- though it may require a used as a listening device (the mouthpiece is

cut of the profits (60% likely for a lesser tanar'ri, held against the bearer's ear) to understand the

90% likely fo r a grealer tanar'ri). The horn can speech of a single an imal or plant, like the

only be soundcd once by anyone character. 4th-level priests' spell speak with plams or the

of Hard Hearts 2nd·level priests' spell speak with animals.
Once a mek, the hom may be used to conl1ul

XP Valu e: 500 GP Value: 2,500 winds, per the 5th-level priests' spell.

The Book of Marvelous Magic Four times a day, kissing the horn in the hands

Thi s horn appears and function s as a horn of ...ofa druid results in the benefits oflhe 1st·
blasting. However, the user i n ~tantly becomes
level priests' spell cure light wounds.
/r------------------------------------,(
1546

, rWind 11I$1n.Imc:nu:, Hom ofmc, TritonS

Corrupti ng Effects
The first time the horn is blown, the sounder
must successfully save vs. spell or suffer an
alignment change to true neutral.
• If the bearer of the hom is a nondroid and blows
the hom at night, there is a cumulative 5% chance
per sounding tha t the hom will call the Rave nloft
Wild Hun t. The bearer oflhe hom automatical ly
becomes the prey. T he Pack simply seeks to sur-
round or tree the sounder, whereupon the Master
silently steps fonh and holds out his hand, expect-
ing the bearer to give him the hom. If refused, the
Wild Hunt attacks.
Weaknesses: The horn o/the sacred grove was
created by powerful mag ic, a nd it cannot be
destroyed by ordinary means, desp ite the fact that
it appears fragi le. Normal ly. the horn would be
destroyed o nly if re moved to a plane where the
Celtic gods have no influence. Because the gods'
connection wi th the Domain of Forlorn is so ten-
uous, though, the horn loses power if a ll of the
groves are destroyed or defiled.

September

XPValue: 1,000 GPValue: 10,000

The Book of Marvelous Magic of the Tritons

This horn appea rs and fu nct ions as a horn 0/

plenty. However, except fo r the hom itself, it also XPValue: 2,000 CPV.lue: 17,500

causes atl magical items worn or carried to van- DUNGF.ON MA STfi~ G"i<ie

ish. T he ite ms are no t d estroyed, but me re ly This device is a conch-shell hom that can be blown

return to the user's home. T he September horn once a day (except fo r tritons, who can sound it

can be used once a day. three ti mes daily). A horn o/Ihe tn·tons can perfonn

Shoo one oflbe following functions when blown:
Calm rough waters in a one mile radius. (This

XP Value: 500 GP Value: 2,500 has the effect of dispelling a water elemental

The Book of Marvelous Magic or water weird.)

When properly commanded and played, this hom If the character is in a body of water in which
such crearures dwell, it summons:
creates a magical cone 0/sound 60 feet long and

10 feet wide at the far end. Each victim wi thin the

cone must make a savi ng th row vs. spell o r be Roll Number C reature

knocked over and pushed away until oUI of range 1- 2 5d4 Hippocampi

or until stopped by an obst ruction. Those affected 3- 5 5d6 Giant sea horses
but stopped take damage as if they fe ll the dis- 06 Id lO Sea lions

tance; so a creature blown over by the ho rn and

pushed 30 feet before hining a wall would lake The c reatures s ummoned a re friendly and
obey, to the best of their understanding, the char-
3d6 points of damage. The cone 0/sound must be

heard to have effect, and can be negated or acter who sounded the hom.

blocked by a silence spell. The hom can be used Panic ma rine creatures with animal or lower

three times a day. Inte lligence, causing them to flee unless each

of Signaling saves vs. spell. Those who do save must lake a
- 5 penalty on thei r attack rolls for 3d6 [urns

XPValue: 1,000 GPV. lue: 5,000 (30-- 180 rounds).

The Book of Marvelous Magic Any sounding of a horn 0/ the tritons can be

This no rmal size horn only functions outdoors. heard by a ll tritons wit hin a three-mile radius.
When properly commanded and played, it can be Bards are able to sound this horn even [hough

heard at a distance of eight miles. lfused from atop it isn't normally usable by rogues. Meistersingers

a mountain, its range increases to 24 miles. The and ha1f1ing whistlers (bard kits) are able to use

horn o/signoling may be used as often as desired. this magical hom twice a day.

6)11

J.------------------------------------.~

1547


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