r
for each usage. The staff will cure disease, blind- illusion contacting it if the staff's command word
is spoken at the time. The illus ion will be as good
ness. or 3d6+3 points of damage with the follow- as the cast o ri g inal ( rangi ng from vague and
fuzzy to utterly lifelike) and can move, gesture,
ing limitations: It may only be used once per day and act; range and area of effect are as per the
on any give n individual and on ly six limes in a original spell or power. The image cannot speak
or be made to react to its surroundi ngs in any
24·hour period. way, but it lasts for up to seven rounds (fewer if
the programmer desires or if the staff wielder
of Stunning ends it sooner). Touching the image will not dis-
pel or disrupt it.
XPValue: 1,000 GPValue: 5,000
Old Empires
This is a quarterstaff +3, with the added benefit
that, on a natural roll of 18- 20, a blow from this
quarterstaff knocks an opponent unconscious (no
saving throw) for 3d4 rounds. If a natural 18- 20 of Swarmin g Insects
is not a successful a ttack against the opponent, XPValue: loo/charge G PValue: 5OO/charge
the staff has no effect. These staves are typically DuNGIDN MASTEl Guide
A staff of this sort is typicall y short and th ick.
made from yew; many of them are used by sailors When initially obtained o r encountered, much of
its length is covered with fi nely done carvings
on the Alamber Sea. depicting winged biting and stinging insects
(bees, deerflies, horseflies, wasps, and the like).
of Surprises Any priest character (cleric, druid, shaman, witch
doctor) holding it can command 5he staff to ereate
XP Value: 4,000 GP Value: 20,000 a swarm of insects, at the same time expending
one of the staff's charges.
The Ruins ofMyt/I Dmnnor
Rang e is 60 feet + 10 fe e t per level of the
This type of staff is usable by all intelligent crea- user. The number of insects produced is 60 plus
10 per level. Every 10 insects inflicts I point of
tures who know the command words of the par- damage upon the target victim, regardless of
Armor C lass, unless the viClim i ~ protected by a
ticular specimen they are holding. Each staff fo rce field, engulfed in flames, or in ano the r
im possible position for the insects. Note, how-
functio n can be used in combination with all ever, that the insects cannot affect creatures
other staff func tions, but only one function can be larger than human-size with a natural Armor
Class of 5 or better.
activated or deactivated per round. Each function
When a vulnerable target is attacked by the
drains one charge wheneve r activated, but " pro- swarm of fl ying insects, the c reature will be
unable to do anything other than attempt to dis-
gramming" itcm functions requires only the nec- lodge and kill the things. The insect attack lasts
for one round. Each time the staff is employed,
essary spellcasting, speech, and concentration; no one of the insect-shapes carved into its wooden
surface disappears, so it is easy to determine how
charges are drained. Ac tivation requires a com- many charges are left in the staff. Unlike others
of its kind, a staff of this sort can have as many as
mand word; deac ti vatio n requires that the word 50 initial c ha rges. H owever, it cannot be
recharged.
be spoken backward.
A staffofsurprises can, upon command, sud·
denly grow a blade from either end of itself,
doing Id8 hp damage (I d 12 to creatures larger
than human-size) when used as a weapon. The
weight and balance of the staff do not change.
Such a staff can also suddenly extend in length up
to 60 feet, to serve as a pike, sliding pole, bridg-
ing or reaching aid. It wit! remain utterly straight
and rigid, and can withstand 16 hp damage or 777
pounds before breaking.
A sIal! of surprises can emit a "prep ro-
gram med" sound or speech, of up 10 seven sec-
onds' duration or 15 spoken words. This may be a
message, warning, incantation, threat, or an intent T hoth's
to deceive others into thinking a particular being XP Va lue: 48,000 GP Value: 200,000
or monster is near. If the sound is a spell incanta- Legends & Lore
lion, no spell can be cast or set off, but the sound Thoth's avatar wields a magical staff that acts as a
can be an activatio n word for a magical item if combined slaffofcommand, staffofcurjng, staff
touch or will power is not also required. T he ofthe magi, staffofslriking, and slaffofpower
staff's user determines what sounds will be "pro- with unl imited charges. No othe r being can han-
grammed." dle Ihis staff wit hout being instantly affected as if
A staffofsurprises can also emit a visual illu- hit by feeble mind. There is no saving Ihrow and
sion of any human·size creature or object. This even characters who do not use magic can be
image must be created by casting a ny illusion- affected by this curse.
producing spell upon the staff, which absorbs an
''''
1298
rStaff, War Staff of Nyrond
ofThunder & Lightning Ushas 's
XP Value: 8,000 GPValue: 40,000 XP Value: 3,000 GP Value: 25,000
DUNGEON M ASTER Guide Legends & Lore
Casual examination of this stout quarterstaff The avatar can fire a brilliant ray of golden light
shows it to be exceptional, and ifit is magically from her staff, up to a distance of lOO feet. This
examined, it radiates an aura of alteration magic ray always hits its target, inflicting 4d8 points of
Constructed of wood (ash, oak, bronzewoocl, or damage. Those struck must also save vs. para-
similar woods) and bound with iron set with sil- lyzation or are blinded for IdlO rounds.
ver rivets, it has the properties of a +2 magical
weapon without any expenditure of its magical of Vision
charges. Its other magical properties are as fo l- XP Value: 5,000 G P Value: 25,000
lows: The Ruins of Myth DrarmoT
Thunder: The staff strikes as a +3 weapon, and This rare type of staff drains one charge per
unless the attacked opponent saves successfully round when activated and held by a living crea-
vs. staves, he or she is stunned from the noise of ture. It is usable by all intelligent creatures, and is
the stafT's impact- unable to take any fu rther controlled by force of will. A staff alvision may
action in that round, and automatically having last be activated and used within the same round.
initiative in the fo llowing round. This power Shutting down any power of the staffrequires
requires the expen~ure of one charge. only an instant, but switching from one power to
Lightning. A shorMl1ark of electricity leaps another requires an entire round between uses of
forth when the opponent is struck, causing nor- the different powers.
mal staff damage, and 2d6 additional points of Such a staff can empower the bearer or any
damage from shock. Note that the staff might not creature touching the staff (but only one being at
score a hit, but the electrical discharge discounts a time) to detect invisibility (as the 2nd-level wiz-
any form of metal armor (making the target effec- ard spell, with an effective range of 90 feet) , or
tively AC 10 for this purpose), so only such dam- use inlravision (as the 3rd-level wizard spell), or
age might apply. This power requires the have true seeing (as the 6th-level wizard spell,
expenditure of one charge. without any use of ointments).
Thunderclap: The stafTsends forth a cone of Such staves never allow X-ray vision, and
deafening noise, 5 feet wide at the apex, 40 feet cannot be used continuously for very long, as
long, and 20 feet wide at a point farthest from the their effects are mentally tiring. A staffolvision
source. All creatures within this cone, wholly or can be used by one being only for as many
partially, must roll a successful saving throw vs. rounds as the user has Intelligence points. After
staves or be stunned for Id2 rounds (unable to using such a staff for six rounds or more, any
attack during this time) and unable to hear for user must refrain from using it for at least four
Id2 additional rounds. Those who save are unable rounds, or wild hallucinations will result (pre-
to hear for Id4 rounds, but suffer no loss of cluding proper use of the staff powers, and pos-
attacks. This function requires the expenditure of sibly guiding the affected being into behavior
two charges. dangerous to self or companions).
Lightning Stroke: A bolt similar to that from a Each staff Division has a secret command
wand 01 lightning is generated, but it is 8d6 in word . Anyone who knows and utters it while
strength, causing 16-48 points of damage (all Is touching the staff to any being (including them-
aTe counted as 2s) to failed saving th rows. The selves) may call forth the special power of this
stroke can be single or for ked; this uses two type of staff at a cost of three charges. Such a
charges. staff can cure blindness (unlike the 3rd-level
Thunder & Lightning: This power combines priest spell, the staff repairs or restores damaged
the thunderclap, desc ribed above, with a forked eyes). Insufficient charges cause this special
lightning bolt as in the lightning stroke. Damage power to fail .
from the lightning is a total of 8d6 with rolls of I
or 2 counted as rolls of 3, for a range of 24- 48 War Staff of Nyrond
points. A saving throw applies, with deafness and XP Value: 5,000 GPValue: 30,000
half damage suffered by those who arc success- GREVHAWK Adventures
ful. This power requires the expenditure of four Just after Nyrondal, when troops willingly with-
charges. drew from the Theocracy orthe Pal e and the
The casting time required for an y function is County of Urnst, a Nyrond wizard created this
equal to the number of charges expended; thus, slaff because he feared that other lands might see
the thunder & lightning fun ction costs four this as a sign of weakness and attack the King-
charges and has an initiative modifier of +4. dom of Nyrond. Though such attacks never
5283
/r------------------------------------.~
1299
,
occurred, the staff was useful to certain powerful spells drains the energy of the druid. For every
wizards guarding the borders of Nyrond. such spell used in battle, the druid must rest for
Possession of this wooden staff allows a wizard 10 minutes after the battle. If more than one such
of at least II th level to attract personal followers spe ll is used in a batt le, the user must make a
as a fighter of the same level. A wizard can use Constitution ability check cvery time the staff is
the stafT only once per year, and it must remain in used, aftcr the first time. If the staff is touched by
the spellcaster's possession for a full month after a person or creature ofevil alignment, the toucher
the followers have gathered, or the troops will takes 3d6 points of damage every round the staff
disband and desert. Once the month has passed, is held. The staff can be fully re<:harged by expos-
the troops will be personally loyal to the spell- ing it to the light of the full moon once a month.
caster for one year, barring exceptional cond i-
tions or poor treatment. Note that this in no way of the Winds
affects the hiring of men-at-arms in the normal XP Value: 10,000 GP Val ue: 50,000
fashion . Land of Falc
of the White Well This staff allows any wizard to use the fo llowing
powers, at the cost of one charge per use: alter
XP Value: 15,000 CP Value: 75,000 normal winds,flyingjambiya, solid fog, wind
Hall ofHerOl:~ blade, wind wall. The following powers use two
The staffofthe white well is a superior form of charges, except in the case of flame mages, who
druid slafT. It is a long stafTofwhite ash that expend only one charge from the staff for the fol-
allows the user to perform several s pecial fu nc- lowing effects: conjure air elemental, cloudkil/,
tions. wind carpet, summon wind dragons. Only a wind
Unlike other druid staffs that have an animal mage may use the followin g power, which con-
likeness carved into them, and can summon ani- sumes four charges of the sta ff-windtomb. The
mals of all members of the species carved on the individual holding the staff is in addition consid-
staff, this s taff ca n s ummon animals of any ered to be under the effects of afeather f all spell
species the bearer chooses. However, the user as long as he holds the staff. Thi sfeather fall
must be specific as to the species summoned, nor effect disappears whe n all charges of the staff are
can the user summon every species in the forest expended.
at once. Each summoning takes two charges. All
animals of the called spedes within 12 miles has- of Wither ing
ten to the druid as quickly as possible. Once they XPValue: 8,000 C P Value: 35,000
reach the druid, they act as if under an animal DUNGEON MASTF..R Guide
control spell. The staff can also be used to cast The staffof withering is a + 1 magical weapon. A
animal control at any animal wi thin sight of the hit from it causes Id4+ I points of damage. If two
staff's user, at a cost of one charge. charges are expended when a hil is scored, the
The staff is also a magical weapon, with a +2 creature struck also ages 10 years, its abilities and
bonus on attack rolls, inflicting l d6+2 points of lifespan adjusted for the resulting agc increase. If
damage on a successful hit. The staff also func - three charges are expended when a hit is made,
lions as a pytholl staffwith the characteristics of one of the opponent creature's limbs can be made
the staffofthe serpent. This includes the destruc- to shrivel and become useless unless it success-
tion of the staff if the serpent is killed. Using the fully saves vs. spell (check by random number
staff as a snake costs one charge. generation fo r which limb is struck). Ageless
At a cost of two charges. the staff can be used creatures (undead, fiends, and the res!) cannot be
to cast one of the following druidic s pells: call aged or withered.
lightning, plant growth, dispel magic (as if cast Each effect of the staff is cumulative, so that
by a 15th-level druid), cure disease, cure serious three charges will score damage, age, and wither.
wounds, speak with plams. Aging a dwarf has litt le elTeet, wh ile aging a
Once a month, with no cost in charges, the dragon could actually aid the creature.
stafT can perform one o f the fo llowing greater
abilities: wall offire, in sect plaglle, transmute of Wizardry
rock to mild, wall ofthorns, weather summoning, XPValue: 15,000 C PV. lue: 75,000
conjure fire elemental, colljure earth elemental, DuNGEONS &. DRA<iONS Rules Cyclopedia
fire storm. After using its greater power oncc, the Usable only by wizards, this staff + I has all the
stafT only regains this ability if it is recharged in powers of a staffofpower, plus the wizard spell
the Moonwell beneath a full moon. effects of invisibility, passwall, web, and conjure
Use of the spells of the staff by a druid who elemental. It may also be used to create a whirl-
docs not have the experience to no rmally use the willd (as if from a djinni) or shoot a cone afpara-
5287
~r----------------------------------.,
1300
rStair, Endless
l}'lation (as the wand). In addition, the user may (counting all items and creatures upon them); any
break the staff, which re leases all o f its power at additional weighl causes it to collapse as if com-
once. This final strike is an explosion that inflicts manded to disappear.
8 points of damage per charge remaining in the of Ascendi ng
staff. All creatures within 30 feet (including the
user!) take damage (but all may make a saving XPValue: 1,000 GP Value: 5,000
throw vs. staff for half damage). The Book of Marvc:lous Magic
On command, Ihis board creales a stairway 10,
of t he Woodlands 15, or 20 reet high. The stairway appears leading
XPValue: 8,000 GPValue: 40,000 up from the user. When commanded to disappear,
DuNGEON MASTEl!. Guide: the uppermost sta ir remains and may be picked
This sort o f staff is always made from oak, ash, or u p a nd re used. This item runc tio ns up to three
yew, finely gra ine d , beautifull y carved , a nd times a day.
bound with bronze. It is e ffecti ve only in the of Breaking
hands of a druid. Each such staff has the fo llow-
ing powers, wilh each expending one charge per XPValue: 100 G PValue: 500
use: The Book of Marvelo us Magic
Wall ofthorns This item appears a nd runctions as e ither an
• Animal friendship and speak with animals ascending or descending sta ir but supports only
• Animate tree" 500 pounds or weight be ro re collapsing. It may
' This function duplicates the ability of a treant to be used up 10 three times a day.
cause a large tree to move at a rate of 3 and attack Cold
as if it were the largest size trea n!. In a ll o ther
res pects it becomes a virtual treant for e ig ht XP Value: 1,200 GPValue: 6,000
rounds per charge expended. Note that one round The Book of Marvelous Magic
is require d for the t ree to an imate. a nd it wi ll This sta ir a ppea rs and runctions as either an
return 10 rool ing on the eighth, so only six of the ascending or descending stair. Upon command, it
initial eight rounds are e ffe cti vely available for becomes ice cold, inflict ing I point of damage
the attack function. per foot traveled upon cveryonc us ing it. Crea-
tures resistant to co ld are nOI affected, and any
In addition to these powers, each staffof the other victim may make a saving throw vs. spell to
woodlands has a magical weapon value. Those take half damage. For example, one might take 10
with a lesser value have extra magical powers thai points damage descend ing a 20-root stairway ir
do not require charges anp. can be employed once the saving th row is mad e. Whe n collapsed, the
per day. To determine which sort of staff has been stair returns to normal temperature.
discovered and ils powers, roll on the table below.
of Descending
Roll StarrType XPValue: 1,000 GPValue: 5,000
01-25 The +4 staff has no additional powers. The Book of Marvelous Magic
26-50 The +3 staff also confers the power o f This stair is similar to an ascending stair but cre-
pass without trace ates a stairway lead ing downward. Whe n com-
51 - 75 The +2 staff confers the powers of pass manded to di sappear, the bottom stair remai ns
without trace and barkskin and may be picked up and reused. This item fun c-
76-00 The + I staff confers Ihe powers o f the tions up to three times a day.
+2 staff and the power of the tree spell.
Endless
In a ORAGONLANC[ Cam pa ign : The staffof the XP Value: 15,000 GP Value: 75,000
woodlands does not exist on Ansalon. i'oLYHEDIIDN Newszine 58
Stair This magic item consists of two 2-foot by I-foot
rectangular metal plates. When cast at the ground,
A magical stair is a wooden board, usuall y 5 feet both hover in place, one above the other, forming
long, a foot wid e, and a half-inch th ick. When a small stairway. When someone steps on the first
placed on a floor and commanded, it creates a plate. the plate levitates to a position above the
magical wooden stai rway of some kind, which second, thus continuing the stair. The stair can be
remains until it is commanded to vanish or un til turned by climbing in the des ired direction, for a
dispel magic is applied (treat the stairway as 25th maximum of a 45(DO) angle change per step.
level magic). Most stairways created in this fash- The stair has no altitude limit, but ne ither docs it
ion can s up port up to 2,000 pounds of weig ht confer any special abilities on Ihe user. Therefore,
""/r------------------------------------,~
1301
- - - - - - - - - - - - - - -- - - - - -- - - ---.------------- - - - - -,
(
if the user climbs above the atmosphere, he or she
will die unless some form of magical protection
is used. The plates can be used in a vacuum, but
not in a zero gravity environmeOl, as they would
not sense where to go next. If the climber falls or
otherwise leaves the s tair in midair, the plates
will collapse. However, if the climber ascends 10
a safe surface, the plales will stay in place. Each
plate has an annor class of - I and can sustain 10
points of damage before becoming useless. The
plates cannot be used to descend.
of Judgment
XPValue: 1,500 GPValue: 7,500
'The Book ofM~\QUs Magic
This stair appears and functions as either an
ascending or descending stair. However, anyone
using the stairway in the wrong direction (up on a
descending stair, down on an ascending stair)
never reaches its end and instead walks through a
gale to an Outer Plane. Any victim of this effect is
met by an Immortal and immediately judged on
alignment behavior. After the judgment, the vic-
tim is returned 10 a safe spot in the Prime Mater-
ial Plane, near the point of departure.
If align ment behavior has been perfecl, no ill
effects occur (even to chaotics). If alignment
behavior is flawed, a quest is assigned (as the Belenus in order to have the all important enchant
priest spell) which muSI begin within one mo nth. stoncs spell. The sile must have stones available
Death is the reward for poor alignmeOi behavior. and be at least five miles from any other existing
(Alignment judging is a tricky maner and the OM standing stones. Al l of the priests must spend an
should handle it carefully.) entire month assembling the stones and attending
of Slipping ceremonies- the enchant stones spell must bt
cast at the end of each week and again at the end
XPValue: 1,000 GPVaiue: 5,000 of construction. If the priests are interrupted in
The Book of Marvelous Magic any way during that time, the enchantmen t fails
This sta ir appears and functions as either an and they must start agai n. During creation, the
ascending or descending stair but o n command standing stones' site must be dedicated to one
becomes quite slippery. Each victim using the sphere o f spells forever (for instance, standing
slippery stairway must make a saving throw vs. stones-divination). Once created, the magic of
spell or fall and tumble down the stairs. The fall the standing stones is pennanent.
inflicts I point of damage per foot; a victim slip- The actual physical parameters of the standing
ping from the lOp ofa 20-foot stairway Ihus takes stones are fairly loose. The exact size and number
20 points of damage. of the sto nes are un important for game pur·
Standing Stones poses- they are arranged at creation to follow the
XP Value: 50,000 GP Value: 25,000 seasons, stars, conste llations, suns. moons, or
whatever. It is only important that t hey be
Legends & Lore a rran ged in a series of c ircular patterns. Since
Celtic priests can create formations of standing they are ge ne rally between 10 and 30 meters
slones in order to intensify their magic. The cere- across, standing stones are some of the largest
magical items in existence.
monies during the c reation of a ring 0/ standing
Once created, ceremonies can take place at the
stones make them highly magical places where
mere lesser mortals fear to tread. sile to cast spells within its assigned sphere. The
The creation of standing stones is a lengthy total of priest levels involved in the ceremony can
process that requires many priests. There must be be used as a direct multiplier to any of the follow·
at least 50 levels of priests or druids who worship ing: range, duration, o r area of effecl. As an
al least four di (ferent Celtic gods. One of the example, if 50 priest levels are involved in a cere-
/ r - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -"..\priests must be at least a 10th-level worshiper of mony at standing stones to cast an animate object
1302
•
rSlalue. Old Sah SlalUCS ofPawer
Spell, they could either multiply th e range by 50 ered the highest ofPadhra's incarnations.
(to 1500 yards), the duration by 50 (to 50 rounds Mahavidi's statue is solid gold and is valued at
per level), or the area of effect by 50 (50 c ubic
feel per level). One of the priests must actually more than ten million gold pieces. It weighs over
cast the spell to be amplified by the standing 30 tons, and is built directly into the foundations
Slones, and his is the base from which all other of a building. Other than thi s, its only defense
information is extrapolated. against th eft is the famous Ra -Khatian karma
curse, in th is case, a permanent kanna curse. The
Holy Star of the curse is activated whenever someone touches the
statue while thinking thoughts of larceny. The
Bright Desert conditions for removing the curse are returning
anything that was stolen from the statue, and then
XP Valu \:: 1,000 GP Valu e: 6,000 performing an act of contrition equivalent to the
act that began the curse.
GREYHAWK Adventures
This is a copper star marked with the silver axe and
energy bolts of Heironeous the Invincible. It was Old Salt Statues of Power
fashioned by dervishes to aid them in holy battles XPVa lue G P Val ue
against infidels. The Slat gives a good wearer 30% Medic with Bag: 1,500 7.500
immunity to fear, and a +20% bonus to reactions Old Captain with Pipe: 1,900 9,500
Old Salty with Raincoat: 800
with dervishes in the Bright Desert. An evilly 4,000
aligned wearer has a -4 penalty on all saving Pirate Mate with Rapier: 900 4 ,500
throws involving fear (magical or othetwise), and a Pirate with Pegleg: 1,400 7,000
- 4 morale penalty. The device glows brightly Sails Boy with Rope: 900 4,500
within 30 feet ofany extremely evil creature. Skipper wit h Hat: 1,000 5,000
Statue Swabbie with Bucket: 700 3,500
Statues are carved from wood, stone, or marble Weaponsmaster: 850 8.500
Whaler with Harpoon: 800
and their subject matter varies w idely accordin g 4,000
to the whim of the sculptor or the demands of a
commission. Statues have also been produced by War Captain 's Companion
pouring molten metal, ceramic, or plaster into a There are several different old solt statlles of
mold.
power. Each appears as a small statue ofa sailor a
foot or so tall. When the statue is rubbed and the
command word (usually engraved on the bottom
of the stand) is spoken, its power is activated.
Boli If an old salt statue 0/ power is broken or
XP Value: 2,000 GP Val ue: 10,000 destroyed, it is forever ruined, all magic is lost,
DRAOONMagazine 189 and it has no power. If it is slain in its human
Boli is a human-size starue of humanoid figure that fonn, it merely reverts to statue form and can be
is dedicated to th e skilled c rafts- metal and used again at a later time. They can be used once
leatherworking, jewelers, all smiths, or any other per day, unless otherwise stated in the following
Cf1Ift.. If the boli is given a small offering of food or text.
drink every day, the craftsperson can only automat- Med ic: wi th Bag: At a word, this statue grows
ically fail proficiency checks on a roll of 20, and to human size. It has AC 10, hp 8, and MV 12.
receives a - I bonus to the die roll. If the offering is The statue can cure light wounds five times a day,
not made, the craftsperson always fails proficiency cure serious wounds twice a day, or cure critical
checks until the offerings are made again. wounds once a day. It cannot use more than one
c ure type in a single day. Alternately, the statue
Corellon's Crystal Statuette can heal once a week, but this power replaces all
XrValue: 3,200 GPValu t:; 16,000 other curative powers of the statue for that week.
Monster Mythology The old salt statue can only be used to cure an
Corellon's avatar typically carri es a crystal stat- individual once in a single 24-hour period, which
uette that allows him to summon Id4 16-HD air means that all five cure light wounds cannOt be
elementals to do his bidding for 2d4 turns once a spent on the same individual.
doy. O ld Capta in wit h Pi pe: Once a day, this
Golden statue can be activated to give the ship's captain
XP Value: 2,000 G P Value: 15,000 unerring advice. The advice the statue gives is
Storm Riders limited to directions toward an intended destina-
This golden s tat ue depicts the Padhrasattva of tion, or the advice on how to better attack an
Erudition, Mahavidi. Mahavidi is the personal enemy ship. (When the latter advice is used, the
Padhrasattva of the Dalai Lama, and is consid- ship gains a + I bonus on all initiat ive and attack
,~ ,
/r----------------------------------~~
1303
",Statue. Pimte with Pq Leg (
rolls ror Id4 rounds.) The statue has AC 4, hp 23, Skippe r with Hat: When this statue is active,
and MV 12. After use, it reverts to statue form, it directs the motions of the ship by yelling (oftC!l
leaving behind a pleasant odor of beechwood obscene) commands to the helmsman. As a result
pipe smoke. the ship is able to perform faster than normal.
Pira te with Peg Leg: When th is statue is actio The ship gains a + I to its SR. The skipper can be
vated, all enemies aboard a ship musl ro ll a save used once a day ror one hour at a time. Ifmore
vs. spell or be rorced to dance the pirate's jig for than one skipper with hat is used on the ship al
Id6 rounds. During that lime, all those who failed one time, the numbe r of skippcrs equals the SR
the save cannot fight. Those who make the save penalty the ship receives instead. With two ski{1-
have their attack ro lls penalized by - I. The statue pen with hat, SR 6 turns into SR 4. This penalty
has AC 10, hp 2, and MV 12 . If d estroyed, its arises from the skippers yell ing different com-
magical effects on the opponents are immediately mands; thus confusing the crew. The statue has
dispelled. AC 2, hp 35, and MV 12.
Pirate Male wilh Ra pie r a nd Pa r rol: Once a Swa bbi e with Buc ke t : When activated, this
day, this statue can be activated to fight with the statue will clean and polish every de ck on the
ship's crew. The pirate mate with rapier and par- ship. The job takes one round per 5 square feel
rot can be used once a day. With an evilly aligned (keel length multipl ied by beam width gives
crew, the statue gai ns the rollow ing statistics: square rootage). It continues its job until it either
finishes, o r un til k illed. It has AC 8, hp 12, and
St a tue, Ev il Crew: Int Average; AL LE; MV 9, and can be activat.ed once a week.
Weaponsmaster: This statue takes the place of
AC 6; MV 12; HD 6; hp 60; THAC O 15;
#AT 312 ; Dmg Id8+3; SA +3 on attack and a whole weapon's crew. It can be activated for one
damage rolls; SZ M (6' tall); ML 20; XP
ho ur eve r y day, or until the human rorm is
650. destroyed. This statue has AC 4; 6th·level fight-
ers, hp 45; MV 12.
With a good or neutrally aligned crew the Wh a ler wi th Harpoo n: When activated, this
statue has the following statistics:
statue goes to the edge of the ship, anned with il5
harpoon and summons fish. Even in the phlogis-
Sta tue, G ood C rew: Int Average; AL LN ton, the whaler can summon and spear Idl2 fish
or LG;AC 5; MV 12; HO 6; hp60;THACO every day (each fi sh ave rages Id20+20 inches
16; #AT 312; Dmg Id8+2; SA +2 on attack long). Once the OM de te rmines the number of
and damage rolls ; SZ M (6' tall); ML 20; f ish that are caught, the whaler returns to statue
XP 650. (onn, and cannot be reactivated ror 24 hours.
If a large aquatic creat ure (whale, sea serpent,
Sails' Boy with R ope: This statue can be actio kraaken, or the like) is a ttacking the sh ip, the
vated once a day for one hour each use. The sails' whaler can, if not previously activated, fight dur-
boy can increase the MC of a spelljamming ship ing the encounter with a +2 bonus, inflicting d0u-
(or even a normal s ailing ship) by one c lass for ble damage.
that time. Ifkilled while perrorming his duties, Roll Statue Type
the sails' boy cannot be reactiva ted ror one full 01- 10 Medic with Bag
week . Only one can be active on a s hip at one
time. It has AC 6, hp 12, and MV 12. 11- 20 Old Captain with Pipe
O ld Salty with Raincoat : This statue a/power 21- 30 Old Salty with Raincoat
has no human fonn. Instead, it divines the weather 31-40 Pirate Mate with Rapier
for the next 24 hours. (If the weather is being mag· 41 - 50 Pirate with Pegleg
ically tampered with. the sailor's squinty eye glows 51-60 Soils'boy with Rope
and the divination will change to match the 6 1-70 Skipper with Hat
approaching weather.) When the weather is divined 7 1-80 Swabbie with Bucket
as being fair, the statue appears as a barechested 81-90 fJ eaponsmaster
sailor with shan legged pants and no shoes. 91-00 Whaler with Harpoon
Ifthe weather is to be stormy and wet, the statue Scorpion Ward
wears a raincoat. If the weather is cold or snowy,
the statue ....-ears a th ick parka and tal1, stout boots. XPVa lue: 250 G P Value: 1,250
This item is userul in the phlogiston as well, since The Glory of Rome
it predicts the occasional eddies and high and low Romans greatly feared the power of wizards with
pressl!re cross-currents tha t rc sembl e ocean the evi l eye. One of the magical items used 10
storms. It operates constantly, and cannot be deac- protect against it was the scorpion ....,orr!. This is a
tivated or rooled, save by magic. small, hardened clay or metal statue ofa scorpion
nil
./r----------------------1-3M----------------------.~ 1
of average wo rkmanship. If o ne is placed j ust
inside the doorway of a home and a short praycr
said to th e household gods, the mag ic of the
statue protects the people who live in the house
against the evil eye. Any residents of the house-
hold ( including famil y members, servants, and
slaves, but not guests) receive a +3 bonus to sav-
ing throws against t he ev il eyc, as long as the
scorpion ward remains in the doorway.
Singing
XP Value: 1,000 GP Value: 5,000
Dragonsor Light
The statue ofsinging is a hollow statue of beaten
gold, formed in the shape of Mishakal, the Healer.
If wate r is poured into the hole at the top, the
statue begins to hum a va ried, peaceful tune. The
statue has the following properties while singing:
it acts as a chime ofopening against any locked or
held door; it prevents undead from approaching
within 20 feet of its wielder; it heals Id6 poiOls
of damage. once a day. on a ny person wi thin 10
feel.
Singing II G P Value:
XP Value: 3,750
Tales oflhe Lanee 24) and attacks as ifit were a medium war-horse
These hollow statues of gold we re smithed inlo
their form by the goddess Mishakal, the Healer. (three attacks for Id6l 1d6/Id3). It is Armor Class
Each statue stands about 6 inches tall. 3 and has 18 hit points. It saves vs. all applicable
attack forms as if it were " Metal, hard."
If water is poured inlo the hole at the statue's
lOp, the statue begins to hum a peaceful tunc. Destrier: This stone horse travels at the same
When the s tatue "s ings," it ac ts as a chime of movement rate as a medium horse (movement rate
opening against any locked or held door, it pre- \S) and attac ks as irit we re a heavy war-horse
vents undead from approaching within 20 feet of (three attacks for 1d8Jl dS/ ld3). It is Amlor Class I
the wielder, and it heals I d6 points of damage to and has 26 hit poi nts. It saves vs. all applicable
all people within 10 feet (including the wielder). attack forms as if it were "Melal, hard."
This last powe r is usable on ly once a day. The A stone horse can carry I ,000 pounds tire-
duration of singing is 4d4 turns. If Ihe water is lessly and never needs to rest or feed . Damage
prematurely spilled, the singing stops. inflicted can be repaired by first using a slOne to
These s tatues we re com mon in pre-Cata- flesh spe ll , thus causing the slone horse to
clysmic times. Now that the clergy of Mishakal become a normal horse. If allowed to graze and
have been restored, the s in gi ng s tatues havc rest, the animal heals its wounds at the rate of I
begun to reappear with increasing frequency. point per day. When fully healed, it au tomatically
reverts to magical form .
Stone Horse G P V a IU t;: of S ubstitutio n
12.000
XPVa lu e XP Value: 500 C P Value: 10,000
Courser: 2,000
Destrier: 3,000 15,000 DRAOON Magazine 126
Upon close exa mination , thi s s tatue revea ls a
DUNGEON MASTER Guide small cavity in its back. The statue is hollow and
Eac h o f these ite m s appears to be full-sizc.
roughly hewn statue of a horse, carved from some large enough to hold one pint of blood. In order
type of hard stone. A command word brings a to make the statue work, the character to carry or
steed to life, e nabling it to carry a burden, and use it must pour one pint of blood into the statue,
even to attack as if it were a war-horse. There are which magically seals when full. Once this bond
t....,o sorts of mounts: has been crealed, the statue benefits the character
Courser : This slOne horse traveis at the same using it as ifusing the shukenja spell substitution.
movement rate as a light horse (movement rate The first 20 points of damage the character takes
~116
/r------------------------------------.~
1305
(
in combat are abso rbed by the statue, which dis- Stocking
appears automatically when the limit is reached.
The statue will benefit no one but the character Stockings are long, tight-fitting garments that are
whose blood it holds, and only one statue may be often worn in place of socks. Stockings protect
so used by a character at a time. If small amounts the whole leg, where socks only keep the calfand
of blood from several characters are poured in, feet warm. Some cultures frown upon men's
the statue will not give each of the characters lim- stockings, however, frig id climates generally
ited benefits; it will, in fact, be worthless. prompt everyone to wear stockings, especially in
cultures where ttousers haven't been invented.
Xanlhippe of Annoyance
XP Value: 700 G P Value: 3,500 of Elf Summoning
The Book of MarveloOJs Masie XPVa.lue: 1,000 G PValue: 5.000
This item appears to be a tiny statue of a shrew. If POLYHEORON Newsl.ine 23
one command word is spoken, it turns into a giant This plain, long stocking is typical of the type of
sh rew but may then make a s aving throw vs. socks worn by peasants. When hung by a chim-
spell. If the throw is successful, the shrew imme- ney and the command word is spoken, a fal, 10th-
diately flees at its maximum movement rate. If level elf wi ll appear by descending through the
the saving throw fails, the shrew understands and chimney, wearing a bright red and white fur out-
obeys the user of the statue. fit. The elf will assist the user for up to one hour,
and then vanish. The stocking functions once a
If touched and a second command word spo-
ken, the shrew returns to statue fonn. Otherwise, year.
a dispel magic spell is needed to return the crea- of Mystery
ture to its normal inanimate state; remove c urse
does not affcct it. XP Val ue: 400 GP Value: 2,000
A third command word turns the statue into an
POLYHEDRON Newszine 23
ethereal being resembling a human female . This
This stockin g is useful when pulled over the
being is immune to all attacks and has no attack head. The user then becomes completely unrec-
form s itself. When created, however, it immedi- ognizable, even by close friends. The slocking
ately begins loudly criticizing the user; all with functions once a day, for up to three turns per use.
60 feet unde rstand the words. This speech can Stone
continue for any duration but the being returns to
statue form on command of the user or jf dispel Magical stones are generally pOlished to a bril-
magic is applied. liant shine. See Gem and Rock for additional
Stick of Standing magical possibilities.
XP Va lue: 500 GPValue: 2,500 Roll Stone Type
01 - 25 Ornamental Stone
DRAGON Magazine 30
The sticks ofstanding were developed to support 26-50 Semiprecious Stone
Orlow's tomato plants. These are l4-inch-thick, 2- 5 1-75 Fancy Stone
foot- long pieces of wood. When placed perpendic- 76-00 Hardstone
ular to any horizontal surface they remain standing Roll Ornamental Stone Type
unless moved by a living creature. Agni Mani
01-03 Algae
Stirrups of Horsemanship 04-05
XPValue: 2,500 C rValue: 12,500 06-{)8 Augc1ite
DRAGON Magazine 126 09-11 Bluestone
When fitted on a horse, these stirrups give any 12- 13 Chrysocolla
character who rides that animal the same skills in 14-16 Corstal
riding that he or she would have with the horse- 17-18 Crown of Silver
manship proficiency (this applies to riding skill, 19-21 Disthene
leaping onto the animal, usi ng two-handed weap- 22-24 Epidote
ons on horseback while guiding the animal with Fire Agate
the legs alone, and so o n). The stirrups may be 25-26 Fluorspar
used on any horse or horselike animal (ki-rin, 27- 29 Frost Agate
unicC1m, or the like), and must be attached to the 3(}-32 Ooldline
saddle trappings if they are to work properly. No 33- 34 Greenstone
35-37
additional bonus is given to c ha racters who 38-39 Hyaline
already have the horsemanship proficiency. 4<>-42 Lynx Eye
/r------------------------------------"5)11
1306
"' Statue, Beauregard's Beautiful Bauble,.--
43--45
Mocrocline 19- 23 Heliodor
46-47 Nelvine 24--27 Hom Coral
48- 50 Nune 28- 32 Jargoon
51-53 Oolite 33- 36 Komerupine
Ophealinc 37-41 Laeral's Tears
54-55 Rosaline 42-45 Octet
Sagenile 46-50 Orbaline
56-58 Sanidine 51 - 55 Raindrop
59-61 Sarbasso 56-59 Rusteen
62-63 Salin Spar 6..... Scapra
Sharpstone 65-68 Shandon
64-66 Sheen 69- 73 Sinhalite
67-68 Silkstone 74--77 Sphene
69-71 Snowflake Obsidian 78-82 Star Siopside
72-74 Sunstone 83-86 Tremai r
Thurarlial 87- 91 Ulvaen
75-76 Variscitc 92- 95 Waterstar
77- 79 Violane 96-00 liose
8G-82 Webstone
83- 84 Roll Hardstone Type
Wonderstone 01-06 Alabaster
85-87 Woodline 07- 11 Archon
88- 89 Zarbrina 12- \7 Hombillivory
18- 22 Iris Agate
90-92 23- 28 Ivory
93-95 29- 33 Lumachel1a
96-97 34--39 Luspeel
98-00 40-44 Marble
45- 50 Meerschaum
Roll Semiprecious Stone Type 51- 56 Pipestone
01-(14 Alestone 57-61 Psaedros
Andar 62-67 Serpentine Stone
05-07 Aventurine 68- 72 Soapstone
08- 11 Boakhar 73- 78 Star Metal
12-14 Clciophane 79- 83 Sulabra
Datchas 84--89 Tempskya
15-18 Dioptase 90-94 Turritella
19- 21 Gold Sheen 95--00 Xylopal
22- 25 Hambergyle
26-29 Hydrophane Beauregard's Beautiful Bauble
30-32 Hypersthene
33-36 101 XP Value: 600 GP Value: 3,000
37- 39 Irtios
41\-43 Luriyl POLYHEDRON Magazine 57
44-46 MaJacopn
47- 50 Meliochrysos This small stone looks very much like a robin's
Mykaro
51-54 egg and will radiate a faint aura if detect magic is
Mynteer
55-57 Orprase used. The bauble has the power to release a calm-
58-61 Phenalope
62-41 Rainbow Obsidian ing effect on all who look at it. Anyone viewing
65--68 Samarshile
69-71 Serpentine the bauble must make a saving throw vs. charm;
72- 75 Skydrop
76-79 Spodumene those who are successful hear soft music and
80--82 Tabasheer
83- 86 Tchazar believe that the bauble is one of the most beauti-
Witherite
87- 90 ful things Ihey have ever seen. Those who fail the
91- 93
saving throw are instantly calmed, at peace with
94-96
97-00 themselves and their surroundings. When placed
in the hands of someone who is angry or afraid-
Roll Fancy Stone Type even one who is magically enchanted 10 be angry
01---05 Angel Skin
06-09 Brandeen of afraid- the person becomes calm and happy
10- 14 Euclase
15- 18 Flamedance and any enchantment of anger or fear is instantly
negated_
5322
) 1307
-
f
Bimbomushi
XP Value: 3,000 G P Value: 20,000
DRAGON Magazine 40
These come in two imitative foons, either similar
\0 magical gems or to other magical stones (lode-
stone, earth elementals, and the like). When car-
ried on a person in battle with a creature of more
Hit Di ce (in a mixed group, ifany one orthe
enemy has morc Hit Dice) than the carrier, the
bimbomusM acts as a ,.ing ofprotection -3 for ils
carrier as long as he or she is conscious and in
active baure..
Bloodsto ne of Fistandantilus
XPVa lue: 15,000 GPValue: 75,000
Tales of the Lance
Legends state that no one can possess the blood-
s/one of Fiston(/anti/us; onc is possessed by it;
such is the bloodstone s power-such is evil.
Even if the artifact itself does not lurn the user
mad. it offers prizes that just might- a new body,
a new mind, and immortality. In mortal combat,
Raistlin wrested this artifact from Fistandantilus.
Some say the bloods/one wanted Raistlin to win,
some say it drove him mad.
The bloodstone has survived from the early
days of magic, crafted from the blood-speckled
jasper found allhe Ravaged Heart valley of the Both ron again.
Khalk ist Mountains. A 3-inch-long, teardrop- If the victim snves nnd thc wizard fails, the
shaped gem, the bloodstone takes its name from wizard suffers I d I 0+5 points of damage and
the scarlet speckles that run through it. The gem cannot perform an action in the next round.
rests in a plain silver setting that is worn about The victim takes a free action that round.
the neck on a silver chain. If the wizard saves and the victim fails, the
Once a day, Ihe wearer can speak a command victim'S spirit dislodges and departs to the
word to cause the bloods/one to cure 2d8+ [ gods. The wizard's spirit inhabits the emp-
points of damage to himself. The stone cannot tied body and his old body crumbles to dust.
cure systemic damage as caused by poison or pet- The wizard all former ability scores (Str,
rifi cation . Dex, Can, and so fo rt h) except where the
victim's scores are higher. For such abilities,
A separate command word causes the blood-
stolle to activate in the following round, attacking the wizard's scores increase to match those
anyone in a 40-foot radius. When successfully of the victim. If the victim exceeded the wiz-
used, the bloodstolle dislodges the victim's spirit ard in level, th e wizard attains the higher
and transfers the wizard's spirit into the victim's level, gain ing the expe rience point s and
body. Use of ,Ihe bloodstone in this fashion auto- powers of the new level.
matically shifts the character onc full alignment
toward evil (good becomes neutral , neutral C ha r d a lyn
becomes evil and so on). I.n the round after the
XPValue: 4,000 GP Value: 20,000
second command word is spoken, both victim Yolo's Guide 10 the North
and wielder roll a saving throw vs. spell with the
These rare, black stones are found only in the
following results: northern Sword Coast area of Faerun. They occur
[fbolh fail , each loses Id10+5 hi! points. The naturally, and are nOt a specially enchanted stone.
victim can make one attack. The wizard can Each stone can naturally entrap a single spell cast
elect to receive the attack, hoping to use the into it, releasing the magic for its usual spell
bloodstone again in the next round, or may effects later, when the stonc is shattered.
break concentration and tr y to avoid the If a chardalYII is hurled at an enemy and
attack. breaks, it could become the focal point of a fire-
If both save, the victim's spirit is firm ly ball cast into it years earlier. A chardalyn can
entrenched and has battled back the attack. only absorb one spcll. Once it is "full," other
>ill
~r--------------------------------------~~
1308
magic has no effect on it. information about elementals and their control
These stones always absorb spells cast del ib- see the Monstrous Manual accessory. The stone
erately into them. They can also absorb incom- can be used to summon one elemental a day.
ing spells on a roll of 7 or less on Id 12. This is 1.11 Raye nlofl: The elemental can only retum to
useful when the incoming spell is hostile and its native plane through one of Ravenloft's rare
di rected at the stonebearer. Chardalyn can take exits. Ifit some how gains ils freedom , it attacks
in lightning bolts and fireball flames that have the summoner.
already man ife sted (preventing any damage Coruskian
from them from occurring), but the bearer of a
stone can't choose when this power will or won't XPValue: 1,500 GPValue: 8,000
work. (Once again, it only has the potential to GREYIV.WII Adventures
work if the chardalyn is no t already holding a Set in a golden necklace, this green stone was
spell.) Severa l veteran Riders of Nesme wear enchanted by a Nyrondese spellcaster who sought
rings offire resistance coup led with shields to control the griffons of the Corwkian Moun-
studded with chardalyns that hold fireball spells tains. Though the magical item worked well, the
into battle. A foe who shauers a chardalyn with wizard overlooked his inabi lity to ride airborne
a weapon blow suffers immediate damage from creatures, and he met his doom at the bottom of a
the exploding names. dcep and jagged chasm. Since then, the stone has
of Cold Immunity been used by the nomads and tribesmen who hap-
pen to find it.
XPValue: 1,000 G PValue: 5,000 The slone gives its owner the ability to charm
PoLYHEDRON Newszine 23 griffons (saving throw applicable) once a day.
No command word is needed for this rare item. It Charmed griffons will allow the ehanner and all
au tomatica lly absorbs cold damage that cou ld allies to ride them. Ai rborne riding maneuvers
otherwise affect the bearer. All cold damage is that do not require a proficiency check can be
reduced to I point per die, and the bearer may accomp lished using land-based riding tech-
make appropriate saving throws to take damage niques, but ai rborne maneuvers that require a
equal to half of the reduced figure . The stone of check automatically fail if the rider has no profi-
co ld immunity funclion$ for I d6 +6 mon.lhs !,;iem;y in airborne riding. If the wea rer rides a
(regard less of the amo unt of cold absorbc d) grifTon into combat, the chances of breaking the
be fore becoming nonmagical. This item cannot spell are doubled (check before the battle).
be construc ted or recharged . It is a disposable Cursed Well
body part from a very rare creature (the sotyuch).
XPValue: - GPVall.le: 1,000
of Continual Light DRAGON Magazine 145
XP Value: 300 GP Value: 1,500 In appearance, this stone looks exact ly like a
Talons of Night stone ofthe well. A cursed well stone, though,
These normal stones are enchanted with the con- causes any well into which it is placed to dry up
tinua/light spell. Generally they are attached to inunediately; likewise, all wells within a one-mile
the walls of dungeons or castles in order to light radius of a cursed ....'ell stone also dry up immedi·
the hallways. . ately. This item counters a Slone ofthe well, and
of Controlling Earth Elementals no new well dug in the area of effect of a cursed
well Slone wi ll yield water, even if the ground is
XPValue: 1,500 GPVa lue: 12,500 saturated. Once activated, an exorcism or remove
DuNoOON MAsTER Gl.lidf; curse is required to be rid of this malefic stone's
A stone ofthis nature is typically an oddly shaped influence.
bit of rough ly polished rock. The possessor of Dream
such a stone nced but utter a single command
word, and an earth elemental of 12 HD will come XP Value: 1,000 G P Value: 5,000
to the summoner if earth is available, an 8-HD In Search of Dnlgons
elemental if rough, unhewn stone is the swnmon- Dream Slones are golden pebbles that reveal
ing medium. (An earth elemental cannot be sum- actual or possible events in the future. Eons ago,
moned from worked stone, but one can be called the gods of neutrality presented the bag of dream
out of mud, clay, or even sand-a lthoug h one stones to the primitive Lor-Tai tribe. Lor-Tai
from sand is an 8-I·to monster.) The area of sum- leaders use the stones to help predict natural dis-
moning for an earth elemental must be at least 4· asters and to foreeast the year's harvest.
foo t square and have 4 cubic yards of volume. Each dream stone is etched with from I to 3
The elemental appears in Id4 rounds. For detailed symbols of a moon at high sanction. When the
53)!
/'------------------------------------,~
1309
"",Stone of Everbuming r
number of symbols on a dream stone is the same Glowstone
as the number of high sanction moons in the sky, XP Value: 1,400 GP Value: 7,000
a dream is revealed, but only iflhe owner sleeps Dwarves Deep
through the night with the stone beneath his or These famous "gems" are synthetic crystals.
her head. Each dream SlOne can be used once. Clear, faceted, and oval, and as long as a man's
The dream stones can be useful tools for pro- hand, glowstones bloom with a continuous, heat-
viding the PCs with information, clues, and less white radiance equal to a continual light
warnings. They can also he helpful in getting spell. The radiance cannot be dimmed by magical
stalled pes back on the track. However, the darkness, dispel magic, or other means, with the
dreams are not necessarily accurate, nor are they exception of draining the stone of all power.
always easy to interpret. When power is being drained from a glowslOne, it
To receive a dream, the PC must sleep with the pulses and flickers.
dream stone under his or her head for at least six Glows/ones are used to power all magical
uninterrupted hours. The symbols on the dream items requiring charges. A glowstone that is
stone must match exactly with the moons in the brought into contact with an item sticks to it. This
sky. For instance, if a particular dream stone is an attraction akin to magnetism, which can be
shows two moons in full sanction and there are broken by a strong pull, but not by accidental
three moons in full sanction, no dream cream will contact. Once attached to another magical item,
occur. the glowstone begins to recharge the item, restoT-
The dreams are visions of events that may ing one charge per full turn of continuous con-
occur in the future . A dream is experienced as a tact. If the item is used during this time, it loses
series of flickering images; the end of one image no charges, the required magical energy being
dissolves into the beginning of the next. Unless drawn from the glows tone in addition to the
the OM is using the dream stones to feed specific recharging energy being released.
information to particularly incompetent or Magical items which do not use charges but
unlucky PCs, the images should be vague and which can normally be used only a limited num-
indefinite. It makes for a more interesting adven- ber of times in a set period gain one additional
ture if you can tie these dreams into the personal- use (of each power or function) after they are
ities of the PCs. exhausted. They must be touched to a glowstone
of Everburning for five continuous rounds. This boost cannot be
fed into an item before a given power is
XPValue: 500 GPValue: 2,500 exhausted, storing the energy for later use.
Old Empires In addition, dwarf priests can release the power
This stone is unremarkable, except that it radiates of a glowstone which they are touching by means
searing heat at all times. If a SlOne of€Verbuming of a special spell, glowglory. This pOlent magic
contacts exposed flesh , it inflicts ld3 points of allows them to unleash beams of power from a
damage for each round of contact. The stone's glowstone, as weapons or tools. A beam of power
most remarkable property is its longevity; some is a cUlling beam of radiant force that cuts stooe,
have stayed hot more than 3,000 years, even when wood, and fl esh alike- doing an automatic 6
continuously immersed in water. These items are points of structural damage per round to the for-
used in the steam engines of Mulhorand. mer two objects, and does 6d6 points of damage
Finder's per contact to living things. For more information
on beams of power, please refer to the spell glow-
XP Value: 3,500 GPValue: 17,500 glory.
1992 Fantasy Collector Card 409 Unleashing a beam of power from a glowstone
This artifact was destroyed in the final battle drains it of20 charges per rouod. Charging an
against the evil god Moander. By holding this item from a glowstone drains however many
unique magical item and concentrating, any per- charges are transferred to the item, at the rate
son could get it to emit a beacon oflight indicat- given above. Boosts for chargeless items cost
ing the quickest path to any object, Any member seven charges each.
of the Wyvernspur family could: peer into the Glowstones have 1,000 charges when made,
stone to read knowledge stored within; cause Ihe and can never be recharged, but charges can be
stone to cast an illusion of the bard Finder transferred from one glowstDne to another. A
Wyvernspur, singing any of his songs: use the little-known side benefit of this last practice: any
stone as a rechargeable wand, holding many being holding two glowstones together and will-
spells, including detecl magic, continual light, ing one to give the other energy experiences the
dispel magic, fly, tongues (permanent), and tele- energy flow through his or her body. It does not
port. heal damage, but does burn away poisons, dis-
""/r------------------------------------,~
1310
rStone of Gut and ThiO<llJM
of Gul and Thiondar
XP Value: 10,000 GP Value: 75,000
DuwGEON Magazine 30
In the di stant past, long before the rise of man
and the creation of dwarves and gnomes, giants
ruled the surfac e o f th e con tinent and wor-
shiped many deities. One of the giants' deities,
a young and ra sh demi god named Gul , pro-
voked the terrible wars that fragmented the
gi ants int o se para te races and created the
mutant eltins, cyclops, and fomorians. As pun-
ishment for his terrible deed, the deities of the
giants stripped Gu l of most of his powers and
impri soned his essence forever in a 2,500 lb.
ruby. Unwilling to destroy another immortal
being, the gods of the giants deposited this
prison in the heart of a mountain and tried to
forget about Gul. Near the mountain, the gods
raised a temple to commemorate their deed and
to warn monals to beware the terrible Gul.
The stone ofGul is a relic of 8\\1esome and for-
midable power. Des igned especially for its
immonal prisoner, who was once a deity of name
and travel. the stone drains the magical and spiri-
lUal abilities from Gul and shunts them into the
nearby environment. The stone drains Gul 's most
powerful immonal powers, using them to telepon
eases, parasitic infestations, and embedded for- a nearby river in an endless loop and to heat a
eign materials, purifying the body. nearby valley.
To destroy aglowstone, one must strike it with Millennia passed, and the climate of the moun-
a disintegration spell or magical effect, or deal it tain range gradually became colder, except fo r
physical or magical damage (or a combination of the valley warmed by the stone. When the Ch'thar
the two types) totaling more than 66 points in one discovered the valley, King Thiondar fou nd an
round (cumulative totals are ignored). Even when opening at the base of the tallest mountain at the
disintegrated, a glows/one explodes in a violent south of the valley. Intrigued, he descended
blast dealing IdlO points of damage per charge it beneath the mountain and discovered the stone of
had left , to all creatures within 70 feet (save fo r Gul.
half damage, allowed only if at least 25 feet dis- As the king (a powerful wizard) studied and
tant from the stone). GlowsLOnes that are entirely tested the relic, he fell into its power and became
drained do not explode. Their light simply fades insane. Thiondar emerged from the mountain a
silently, and then they crumble away to dust. week later to tell hi s worried subjects that the
of.Good Luck Ch'thar would be sellling in the valley. He ordered
the Ch'thar to build a town, while he returned to
XPValue: 3,000 GPValue: 25,000 guard what he now considered his relic.
DlJI.;GEON MAsn:lt Guide It was plain to all of the elves that something
The luckstone, a magical stone, is typically a bit had befallen their leader, Lioshand, the king's
ofrough polished agate or similar mineral. Its champion, followed the king into the mountain
possessor gains a + 1 (+5% where applicable) on and witnessed Thiandar meditating in the pres-
all dice rolls invol ving factors such as saving, ence of a huge glowing ruby. Lioshand con-
slipping, or dodging-whenever dice are rolled to fronted the king about the relic, whereupon
find whether the character suffers from some Thiandar, deranged by the power of the stone,
adverse happening. This luck doe s not affect accused him of tre ason and slew him with
attack and damage rolls or spe ll failure dice. magic. The king emerged from the mountain to
Additionally, the luckstone gives the possessor a denounce his fai thl ess subjec ts and to pro·
± I% to ± IO% (at owner's option) on ro lls fo r nounce a horrible curse o n Li oshand 's soul.
determination of magical items or di vision of Thiondar repeated hi s order for the Ch'thar to
treasure. The most favorable results will always build a town, and again returned to the mountain
be gained with a stone ofgood luck. to guard the relic. "'.
/r------------------------------------,~
1311
..
,SlOne afGul and Thioodar r
As soon as Thiondar left. the Ch'thar began
to argue bitterly among themselves. They spec-
ulated about what Thiondar had found under
the mountain. which was soon named King's
Mountain by the elves. Many desp ised th e
king's actions, for they knew that Lioshand had
always protected the king and acted QUi of con·
cern forThiondar's safety. Even more hated the
environment of the valtey. which was filled
with a dark rain forest and populated with great
reptiles.
The dissenters-nearly a thousand strong- left
the valley and called themselves the gray elves.
Ashamed for their king's unjust behavior, their
own weakness. and their cowardly escape, the
gray elves never documenled what bappened in
the valley and rcta in thei r somber name to this
day,
A few hundred of the Ch'thar remained in the
valley, some out of loyalty, some out of fear.
Inspired by the divine intelligence in the stone,
Thiondar devised w..o wards to prevent interrup-
tion from the outside world, As the centuries
passed and Thiondar 's insanity de veloped, he
ordered all of the Ch'thar to settle inside King's
Mountain,
Thiondar began experimenting with the powers
of the stone, and in doing so divcrted energy from Ro ll Inspiralion
the relic's original tasks, As a result, the valley 01 -36 Spell
became too cold to support a rain forest. As the
millennia passed, the swampy valley dried up and 37-45 Ring
46-50 Rod
all the water settled in a lake at the foot of King's 51-60 Staff
Mountain. Time soon eroded the Ch'thar's aban- 61-70 Wand
doned bui ldings in the valley, and the entrance to 71- 90 Miscellaneous magical item
the caverns under King's Mountain became par- 91-95 Miscellaneous magical weapon
tially flooded with water from thc lake. 9&-00 Anno,
Jfa spellcastcr spends but eight hours meditat-
ing in the presence of the stone , he or she can The specific item or spell can be determined
learn how to invoke some of its powers at the by using the spell tables in the PHB or the magi-
20th level ofability:Jireball (three times il dily), cal item tables in the DMG, or the magical gener-
fire chunn (once a day), levirale (at will), dimell- ation tab les in this back of th is volume. An
sion dOQr (once a week), cOlllrof weather (once a inspiratio n will resul t in a 100% chance ofsuc-
week), and earthquake (once a week). Spending cess and one-founh the time and expense required
one day pondering the mystical energies of the in research for the particular item or spell. How-
stone permanently raises a spellcaster's Intelli- ever, the knowledge gained by the inspiration
gence by I point due to the close contact wi th a lasts for only as many months as the spellcasler
work of divine genius. has points of Intelhgence, and a recIpIent cannot
In addition, the stone has the ability to inspire a be visited by more than onc inspiration at a time.
spel1caster to create a new work of magic. For Iflhe inspiration is nOI or cannot be immediately
every day spen t in meditation in front of the acted upon (perhaps because the spe lJcaster
stone, there is a t% cumulative chance that the receives inspiration for a spell beyond his abil-
spellcaster will be imparted with a burst of genius ity), the spellcaster will never be able to enchant
and unde rstand all the steps to manufacture a the item or research the spcll, no matter how
magical item or research a spell, If the character much time and effort are expended. Furthermore,
is inspired, roll percentile diee and consul t the the inspiration is a gut feeling, a hu nch, an inde-
following table: scribable instinct to complete the item or spell. It
cannot be translated into words and can neve r be
written down,
""/r----------------------------------~~~
1312
rSlone of Mysterious $oUOO
Hampering with divine insight has its dangers. Spell is cast. If a sword or other edged weapon is
For every day spent meditating in front of the rubbed against the stone, the weapon perma-
stone, there is a 5% cumulative chance that the nently gains or loses one plus. Consult the table
spellcaster will be amicted wilh one of three below. Each stone has 2d4 charges when found.
major fonns of permanent insanity. If the PC fails Sharpening a weapon expends one charge.
a Wisdom check, roll percenti le dice and consult
the following table: Percentage chance to:
Weapon Incrt'ase Decrease
Roll Insanity Result Bonus Bonus by I Bonus by I
01-40 Delusional Insanit y: The character 01 - 90 9 1--00
o 01 - 70 7 1--00
becomes utterly convinced that he is the
+1
demigod Gul and wi ll be vio lently +2 01--60 6 1--00
upset if any mortals around him do not +3 01-40 4 1--00
recognize his divine status. The PC will +4 01- 30 3 1--00
otherwise act in a nonnal manner. +5 01- 10 11--00
41- 90 Split Personality: The character dcvel- Myste's Stone of Mixed Luck
ops an additional personality that is
chaotic evil. Every day, there is a l-in-6 XP Value: 2,500 GP Value: 12,500
chance of the personality emerging; this 1992 Fantasy Collector Canl132
chance becomes l-in-6 per round in This stone gives Myste good luck 85% of the
stressful situations (like combat). The lime on all die rolls involving saving, slipping
ncw personality makes up a ncw name and dodging. Myste gains a + 1 (or +5%, when
for itself but retains the old personal- appl icable) bonus to her rolls . Thi s docs uot
ity's abilities. It is perfectly aware of its incl ude attack or damage rolls or spell-failure
other self and despises it but will no t chances. However, 15% o f the time, the stone
commit suicide. causes Myste to automatically suffer a failure to
91-00 Feeblemlnd: The character behaves as those rolls, with the most disastrous effects pos-
if he or she were the victim of the 5th- si ble. Thus far, Myste has only had to endure
level wiau.! spell. some rather comical, embarrassing, and lmnoying
gaffes.
A character can be amicted with but one form of Mysterious So unds
of insanity; the condition can be revcrsed only by
a wish or restoration spell cast at the 20th leve\. XP Value: 500 GP Value: 5,000
Finally, thc relic seeks its own preservat ion at OllJ\.OON Magazine 99
any price. Oncc a character has been g ran ted a This stone appears to be similar to any other mag-
poi nt of Intelligence by th e stone, he or she ical stone, though it is malleable and can be easily
becomes extremely protective of the relic and grasped and reshaped. The slone cannot be pulled
desires to spend all of his available time in its pres- apart into smaller stones, and it has only limited
ence. The stone's new guardian will attempt to elasticity. Each stone weighS 5 pounds.
destroy anyone that is perceived as wanting to harm This stone may be thrown up to 30 feel. If the
the stone, and will allow no one to approach it. character's Strength is 15 or greater, the stone
Since effective protectors arc hard to find, the sticks to whatever (nonliving) surface it strikes
stone has the ability to halt its guardian·s aging (attack rolls are against AC 6). The Slone remains
(and all need for nourishment and resl). Should stuck until pulled off (which doesn't require a
Ihe proteclor be separated from the slone (by Strength roll). Beginning the next round after it
more Ihan a mile) for over a day, the characte r sticks to a surface, the stone emits one of a num-
returns 10 his normal physical age and slarved ber of different sounds. The stone broadcasts Ihis
condition. After 10-40 years have passed in the sound until it is pulled free of Ihe surface to
se rvice of the slo ne, Ihe protector becomes which it is stuck.
increasingly paranoid and forgets his previolls A character may also fit the stone onto a solid
name, ins tead referring to himself as "The surface (requiring a Strength of 15 or beller, but
Keeper." no attack roll), then strike it with a heavy, blunt
XP Value: 500 Honing object to startlhe sound product ion (again, no
GP Value: 5,000 attack roll).
The stone ofmysterious SOU/Ids is useful for
Pot.VIlEO!tOtf NewRine 82 distracting and deterring opponents from pursuit,
This magical item appcaN; 10 be a nonnal stone, to allow the characters to escape or gain time for
but it wilt glow faint ly green if a detect magic other actions. Each time the stone is activated, a
5339
/r------------------------------------,~
1313
",Stone, Nanorion r
roll must be made on the follow ing table to deter- Philosop her's
mine what sound it produces.
XPValuc: 1,000 GPValue: 10,000
D RAGON Magazine 2
Roll Noise produced The philosopher s stolle look s exactly like the
01-04 creaking
05-08 buzzing bees luck.uone and loadstone, but is valuable only in
09- 12 groaning·
13-16 footsteps the hands of an alchemist. The stone contains 2d4
17- 20 ocean waves on
21 - 24 stones grinding charges. One charge may be used to add 20% to a
25- 28 laughter·
29- 32 coughing· research roll or to transmute 10 pounds of lead
33- 36 sneezing·
37-40 muted whispering· into gold or silver (50% chance of each). In addi-
41-44 whip cracks
45-48 ringers snapping tion, while the stone has any charges left , the
49- 52 mumbled chanting·
53- 56 screaming· alchemist may usc it to cllre disease once per day
57-60 animal growling
61- 64 birds chirping without the use of a charge. The alchemist may
65-68 hams (musical)
69-72 steady min beach not contract a disease while he carries the stone
73- 76 wind chimes
77-80 righting (swords clashing, shouts, etc.)· on his person. As the stone is immune to heat
81 - 84 speech"
85- 88 whistling· (even dragon breath), it may be tested by throw-
89-92 chains rattling
93- 96 crying· ing it into a vat ofmoltcn lead (which would, of
97 00 wind blowing
course, destroy a IlI cbtone). The stone disinte-
grates when the last charge is used.
Philosopher's II
XPValuc : 2,000 G P Value: 10,000
Unearthed An:ana
This is a rare and magical substance that appears
to be an ordinary, rather blackish, sooty piece of
rock. It radiates a faint dweomer ofindetenninate
sort. If the stone is broken open, a geode cavity
will be discovered. The interior of this cavity is
lined with a quicksilver that will enable the trans-
mutation ofthc basc mctals, iron and Icad, into
silver and gold. Either an alchemist or a wizard is
required to effect such transmutation, however.
• The race of the person making the sound can- From 50 to 500 pounds of iron can be made into
not be determined, and no intelligible speech
can be discemed. silver, or from 10 to 100 pounds of lead can be
.. The race of the person speaking can be deter- stu rned into gold from a single philosopher
mined usi ng the Ra ndom Languages Table
in the DMG. The content of the speech may be stone. Transmutation must be made fully upon
detennined by the OM as desired.
the first attempt, all the quicksilver being
employed at one time. Beller still , there are two
additional substances possible wi thin such a
stone. The first is a greenish, crystalline salt that
Nanorion allows the manufacture of I d4 potions of
XPValue: 11 ,000 GP Value: 55,000 10llgevity; thi s substance has a 75% chance of
Gods, O<:migods, & Heroes occurring inside a given stone. The second is a
These stones are mai nly found in the hearts of pure white powder that, when mixed with a
fiends- in fact they are fie nds ' hearts . Their potion of longevity, can actually restore life to a
function is to awaken sleepers no mailer what the dead human or demihuman if administered inter-
cause of slumber, or raise the dead regardless of nally within one week of his or her demise (see
when death occurred. the raise dead spell). There is a 25% chance that
the white powder occurs. Note that the experi-
Oval Stone ofTzolo's G uardian ence point value and gold piece sale value apply
XP Value: 4,000 G P Value: 20,000 only to an unopened stone.
DUNGEON Magazine 37 of Sampling
The ol'al stone ofTzolo s guardian is a magical
stone connected to a stone-shaped chain that XP Value: 1,200 GP Value: 6,000
allows its user to wear it like a necklace. Posses- POlYIIEORON Newszine 61
sion of this item allows the ability to cast a sink The stone allows the owner to record up to fifty
spell once a y;eek and a wall ofstone spell twice a 20-second pieces of speech or music. These
day. "samples" can be recalled mentally by the owner
,'"of the stone at any time with no effort, and the
1314
b
samples will remain in the Slone until erased by tom ofa body of water.) A spongestone is not
the owner of the stone. The stone is green and "softened" by the absorption of water, such as an
smOOlh, and glows when replaying samples. actual sponge would be; it retains its rigidity no
matter how much water it contains. Any sponge-
of Shielding stone which is saturated to capaeiry can be forced
XPValue: 100 G P Value: 500 to re lease its stored-up water by the utterance of a
The Ruins ofUndcrmountain command word. Water that is released in such a
This single-use item is a spherica l white stone manner will drain out of the stone twice as fast as
aboul an ineh in diameter. When crushed, it acti- it was absorbed, so that I \<S rounds after being
vates its power, and can thus be unintentionally commanded. a spongestone will be dry and Ihe
activated by a fall or attack. A slOne ofshielding water it contained will have drained into a recep-
causes a s parkling, winking aura to sprin g imo tacle or onto the ground. A stone which has just
being around the creature who crushed it. This releascd all its water will not be able 10 begin
aura lasts for three rounds, boosting the Armor absorbing water again for one round; at the end of
Class of the affected being by a -6 bonus on the that time, the stone will begin to reabsorb the
first round, a - 3 on the second round, and - Ion water it had just released. if it has not yet been
the third round, during which it flickers before removed from the water.
finally winking out. Therefore, a wizard ofAC 6 A sponges/one which has absorbed water up to
crushes a stone ofshielding and gains an Armor its capacity can be transported without danger to
Class of 0 the nexl round. This reduces to AC 3 at the bearer. H o~'Cver, a dry or partially filled stone
the end of the following round, and AC 5 after that. will draw water from the body ofa character or
of Silence creature who louc hes it without the benefit of
clothing or armor or some other protcction which
XP Value G P Value acts as a barrier to absorption. Anyone who
Khelben's: [,200 6,000 comes inlO contact with the stone against an
Normal: 1,000 5,000 unprotected body part will take Id6+4 points of
The Ruins of Undermountain damage per round due 10 dehydration, risking
This is a hand-size slone wilh the spell silence unconsciousness and death if the contact with the
15' rodlus cast on it. T!;:n pcn.:!;:1L1 of tli!;:so,; :.IOIlt:S SIOlle is not broken ill time.
A sponges/one will absorb pure water, filter-
scarry a Khelben suspended silence spell.
Spongestone ing out a ll impurities and pollutants, so that the
water which is re leased is equally pure and may
XP Val ue G P Va lue be safely consumed. A sponges/olle of re la-
I cubic foot: 2,000 15.000 live ly large size may be c leaved in halfby a
2 cubic feet: 4,000 30,000 blow from any magical edged weapon, as long
3 cubic feet : 6,000 45,000 as the original stone was at least ~ cubic foot in
DIw.;oN Magazine 48 volume. However. each time such a cutting is
In ils "dry" state, a spongestone is a chunk of attempted, there is a 50% chance that one of the
stone that is rigid, quite porous, and rclatively resulling halves will lose its magical properties,
light in wcight compared to an ordinary piece of a 25% chance that both halves will be rendered
stone. This substance has the abilit y to absorb useless, and a 25% chance that both halves will
water fro m any solid o r liq uid subs tanCe with be unaffected.
which it is placed in contact. Each spollgestonc
can absorb a volume of water equal 10 30 times Roll Effect of C Ulling
the volume of the stone itself- a spollgestofJe 01 - 50 One half loses it magical properties.
with a volume of I cubic foot will soak up 30 51-75 Both halves lose their magical properties.
cubic feet of water before becoming saturated. A 76-{j(J Both halves retain their magical
dry stone will automatically soak up ils capacity properties.
in water in the space of three rounds, assuming Travel
that a suffic iently large source of water is at hand.
When dry, a spongestone is light brown in color. XP Value: 400 G PValue: 2,000
When it is filled with water 10 one-third of its DVNO(ON Magazine 31
capacity, it becomes a darker brown. At two- Centuries ago, a race ofpsionicists, known inleg-
thirds of capacity, the stone turns light blue, and end as the Mystics, cxperimented with modcs of
whe n it is filled to the maximum, the s tone telep0rlation and dimensional travel. They
assumes a deep blue color. (This property makes wanted to create a mode of travel usable by all
a spongestolle quite conspicuous in certain cir- Mystics, regardless oflheir psionic talents. and
cumstances, such as when it is found on the bot- their first experimental tcleportation devices
""/'------------------------------------.~
1315
•
" ,Slone. Travrl r
were called tra vel stones.
The most powerful Mystics worked togethcr to
empower the stones, but the stones had limiti ng
a nd catas trophic flaws. First o f all, trave l from
stone to stone was made possible only by opening
entry and exit gates on the Q uasielementa l Plane
of Vac uum (o therwise known as the Void). In i-
tially, both the entry and ex it gates were prac ti-
cally superimposed, and one could travel between
gatcs wilh littlc or no physical d iscomfort . How-
ever, ovcr time the e ntry and exit gates in the Void
began to dr ift apa rt . As d ecades passed, those
who used the stones fo und the mselves spending
more and mo re time in Ihe Void betwee n gates.
T he powe r o f t he stones is e nou gh to par tia ll y
shield travele rs from the intc nse cold (absolute
O(DG» and the absence of atmospheric pressure
in the Void, but as the dista nce between the gates
increased, even shielded tra velers fell s ubj ect to
dangerous side effects.
Fina ll y, the use of these gates attrac te d the
attention o f some o f the Void's inha bitants. The
longer the gates ""-ere kept open, the more like ly it
became tha t a s ha dow or a gro up of s ha d ows
wo uld ste p throu g h the porta ls and e nt e r the
Prime Material Planc. By Ihe time the Mys tics
discovered the flaw in the ir c reations and started
dismantling the sto nes. it was alread y too late. Travel Sto ne Wild Powers: Entries in this table
Many shadows we re a lready on Ihe rampage near use Ih" following formal (page re ferences are 10
the Mystics' c ities and we re multiply ing too The Complete Psionics Handbook): Na me or
quickly in some areas to be controlled. power (CPH page reference) PS - Powcr Score:
The Mystics we re forced to abando n some of
SS == Sta rti ng Stre ngth (in PS Ps)·: Ie - Initia l
th cir settlements because of the shadows. Where Cost ( in PS Ps); Me = Maint e na nce Cost ( in
the Mystics finally sett led re mains a mys te ry;
none rema in on the worlds where stones still exist PSPs over time); II. - Range; I'rep - Preparation
Time (in rounds); AlE = Area of Effecl.
(the Mystics considered th ose worlds unsafe) . In
time, Ihe Mystics a nd the use o f the stones " 'eTC dlOO
forgotten. Today in Silve r Rise, what was o nce a Ro ll Powers
travel stone is now re me mbered as The Travel 01 - 08
Sto ne, a shrine o f good luck for travelers o n the All-Round Vision (page 33) : PS Wis
north road Icading out of the village.
-3; SS 22; Ie 6 ; Me 4/ ro und ; R 0 ;
Prep 0, AIr. pe rsonal. The PC e ffe c-
If the sole power o f the stones was s im ply to tive ly sees in all d ire ctions at once; no
open gatcs. thcn their histo ry would have ended one can sneak up witho ut using magic
long ago once the ir use was forgotten. Howeve r, or concealment, but theTC is a -4 penalty
the Stones a lso ha ve the abi lity to tempora rily on gaze attac ks.
e ndow psionic powers on stro ng-willed huma n 09-1 2 Clairaudience (page 30) : 1'5 Wis -3;
and dcmih uman minds. C haracte rs and NPCs of SS 22; IC 6; MC 4/round ; R unlimited;
1st or higher level will be endowed with wild-tal- I'rep 0 ; A l E spec ia l. A PC c an he ar
ent psio ni c powe r aft er spe ndin g one mo nth sounds from distant locat ion by me n-
within two miles of the stone, or ir_lm ediately tally picking a spot from whic h " hear,"
a fte r pass ing throu gh its gate. This is what ha p- the n coverin g his or her cars a nd con-
pened to Lenchros. Ardy. and Dame Moore, who centratin g. Anyth ing can be heard that
!lave kept their talents a closely guarded secret for wo uld no rma lly be heard while stand-
ma ny years. Born a nd ra ised in Silve r Rise, the ing in t hat s pot. The more d istant t he
three we nt thei r separa te ways but re turned to image. the harder it is to use th is power;
the ir ho me tow n- a nd soon deve loped psion ic selecting listening spots up to 100 yards
powers. from the psionic charac ter may be done
normally, but selecting a listening spot
5348
~r--------------------------------~-.~
13 16
....
fan her away places a power-score mod- mon: hit points than the character would
ifier on the use of thi s power (up to normally have.
1,000 yards, - 2; up to 10 miles. --4; up 57-64 Life Detection (page 87): PS Inl - 2; SS
to 100 milcs, -6). This form of serying 15 ; Ie 3: Me 3lround: R 100 yards;
is non magical and cannot be detected Prep 0; AlE 40 yard. A PC can detect
or warded off by magic. the presence of all living, thinking crea-
13- 16 C la irvoyan ce ( page 30): PS Wis-4; lures in range withi n a 180(DG) are.
S5 23: Ie 7; Me 4/round; R unlimited; Two ro unds of scanni ng accurat ely
l'rep 0, AlE special. A PC can sec a reveals all beings, incl uding unintelli-
view of a distant location by menially gent monsters.
picking a spot from which he wishes to 65-68 Ohject Readi ng (page 31): PS Wis - 5;
"see," closing his or her eyes and con- SS 16; IC 16 ; M e n/a; R O; Prep I;
centrating. Anything can be seen that AlE touc h. A PC can detect and inter-
would normally be seen standing in pret the psychic residue imprinted on
that spot. The more dis tant the image, an object by its most recen t owner,
the harder it is to use this power; view- gaining informat io n on the owner's
ing spot s up to 100 yards from the race, sex, age, alignment, and how the
psionic characte r may be viewed nor- item was gained and lost.
mally, but selecting a vie\ving spot fa r- 69-76 Poison Sense (page 9 1): PS Wis; SS I;
th er away places a power-score IC I; MC n/a; R 0; Prep 0; AlE I-yard
modificr on the use of this power (up to radius. The cha rac ter can detect any
\,000 yards, - 2; up to 10 miles, -4; up poison and its exact location wi thin the
to 100 miles, -6). This form of scrying a rea of effect, but cannot identify the
is no nmagical and cannot be detected poison type. Any substance causing a
or warded offby magical means. saving throw vs. poison counts, even
17- 24 C ombat Mind (page 33): PS Int-4; animal venom and poisonous gases and
SS 2 1; Ie 5; MC 4/round; R 0; Prtp 0; pot ions.
Al E personal. This power gives a - I 77- 84 Psyc hic Messe nger (page 90): PS Con
bonus to party initiativ\: tllllJlks to the -4; SS 16: IC 4; !\IC 3/round; R 200
usc r's understanding o f hi s enemy's miles; I' rell 2; AlE I square yard. This
fighti ng tactics. power le ts the charac ter to c rea te an
25- 32 Conceal Thoughts (page 80): 1'5 Wis; insubstantial , th ree.dimensional , per-
SS 17; IC 5; MC 3lround; R 0; Prep 0; sonal image thaI can appear in range
AlE 3-yard radius. The PC is protected and deliver a message that everyone
against all psionic powers and magical presenl can see and hear. Communica-
spells that detect or read thoughts, tion is one-way on ly; the PC cannot
including ESP, probe, mindlink, and life hear or see anything going on around
deleclioll. the messenger's image.
33--40 Da nger Sense (page 33) : PS Wis - 3; 85- 88 Se ns itivity to Psyc hic Impress ions
55 13 ; IC 4 ; Me 3lturn; R s pecia l; (page 32): PS Wis --4; S5 20; Ie 12;
Prtp 0; AlE 10 yards. This powcrwarns MC 2/round; R 0; Prep 2; AlE 20-yard
a PC when danger is imminent. in for- radius. A PC can detect psychic residue
mation about the type or peril involved imprinte d on a place by events thaI
is not gained, but the general direc tio n involved strong emotions or psychic
of the threat is given. energy. Divide Ihe power check roll by
41--48 Know Direction (page 34): PS InI; SS 2 and round up to get the nu mber of
I; Ie I; MCnla; RO; Prep O; NE per- strong events that can be sensed in one
sonal. The PC knows in what di rection place.
nonh lies. 89-96 Spirit Sense (page 37): PS Wis - 3; SS
49-56 Lend Health (page 62): PS Con - I; 5S 10; IC 10; Me nla; R 0; Prep 0; Al E
4; IC 4; MC nla; R touch; Prep 0; AlE 15-yard radius. The PC wi th this power
individ ual. With a successful power can sense the presence of ghosts, ban-
c heck, the PC can transfer as ma ny o f shees, wrai ths, haunts, and other non-
his or her own hit points as desired (to a co rpo rea l undead tha t bear the
minimum of \) to the person touched, remnants of their former personalities.
thus healing the recipient. This takes Th is awareness exten d s out to 15
one round. The user cannol go below I "..yards, but the user cannot lell exactly
hit point, and the recipient cannot get
where the undead are. Spirit Sense
/r------------------------------------,~
1317
,Stone. Wardstone r
cannot detect zombies, skeletons, Warmth
shadows, or simi lar undead. (Lenient XP Value: 500 GP Value: 2,500
OMs may allow the detection of other DRAGON Magazine 73
non corporeal undead, such as shad- A flat oval stone, about ~ inch thick and 4 inches
ows, but should strictly define which long. When placed between two hands, the stonc
undead fa ll into this category.) becomes very wann.
97-00 Choose one of the above powers. of Weight
• Details for determining starting Strengths for wild
powers are given in the CPU. page 20. Wild talents XPVal ue: - GPValue: 1,000
gain 4 PSPs for every level of experience they allain DUNGF.ON MASTER Guide
aller they acquire psionic pov.·ers. not for levels they A loadstone is a magical stone that appears to be
possessed before such powers were gained. anyone of the other sorts, and testing will not
Wardstone reveal its nature. However, as soon as the posses-
sor of a Slone ofweight is in a situation whe re he
XP Value: 500 GP Value: 2,500 is required to move quick ly in order to avoid an
Otherlands enemy- combat or pursuit- the item causes a
Carved into the shape of a sea creature friendly to 50% reduction in movement, and even attacks are
the Dargonesti. wardst01rex are made from small reduced to 50% normal rate. Furthe rmore, the
pieces of coral. When held in the palm of the stone cannot be gotten rid of by any nonmagical
hand they sense the prescnee of hostile creatures mcans- if it is th rown away or smashed, it reap-
in a loo-foot radius. pears somewhere on the character's person. If dis-
As a user of a wardstone gets closer to the bel- pel evil is cast upon it, the item disappears and no
ligerent creatures. the slone gets warmer to the longer haunts the character.
touch. If the user so wills, the stone can also emit
a soft, greenish light either in place of, or in addi- of the Well
tion to, the heal. XP Value: 500 GP Value: 30,000
XP Value: 500 Warfu DRAGON Magazine 145
GP Value: 2,500 A slOne ofthe well is highly prized in villages and
castles located on dry plains and deserts. In spite of
Kara-Tur the faclS thaI these items command prices as high as
The magical stones were placed on Kara-Tu r by 30,000 gp in dry regions, and wars are sometimes
the Lords of Kanna, at the direction of the Celes- fought for their possession, stones ofthe well are
tial Emperor. They have many colors, but always worthless in much of the wo rl d. Such an item
sparkle with an inner fire or seem to encase appears as a perfectly spherical, black granite rock
movement. They cannot be crushed or melted, with a smooth surface. [t functions when placed
and, when in use, floa t over the head of the within a well at least 30 feet deep, as long as the
wielder, or circle the head like a miniature moon. stone is covered by at least 2 feel of standing water.
/l'mfrl stones have been found and used by heroes The stone immediately fills its well to a depth
and villains throughout history. and the stories halfway between ilS bottom and upper rim, and sim-
that surround their use often mention incredible ilarly fills and maintains all wells within a one mile
feats attributed to the stones. Here are the types radius. The water produced by a stone of the wen is
of wmju stones known in I'u Lung: pure and refreshing. No well within one mile of the
stone will run dry. A stone ofthe well placed in a dry
Roll Color Power well cannot work until covered with water.
0 1- 11 Grecn Raises level by I String
12- 22 Blue Bestows flight
23-33 R,d Protects from fire String is woven fl ax or hemp, a thin version of
3~4 Yellow Raises Strength by I point normal ropc. Magical string may be found in
45- 55 Violet Raises Charisma by I point short lengths or in a ball ofsiring, (a single piece
56-66 Opal Doubles ki power. of 50-foot-long string with Id4 pieces of magical
67- 77 White Raises comeliness by I point string wound into a ball), from which pieces may
78- 88 Black Allows one additional martial be pulled. It may be found entangled in the hair
art special maneuver of a monster, forgotte n in a corner, or in a care-
89- 00 Crystal Increase weapon proficiency fu lly guarded treasure room. Magical string can-
by +2 not be broken or harmed by force , even from
magical weapons, but it can be destroyed by any
damage-causing spell (suc h asfi reball), any
dragon breath except gas, and by nonnal fire.
S3S3
/r--------------------------------------.~
1318
String ofWardingr
of Attachment but there is no saving throw. If the end pearls are
XPVa!ue: 50 GPValue: 250 left alone until all the others have been used they
The Book of Marvelous Magic have norma l effects determined random ly as
This short piece of string may be tied to any other above.
nonnal or magical item. !ftied to a creaturc or to ofS hae klcs
an item that does not belong to the user, it unties
itself. Once properly tied, it cannot be untied XP Value: 1.000 C P Value: 5,000
except by a wish or the proper command word. If The Book of Marvelous Magic
the tied item is taken from the owner without per- This short piece o f string may be tied about a
mission, the string tugs at the owner and stretches creature's wrists and commanded to hold. How-
up to 50 feet; it cannot stretch further. ever, the string does nOI work unless the victim is
held, paralyzed. asleep. or g ives its consen t
of Lashing (which may be accomplished with a charm).
XPValue: 200 GPValue: 1,000 Creatures entrapped by the string ofshackles can-
The Book of Marvelous Magic not break the string by force . The string frees the
This appa re ntl y normal piece of string wil1, on victim if the command word to release it is spo-
command, turn into a whip +3. 11 remains in whip ken within 10 feel.
form [or up to one turn, or until a second com-
mand wo rd is spoken, and the n returns to string ofTanglc
form. The whip may be created up to three limes XP Value: 400 GP Value: 2,000
a day. The Book of MarvelOilS Magk
of Pearls T his item looks like any other ball of string, but
anyone unraveli ng il is immed iately confused
XP Value: 500 G P Val ue: 2,500 and may no t speak, a ttac k, cast spells, o r per-
The Book of Marvelous Magic form a ny o lhe r act io n VOlu nta rily. The victim
When the command word [or this 2-foot-Ioog may be led about at half normal movement rate.
piece of string is spoken, 5d6 pearls appear upon If the /angle ofSiring is taken from the victim.
it , wi th o ne firmly attached to each end . Each paralysis stri kes both the c reature removing the
pearl may be removed easily, magica lly, without tangle and the original vic tim and lasts until the
damaging thc string. Except for the e nd pearls, tangle is rcplaced. Jf a remove cw-se is applied
each has a randomly determined effect (ro ll I d6). by a caster of 15th or higher level while the vic-
tim holds the tangle, the string and the cOllft/-
Roll Effect sion both vanish.
1- 3 A pearly white light fi lls the area within 60 of Wa rding
feet of the pearl; all withi n the effect must
make a saving throw vs. spell or feel peace- XPValue: 1,000 GPVa lue: 5.000
fu l enough not 10 attack unless attacked. The Book ofMarvdous Magic
4--5 Strange music is heard by all within 60 feet On command, this small piece of string may be
of the pearl; all those affected must make a s tret che d as long as 50 feel. If tied to t wo
saving throw vs. spell or begin swaying and uprig ht objects (s uch as trees), it prevents cer-
.dancing until the music ends (b ut with no tain objects and creatures fro m passing bet....."Cen
e ffe ct on Armor Class or savi ng throws or it and the ground; a maximum of 1,000 square
olher statistics). feet of space ca n be affected (20 feet hig h, 50
6 Nothing happens, but the pearl remains feet wide). T he string ofll"(lrdillg cannot block
(2,000 to 8,000 gp value). spells bUI prevents the passage of all nonliving
items (including missiles) and a ll creatures of3
The light or music lasts for Id4+ 1 rounds, and Hit Dice or less. Other c reatures may make a
then the pearl d isappears. If e ither e nd pearl is sav ing throw vs. s pell to break th ro ugh the
removed while Others remain on the string, all the effect (but not Ihe stri ng). If the str ing is tied
pearls remaining fall ofT and rol1 around on the and looped in an attempt to ward a space more
noor or g rou nd for I d6 ro unds , immediate ly than once, it has no effect and can be easi ly bro-
becoming nonmagical. The user and all others ken, wh ic h destroys the mag ic permanently. It
within 30 feet must stand where they are; if they can, howeve r. be tied so as to enclose a horizon-
atte mpt to walk they fall down and arc unable to tal a rea (fo r e xampl e, around an outdoor
rise or even c rawl. A vict im standing still may encampme nt ). Ifa ny crea ture is between the
cast spells, use items, and the like, but a fallen string a nd the g round when it is lied in place,
victi m cannot. Magicalflight or other means of the, strin g wards against items only.
escape may enable the victims 10 avoid the effect,
/r----------------------------------~S~lS9~
13 19
,Stringallnmuments. Fochlucan Bandore r
Stringed Instruments 87- 88 Tallharpa
Theorbo
Stringed instruments are musical devices that have 89 Tromba Marina
'Ud ('Oud)
strings which must be plucked or stroked to pro- 90-91
92- 93
duce sound. See the other two musical instrument 94-95 Viol
categories, Percussion I nstruments and Wind 96 Violin
Instrume nts, for more magical possibilities: 97- 98 Virginal
99-00 Zither
Roll Instrument lYpe Fochlucan Bandore
01-{l2 Aeolian Harp
03-{l4 Amir al-Tarab XPValue: 1,000 GPVa lue: 7,500
Bagpipes (see Wind Instrument)
05 Balalaika DUNGEON M ASTER Guide
Bandora
06-07 If this small, three-stringed instrument is played by
08-{l9
a I sl-level bard (probationer) or a nonbard, it has a
10-11 Biwa 50% chance per round of playing to cast afaerie
12 Buzuk fire spell, but there is a 10% chance that the musi-
13-14 Chitarrone cian will be limned by Ihe glow of the spell, rather
15- 16 Cimbal than the desired target. A bard of Fochlucan or of a
17- 18 Cimbalom higher college casts the faerie fire spell at base
19 Citole 500/n per level of bard experience above 1st, reduc-
20-2 1 Cittern ing the reverse effect by I % per level above 1Sl.
22-23 Clarsach Furthennore, the Fochlllcan bandore also has four
24-25 Clavecin song properties when properly played.
26 Clavicembalo Add 10% to the bard's charm percentage. If
27-28 Crwth the bard's charming abil ity exceeds 100%
29- 30 Double-necked Lute with the instrument bonus, the creature saving
31 - 32 Dulcimer against the magic does so at - I for every 5%
33 Ganun above 100%, rounding the charm bonus to the
34-35 Guitar nearest 5th digit.
36-37 Halldharp Ell/angle once a day.
38-39 Harp Shillelagh once a day.
Speak with animals once a day.
40 Harpsichord
41--42 Hurdy Gurdy If a 1st-level bard attempts these powers, there
43--44 Jawzah is a 30% chance that they will work, but a 70%
45--46 Kit chance that the player will take 2d4 points of
damage.
47 Kolo
48--49 Lira da Braccio Any character able to play this instrument can
50-51 Lira da Gamba s ing and do one of the following fo r as many
52- 53 Lirica Fiddle turns as the character's has levels, divided by two
(round fractions up), once each day. Each ability
54 Lute
55- 56 Lyrn of the instrument takes an initiative modifier of 5
57-58 Lyre to activate.
59--60 Mandoline (Mandolin) Prolectioll from evil /0' raditls.
Mandora
61 Become invisible, although the strumming
62--63 Organistrum and singing can still be heard distantly, the
Pandora (Bass Cittern) exact location is impossible to discover unless
64-65 Psaltery detect invisible is possible.
6....7 Qanun Levi/alion.
Rababah
68 Rebec Fly.
Rota
69- 70 Santouri Biwa of Calming
71 - 72
XPValue: 1,000 GPValue: 8,000
73-74
15
76-77 Sanlur Oriental Adventures
78-79 Shamisen The biwa is a stringed instrument s imilar to a
80-81 Short-Necked Fiddle lute. This biwa, like all magical instruments, is of
82 Sitar exceptionally fine and tasteful const ruction.
83-84 Spiked Fidd le When played by a person proficient in its usc. tfie
85- 86 Spinet
clear and dulcet tones of the instrument produce
S36 1
/r--------------------------------------'~
1320
Stringed Instruments. Dugal's Musical 'niitrumenr
an air of dignified calm. This has the effect of a
pacify spell to all li sten ing within a 30-foot
radius. The effect lasts only so long as the instru-
ment is played. Furthermore, the musician must
roll against his or her proficiency each round of
playing. If the die roll is I, the music is excep-
tionally poor and unharmonious, and the calming
effect is immediately broken for the remainder of
the encounter. The instrument cannot be used
effectively again so long as there are hostile crea-
tures present who previous ly heard the musician's
musical butchery.
of C harmin g
XP Val ue: 1.000 GP Value: 7,000
Orienlal Adventures
This instrument appears identical to olher magi-
cal biwa. When played by a person proficient in
the instrument, a proficiency roll is made. Ifsuc-
cess ful , the character can cast one suggestion
spell that round. If the saving throw fails (bu t is
greater than I), the music has no effect. If a I is
rolled, the musician's playing is so poor that the
instrument ac ts as a biwa ofdb.cord.
of Disco rd
XP Value: - G P Va lut: 8,000
Oriental Adventures Any charactcr able to play this instrument can
Idcnticalto o ther magical biwa, this instrument sing and d o onc orthe following for as many
emits painful and discordam tones when played. turns as the character has levels, divided by two
enraging all wi thin 30 feet. Those enra.ged attack (round fractions up), oncc each day. Each ability
the musician 50% oflhe time and the nearest tar- or the instrument takes an initiative modifier of 5
get the other 50%. T his fr<:nzy lasts for I d4+1 to ac tivate.
rounds. The p layer o f this instrument is not Protection from ed/W' rodius.
affected by the frenzy. The properties of the Become invisible, although the strumming
instrument cannot be detcctcd until it is actually and singing can still be heard distantly, the
played in earncst- tuning and idly strumming the exact location is impossible to discovcr unless
strings only create lucid, clear tones. detect invisible is possible.
MacFui...m idh Cittern Levitation .
Fly.
XPValue: 2,500 GPValue: 17,000
D UNGEON MASTER Guide Duga l's Musica llnstrumenl
This instrument, similar to a lute, is 50% likely to XP Val ue GP Val ue
deliver 3d4 points ofdamage to any nonbard or bard Alter Self: 600 3,000
under 5th-level who picks it up and attempts to play Blur: 600 3,000
it. A 5th- or higher level bard who uscs the cillem Change Self: 500 2,500
has a 15% better chance of chamling and can sing Comprehend Languages: 500 2,500
the fa llowing songs o nce pcrday. If the bard's Continual Light: 600 3.000
charming ability CJ\ceeds 100010 with the instnunent Detect Invisibility: 600 3.000
bonus, the creature saving against the magic docs so Detect Magic: 500 2,500
at - I forevery 5% above 100%, rounding the chunn Dispel Magic: 700 3,500
bonus to the nearest multiplier of 5. Gust of Wind: 700 3,500
Barkskin once a day. Knock: 600 3,000
Cure light wounds once a day. Tongues: 700 3,500
Obscuremenl oncc a day. Whispering Wind: 600 3,000
Lowcr level bards cannot use the eittcrn in the PoLYIiEDRON Ncwszine 56
above fashion even if t hey do not harm them- M yriad t iny runes are e tched into the wood of
selves (whethcr they take damage or nOI). ".,these instruments. Most customers see the runes
/r----------------------------~--~--,~
I• 1321
, Stringed Inslrumcnts. Anslnnh Harp r
only as decora tive additions already fin e ly of the instrument takes an initiative modifier of 5
crafted in struments . However, wiza rds who to activate.
examine them immediately nOlice a similarity Protectionfro m e~iI /0' radius.
between these runes and ones found on magical Become jn~isible, although the strumming
scro ll s. and si nging can still be heard distantly, the
exact location is impossible to discover unless
The runes are part o f a unique process to detection oj in ~isibility is possible.
enchant mus ical instruments without using high
level spells. Each special instrument is endowed Leviration.
wi th one magical spell of fiTSt through third level Fly.
that ca n be cast up 10 three times a day by playing Azler's
a melody to whi ch the instrument 's ru nes are
XP Value: 3,000 GPValue: 12,000
attuned.
The enchantments require o nl y verbal and DRAGON Magazine 115
somatic componenls. The runes on the instrume nt When struck, the tones of this harp soothe rages
are an inscribed version of a panicular spell, and
of all sorts, and dri ves away jear, hopelessness,
the melod y is a repetit ive musical rendition orthe
verhal component. When thc melody is played, and despair of natural or magical origins within
which takes a fu ll turn, the instrument resonates
one round of being heard. The harp's maximum
range about 8 feet , more if played in a cavern, a
and activates the runes, thu s se rvi ng as the breeze (downwind only), or a quiet place. While
somatic component and in effect casting the it is played, all charms and mental conlrols of
spell . any sort are blocked (not removed or ended, bUE
Du gars enchantments are lim ited to those held in abeyance) in a ll creatures hearin g the
harp's tones-and no new charms or suggestions
spells in his spell book. Of these, he uses only can be successfully laid on those listening to the
defensive or benign spells. A devout individualist harp, even by a bard using the harp for such a
and recent pacifist, he never uses a spell such as purpose. The strings of the harp glow with blue-
charm that in fri nges on the freedom of another, light (as in the wizard's can/rip) while they are
being played.
or a spell sueh as magic missile that would harm
another. Bragi's
The spell on an enchanted instrument can be XP Value: 4,000 GPValue: 12,000
invoked by any musician who plays the appropri-
ate melody. Dugal teaches the melody to the
buye r at the time of purchase. He also explains to Legends & Lore
cUStomers that, except for casting time, the capa-
bilities ofa spell cast using one of these instru- Bragi's avatar carries a harp that modifies all
creatures' saving throws by +4, while it is being
ments are exact ly as if Dugal cast it himself. played.
Thus, all spells are cast at 5th level.
Bragi's Harp of Calm
Anstruth Harp XPValue: 4,000 G P Value: 12 ,000
XPValue: 4,000 GPValue: 16,000 DEITlF.s & Dauooos- Cyc topedia
DUNGEON MASTER Guide, 1st Edition Any mortal hearing Bragi ~ Harp oj Calm ceases
This powerful instrument is 90% likely to cause fighting or quarrelin g fo r seven days (u nless
8d4 points of damage to any nonbards or bards of attacked in that time). This harp has all the pow-
less than 17th level who attempt to strum it. In ers of all magical bard instruments plus the abil-
the hands of a 17th-level bard (and above), the ity to stop any creature from any violent intent for
harp adds 35% to charming abilities and can be a short period of time, and the ability to ullcharm
played so as to cast the fo llow ing s pe ll s, one anything.
each, every day: If the bard 's charm ing ability
exceeds 100% wi th the instru ment bonus, the XPValue: - Broke n
creature saving against the magic does so at - I
GPValue: 4,000
for e\'ery 5% above 100%, rounding the charm The Book o r Marvelous Magic
bonus to the nearest multiplier of 5. Thi s harp appears to be a harp ojcharming but
instead it makes the user feel very sad. Morale
Cure critical wounds once a day. drops to 3, if applicable; otherwise, a -4 penalty
Crellle a Imll ojthoms once a day. applies 10 all attack and damage rolls. There is no
Jlh uher summoning once a day. limit on the number of times this effect may be
Any character able to play this instrument can
sing and do one of the following for as man y produced; each effect lasts for one hour.
turns as the character has levels. di vided by two
(round fractions up), once each day. Each ability
,,~
/r------------------------------------,~
1322
of Charming saving throw vs. crushing blow or immediately
shatter. This power can be used once an hour.
XP Value: 5,000 C P Value: 20,000 Bards who playa defender s harp can call upon
the instrument's secondary power. This allows
lbc Book ofMar\'clous Magic bards to double thei r ability to alter NPC reac-
tion rolls.
The music produced by Ihis harp can be heard
within a 60-foot range but does not affcct the
user. Each victim hearing the music must make
a savi ng throw vs. s pell o r be charme(1 (as a
standard charm person or charm monster of Discord
effect). In addition, those wi thin 30 feet of the XPValue: - GPVa] ue: 1,500
harp are unable to attack (o r even think of Elves of Evermeet
anacking) the user: this effect lasts as long as
the harp is played (no saving throw, and regard- Unfortunately for bards, their greater musical tal-
less of the results of the charm effect). The user ents cause the effecls of this instrument to last for
may speak to the charmed victims while contin- 2d4+2 rounds after the music stops. Jesters (a
uing to play. The harp may be played magically bard kit) cause the effeci to last for 2d4 tums.
once a day for up to one turn per use, once the
user stops playing, the magical music cannot be Dove's
resumed. XP Value: 600 C P Value: 2,500
DRAOON Magazine lIS
The playing of Ihis harp causes a gentle soolh-
of Charming [] ing in the minds of all within 20 feet who hear
XPValue: 5,000 GPValue: 20,000 il. The soothing quells insanity whi le it is being
DuNGEON M,.\STERG uide, 1st Edition played, and instant ly (and permanently) calms
This instrument is identical to all other magical listeners. dispelli ngfear. despair. discord. rage,
harps. When played by a person proficient in the and hopelessness of any sort, and lightening
instrument, the player is able to cast one sugges- black moods or grief for a time. The music of
tion spell each turn of playing. Optionally, the sDove harp can also cllre light wounds once for
DM can requi re a successful proficiency check any listener within 20 feet who hears the harp's
be made to cast suggestion. On a die roll of 20, song for al least two full rou nds in succession,
the harpist has played so poorly as to enrage all such curing being cffective in that creature only
those who hcar. once every nine days. Thc ha rp cannot other-
Oncc per turn a bard is able to cause the harp wise combat the effects of poison. While the
to cast a command spell as a caster equal to thc smus ic of Dove harp is heal ing a creature as
bard's \cvel. described above, both it and the harpist (not the
of Charming LI.I assisted person, unless the harpist is practicing
self-healing) radiate a faint white faerie fire or
XPValue: 1,000 G PValuc: 4,000 nimbus .
C,.\ROM,.\ST£R· Ad~ture Design Deck
The harp can hold a monster in a charmed state, [sheen 's
so that the user can escape (save applicable). Can XPValue: 5,000 CPValue: 25,000
be used once a day. DRAOON Magazine 115
The tones of Ihis harp cause all glass and meta!
Damh 's with in 30 fcct to ring and reso nate, "singing
XP Value: 2,000 CP Value: 11,000 along wit h" the playi ng of the harp; th is is an
Monster Mythology eerie and attention-gathering effect. When the
This harp can create an GItO S irresistible dance harpist plucks the lowest string on the harp, all
in up 10 Id4 creatures, three times a day. The il:lass and crystalline objects up to 30 feet dis-
avatar must spend one full round playing the
tant that face the harpist must save vs. crushing
instrument to generate the effecl. blow or shatter instantly. A single metallic
object within this range may be affected as well.
Defender 's Magical armor, bracers, weapons, and other
XP Value: 5,000 GP Value: 20,000 magical items (note that a metal or glass vial
roLYItEORON Newszine 82 containi ng a magical oil, ointment. or potion is
Although a powerful magical item, this no t itself magical) gain a bonus on their saving
medium-size harp betrays only faint magical throws of + 1 or whatever their magical "plus"
radiation when a detect magic spell is cast.
may be to avoid being affected by the harp. The
When the highest-pitched chord is plucked, all harp can shatter items that have saved success-
nonmagical weapons, shields, and glass objects fully against its effects on earlier rounds, but
within 100 feel of the musician must make a ,mthe harpist cannot choose to affect some items
/r------------------------------------,~
1323
,String Instruments. Harp offingerbreaking r
in the harp's path of effect and nOI to affect limes. A iumdhmp is a crescent-shaped, wooden
others, save for choosing the metallic item to be inslrument abou t the size ofa man's hand and
destroyed. The harp can be used in this fashion strung with magical, metal strings _
once per round. Its powers can be employed by anyone able to
of Fingerbrcaking playa tu nc. When it is played, four small blue
globes of light (equal in effects to the lSI-level
XP Value: - GPValue: 1,000 wiza rd spell dancing lights) come into being
around the harp. The globes may be mentally
The Book of Marvelous Magie directed by Ihe harp player, as a wizard direcls
This harp is like a harp a/throbbing but has a
20% chance per use of entangling the user's fin- dancing lights, without full concentration.
gcrs. [fso. the victim takes damage equal to \-lof Undead suffer damage and attack roll pcnal-
curren! hit poin!s, whieh may be restored in the ties of - 2 within 10 feet of a playing ham/harp.
usual ways, but the hand s become useless and Saving throws against all life-force draining,
remain so until a regenerate spell or effect is paralyzing. and related natural spe lls and magi-
applied. The victim's Dexterit y score also drops cal abilities (such as a chill/ollch spe ll ) are
by 6 points (to a minimum of3). made at +2. Creatures wi th in 10 fect ofa play-
Foc hlucan ing hom/harp cannot be char/llell, and charmed
creatures who vcnture within 10 feet ofa play-
XP Value: 6,000 GP Value: 36,000 ing ham/harp will bc da:ed (treat as the effects
STRATEGIC REVIEW Magazine 6 of a power \l'ord SII11I) as long as they remain in
the hUlldhmps area of effect. All of these pow-
Thi s harp add s 10 % 10 a bard's chance of ers can be used as often as desired and do not
charming a crealure. In addition to this it has
three so ngs. The firs t and most powerful of drain the item.
these is a song of protectioll fro m evil that is A handlwrp has one additional power, wh ich
equi va lent to Ih e 3rd- leve l spe ll. The second
song is one of defense thaI casts a shield around can be used only once a day. though all of the
shal/dharp magic is exhausled for one turn after
the bard and is like the 1st-level spell shicld. this use. By plucking a certain string and singing
The la st song cas ts a circle affight around a particular note simultaneously. the bearer can
whatever the bard desires (the p:lrIy. an object, will the halldhmp to dimellsion door up to 90 feel
anything) and is eq ui va lent to the 2n d-level away. This power will take along all carried and
wizard spell continua/light. The songs of this worn items. but not another living creature.
harp are playable only once a day. Such travel is inSlant, but subject to the samc
of Gold dangers Ihat the spell has: if the intended destina-
Iton is improperly described or not concentrated
XP Value: 3.000 GP Value: 24.000 upon. midair appearances and fa lling damage are
possible. Note that a IWlldlwrp bearer can men-
The Book of Marvelous Magic tally slate (aloud to the DM) any visible destina-
Th is large harp weighs 400 pounds. When
played for o ne hour and co mmanded aillhe tion without giving its coordinates in distance and
while, it turns all silver, eleetrum, and platinum direction and sti ll arrive safely.
within 30 fec t inlo go ld. The harp ofgold can-
sIn the hands of a ba rd. a halldharp area o f
not affect magical items of any sort but changes effcct doubles to 20 feet di stanl. and it can be
all nonmagical co in s, weapons , and other madc to dimension door the bard up to 180 feet
for ms ofthcse metal s to a maxi mum of 2,000 away.
pounds per use. Most weapons arc made of iron of Healing
or steel and a so lid sil ver weapon changed to
gold is nearly unusable ; a gold weapon, unlike XI) Value: 4,000 G P Value: 20,000
a silver one, eannOI harm a lycanthrope. The Tile C(l1nplCle Bard's ~13ndbook
harp can be played magically once a week. If
the user is interrupted or si lenced during Ihe Whcn this magical harp is played within 10 feet
of wounded creatures. it heal s each creature by I
hour of playing, the harp has noeffect. If magi- poi nl per hour of playing. However. oncc the
cally reduced or e nlarged, it becomes forever music slopS or (j new player takes over, further
nonma gical. playing is useless u nless new wou nd s are
received. After eight hours of cont inuous playing,
Hand harp a bard must begin to make successful Constitu-
XP Value: 2.000 GPValue: 16,000 lion rolls once an hour or misplay the harp. If the
harp is misplayed, healing ends.
H31l S of tile Higll King
This rarity is a favored item of traveling Harpers.
who are beli eved to have created it in ancient
SJ8l
/r------------------------------------~,
1324
~~--------------------------------------------------..I'-
/r------------------------------------,~
1325
" 'Slringed Instrument$, Jllantra's Harp r
Jhantra 's mands it to scribe, the harp creales a glowing
magical symbol of any type (but with no special
XP Value: 5,000 G P Value: 25,000 powers) on any item or surface within 30 feel.
The mark cannot be placed on any li vi ng or
DRAGoN Maga%ine liS undead creatu re or upo n any carried item. It is
userul for marking doors, explored passages, and
The playing of this harp causes the harpist and trails.
any other creatures touching the harpist, up to a
limit of four creatu res, to be concealed. This
occurs after the playing of the harp continues for
one round. Those hidden are invisible even to
animals and infravision, and cannot be scented Methild 's
or tracked. They can also pass withOUitrace (as XP Value: 4,000 G P Value: 20,000
the lst-Ievel druid spell), move, and speak while D RAGON Magazi ne t 15
cloaked in silcnce, even though their speech and The music orthis harp parts all webs, opens all
movements are clearly aud ible to one another. locks, breaks all bond s, and unties a ll knots
The protection lasts for as long as the harp is within 10 feet (as per multiple uses of the knock
played (its own music can be clearly heard, but it spell). Magical locks and kno ts gain a saving
always sounds fa r orr and as though coming throw vs. breath weapon to avoid being affected;
from all directions). Any creature losing even anything thus saving against such a harp is for-
momentary contact with the harpist instantly ever immune to the effects of that particular
becomes audible and visible, and cannot regain Methild s harp. All webs, bonds, locks, and knots
this protection even if touching the harpist or affected by the harp are outlined with an orange
other prolected creatures again unt il the harp faerie fire from the moment of their bei ng
has been sti lled. When it is stilled, and playing affected (within one round of being within effec-
begins anew, a full round of playing must always tive ra nge o f the harp's playing) for one turn.
occur before Ihe harp's concel/lmenl is renewed. Magica l barriers such as protective symbols,
Spelleasting is possible when under the harp's shields, walls offorceJorcecages, and the like,
concealmel1l, but at the instant of the spell's tak- having no designed opening, are not affected by
ing effect, the caster appears even if contact the harp. A rope ofconstriction, rope ofelltallgle-
with the harp ist has not been lost. A creature menl, or rllg ofsmothering within 10 feet of the
cannot play the harp and cast spells or cantrips harp when it is played ceases to function for 1d4
of any sort simultaneously, nor activate and con- round s and releases any creature it has
trol magical items. entrapped- although a creature aetualty
entrapped by this could not play the harp to rree
MacFuirmidh itself.
XP Value: 6,000 G P Value: 30,000
STRATEGIC REVt EW Magazine 6 Murlyn's Harp of Charming
This harp adds 20% to a bard 's chances ofcharm- XP Value: 4,500 G P Value: 25,000
ing a creature and also possesses the three songs ]992 Fantasy Collct:lor Card 27
of the Fochillcall harp. In addition, the harp has When Blind Lemon Murlyn plays th is magical
two more songs. The first of these tu rns the bard harp, it allows him to cast a suggeslion spell on
invisible until he or she stops playing. In this state the audience. Blind Lemon uses this magic when
the player may still be locatcd by the sound of the he is tr ying to recruit individuals for one of his
harp, though the sound appears to come from Harper-sponsored missions. Blind Lemon's harp
nowhere; this makes the bard very hard to hit and has one sli ght difference from normal harps of
barnes creatures oflow or lower Intelligence. The charming, hov.-ever. There is a I in 20 chance that
second song enables a bard to strengthen fighters a wild surge will result along with the sllggestion.
like the 2nd-level slren!:th spett except that it So far, Blind Lemon has experienced being tem-
porari ly changed into a gnome and exudmg a
lasts as long as thc bard has strength to keep play-
ing, the spell is broken when the bard stops or is stinking cloud.
stopped by interruption. The MacFllirmidh harp
is playable once a day. Nith a n alo r ' s
XP Value: 2,500 G P Value: 12,500
Marks DRAGON Magazine] t5
XPValue: 3,000 G P Value: 24,000 The music of this harp affects only its player and
The Book of Marvelous Magic all things held or carried by the player (including
This item has three command words: "shrink," the harp itself). The player is instantly protected
"enlarge," and "scribe ." It ca n be reduced to
for as long as the harp is played as though by a
pocket-size or enlarged to a normal , 6-foot-t311 Sloneskin spell (as per the 4th-level wizard spell);
harp as o ften as desired . When its player eom- the harp and alt things worn or carried, no matter
,,~
/r------------------------------------,~
1326
...
rSlriDgo:d tnstrwnenu, Harp ofSpiril Reslonlion
how fragile, are simila rly protected, making them
almost immune 10 physical auack. In addition, a
movi ng field of protection exists about the harp
and the player's anns, SO that it is extremely diffi-
cult to physically prevent or restrain the harpist's
playing. Note that magical attacks are unaffected,
and the harp's protection is ended by a silence 15'
radius or a hold person cast upon the harpist. No
other creatures or items can be protected by the
harp's music, even if touchi ng the harpist.
Ollamh
XPValue: 3,000 GP Value: 18,000
DuNGEON MASTF.R Guide
Ifan Ollamh harp is played by any nonbard or
bard under 20th level it inflicts IOd4 po ints of
damage upon that individual. When played by a
bard of 20th or highe r level, it adds 40% to his or
her charming abilities and can cast one each of
the foll owing spells daily: If the bard's charming
ability exceeds 100% with the instrument bonus,
the creature saving against the magic does so at
- I for every S% above 1000/0, rounding the chann
bonus to the nearest mulliplier of S.
ConfUSion once a day.
Control weather once a day.
Fire ~·tQrm once a day.
Any character able to play th is instrument can and these blillk in the same manner as the harpist
sing and do Olle of the folluwillg fur a s many at slightly different times, so that the harpist (or
turns as the character has levels, divided by two ralher, at least one image of the harpist) is always
(round fractions up), once each day. Each abi lity in view. Such images vanish forever when struck
of the instrument takes an initiative modifier of 5 by a weapon (using the harpist's own Armor
to activate. Class), but they otherwise remain in existence
Protection from evil /0' radius. unt il the harp is stilled. The harpist cannot cast
Become invisible: although the s tr ummi ng other spells or make attacks during this time, for
and si nging can sti ll be heard distantly, the when the harping ends, 50 do the effects. and they
exact location is impossible to discover unless cannot be recreated until the harp rests, unplayed
deleClion ofinvisibility is possible. for at least three rounds.
Levitation. of Spirit Restoration
Fly.
XPValue: 2,000 GPValue: 10,000
Questing Crown of Ancient Glory
XPValue: 2,000 GPValue: 10,000 This rosewood instrument, decorated in gold and
The Book or Marvelous Magic inlaid with silver, appears to be an attractive, nor-
This harp looks exactly like a harp ofcharming mal harp. In fact , it is a magical item that can
but, when played, places a quest upon the user (as restore h it points to characters of any chaotic
the 5th-level priests' spell; the task must be cre- a lignment. Any chaotically aligned adventurer
ated and assigned by the OM). The victim may w ho sees a nd hears the harp will recover lost
make a saving throw vs. spell to avoid the harp vitality (as if enjoying a cure critical wounds
spell).
quest, but with a -4 penalty to the roll.
Rbingalade's Neutra l characters who hear the harp feel
dispirited, and lose 4 morale points for a period of
XPValue: 2,000 GPValue: 12,000 ldlO+ l l rounds.
DRAGON Magazine I t5 Lawful characters who hear the harp suffer a
The tones of this harp cause the harpist to blillk hit point loss equal to a cause critical wounds
(as the 3rd-level wizard s pell) for as long as spell. Furthermore, they become insane unless
desired while the harp is played. In add ition, 14 they save vs. spell. The insanity lasts Id4 days
mirror images of the harpist are instantly created, and the individual is unable to function in a rea-
5193
)r------------------------------------,~
1327
-
' "Srringed Instruments. Sloml's Harp of Mcthild r
sonable manner. A ,-emove curse spell negales the Z unzalor's
effects of the insanity.
XP Value: 4,000 GP Value: 25,000
The harp only functions once a day. AI other
times ils strings produce no sound al aiL DRAGON Magazine 1 t5
The tones of this instrument create a globe of
pearly-white conlinuallight centered on the harp
Storm's Harp of Methild and extending to a 30-foot radius. The radiance
XPVal ue: 4,000 G P Value: 20,000 lasts as long as the harp's strings sound, and
1992 Fanl3sy Colk~lor Card 301 within this radiance the following effects are pre-
Storm possesses a rare magical harp, recovered sent: (lispel illusion (as the 4th-level wizard
from Myth Drannor, known as Me/hifd~' harp. spell), di~"pel invisibility (all sorts except psionic),
Whenever Storm plays this magical harp. all and reveal glyph or symbol. This latter power
locks are opened, all knots arc undone, all bonds reveals all magical or illusionary runes, marks, or
are broken, and all web spells are parted wi thin inscriptions, including wizard mark, illusionary
10 feet. All of the above forms of restraint scripl, and unreadable magiC. It also uncovers
alTeeled by Ihe harp a rc outlined in an orange protected writings, glyphs a/warding, symbols,
form offaerie fi re for one turn. Magical barriers and the like, revealing them in outline in a lumi-
(such as a wall offorC/;!) arc not affected by the nous blue so they can be precisely located or even
harp. tentatively identified or drawn for later study. The
harp's music docs not trigger such magic, nor
of Throbbing visit their effects upon persons studying them.
XPValuc: 1.500 GPValue: 7,500 The harp does not prevcnt the normal operation
The Book of Marvelous Magic of such magical things- they may be triggered by
The music produced by this harp affects all liv- being touched or in some other prescribed man·
ing creatures within 60 feet. None of those ncr. Shadows, tweens, and other hard-to see crea-
atTected can die of wounds or poison whilc the tures are made clearly visible, outlined in blue
harp is played; they cannot be reduced to below radiance, if they pass within the harp's globe 0/
ohit points. C reatures reduced to 0 hit points radi(ln ce. A wizard employing dllo dimension
will fall, appearing 10 be dead, but arc kept in a appears as a thin vertical line afblue radiance in
semiliving state by the music , their hearts midair whi le within Ihe sphere ofclfect of Zunza-
throbbing in time with the harp. If magical cur- lor's harp.
ing is applied while victims 3rc in this state, the
curing works normally, and the vic tim awakens. Lyron's Harysichord of
Commanding
Ifan otherwise deadly poison is neutral ized, the
victim awakens with I hit point remaining. The XPValue: - GPValue: 10,000
harp does not , however, affect dissolv ing or 1992 Fantasy Colk>:lOr Card 190
digesting damage, or other forms of disintegra- This strange magical item actually holds the life-
tion. The harp o/Ihrobbing can be magically force of Baron Lyron Evensong and is the focal
playcd once a day for up to one turn per use; if point of his curse. Whenever the harpsichord is
its music is magically silel/ced or lIellfrolized, it played, those listening to it must make a success-
has no effect. ful saving throw vs. spell or be unable to resist
following commands issued by the baron. If the
Valarde's harpsichord is destroyed, the baron is destroyed
XPValue: 1.000 GPValue: 6,000 and his curse is lifted.
D~AOON Magazine tt S
The player employing Vall/rde s hlllp can, at will , Cool Hand Lute
cause either of two elTeclS to occur. each taking XP Value: 1,000 GP Value: 6,500
effect at the cnd of one complcte round of play: a POLYHEllRON Newszine 23
gU.11 o/ wind moving outward from the wide end This co mmon musical instrument causes the
of the body of the harp, or a wind 11'011 20 fee t bearer to become resistant to fire (in a manner
square, lasting fo r three rounds, although the identical to a ring a/fire resis/(II/ce). However, it
harper can end it sooner if desired. Tiny points of has the side effect of causing the user's hands to
radiance nicker, dance, and wink out on the become cold, for a - I penal ty to all attack rolls.
strings of Valarde's harp, and about the brow or When the cool hond lUle is played for the first
head of lhe being playing it , while its strings are time, the user's eyes turn a beautiful blue color,
in motion. and the user must make a saving throw vs. spell
o r develop an affinity for bovines.
/r------------------------------------,~
1328
r5cringcd Instrumerlls. Building Liu
Doss prise ro ll s and quite able to ignore the song if
XP Value: 2,200 GP Value: 11 ,000 attacked. The singalong lute plays as often as
DuNGEON M ASTER Guide des ired but can produce its e nchant ing music
This instrument is 60".4. likely to deliver 4d4 points only once a day.
of damage to any nonbard or bard under 8th level Skywa lke r
who picks it up and attempts to play it. An 8th-
level or higher bard who plays the lute has a 20-.4. XP Value! 3,000 GP Value! 24,000
bener ehance ofchanning and can sing the follow- PoLYHEDRON Newszinc 23
ing magical songs once per day. If the bard's If this normal musical instrument is held in hand
charming ability exceeds 100% with the instru- and commanded to play, the user can/ly (as the
ment bonus, the creature saving against the magic wiza rd spe ll) with up to 300 pounds encum-
does so at - I for every 5% above 100%, rounding brance. The skywalker lute can fl y up to three
the charm bonus to the nearest multiplier of 5. times a day, for up to one hour per use. However,
Hold animal once a day. the user also develops a desire for action, trave l-
Neutralize poison once a day. ing far in search of opportun ities to fight for
Protection/rom fire /0' radius once a day. deserving causes (especially for those who can-
Any character able to play this instrument can nOI afford normal mcrcenaries).
sing so as to do one of the following for as many Woodwalki ng
turns as the character's level divided by two
(round fractions up), once each day. Each ability XPVa!ue: 1,000 G P Value: 6,000
of the instrument takes an initiative modifier of 5 The Book of Marvelous Magic
to activate. This IUle enables the user to pass through wood-
Protection/rom evil /0' radius. lands in relative safety, as long as no hostile
Become invisible, although the strumming actions are needlessly initiated. When held and
and singing can still be hea rd distantly, the commanded to play, the lute produces a soothing
exact location is impossible to discover unless song that can be heard as much as 120 feet away.
detect invisible is possible. It plays magically only in woodlands. The user
Levitation. will not be attacked by any Intelligent woodland
Fly. c realure (centaur, dryad, elf, halfling, pixie,
sprite, or ueant) as long as the song lasts. But if
or Loot the user attacks any such creatures, the lute shat-
XP Value: 2,000 GPValue: 16,000 ters and the creatures become enraged, gaining a
The Book of Marvelous Magic +2 bonus to a ll attac k, dama ge, and savi ng
Though this lute plays on command, it has no throw rolls for one turn. The user may fight nor-
appare nt e ffect. However, a ll magical items mally if attackcd by some other monster and the
within 10 feet become cursed; any NPC thief see- lute plays all the whi le; the lutc then bestows a
ing such a lute will, upon returning to his or her +2 bonus to all the user's attack, damage, and
gui ld, repo rt its existe nce and last known loca- saving throw rolls. If a ny normal or giant-size
tion, along with all known details about the items animal, tree, or other lawful o r neutral woodland
and characters nearby. The guild will try to obtain creature is harmed by the user, the lute will
the lute and other item s, usually by burglary, t hereafter refuse to play until it faUs into the
sending the most skilled thieves available . The hands of a more deserving owner. Whe n prop-
lute 0/100/ plays as oftcn as desired but can cre- erly used, the lute o/woodwalking plays for up
ate its magical effect only once per day. A remove to 12 hours per day.
curse removes the "loot aura" from onc item. Building Liar
Sin ga lo ng XPValue: 500 GP Val ue: 2,500
XP Value: 1,000 GPValue! 5,000 DRAGON Magazine t56
The Book of Marvelous Magic This small ha rp is fashioned entirely from solid
Whe n this lute is held and commanded to play, it brass. It radiate s a dweomer, but it can be
produces enchanting music. Each creature within strwruned until the player's fingers turn to ham-
60 feet who hears the song must make a saving burger and it wi ll never lay a single brick-o n-
throw vs. spell with a -4 penalty to the roll. If it brick. However, it incessantl y brags about the
fa ils, the victim stops, listens, and tries to sing edifices it constructed in the hands of other, more
along with the tu ne. If the saving throw is suc- competent musicians. ("Yeah, I' m the guy who
cessful , the music has no effect. The user of the put up the Empire Sta- the Emperor's Stables,
lute is immune to its enchantme nt. Those affected yeah, that's the tickel.")
are merel y distracted, suffering no penalty to sur-
""/r------------------------------------.~
1329
7
-
,Stringed Instruments, Building Lyre r
Building Lyre eli
XP Vaiue: 5,000 GP Value: 30,000 XP Value: 6,000 GP Value: 32,000
DuNGEON MASTER Guide, 1st Edition DUNGEON MASTER Guide
The enchantments placed upon this instr ument A Cli lyre is 80% likely 10 cause 6d4 points of
make it indistinguishable from a normal one. damage to any nonbard or bard of less than the
Even if its magic is detected, it cannot be told 14th level of ex perience who plays it. A 14th- or
from an ordinary instrument until it is played. If higher level bard adds 30% 10 charming ability
the proper chords arc struc k, a single use of the and can cast the following spells by s inging and
lyre negales the effects of(J horn ofblasting, a playing on t he lyre, once eac h per day. If the
disintegrate spell. or the effects of up to three bard's charming ability exceeds 100% with the
rounds of attack from a ram or similar siege item. instrument bonus, the creature's save vs. spell is
The lyre can be used in this way once a day. at ~ I for ever y 5% above 100%. rounding the
The lyre is a lso use ful with respect to actual charm bonus to the nearest multiplier of 5.
building. Once a week its strings can be strummed Control winds once a day.
so as to produce chords that magically construct Transmute rock to mud once a day.
bui ldings, mines, tunnels, ditches, or whatever. Create a wall offire once a day.
The effect produced in but three turns of playing Any character able to play this instrument can
is equal to the work of I 00 men laboring for three sing so as to do one of the following for as many
days. turns as the character has levels, divided by two
A check mus t be made whe ne ver the lyre is (round fractions up), once each day. Each ability
played. Under normal circumst ance s, a false of the instrument takes an initiative modifier of 5
chord is sounded on a roll of 1 ~3 on 1d20. (Char- to activate.
acters with the musical instrument proficiency Protection from evil /0' radius.
playa fa lse chord only on a roll of I.) If the Become invisible. a lthough the st rumming
player of the lyre is under physical or mental and singing can still be heard dis tantly, the
attack, the chance of a false chord increases to exact location is impossible to discover unless
I ~ l O. (Proficient characters resolve a proficiency detect invisible is possible.
check by the standard rules under these circum- Levitation.
stances.) If a false chord is struck, all effects of Ny.
the lyre are 20'% likely 10 be negated.
This harp can be used to build or repair ships. Dor u s's
A bard can negate the effects of a horn ofblast- XP Value: 5,000 GP Value: 20,000
ing, a disintegrate spell, or the effect of up to POI..YHE-ORON Newszine 87
three rounds of attack from a ram or similar siege Only a dozen of these f inely crafted e bonwood
item. This works once a day for every three levels instruments are rumored to exist. Carved images
of the ba rd. When the ly re is used to perform of forest creat ures cover the instrument. Created
work, a bard is able to achieve the work o f 100 by the famed bard, Dorus of Griswold Barrens,
men plus 10 men per level. If a bard should hap- Dorus 50 lyre can be used by anyone wilh a non-
pen to fail the false chord check, a saving throw weapon proficiency in stringed instruments. The
vs. paralyzation is also allowed. Success indicates lyre produces sweet tones and never needs tuning.
that the bard recovered from the mistake without It is virtually indestructible, having an effective
mishap. Armor Class of - 4. In the hands of a bard, the
Canaith strings glow a pale blue and the magic is rea lized.
A bard of any level may call upon .its ability to
XP Value: 3,000 GP Value: 22,000 speak with animals or to cast animal friendship.
STR).TEOIC REVIEW Magazine 6 Both spells can be used three times a day.
This lyre adds 40% to a bard 's chance of charm-
ing creatures and has all the abi lities of a Doss Doss
Lyre. In addition, it has two special songs. The XP Value: 3.000 GP Value: 16.500
first song is like the 4th-level confusion spell. The STRATEGIC REVIEW Magazine 6
second is like the 4th-level fear spell. In addition This lyre adds 30% to a bard's chance of charm-
to this, the lyre has a healing song that, when ing creatures and has all the abilities of the Mac-
played, can heal the listeners from 2d6 points of Fuirmidh harp as well. In addition, the lyre has
damage. All songs are playable but once a day. two special songs. The first song enables the bard
tofly up to the limitations of the 3rd-level spell
fly with the exception that it lasts as long as the
bard is able to play. The faster or the higher a bard
".,tries to fly the quicker he or she becomes tired.
1330 \..
...
Stringed Instruments, Canaith Mandolin,
Generally, a bard is only able to keep up maxi· of Wounding
mum speed or ver y high altitudes for as many
turns bard levels; after this a roll of 1-4 on a Id6 XP Value: - GP Value: 2,000
indicates the bard has collapsed, unconscious
from the effort. The second song of Ihe lyre is The Complete Bard's Handbook
equivalent to dispel magic cast at the bard's level.
These two songs are playable but once a day. This cursed item appears nor mal in every way
until it is f irst played. When the musician's fin-
gers strike its strings, they sever the tips of the
player's fingers. Roll I d6 for the number of fin-
gers that the musician loses:
Fu Hsing's
XPValue: 9,000 GP Value: 45,000 Roll Effect
1-4 The number of lost fingers.
Legends & Lore, 2nd Edition 5 Musicia n loses all fingers and the
With a strum of his magical lute, Fu Hsing's thumb.
6 Musician escapes unscathed.
avatar can cast any wizard spell of I st through 4th
level.
Loquacious Each lost finger causes I d2 poims of damage,
XPValue: 2,000 GPValue: 21,000 but the musician should not be lowered below I
POLVHEDRON Newszine 90 hit point due to lost fi ngers. Each lost finger
A dozen of these enchanted musical instruments causes the musician's proficiency at playing
exist, and they are much sought after by bards. musical instruments to suffer a penalty of - 2.
The instruments are intelligent and have neutral Other proficiencies and activities requiring man-
alignments. ual dexterity are likewise reduced, at the OM 's
A loquacious lyre provides a +3 to any bard's discretion. Lost digits can be regenerated magi.
musical instrument proficiency. A bard who does cally. As with cursed swords, whenever the musi-
nOI have t he musical instrument proficiency, cian decides to play, the lyre leaps into his or her
gains the ability. However, the lyre bemoans the hands; magically altering the form of the instru·
fac t that any bard could be so ignorant to not ment does not abate the curse.
know how to play such a melodious and perfect
instrument . Canaith Mandolin
Once each day the lyre can sing accompani. XP Value: 6,000 GP Value: 42,000
ment to the bard's voice, providing harmony in D UNGEON M ASTER Guide
any key. It is telepathic with its owner, but also The mandolin is 70% likely to cause 5d4 points
can "speak" using its strings, so it can chat with of damage to any nonbard or bard of under 11 th
others. It speaks five languages, in addition to level who attempts to utilize its power by playing
Elf, Dwarf, and Common. it. An 11 tho or higher. level bard is able to employ
A loquacious lyre can cast charm person three the instrument to add 25% to his or her charming
times a day by speaking or s inging. It can cast ability and also can cast the following spells once
deteci magic once a day, and once a week it can per day. If the bard's charming ability exceeds
identify items as a bard of 10th level. 100% with the instrument bonus, the creature
Loquacious lyres are made of polished bone saving against the magic does so at - I for every
carved with a delicate elf face near the top. They 5% above I()()II/o, rounding the charm bonus to the
are inlaid with many gems, and are strung with nearest multiplier of 5.
copper, s ilver, and gold wi res. They are usable Cure serious wounds once a day.
only by bards. Each lyre has an Intelligence of 16, Dispel magic once a day.
an Ego of IS, and a Personality Score of3 1. Protection/rom lightning 10' radius once a
of the Spheres day.
Any character able to play this instrument can sing
XPVa)ue: 2,200 GPValue: 11 ,000 and do one of the following for as many turns as the
War Captain's Companion character has levels, divided by two (round fractions
The lyre a/the spheres is used near a crystal up), once each day. Each ability of the instrumem
sphere to locate or create a portal through which takes an initiative modifier of 5 to activate.
a spelljamming ship can pass. Any bard can use Protection/rom evil 10' radills.
this item to create a portal. All other characters Become invisible: although the strumming
can use the item only to locate the nearest exist· and singing can still be heard distantly, the
ing portal. The item can be used but once a week. exact location is impossible to discover un less
detect invisible is possible.
Levitation.
Fly.
~"
/r------------------------------------,~
1331
",Stringed lnstrummts, eli Mandolin r
Cli can play any song he or she has ever heard. The
pick's magic is so great that all functions of the
XP Value: 3,000 GPYalue: 17,000 instrument are instantly mastered. Thus, a bard
automatically knows the proper chords positions
STR.A.TEOIC REVIEW Magazine 6 for a lute, how to hold a harp, how to adjust the
strings of a mandolin, and all other virtuoso
This mandoli n adds 50% to a bard's chance of d etai ls. His or her skill level ri vals that ofa
maste r musician proficient in the instrument's
charming creatures and has all the abilities of a use. Also, a bard who uses Ihis pick to play the
lyre ofwoundjng docs not sutTer any severed fin·
CO/with lyre. In addit.ion to this it has the power gers.
of telekinesis, contains one e lemental, and can
heal better than the Canaith lyre, be ing able to
heal from 3d6 points of damage. (Note that this is
the only healing it can perform- the abilities of
the Conoith lyre are not cumulative in this man·
dolin.) This mandolin also has a song offire
which can remove curse like the 4th·level spell. Qanun of Char ming
XPValue: 1,000 G P Yalue: 7,000
Pick of Proficiency OrienUlI Adventures
Ncwltem This inst rument looks like any other q uanun.
XP Yalue: 500 GP Yalue: 2,500 When played by a person proficient in the instru-
This enc hanted pick g rants a proficiency in ment, a proficiency roll is made. If successful,
music and singing to a ll who pick it up and use it. the character can cast one suggestion spell that
However, these abi lities last for only three hours round . If the saving throw fail s (but is greater
and the pick usually times the cessation of its than I). the music has no effect. If a I is ro lled,
boon to strike in the middle of a performance. Ihe musician's playing is so poor that the inslru·
ment acts as a qallun ofdiscord.
of Prop itiousness
XPVal ue: 1,500 GPYalue: 7,500 of Discord
Pot.VHEDRON Newszine 78 X P Value: - G P Value: 8,000
This magical imple ment functions only when a Oriental Adventures
skilled musician uses it to play o n a s tringed Identical to other magical qanun, this inslrument
instrument. During the first round of playing, thc cmits painful and discordanllones when played,
user must sing the exact name of a particular foc. enraging all wilhin 30 feet_ Those enraged attack
If the exact name is not known, the foe must be the musician 500.4 of the time and the nearest tar·
prec isely identified. get the other 50%. The frenzy lasts for Id4+ I
All characters wit h.in 50 feet of the use r receive rounds. The player of tlli s instrument is not
a +2 bonus to all attack rolls agai nst the stated affected by Ihe frenzy. Tile properlies of the
enemy, even if the foe is not within 50 feet of the instrument cannot be detected until it is actuall y
user. If the foe enlers the area of effcct, he or she played in earnest- lUning and idly strumming the
sutTers a - I penalty on all attack rolls. strings only create lucid, clear lanes.
The pick ofpropitiousness can be used once a
week for up to one hour. The user must concen· of Q uiet
trate on playing and must rcmain motionless X P Value: 5,000 GP Value: 25,000
while using the pick. The user can perform no Land ofFale
other actions whi le playing, and loses conccntra· While this magical instrument is played, it creates
tion if damage is taken or if struck by a missile or a magical zone of protection and silence 30 feel
melee attack. A silence spell also breaks the in radius. Those inside may talk among them-
effect. Optionally, the OM might require a music selves and clearly hear noises beyond the range of
proficiency check for every 10 minutes of play· the magic, bOl none outside the radius can hear
ing, failure breaking the effect. what is happening within the zone over the sound
The use r must have an unobs tructed li ne of of lhe qanun. Further, divination spells will nOt
sight to the named foe, and must keep the enemy revealthoughls, words, inrcnlions, alignment, or
in sighl wh ile playing. the presence of magic while the qanun is being
played.
of Strumming
XP Value: 300 GPValue: 1,200 of th e Spirits
The Complete Bard's Handbook X P Value: 3,000 GP Value: 15,000
Thi s magical pick enables the user to play any DRAGON Magazine 190
stri nged instrument that is normally plucked with The qanun is made of the finest mah ogany
fingers or a pick. This includes harps, lutes, man· brought from Ihe Isle of the Elephant. Its strings
dolins. and so on. The person grasping the pick are said to be solidified light, though olllers
~n
1332
Stringed lnSlrumenf.l;. Game V'tOli"r
and vines, but the effects of the s pell are the
same. This spell may be cast o nce a day, twice a
day if the rababah is used by a bard.
A bard also may use the robabah ofthe dao to
"shift the earth," to call into being an earth ele-
mental of 8 HD, once a week. The elemental is
under the full control of the rababah player, such
that if the musician stops or is interrupted, the
elemental will return to its native plane without
attacking the barel.
'Ud of the Marids
XP Value: 3,200 G P Value: 28,000
DRAOON Magazine 190
The 'ud ofthe marids is solid white, its hardwood
surfaces covered with thin, o rnate carvings of
pearl. The soundbox itself is made of a single
great pearl, harvested from the largest clam in the
deepest part of the Crowded Sea. The marids do
not risk their own lives in these endeavors, but
instead avail themselves of lesser beings to
recover the pearls.
The 'ud ofthe marids allows a bard to cast a
powerful charm person spell, as the 1st-level wiz-
ard spell, with a -4 penalty on all saving throws
against the spell . This spell may be cast once a
day, twice a day if the ' ud is used by a bard.
report they are made of spun gold, hardened and A bard, regardless of kit or origin, may use the
tightened to thc breaking point. Its pi c ks arc ' ud to "raise thc wfltcn," to summon a water ele-
carved from a single emerald gem.
mental of 8 HD once per week. A suitable amount
The qanun ofth e spirits is the most powerful of of water, such as a ri ver or lake, must be available
the five instruments of the jann. When the qanun to use this ability. The ele mental is under total
is played, the player has the effect of the fire control of the ' ud player, and if the 'ud player
truth , the Ist- Ievel wizard spell. Instead of fire , stops, the elemental will retum to its native plane
the tru th of the speaker's words is determined by without hanning the barel.
the sweetness of the instrument's to ne. Untrue Extreme Violins
stalements create sour notes. The spell may be
used once per day, twice if the playe r is a bard. XPValue: 1,000 GPValue: 5,000
A ba rd al so may use the qanun to "call the PoLYHEDRON Newnine 23
ancestors": to speak with dead (as the 3rd-Ievel These items appear identical to unnecessary vio-
priest spell), and to animate dead (as the 2nd- lins, but when an attac k roll of20 occurs, the user
level pricst spell), both as if the bard were a 2Oth- fli es into a battle rage, dropping any shield car-
leve l priest. Eac h of these abiliti es ma y be ried and gaining a +4 bonus on attack and dam-
performed once a week, and the qanun is needed age rolls while suffering a +4 penalty to Armor
only to cast the magical abilities, not to maintain Class. The victim will fight until slain, or until all
control or contact. e nemies are s lain, without tho ught of personal
Rababah of the Dao s afety. There is no li mit to the duration o r fre-
quency of the effect.
XPValue: 4,000 GP Value: 20,000
DAAooN Magazine 190 Game
The rababah of the dao is const ructed of the XP Value: 500 GP Value: 2,500
finest materials. Its bow is made of the hair of the PoLYHEDRON Newszine 23
fa stest horse in the High Desert, and the circular These items cause their owners to become unable
soundbox is made of the skull of a great roc. to explain any detailed action in combat. The vic-
The rababah of the dao allows its user to cast tim cannot aim al a specific portion of a target
an el1langle spell, as the 1st-level priest spell of (such as a tentacle); whe n any victim reaches 0
the same name. This operates agai nst any ta rget hit points, it quietly sits down and expires, with-
on sand or soft soil as opposed to those near grass out bleeding, moaning, or performing any other
''''/r------------------------------------,~
1333
----- --------
,String ln~trumenl$, Violin Rack r
nonnal dying activity. These items appear nonnal
but are exceptionally clean, as are all types of
game violins.
Rack
XPYalue: 100 GPValue: 500
POLYHEDRON Newszine 23
This item is a wall rack upon which two violins
can be hung. The instruments may be easily
removed from the rack, which then disappears.
Each violin will alTect the creature carrying it,
and no other; each will vanish if put down, given
away, sold, or if otherwise caused to leave the
possession of the original owner. The violin s
should be rolled randomly.
Saxon
XP Value: 1,000 GP Value: 5,000
POLYHEDRON Newszine 23
These violins are of an ornate design, but have no
known elTect. They are so rare that none have
ever been found- that's why no one has ever
found Saxon violins in the AD&D game.
Unnecessary
XP Value: 500 GP Value: 2,500
POLYHEDItON Newszine 23
These fiddles enable their owners to score critical of Zombie Control
hils whenever an attack roll of 20 occurs. (The XP Value: 7,000 CP Value: 25,000
DM must create a chart detailing critical hits, The Book of Marvelous Magic
such as the severing of body parts, extra damage, This musical instrument is shaped like a flat box
and the like.) with strings attached. When strummed and the
command word spoken, all zombies within 60
Zither of Speed feet hear and obey the user to the best of their
XPValue: 1,000 GPValue: 7,500 abilities. However, if the zombies leave the area
The Complete Bard's Handbook of effect, they are released from the enchantment
This zither appears 10 be a normal musical instru- and can no longer be affected by it. This item may
ment. However, ifit is played in a rapid tempo be used three times per day.
and the musician says, "allegretto," all allies
within 30 feet are alTected as if under the influ- of Zombie Protection
ence of a haste spell. XPValue: 2,000 GPValue: 10,000
]fthe zither is played slowly and "adagio" is The Book ofMarvclous Magic
spoken, all foes within 30 feet are affected as if This item appears and may function as a zither of
under a slow spell (no saving throw). The effects zombie control, but there is a 50% chance per use
last as long as the bard concentrates upon the that it will malfunction. If so, the zombies are
music or until he plays the zither at a moderate enraged and attack the user with a +4 bonus to all
tempo and says, "Andante." If the bard moves, attack rolls; they inflict maximum damage (8) per
defends, suffers damage, rolls for a saving throw, hit. Furthermore, they are magically protected. If
or performs any other action, concentration is Ihe zombies are turned by a priest, each may
broken. make a saving throw vs. spell; if Ihe throw is suc-
A Zither ofspeed functions only once per day. cessful, the turn fails and the priest can no longer
Furthermore, for every successive day in a row affect the creatures. Once the zombies are
that its magic is used, there is a 10% cumulative enraged, they retain the bonuses and protection,
chance that one of its strings breaks, rendering it regardless of distance from the zither, until the
useless unless it can be repaired. user is slain.
1334
..
Stylus of Scribing of Timekeeping
XP Value: 800 GPValue: 4,000
XPValue: 25 GP Val ue: 100 The Book of Marvelous Magic
The Ruins of Undermount.ain T his large item consists of a stone pedestal and
This wand of black slone animates itse lf when table with an iron finlike anachment atop it, and
commanded, and is able to write three words in is similar to an ordinary sundial. Hov.'Cver, the fin
Thorass. The activator must utler a command always casts a shadow on the dial as if it were in
word marked on the wand (typical word: " Kath- bright sunlight. 11 functions o nly o n the Prime
las") while touching the styius. The next three Material Plane but keeps perfect time even on
words spoken by the activator will be graven cloudy days or if taken indoors, or underground.
deeply and clearly on any nonmagicai, nonliving It need not be a ligned with the position of the
surface mentally selected by the caster thai is on sun, as would a normal sundial; it works upside
the same plane. down, sideways, or when rotated. Its magic can
If no surface is chosen by the acti vator, the be dispelled, though with difficulty (treat as 36th-
OM should choose a nearby stone surface at level magic).
random. If the stylus is moved (physically car- Sweatsuit
ried) between words. it can be made to do its
work on two or three surfaces rather than one. XP Value: 5,000 GPVa lue: 25,000
Upon writing the third word, it vanishes forever. DRAGON Magazine 72
Note thai the stylus cannot distinguish between
This magica l suit +5, if worn constanl ly for
the user's unin tentiona l speech and desired longer than one day. allows the wearer to cast the
words- but the activator can, by force of will, equivalent of a stinking cloud spell up to three
alte r spellings. times a day after thaI. A nonjock who attacks a
If the activator does not speak three words jock attired in suc h a magical sweatsuit can
before abandoning the sty lus, it retains some choose to try to tear either the shin or pants from
magical power. If touched by a ano ther being the jock's body instead of attempting a normal
and its command word uttered, it writes Ihat attack in combat. Once a sweatsuit has been
being's next words, but the stylus won't write "activated," burning is the only way to get rid of
more words than it has words remai ning- the thc stinking cloud property of the suit; not even
second user of this item may only get o ne word soap ofscrubbing will do any good. The sweat-
insc ribed before the item disappears. I f no suit also acts as a cloak ofprotection.
being speaks the command word, and the origi- Sword
nal activa tor never utters anothe r word on the
same plane as the stylus, a s tylus will hover A ll magi cal s words are listed with a plus or
above the location of its last writing until physi- m inus ( for eumple, a sword +/ or a cursed
call y moved elsewhere. The sry/us ofscribing is sword - 1). The number is the amount added to or
often used by adventurers to leave messages for subtracted from the result of me attack roll and to
others on dungeon walls. the damage done. (Example: A sword + / would
Sundial adjust a roll of 17to 18, and if 5 points of damage
were rolled, 6 would actually be inflicted.)
The sundial is a primitive but accurate timekeep- Once a cursed weapon is used in baltle, it may
ing piece that requites sunlight to operate. A sun- not be gotten rid of except by use of a remove
dial's flat face has numerals inscribed on its curse or dispel magic spell.
surface. A small, triangular pillar in or near the Some magic swords have additional abilities or
center casts a shadow upon the face. As the sun
Intelligence. For example, a sword +11+2 vs.
moves in the sky. the shadow tracks across the /ycanthropes would give a bonus o f +2 on attack
face, pointing to the correct hour. and damage ro lls (instead of the nonnal +I) when
used against any werecreature. All other abilities
of Direction are listed in the descriptions.
XP Value: 500 GP Val ue: 4,500 Special Touches: For the OM who likes to add
DRAGON Magazine Issue 73 special touches to the weapons given to player
This looks like a wooden sundial without numer- characters, here is a list of idea generators:
als, about 4 inches in diameter. C lose examina- Blade ma te rials: adamantite, bone, ceramic,
tion will reveal that there are 16 marks rather than crystal or glass (magically strengthened with
12. When the command word is spoken, the "fin" glassteel), damascus (layered steel), high car-
or " hand" of the dial points due nonh. It does not bon (will rust), mithral, obsi dian, stainless
work underground. steel.
Blade shapes a nd features : blood grooves
''''
/r------------------------------------,~
1335
r
(fuiters), curved, bis (wavy blade), notc hes, 65--66 Ram dao
straight, tapered. 67--68 Rapier
Hand·guard m aterials : brass, bronze, nicke l, 69- 70 Sabre
steel. 71-72 Scimitar
Hand-guard shapes: arched snakes, clashing 73- 74 Shamshir
dragons, clenched fists, human or godlike 75-76 S ho r t
fo rms. 77- 78 S hotel
Ha ndle materials: an lier, dragon teeth, ebony Sivak draconian
or exotic wood, fossilized ivory, hom, human 79-80 Sosun pattah
or monste r bone, ivory, jade, leather-wrapped 81-82 Spatha
metal, marble. 83-8 4 Sword-staff
Hand le shapes and feat ures: fl uted (with 85- 86 Sword[et
straight or spiral grooves), hand-fined, hollow
(detachable pommel; can hold small items like 87-88 Takouba
gems, coins, small tools, papers, liquid), prism Talwar
(flat sides, not rounded), straight, tapered. 89-90 Two-handed
Pommel mate ri als: crysta ls or large gem- 91 Two-handed bastard
stones (magically strengthened), steel. Wakizashi
Pommel shapes a nd feat ures: cruciform, 92-93 Yatagan
fami ly crest, hand or paw, holy symbol, mon- 94-95 Zafar takieh
ster's head, short blade, skuit, treetop. 96-97
Accents: jewels and gems, magical runes, pic-
ture carvings o r etch in gs, precious metal 98
inlays. word engravings. 99-00
Aas imon
XP Value: 3,500 G P Value: 35,000
Outer Planes Me Appendix
Each solar fights with a mighty sword that only it
can wield. The weapon acts as a sword +5 and
Roll Sword Types has all the propert ies of a sword ofdancing and a
Adya kalli
01-02 Babanga vorpal sword. A solar can attac k w ith its sword
03-<>4 Basi lard
05-06 Bastard sword °four times per melee round, and does a base of
07-08 Boku-toh
09-10 Broad 2d I points o f damage per hit.
11 - 12 Choora
13- 14 C laymore Abhorrence of Shape Changers
15- 16 Cutl ass
[7- 18 Drusus XPValue: 700 GP Value: 3,500
19-20 Dwarven claymore
21- 22 Falchi on DUNGEON MASTER. Guide
Flamberge
23-24 Flatchet This sword gives an additi onal + 2 bonus against
25-26 Flyssa
27- 28 Glad ius shapechangers and werecreatures- those able to
Great scimitar
29-30 ass ume the form of ano ther creature (such as a
31 - 32 KImp,,a"le"r
vampire or a dru id), or any creature under the
33- 34 Katan.
Kh~"" influence o f a polymorph or shape change spell.
35-36 Khopesh
37- 38 Adj atha, the Drinker
3....0 Ko"
41-42 XPValue: 7,000 GPValue: 35,000
43-44 Kukri
Long D RAGON Magazine 74
45-46 Mariner'S
47-48 Masai Adjatha is a sword +2 o f fine blue steel, hilted
Ninja-to
49-50 Nyek-ple-nen-toh w ith a steel, single quillon and a plain, spherical,
5 1- 52 One-handed bastard
53-54 P... polished knob pommel. Set in the heart of the
55- 56 Piercer
tang, where the qui lions meet, just above the fine
57- 58
59-60 chain-wrapped g rip, is a large ( I -inth-diameter),
61--62
63-64 ca bochon-cut black sapphire (worth 6,000 gp).
There are no markings or runes on the blade, and
it does not shed any radiance.
However, when this sword touches any magical
item (not including scrolls), Adjatha siphons off
magical energy, causing the item to g low, shed-
ding a pale green-white radiance, until the item is
drained of dweomer or the sword and the item are
separated.
The Drinker can never perma nentl y drain an
,..,artifact, but it can steal the magic of lesser items.
1336
In all cases, the touch of Adjatha causes one able in baltle.
power or effe<:t (per round of comact) of the item Thyri was easily, almost contemptuously, slain
to be nulli fied for 1-4 turns after contact. If the by the first man who challenged him, a merchant
item has limited charges or operates but once, from Calimshan. That merchant, whose name is
sufficient contact w ith Adjatha can drain it lost, was slain while in a caravan soon after by a
entirely of magic. The blade absorbs the dwt:omer mischievous kenku. In like manner, the Drinker
into itself in a peculiar way, retaining magical has often changed hands over the years, usually
energy to protect itself and its bearer. remaining with anyone owner for only a short
Adjalha gains 2 hit points per charge drained time. Elminster saw Adjotha 40 winters ago at the
or round of contact (many lesser items of magic court ofNesker of Mulmaster, when the sorcerer-
are drai ned after 13 or so rounds of contact). It king was studying it to increase his own arts. It
has 9 points of Strength, and may add any magi- disappeared before Nesker's dea th and came to
cally drained points to its own, without (known) light briefly in reports of fighting in the Shaar,
limit. Any attack on Adjatha or its bearer must apparent ly being wielded by one of the nomad
exhaust the phantom hit points before they can chieftains. The sword was stolen from him, and
harm the physical entit ies of blade or bearer. despite sending agents far afield. he was unable
When reduced to its original 9 hit points, Adjatha to recover it. The present whereabo uts of the
cannot absorb further damage for its bearer, and blade are unk nown.
is itself vulnerable. Anyone grasping the grip of
Adjatha receives its hit point protection; there is Albruin
room for a maximum of two bare human hands to XP Value: 5,000 GPVaJue: 25,000
grasp the hilt at one time. DRAGON Magazillt 74
Adjatha, it must be noted. cannot repeatedly Albru jn is a sword made from an alloy that com-
drai n the vitality of the same item; after two con- bines steel, electrum, and silver, demonstrably as
tacts with any single item, the Drinker cannot effective as silver against undead and other crea-
drain any more from it-bUi note also that a con- tures who suffer particular effects from contact
tact, if uninterrupted. can continue for up to one with that metal. It is +I on attack rolls and +3 on
tum before any bearer must withdraw or risk the damage. It sheds an eerie blue radiance (up to 10-
onset offeeblemindedne.ss due to a magical back- fOOl radius) when drawn from its scahhard. It is
lash (10% chance each round beyond one tum of of chaotic neutral alignment (Intelligence 17, Ego
continuous contact). Drained hit points gained by 13), communicates by speech (Common, Elf,
Adjatha do not cure existing damage 10 the user, Draw, Thieves' Cant), and can read longuoges
but merely absorb a ll further attacks until sand magical writing.
exhausted. Albruin bea rer can, at will , activate the
Adjatha cannot drain or negate spells cast at it sword's power to detect invisible objects in a 10·
or its bearer, and confers no special magic resis- foot radius , maintaining it by concentration.
lance excepl immunity to psionic domination, Albruin can also neutralize poison once every
charm spells, and similar direct mind-control three days, and heal its bearer once every 12
spells. That immunity does not extend to sleep, days. These powers are evoked at the will of the
sugge.stion, ESP, and the like. bearer, or by the sword if the bearer is uncon-
The Drinker is first known 10 have existed scious and Albruin deems it advantageous to acti-
more Ihan 400 years ago, in the reign of Kurskos vate either powe r by itself. Physica l contact
lronhand; it was the sword of that monarch's her- between A{bruin and the flesh of the bearer is
ald and chief counselor, Amrok of the Dwarves. ne<:essary for the powers to work.
Kurskos slew Amrok in a night of revelry after a Albruin is bel ieved to be the creation of the
Shieldmeet, and too k Adjatha Ihe Drinker (and long-dead smith Surdee, who was famous in his
the enmity of the dwarves) as his own. Amrok day for thec raftsmanship of the work that came
was of almOSI human stature, and it has often out of the forges of icebound Glister, where he
been said Adjatha is of human and not dwarven worked ore fresh from the mines above the city,
manufacture, for it is of the full size and heft for on the edge of the glacier. The blade itself evades
a strong. long-anned, human swordsman. questions about its origins; there are no markings
The stories of its creation are many and color- or definite touches of workmanship that identify
ful-most are doubtless as fanciful as the tale Albruin as the work of anyone in particular.
told by Thyri of Amn, who stole Adjolho from Albruin was held for decades in the royal house
the palace vaults in the sack of Aumreayum on of Connyr, kept as a family treasure, but seldom
the death of Kurskos. Thyri held that Adjolho (due to its alignment) borne by the kings of that
was given 10 his grandfather by the gods, and land. It was stolen from the palace at Suzail some
made any of the family who wielded it invulner- 90 winters ago by the thief Nyparr ("Nipe"), a
""/r------------------------------------.~
1337
_ _ _ _ _'~==-J
/r-----------=---------===
Ill' '-
...
halOi ng who was soon arrested at Wheloon by Anduva ...
soldiers of Cormyr and s lain while attempting to XP Value: 700 GPValue: 3,500
escape. Nipe did not have the blade when he was DIlAooN MOIJIo(J'Aur Campaign Set
seized, and did not reveal its whereabouts. It was This sword +3 is intelligent. To activate the dor·
rumored among the thieves of that place that he mant weapon, one needs only to speak its name,
had sold it to a "gray trader" (a " fence ") by the which is etched in elven runes along the blade. Its
name of Blusken Shtult, who had a merchant alignment is chaotic good, and it communicates
barge on the Wyve rnwater, and that Blusken had through empathy. Its only power is to detect evil
sailed from Whcloon up to a port on the northern /0' radius.
shore of the Wyvernwater and deli vered the blade Angurvadal
to a waiting buyer.
The blade's whereabouts were uncertain for XP Value: 4,000 GP Value: 8,000
some 24 winters, until a lady of high birth in Sci· DuNGEONS &. DRAOONS Master Set
gaunt, one Shamur, found the blade left behind in Angurvadal, also known as the Stream ojAngllish,
her bedchamber by a visitor fl eeing the c ity was owned by the hero of"Frithiof 's Saga," a
guard. He never returned, and Shamur sold it 13th· Century Scandinavian work. This sword +4
when she married. It was bought by an adventurer allows the user to cast one water elemental spell
visiting the city of Selgaun! o n matters of trade (I st through 5th level) per day.
(gold for mercenaries), and wielded thereafter in Annacon
several minor skirmishes about the Eastingreach
before its owner died in an ambush. His slayer, XP Value: 2,000 GP Value: 8,000
the adventure r.pri nce Thaum of Tel flamm, used DR/.OON Magazine 92
Albruin to help him take the lands of Impiitur Falrik Moondance is a rather eccentric elf. While
quite bright and a good.natured sort, he is also
forcibly from his father and found his own ki ng.
dom. Thaum eventually died by magic (a wizard rather impulsive. His appearance is youthful, but
hired by his fat her Kuskur, who was unable to he gives the impression that he is much older and
regain contro l of the lost lands), and Albruin was wiser than he seems at first glance. Fairly suspi·
acquired by o ne ofThaum's wa rriors, who fled cious, almost to the point of paranoia, he panics
the dead kin g '9 keep and too k the blade back easily. Often he does things that seem quite clever
westward into the Dalelands. (in a twisted sort of way) but are bound to be mis·
This warrior, one Adj uz by name, perished at interpreted by others at the moment he acts. His
the hands of brigands on a northern road, and impulsiveness and shortsightedness do nOI make
Albro ;n disappeared from view- but not before his deeds logical in a conven tional (that is, law.
Adjuz had sought out a sage in Shadowda le to ful) sense, but he is very cunning and has an intu-
learn the blade's true nature and powers. itive grasp of the "smartest thing to do" in most
After the death of Adjuz, the trail of the sword situations.
is hidden for some eight winters, but it is known Falrik does not like being a fug itive, but he
to have been in the hands of the mercenary gen· likes Ihe idea of being unjus tly executed fo r his
eral Malakar on his visit to Zhenti l Keep in the rash acts even less. He has certain know ledge
abo ut Annacon which might help save him, but
spring of the ninth year fo llowing, and was iden·
tified again by the sage Murail of Sarbreen when he doesn ' t think that the local villagers w ill
a me rcenary warrior sought him out to learn the believe him. He is stubborn as well as cautious
blade's properties in tha t cily some six winters and suspicious, so it will prove difficult to get
beyond that time. From then until now, the where· him to believe that a pardon is not a trap.
abouts of Albroin are unknown, but Elminster is Basically a peaceable sort, Falrik avoids com·
careful to remi nd us thai its plain appearance and bat as much as possible. He will not atte mpt to
its abilily to control many of its bearers would physically harm anyone who is not attacking him,
contri bute to its anonymity. preferring to harass, con fuse, and frustrate them
Amatsu-Mikaboshi's into leaving him alone. The OM should carefully
consider what spells he and the sword have avail·
XPV.lue: 3,000 GPV.lue: 30,000 able when deciding Falrik's tac tics. Charming
Legends & Lore c haracters with the sword, for instance, is one
Anybody hit by the avata r's sword blade suffers possibility, as is going invisible and hiding ifin
an additional Id lO points of poison damage each danger of being discovered.
round until the poison is neutralized. Falrik Moondance is a lawful good, 3rd·level
elf fighter w ith si lve ry hair and gold-colored
eyes. He slands 5' 4" tall and weighs 104 lbs.; he
,."is 263 years old. His statistics are: Str 15, Int 17,
/r------------------------------------.~
1339
--_._------ - _._._----------,
r
Wis 7, Dex 17, Con 15, eha 14, hp 18. He hasAC heart" to carry and wield her. She will use her
2 from armor, Dexterity, and magical bonuses, new powers to the best of her abi lity when
has a + I to hit and damage in combat, and has a wielded by a lawful good individual. She will
+2 bonus with missi les. Falrik speaks Common, make her presence and desires known to the first
Elf, Ore, Hobgoblin, Onoll, Halning, and Pixie. person who picks up the sword.
He carries three spells al all times: hold pono/,
ventriloquism, and invisibility. His current pos-
sessions include: Annacon, a bow +1; a chai n-
mail suit; a ring o/protection + 1; a quiver with
20 arrows (4 of them with sil ver arrowheads); a
pack with his ratio ns, water, spellbook, and tin-
derbox; and his prize, a wond ofillusion with 12
charges.
Annacon is a sword +2 with charm person
ability. It has an Intelligence of8 and an Ego of 6
(total Will PO\\'Cr: 14), and possesses two primary
powers: it can delee/lies spoken within 10 feet of
the person holding it, and it detects elves within a
10-foot radius. Annacon is of lawful good align-
ment and as such damages wielders who are not
lawful good, causing I d6 points of damage per
round of contact.
Unfortunately, both abili ties cause the sword
blade to glow with the same blue color, shining as
brightly as a light spell, and therein lies the prob-
lem-Falrik, knowing from tales told among the
elves in the region about the latter ability of the
weapon, realized that the sword would glow in his
presence because he is an elf. He feared that the
people who knew of the sword's detect lies ability
.,"'ould assume he was always lying. The duration
ofthe sword 's blue glow varies from a mere three
seconds (in the case of the detect lie power) to
potentially infinite (for as long as an elfremains The Answerer
in detection range). (Fragarac h)
The elven legends about Annocon say it was XPValue: 18,000 GPValue: 90,000
forged by a dwarf weaponsmith and a human Scabbard: 35,000
wizard a lly about three centuries ago. At that The Temple ofElemcntal Evil
time, the elves and dwar ves of this region were This hefty stee l broad sword bears a mighty
fighting a war against each other over the damage enchantmcnt. It was originally fashioned for a
that dwarven surface mines were doing to local demigod of elsewhen and eventually passed into
forests and wildlife. The battles were settled long Greyhawk. It served well for a short time. all too
ago, though some slight hostility between the two soon falling into the hands of the minions of
races still exists. chaotic ev il. It has been in their g rasp for a
Ansa nther decade or more, resting in hiding in the Temple of
Elemental Evil, guarded by the worst of elemen-
XP Value: 4,000 GP Val ue: 20,000 tal grues. Fragarach means The Answerer.
Treasures ofGREYHAWK The sword is of chaotic good alignment. Any
Ansanther, a holy avenger, has an alignment of lawful creature trying to grasp it takes I d6 points
lawful good, an Intelligence of 14, and an Ego of of damage and fal ls senseless for Id I0 rounds. A
18. She has the abil ity to speak common. Her pri- neutral creature holding it takes only I d3 points
mary abilities allow her to detect evil, and locate and swoons for Id4 rounds. In evil hands, Fra-
objects. Her special purpose is to slay Xenous garach has no attack bonus whatsoever; in chaotic
unpor with the special purpose power of disinte- neutral hands, it will strike but one opponent per
gration. (Xenous Zenpor is an evil wizard who, round. The sword functions perfectly only for a
years ago, slew Ansanther s last adve nturing chaotic good user. In such hands, its +4 bonus
group, and she lost her wielder.) always operates, and il will strike as many oppo-
AnSon/her wants an owner of "most pure of nents unerringly as have struck at its possessor.
""~r------------------------------------~~
1340
rSword of Arak
Fragarach always hits all such targets, the +4 per- Opponent is: d20 Roll""
taining to additional damage only. Note, however,
that The Answerer always strikes last in a melee NormaUArmored 18
round. Against evil opponents, the bonus doubles
(to +8) whenever a natural 20 is rolled for attack Larger than human-size 19
detennination .
Solid material or slone 20
The sword has a hilt of silver and gold wi re,
most cunningly wrought. lis guard and po mmel (* 01-17: COllsider olily the +3 holiUS of the sword).
are set with perfect emeralds (corundum)-seve n
gems, total value 65,000 gpo Its scabbard is like- ofArak
wise trimmed with precious metal and decorated
wi th many gems of green and golden hue, worth XP Value: 4,200 G PValue: 18,000
another 35,000 gpo
RAV£NlOFT" Campaign Set
Evil drow wizards created this sword, and no
human wa~ ever meanl to hold il. The drew have
lost the sword, however, and as of this wri ting no
one knows its current location.
To any physical and magical examination, the
The Answerer IJ-VTI item appears to be a sword o/sharplJess +2.
XPValue: 10,000 GP Value: 50,000 Indeed, it performs as one. But the sword also
Scabbard: 16,000 carries an evil curse-a horrid thirst for blood.
The Temple of Elemental Evil Once a day, it must kill or help to kill a creature
When Fragarach first came to thi s world, it no smaller than a large dog. The sword is not
received immediate attention and quick renown; required to deal the fa tal blow, but blood must
so much so, in fact, that six other swords like it spill from the wound of the blade, and the victim
were forged and enchanted . These a re lesser must die no more than an hour afte r those first
weapons, of course, a nd their alignme nts va ry. drops flowed.
Each has a +2 bonus (and cannot hit opponents Each day the sword's thirst is not quenched. its
struck o nl y by +3 or better weapons). On a nat- owner suffers, losing I point from each ofmenlal
ural attack roll of I , no bonus applies; on a nat- attrib ute (Intelligence, Wisdom, and Charisma)
ura l 20, like the ir predecessor, the bonus is and gaining I point in each physical attribute
doubled (to +4). These lesser swords are identi- (Stre ngth, Dexterity, and Constitution). After the
fied by the differing gems set in guard and pom- first such adjustment, the owner becomes so fond
mel. Th ey are reported to be amethyst , of the blade that he or she cannot bear to be with-
aquamari ne, gamet, peridot, topaz, and tourma- out it. If someone forcibly separates the owner
line stones, with combined value of about 24,000 from the sword, the character will do anything to
gp per weapon, 16,000 gp per scabbard. These regain it.
weapo ns are named Rebutter, Scather, Replier, When one or mo re of the character's mental
Retorter, Squelcher, and Back/alker, in honor of attributes drops to 3, the conversion is complete.
Fragarach. He is now bestial- a monster that looks like an
ogre . The OM runs the character. Usually, the
Ro ll Sword beast will have superhuman physical abilities at
01 - 17 Rebutter
18- 33 Sea/her this point. with scores above 18. Its only goal is to
34-50 Replier
5 1- 6 7 Retoner satisfy the blade's thirst for blood. The creature
68- 83 Sque!cher
84-00 Backla/ker may embark on a mindless rampage or-if there
is a shred of Intelligence left- begin a series of
clever, fiendish murders.
If the sword is removed from the character's
possession before a mental attribute drops to 3,
Anton's Vorpal Blade the former wielde r be&ins to recover graduall y
XPValue: 10,000 GPValue: 50,000 a nd regai ns I point to each mental abi lity, and
1992 Fanw;y Collector Card 21 los ing J from each inflated physical score each
Anton's weapon has an Intelligence of 12 (6 Ego day. Until this process is complete, the character
points), the ability to detect magic in a IO-foot still covets the sword and is unable to resist the
radius and a hidden compartment in its pommel urge to pursue it.
wi th a pale lavender ellipsoid ioun slone (see Once the conversion is complete, even remov-
loun Stone) that absorbs spells up to the 4th level ing the sword will not cure the monster. Only
(lOd4 spell leve ls). This c hao ti c good weapon powerful magic- or the monster's death- can
grants a +3 to attack and damage rolls, and uses remove the curse at this point. The remove curse
the following table to determine when it severs a spell may at f irst appea r success ful , but it can
limb: provide only temporary relief.
""}.------------------------------------,~
1341
",Sword.. Arbane 's Sword of Agil ity r
Arbane's Sword of Agility + 1 vs. all creatures, + 2 vs. evil creatures, +4
XP Value: 4,000 GP Value: 15,000 vs. evil creatures over 5 tall.
The Magislcr The swords in fli ct triple d amage w he n th e
The first of these swords were crealed by the e lf wielder is defending his or he r home or home-
wizard, Lord Arbane o f Myt h Drannor many cen- land.
turies ago. His fi rst was stolen, so he made a sec- When a w ie lder defend ing his or her home or
ond wit h Ihe a id of an appre nr ice, who sold the homeland chooses to parry rather than attack,
secret to two other wizard-swords miths. The fonn the parry is always successful.
of manufacture is thought to be forgotten now- In addition, each of the nine swords is attuned to
Elmins ter has heard o f no one making one in the a single enemy. Any individual enemy struck by the
lasl 500 years-bill ,here Rre ffiler a dozen in exis- sword must save vs. death magic or die. Sages have
tence. Some have even been c reated wi th sen- documented that three of the swords, owned com-
tience and further powers. m un ally by halfl ing v illages, are alluned to h ill
This is a l'I-'f!apon +2 that boasts several pow- g ian ts, tro lls, and goblins, respec ti vely. It is not
ers. These are unde r the mental conlro l of who- known if the other six swords repeat these enemies
ever holds its hilt. The wielde r can jump, as in the or if they are attuned to other creatures.
spell (a single leap) tw ice a day. Two ro unds of of Assassination
hasted action per 24 hours are also possible-and
such activity does not age the characte r (though it XP Val ue: 800 GP Value: 2,000
may age the sword). DRAGON Magazine91
The sword grants the wielder immunity to hold The sword ofassassination, also k nown as the
ruby sword, is a potent weapon in the hands of an
and slow spells, g lowing brightly. The glow fluc-
tuates as the sword moves and strikes, in a stro- assassin. If handled by any other type o f charac-
belike manner; this property of the sword negates ter, the sword appears to be a regular blade. All
magical darkness, and destroys the effects of hyp- swords o f this type have a ruby of not less than
no/ic pallern or fi re char m w ith in a 2 0 -foo l 500 gp value mounted on the pommel; hence Ihe
radius of the drawn blade. The wielder of the second name.
sword gets a saving throw vs. spell (saves at + I if
Whe n used by an assassin character, a sword of
6th level or higher). assassination gives the wielder a bonus to attack
A r 'ondig ht and damage rolls and adds a bonus to all assassi-
nation rol ls wh ile us ing the ..veapon. The power of
XP Value: 5,000 GP Value: 25,000 a certain sword is determined randomly:
DUNGEONS & DRACiONS Master Set Assassination
Ar'ondight, the sword of Launce lot of the Lake,
was mentioned in several Arthurian legends. This Roll Bonus
sword is +5 on attack rolls as long as the target is 01 -60 +5%
not of a good alig nment. If used aga inst good 6 1-90 + 10010
individuals, the sword becomes a cursed weapon 9 1-95 + 15%
- 3. 96-99 +200/0
00 +25%
Arvoreen 's
XPVaiue: 6,400 G P Value: 32,000 The assassi nat io n bon us is o nly gaine d if t he
Monster Mythology assassin has a chance of actually assassi nating the
Arvoree n's avatar's dancing short sword +4 gains victim. Thus, the sword would give no chance for
his Strength bonus (+3) to damage in combat. an assass ination roll to a 3rd-level assassin trying
of Arvoreen to slay a 12th- level v ictim- but t he assassin
woul d gain the sword 's combat bonuses. A sword
XP Value: 4,000 G P Value: 20,000 ofassassination has the same chance as any other
PoLYUmltON Newszine 82 magical sword to be inte ll igent, and always has
The nine kn own swords ofArl'oreen we re fo rged a n evil a lignme nt if inte llige nce is ind icated.
eons ago by dwarf smiths and enchanted by pow- Inte llige nt swords of this sort never betray their
erfu l halfl ing priests of Arvoreen the Defender. nature to any nonassassi n.
The short swords were crafted duri ng the time the Aziza's Scimitar of Dancing
wo rl d was in chaos and many halfling villages
we re threatened by invade rs. In the hands of XP Value: 4,000 GP Value: 20,000
someone othe r than a halfling, the swords are + I. 1992 Fantasy Colle(:lor Card 187
However, when wielded by a halfling , the swords Aziza's magical scimitar is a weapon +3 in all
have the following powers: res pects, w it h some additional powers. It func-
ssss
/r------------------------------------,~
1342
...
tions as a sword ofdancing, except that its cycles of Backstabbing
last for only three rounds (i nstead of four), and its XP Value: 700 G P Value: 7,000
maximum bonus is +3. Once a week, when a The Complete Thief's Handbook
command word is uttered. it creates food and In the hands of any c haracler this is a magical
water as the 3rd-Ievel priest spe ll, cast at the 6th weapon +2, but in the handsafa thief it is espe-
level. cially potent. When a thief makes a backstab
ofAzor' alq attempt wit h this short sword, it allows the thief
to attack as if four levels higher than the actual
XP Va lue: 3,000 GP Value: 15,000 experience level of the character, with corre-
Treasures of GREYHAWK sponding improvements in THACO, attack rolls,
The sword ofAzor 'alq is a long sword +4. It has and damage multiplier on a successful hit.
an Intelligence of 17 a nd an Ego of 21 . It is Balisarda
aligned, neutral good, and has the special purpose
of slaying evil otherplanar beings . Any such XPValue: 2,100 G P Value: 10,500
being struck by it must make a saving throw vs. DuNGEONS & D RAGONS Master Set
spell or be disintegrated. Balisarda was made by the witch Falerina. Treat
The sword speaks Elf, as well as communicat- Ihis weapon as a sword ofsharpness.
ing telepathically with its possessor. It can detect Balmung
evil in a 20-foot radius, and detect invisible
objects in a 10-foot radius. Once a day it allows XP Va lue: 1,500 G P Value: 7,500
the possessor tojly, at a rate of 40 yards per DuNGEONS & DItAGoNS MastCT Set
round, for up to an hour. Sa/mung was the sword of Siegfried of the Scan-
The sword is very proud, and does not wish to dinavian legends. It was made by Wieland, a Ger-
serve anyone who is not an important baron or manic name for the immortal blacksmith Volund,
king. It also expects its owner to provide it with a know n as " Wayland Smith" to the English .
new scabbard, with many gems fixed to it. In gen- Wieland may be similar to earlier legends, such
eral, the sword thinks it is in charge of any owner, as the Greek Hephaestus and the Roman Vulcan.
and, given its Inte lligence and Ego, it may well This is the equivalent ofa vorpal sword +4.
be. If the sword is in control, it will !,;ompcl itli Balor
owner 10 seek oul and destroy powerful otherpla-
nar beings of evil alignme nl . The sword espe- X P Value: 10,000 G P Value: 50,000
cially hates fiends of all sorts, and the owner may
Outer Planes Me Appendix
soon find himself on a quest in another plane, if The true tanar'ri known as balor use a great sword
the sword has its way. that looks like a bolt of lightning. In the hands of
The sword re tains a ll of its powers on any the balor, these swords are I'orpal and can detect
plane, although on the lower planes, the detect eviVgood in a 30-foot radius. Any creature that
evil power is ne utralized by the overwhe lmi ng picks up a balor s·....ord, regardless of whether the
evil oflhe plane. Any random ly encountered creature's flesh actually touches it. immediately
fiend will have a loo/o chance of havi ng seen or suffers Id 10 points of damage and must make a
beard of the sword ofAzor'alq, and will seek to saving throw vs. spell or die immediately.
destroy the possessor and take the sword. Bamboo Scimitar
of Babette Maelstrom XPVa)ue: 7,500 G P Va lue: 40,000
XP Value: 1,000,000 G P Value: 10,000,000 KIll'II-Tur
Pot,VHEDkON Newszine 76 The Jade Wa"ior (see Crystal Wa rriOrs) wields
Babette's form idable weapon is a long sword +5, a bamboo scimitar +5 that acts as a sword of
+1 0 vs. regenera ti ng c reatures, and +15 vs. sharpness. On command, the sci mita r can cast
dnlgons. O nce a year, the sword can: wood rot.
• Cause an explosion, 2oo-foot radius, 200dloo Bane of Enchanted Beings
(200-20,000) points of damage.
• Create a sphere offorce, as per the wall of XP Value: 600 G P Va lue: 3,000
force spell; and dispel magic al the 45th level. DuNGEON MASTER Guide
This item was pan of a contest to name the sword This weapon, a sword +11+1 vs. magic-using and
featured on the cover of POLYHEDRON Newszine enchanted creatures, always provides a + 1 bonus.
70. Never, ever give th is item to a player!. It is The +2 bonus takes e ffect when the sword is
included here for the sake of completeness. employed against wizards, monsters that can cast
spells, and conjured, created, gated, or summoned
creatures. Note that the +2 bonus would not opemte
""~r----------------------------------,~
1343
L
r
against a creature magically empowered by an item Belenus's
(such as a ring ofspell storing) to cast spells.
XPValue: 4,000 GPValue: 40,000
Legend, & Lore
Bane of the North Belenus's avatar carries a long sword that can be
XPValue: 1,000 G PValue: 5,000 made to flame once per turn, doing an additional
Adventures in BLACKMOOR- 2dlO points to creatures affected by fire.
Timothy Curlytop, the Shiremaster of Booh, car-
ries a lawful-good short sword +11+3 vs. fiends, of the Believer
that he has rather grandly dubbed Bane of the XP Value: 700 GP Value: 3,500
North. This valuable liule weapon has an Intelli- Land of Fate
gence of9, an Ego of I and the powers to detect This magical weapon inflicts damage only against
shifting walls and rooms, detect slopes, and see unenlightened creatures, that is, those who do nO(
invisible. The mo rale of all halflings within 25 accept the Law of the Loregiver or are ignorant of
feet of Bane of/he Nor/h is raised by I. it. An enlightened creature will take no damage
from the sword, which will appear to pass right
Barnus's Gnomebane through h is or her body. T he une nli ghtened
XP Value: 750 GP Value: 3,500 (including monsters of low sentience, savages,
1992 Fanta,y Collector Card t89 ordinary objects without sentience, barbarians,
Barnus's short sword is a typical weapon + 1 in and unenlightened foreigners) take normal dam-
most respects. Against gnomes, however, the age . This sword can be used as a test for such
s....,ord adds a +3 bonus to attack rolls and inflicts enlightenment, but also is useful in cases where a
double normal damage. Barnus was given this civilized man is swallowed by a large, nonsen-
sword by a friend of a fri end who knew of his tient creature, and must be cut out without hann-
hatred for gnomes. ing him. Profession of belief is all that is required;
it is beside the point whether one is "good" or
of Bast "evil," just enlightened.
XPValue: 700 GP Value: 3,500
IMAGINB Magazine 19 Benn G riff's
Few intelligent magical items have a geas cast XPValue: 500 GPValue: 2,500
upon them, since the presence of the geas is Against the Cult of the Rq>tile God
revealed instantly to the new owner through the Benn Griff's weapon is a short sword +11+2 vs.
rapport he or she has with the item. ~I owever, the scaly creatures with no other special abilities.
sword ofBaSI is an example of a weapon with a
voluntary geas, that is to say, one in which the Berserk Dancing
nature of the restriction or command is revealed XPValue: - GPValue: +200
to the new owner by the item itself, allowing the IMAGINE Magazine 14
prospective owner to decide whether to accept the A berserk dancing sword behaves as a normal,
item and the penalty attached, or to decline it. magical, intelligent sword, until in mortal combat
The sword ofBast informs the wielder: "I am a with a strong foe of opposite alignment. A ran-
simply enchanted sword dedicated to the service domly determined alignment should be used if
of BasI. If you use me, you will find a geas the sword is detennined to be neutral. The sword
placed upon you- that you may not kill or wi ll- leaps into the air and begins to dance in the same
ingly hann any of the catkind, nor suffer others to manne r as a standard sword ofdancing, except
do so. Do you accept the geas?" that its combat bonus may be as high as +5. Once
Ifthe answer is "yes," the sword waits until the il has b«ome a SK.'Ord +5, it remai ns one.
wielder has take n the effect of the geas and the n When the mo nsters are fina lly beaten, the
reveals itse lfin its fu ll majesty. It is +2, +3 vs.
sword turns on its wielder and any companions. If
lawful evil, +4 vs. followers of Set. No cat ever they run, the sword follows at a Movement rate of
hanns the wielder, and tame felines are friendly. 15. Spells or boots ofspeed are the characters'
The sword hopes the owner becomes a follower on ly hope of escape, for the sword cannot be
of Bast, but does not coerce. Instead, it confers physically attacked. Once all the combatants in a
additional powers on those who pursue a vigor- particular melee are dead (or have escaped), the
ous campaign against Sel's followers and min- sword sinks to the ground and resumes its "sane,"
ions. There is a 25% chance that it a llows the nonnal status.
owne r to att ract a cat familiar ; it allows the When the berserk dancing sword result is
wie lder to move silenlly on a percentile roll of rolled on the random item chart , the Dungeon
99%, and allows the wielder to speak all feline Master should roll another effect and combine the
languages. results together.
/r------------------------------------,~
1344
rSv."(>rd Blackjammer's Cutlass
Black
XP Value: 3,000 G P Value: 15,000
l3Iack Courser
A lawful-neutral obsidian sword +3/+6 against
emperors, this is a truly magnificent weapon-
and a truly dangerous one to wield. Its other
properties: Intelligence 17, communicates tele-
pathically and through speech (but only in
ImaskaJi); can cast dispel magic three times a day
as 15th-level wizard, darkness 15' radius at will,
silence 15' radius at will. It was created at the
height of the Imaskari empire to overthrow the
emperor, and has been the weapon behind dozens
ofregicides since that time. It will use its Ego of
18 to force in wielder to attack Ambuchar
Devayam whenever they meet.
Black Flame
XPValue: 4,100 G PValue: 27,500
Advenrures in BLACKMOOR
As king, Uther the Rectifier normally carried a
lawful-good two-handed sword +2 named Black
Flame. This weapon, now in the keeping of the
Regency Council, has an Intelligence of 9, an
Ego of 3, the powers detect evil and detect magic,
and the extraordinary powers extra damage and
healing.
81ackflam e wil) be silenced with no saving throw allowed,
including the blade-wielder.
XP Value: 4,100 G P Value : 27,500
A sword 0/blackjlame can also reflect back at
Dragon Keep
its origin one magical attack per round (addi-
This black sword is a sword +1/+ 4 vs. ul/dead. tional anacks in a single round will have normal
The sword becomes enveloped in cold black effects). This ability is automatic and only works
once an hour. The power affects spells, natural
names when within 10 feel of an undead crea-
magical powers, and the effects of magical items.
ture; the flames themselves cause no damage. Thc sword will suck all of an area-effect magic
(such as aflreball) into itself, so that the attack
of Blackflame
does no damage to any creature within the area of
XP Value: 30,000 GP Value: 275,000 effect. The attack is then cast back in full upon its
source in the fo llowing round. This reflection can
The Five Shires be escaped only by leaving the plane the sword is
on, in which case the sword pulses to tell its
Certain slim, rapier-like short swords borne by
bearer that this has occurred. The bearer can then
hin are in reallty swords 0/blaclif/ame. These pre- discharge the magic wherever desired, with range
and effects as originally cast or unleashed. This is
cious and powerful weapons can be identified by
the only case in which the blade-bearer can
the appearance of their blades- shimmering, choose where to direct magic that the blade
reflec ts. Ifno discharge is willed within the
ever-shifting glossy black, with white bubbles
round, the sword will forever absorb the magic,
and cloudy mottling within the metal that move silently and harmlessly.
about constantly. In shadows, darkness, and near-
darkness such blades become invisible. They are
undetectable by in/ravision and detect magic
spells and abilities.
A sword 0/ blackflame is a weapon +4. By
mental command, anyone holding a drawn sword
o/blackflame can bring magical silence into Bl ackjammer 's Cutl ass
being in a 20-foot radius centered on the blade's XP Value: - G P Value: -
hilt. The silence can be instantly ended by will of Book of Artifacts
the wielder at any time, and can last for up to six Blackjammer S cUllass is a distinctive ",""Capon of
continuous rounds. Up to four such periods of outdated style. The blade is fashioned from a
silence can be created by a sword o/blackjlame in nonreflective black crystal, and is clearly nol
an hour. All creatures within the area of effect metal. The hilt is silver and fitted with an enor-
~"
1345
..----------~~---~--~-~- -----~--------
,SWOrd. Blaclcrazor r
mous basket depicting a sailor being keelhauled. B1ackrazor
For all of its apparent size, it is far lighter than an XP Value: 20,000 GP Val ue: 200,000
ordinary cut lass. The cutlass is often found in White Plume Mountain
SPEl.UAMMER" cam paigns.
Blackrazor , a chaotic-neutral sword +3, as an
It is said that Blackjammer S cullass was forged Intelligence of 17 and an Ego of 16. Its special
in an old port hidden in the Tears of Sclilne of purpose is to steal life essences. It is a black
Realmspace. It s first owne r was a pirate now sword that shines like a piece of night sky filled
known only as Captain Blackjammer, his own with stars, and it is sheathed in a black scabbard
name forgonen in favor of his sword. Whatever his decorated with pieces of cut obsidian. On a
name once was, Blackjammer is still viewed as a killing stroke, Blackrazor temporarily adds the
paragon of piratical ruthlessness and skill. Since number of levels of the dead foe to its bearer's
Blnckjummer's death (ifhe is dead, for there is levels (in terms of fighting ab ility). The bearer
some argument about this), the cutlass has passed also temporarily gains the full hit points of the
through the hands of many other captains and victim. All subsequent damage to the sword's
mates. The last known owner orlhe sword was wielder is removed from the added hit points
Elsun of the Dragon Claw, killed when her ship ran first. The extra levels and hit points last a number
afoul of an elven man-o'-war. The story claims that of turns equal to the number of levels received.
the cutlass fell overboard and is now drifting in the The essences of all entities killed by Blackrazor
Flow somewhere between Oerth and Krynn. are sucked out and devoured; those killed by the
Although the cutlass first made its appearance in black sword cannot be raised.
the $PELUAMMER sctting, there is no reason that it For every three days the sword remains unfed,
cannot be used elsewhere. Its powers are universal its Ego increases by one point, until it can compel
to al1 worlds where sailing and piracy occurs. its bearer to kill a human or humanoid being.
The powers of the cutlass, while useful, are not Upon feeding, its Ego returns to 16.
great enough to completely unbalance a cam- The DM will note that Blackrazor is a negative
paign. Thus, the item can remain in PC posses- energy entity that exists by absorbing positive life
sion for a long timc. energy levels from those it kills. However, if it
The DM can use rumors of Captain Blackjam- even strikes a creature of negative energy such as
an undead (except for ghouls and ghasts), it will
mcr's continued ex istence as the motive for sev-
eral adventures involving the sword. In backwater work in reverse, transferring one level and corre-
ports, NPCs may be convinced that the character sponding hit points from the wielder to the crea·
wielding the cutlass is Captain 8lackjammer- ture attacked. It will do this each time it strikes.
and there is still a price on his head. Another pos- Under these conditions, the wielder can actually
sibility is that the captain still lives in a lich state die and have his or her essence sucked out by the
and is determined to regain his sword. sword. If the wielder survives, he will need a
Constant Powers: The cutlass has +2 bonuses restoration spel1 or twice the usual number of lev-
els received from positive kills to replace the lost
to attack and damage rolls and improves the char-
acter's Annor Class by 2. levels. Those kil led for replacement must be of the
Invoked Powers: The cutlass can create the same race as the sword-wielder. Blackrazor may
effects of a darkness J5' radius spell (at wil1) that ve ry well keep this little drawback a secret until
does not affect the wielder. It also endows its the first time the sword bites into a wight or a vam-
owner with proficiency in all fonns of navigation pire. The OM must remember that Blackrazor
and seamanship (no chance of failure). exists solely to feel power and life forces coursing
Random Powers: Three from Artifact Table through itself, and sometimes it may not be too
1-02: Combat. picky about where the energy is coming from.
C urse: Blackjammer s cutlass is imbued with a
In addition to the above, the sword has the fol-
strong, freebooter's personality (Inl 19, Ego 20). It lowing powers:
can speak, doing so often and loudly, preferring Speech and telepathy (common and whatever
bawdy songs and coarse jokes. It will insult the tongues its wie lder knows, which it learns
toughest thug in a bar, not caring if its owner is telepathically).
killed; there is always another. The owner also risks Detects living creatures, 6O-foot radius.
artifact trons/ormation, being changed into a black- Haste spell (bearer only, 10 round duration),
hearted pirate always on the lookout for ships 10 once a day.
plunder and saying "Arrgh, matey!" far too much. Up to 100% magic resistance to charm and
Suggested Means of Destruction: fear (exact percentage depends on the level of
The cutlass must be subjected to the combined the opponent casting such a spell; -5% per
fire of the Elven Armada. level difference if the caster is higher level
It must be crushed between two rushing meteors. than the sword wielder).
S476
/r------------------------------------.~
1346
Blade of Black I ce dragons , the sword has no other special powers.
XP Value: 4,000 GP Value: 20,000 Since its forging, it has neve r been used against
Rary!he Tl1Iitor Tyranthraxus, though its existence is said to have
Lord Robilar, Rary's comp a nio n and military kept him in the Nonh during his peak of pDYo'Cr. It
commande r, is a grim, black.haired, saturn ine was stolen from Saerloon and the Temple of Lath-
man with a brooding countenance, deep-set eyes, ander 100 years ago, and has bounced from trea-
and a short goatee. In battle, he w ie lds the blade sure vaul t to treasure vault for the past hundred
ofblack ice, a sword said to have been forged by yearn. Two years ago it was stolen from the Zhen-
11IZ himself. Seemingly made of ice, the blade tarim by a halfling. The Black Network recovered
inflicts Id l0+3 points of damage (with an addi- the sword and sank the ship the thie f was escaping
tional +3 for Robilar's Strength bonus), as well as in. The Zhentarim have since put o ut the rumor
acting as a sword + 3, fros t brand. The bonus that the sword was lost at sea. when in reality it i ~
against fi re-based creatures is therefore +6 (+9 being kept by Fzoul Chembryl in his tower.
with his Strength bonus). With this sword, Robi- Blade less
lar suffers no ill effects for wearing his armor in
the desert. XPValue: 4,000 GPYal ue: 20,000
Blades of Corusk Old Empires
This sword was created by the smith Holin. It has
XPValue GPValue a hilt of solid silver (a much rarer metal in th e
Dreamsinger: 3,000 18,000 South than gold) and is encrusted wi th opals. The
The Edge: 3,200 16,000 blade itself is magical; it is invisible and intangi-
Greenswathe: 4,000 20,000 ble, seemingly witho ut existe nce. The blade is
Harmonizer: 3,000 15,000 really in the Et hereal Plane; it harms only those
Stalker: 1,800 22,000 creatures that require magical weapons to strike
Howl From the Nonh them. It causes double damage to creatures
The blades of Corusk includ'e the fo ll owing affec ted only by magic, and it inflicts triple dam-
blades: age to undead. For the purposes of calculating
damage, it is considered to be a khopesh sword
Name AI Weapon 1)rpe +4.
Dreamsinger N Broad sword +3
The Edge CN Bastard sword +3 Blood Drinker
Greenswothe N Scimitar +3 XP Value: 4 ,400 GP Value: 22,000
Harmonizer N Defender. fwO.handed DRAGON Magazine 99
sword +5 A thirsty sword of wounding.
Stalfcer NG Long sword +3
Blade of Lathander Bloodletter
XP Value: 4,500 GP Value: 22,500
XP Value: 3,000 GP Value: 15,000 POl.VHEDRON Newszine 76
Cune oftbe ~ Bonds A chaotic neulral /ong sword +3 (Int 17, Ego 16).
The Blade ofIAthander is a magical broad sword Its primary abilities are d etect reptiles in a 30 -
of incredible power, forged by a renowned dwarf foot radius, detect magic in a IO-foot rad ius, and
smith in the fires of the morning sun itself, in the detect in visibility in a 10-foot radius. Its extraor-
Temple of Lathander at Saerloon. It was created dinary power- wounds from Bloodleuer con-
for one purpose: to slay the spirit ofTyrantiu-axus, tinue to bleed, causin g an additional 5 points of
master of the Pool ofRadiance . damage each round until the vict im is magicall y
The sword is a broad sword +3 with a blade of hea led. Its special purpose is to s lay reptiles or
smoked ruby quartz, unbreakable in nonnal com- anything rege mbling a rept ile (the sword can't te U
bat. On it s golde n pommel are the symbols of the difference) . On a natura l ro ll of 17 to 20 a
Latha nder and Tyranthraxus, the latter crossed rept ile is automatically decap itated (save vs. spell
out. In normal eombat, the sword functions as a to avoid). Agai nst dragons, the sword does triple
broad sword +3. In combat with Tyranthraxus or damage. The sword sp eaks Commo n, Orc a nd
those he has posse ssed, the sword will glow a Elf.
bright pink. When it g lows it is +6 on attack rolls Bloodsword
and inflicts 3d l 0 points of damage. Tyranthrax us
must make a saving throw vs. spell (at --6 for the XP Value: 800 GPValue: 4,000
body he inhabits) or be forced to retreat to the PoLVHEORON NcwRinc 82
Pool of Radiance. This elegantly crafted long sword gives its wielder
Unlike the gauntlets ofMoander and the helm of a +2 attack and damage bonus against any creature
""/r--------------------------------------.~
1347