Percussion Instrument, Bell of Protection
of Protection or rafter, and the command word is spoken, the
bell activates. While activated, the bell automati-
XP Value: 4,000 GP Value: 20,000 cally peals if any invisible, ethereal, or astral
creatures come within 30 feet of it. It likewise
Oriental Adventures sounds for creatures attempting to move silently
or hide in shadows within its radius. It continues
This magical item is a huge bell, like those com- to sound until the detected presence leaves the
area or the bell is deactivated. Each activation of
monly found in temples. When suspended from a the bell requires one charge and lasts for 3d6
hours. When found the bell has 3d10 charges.
frame and rung so its tone carries clearly, the bell
creates a fearsome barrier to spirit creatures. This
barrier extends to the edges of the compound or
group of bui1dings built and used for a single pur-
pose (the grounds of a temple or a cluster of her-
mitages, for example). The maximum area that can
be protected is a 50-yard radius. The barrier lasts one of Warning II
turn, lesser spirits cannot cross. Greater spirits must XP Value: 150 GP Value: 1,500
make a saving throw vs. death magic (with a -4 to War Captain's Companion
the die roll) to be able to cross the barrier, and suffer The warning bell is a new arrival to the spell-
4d10 points of damage from the painful effort. Spirit jamming universes. It is designed to warn the
creatures within the area of effect when the bell is crew when another ship approaches within 10
struck suffer 3d 10 points of damage from the painful hexes (5,000 yards). Whether the approaching
noise. The bell has no effect on spirit folk. ship is friend or foe, whether visible or invisible,
whether under 1 ton or the Spelljammer itself;
of Ringing this bell rings whenever a spelljamming ship
XP Value: — GP Value: 1,000 approaches. The ringing continues for three
The Book of Marvelous Magic rounds. It does not react to creatures, even to
This bell appears and functions as a bell of free- those of gargantuan size.
dom in all respects. However, it has a 20% chance
per use of malfunctioning. If so, it continues to Alexander's Chime of Opening
ring for one turn and cannot be stopped or muf- XP Value: 6,000 GP Value: 30,000
fled except with a wish. It automatically negates 1992 Fantasy Collector Card 35
all silence spell effects within 30 feet and attracts Alexander, a rogue/wizard, playfully calls this
the attention of all creatures within 60 feet. Crea- item his "chime ofjob opening" or his "charm
tures attracted may be annoyed by the noise (-2 chime." It acts as a normal chime of opening—
penalty to reaction rolls). springing locks, lids, doors, valves, and portals
(even magical ones) with its tinkling ring—but it
of Treachery has another, very special property—when he
XP Value: 2,000 GP Value: 10,000 sounds the chime within 3 feet of any wealthy
Islands of Terror merchants or noblemen, they must successfully
This bell clangs with a co1d, hard knell. It is save vs. spell or be compelled to offer Alexander
guarded by four gaki—one jiki-ketsu-gaki, one a job guarding their most precious possessions.
jiki-niku-gaki, one shikki-gaki, and one shinen- They immediately consider him a trusted
gaki (see the Kara-tur Appendix of the employee and confidant, thrusting their valuables
MONSTROUS COMPENDIUM, otherwise, use 8-HD into his hands. The chime must be rung every
Ravenloft elementals) that magically appear turn in order to sustain the effect, however.
when the bell begins to ring. At the beginning of
each round that the bell peals, the gaki regain 10 Featherchimes
points of while all enemies within 90 feet of the XP Value: 500 GP Value: 2,500
bell sustain 3 points of damage. Top Ballista
These small, sealed glass tubes are decorated
of Warning with featherfine etching and engraving, and res-
XP Value: 3,500 GP Value: 17,500 onate with a very faint musical chiming sound
Oriental Adventures when struck gently. If he1d gently and struck with
This small bell is about 6 inches long and 4 a slender glass rod (usually found with the
inches in diameter. When it is hung from a branch chime), one or more windsinger songs can be cre-
3578
Percussion Instrument, Sebastian's Chime of Opening
ated. one per day each. Roll Id20 to determine rounds. If it is struck again before this time
which spells thefeatherchime produces. elapses, no sound issues forth, and a full turn
must elapse from that point in time before it can
Roll Song(s) again be sounded.
01-03 Song ofthe Wake.
04—05 Harmonic Song. When this is used by a bard, affected Spellcast-
05-08 Song ofthe Wake and Harmonic Song. ers must roll their saving throws with a -1 penalty
09-12 Song of Will and Iron. per three levels of the bard. Elven Minstrels (a
13—16 Harmonic Song and Song of Will and bard kit) disrupt any spell that they can them-
selves cast.
Iron.
17-19 Song of Dispelling. of Opening
20 All songs of levels one through four. XP Value: 3,500 GP Value: 20,000
DUNGEON MASTER Guide
Details of windsinger songs can be found in A chime of opening is a hollow mithral tube
the section on Faenare in Top Ballista. If the
faenare know that a creature possesses one of about 1-foot long. When it is struck, it sends forth
these mastersinger magical items, they will go to
great lengths to recover it. magical vibrations that cause locks, lids, doors,
valves, and portals to open. The device functions
against normal bars, shackles, chains, and bolts.
The chime of opening also destroys the magic of
of Hunger a ho1dportal spell and even a wizard lock cast by
XP Value: — GP Value: 1,000 a wizard of less than 15th level.
DUNGEON MASTER Guide The chime must be pointed at the area of the
The chime of hunger looks exactly like a chime of item or gate which is to be loosed or opened. It is
opening. In fact, it operates as a chime ofopening then struck, a clear chiming ring sounds (that
for several uses before its curse is put into operation. may attract monsters), and in one round the target
When the curse takes effect, at the DM's dis- lock is unlocked, the shackle is loosed, the secret
cretion, striking the chime causes all creatures door is opened, or the lid of the chest is lifted. If a
within 60 feet to be immediately struck with chest is chained, padlocked, locked, and wizard
ravenous hunger. Characters tear unto their locked, it takes four soundings of the chime of
rations, ignoring everything else, even dropping opening to get it open. A silence spell negates the
everything they are ho1ding in order to eat. power of the device. The chime has Id8x20
Creatures without food rush to where the chime charges before it cracks and becomes useless.
of hunger sounded and attack any creatures In the SPELLJAMMER game wor1d, this chime
there in order eat. can be used to open a. portal in a crystal shell.
All creatures must eat for at least one round. Bards can attempt to destroy locks, lids, doors,
After that, they are entitled to a saving throw vs. valves, and portals with this chime (in addition to
spell on each successive round until they succeed. its normal functions). The chance to destroy is
At that point, hunger is satisfied. equal to 5% per level of the bard. Thus a 6th-level
When struck by a bard, this chime's cursed bard wou1d have a 30% chance to destroy such an
powers radiate out 60 feet plus 10 feet per level of item. The maximum chance is 95%. Of course, if
the bard. the bard doesn't want to destroy the item, he or
she can use the chime normally.
of Interruption
XP Value: 2,000 GP Value: 10,000 Sebastian's Chime of Opening
DUNGEON MASTER Guide XP Value: — GP Value: 25,000
This magical instrument can be struck once per 1992 Fantasy Collector Card 300
turn. Its resonant tone lasts for three full rounds. Sebastian's version of the chime of opening also
While the chime is resonating, no spell requiring causes locked, barred, wizard locked, and he1d
a verbal component can be cast within a 30-foot portals to open. However, each time it is used,
radius of it unless the caster is able to make a sav- there is a 25% chance that the magical chime set
ing throw vs. breath weapon. After its effects casts a fire trap spell upon whatever is to be
fade, the chime must be rested for at least seven opened.
Percussion Instrument, Chime of Time
of Time Cymbal of Crashing
XP Value: 400 GP Value: 2,000 XP Value: 1,000 GP Value: 5,000
DUNGEONS & Dragons Rules Cyclopedia The Book of Marvelous Magic
This simple metal stick is 3 inches long and made This silver item is 8 inches in diameter and identi-
of a silvery metal. On command, it keeps track of cal in appearance to a dinner plate except for the
time, chiming every hour on the hour—the chime small hole in its center. Its size belies its power, for
can be heard by all within 60 feet (regardless of when hung by a string and commanded to sound,
intervening walls, rock, or other obstructions). If the cymbal emits a tremendous crash. The noise
dampened by a silence, 15-foot radius spell, the can be heard 60 feet in all directions and may
chime dispels the silence but only in a 30-foot attract monsters, but its magical power is concen-
range for that turn. trated in a cone which extends vertically unless
A second command causes the chime to turn directed otherwise by the user. The cone is 50 yards
color. It turns go1d at one end, the color slowly long but only 10 yards wide at its far end. Its power
spreading to the other end in an hour's time. A temporarily negates the magic of one flying item or
third command word causes the chime to stop spell within range {flying carpet, boots oflevita-
ringing or to stop changing color—but not until 1 tion, a fly spell). The spell or item affected returns
turn elapses after the command. to normal one turn later. There is no saving throw
against the effect, although a silence spell blocks it,
of Visitors and some magical items, such as a choir bell,
XP Value: 200 GP Value: 1,000 negate it. The victims plunge earthward, usually
The Book of Marvelous Magic without time to activate any device or cast any
The chime of visitors is identical to a chime of spell. (Note that under normal gravity, an object or
time. It keeps time as a chime oftime but with an creature falls 240 feet in less than four seconds, and
unusual side effect. If it rings while within 60 feet upon impact a fallen creature takes Id6 points of
of any ordinary or otherwise known door, all damage per 10 feet fallen.) If a spell is cast in the
creatures hearing the chime must make a saving same round that the cymbal is used, compare Id6
throw vs. spell; all victims who fail the throw rolls for each side; the loss of initiative by three or
must go to the nearest door and open it or attempt more means that the victim crashes before any spell
to do so for at least six rounds. or item can be used; otherwise, if declared without
hesitation, one corrective measure may be taken.
of Warning
XP Value: 1,000 GP Value: 5,000 of Symbols
DRAGON Magazine 28 XP Value: 1,200 GP Value: 6,000
This device appears like any type of chime, but if The Book of Marvelous Magic
placed near a closure and commanded to guard it, This cymbal is identical to a cymbal of crashing
it will ring if the closure is opened or tampered but, when struck, causes a symbol ofstunning to
with. appear on the side facing the user. The symbol
The chime may be made invisible upon com- affects any user with 150 hit points or less, stun-
mand so that it may not be seen as guarding a clo- ning him or her for 2d6 turns. The user is then
sure. Its ring is clear and loud but it is also unable to attack or cast spells and suffers a -4
melodic—it transfixes intelligent creatures with penalty to all saving throws. The user sees the
sound. Unless a saving throw vs. spell is made, symbol immediately, and may not avoid its effect
the charmed character continues to open and unless able to cast wizard spells, in which case a
close the item so that he or she can hear the beau- standard saving throw applies.
tiful sound again. Restraining the individual or
stopping the chime invokes maniacal hatred in Bass Drum
the charmed victim, who will fight with a berserk XP Value: 1,000 GP Value: 5,000
rage to continue hearing the lovely sound. Remove POLYHEDRON Newszine 23
curse negates the charm as does dispel magic. This item has no magical effect unless struck
within 30 feet of a freshwater lake or pond. When
properly used, it summons 2d4 giant bass, and
possibly (20% chance) 1 d4 nixies. The fish arriv-
Percussion Instrument, Drums of Panic
ing are neutral, and somewhat friendly toward the Movement slows to one-third normal, as the lis-
user of the bass drum. If the user talks to the teners tiptoe along, stopping frequently to listen
arrivals, they may offer to help if they can be of for ambushes and check for traps. Illusions are
assistance (+3 bonus to reaction rolls). Nixies are more likely to be believed (-2 on disbelief rolls).
shrewd bargainers, however, and must usually be Despite the victim's vigilance, however, attackers
offered something of magical value in exchange friendly to the drummer always have surprise and
for their services. Giant bass can usually be always gain the initiative in melee.
befriended by an offering of food
Beating the drums is strenuous. After one hour
of Deafening of beating, a character must make a Constitution
check on Id20 to see if the drumming can be con-
XP Value: — GP Value: 500 tinued. If passed, a further check must be made
every turn, with a cumulative modifier of-1 per
DUNGEON MASTER Guide roll. Once the drumming stops, the drums cannot
produce the menacing effect for 24 hours.
This is actually a pair of kettle drums about 1 'A
feet in diameter, which radiate magic, if detected,
but are otherwise unremarkable. If either is
struck, nothing happens, but if both are hit Native
together all creatures within 70 feet are perma- XP Value: 100 GP Value: 1,000
nently deafened until a heal spell or similar cure The Book of Marvelous Magic
is used to restore shattered eardrums. Further- This pair of crude but effective drums can be heard
more, those within 10 feet of the drums are only dimly within 50 yards; they have magical
stunned by the noise for 2d4 rounds. effect only when used outdoors. When used prop-
Bards can invoke the magic in each drum sepa- erly and commanded, they produce a loud, regular
rately. If the left drum is struck, it causes those rhythm within a range of 50 to 150 yards. All those
within 10 feet to be stunned for 2d4 rounds. If the within the area of effect are unable to sleep while
right drum is struck, it causes all within 70 feet to the native drums are playing, although they may
be permanently deafened (a heal spell or similar get enough rest to study or meditate for spells (if
magic is needed to regain hearing). Dwarven applicable). The drums may be played for up to
chanters (a bard kit) double all areas of effect. one hour without rest, and if one-turn rest breaks
are taken each hour, they may be played for any
Lei Kung's length of time. Any victim spending a sleepless
XP Value: 5,000 GP Value: 25,000 night suffers a —1 penalty on all hit, damage, and
Legends & lore initiative rolls for the following day.
The avatar of Lei Kung owns a set of drums that
act as a horn ofblasting when struck. of Panic
XP Value: 6,500 GP Value: 35,000
of Menace DUNGEON MASTER Guide
XP Value: 7,000 GP Value: 35,000 These kettle drums, hemispheres about 1 'A feet in
DRAGON Magazine 189 diameter, come in pairs and are unremarkable in
This magical instrument is actually a pair of large appearance. If both are sounded, all creatures
drums, weighing 30 pounds each. A pair of finely within 120 feet (with the exception of those
carved drumsticks are usually found (90% chance) within a "safe zone" of 20-foot-radius from the
with the drums, if it is part of a treasure hoard. A drums) must roll a successful saving throw vs.
savage wizard may play the drums with sticks or spell or turn and move directly away from the
bare hands; all other classes must use the sticks. sound for one full turn.
When played, a quiet but distinct beat fills the Each turn thereafter, panicked creatures may
air for 1,000 feet in all directions. All intelligent attempt to save vs. spell again. Each failure brings
creatures friendly to the savage player are immune another turn of movement away from the drums of
to the effect of the drums. All others are afflicted panic. Movement is at the fastest possible speed
with suspicion. As long as the drums are played, while fleeing in panic, and three rounds of rest are
affected listeners become paranoid. All encoun- required for each turn of fast movement after the
ters, even with potential allies, are considered saving throw is made. Creatures with Intelligence
hostile. Morale checks receive a —6 modifier. of 2 roll saving throws with -2 penalties, those with
Percussion Instrument, Drum of Silence
1 or less roll with -4 penalties. ten it to the waist. The drums have several uses
Ifthese drums are struck by a bard, the radius of requiring different numbers of charges. Only one
use of the drums can be called on per round.
the inner "safe zone" can be reduced to any desired When found, the drums have 2d10 charges. When
measurement. Affected creatures suffer a saving beaten, they allow the wearer to perform one of
throw penalty of-1 per three levels of the bard. the following:
• Fly for one turn (one charge)
of Silence • Control weather (one charge)
• Act as drums ofpanic (two charges)
XP Value: 700 GP Value: 3,500 • Cloud trapeze for one turn (three charges)
• Cast a 20d6 lightning bolt (five charges).
The Book of Marvelous Magic
A drum of silence produces no sound when
struck, either normally or for magical effect.
When struck and commanded, however, it enables
the user to cast one 2nd-level silence 15' radius Dugal's Percussion Instruments
spell (range 180 feet, duration 12 turns). It can do XP Value GP Value
this three times a day. Alter self: 300 3,000
Blur: 300 3,000
Snare Change self: 250 2,500
XP Value: 200 GP Value: 1,000 Comprehend languages: 250 2,500
POLYHEDRON Newszine 23 Continual light: 300 3,000
This item appears and functions as a bass drum. Detect invisibility: 300 3,000
However, there is a 100% chance of summoning Detect magic: 250 2,500
nixies; Id4 will appear, but 10 or 20 others also Dispel magic: 350 3,500
arrive, hiding nearby. The nixies are usually hos- Gust of wind: 3 50 3,500
tile (-3 penalty to reaction rolls), and if so, will Knock: 300 3,000
repeatedly attempt to charm the user of the snare Tongues: 350 3,500
drum, continuing until successful, until the vic- Whispering wind: 300 3,000
tim moves out of range (120 feet), or until nine or POLYHEDRON Newszine 56
fewer nixies remain, preventing the charm attack. There are as many percussion varieties of Dugal's
percussion instruments as there are percussion
Tabele instruments. All have a similar construction.
XP Value: 2,000 GP Value: 10,000 Myriads of tiny runes are etched into the wood
DRAGON Magazine 189 of these instruments. Most customers see the runes
This famous war drum (there is only one) gives only as decorative additions to already finely
great power to the warriors of a single village. To be crafted instruments. However, wizards who exam-
effective, the tabele must be set up within a village. ine them immediately notice a similarity between
If it is sounded during the sacred ceremonies that these runes and ones found on magical scrolls.
are performed before battle, the warriors within the The runes are part ofa unique process to enchant
village gain the following benefits: immunity to musical instruments without using high level
fear (no loss ofmorale); +1 to attack and damage on spells. Each special instrument is endowed with
melee attacks; increase of 2 on movement base. one magical spell of 1st through 3rd level that can
These benefits last for one battle only. The tabele be cast up to three times a day by playing a rhythm
may be captured and moved to another village, to which the instrument's runes are attuned.
which then gains its benefits. Currently, the tabele is The enchantments require only verbal and
lost, and its location unknown. Any tribe that finds it somatic components. The runes of each instru-
wou1d gain great power and respect, as well as ment are an inscribed version of a particular
attracting the attention of others who want it. spell, and the rhythm is a repetitive, pulsing ren-
dition of the verbal component. When the
of Thunder rhythm is played, which takes a full turn, the
XP Value: 1,300 GP Value: 6,500 instrument resonates and activates the runes,
Oriental Adventures thus serving as the somatic component and in
Drums of thunder are found as a small pair of effect casting the spell.
drums adorned with tassels and a harness to fas- Dugal's enchantments are limited to those
3598
Percussion Instrument, Gong of Fishing
spells in his spell book. Of these, he uses only Chain
defensive or benign spells. A devout individualist
and recent pacifist, he never uses a spell such as XP Value: 500 GP Value: 2,500
charm that infringes on the freedom of another,
or a spell such as magic missile that causes harm The Book of Marvelous Magic
to another.
This gong appears to be a gong of earthquakes
The spell on an enchanted percussion instru-
ment can be invoked by any musician who plays but when struck it wraps the user in heavy, magi-
the appropriate cadence. Dougal teaches the beat
to the buyer at the time of purchase. He also cal chains. The victim cannot move, attack, cast
explains that, except for casting time, the capabil-
ities of a spell cast using one of the instruments spells, or escape until a remove curse is applied
are exactly as if he cast it himself. Thus, all spells
are cast at 12th level. by a caster of 15th-level or higher, or unless able
to change to gaseous form. Once the victim
escapes, the chains vanish. The chain gong func-
tions up to three times per week.
of Dispelling
XP Value: 1,500 GP Value: 7,500
Oriental Adventures
Roll Spell Cast A gong ofdispelling is a large gong, 3 feet in diam-
1 Alter self
2 Blur eter. When hung from a frame and struck, the gong
3 Change self
4 Comprehend languages has the effects of a dispel evil and dispel magic on
5 Continual light
6 Detect invisibility everything within a 30-foot radius. The spells are
7 Detect magic
8 Dispel magic equal in potency to those cast by a 15th-level Spell-
9 Gust of wind
10 Knock caster. Each time the gong is sounded one charge is
11 Tongues
12 Whispering wind used. The gong has 1d100 initial charges.
of Earthquakes
XP Value: 1,000 GP Value: 5,000
The Book of Marvelous Magic
This gong is only 3 inches in diameter. When
struck, it causes violent shaking within 60 feet, as
if an earthquake were occurring; the effect lasts for
Butler Summoning Gong six rounds. The effect causes no structural damage
XP Value: 200 GP Value: 1,000 and affects only unsecured items and creatures;
The Book of Marvelous Magic walls, doors, pillars, bui1dings, and other construc-
This gong is at least 2 feet in diameter and possi- tions are completely unaffected. Furniture falls
bly much larger. When properly struck, it sum- over unless fastened in place, and mirrors and
mons a hill giant who suddenly appears next to other wall hangings also fall; a magical mirror
the gong, clad entirely in black. If so ordered by breaks upon impact 50% of the time. The creature
the summoner, the giant carries things, carefully striking the gong is unaffected and, if attacked by
putting them down when to1d, but does not fight others affected by the quake, gains a -4 bonus to
or speak except to say, "Yes. master." The giant Armor Class. All others standing within the area
can move at the same rate as an unencumbered fall down and cannot cast spells, use missile weap-
human but can carry 800 pounds more than a ons, or even stand until the quake passes. Magical
human (In D&D terms: 1,060 pounds maximum, items and hand he1d weapons may still be used, but
using the same reductions to movement rates for with a -4 penalty to all attack rolls, victims able to
encumbrance with a +800 pound bonus). The fly or levitate may escape the effects easily. Any
giant must remain within 60 feet of its master at creature immune to illusions cannot be affected.
all times; it vanishes if that range is exceeded in The gong may be used only once per day.
any way. The gong summons this giant once per
day, and the giant disappears upon command, of Fishing
when slain, or after three hours of service. When XP Value: 300 GP Value: 1,500
it disappears,all items it carries at the time also The Book of Marvelous Magic
vanish and cannot be recovered; a different giant This gong has a rune inscribed in its center that
is created with each use of the gong. reads "Bass." A read magic spell is needed to
Percussion Instrument, Ricking Gong
translate it. If taken aboard a vessel and rung over around the gong, affecting the user and all within
any body of water that contains fish, the sound 5 feet but not disturbing the gong in any way. The
causes one fish weighing 1—100 pounds to leap whirlwind is 10 feet wide at the base and 70 feet
out of the water and into the vessel, landing next tall unless limited by ceiling height. Any victim
to the user of the gong. After cleaning and cook- of fewer than 2 Hit Dice must make a saving
ing, each five pounds of live fish can be used to throw vs. death magic or be picked up and killed
feed one person for one day. The gong can be by the whirlwind. The buffeting inflicts 2d6
used three times per day. points of damage per round to all within it. If the
user of the gong of whirlwinds moves out of its
Ricking cone, the wind can be ordered about, moving at
40 feet per round. It cannot move more than 120
XP Value: 1,000 GP Value: 5,000 feet from the gong. The whirlwind can be created
only once per day and remains for one turn unless
The Book of Marvelous Magic commanded to depart earlier.
A ricking gong appears identical to a gong of
whirlwinds. However, when struck, it causes the
user to fall into a magical sleep lasting for 1d4+4
hours; the victim cannot be awakened except by a Gourd of Travel
wish. While asleep, the victim might dream (5% XP Value: 1,500 GP Value: 7,500
chance per hour of sleep, or a 25%-40% total The Complete Bard's Handbook
chance) about something that pertains to the By shaking this gourd and saying the command
adventure in progress, a foreshadowing of things word, the bard is able to teleport him or herself
to come. and one other to any known place. A travel gourd
does not allow for travel between planes.
of Stunning A travel gourd has 1d10 seeds within it, which
XP Value: 700 GP Value: 3,500 produce the rattling sound that causes the gourd
The Book of Marvelous Magic to function. Every time the gourd is used, one of
This gong appears identical to a gong of earth- the seeds vanishes. When the last seed is gone,
quakes but affects the user instead of others (no the gourd becomes nonmagical.
saving throw). The victim cannot cast spells, use
missile weapons, or stand up until the "quake" Rattle of Death
passes in six rounds, and suffers a -8 penalty to XP Value: — GP Value: 500
all attack rolls. The gong ofstunning can change The Book of Marvelous Magic
its appearance on command, enlarging or shrink- A bone rattle ofdeath has a black skull inscribed
ing to perfectly match any other magical gong, as on one end. If shaken, all within 30 feet (includ-
long as the other can be seen at the time and used ing the user) must make a saving throw vs. death
as a "model." magic or die. All undead are immune to this
effect. The rattle disintegrates after three uses.
of Summoning
XP Value: 1,500 GP Value: 7,500 of Exorcism
The Book of Marvelous Magic XP Value: 600 GP Value: 3,000
A gong ofsummoning appears identical to a gong DRAGON Magazine 189
ofbutler summoning, but Id3 hostile hill giants This item is useless except in the hands of a tribal
appear and attack the user, fighting to the death. priest. It is an elaborately painted gourd containing
They also disappear if the 60-foot range is exotic materials that make the rattle. The device
exceeded, if slain, or (if applicable) after three displays abjuration magic if tested. When used in a
hours of fighting. The hill giants carry only clubs, ceremonial dance of purification, the rattle can be
and have no treasure. used to cast a special dispel magic spell, effective
only against spells of the Enchantment/Charm
of the Whirlwind school, either priest or wizard. It also dispels the
XP Value: 2,000 GP Value: 10,000 necromantic spell magic jar. The ceremonial
The Book of Marvelous Magic dance must last one hour plus 10 minutes for every
This gong produces a small cyclone identical to level of the spell's caster. If a pair of rattles can be
that created by a djinni. The whirlwind forms obtained, the time is reduced by half.
3610
Perfume, Curdled Death
of Shaking and Rolling twice per day if used by a bard.
A bard also may use the riqq to "fan the flames"—
XP Value: 400 GP Value: 2,000
to summon a fire elemental of 8 HD, as above, once
POLYHEDRON Newszine 23 per week. The elemental is under the control of the
user for as long as the riqq is played, and ifthe music
This simple rattle causes the user to shake, fall is stopped or interrupted, the elemental returns to the
Plane of Elemental Fire and does not attack its for-
over, and roll on the ground for three rounds, wav- mer controller. A large amount of fire (such as a
bonfire) is required to use this ability.
ing the rattle all the while. Each creature within 30
Perfume
feet must also make a saving throw vs. spell or
Perfumes, aromatic oils, are a special kind ofmagi-
shake, rattle, and roll along with the user. Affected cal oil whose power comes from the scent released.
All aromatic oils are inert until worn by a living
victims are penalized by +2 to Armor Class and -2 creature. Once applied, the aromatic oil gradually
begins to react and, after Id4 rounds have passed,
to saving throws for the duration of the effect. the scent's stated effect begins. In all cases, the
creature wearing the aromatic oil is not affected,
of Summoning but other creatures, both friends and foe within a 5-
foot radius of the wearer, are subject to its effects.
XP Value: 1,000 GP Value: 5,000 Note that only those creatures with a sense of smell
can be affected by a magical fragrance.
The Book of Marvelous Magic
These precious perfumes are commonly found
This simple rattle must be carefully used. It func- in tiny stoppered vials made of glass, clay, metal,
or wood. Only a small amount is required per use.
tions only once per day. If a bag of ho1ding (or Each vial contains enough aromatic oil for
1d10+10 applications.
other similar magical storage device) is he1d
while the rattle is shaken, 14 giant rattlesnakes
spring out of the bag, attacking as instructed by
the user. They only attack and fight until slain.
The user cannot stop them once they begin, but
may instruct them to attack separate opponents.
When one opponent is slain, a snake may be
instructed to attack another; however, the snake
knows if the victim is pretending to be dead.
of Youth
XP Value: 9,000 GP Value: 45,000
The Book of Marvelous Magic Aroma of Dreams
This simple rattle, when shaken, removes 10 years XP Value: 300 GP Value: 1,500
of abnormal aging (such as caused by a cane of Tome of Magic
age) from the user. It functions once per week at All creatures who come within 5 feet of the
most. However, for each use, there is a 10% wearer of this oil are put to sleep. Potential vic-
chance that it rattles improperly and doubles the tims are allowed a saving throw vs. spell. If suc-
user's current age. For example, if the victim is 40 cessful, the victim suffers no effect and may
years o1d, the rattle adds 40 more years of aging— remain near the wearer without need of further
so the younger the user, the safer the rattle. saving throws. If the roll fails, the creature
slumps to the ground a victim of a magical slum-
Riqq of the Efreet ber that lasts 1d4+4 rounds.
XP Value: 4,000 GP Value: 20,000 When an application of the oil is worn, the
DRAGON Magazine 190 scent is potent for 3d4 rounds. After this time, the
The riqq of the efreet is a tambourine of unbreak- perfume evaporates and another dose must be
able steel. Its cymbals are made of crushed coins applied if the wearer wishes to renew the effect.
from the ruined empires of Nog and Kadar, and
its surface is wrapped with the hide of a white Curdled Death
camel. These are forged in the heart of a volcano XP Value: 1,500 GP Value: 7,500
to produce the reddish riqq, and terrible runes are Tome of Magic
painted in the inside the tambourine's head. Perhaps the most powerful of all aromatic oils,
The riqq of the efreet allows the player to cast the smell of curdled death has the ability to slay
ho1dperson, as the second-level priest spell, by all living creatures of 3 or fewer Hit Dice or expe-
flashing the runes on the inside of the tambourine rience levels who come within five feet of the
at the target. This may be done once per day, wearer. Magical, undead, and extraplanar crea-
3616
Perfume, Elyas
tures are immune to this oil, as are all creatures of one turn in bright sunlight or one hour exposed to
4 or more Hit Dice or experience levels. daylight. Essence of darkness is pure, concen-
trated, liquefied darkness itself. It can be used in
Upon smelling the oil, potential victims are a number of ways:
allowed a saving throw vs. spell. If successful, a • When a dose is swallowed it makes the
creature suffers no effect and may remain near
the wearer without need of further saving throws. imbiber's entire body, including hair, teeth,
Those who fail the save drop dead in their tracks. and even the whites of the eyes, pure matte
black in color. This can enhance a thief's
When a dose is worn, it remains potent enough chance of hiding in shadows as shown below.
to kill creatures for Id3 rounds. After this time, the • If a dose is diluted in a gallon of warm water,
fragrance evaporates and another dose must be the essence creates a powerful black dye. A
applied if the wearer wishes to renew the effect. gallon of this diluted form can be used to dye
clothes and even armor and weapons; one gal-
In Ravenloft: This aromatic oil is actually more lon of the dye is sufficient to treat the clothes
powerful in Ravenloft. Its radius of effect extends and equipment of one character. The dye takes
to 10 feet instead of 5 feet. Using such an evil sub- one turn to mix and soak into the items and
stance is cause for a Ravenloft powers check. one turn to dry. This process also affects the
chances for successful hiding in shadows.
Elyas
XP Value: 800 GP Value: 4,000
Black Opal Eye
The vial contains a magical perfume. The Cha- Body only (wearing normal clothes) +5%
Body only (wearing no clothes) +25%
risma of any female using this perfume is raised Clothes only +20%
Both body and clothes +40%
to 18 for Id6 turns. Males do not experience any
magical effect.
Essence of Darkness These bonuses only apply when the thief is try-
ing to hide in darkened areas, obviously; that is,
XP Value: 250 GP Value: 750 to "traditional" hiding in shadows. Detection
resistance operates on a thief using essence of
The Complete Thief's Handbook darkness to hide in this way.
• Essence ofdarkness is unstable and if a vial is
struck by a crushing blow it will explode into
darkness 15' radius. A single dose of the mag-
ical essence will create a darkness 5' radius if
so struck. This property has been exploited by
making small glass or ceramic globes filled
with the liquid which are then thrown force-
fully onto hard surfaces to create "darkness
bombs." At the DM's option, a thief who has
ingested the essence or applied it to his cloth-
ing might similarly become the center of a
darkness 5' radius effect if struck a severe
blow with a blunt weapon (50% of remaining
hit points, with a 12 hit point minimum for the
effect to operate).
The effects of essence of darkness last for six
hours plus Id6 turns, if used externally; if
ingested, it has the same duration as a standard
potion. Each bottle or vial of the essence found
usually contains sufficient fluid for 1d4+4
doses.
This pure black oily fluid must be kept in tough,
light-proof containers, since it is destroyed after
Periapt, Peaceful, of Pax
Murdock's Insect Ward of Foul Rotting
XP Value: 200 GP Value: 1,000 XP Value: — GP Value: 1,000
Tome of Magic DUNGEON MASTER Guide
This fragrance is a boon to travelers, since it repels This engraved gem appears to be a gem of little
insect creatures (both normal and monstrous) that value. If any character claims it, he or she contracts a
come within 5 feet of the wearer of this fragrance. terrible rotting disease which can be removed only by
Insect monsters with Intelligence scores of 5 or application ofa remove curse spell followed by a cure
more are allowed a saving throw vs. spell. If suc- disease and then a heal, limited wish, or wish spell.
cessful, they suffer no effects and may remain near The rotting can also be countered by crushing &peri-
the wearer without need of further saving throws. apt of health and sprinkling its dust upon the afflicted
If the save is failed, the creature cannot approach character. Otherwise, the afflicted person loses 1
within 5 feet of the wearer. (Note that this still may point each of Dexterity, Constitution, and Charisma
be close enough to cause harm.) One dose is effec- per week beginning one week after claiming the item.
tive for Id3+l hours. When any score reaches 0, the character is dead.
Each point lost due to the disease is permanent
Starella's Aphrodisiac regardless of subsequent removal ofthe affliction.
XP Value: 250 GP Value: 1,250
Tome of Magic of Health
Any creature of a similar race and opposite sex XP Value: 1,000 GP Value: 10,000
who approaches within 5 feet of the wearer DUNGEON MASTER Guide
becomes thoroughly enamored with the wearer as This gem appears to be the same as a periapt of
if under the effect of a powerful charm. Potential foul rotting, but the possessor becomes immune
victims are allowed a saving throw vs. spell. If the to all diseases, save that of the latter periapt, so
roll is successful, the victim suffers no effects and long as he or she carries it.
may remain near the wearer without need of fur-
ther saving throws.
If the save is failed, the creature is charmed as
long as he or she remains within five feet of the
wearer (as long as the aphrodisiac is still potent)
plus 2d4 turns outside that area. An affected crea-
ture regards the wearer as a trusted friend, ally,
and romantic interest to be heeded and protected.
The charmed individual does not behave as if he
were a mindless automaton, but any word or
action of the wearer is viewed in the most favor-
able way. This attitude does not extend to others,
and it is possible for the person so enamored to be
overcome by jealousy, viewing all others (espe-
cially other victims) as potential rivals.
When a dose of Starella's aphrodisiac is worn,
it remains potent for 3d4 turns. After this time,
the perfume evaporates and another dose must be
applied if the wearer wishes to renew the effect.
Periapt Peaceful Periapt of Pax
A periapt is a large magical gemstone or jewel. XP Value: — GP Value: —
Periapts are generally hung about the neck, but
can be pinned to an outer garment. It is impossi- Talons of Night
ble to distinguish a periapt from gems or ioun
stones without testing. (See also Gem and loun The legendary Immortal peacemaker Pax once
Stone.)
imbued her pacifying abilities into an alabaster
Periapt of ProofAgainst Poison
dove as a passive defense against the forces of random power. If striking a foe reduces the
Entropy. A clever mortal discovered that it cou1d periapt to no powers, it vanishes by teleporting
be made into a mace head with serious damaging to somewhere else on the same plane and ages
effects against mortal and immortal creatures its user 2d10O years.
aligned with the Sphere of Death. • Damage Penalty: The user inflicts -5 points of
damage whenever striking a being not aligned
Because its presence is a serious threat to with Chaos or Death.
Entropy, it is rarely found and often mysteriously • Weak Magic: User inflicts -3 points of damage
disappears before it can be put to best use. per die when casting damaging magic (although
each die does a minimum of 1 point damage).
The periapt appears as an unbreakable alabaster
dove, about the size of a clenched fist, threaded of Proof Against Poison
on a necklace of pearls. On one wing is a carving
of a sun and on the other a crescent moon carv- XP Value GP Value
ing. The dove's breast has been modified to
accept a screwed-in shaft, such as the handle of a +1: 1,500 12,500
mace or a maul. It is active when found.
+2:2,000 15,000
This artifact has the following powers: calm
others, cause critical wounds, cause serious +3:2,500 20,000
wounds, cure critical wounds, cure serious
wounds, legend/lore, mass charm, and truesight. +4:3,000 5,000
Any nonchaotic creature who touches it immedi- DUNGEON MASTER Guide
ately and magically knows the names, details, and
command words of all of its powers. The periapt The periapt of proof against poison is indistinguish-
can be removed from its necklace and mounted on
a mace or maul handle to become a mace +3/+5 vs. able from other periapts. The character who has one
sphere ofdeath. However, if the dove weapon is
used against a creature of Chaos, it automatically of these magical gems is allowed saving throws vs.
uses the reverse of its cure serious wounds power
against the creature. If the weapon is used against a poisons that normally disallow any such opportu-
creature aligned with Death (such as an undead, a
nightshade, or a night spider), the weapon automat- nity. The Special Save column on the table below
ically uses the reverse of its cure critical wounds
power. The user has no control over this. lists the saving throw for such poisons. The owner
Artifact Handicaps: rolls against his or her normal score for poisons
• Alignment Change: When first used, the pos-
which are usually at a penalty, and gets a plus on all
sessor's alignment changes to a lawful bent; if
already lawful, become more rigidly so and other poison saves. Roll Id20 and consult the table
work more actively to defeat chaos.
• Armor Class Penalty: The Armor Class of the to find the effectiveness of a particular periapt:
user is penalized by +5.
• Recharging Costs/Aging: When used, the Roll Special Plus of
periapt automatically begins to recharge by 01-08 Save Periapt
aging surrounding beings (select victims ran- 09-14 19
domly from all beings within 50 feet). It drains 15-18 17 +1
one year of life to recharge each spell level of a 19-20 15 +2
power used. 13 +3
• Attitude or Behavior Change: The user +4
becomes peaceful unless confronted by beings
aligned with the Sphere of Death, in which of Proof Against Sound
case the user becomes violently aggressive.
Artifact Penalties: XP Value GP Value
• Each time the periapt is used to strike a being
not aligned with Death or Chaos, it loses one +1:500 3,000
+2: 1,000 6,000
+3: 1,500 9,000
+4:2,000 12,000
+5:2,500 15,000
+1:5'-radius: 1,000 6,000
The Complete Bard's Handbook
This small periapt is indistinguishable from other
gems. The character who has this periapt gains
extra resistance to any sound-based attack or
influence. If a saving throw is normally allowed,
the periapt provides an extra bonus to the saving
throw. The level of the bonus depends upon the
quality of the periapt, as follows:
Philter, Aleese's, of Overwhelming Love
Roll Save Bonus Pharaoh's Crook
01^0 +1
41-60 +2 XP Value: 9,000 GP Value: 45,000
61-75 +3 Kingdom of Nithia
76-90 +4 Throughout the ages, the Pharaohs of Nithia have
91-95 +5 passed the crook and flail (see Flail, of the
96-00 +1,5'radius Pharaohs) down from ruler to ruler. Every
If no saving throw is usually allowed, the periapt pharaoh's tomb depicts an image of the pharaoh
provides a normal saving throw vs. spell against the ho1ding the crook andflail across his or her chest
sound. A periapt ofproofagainst sound affects all in the symbolic form so well known by the popu-
hostile sounds, including harpy singing, sirens, lace. These artifacts contain immense power.
screams or shrieks that cause damage or fear, all The crook of the Pharaohs is a potent, magical
musical influences (including bard abilities), spells relic. The one who ho1ds it performs in all ways
that rely upon verbal communication to affect their as if his or her Wisdom score is 18. It performs as
victims (command, suggestion, and the like), and a ring of human control, allowing the pharaoh
so on. However, the periapt has no effect upon (the pharaoh is usually a priest or wizard) com-
communication, such as, "Kill that stupid bard!" plete control over foreigners (saving throw
Verbal components for spells, magical item com- applies). Finally, the crook provides the one who
mand words, or any other sound that does not carries it with a 50% magic resistance.
directly affect the individual who has the periapt. Legends state that the crook and flail were
given to the first Hollow Wor1d pharaoh by Pflarr
of Prophecy Protection and Rathanos as a token of love and respect for
XP Value: 1,500 GP Value: 10,000 the people of Nithia.
DRAGON Magazine 132 Philter
This small device renders the bearer invisible to Philters are derivatives of natural materials such as
tree bark, berry juice, honey, dew, and so on. The
attempts of prophecy: any prophecies in which raw materials are combined with other natural flu-
ids and enchanted to produce a magical effect. Like
the bearer wou1d be involved are constructed as if potions and elixirs, all of a philter usually must be
consumed to release its magic (except cursed
the bearer did not exist. The periapt also prevents philters). Unless a specific entry states otherwise,
the duration of a philter is 4+1d4 turns.
sleeper communication, sleep suggestions, sug-
gestion, and telepathy, and makes the individual
immune to mass suggestion.
of Protection from Vampiric
Ixitxachitl and Lacedons
XP Value: 160 GP Value: 9,000 Aleese's Philter of
Overwhelming Love
DRAGON Magazine 48
Made by triton priests in many shapes and colors, XP Value: 400 GP Value: 2,000
these items act as permanent wards against the vam- 1992 Fantasy Collector Card 273
piric ixitxachitl as well as lacedons. Neither ofthose By discovering new methods of concentrating
types of creatures can voluntarily get closer than 10 ingredients, Aleese was able to create an extra-
feet away from the wearer. If forced inside the 10- potent version of the philter of love. When this
foot radius, the creature fights at -2 to attack. philter is slipped into a drink, the imbiber
becomes ridiculously sentimental about life,
of Wound Closure about his or her friends, about each and every
XP Value: 1,000 GP Value: 10,000 subject that occurs to the user. The affected per-
DUNGEON MASTER Guide son wou1d gratuitously flatter a medusa (and then
This magical stone looks exactly like the others turn to stone, of course), or blubber hysterically
of its kind. The person possessing it need never at the least hint of unhappiness on anyone's part.
fear open, bleeding wounds because the periapt In short, combat becomes impossible. Only a dis-
prevents them. In addition, the periapt doubles pel magic spell will negate the effects of this
the normal rate of healing, or allows normal heal- philter.
ing of wounds that wou1d not do so normally.
Philter of Beauty
of Beauty tle's contents are magical and extremely concen-
trated. One quarter of a bottle is enough for 20
XP Value: 250 GP Value: 1,500 men, if diluted in water or other drink. If more
than a sip is taken in concentrated form, it is very
Unearthed Arcana dangerous—treat as a Type I poison (onset 2-12
rounds, damage 30/15). The philters all have dif-
When this substance is consumed, the individual ferent effects.
gams +1 on Charisma (18 maximum) and +1 to +4 Durimal's merry blend: If mixed with alco-
hol, this philter ensures that drinkers sleep well
on his or her comeliness score for the duration of and awake fresh and clear-eyed, with no trace of a
hangover, thus allowing a commander to let his
the liquid's effect. All reactions pertaining to Cha- troops have a celebration without impairing their
combat readiness. Actual game effects are at the
risma and comeliness apply, but if the effects wear DM's discretion; use of this potion usually
improves morale and loyalty scores of troops for
off within sight of any creature that was influenced a short period of time.
by the enhanced Charisma and comeliness, then Durimal's potent draft: Any drinker of this
philter feels confident and strong. All morale
the creature will have a hostile reaction to this turn checks are successful and saves against mind-
affecting spells are at +2 for the next 24 hours or
of events and attacks the individual. until a saving throw fails, whichever comes first.
of Drunkenness Durimal's sovereign tonic: Those who drink
this philter in its diluted form feel refreshed and
XP Value: — GP Value: 150 alert for the next six hours; any wounds they pos-
sess neither fester nor become infected. To simu-
Land of Fate late this, double the total natural healing for the
first day of this philter's use. In addition, a bonus
Upon imbibing this philter, the individual immedi- of+2 is given to saving throws against poison and
nonmagical attacks against a character's health,
ately becomes horribly, totally inebriated. Role- such as normal disease rolls. It also confers a sav-
ing throw vs. spell against the additional damage
playing aspects of this situation are left to the from a sword of wounding, allowing one such
save per round after the victim has been wounded.
player and the DM, but in game terms the individ-
ual has a -4 penalty for all attack rolls as well as all
proficiency checks. Spellcasting requires an Intel-
ligence check each time a spell is cast, to deter-
mine whether it is cast correctly (failure merely
means the spell is lost); all spells cast have a +2
bonus on saves. The effects last six hours, followed
by three hours of splitting headache.
of Drunkenness II
XP Value: — GP Value: 250
DRAGON Magazine 179
Upon imbibing this potion, the individual immedi-
ately becomes horribly, totally inebriated. Role-
playing aspects of this situation are left to the
player and the DM, but in game terms the individ- of Glibness
ual becomes -4 for all attack rolls and proficiency XP Value: 500 GP Value: 2,500
checks. An Intelligence check is required each DUNGEON MASTER Guide, 1st Edition
time an affected Spellcaster attempts to cast a spell This philter enables the imbiber to speak flu-
to see if it is cast correctly (failure means merely ently—even tell lies—smoothly, believably, and
that the spell is lost), and all spells cast have a +2 undetectably. Magical investigation (such as the
bonus on saves. The effects last six hours, followed 4th-level priest spell, detect lie) does not give the
by three hours of splitting headaches (no spellcast- usual results, but reveals that some minor
ing allowed, -1 on attack rolls). "stretching of the truth" might be happening.
If a Charlatan (a bard kit) imbibes this philter,
Durimal's Philters even detect lie has only a 5% chance to note any
XPValue: 2,400/set GP Value: 12,000/set "stretching of the truth."
Merry Blend: 700 3,500
Potent Draft: 850 4,250 of Love
Sovereign Tonic: 850 4,250 XP Value: 200 GP Value: 800
DRAGON Magazine 178 DUNGEON MASTER Guide, 1st Edition
Characteristically, these come in a trio of small This philter causes the individual drinking it to
bottles, packed in a sturdy leather case. Each bot- become charmed with the first creature seen
3638
Philter Quirks
after consuming the draft. The imbiber may Roll Magical Philter Quirks
actually become enamored if the creature is of 01-05 Result
similar race and of the opposite sex. Charm 06-10 User glows (as per a light spell) a ran-
effects wear off in 1d4+4 turns, but the enamor- 11-15 dom color for as long as the philter is in
ing effects last until a dispel magic spell is cast 16-21 effect.
upon the individual. 22-25 User's skin turns a random color for
of Persuasiveness 36-30 1d10turns.
User is unable to speak or cast spells
XP Value: 400 GP Value: 850 31-34 with verbal components for Id4 hours
after drinking the elixir.
DUNGEON MASTER Guide, 1st Edition 35-40 Imbiber gets extremely hungry imme-
41-44 diately after the philter is consumed (as
When this philter is imbibed, the individual 45-50 per a chime ofhunger).
User's senses sharpen while the philter is
becomes more charismatic, gaining a bonus of+5 51-53 in effect, or for a maximum of three turns
(whichever is longer). The individual
on reaction dice rolls. The individual is also able 54-57 affected gains a +2 bonus against being
58-62 surprised (unless he or she possesses the
to suggest (see the 3rd-level wizard spell, sugges- alertness nonweapon proficiency or is a
63-66 ranger, in which case add a +3 bonus).
tion) once per turn to all creatures within 30 User cannot hear anything due to ring-
ing or buzzing in ears for as long as the
yards. philter is in effect, or for three turns if
no duration is given.
Philter Quirks* Philter is diluted and works 50% as well
as a normal philter of the same type.
XP Value: — GP Value: — Duration and effects are diminished in
power.
DRAGON Magazine 163 Philter becomes inert and useless if left
unstoppered for longer than five rounds.
The AD&D game has one of the largest compila- Philter's duration doubles if it is mixed
with wine prior to consumption.
tions of magical items in the fantasy gaming User becomes highly intoxicated for
1d10hoursafterthephilterisconsumed.
industry. Only dispel magic can prematurely
remove the effects of the drunkenness
The following tables have been created to add (effects determined by the DM).
User gains 60' infravision for as long as
some spice and variety to existing magical items the philter is in effect, or for three turns
if no duration is given. If the user nor-
in the AD&D game wor1ds. A table of nonstan- mally has infravision, it is lost for the
same amount of time.
dard magical item abilities is offered for each Philter has no effect upon demihumans.
User experiences slight disorientation
major type of magical item in the AD&D game. for Id6 rounds after drinking the philter
(-2 penalty on any attack roll and +2
The rationale for such quirks is simple. penalty on Armor Class during this
time).
Most items are created normally, and they User becomes drowsy; a Constitution
check on Id20 must be made every
function exactly as a standard item of the same round for four rounds after the philter is
consumed. If the roll on any check is
type in the DMG. However, sometimes there is a
slight mishap in the creation of the device: the
steps are not followed in the proper order, the
astrological signs do not bode well, the item's
creator is disturbed to begin with, the instructions
are incomplete, or something just plain goes
wrong. Any of these results may cause a magical
item to behave differently from others just like it.
Not all quirks are bad, however. Some are
detrimental to the item or its user, some are
neutral, and some are even beneficial. The pos-
sibility of quirks existing (and the actual num-
ber of quirks) is determined by using the table
below to find the exact quirks that a magical
philter possesses.
Roll Quirks Present
01-86 No quirks
87-94 One quirk
95-98 Two quirks
99-00 Three quirks
Philter of Stammering and Stuttering
higher than the user's constitution, he or of Stammering and Stuttering
she falls asleep for 3d6 minutes. The
sleeping individual can be awakened XP Value: — GP Value: 1,500
only by taking at least 1 hp damage
from a physical or magical attack. DUNGEON MASTER Guide, 1st Edition
67-71 Philter is phosphorescent and glows
(equal tofaeriefire spell) in the dark. When this liquid is first consumed, it seems to be
72—76 Philter is found in powdered form;
water has to be added to the powder for beneficial, & philter ofglibness or persuasive-
the philter to be effective.
77-78 Philter is stronger than normal; its dura- ness, perhaps. However, whenever a meaningful
tion is 150% of a normal philter of the
same type. utterance must be spoken (the verbal component
79-83 Philter is nauseating to drink; a Constitu-
tion check on Id20 must be made in order of a spell, the text of a scroll, negotiation with a
to gulp the contents ofthe philter. Ifa sav-
ing throw vs. poison at +2 is not made monster, etc.), the philter's true effect is revealed
after that, the user feels nauseated for
2d10 turns (-1 to attack during that time). nothing can be said properly, and the reactions of
84-87 User loses 1 point of Dexterity for 2d10
turns. all creatures hearing such nonsense are at a -5
88-89 Philter evaporates (50%) or coagulates
(50%) and becomes useless if left open penalty.
to air for longer than five rounds.
90-91 Philter is unpredictable—it works nor- This philter functions as a philter of glibness or
mally 50% of the time, does nothing
30% of the time, and sickens the user persuasiveness when imbibed by a Jester (a bard
for Id4+l days without any beneficial
effect 20% of the time. A cure disease kit) and has no ill effects.
removes this illness.
92-95 Philter is unstable; if severely jostled or Phylactery
shaken, it bursts its container (75%
chance) and becomes useless. Phylacteries are talismans that are usually worn
96-97 User becomes very verbose and talks on the forehead and wrist, but are occasionally
incessantly for the duration of the philter, wrapped about the upper arm or the thigh. They
or one turn ifno duration is given. During contain small black boxes of prayers.
this time, the user and the party cannot
gain surprise on encountered monsters. of Bravery
98-99 If the philter is mixed with anything
else, it forms a lethal compound (if XP Value: 1,000 GP Value: 9,000
swallowed, save vs. poison at -4 on the
roll, or die in Id4 rounds). DRAGON Magazine 179
00 Philter is addictive; a draft must be
taken at least once a week after such an This device is an armband made of parchment,
addictive liquid is imbibed. If the addict
does not drink the philter every week, inscribed with metallic inks and trimmed in go1d,
he or she suffers a -2 penalty on all
ability scores until the philter is taken invoking the name of Najm the Brave, an enlight-
or the affliction is removed. Only alter
reality, limited wish, wish, or going ened god of courage. The wearer of this armband
"co1d turkey" without the philter for
Id3 months cures the addiction. gains a +1 on attack rolls and makes saving throws
against fear and other emotion affecting spells at +2.
of Faithfulness
XP Value: 1,000 GP Value: 7,500
DUNGEON MASTER Guide
There are no means to learn what function this
device performs until it is worn. The wearer of a
phylactery offaithfulness will be aware of any
action or item that will adversely affect his or her
alignment and standing with his deity. This informa-
tion is acquired prior to performing the action or
becoming associated with such an item, ifa moment
is taken to contemplate the action. This phylactery
must be worn normally by a priest, of course.
Haroistem's Phylactery of Faithfulness
XP Value: 1,500 GP Value: 7,500
1992 Fantasy Collector Card 152
Haroistem has been an extremely faithful priest
of Lathander for many years. His phylactery of
faithfulness is a gift from that deity, sent to him
via a flawless peacock who appeared to him in a
Phylactery of Righteousness
scarlet dawn. The phylactery allows Haroistem to damage, and to strike those who have offended
know if any action or item will adversely affect the wearer's god at +2 to attack and damage. It is
his standing with Lathander, like other phylacter- worn on the user's weapon arm.
ies of faithfulness, but it also uniquely conveys a
continuous augury ability upon the priest. Harois-
tem appears scatterbrained to his followers
because part of his mind is always in the future.
of Long Years
XP Value GP Value
Cursed: — 2,000
Normal: 3,000 25,000
DUNGEON MASTER Guide
This device slows the aging process by 25% for
as long as the priest wears it. The reduction
applies even to magical aging. Thus, if a priest
dons the phylactery at age 20, he or she ages nine
months in every 12 that pass; in 12 chronological
years, the priest will have aged just nine years,
and is 29 (physically) rather than 32. One in 20 of
these devices is cursed to operate in reverse.
of Monstrous Attention
XP Value: GP Value: 2,000
DUNGEON MASTER Guide
While this arm wrapping appears to be a benefi-
cial device, it actually draws the attention of
supernatural creatures of exactly the opposite
alignment of the priest wearing it. This results in
the priest being plagued by powerful and hostile
creatures whenever he or she is in an area where
such creatures are or can appear. If the priest is of
10th or higher level, the attention of his or her
deity's most powerful enemy is drawn, causing
this being to interfere directly. Once donned, a
phylactery of monstrous attention cannot be
removed without a wish spell and then a quest
must be performed to reestablish the priest in his
alignment.
In Ravenloft: When donned by a priest in
Ravenloft, this arm wrapping alerts the lord of
the domain to the priest's location (within a mile).
Only monsters native to the domain can be sum-
moned by the phylactery.
of Righteousness
XP Value: 1,400 GP Value: 7,000
Assassin Mountain
In the Land of Fate, this collection of sacred writ-
ings allows the wearer to strike the Unenlight-
ened (those who reject or are ignorant of the Law
of the Loregiver) with a +4 bonus to attacks and