The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by archangel777, 2022-05-26 17:54:03

Encyclopedia Magica Volume 2

Encyclopedia Magica Volume 2

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


Click to View FlipBook Version