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Published by archangel777, 2022-05-26 17:54:03

Encyclopedia Magica Volume 2

Encyclopedia Magica Volume 2

Fan, Five Fire

was moving in just before the word was spoken; Plumalitter
typically, to continue to fan the lady while she
attends to other things. XP Value: 3,250 GP Value: 17,500

Maztica Campaign Set

The plumalitter is a work of featherweaving that

Five Fire is the only Maztican equivalent of a wagon. It is a

(Seven Feather Fan of Defending) rectangle of thick, fluffy plumage some 6 feet

XP Value: 3,000 GP Value: 15,000 wide, 10 feet long, and 1 foot thick. It can carry

Gods, Demigods, & Heroes up to 750 pounds. It requires a command word,

This device acts as a jade scepter of defending but not an elevate spell, to activate. It follows the

(see Scepter) and negates all spells cast against one who commands it, matching his or her speed

the user. at a movement rate up to 18. It can rise or lower at

a rate of 30 feet per round.

Wind

XP Value: 500 GP Value: 2,500 Quaal's Feather Tokens

DUNGEON MASTER Guide, 1st Edition XP Value GP Value

A windfan appears to be nothing more than a Anchor: 500 2,000

wood and papyrus or cloth instrument used to Arbor: 1,000 5,000

create a cooling breeze. The possessor can, how- Bind: 1,000 6,000

ever, by uttering the correct command word, Bird: 600 3,000

cause the fan to generate air movement duplicat- Bridge: 500 5,000

ing a gust ofwind spell as if cast by a 5th-level Chest: 1,000 5,000

wizard. The fan can be used once a day at no risk. Crown: 1,000 2,000

If it is used more frequently, there is a cumulative Eye: 1,000 7,000

20% chance per usage that the fan tears into use- Fan: 700 4,000

less, nonmagical tatters. Finger: 500 1,000

Feather Flame: 500 2,000

Feathers are often used in making of arrows and Jug (holy): 1,000 4,000
crossbow bolts, but are rarely used for anything
else other than the creation of feather bonnets, Jug (normal): 500 2,000
charms, and tokens.
Jug (unholy): 1,000 4,000

Key: 500 7,000

Spoon: 500 2,000

Stone (Avalanche): 1,600 5,500

Feathertoken Stone (Type I): 200 1,250

XP Value: 300 GP Value: 1,500 Stone (Type II): 300 1,500

Maztica Campaign Set Stone (Type III): 400 1,750

This is a powerful charm of magic resistance and Stone (Type IV): 500 2,000

protection. It conveys a bonus of +3 to the AC of Stone (Type V): 600 2,250

the wearer, and has an inherent magic resistance Stone (Type VI): 700 2,500

of 90%. The area of protection extends for 10 feet Stone (Type VII): 800 2,750

from the wearer. In addition, the feathertoken can Swan Boat: 800 5,000

effect a featherfall spell once per day. The spell Sword: 1,000 6,000

can benefit the wearer of the token, and anyone Tree: 900 6,000

touching that person. Whip: 1,000 7,000

Wing: 1,000 6,000

Lapland DRAGON Magazine 54

XP Value: 800 GP Value: 4,000 Feather tokens are small, magical devices that

Gods, Demigods, & Heroes take various forms to suit special needs. The

These magical feathers function the same way types of tokens are listed below. Other tokens can

Lapland wool does except that they produce 12d4 be created as needed. Each token is usable once.

birds of the player's choice, birds that willingly To find the type of feather token discovered, con-

serve the user for 1d4 weeks. sult the following table.

Quaal's Feather Token, Crown

Roll Feather Token Type way closed, providing firm anchor points exist. If
01-05 Anchor thrown upon or touched to (successful attack roll
06-10 Arbor required) any one being or monster, it acts as a
11-15 Bind hold spell for nine rounds. Creatures touched can
16-20 Bird make a saving throw vs. spell to counter the
21-25 Bridge effects. Creatures existing on more than one
26-30 Chest plane gain +3 on their saving throws. Undead
31-35 Crown cannot be held by this token. Flying creatures
36-40 Eye held by it hang motionless in midair and do not
41-45 Fan fall. A bind token may also be placed on, or just
46-50 Finger under, a horizontal surface (ground, stone floor,
51-55 Flame step, etc.), the first being to step or pass exactly
56-60 Jug over it is slowed for nine rounds.
61-65 Key
66-70 Spoon Bird: A token that can be used to drive off hos-
71-75 Stone tile avian creatures or as a vehicle of transporta-
76-80 Swan Boat tion equal to a roc of the largest size (one-day
81-85 Sword duration).
86-90 Tree
91-95 Whip Bridge: This token forms a magical bridge of
96-00 Wing force (like the spell wall of force), spanning any gap
less than 70 feet wide. The token lasts for one day
Anchor: A token useful to moor a craft in (or less upon command of the user ofthe token).
water so as to render it immobile for up to one
full day. Chest: Upon command, this token forms a con-
tainer that appears to be a silvery chest about 1-
Arbor: This token, activated by grinding it foot square. Any volume of material can be placed
underfoot, allows the user to take the form of a in the chest, so long as it can pass through the
tree, rooted to the ground at that spot. The tree chest's top (1 square foot in area) and does not
blends perfectly with surrounding trees with exceed 600 pounds in weight. The chest, which
regard to type and size, and it seems like a normal will last for one day, is watertight and airtight
(unless the person using the token wishes other-
tree to any examination short of a wish or limited wise) and always seems to weigh about five
wish. However, when struck with a weapon, the pounds, even when filled to its weight capacity. If
resulting wound bleeds as the user would nor- the chest is dropped or thrown, it will drift very
slowly through the air and come to rest gently. Liv-
mally. Unlike the druid tree spell, anyone assum- ing things may be placed in the chest, but only one
ing a tree form by the use of this token loses living thing may be in it at a time, regardless of
awareness of self and surroundings, lapsing into a weight. Anyone inside the chest can see out of it as
dreamlike state. He or she will remain so until though the chest were transparent, and can control
7dl2 days have elapsed, or until cumulative dam- the supply of air and water, despite the wishes of
age of more than half of the owner's hit points (at those outside the chest—even the person using the
the time of the token's use) has been suffered. token. The chest is in no way a prison, although it
Awakening from the trance and returning to nor- may only be opened from the outside by someone
mal shape takes one round. All clothing, accou- who touches the token while uttering the command
terments, and equipment changes shape with the word. From within, the chest may be opened at any
user, and are hidden by the token's magic—locate time and left. This ability applies to anything hav-
object or detect magic (in the case of magical ing full awareness and any degree of locomotion,
items) and similar magic cannot reveal them. no matter how feeble. Thus, intelligent dancing
swords, for example, could leave such a chest at
Bind: This token, placed against a door, will. When a chest vanishes at the end of a day, all
adheres to it and when commanded, closes and items inside of it vanish with it.
seals the door with a wizard lock of power as if it
had been cast by a 7th-level wizard. Placed in an Crown: This token causes the holder to appear
archway or open portal (not more than 6 feet richly garbed, lordly, and wise. The illusion lasts
wide), and upon command, it webs the passage- for one full day, less than that if the token leaves

Quaal's Feather Token, Eye

the user's hand. Other beings view the holder of Jug: On command, this token metamorphoses
the token as a great personage, a leader or ruler, into a pitcher from which clean, drinkable water
and respect him or her. They may also, of course, pours for eight rounds, enough to fill a volume of
decide to seize or attack such a rich prize. 4 cubic feet. Once begun, the stream is unstop-
pable until it finishes, and the jug will dissolve
Eye: When this token is fitted over one eye, the into water droplets, joining the last of the flow.
object instantly confers upon the user the power of
true seeing (as the spell), save that the aura (and Roll Token Type
thus, the nature) of a creature is not visible. The 01-90 Type I: A normal jug.
token vanishes when its powers are transmitted, and 91-95 Type II: This token pours holy water,
all of the token's effects last for two turns. Crea- but only when used by those of good or
tures of less than 8 HD employing the eye may look 96-00 alignment. The jug simply produces
upon & prismatic sphere without harm. Symbols are normal water when used by an owner of
clearly visible, and will not be triggered by the gaze an improper alignment.
of the token user, although they are in no way Type III: This token gives forth unholy
negated and will take effect upon the touch or gaze water, but only when used by those of
of others (as a symbol spell). Similarly, the user is evil alignment. The jug simply pro-
immune to the confusion effects of a creature's gaze duces normal water when used by an
(like umber hulks). Alternatively, this token can be owner of an improper alignment.
used to cure blindness in any one eye, merely by
placing it upon the afflicted orb. Key: This token, when touched to a wall,
gate, or door, permits passage through walls.
Fan: A token that forms a huge flapping fan The token opens a passage 4 feet wide by 6 feet
that can cause a strong breeze in an area large high by 10 feet deep (as a passwall spell). The
enough to propel one ship. This wind is not key will eat (like acid) an opening, 4 feet in
cumulative with existing wind speeds—if there is diameter, with the lower edge touching the floor,
already a strong breeze blowing, this cannot be so that one may crawl through gates. The token
added to it to create a gale. It can, however, be will unlock, unspike, unbar, and unchain any
used against it to create an area of relative calm door, negating all traps placed on it and also
or lesser winds (though this does not affect wave negating spells such as wizard lock and hold
size in a storm, of course). The fan can be used up portal. The key does not negate or trigger a
to eight hours a day. It does not function on land. glyph of warding or a symbol, but reveals its
presence, causing the rune or inscription to
Finger: When this token is pointed at any visible glow. In all three cases, the key takes one round
location and the word "There!" is spoken, the user to make an opening, and the opening is perma-
will be teleported instantly to the location desired. nent until physically repaired.
This one-shot teleportation is limited in range by
direct visibility, and has no chance of error. The Spoon: This token metamorphoses into a plate
user may choose any location—midair, a window, a of a familiar, hearty food. The plate replenishes
treetop or minaret—and will safely arrive, along itself until 4d4 medium-sized beings are fed. The
with all that he or she is wearing and holding. food stays warm and palatable, and can be cov-
ered and carried for long periods or distances
Flame: When a command word is spoken, and without spoiling. The plate is edible, as well. A
this token is thrown, it creates a burst of flame on single bite of it neutralizes all poison in the
impact. If used as a weapon, the fireburst causes eater's body, dissolves rot grubs harmlessly, and
2d4 points of damage to each creature or character cures the rotting disease of a mummy (the only
in a 10-foot, radial area around the blast. The flame disease it affects).
can ignite flammable materials (such as cloth or
wood) even in high winds, or when the material is Stone: This token can be a stone of any small
wet, frozen, or otherwise fire-resistant. Such a fire, size, although typically a round, white pebble.
unless quenched by magical means, lasts for one When thrown, it becomes a large rock and strikes
full day (less if so commanded by the user), regard- as a +2 weapon. Feather stone tokens are of the
less of the amount of material. A sudden, hard following diameters:
impact upon the token (such as that caused by a
blow or fall) within one round after the command
word has been uttered will set thefireburst off.

Figurehead of Blessing

Roll Type Diameter Damage In a DRAGONLANCE Campaign: Quaal's
01-05 I 4 inches 1d4 feather tokens are called Habbakuk 's blessed
06-15 II 8 inches 2d4 tokens on Ansalon.
16-30 III 12 inches 3d4
31-70 16 inches 3d6 Quaal's Mystical Feather Token
71-85 IV 20 inches 4d6
86-95 24 inches 4d8 XP Value: 1,000 GP Value: 7,000
96-00 V 28 inches 5d8
VI 1992 Fantasy Collector Card 30
VII
Whenever this token is even slightly wet, it turns

into a boat. When the boat dries out completely, it

Creatures struck are entitled to saving throws, turns back into feather token form. This can be
and, if the save is made, damage is halved (a
glancing blow). The size of the missile produced especially troublesome if the owner of the token
by this token is not usually known until the token
is caught in the rain without sufficient protection
is thrown, the missile shatters upon impact, and
from moisture. The boat can carry up to 32
the shards vaporize immediately.
Ten percent of these tokens are a special form: adventurers and theirgear. This token was sup-

the avalanche. These tokens cause a rock slide if posed to be usable only once, but it appears to
thrown against a rocky slope or mountainside. The
area affected and the resulting damages are not have had permanency successfully cast upon it.
under the direct control of the user. If thrown as a
normal weapon, it strikes at +2, but splits in midair, Figurehead
forming a hail of 2dl2 4-inch-diameter stones,
each of which does 1d4 points of damage. (If the Figureheads are wooden ornaments placed on the
attack roll is successful, all missiles hit the target.) bows of sailing ships or spelljamming craft. A

Swan boat: A token that forms a huge swanlike figurehead usually is carved from one or more
pieces of wood; common designs include the
boat capable of swimming at a rate of 24, and car- shapes of women, men, avian creatures, or other
totems. Figureheads are generally used to quell
rying eight horses and gear or 32 adventurers or the fears and superstitions of fainthearted crews.
any equivalent combination (one-day duration).
of Blessing
Sword: A token that grows from a miniature
blade into a full-sized steel weapon, enabling the XP Value: 400 GP Value: 4,000
owner of the token to smuggle a blade into a for-
bidden area. The full-sized sword will last for 4 Moonshae
turns, then it vanishes. This token is highly prized
by assassins. This device is most commonly employed by the

Tree: A token that causes a great oak to spring Northmen to guard the longship of a king or other
into being (6-foot-diameter trunk, 60-foot height,
40-foot branch-diameter). important individual. A vessel with this figure-

Whip: A token that causes a huge leather whip head can go 3 MV points faster than the usual top
to appear and be wielded against any opponent
desired (+1 weapon, 9th-level fighters' attack speed for that type of vessel, regardless of
roll, 1d6+l points damage plus a saving throw vs.
spell or be bound fast for 1d6+l rounds) for up to whether it is under oar or sail power. Whenever
six turns.
the steersman or captain makes an Intelligence
Wing: This token causes miniature wings to
appear on all solid objects (including living crea- check to avoid or detect hazards, a +2 bonus
tures) in a 20-foot radial sphere about its point of
activation. These act asfeatherfall spells. Beings so applies to the character's Intelligence score. The
affected cannot maneuver in the air, however, with-
out other means (telekinesis and the like), but merely figurehead increases the hull value by 10%
fall slowly, straight down. The wings disappear from
each affected object as it touches the ground or is (round fractions up).
grabbed out ofthe air by a character or creature.
Perhaps its most important function is to grant

the ship a partial immunity to turbulent seas. A

ship with this figurehead treats any types of rough

weather as the next calmest weather type, as shown

of the Wind Direction and Force Table of the

DMG. Thus a hurricane is as a storm to this ship, a

storm is treated as a strong gale, and so on.

Finally, if a fire strikes the vessel, the degree

of damage is modified to the next more favor-

able class, as also shown in the DMG. Heavy

Damage becomes Moderate to Heavy Damage,

and the like.



Figurehead of Protection II

Cursed Figurehead of Protection

XPValue: — GP Value: 1,200 XPValue: 800 GP Value: 8,000

The Book ofMarvelous Magic The Book of Marvelous Magic

This figurehead looks like and functions like a This powerful wooden statue is a carved figure of

figurehead of protection, but a horrible curse a beautiful, androgynous human, curved and

takes effect when the ship ventures more than shaped for mounting on the bow of a boat. It can

100 miles from land. At that point, the captain, be mounted on any vessel 50 or more feet in

pilots, and navigators of the vessel are all struck length. While the figurehead is in place, the ves-

with a disease, incurable except by a wish; all sel cannot be harmed by any magical attack

other living creatures aboard except humans, except a wish. This protection applies only to

demihumans, rats, and bats are also affected. damage to the hull of the vessel, not the masts,

When the victims die one to four days later, the sails, cargo, or occupants. Normal attacks are not

ship is utterly doomed; all upon her are unable affected.

to leave except by magical flight, and all remain-

ing start to turn into undead monsters—skele- of Protection II

tons, zombies, ghouls, wights, wraiths, and XP Value GP Value

spectres (no saving throws). PCs may make a Armless: 1,600 8,000

saving throw vs. spell with a -8 penalty to the Armored+1:900 4,500

roll to resist this effect. The saving throw must Armored+2:1,800 9,000

be repeated each morning until it fails. The Armored+3:3,600 8,000

process of changing takes one full week, and Eyes-closed:4,000 20,000

anyone slain while changing is simply dead— Full-bodied:300 1,500

not doomed to rise and serve as a member of the Headgear:1,200 6,000

undead crew. Side-glancing:1,600 8,000

After all living crew members have turned into Smiling-1:800 4,000

undead, the ship itself starts to fade, becoming Smiling-2:1,600 8,000

ethereal in another week's time, but doomed to Smiling-3:3,200 16,000

remain at sea. Moonlight causes the ship and Composite: Add Add

crew to rematerialize. The remainder ofthe curse War Captain's Companion

causes all rats and bats aboard to survive without Figureheads are used primarily as decorations on

food or water and also prevents the ship from the bow of a ship. The figureheads listed here are

ever coming within 10 miles of land. not for use as rams, and if one bears the brunt of a

The curse can be removed only by a series of collision, it must save as thick wood vs. crushing

spells, all of which must be cast on the figure- blow or be destroyed. Only one figurehead can

head within one turn by a 36th-level caster and function on a ship at one time. Ifmore than one is

without the aid of devices of any sort—all spells mounted, the power of the lesser one is used, and

must be gained through meditation: animate the greater one is dormant.

object, to awaken the cursed figurehead; holy Below, several types of figureheads are listed.

word, which stuns the thing; and dispel evil, Rarely, the effect of one can be combined with

which destroys it and the curse. This cure works others in order to create a more powerful figure-

only if applied before the ship becomes ethereal. head of protection.

After that time, no known power can save the ves- Smiling figureheads improve the encounter

sel. The undead crew can be slain and released reactions of ship crews (see Table 59 in the

from their imprisonment if the ship is found in DMG). The bonus modifies the reaction roll.

moonlight, boarded, and the undead engaged in Figureheads with headgear allow the owner to

normal combat. All Iving boarders suffer a -4 reroll a single ship-related die roll once in any

penalty to saving throws and attack rolls and a -4 gaming session. This type includes figurehead

penalty to Armor Class until all the undead are with any type of headgear: a helmet, hat, bonnet,

slain. Upon the destruction of the crew, the vessel flower wreath or similar designs.

sinks beneath the waves within one turn, never to Armless figureheads protect their ship against

rise again. ram attacks. Such attacks are at -2 against the

ship.

Figurehead of Wondrous Power

71-00 Roll again, gaining an additional
enchantment3

'To a maximum of+3
2To a maximum of-3
3The first time this result is rolled, the figure-

head gets two enchantments. If this is rolled twice,

the figurehead has three enchantments, etc.

of Wondrous Power

XP Value GP Value

ofAttacks: 5,000 54,000

of Disguise: 2,500 27,000

of Speed: 3,000 36,000

DRAGON Magazine 159

This sort of carved statue, usually a simple decora-

tion for the prow of a seafaring ship, has been mag-

ically endowed with a variety of powers to benefit a

spelljamming ship. The magic resides in the carv-

ing process and the wood itself. Few wizards know

woodcraft well enough to make them alone, and

even fewer woodcarvers know the wizardcraft nec-

essary to power these impressive items.

Each of the three known types of figureheads

of wondrous power is carved from a different

Armoredfigureheads increase the AR of the wood and bears a different gemstone. The figure-
ship against large missile weapons.
head taps into the spelljamming energies of a
Full-bodiedfigureheads (as opposed to the
bust or half-bodied figureheads) regenerate and ship, allowing its
purify air. The figurehead purifies 1dl2 man-
days of air every day. A full-bodiedfigurehead powers to become activated. It only operates
has a 1,500 gp value (and 300 XP value) per man-
day that it purifies. under the command of a spelljamming wizard of

Eyes-closedfigureheads protect a ship against 1 Oth level or higher, and the ship must have a
magical location and scrying.
major helm for the item to fully function.
Sideways glancingfigureheads give the crew a
- 1 bonus to morale checks. A figurehead of attacks is carved from ash

When creating stronger figureheads, the DM wood and has a ruby embedded in its brow. When
should add the values of all the segments to deter-
mine the total value. For example, a sideways- used with a major helm, a. figurehead of attacks
glancing and armoredfigurehead +2 has a gp
value of 17,000 an is worth 3,400 XP. Roll on the allows a spelljamming wizard mobility while
following table to randomly determine the powers
of a discovered or captured figurehead. seated on the helm. Usually a spelljamming wiz-

ard "senses" the ship, but this item allows the

wizard to propel the ship and simultaneously

focus his or her senses through the figurehead, as

if the wizard's spirit inhabited its body. The fig-

urehead is animated by the wizard, and as long as

the wizard maintains

concentration, the figurehead remains mobile.

(Many owners of this item simply place it on

Roll Figurehead Enchantments deck and fully use its powers.) A figurehead of
01-10
11-20 Armless attacks even allows a wizard to engage in combat
21-30 Armored+11
31-40 while he or she is on the helm. The figurehead
41-50 Eyes closed
51-60 attacks as a warrior with a level equal to the
61-70 Full-bodied
Headgear-wearing ship's rating. Its hardwood fists each do 1d4

Side-glancing points bludgeoning damage. If a wizard's concen-
Smiling-I2
tration is broken by a critical hit on the ship, diffi-

cult maneuvering situation, or other distraction,

1650

Figurine, Amber Monkeys

the figurehead becomes motionless and is no merely becomes a statuette again, ready for later
longer under the wizard's control. A.figurehead of use. Unless otherwise noted, dispel magic causes
attacks can be animated for up to 20 consecutive an animated figurine to return to statuette form.
rounds once a week.
Alabaster Griffon
The figurehead of disguise is carved from cherry
wood and has a large black onyx set in its forehead. XP Value: 1,300 GP Value: 6,500
While otherfigureheads ofwondrous power are
usually carved in human form, this figurehead is The Book of Lairs II
generally carved to resemble a couatl, tail stretch-
ing beneath the prow and wings embracing the When invoked by the command word (engraved
sides ofthe ship. When a spelljamming wizard acti-
vates this item's power, the ship's image wavers for on the figurine), these figurines become adult
a round until the illusion is set. Each figurehead of
this type is keyed for a different but flawless illu- male griffons: AC 3; MV 12, Fl 30; HD 7; hp 40;
sion that alters the ship's appearance. The figure-
head can erect an illusion of additional armaments, AT 3; Dmg 1d4 (each claw)/2d8 (bite); THACO
manned and ready; it can project illusory top sails
or armor plating, making the ship appear to be 13; MR 50%; AL N. Griffons have air maneuver-
impregnable. The figurehead creates only one spe-
cific illusion that lasts until contact with the illu- ability class D when mounted (class E when car-
sion dispels it. Many pirates would hesitate to
attack a ship loaded to the gills with bombards and rying two riders). Each figurine can be used once
crack crews manning the ropes! The illusions are
not effective in battle, and they last only until dis- per week for up to 12 hours. If slain in combat,
pelled or until the wizard loses concentration on the
illusion. These illusions can be summoned no more they cannot be brought back from statuette form
than once per day.
for three weeks.
As its name suggests, the figurehead ofspeed
boosts the ship's rating. Carved from beech, and Amber Monkeys
boasting emerald eyes, this figurehead adds two
effective levels to a spelljamming wizard for XP Value GP Value
determining the ship's rating. Thus, a 12th-level
wizard seated on a major helm and using a fig- Cursed-Blinding: — 1,500
urehead of speed acts as a 14th-level wizard,
effectively moving the ship at SR 7 instead of the Normal-Blinding:500 2,500
normal SR 6. The figurehead is active only at tac-
tical speeds. However, this additional speed Cursed-Deafening:— 1,500
makes it more difficult to maneuver; the ship
loses one maneuverability rank due to increased Normal-Deafening:500 2,500
speed and abnormal control of the ship. The
speed does not affect true travel times, since it Cursed-Muting:— 1,500
doesn't operate at spelljamming speed. The fig-
urehead ofspeed can be used for one hour per Normal Muting: 800 4,000
week; after one hour of enhanced speed in a
week, the figurehead remains inoperable for 1d4 DRAGON Magazine 196
days, recharging its magic.
Each of this trio of long-tailed monkey figures
Figurine
stands 3 inches high. The monkeys may be found
Note that in statuette form, each figurine saves as
crystal +4. If destroyed in statuette form, a fig- individually or in a set, and each comes to life
urine is forever useless, though if "killed"
(reduced to 0 hit points) in animated form it and activates a special attack power when a given

command word is spoken.

A monkey in either animated or statuette form

can be hit only by magical weapons; it has AC 8

and 1 HD when animated. Nonmagical weapons

pass through the monkey, and strike its victim

instead during combat. Unless the victim holds

absolutely still, 50% of hits with magical weap-

ons strike the victim rather than the monkey.

An animated monkey may attack three times

per round for 1d2 points of damage per attack, if

so commanded. All monkeys have a movement

rate of 12, swinging through trees as quickly as

they run on the ground. They obey simple com-

mands once animated (one command at a time,

up to eight words), but they have other abilities,

as follows. Each monkey may be used once per

day for up to one turn per activation. At the end of

this time, the monkey reverts to statuette form

and, if the owner is within 30 feet, blinks back to

its owner. An amber monkey follows the orders of

the person who activated it, but rumor says that a

1652

Figurine, Cat of Felkovic

few (15%) are cursed to attack the user. If the owner wishes, a second command word
Monkey of Blinding: This monkey is carved can be spoken, causing the monkey to use its tail
in a strangling attack. This attack automatically
with its hands covering its eyes. When the proper hits and causes 1d6 points strangulation damage
command word is spoken, the monkey grows to per round.
the size of a chimpanzee and becomes active. If
the item's owner points to an intended target up to While attacking, the monkey may be removed
30 feet away and utters a second command word, in the same three ways as a monkey ofblindness,
the monkey blinks away and reappears on top of but it is AC 0 during the attack because its skin is
the target's shoulders with its hands clasped as hard as amber. If the monkey succeeds in
firmly over the target's eyes (the arms lengthen killing its opponent, it immediately crumbles into
magically to cover a giant's or dragon's eyes). dust, useless.
Blindness puts the target at -4 on its attack rolls.
While the victim has a monkey on his or her Cat of Felkovic
back, the creature's weight and position adds a
further -2 penalty to all the victim's attacks, for a XP Value: 1,000 GP Value: 5,000
total of -6. Additionally, the victim must make a
saving throw vs. spell (with a -2 penalty due to RAVENLOFT® Campaign Set
the power of the enchantment) or else be perma-
nently, magically blinded—unless healed by a This delicate jade statuette stands barely 1-inch
cure blindness or dispel magic spell.
high. It is a small, domestic cat with a contented
There are three ways to remove an active mon-
key from its victim, "killing" it with magical expression, sitting on a jade base. The statuette
weapons is the most hazardous and dispel magic is
the least. A successful bend bars/lift gates roll also closely resembles & figurine of wondrous power,
breaks the monkey's grasp, but the monkey covers
its victim's eyes again on the following round. though it is not one of the forms normally listed

Monkey of Deafening: This monkey is carved for that item.
with its hands covering its ears and operates simi-
larly to the monkey ofblinding. When the monkey When someone tosses the figurine to the
lands on its target, it clasps its hands over the tar-
get's ears. The target must make a successful saving ground and utters a command word, the cat
throw vs. spell at -2 or be permanently deafened
until dispel magic or cure deafness is cast on the becomes a smilodon. (A smilodon is a sabre-tooth
victim. Even if the saving throw is made, the victim
cannot hear unless the monkey's hands are tiger—see Cat in the MONSTROUS MANUAL™
removed. While mounted, the monkey gives its vic-
tim a -2 penalty to attack, due to its weight and accessory.) The cat obeys whoever commands it.
position. The monkey ofdeafening is removed by
the same methods used on the monkey ofblinding. The cat is harmless as long as it's fed. Like

Monkey of Muting: This monkey is carved many predators, it needs food once a day. If it is
with its hands covering its mouth. When a com-
mand word is spoken, the monkey grows to the
size of a capuchin monkey (about 2 feet high).
Once a target has been indicated, the monkey
blinks up to 30 feet away, reappearing with its tail
wrapped about the target's neck, allowing the vic-
tim to breathe but stopping all vocalizations. The
victim must make a saving throw vs. spell (with a
-2 penalty) or become permanently mute. The
monkey of muting may be removed in the same
ways as the other monkeys, but it is light enough
not to cause any attack penalties for its victim.

1653

Figurine, Emerald Frog

recalled before it has finished eating, the kill (or on the ground, 24 Fl and 36 Sw. Most have a neu-
corpse) becomes part of the figurine, appearing tral alignment, though some have tendencies
in miniature beneath the cat's paw on the base. toward law, chaos, good, or evil. A coral dragon
Later, the owner may notice that the carrion has may attack with two claws and one bite each
vanished. round, with successful hits causing 1d10 damage
per claw and 2d6 damage per bite.
Each day the cat goes hungry, it becomes ani-
mate on its own, and hunts for food. It transforms A coral dragon follows the orders of the per-
itself at night, and attempts to do so when no one son who activated it, though those dragons with
is watching. When it makes its first transforma- alignments opposed to that of the activator try to
tion under a new owner, it becomes only a house find loopholes in the orders. Once per activation,
cat, satisfied by a bird or mouse. Each day that a coral dragon can cast gust ofwind, airy water,
hunger triggers a subsequent transformation, it and create water.
becomes a larger, more ferocious cat. It hunts and
kills the easiest and most appropriate prey— Dori's Obsidian Steed
which eventually may even be its owner.
ofWondrous Power
When hunger has animated the cat, the owner
cannot control it. In fact, it is completely immune XP Value: 100 GP Value: 500
to all spells and spell effects. Only magical weap-
ons can harm it. 1992 Fantasy Collector Card 31

Its creator is unknown, but this magical item

was discovered in its animated form, by the bar-

barian Dori of Watrand. Unlike most obsidian

Cat Type Hit Dice steeds of wondrous power, this one retains a

House cat 1 clear and beautiful shape in its dormant form. It

Giant lynx 2+2 is usable for a maximum of 48 hours per week

Cheetah, mountain lion, or leopard 3, 3+1, or 3+2 and only responds to neutrally aligned charac-

Jaguar 4+1 ters. The steed acts as a heavy war horse with

Lion or tiger 5+2 or 5+5 50 hit points (renewed with every use), flies at

Spotted lion 6+2 MR 12 (D), can enter the Ethereal and Astral

Smilodon 7+2 Planes (with rider and gear), and can talk (Int

10), which is how Dori learned its animation

Coral Dragon command word. If treated well, it will stay and

XP Value: 1,500 GP Value: defend a fallen master, though neither Dori nor

DRAGON Magazine 196 the steed will look kindly on the thief who

This is a delicate, multicolor carving of an Ori- steals it.

ental dragon, approximately 1 foot long. When

its command word is spoken, the dragon ani- Emerald Frog

mates and grows to about 3 feet long. Once ani- XP Value: 700 GP Value: 3,500

mated, it remains so for four hours or until DRAGON Magazine 196

"killed," a dispel magic spell is cast on it, or the This tiny carving, less than 1 inch long, animates

command word is spoken again. The dragon into a frog of the same size when the command

may be used once each week for scouting, com- word is spoken. While animated, the frog main-

bat, or conversation. tains a mental link with the person who activated

These figurines are especially rare and usually it; this allows the activator to see through the

quite old. They often accumulate much wisdom frog's eyes with 270° vision as long as the frog

over the course of their long lives and can act as remains within 100 yards.

advisors to the people who activate them. Though The frog has 1 hp and AC 0. Because of power-

specific knowledge is left to the Dungeon Master ful enchantments, it is immune to all attacks by

to decide, coral dragons often know about philos- insects and arachnids, including their poisons, or

ophy, religion, and history; the latter gives them a those creatures with insect or arachnid compo-

25% chance to identify the general purpose and nents (such as driders and ettercaps, but not

function of any magical item. drow). It attacks insect and arachnid creatures of

The coral dragon has 8 HD, AC 3, and Intelli- all kinds on command, attacking once each round

gence and Wisdom of 15. The dragon has MV 12 with a THACO of 10, its tongue lashing out as far

1666

Figurine, Jade Snakes

as 5 feet. If the frog successfully hits, the victim without its opposite.
shrinks drastically in size. The frog swallows its Snake of Striking: When its command word
shrunken targets whole, killing them; this
includes even giant insects and spiders. An indi- is spoken, this green snake uncoils from its mate,
vidual with an Intelligence greater than 1 or hav- transforms into a 12-foot-long anaconda, and
ing more than 6 HD gets a saving throw vs. death attacks the nearest creature. This transformation
magic to break free from the frog's tongue before takes a full round, during which the item's pos-
being captured, shrunk, and swallowed. The sessor can hurl the snake at the desired target. If
emerald frog has the usual vulnerabilities of these the activator of the snake misses with the throw,
figurines. the snake attacks the nearest living target (use
the grenade-like missile rules in the DMG, to
Jade Snakes resolve missed attacks). The snake has 50 hp,
THACO 13, and AC 5. It bites for 1d4 points of
XP Value GP Value damage or constricts for 2d6 points of damage,
attacking as a 10-Hit-Die monster. The snake
Soothing: 900 4,500 attacks until reduced to 0 hit points, dispel magic
is cast on it, or the command word is spoken
Striking: 800 4,000 again; any of these occurrences causes the snake
to revert to figurine form. The snake may be
DRAGON Magazine 196 used once per day.

Snake of Soothing: When its command word
is spoken, this white snake uncoils from its fel-
low snake, transforms into a 6-foot-long python,
and coils around the nearest living creature. The
transformation takes a full round, during which
the snake's activator can place the snake on an
individual. It never coils about a resistant tar-
get, instead reverting to figurine form, wasting
that use.

Once the snake has wrapped itself around a tar-
get, it begins to vibrate. When the snake's tongue
touches the subject's wounds, the wounds close
and heal. The snake may perform one cure seri-
ous wounds, one neutralize poison, and one cure
disease on its subject, casting any and all that a
subject needs. Being "killed," having dispel
magic cast upon it, or pronunciation of the com-
mand word causes the snake to revert to figurine
form. The snake has 50 hp and AC 5, but will nei-
ther attack nor heal its own wounds. It may be
used once per day.

These two figurines are always found together,

each of the pair twined about the other. One, the Moonstone Rabbit

snake of striking, is carved from green jade, XP Value: 300 GP Value: 1,500

while the other, the snake ofsoothing, is carved DRAGON Magazine 196

from white jade. The figurines are 2 inches long When commanded, this 2-inch figurine grows to

and may be worn as a pendent suspended from a the size of a normal rabbit, with 1 HD and AC 8.

chain. Once transformed, the rabbit burrows into earth

If both snakes are animated at the same time, of any sort, as a dig spell cast by a 12th-level

the snake ofstriking immediately attacks the wizard. The rabbit burrows until commanded to

snake ofsoothing to destroy it. If either snake is stop or the spell duration runs out, then reverts

destroyed, the other snake crumbles into jade to figurine form. If commanded, the rabbit can

dust, because neither snake can be sustained also dig through stone at the same rate. How-

1668

Figurine, Tourmaline Turtle

ever, after three such uses against stone, the rab- Kitten of Contemplation: This kitten, carved
bit loses its magical abilities forever. The rabbit from a white opal, also stands but half an inch
may be used once a day. high. When the command word is spoken, the
figurine becomes a fluffy white kitten, appar-
Onyx Panther ently only a few weeks old. The kitten immedi-
ately sits on the lap of its activator and begins
XP Value: 1,600 GP Value: 8,000 purring. Due to the soothing and hypnotic
nature of the kitten's purr, a Spellcaster in con-
Menzoberranzan Campaign Set tact with the kitten needs only half the normal
time to memorize spells.
Drizzt's most prized item (some say his best
The kitten may be used only by the individual
friend) is &figurine ofwondrous power, an onyx who commanded its transformation. The kitten's
purr also permanently breaks the effects of a con-
panther with which the drow can call upon fusion spell. This figurine may be used once per
day and stays in animated form for up to eight
Guenhwyvar. hours before automatically reverting to a stat-
uette. It has 1 HD and is AC 8, and has the usual
Guenhwyvar: AC 4; HD 6+6; hp 45; MV 15; AT vulnerabilities of these figurines.
3; Dmg 1d4/ld4/ldl2, plus rear claw rake for
2d4/2d4 if both paws score a hit; SA Move
Silently and hide in shadows at 95%; SD Never
surprised. The figurine can be used for 12 hours
every other day.

Opal Cats Silver Carp

XP Value GP Value XP Value: 400 GP Value: 2,000

Kitten of Caterwauling: 300 1,500 DRAGON Magazine 196

Kitten-of-Contemplation:300 1,500 When its command word is spoken, this 4-inch

Mother Cat: 400 2,000 carp animates and grows to a length of2 feet. The

DRAGON Magazine 196 animated carp has beautiful, scintillating scales

There are three of these figurines, two kittens and of many colors. If placed in water, the carp puri-

a mother cat. They are normally found in a com- fies up to 100 gallons. If held in the air, the carp

plete set of three. produces a stream of fresh water from its mouth,

Mother Cat: This inch-tall cat is made from a pouring one gallon per round. If a second com-

black opal. When commanded, the cat grows into mand word is spoken, the carp writhes, whether

a slightly shimmering black panther with the held, on the ground, or in the water. Unless the

same statistics as a mountain lion (AC 6; MV 12; carp is in total darkness when this occurs, light

HD 3+1; hp 25; THACO 17; AT 3; Dmg then reflects brilliantly from its scales. Any

1d3/ld3/ld6; AL N; SA rear claws 1d4 each; SD sighted creature within 10 feet of the carp must

surprised only on a 1; ML 10). It has the usual make a saving throw vs. spell or be blinded for

vulnerabilities of these figurines. 2d4 rounds (a successful saving throw indicates

Kitten of Caterwauling: This half-inch- that the individual turned away or was not look-

high kitten is carved from a fire opal. When ing). While animated, the carp has 1 HD and AC

commanded, the figurine transforms into a 5, and has the usual vulnerabilities of these fig-

scruffy kitten with orange-yellow fur. The urines. The carp may be used for up to one hour

round after the kitten transforms, it begins a once per day.

piercing wail. This cry creates a cone of sound

120 feet long and 30 feet wide at the base. All Tourmaline Turtle

within the area of effect must make a success- XP Value GP Value

ful saving throw vs. spell or take 2d6 points of Normal: 1,100 5,500

damage, be stunned and unable to act for two Special: 1,600 8,000

rounds, and be deafened for four rounds. Those DRAGON Magazine 196

who make a successful saving throw are This elegant stone carving, approximately 6

stunned for one round and deafened for two. inches long, looks much like a normal sea turtle

This kitten has 1 HD and is AC 8. It may be but has a concave, bowl-like back. When the tur-

used once per week and has the usual vulnera- tle is placed in water and the command word is

bilities of these figurines. spoken, it transforms into a giant, animated tur-

1674

Figurine of Wondrous Power

of Wondrous Power

XP Value GP Value

Ebony Fly: 400 4,000

Golden-Lions:500 5,000

Ivory-Goats(Terror):800 8,000

Ivory-Goats(Travail):1,600 16,000

Ivory-Goats(Traveling):400 4,000

Marble-Elephant(African):1,100 11,000

Marble-Elephant(Asiatic):1,000 10,000

Marble-Elephant(Mammoth):1,300 13,000

Marble-Elephant(Mastodon):1,200 12,000

Obsidian-Steed:600 6,000

Onyx-Dog:200 2,000

Serpentine Owl: 400 4,000

DUNGEONMASTERGuide, 1stEdition

There are several kinds of figurines of wondrous

power. Each appears to be a tiny statuette of an

animal an inch or so high. When the figurine is

thrown down and a command word spoken, it

becomes a living animal of normal size (except

where noted below). The animal obeys and serves

its owner.

If a figurine of wondrous power is broken or

destroyed in its statuette form, it is forever ruined,

tie nearly 20 feet long. It follows the commands all magic is lost—it has no power. If slain in ani-
of the being who activated it and remains ani-
mated for up to 12 hours. It can carry as many as mal form, the figurine simply reverts to a stat-
eight human-sized creatures through water at
MV 36 (or MV 3 on land). Though dispel magic uette and can be used again at a later time.
causes the turtle to stop moving, only repetition
of the command word or reduction of the turtle When a figurine is first found, roll percentile
to 0 hit points causes it to revert to statuette
form. The turtle has AC 0, 60 hp, and a THACO dice and consult the table below to determine the
of 13; it can bite once per round for 4dl2 points
of damage (damaging even creatures that can be type of animal the figurine becomes:
struck only by magical weapons of + 1 or +2
enchantment), acting at the command of its user. Roll Figurine Type
The tourmaline turtle can be used once per 01-15 Ebony fly
week. 16-30 Golden lions (pair)
31-40 Ivory goats (trio)
Some 10% of these turtles are enchanted with 41-55 Marble elephant
another ability. With the pronunciation of a sec- 56-65 Obsidian steed
ond command word, a tourmaline turtle can sub- 66-85 Onyx dog
merge to any depth. Its passenger compartment is 86-00 Serpentine owl
enchanted with an airy water effect.
Ebony Fly: At a word, this small, carved fly
comes to life and grows to the size of a pony.
The ebony fly is Armor Class 4, has 4+4 Hit
Dice, and Maneuverability Class C. It flies at a
movement rate of 48 without a rider, 36 carrying
up to 210 pounds of weight, and 24 carrying
from 211 to 350 pounds weight. It can be used
up to three times a week, for 12 hours a day.
When 12 hours have passed or when the com-
mand word is spoken, the ebony fly again
becomes a tiny statuette.

Figurine of Wondrous Power, Onyx Dog

Golden Lions: These come in pairs. They Marble Elephant: This is the largest of the fig-
become normal adult male lions (Armor Class urines, the statuette is about the size of a human
5/6, 5+2 Hit Dice, and normal attack modes). If hand. Upon utterance of the command word, a
slain in combat, the lions cannot be brought back marble elephant grows to the size and specifica-
from statuette form for one full week; otherwise, tions of a true elephant. The animal created from
they can be used once every day. They enlarge or the statuette is fully obedient to the figurine's
revert to statuettes upon speaking the command owner, serving as a beast of burden, mount, or
word. combatant. The type of marble elephant obtained
is determined by rolling percentile dice and con-
Ivory Goat: These always come in threes. sulting the table below:
Each goat of this trio looks slightly different from
the others, and each has a different function: Roll Elephant Type
01-90 African
The Goat of Traveling: This statuette provides 46-90 Asiatic
a speedy and enduring mount of Armor Class 6, 91-00 Mammoth
with 24 hit points and two attacks (horns) for 1d8 96-00 Mastodon
each (consider as a 4-Hit Die monster). Its move-
ment rate is 48, bearing 280 pounds or less. Its Details for each type of creature can be found
movement is reduced by one for every additional in the MONSTROUS MANUAL accessory. The stat-
14 pounds of weight carried. The goat can travel a uette can be used a maximum of 24 hours at a
maximum of one day each week—continuously or time, four times per month.
in any combination ofperiods totaling 24 hours. At
this point, or when the command word is uttered, it Obsidian Steed: An obsidian steed appears to
returns to its small form for not less than one day be a small, nearly shapeless lump of black stone.
before it can again be used. After three uses, the Only careful inspection reveals that it vaguely
goat loses its magical abilities forever. resembles some form of quadruped, and of
course, if detect magic is used, the figurine radi-
The Goat of Travail: When commanded, this ates magic. Upon speaking the command word,
statuette becomes an enormous creature, larger the near formless piece of obsidian becomes a
than a bull, with sharp hooves (2d4+2/2d4+2), a fantastic mount. Treat it as a heavy war horse
vicious bite (2d4), and a pair of wicked horns of with the following additional powers: fly (at nor-
exceptional size (2d6/2d6). If it is charging to mal movement speed), go ethereal, go astral. It
attack, it may only use its horns, but +6 damage is allows itself to be ridden, but if the rider is of
added to each hit on that round (2d6+6 hit points good alignment, it is 10% likely per use to carry
damage per horn). It is Armor Class 0, has 96 hit its "master" to the floor of the first layer of the
points, and attacks as a 16-Hit Die monster. It can Gray Waste and then return to its statuette form.
be called to life just once a month up to 12 hours The statuette can be used for a 24-hour period,
at a time. Its movement rate is 24. After three once per week. Note that when the obsidian steed
uses, the goat loses its magical abilities forever. becomes astral or ethereal, its rider and gear fol-
low suit. Thus, travel to other planes can be
The Goat of Terror: When called upon with accomplished by means of this item.
the proper command word, this statuette becomes
like a destrier, movement rate 36, Armor Class 2, Onyx Dog: When commanded, this statuette
48 hit points, and no attacks. However, its rider changes into a creature with the same properties
can employ the goat's horns as weapons (one as a war dog, except that it is endowed with Intel-
horn as a spear +3, the other as a sword +6). ligence of 8-10, can communicate in Common,
When ridden against an opponent, the goat ofter- and has exceptional olfactory and visual abilities.
ror radiates terror in a 30-foot radius, and any The olfactory power enables the onyx dog to
opponent in this radius must roll a successful sav- scent the trail of a known creature 100% of the
ing throw vs. spell or lose 50% of strength and time if the trail is one hour old or less, -10% per
suffer at least a -3 penalty to attack rolls, all due hour after that. The dog is subject to being thrown
to weakness caused by terror. When all opponents off by false trails, breaks, water, and masking or
are slain, or upon the proper command, the goat blocking substances or scents. The visual power
returns to its statuette form. It can be used once enables the onyx dog to use infravision (90-foot
every two weeks. After three uses, the goat loses
its magical abilities forever.

Finger of Commanding

range), spotting hidden (such as in shadows) In Ravenloft: Using this magical item is call
things 80% of the time, normally invisible things for a Ravenloft powers check.
65% of the time, and noting astral, ethereal, and
out-of-phase things 50% of the time. For details, of the Master Thief
see Dog, War in the MONSTROUS MANUAL acces-
sory. An onyx dog can be used for up to six con- XP Value GP Value
tinuous hours, once per week. It obeys only its
owner. Finger: 4,000 20,000

Serpentine Owl: A serpentine owl becomes a Thumb: 8,000 40,000
normal-sized homed owl (AC 7; MV 24; 2d2 hit
points; 1d2/ld2 points of damage when attack- Wonders of LANKHMAR
ing) if its possessor commands, or it can become
a giant owl if the owner requires it. The maxi- This magical item is actually a combination of
mum duration of the transformation is eight
hours in either case. (However, after three trans- five single pieces. Each piece is a single digit
formations into giant owl form, the statuette loses
all of its magical properties.) The normal size, from one hand of a formerly great thief. His life
magical statuette moves with 95% silence, has
infravision to 90 feet, can see in normal, above- remains in cloaked mystery, but some believe that
ground darkness as if it were full light, and twice
as well as a human. Its hearing is so keen it can he once tried to overthrow the thieves' guild of a
detect a mouse moving up to 60 feet away. Any-
one or anything trying to move silently has its major city and claim it as his own. A great battle
chances reduced 50% against the serpentine owl
in smaller form. Furthermore, the owl communi- ensued, and during this battle, he lost the fingers
cates with its owner by telepathy, informing him
or her of all it sees and hears within the limita- of his left hand. The people who believe this also
tions of its intelligence. If commanded to giant-
size, a serpentine owl is in all respects the same think that he had gained much of his thieving
as a giant owl. For information see Owl, Giant,
in the MONSTROUS MANUAL accessory. As with ability through some arcane magic now lost, and
most otherfigurines of wondrous power, this one
readily obeys all commands of its owner. that magic still is imbedded in the fingers them-

Finger selves. Thus, this magic aids a thief in thieving

These are uncoupled digits from a once-living abilities. The abilities rise in accordance with the
hand. Often the flesh and muscle are mummified,
but occasionally, the skin and flesh decompose, number of digits possessed by a thief.
leaving only the bone and ligaments behind.
Each ofthe fingers grants a thief a +2% (cumu-

lative) on all thieving abilities whenever

attempted. The thumb, however, has a different

effect that increases a thief's effective ability by

two levels. This includes all attributes associated

with the level, attack ratings, and all thieving

abilities.

The fingers do not function if held in a magical

containment device, such as a bag of holding.

Magical containment prevents the digits from

affecting the possessor.

It is also said that if one should lose his or her

own fingers, these fingers can be grafted onto the

stumps, but that cannot be substantiated, since no

one has been foolhardy enough to try. If a charac-

ter should try this, the side effect is that the fin-

gers of the master thief attempt to possess the

owner, who must make a saving throw vs. death

of Commanding magic at a -1 penalty per finger grafted. If the

XPValue: 3,000 GP Value: 15,000 saving throw fails, the fingers transpose the char-

Forbidden Lore acter's essence for that of the master thief (cur-

This item looks like a simple finger bone with rently in an unknown outer plane) and he again

jeweled knuckles, though it radiates an aura of lives. This possession attempt can only be made

summoning. When the proper command word is once per owner.

spoken, it enables the holder to raise and com-

mand up to 6 Hit Dice of zombies or skeletons.

The bodies must be normal corpses. This item

does not usurp control over existing zombies or

skeletons. The effect lasts for one hour. It can

only be used once a day.

Fire Gyregam

chance to rend it, reducing the Armor Class bene-
fit of that piece of armor by 1. Magical armor is
entitled to a saving throw vs. lightning to avoid
the effects.

After the nails are worn for a few days, the
wearer's hands, ifthey are not so already, become
shriveled and grotesque, appearing dead. Even
the application of but one nail invokes this
effect.

There is no method, short of employing a wish
spell, to remove the nails once they are applied. If
a wish is used to remove the nails, the wearer's
hands remain shriveled unless a restoration spell
is cast upon them. This restores the hands to their
proper appearance. The ends of the nails are
made of metal, but they are as sensitive as the fin-
gers to which they are attached. Liches and other
undead are immune to the pain of bonding and
have no sensation from the nails.

Fire

Magical fire is altered in some way, but always
retains fire's basic form and energy.

Fingernail of Rending Cold Fire

XP Value: 500 GP Value: 2,500

XP Value: 1,000 GP Value: 8,000 The Complete Wizard's Handbook

Van Richten's Guide to the Lich This type of fire looks like a normal fire, but it

These are prosthetic, 3-inch long fingernails generates no heat. Coldfire is useful in a torch in

found in sets of five or ten. The nails are con- cramped quarters, and as a safe light source for

cealed within ½ inch tubes into which the tips of homes, since there is no danger of an accidental

the fingers are placed, whereupon they bind fire.

themselves to the wearer forever—the wearer's

fingers may be cut off to remove them, but the Dark Fire

nails cannot otherwise be obtained. For a lich, XP Value: 500 GP Value: 2,500

this is not of great consequence or pain. For a The Complete Wizard's Handbook

living person, however, a horror check is The antithesis of coldfire, darkfire generates

required—failure results in unconsciousness for heat like a normal fire, but it produces no light.

1d20 minutes, in addition to the effects With flames as black as shadows, dark fire is use-

described in the rules book of the RAVENLOFT ful in making campfires for soldiers and other

boxed set. Also, the pain is extreme, requiring travelers who do not wish their presence to be

the wearer to roll his or her Constitution score or revealed by bright flames.

less, or permanently losel point of that attribute. Fire Gyregam

(A restoration spell returns the affected charac-

ter's Constitution score to normal.) The pain XP Value: 900 GP Value: 9,500

only lasts for a few minutes, but bonding is The Magister

instantaneous—regardless of the outcome of the The origin of these magical devices is now

horror and pain checks, the nails replace the per- forgotten, but they were as plentiful in the past as

son's natural fingernails. they are rare today. Gyregams are fist-sized

The nails afford the wearer an additional 1d6 spheres of a silvery, mirror-finished, nonferrous

points of damage in barehanded melee attacks. In metal that does not corrode and is unmarked by

addition, when the nails strike armor, they have a physical blows.

Fishing Lure

When a command word is spoken, the gyregam to a maximum range of 360 feet, and the hook
begins to spin, and hangs in midair wherever it is flies at 120 feet per round. If the hook finds its
released. Within one round, it is glowing, goal, it tugs sharply on the line (easily noticed
becomes a blinding white, spinning faster than by the user); if the goal is not found, it returns
the eye can follow. It can then be activated on the within one turn. A third command word causes
spot by speaking a second command word, or it the line to shorten, either by breaking or pulling
can be tossed at a target. The person speaking the something along with it, caught on the hook.
first command word (who must also speak the The hook normally does not damage the crea-
second) tosses the gyregam by simultaneously ture or item retrieved, as it magically sticks to it.
speaking the second word and pointing at any If desired, the user may proceed toward a stuck
visible target within 140 feet. The gyregam, hook—the line automatically shortens as the
untouched by its commander, teleports instantly distance does.
to the location desired. In the instant following its
arrival, it discharges a 6d6 lightning bolt (as the If a magical hook is ever lost, it can be
wizard spell) at the nearest concentration of replaced only by a wish or recreated by a wizard
metal. It remains in place, spinning and casting of the 26th level, who must also have experience
one bolt per round, until it is destroyed or six with making such items. The magical line can-
bolts have been fired (whereupon it sinks to the not be broken by force or normal weapons but
ground—an ashy, worthless shell). If it is acti- can easily be cut by any magical edged weapon
vated on the spot and not directed at a target, the (no die roll needed). The line is not shortened by
first bolt is discharged immediately after the this kind of damage and still appears on com-
utterance of the second command word. mand; however, the hook is needed to extend the
line's length.
While spinning, a gyregam is AC 5, and drains
all magical weapons that strike it, save for arti- Fishing poles are immune to all attacks except
facts and relics. These are not drained; their con- flame attacks, dragons' breath, or magical fire,
tact causes the gyregam to explode instantly, and are immediately destroyed when touched by
doing 3d12 blast damage to all within 10 feet, them.
3d8 damage to all 11 to 20 feet distant, 2d10
damage to all creatures 21 to 30 feet distant, 1dl2 of Angling
damage to all within 31 to 40 feet and 1d4 dam-
age to all within 41 to 50 feet. It is said that the XP Value: 400 GP Value: 2,000
artificer Leifand has recently devised a similar
weapon, Leifand's girandole. The Book of Marvelous Magic

This pole may be used to catch fish of nearly any

size. It functions only when cast into salt or fresh

water and only if the intended victim is within

Fishing Lure one mile. The user must name a type of aquatic

creature before casting the hook. The hook can

XP Value: 160 GP Value: 800 capture any normal fish or water animal, and

Port of RAVEN'S BLUFF most fantastic aquatic creatures of 11 Hit Dice or

These small, silver, gem-studded minnow repli- less—including giant crabs, sea dragons, nixies,

cas are magically enchanted to attract fish. For and so forth. The pole cannot affect undead, and

characters with the fishing proficiency, they give any victim of 3 or more Hit Dice may make a sav-

a bonus of +4 to proficiency checks; otherwise, ing throw vs. spell to avoid the hook. Any victim

the lures, in effect, grant the basic proficiency. of normal intelligence or better gains a +2 bonus

They are reusable. to the saving throw. The hook comes loose upon

Fishing Pole contact with air. The anglingpole may be used up

Fishing poles are 10-foot wooden poles. When a to three times per day, regardless of success.
pole is held and a command word is spoken, a
string appears, complete with a bare fishhook, of Exaggeration
fastened to one end of the pole. When a second
command word is spoken, the fishhook silently XP Value: 1,500 GP Value: 6,000
flies through the air and the line magically
lengthens. The hook continues toward its target The Book of Marvelous Magic

This pole appears to be and functions as either a

pole of angling or a pole of monster fishing. How-

ever, when hooked, the victim is magically enlarged

Flagon of Dragons

to double normal size. (Simply double the Hit Dice, and raised may speak a command word that causes
hit points, damage per attack, movement rate, etc.) the hook to attach itself. The user may also com-
The creature is angry about being hooked (-4 to mand the hook to attach, but unwilling or sur-
reaction rolls), and remains enlarged for one turn prised creatures cannot be hooked. When the user
after the hook is released or until a dispel magic commands the line to shorten, a total weight of
spell is applied (treat as 30th-level magic). 500 pounds or less can be raised. The hook releases
when ordered by either the recipient or the user
of Levitation and requires no special command word, but no
other creature can cause the hook to come loose.
XP Value: 2,000 GP Value: 15,000 The pole ofrescue can be used once per turn.

The Book of Marvelous Magic

Unlike other poles, this one's hook cannot be sent

to any range. Instead, it is attached to some secure of Treasure Fishing

part of the user (any part will do—boot, belt, XP Value: 6,000 GP Value: 20,000

pack). When commanded, the pole lifts the user The Book of Marvelous Magic

upward with an effect identical to the levitate This pole's hook may be commanded to search for

spell. The pole cannot cause horizontal move- treasure in the direction cast. It cannot pass

ment. Levitation continues for up to one hour; the through a solid barrier, such as a door. If the hook

user may rise to any height at the rate of 20 feet cannot find treasure, it returns to the user in one

per round and descend at the same rate, simply by turn. If it does reach its goal, it sticks to one piece

concentration. The user cannot be suddenly of the least valuable treasure (usually a coin), and

dropped unless dispel magic is successfully cast signals with the familiar tug. If a monster guards

at the pole (treat as 30th level). The pole of levita- the treasure, the monster may notice the theft. The

tion functions up to three times a day for up to chance is 5 in 6 for an awake, watchful monster; 3

one hour per use. in 6 for an awake but unsuspicious creature; and 1

in 6 for a sleeping monster, including dragons. If

of Monster Fishing the monster grabs the line or the treasure, the mon-

XP Value: 1,500 GP Value: 6,000 ster also becomes hooked; the resulting tug-of-war

The Book of Marvelous Magic is handled as described under pole of monster fish-

This pole's hook may be commanded to search ing. The pole oftreasurefishing can be used once

for one creature in the direction cast. The hook per hour (six turns) at most.

can find most creatures of 7 HD or less but can- Flagon

not find lesser aquatic creatures nor undead. If Flagons are large containers used for storing and
serving wine and other beverages. They are usu-
the monster type is within range and hooked, the ally made from pottery or metal. Every flagon
has a handle and a spout; they often have covers
tugging signal is given normally; however, when as well. Expensive and enchanted flagons have
richly sculpted handles and covers.
the user tries to shorten the line, the results are

determined by the creature's Hit Dice. If the user

has more levels (or Hit Dice) than the victim, the

monster is pulled in at its normal movement rate.

If the numbers are equal, nothing happens—the

line cannot be shortened. If the victim is of a of Dragons

higher level (or has more Hit Dice) than the user, XP Value: 6,000 GP Value: 40,000

the line breaks immediately, returning without the The Magister

hook. The hook releases its victim when it comes This large, silver vessel never tarnishes, and bears

within 30 feet of the user. The pole ofmonster no device (scratches and painted or chalked

fishing can be used once per turn. marks fade and disappear in 2d4 turns). A stop-

pered flagon is always heavy, and if shaken, a liq-

of Rescue uid sloshing noise is heard from within. When it

XP Value: 1,000 GP Value: 5,000 is opened, a single dragon breath weapon attack is

The Book of Marvelous Magic expelled from its neck—acid stream, bolt ofelec-

This pole is used to pull some other creature tricity, cone of gas or vapor, cone of fire or cold.

upward toward the user. The hook is sent down to a The attacks are random and not at the choice of

maximum of 120 feet. Any creature to be hooked the flagon owner:

1698

Flagon of Dimunition

Roll Dragon Breath Effect
1 Black dragon acid: does 36 points of
damage.
2 Blue dragon bolt: causes 48 points of
damage.
3 Brass dragon sleep orfear gas
4 Bronze dragon repulsion gas.
5 Copper dragon slow gas.
6 Green dragon chlorine gas: 48 points of
damage.
7 Red dragon cone offire: 56 points of
damage.
8 Silver dragon paralyzing gas
9 White dragon cone of cold: 36 points of
damage.
10 Gold dragon fire: 64 points of damage.

These attacks have the range of the breath writing—the words of a toast. The first individ-
weapons they duplicate. Once a flagon of ual to pick up the flagon is able to read what is
dragons has been unstopped, an attack is written, but no other can do so, normally or
launched immediately, regardless of the flagon magically, until they become the owner of the
bearer's wishes, and after the attack has vessel. The toast phrase is read to activate the
occurred, directed outward from the flagon's flagon—and each time it is activated, the phrase
throat whether targets are present or not, nothing changes. Recitation of the magical toasting
more occurs until the flagon is stoppered and words causes the flagon to fill with good-tast-
unstopped again. Stoppering and unstopping ing, but rather weak, wine. Each time the flagon
each take one round. is drained after that, it refills itself with a better
tasting liquid. The weak wine initially therein is
The flagon appears to be empty; nothing amiss of about 7% alcohol content. The next is about
occurs if weapons or objects are poked into it. It 10% alcohol, the third draft of wine is 13%, the
can even carry liquids without harm; but if it is fourth is port and about 20%, the fifth is a near-
stoppered, the liquid vanishes and a breath liquor of some 40% alcoholic content, and the
weapon attack emerges when the flagon is next sixth and last draft is a brandy of nearly 80%
opened. alcohol.

of Dimunition The typical flagon contains about one pint of
liquid (16 ounces). It is 90% unlikely that any
XP Value: 500 GP Value: 2,500 creature partaking of the first draft notices the
increase in alcohol of the second, third, and so
Dungeonland on. Thus, unsuspecting drinkers are quickly
and easily made intoxicated and possibly
The flagon bears strange runes. Read magic brought to a stupor by the contents of the
flagon. The container is usable a maximum of
reveals the phrase "Drink Me." Anyone who sips three times per day.

from the flagon shrinks to Ko normal size, perma-

nently, until a piece of the salver ofgrowth is

eaten or dispel magic is cast.

Zagyg's Flowing

XP Value: 750 GP Value: 3,500

Unearthed Arcana

This magical drinking vessel appears to be

nothing more than a rather well-made figure,

usually of nickel-silver, with a fair amount of

engraving and bas-relief sculptures depicting

grapes, vines, wine cellars, and drinking scenes.

Somewhere on the vessel is a line of magical

Flail of the Desert Kings

Flail Weapons Bargrivyek's

Flails are agricultural tools used to thresh grain. XP Value: 1,800 GP Value: 16,000
A flail (generally) has a long, wooden handle
with a free-swinging bar attached to one end. Monster Mythology
Since the earliest days of war, farmers recruited
to fight in battle have used this item as a weapon, The avatar's flail +3 will stun any opponent
and armorers have designed variations intended
solely for fighting. Most magical flails are weap- struck for 1d6 rounds unless a successful saving
ons, but some aid agricultural endeavors. Roll on
the table below for flail variations. throw vs. spell is made.

Battle Star

XPValue: 3,500 GP Value: 35,000

Lost Ships

This mighty, magical dwarven version of the

morning star is highly prized, especially by giff

Roll Item and certain barbarian spacefaring tribes. Dwarves
01-04 Alhulak
05-08 Solas do not willingly part with them—it is death to
09-12 Cahulak
13-16 Chain own one if you meet most spacefaring dwarves.
17-20 Chain Flail
21-24 Chatkcha The battle star of the dwarves is a +4 weapon
25-28 Crusher
29-32 Flail (ld6+5 Dmg to L-sized creatures). It can be
33-36 Flindbar
37-40 Footman's Flail wielded by S-sized creatures without penalty, and
41-44 Grain Flail
45-48 Horseman's Flail is no heavier than a nonmagical morning star.
49-52 Jung Meh
53-56 Kau-Sn-Ke When it hits, the battle star flashes with
57-60 Kawanaga
61-64 Kusari-Gama "starfire." This bright radiance blurs the vision of
65-68 Kyoketsu-Shogi
69-72 Manriki-Gusari any not expecting it, causing them to attack at -1
73-76 Manriki-Gusari w/ Hook
77-80 Morning Star penalty during the following round. The radiance
81-84 Nunchaku
85-88 Soris also causes all magical or enchanted items within
89-92 Three-Piece Rod
93-96 Three-Section staff a 10-foot-radius to glow momentarily, in sympa-
97-00 Tonkk
thy. A battle star can be thrown for normal dam-

age, but does not return to the thrower. It causes

double damage against golems, other magically

animated (not summoned or controlled) crea-

tures, guardians, and giants. The touch of a battle

star causes all magical glyphs, symbols, wards,

and runes to glow briefly (without discharging

them), thus revealing magical traps. The touch of

a battle star also destroys magical holds and

locks on both creatures and objects. The bearer

cannot be held, and receives a +4 bonus on all

saving throws against charm spells and other

forms of magical control.

Bael's Morning Star of the Desert Kings

XPValue: 2,500 GP Value: 20,000 XP Value: 4,000 GP Value: 20,000

Monster Manual II DUNGEON Magazine 40

This horrid weapon is a morning star +2 with a This potent magical weapon, the creation of a

long bronze handle that telescopes magically southern wizard in ancient times, is a foot-long

from 4 to 8 feet in length as Bael desires. Twice rod of gold wrapped with inlaid bands of lapis

per day, he can automatically strike any opponent, lazuli, ending in three loosely swinging, 6-inch

regardless of their location. bars of ivory tipped with turquoise. It appears to

be a nonmagical artifact of superb craftsmanship

and great value but radiates a faint dweomer of

magic if detection spells are cast on it.

Originally a pharaoh's symbol of rulership, a

wizard later enchanted it to bolster a young,

1704

Flail of the Desert Kings

unproven pharaoh's leadership when his kingdom universally befell those unfortunate enough to
teetered on the brink of collapse. The resourceful come in contact with it. This may be mere coinci-
wizard gave the item powers that could be acti- dence, for the flail itself is not actually cursed and
vated only by an individual wearing the circlet of in fact can be used as a flail +2. However, the
the adder. The young ruler used the items to rally flail's owner is sometimes faced with a strange
his subjects to a frenzy of devotion, and his power desire to find the object that belongs with theflail
grew extraordinarily. of the desert kings; few owners of the weapon
ever learned precisely what they were looking for,
The flail and circlet were passed from pharaoh and this mysterious quest proved agonizing.
to pharaoh through the ages until Khamsa, the
warlike leader of the neighboring kingdom of When wielded by an individual wearing the
Raurin, slew the current pharaoh in battle and circlet ofthe adder (see Circlet), the flail is sim-
claimed the artifacts for his own. As he lay dying, ilar to a rod oflordly might. Usable by a fighter
the conquered pharaoh, a priest of considerable or priest, it grants the wielder the following
power, cast a bane spell on the circlet so that any- powers:
one using it to activate the flail's powers would
suffer a troubled fate. Stormvoice: This southern, magical spell
enables the caster to speak with the voice of a
As a fulfillment of the curse, Khamsa was storm, which causes the speaker to be heard at 10
seized with delusional insanity (DMG, 1 st Edi- times the normal distance. All creatures within 20
tion) that intensified each time the item was used. feet of the caster must roll saving throws vs. spell
Eventually convinced he was a deity, Khamsa or be knocked to their feet and deafened for 1d4
challenged the gods and was turned to stone by rounds. This expends one charge.
their vengeance. The circlet was frozen in place
on Khamsa's brow, and the flail was eventually Drain: This ability takes an additional 2d4 hp
borne away from the haunted halls of the south, from opponents struck by the flail and bestows
forgotten except in scribbled legends in aged them on the wielder (up to the wielder's maxi-
tomes. mum). It uses one charge.

The flail passed through the lives of a succes- Worship: This southern magical spell raises
sion of owners over the centuries, and misfortune the effective Charisma of the flail's wielder to 22.
Creatures of 3 HD (or levels) or less and in clear

Flail, Fleeting

view of the caster, automatically fall to their equal to half the sum of the hit points of the
knees and praise the wielder. Creatures of 4—6 wielder plus those of his or her mount, rounded
HD (or levels) are entitled to a saving throw, and up. The dragonflail gains a +1 bonus to attack
those above 6 HD are unaffected. Unwilling vic- rolls against dragons.
tims must roll a reaction check (with a +8 penalty)
when the spell is finished. This ability uses two Fleeting
charges.
XP Value: 500 GP Value: 4,000
Unlike a rod of lordly might, the flail does not
have mundane powers. It can be recharged, but DRAGON Magazine 188
only by a wizard proficient in southern magic,
someone virtually impossible to find outside of Thisflail +4 bears a special, limited-use enchant-
the Raurin desert region. The flail can have as
many as 30 charges. ment. In any round in which a successful attack

roll is made with it, the flail strikes before all

other weapons and does its full possible damage.

The first time it strikes, four rolling peals of an

unseen bell are heard; the second time it hits,

Dragonflail three peals are audible; the third time the flail

XP Value: 1,200 GP Value: 7,200 strikes, two peals are heard; and the fourth time it

Dragon Keep strikes, a bell tolls once. After that, the weapon

Like the dragonlances after which they are mod- exhibits no magical properties until it is wielded

eled, dragonflails were created near the end of the by a new being, whereupon the cycle of four

early Dragon Wars to be used against evil magically assisted strikes occurs again. No being

dragons. Only a few are thought to exist. (even if regaining a particularfleetingflail many

A dragonflail has a 2-foot-diameter sphere years after first wielding it) can ever gain a sec-

attached to a chain 8 feet long. The sphere is stud- ond four-strike cycle.

ded with fine, razor-sharp barbs. A dragonflail is A wielder who loses possession of the flail

made of the same silvery metal as a dragonlance before exhausting its magic, but later regains use

and gives off a strong, silver light. It inflicts 2d4 of the same weapon, picks up at the point reached

points of damage against all opponents other than earlier in the flail's descending cycle of magic.

dragons. Against dragons, it inflicts damage

Flail, Morning Star of Detection

Morning Star of Detection flail from ruler to ruler. Every pharaoh's tomb
depicts an image of the pharaoh holding the
XP Value: 2,000 GP Value: crook and flail across his or her chest in the sym-
bolic form so well known by the populace. These
1991 Collector Card 287 artifacts contain immense power.

This +3 magical weapon has an Intelligence of Pharaoh'sflail appears to be a small nonfunc-
tional weapon of a decorative nature. In fact, this
14. It has the ability to speak both Common and ancient artifact conveys all the skills of a fighter
for one sleep upon the pharaoh (the pharaoh is
Dwarf. Its two primary abilities allow it to detect generally either a priest or wizard). The fighting
ability gained is at the same level as the pharaoh's
precious metals in a 20-foot radius, determining current level. The flail also bestows upon the
wielder an Armor Class of 0 or a +5 AC bonus
the types and amounts found, and also to detect (whichever is greater). The first successful attack
on the flail's wielder causes all applicable dam-
magic in a 10-foot radius. This morning star has age to be reflected upon the attacker. Further
attacks are resolved normally. Finally, the flail
an ego of 7 and an alignment of lawful neutral. transforms into a mace/axe +5 upon command,
causing a base of 1d10 damage.
Multiple Rod of Dancing
Flask
XPValue: 4,500 GP Value: 25,000
Flasks are metal, ceramic, or glass bottles with
DRAGON Magazine 126 small, narrow necks and flat bases. Most flasks
have caps, and many are contoured so they can be
Upon first glance, the rod appears to be a normal easily carried on the hip; such flasks usually hold
beverages. Others are designed for alchemical
three-piece rod. However, it is +1 on both damage use. Nevertheless, most enchanted flasks contain
things not usually found in bottles or jars—any-
and attack rolls. The rod may also be used as a thing from a terrible curse to an enraged extrapla-
nar being that attacks when a character unstops a
dancing weapon, but it always functions in this magical flask. (For more details and magical
options, see Beaker and Bottle.)
capacity as if it were owned by an 8th-level monk

who specializes in martial-arts weapons. Upon

the utterance of the appropriate command words,

the chain links of the rod may, at the will of the

owner, become any of the following things: three

dancing jo sticks, a dancingjo stick and nun-

chaku, or one or two jo sticks and a dancing nun-

chaku. Other weapons may be wielded by the

user of dancing weapons. As before, the dancing

weapons fight for five rounds at a time (or until

recalled by the owner) as if wielded by an 8th-

level monk. When the command word is spoken,

the weapons are fully responsive to the will ofthe

owner. When the rod dances in several pieces, it

can engage up to three opponents at a time; the

pieces may also concentrate on just one or two Copper

foes. When the command word of recall is spo- XP Value: 100 GP Value: 1,000

ken or when the time limit for dancing is used up, Black Courser

the detached pieces reunite and fly back to the This copper flask provides up to 10 gallons of

owner's grasp. All detached dancing pieces are water per day. The water is green and foul-

+1 weapons. smelling but otherwise untainted.

Osiris's Royal of Curses

XP Value: 3,100 GP Value: 29,500 XPValue: — GP Value: 1,000

Legends & Lore DUNGEON MASTER Guide, 1st Edition

Osiris's avatar wields his royalflail in combat. This item looks like any ordinary beaker, bottle,

This flail +3 has the same powers as a mace of container, decanter, flask, or jug. It has magical

disruption. properties, but detection cannot reveal the nature

of a flask of curses. It may contain a liquid or it

Pharaoh's may emit smoke. When the flask is first opened, a

XPValue: 4,500 GP Value: 22,500 curse of some sort is visited upon the person or

Kingdom of Nithia persons nearby. After that, it is harmless. The

Throughout the ages, the Pharaohs of Nithia have type of curse is up to the DM. Suggestions

passed down a crook (See Pharaoh's Crook) and include the reverse of the priests' bless spell. Typ-

Flask of Tuerny the Merciless II, Iron

ical curses found on scrolls are recommended for Iron Flask of Tuerny the Merciless
use here as well. Or perhaps a monster could
appear and attack all creatures in sight. XP Value: 10,000 GP Value: 50,000

In Ravenloft: This flask can confer more horrid Eldritch Wizardry
curses on a person who opens it. Consult the fol-
lowing table to determine the strength of the curse. This heavy metal urn is small enough to be car-
Chapter VI ofthe rulebook in the RAVENLOFT Cam-
paign Setting will help flesh out the details. ried easily despite its weight. It has a turnip-

shaped stopper covered with mighty runes, for it

contains a groaning spirit. This is a fiend of some

small power, it can be loosed and sent forth to

perform evil deeds. The one who possesses the

Roll Strength of the Curse artifact must know the word of command that
1-3 Embarrassing
4-5 Frustrating opens the stopper; the spell that commands the
6-7 Troublesome
8-9 Dangerous slave of the flask, and the word of closure which
10 Lethal
ensures that the creature cannot escape until

called forth. This artifact has the following abili-

ties and penalties:

• Teleport twice per day.

Iron • Stone-flesh twice per day.

XPValue: — GP Value: 2,000 • The item destroys from 50% to 100% of the

DUNGEON MASTER Guide, 1st Edition treasure of its owner by consuming it in order

These special containers are typically inlaid with to sustain its own power.

runes of silver and stoppered by a brass plug • User may restore one lost level (as in restora-

bearing a seal set all around with Sigils, glyphs, tion spell) once per week (perhaps one drained

and special symbols. When the user speaks a from a nearby friendly PC).

command, any creature can be forced from

another plane into the container, if the creature Iron Flask of Tuerny the Merciless II

fails a saving throw vs. spell—after magic resis- XP Value: — GP Value: —

tance, if any, is checked. Range is 60 feet. Only Book of Artifacts

one creature at a time can be so contained. Loos- The iron flask ofTuerny the Merciless is a heavy

ening the stopper frees the captured creature. urn stopped with a turnip-shaped plug. It is small

If an individual freeing the captured creature enough to be carried in the palm of a hand. The

knows the command word, it can be forced to urn itself is plain, but the stopper is engraved and

serve for one turn (or to perform a minor service embossed with runes of power.

that takes up to one hour). If freed without com- In all human history, one man has epitomized

mand knowledge, roll for the creature's reaction. the true essence of pure evil, Tuerny the Merci-

Any attempt to force the same creature into the less. Tuerny was a powerful wizard who served as

flask a second time allows it +2 on its saving counselor to the king of a small country. Feeling

throw and it becomes very angry and totally hos- that the king was a weak and foolish ruler, Tuerny

tile. A discovered bottle might contain: and his agents murdered the royal family as they

slept and he seized the crown for himself. Using

Roll Contents his vast magical powers, Tuerny charmed or
01-50 Empty
51-54 Air elemental enslaved most of the armies. He was able to sum-
55-65 Djinni
66-69 Earth elemental mon foul tanar'ri and set them loose on the help-
70-72 Efreeti
73-76 Fire elemental less people, but had little control over them, so
77-86 Invisible stalker
87-89 Rakshasa Tuerny began expending vast amounts of energy
90-93 Salamander
94-97 Water elemental to craft a device capable of bending them to his
98-99 Wind walker
Xorn will. With all in readiness, he summoned a great
00
tanar'ri, took control over the beast, and impris-

oned it in the flask.

Meanwhile, news ofTuerny's atrocities reached

neighboring kingdoms. They raised great armies

to crush Tuerny and his foul minions. These dev-

astating wars lasted years but resolved nothing.

1715

Flask, Vapor

time the flask is used that the tanar'ri will turn
against the user. When this happens, the user is
taken to the tanar'ri's home plane to serve as a
dretch. The artifact also afflicts the user with
artifact transformation, changing the user's
alignment to chaotic evil and instilling the
desire to utterly conquer and destroy all known
creation.

Suggested Means of Destruction:
• The user must imprison 99 other greater

tanar'ri in the flask.
• It must be filled with the tears of 1,000

orphaned children, which melts it.
• The flask must be filled with earth from every

battlefield on which Tuerny fought.

Vapor

XP Value: 1,000 GP Value: 5,000

Pirates of the Fallen Stars

This looks like a simple, stoppered, brass flask,

similar to an efreeti bottle or an eversmoking bot-

tle. When opened, fog pours out until the flask is

sealed once more. The flask creates a disk offog

that is 100 feet across and 10 feet high. Once that

Finally Tuerny opened the bottle—a bloodcur- volume is filled, the flask stops emitting fog, but
dling scream filled the air as Tuerny transformed
into a hideous monster and vanished, along with if wind or magic clears the mist away, the flask
the flask and the creature.
again pours out vapor until the volume is
The power of the flask is such that inexperi-
enced PCs quickly find themselves overwhelmed. obscured.
A better approach is to have the PCs either seek
out the item, or prevent others from getting it. Folding Moat
Perhaps they must find a way to prevent an other-
wise good ruler from using the power of the flask XP Value: 8,000 GP Value: 40,000
to change the tide of a desperate war.
POLYHEDRON Newszine 58
Invoked Powers: The user of the flask draws
upon the power of one of the following tanar'ri A. folding moat appears to be a large loop of
imprisoned inside it; a nabassu, glabrezu,
marilith, or nalfeshnee (see the PLANESCAPE™ cloth. When placed on the ground, however, it
Appendix of the MONSTROUS COMPENDIUM®). The
actual tanar'ri contained in the flask can be deter- expands to become a 30-foot wide, 10-foot deep
mined randomly or selected by the DM. It can be
released to wreak havoc upon any selected targets trench, enclosing a 500- by 300-foot area. If the
for up to 8 hours. If it is killed, it instantly returns
to the artifact. The fiend must otherwise be com- command word is spoken, the moat fills with
manded to kill at least once before it can be
ordered back into the flask. If this is not done water, which remains until a second command
before 8 hours expire, the curse is instantly acti-
vated (I/day). word is spoken.

Random Powers: 2 from Artifact Table 1-18: Flying Rockinghorse
Offensive Powers
XP Value: 10,000 GP Value: 50,000
Curse: There is a cumulative 5% chance each
DUNGEONS & DRAGONS Master Set

Clavileno, an enchanted wooden rocking horse

described in Cervantes's "Don Quixote," could

fly and carry an armed rider. It was guided by a

pin in its forehead. In game terms, the flying

rockinghorse funtions as a carpet of flying except

that its Movement is 45 and it can carry only one

person.

Fork, Planar

Forge of Metal Protection when it is struck. Those cast into the Ethereal
Plane are sent deeply into it, away from any cur-
XP Value: 10,000 GP Value: 50,000 tains that lead to other planes.

Tome of Magic The Inner Planes may be reached by forks of
different materials, set to A and the notes G and B
The first of these 1,000-pound forges was created adjacent to it. The pitch and material required are
shown in the tables below.
countless centuries ago. Because of the specific
A tuning fork, made of quartz and set to B is
magical properties involved, it is believed that a used to reach the Astral Plane. There is a 50%
chance per use that the quartz will crack and
wizard, assisted by a number of dwarves (all of become unusable. Planar travelers entering the
Astral in this fashion are physically moved deep
whom were interested in planar research), con- into the plane, far from any color pools.

structed this device. Although the secret of the A single fork of the correct material and pitch
will take a caster of a plane shift (and gear) to the
construction has since spread, the forge is an topmost layer of any Outer Plane. A major chord
of three notes (forks) will take the traveler to the
extremely rare, magical item. second layer (if there is one). Any of the minor
chords of the same note will take the traveler to
The forge is a furnace made of enchanted the third layer (if there is one). Other chords may
take the traveler to deeper layers, fail entirely, or
rock and held together with a network of steel take the traveler to another area (see Experiment-
ing, below).
rods. When metal armor and weapons are placed
Reaching the Prime Material Plane requires a
within the furnace and heated until glowing red, steel C-fork. The spell will transport travelers to
the world in the Prime Material where the metal
the armor becomes immune to the effects of was manufactured. Trace elements and impurities
guide the fork to the specific place of manufac-
heat on the Inner Planes. All metal items tem- ture. Such forks are normally used by those inter-
planar travelers who wish to return to their native
pered in this manner suffer no ill effects from plane.

heat on any of the Inner Planes, but do suffer The plane shift spell also notes that travelers
using theseforks may be returned to their plane of
normal heat effects on the Prime Material origin, however they may only be returned under
the following circumstances:
Plane. 1. They are still alive on the other plane.
2. They are still on that plane or planar layer (if
The effect of the magical protection lasts
they travel to another plane or planar layer
2dlO+10 days. Magical armor and weapons they may not be returned.)
3. The same fork is used to return them. This
that are placed in the forge take on protection means that, in all cases of the glass fork in
the Ethereal Plane and 50% of the time with
from heat, but temporarily lose all other magi- the crystal fork in the Astral, the trip is one-
way.
cal properties. Thus, a sword +2 placed in the
Experimenting with forks: Many of the forks
forge does not melt on the Plane of Fire, but it required to reach other planar layers are listed as
"unknown." Chords do exist for these layers, but
ceases to function as a sword +2 until the they differ from game campaign to game cam-
paign. Further, they do not follow the standard
enchantment wears off. A weapon with an ego rules for reaching the other layers. Just because
the first three levels of Baator are in iron, in
retains its ego, but loses all other magical
1720
properties.

Fork

(For Military Fork see Polearm)

(For Table Fork see Utensil)

Planar

XP Value: 1,000 GP Value: 10,000

DRAGON Magazine 120

Planar forks are magical tuning forks used in

plane-spanning spells, which determine the final

destination of the traveler. Two factors determine

the final terminus when using one of these forks:

material and pitch. Material is the substance of

which the fork is made. Pitch is the note that

guides the spell to a particular plane when the

fork is struck.

The Ethereal Plane may be reached by a plane

shift using a B-fork made of glass. The body is

transformed into the ethereal state to make the

transfer into that plane. The glassfork is shattered

Fork, Planar

chords in F, F major, and F minor chords, doesn't Acheron
mean that the fourth layer of Baator needs an iron 32 Layer 1 (Iron, G)
fork or that it will be related to the key of F. In 33 Layer 2 (Iron, G major)
part, this is because the natives of the lower layers 34 Layer 3 (Iron, G minor)
take a dim view of interplanar trespassers, and
they deliberately alter the frequencies of the Layer 4 (Unknown)
required chords. Arborea
35-36 Layer 1 (Gold, F-sharp)
If the travelers use the plane shift spell with 37-38 Layer 2 (Gold, F-sharp major)
different forks and other types of chords, the DM 39-40 Layer 3 (Gold, F-sharp minor)
may either choose a result or roll on Table 6 to Arcadia
send the PCs to an unimaginable location. 41-42 Layer 1 (Gold, C-sharp)
43-44 Layer 2 (Gold, C-sharp major)
The DM is not committed to the table and is 45—46 Layer 3 (Gold, C-sharp minor)
free to modify them to fit the campaign at hand. Baator
For example, a DM who does not want easy 47 Layer 1 (Iron, F-sharp)
access to the Inner Planes may change the notes 48 Layer 2 (Iron, F-sharp major)
to variations on G as opposed to A, without 49 Layer 3 (Iron, F-sharp minor)
telling the PCs (until a few of them stumble into
Lolth's lair by mistake). Other layers (Unknown)
Beastlands
Roll Plane (Fork Required) 50-51 Layer 1 (Gold, F)
Conduit Planes 52-53 Layer 2 (Gold, F major)
54-55 Layer 3 (Gold, F minor)
01-02 Astral (Quartz, B) 56-57 The Outlands (Platinum C)
03-04 Ethereal (Glass, B) Elysium
05-06 Prime Material (Steel, C) 58-59 Layer 1 (Gold, E)
60-61 Layer 2 (Gold, E major)
Elemental Planes 62-63 Layer 3 (Gold, E minor)
07-08 Air (Tin, A)
09-10 Earth (Zinc, A) Layer 4 (Unknown)
11-12 Fire (Copper, A) Gehenna
13-14 Water (Lead, A) 64 Layer 1 (Iron, F)
65 Layer 2 (Iron, F major)
Paraelemental Planes 66 Layer 3 (Iron, F minor)
05-16 Ice (Pewter, A)
17-18 Magma (Brass, A) Layer 4 (Unknown)
19-20 Ooze (Zinc/lead mix, A) Ysgard
21-22 Smoke (Bronze, A) 67-68 Layer 1 (Gold, G)
69-70 Layer 2 (Gold, G major)
Quasielemental Planes 71-72 Layer 3 (Gold, G minor)
23 Ash (Copper, A-flat) The Grey Waste
24 Dust (Zinc, A-flat) 73-74 Layer 1 (Iron E)
25 Lightning (Tin, A-sharp) 75-76 Layer 2 (Iron, E major)
26 Minerals (Zinc, A-sharp) 77-78 Layer 3 (Iron, E minor)
27 Radiance (Copper, A-sharp) Limbo'
28 Salt (Lead, A-flat) 79-80 Layers 1-5 (Nickel C)
29 Steam (Lead, A-sharp) 81 Mechanus (Silver, C)
30 Vacuum, (Tin A-flat) Pandemonium
Energy Planes 82-83 Layer 1 (Iron, C-sharp)
84-85 Layer 2 (Iron, C-sharp major)
Negative Material (None known) 86-87 Layer 3 (Iron, C-sharp minor)
Positive Material (None known)
Outer Planes Layer 4 (Unknown)
Abyss2
31 Layer 1 (Iron, D)
Other layers (Unknown)

Fountain, Lasko's Magical.

Arcadia Lasko's Magical
88-89 Layer 1 (Gold, D)
90-91 Layer 2 (Gold, D major) XP Value: 10,000 GP Value: 100,000
93-93 Layer 3 (Gold, D minor)
DRAGON Magazine 34
Other layers (Unknown)
Carceri A small band of adventurers, tired, thirsty, and
94 Layer 1 (Iron, E-flat)
95 Layer 2 (Iron, E-flat major) hungry from their previous adventures, comes to
96 Layer 3 (Iron, E-flat minor)
yet another unfamiliar door. The thief quickly
Other layers (Unknown)
Bytopia informs them, "I hear water splashing!" After a
97-98 Layer 1 (Gold, E-flat)
99-00 Layer 2 (Gold, E-flat major) few moments of quiet discussion, the party
'Limbo's layers tend to overlap and ooze between
each other, so that precise determination of the decides to enter. The only thing they see is a gen-
destination layer is random.
The lower layers of the Abyss may be reached by tly gurgling fountain.
random chords (see Experimenting, with forks).
Having run out of water a long time ago, they

cast spells to find the quality of the water—it

appears to be safe. Finally, after more conversa-

tion, the thief walks up and takes a sip, rises, gri-

maces, and falls over dead! The party picks up its

fallen comrade and leaves quickly. The above

scene should evoke memories and smiles from

some of the more masochistic DMs in the world;

yet, not every fountain need be poisonous. In

Random Planar Destinations most campaigns, fountains that are magical in

nature can cause discussion between players for

Roll Destination hours (real time) or great feats of bravado (the
01-11 Transported to intended destination.
12-50 Nothing happens. powers protect the bold!) when encountered.
51-80 Transported to random layer of the
Abyss. Lasko's magicalfountains do not emit magical
81-90 Transported to the demiplane of DM's
choice. auras nor do they detect as magical, poisonous, or
91-00 Transported to alternate crystal sphere
on Prime Material Plane. evil (except by limited wishes). It does not matter

how small a sip is taken, the full effects do affect

a drinker. After the rolled number of drinks is

taken, the fountain becomes ordinary and non-

magical for one full month. If any water is taken

from the fountain to be used later, it will not have

of Travel any magical effects. This is due to the fact that

XP Value: 1,000 GP Value: 10,000 the magic is in the fountain, and not in the water.

The Book of Marvelous Magic To use the tables below, roll as indicated from

This copper-colored fork may be placed at any Tables 1 to 5, rolling on subtables as necessary.

intersection, and it points (on command) toward Table 1 limits the amount of magic in a fountain

either the most dangerous, safest, shortest, or by limiting the number of drinks that have an

longest route, as desired by the user. It may be effect. Tables 2 and 3 measure the potency and

used three times per day. For answers about dis- beneficence of the magic. When rolling for the

tance, the destination must be known and effects, roll for all benefits (if any) first, then for

named. all detriments. The effects listed before the slash

Fountain (/) are benefits while the number after the slash

A fountain is a small, bubbling torrent of water are detrimental. All rolls are made with percentile
that gushes from a niche in a floor or wall. The
waters appear to come from underground or from (1dlOO) dice.
thin air. Magical fountains generally bestow their
curses or benefits upon charact0ers1wh-o d6rin0k or Table 1: Number of Drinks per fountain
bathe in their waters. A save vs.6spe1ll s-om8eti0mes
negates a fountain's baneful effec8ts. 1-92 Roll Number of Drinks

1

2

3

93-99 4

00 5

Fountain, Lasko's Magical

Table 2: Number of Effects per Drink

Roll Number of Effects

01-60 1

61-85 2

86-99 3

00 4

Table 3: Number of Beneficial/Detrimental

Effects Per Drink

Roll 1 2 3 4

01-10 1/0 2/0 3/0 4/0

11-30 1/0 2/0 2/1 3/1

31-60 1/0 1/1 2/1 2/2

61-90 0/1 0/2 1/2 1/3

91-00 0/1 0/2 0/3 0/4

Table 4: Effects Summary Table
Roll Type
01-30 General (Table 4a)
31-55 Characteristic (Table 4b)
56-75 Magical (Table 4c)
76-85 Monetary (Table 4d)
86-95 Special (Table 4e)
96-00 Experience (Table 4f)

Table 4a: General Effects Subtable

0R1-o0l4l BErfafevcetry/cowardice

05-08 Clairaudience'

09-12 Clairvoyance'

13-16 Commune'

17-19 Detection (Table 4al)'

20-23 ESP'

24-26 Flight/Encumbrance

27-30 Halve/double damage taken

31-34 Haste/slow

35-38 Healing/harming (Table 4a2)

39-41 Resistance/poison (Table 4a3)

42-44 Infravision/blindness

45-48 Invisibility/glow in dark

49-52 Invulnerability/Death

53-56 Knowledge/Forgetfulness (Table 4a4)

57-60 Love/Hatred
61-64 Paralysis2
65-68
69-72 Polymorph (Table 4a5)2
73-76 Quest (Table 4a6)2
Sleep2

77-80 Speaking (Table 4a7)'
81-84 Stone2

85-88 Stun (Table 4a2)2

89-92 Teleportatior?

93-95 True sight/blindness

Fountain, Lasko's Magical

96-98 Immunity/Disease (Table 4a8) 88-93 Look-alike ofparty member
99-00 Two effects (Roll twice ignoring 99-00) 94-00 Partially polymorphed (roll again ignor-
'If detrimental, power gives information.
2If beneficial, power gives protection from rolled ing 94-00)
occurrence.
3If beneficial, power teleports drinker home (with Table 4a6: Guest Subsubtable
full shares). If detrimental, power acts as a ran- Roll Drinker seeks
dom teleporter. 01-30 Largest monster on level, in order to

Table 4al: Detection Subsubtable kill it.
Roll Detects 31-55 DM chooses magic item on level.
01-20 Magic 56-75 DM chooses nonplayer character.
21-35 Traps 76-90 A nonplayer character stronger than the
36-50 Evil
51-65 Good drinker, in order to get into a fight.
66-75 Invisibility 91-00 Random (something foolish).
76-85 Disease
86-95 Poison Table 4a7: Speaking Subsubtable
96-00 Phase Roll Speak
01-20 with plants
Table 4a2: Healing or Harming and Stunning 21-45 with animals
Subsubtable 46-49 with monster*
Roll Dice 70-80 with dead
01-50 1 81-90 dragons
51-75 2 91-00 with monster*
76-90 3 *Random or chosen by DM
91-99 4
Table 4a8: Disease Subsubtable
00 5 (Detriment Only)
Roll Disease
Table 4a3: Poison Saving Throw Adjustment 01-30 Grippe
Subsubtable (+/-) 31-55 Dysentery
Roll Adjust1 56-70 Cholera
01-40 71-77 Yellow Fever
41-70 78-85 Typhus
71-90 86-92 Typhoid Fever
93-96 Smallpox
Find/Lose way out of dungeon 97-99 Spotted Fever
31-55 Gain/lose one weapon proficiency
56-75 Know next effect of fountain/lose one 00 Tuberculosis

spell level* Table 4b: Characteristic Effects Subtable—
76-90 Gain/lose expertise in one weapon (+/-1) Also Roll on Table 4bl
91 -00 Gain knowledge of nearest Roll Affects
01-06 Strength
treasure/amnesia 07-12 Intelligence
*if applicable 13-18 Wisdom
19-24 Constitution
Table 4a5: Polymorph Subsubtable 25-30 Dexterity
(Detriment Only) 31-36 Charisma
Roll Polymorph into 37^2 Size
01-30 Animal 43^8 Speed
31-50 1 HD monster 49-54 Beauty
51-65 2 HD monster 55-60 Gender*
66-80 3 HD monster 61-66 Handedness*
81-87 4 HD monster 67-73 Prime requisite

Fountain, Lasko's Magical

74-80 Highest 66-80 Jewelry
81-87 Lowest
88-98 Affects closest to median 81-90 Platinum
99-00 Affects two (roll twice) 91-99 Double/halve treasure1
*If beneficial, no effect
00 Roll on Table 4f
'Do not roll on Table 4dl

Table 4bl: Number of Points Changed (+/-) Table 4dl: Monetary Gain and

Subsubtable Loss Subsubtable

Range of Points Roll Gold Gems Jewelry Platinum
10
Roll 1-10 or 1-12 3-18 or 1-20 1-100 01-50 50 1 1 10
25
01-50 1 1 1 51-65 100 2 1 25
50
51-60 1 2 2 66-75 175 2 2 50
100
61-70 2 2 3 76-85 250 3 2

71-80 2 2 4 86-95 400 3 2

81-90 2 2 5 96-99 500 3 3

91-95 2 3 7 00 1,000 4 3

96-99 3 39

00 3 4 10 Table 4e: Special Effects Subtable
Roll Effect
Table 4c: Magical Effects Subtable 01-25 Resistance/Susceptibility (Table 4el)
26-45 +/-1 on saving throw (Table 4e2)
Roll Effect 46-50 +1-2 on saving throw (Table 4e2)
01-15 Ist-level spell1 51 +/-3 on saving throw (Table 4e2)
16-30 2nd-level spell1
31-40 52-62 Friendship/Hatred (Table 4e3)
41-47 3rd-level spell1 63-70 Mental block (Table 4e6)
48-53 4th-level spell1 71-75 Switch two characteristics1
54-60 76-84 Indifference/Greed (Table 4e5)
5th-level spell1 85-91 Ability/Inability to determine direction
6th-level spell1 92-94 Blessing/Curse from the powers (or DM)
95-97 Flesh tastes bad/good to monsters
61-70 Enchant next weapon touched 98-00 Sexually aggressive/Timid
'Roll twice on Table 4b ignoring 88-00. If benefi-
(see Table 4cl) cial, and rolls become detrimental, no effect.
71-77 1 extra spell level2
78-83 2 extra spell levels2

84-88 3 extra spell levels2
89-92 4 extra spell levels2

93-99 Enchant next object touched

(Table 4cl) Table 4el: Resistance/Susceptibility
Subsubtable (also roll on Table 4a3)
00 Two effects (Roll twice, ignoring 00) Roll Occurrence
01-20 Lesser undead1
'Roll a random spell until an applicable 21-35 Greater undead1

benefit/detriment appears. 36-45 Poison
2lf drinker cannot use spells, no effect. 46-52 Disintegration

Table 4cl: Magical Enchantment Subsubtable 53-61 Druidic spells
Roll +/-
01-70 1 62-69 Priestly spells
71-95 2 70-76 Electricity
96-99 3
00 4 77-84 Crushing blows

Table 4d: Monetary Effect Subtable 83-93 Acid
(Roll also on Table 4dl) 94-00 Possession
Roll Effect !If beneficial, drinker resists energy drains and
01-30 Gold
31-65 Gems paralyzation. If detrimental, drinker takes double
drain, no save. Drinker is not initially aware of

such detriment until undead attack.

Fountain, Lasko's Magical

Table 4e2: Saving Throw Determination and traps will still be sprung all the time because
Subsubtable the drinker does not realize they are there.
Roll Save vs.
01-10 Cold Table 4e5: Indifference/Greed Subsubtable
11-20 Fire Roll Indifferent/Greedy Tendency
21-35 Death 01-34 Money
36-47 Magic spells 35-40 Clothing
48-60 Wands 41-55 Magical items
61-70 Staves 56-67 Gems
71-75 Dragon breath 68-75 Weaponry (even if he or she can't use
76-82 Stoning
83-99 Lightning it!)
76-82 Junk and broken artifacts
00 All saving throws 83-95 Armor or protection
96-00 Random or chosen by DM (for exam-
Table 4e3: Friendship/Hatred Subsubtable
Roll Likes/Hates ple, feathers, pine cones, bags, blades
01-10 Elves of grass, etc.)
11-20 Dwarves Note: Indifference does not mean the drinker will
21-27 Humans no longer use them, merely that he or she doesn't
28-36 Dragons care about their upkeep or quantity.
37-42 Tanar'ri
43-48 Wizards Table 4f: Experience Effects Subtable
49-54 Priests (Ignore Table 5)
55-59 Halflings Roll Effect
60-66 All other races 01-50 1d6 x 100 experience points
67-71 Undead 51-70 1dl2 x 100 experience points
72-77 Fiends 71-79 1d20 x 200 experience points
78-83 Efreeti 80-87 3dlO x 500 experience points
84-90 Treants 88-91 1dlO x 1,000 experience points
91-95 Unicorns 92-95 +5% experience bonus
96-99 Powers 96-98 +10% experience bonus
00 Anything
99 +/-1 levels'
Table 4e4: Mental Block Subsubtable 00 Roll again and double effect
Roll Block 'If detrimental, reduce drinker's level by one. If
01-15 Umber hulks/pits beneficial, increase level by one.
16-28 Beholders/traps
29-39 Nymphs/priests Table 5: Duration of Effects
40-50 Liches/druids Previous Subtable Rolled:
50-60 Space distortion/random monster class
61-69 Medusae, basilisks, etc./friends Roll 4a 4b 4c 4d 4e 4f
70-78 Phantasmals and illusions/armor OWO IWk IWk IWk — IWk —
79-86 Symbols/hometown 41-55 IWk IMnth IWk — 2Wk —
87-95 Psionic attackers/dungeon exit 56-65 IMnth IMnth 2Wk — IMnth —
96-00 Any two above/one above plus one on 66-75 2Mnth lYr 1Mnth — 2Mnth —
76-85 Perm Perm 1Mnth — 4Mnth —
Table 4e3 86-95 Perm Perm Perm — Perm —
Explanation: Mental blocks are placed in the 96-00 Perm Perm Perm — Perm —
mind in such a way that the drinker does not real-
ize the block is there. That is, phantasmals will Variations: Have the fountains alignment ori-
not do any harm, and neither will gaze attacks. ented in such a way that certain alignments
However, monsters mentally blocked away can always gain benefits and others always get detri-
still attack (the exception being psionic attackers) ments (have the alignments change from time to
time also). Have various high-level monsters
guarding them (water weirds or water elementals)

1724

Fountain of Time

so the party will conclude that the fountain is Around the temple grew a city named Corisa,
very beneficial. Have one large fountain that only which would become the capital of the Empire
allows one magical drink per mission, but does so and the seat of its power.
indefinitely. The tables can be applied to other
artifacts, thus making the character an unwilling The fountain still bubbles merrily in front of
victim when he or she comes into proximity with this grand temple, and is one of the most visited
or touches such an object. and sacred places in the Empire. Milenians from
all corners of the nation make pilgrimage to the
of Time Fountain ofTomorrow. For a small donation (5 gp
or the equivalent in goods), the priests of Petra
XPValue: — GP Value: — give out small, blue glass vials of the fountain's
precious water. Though the water remains
Old Empires enchanted, it does not retain its full potency. A
single vial can be used to cure blindness, cure
This powerful artifact is located somewhere in disease, or to damage undead monsters, and acts
like normal holy water.
eastern Mulhorand. Little is known about it,
The fountain is exquisitely beautiful and made
except for the few words in the Unique Wiz- of multicolor marble. The ornate bowl is sup-
ported by the likenesses of Halav and Peua,
ardries, a book of spells belonging to the wizard whose arms are clasped around the rim. A stream
of shimmering water reaches 2 feet into the air
Nezram: and cascades down into the bowl. The water orig-
inates from thin air, and does not spill out of the
"Ofall the artifacts created by the ancients, the fountain. The artifact stands 4 feet tall.

most Marvelous and terrifying was Great Font. Powers: Mortals who have been chosen by
their Immortals to become oracles may drink
This was a pearl-white pool, contained in a crystal from the fountain and receive its powers.
Although it was created by Petra, the followers of
the color ofmilk, which appeared in a mirage in any Immortal can become oracles by sipping
from the fountain. Oracles gain the following per-
the eastern wastes. The waters were too bitter to manent powers:
• Create Icon (50 PP), the ability to fashion a
drink. But ifone looked into thefont in the light of
vessel for an Immortal's power.
afull moon, one could see scenesfrom the antiq- • Divination (80 PP), the power to "see" the

uity ofMulhorand that one would swear were future.
• Immunity to disease (20 PP)
real—and indeed, they are. For if one concentrates • Immunity to poison (40 PP)
• Slowed Aging (50 PP): Oracles age at V™ the
on that image... I shall say no more, in hope that
rate of normal mortals.
none shall follow where I have traveled." When an oracle drinks from the fountain, he or
she becomes permanently blind. An oracle then
No knowledge exists about the origin of the feels immediately compelled to fashion an icon in
honor of his or her Immortal, and to seek out that
font, except in the archives of Thoth. The font of Immortal's shrine. An oracle must do nothing else
until these tasks are complete.
time enables any who look into it during a full Oracles suffer no penalties. However, any mor-
tal who drinks and was not chosen to become an
moon, to see images of Mulhorand in the days of oracle is cursed, becoming blind (no saving
throw), though a remove curse spell negates the
its original empire. It is possible to possess the effect. Those who drink also suffer a -2 penalty
to all attack rolls and a -4 penalty to all saving
body of an individual from that image, and thus throws for 1d6 days.
Note: The fountain of tomorrow cannot be
experience life in Mulhorand at the height of its
1726
power. To return home, one must find one's way

to the font at the time ofthe new moon, when it is

possible to look back at oneself, and return to

one's own form,

of Tomorrow

XPValue: — GP Value: —

The Milenian Empire

This lesser artifact has 240 Power Points and

recharges at the rate of 10 per turn.

The fountain was created by Peua as a gift for

the Milenians. Its purpose is to help these people

avoid the mistakes oftheir ancestors, and to guide

them toward a prosperous future.

When the Milenians first arrived in the Hollow

World, they discovered the fountain nearby. Great

praise was given to both Petra and Halav, and a

temple was built near the fountain in their honor.

Fur of Warmth, Zambi's

moved by mortal hands or transported by mortal Of course, displacer beasts know instinc-
magic. It can be destroyed if the heart ofentropy tively where a character wearing one of these
is thrown into its waters. furs is located and what is being worn. Their
nature is to attack anyone wearing the pelt of a
Four-Leaf Clover former cousin.

XP Value: 100 GP Value: 1,000 These furs can be rendered nonmagical by a
dispel magic spell from an 8th-level caster or by
The Book of Marvelous Magic the application of nonorganic material on the hide
(sewing it with a metal needle and fabric thread,
If worn visibly on outer clothing or armor, this using buttons, pins, or similar accouterments).
No other magical items may be used while wear-
item gives the user a bonus of +1 on all saving ing a fur ofelsewhere.

throws. However, any sprites, pixies, nixies, or

other intelligent woodland beings seeing the user

may become irritated (-2 penalty to reaction

rolls) and either steal the item (70%) or attack

(30%). of Warmth

Fur XP Value: 5,000 GP Value: 25,000

Furs are the hides of various mammals, cured and Tome of Magic
salted in order to prevent rotting. In some cul-
tures, wearing the skins of dead animals is a sign These large, white furs (5 by 8 feet) are report-
of wealth and status, in others it marks a person
edly taken from the skins of creatures native to
of cruelty and boastful sadism, while in still
others, furs are a necessity of life. the Paraelemental Plane of Ice. A person wearing

the fur still feels cold in a cold environment (such

as the Paraelemental Plane of Ice), but does not

suffer damage from exposure.

Anyone wrapped in the fur is immune to the

Anagakok natural effects of cold, including the environ-

XP Value: 2,000 GP Value: 10,000 ments of the Inner Planes. The wearer takes half-

The Great Glacier damage from cold-based attacks, and need not be

Her fur gives her total immunity to the effects of covered completely by the fur to receive the

cold. She need not wear clothing designed for enchanted protection; the fur must simply be

arctic weather, in fact most anagakok wear loose draped over the shoulders like a cape. If the fur is

leather tunics. However, she suffers normal dam- cut into more than one piece, it loses its magical

age from cold-based spells and other magically property.

generated cold effects (such as a white dragon's If the fur is worn in pleasant or hot weather, it

breath weapon). affects the wearer as any other large fur would.

of Elsewhere Zambi's Fur ofWarmth

XP Value: 7,000 GP Value: 35,000 XPValue: 8,000 GP Value: 40,000

New Item 1992 Fantasy Collector Card 513

Furs ofelsewhere are made from displacer beast Zambi is a hierophant druid who has been travel-

hides. To manufacture a fur of elsewhere, the ing the Elemental Planes for years, now. Recently,

entire hide ofa freshly killed displacer beast must she found her way into the Paraelemental Plane

be used within one round of its death. The hide of Ice, where she charmed a native beast and then

must be skinned in one fell stroke with an obsid- sacrificed it amidst many charm incantations. As

ian knife, and a permanency spell is then cast on a result, the pelt she took from the beast not only

the pelt. functions as afur of warmth, protecting her from

Furs ofelswhere allow a wearer to appear to be natural cold damage and halving damage from

3 feet away from where he or she actually is—so cold-based attacks, but with it she can summon

any attackers suffer a -1 penalty on attack rolls, and control water and ice elementals (22nd level)

and the first attack always misses the wearer. once per day. Unhappily, creatures from the Ele-

To determine the true position of the wearer, mental Planes of Fire and Magma are attracted to

roll 1d10. On a 1-5 the wearer is in front of the the fur and gain +2 bonuses to their attack rolls

attacker; on 6 or 7, to the attacker's left; on 8-9 against its wearer.

the right; and on 10 the user is behind the attacker.

V

500

Gate, Alternate World: Lute.

Gaff usually only one such portal can be
opened at any given time. (See the Planar
A gaff is a 10- to 20-foot pole that ends in Fork entry under Fork for another method
a metal hook. Sailors use gaffs to pull their craft of planar travel.)
to a dock or, occasionally, to another ship. Gaffs
can also be used to bring men or cargo to safety if Alternate World
they fall overboard. Fishers use gaffs with sharp
hooks to help land fish. Another type of gaff is a XP Value GP Value
kind of overhead spar used to support a quadrilat-
eral sail. Blackjack: 5,000 15,000

Laser Pistol: 5,000 15,000

Lute: 5,000 15,000

Pocket Tool: 5,000 15,000

of Docking Star: 5,000 15,000

XPValue: 1,000 GP Value: 5,000 Violin Case: 5,000 15,000

The Book of Marvelous Magic The Book of Marvelous Magic

This item is a 15-foot-long wooden pole with a A collection of odd, unfamiliar items, when

metal hook on one end. It is used by sailors to these strange gates are touched, each summons a

pull a ship toward a dock or, occasionally, being from an alternate world, who appears

another ship. When used in either manner, the within one turn. At that time, a door appears

gaff magically causes the ship to smoothly near the item (even if in midair), and a being

approach and softly touch the dock or other steps through the door, grabs the gate before the

vessel in one round, regardless of the ship's ton- characters can react (even if it is apparently

nage or cargo. secured, stored, or held) and steps back through

the doorway. If the characters react quickly, the

of Gaffes DM may allow them to step through the door

XPValue: — GP Value: 2,000 and arrive in the alternate world. Once in such a

The Book of Marvelous Magic world, the characters must locate a gem of

This gaff is identical to a gaff of docking but returning to go back to their own world. The

causes the ship to collide with the dock or another characters might not remain human after pass-

ship, causing 1d6 points of damage to the hull of ing through the gate, depending on the alternate

the user's vessel. The gaff then becomes nonmag- world they visit. The DM and the players should

ical, but curses the affected ship, causing it to col- discuss the change at that time—severe changes

lide in like manner whenever it approaches should be optional, not forced.

another ship or is docked. A remove curse spell Alternate world gates should be selected, not

applied by a caster of at least 15th level removes randomly decided. The various items and beings

the curse. linked to them are:

Gas of Dreadful Sleep Blackjack: This small, heavy cudgel is made

of leather wrapped about a strip of steel. It sum-

XP Value: 200 GP Value: 800 mons an agent from the TOP SECRET* game: a

The Hidden Shrine of Tamoachan short, wiry, blond human wearing a black woolen

A save vs. poison must be made every round a outfit. The agent might stop and eye the charac-
character is exposed to this gas or the victim falls
ters suspiciously but does not speak.

asleep for 5,000 years, or until the gas (a poison) Laser Pistol: This is a plastic and chrome
is neutralized. It forms a cloud of green swirling
cylinder with a grip on one end. It cannot be

vapors in a 40-foot, cubic area. fired without the user first spending 1d4+l

Gate turns experimenting. The pistol summons a

Gates are temporary or permanent portals to security robot from the GAMMA WORLD® cam-
other planes of existence or to other worlds on the
same plane. Most gates are quite ordinary in paign setting—a metallic humanoid with two
appearance, indistinguishable from mundane
items of similar construction. Some gates can arms and two tentacles, each about 33 inches
create portals to more than one location, although
long. The robot may mutter something about

"restricted areas" but does not attack or other-

wise converse.

Lute: This musical instrument is 2 feet long. A

Gate of Symmetry

long, thin neck makes up one half, and a round, more precise than mortals can make. Even the
flat-topped ornate box the other. Strings of original nature spirit had to laboriously copy each
unknown material are attached to each end. The gateway from the original, which still lies hidden
lute summons a bard from anywhere, a normal, in the volcano, protected by a permanent time
well-armed but unarmored human. He is clad in stop spell. All attempts to pattern new gateways
green and carrying a flute. He may mutter some- from existing copies fail unless a wish is used to
thing about incompatibility, but does not other- make the measurements perfect—even the best
wise converse. copies change a little over time.

Pocket Tool: This odd device is 3 inches long The most effective method of creating a gate-
and may be unfolded to reveal a knife, corkscrew, way ofsymmetry requires the 8th-level wizard
and various other utensils of fine metal manufac- spell gateway. A gateway spell used in this man-
ture. The tool summons a Yazirian from the STAR ner lasts one week, plus one week per level of the
FRONTIERS® adventure setting—a human-sized, caster and always has a 100% chance of success.
monkey-like being with membranes between its
arms and body. The creature may bare its teeth Another method to activate a gateway of
and snarl at the characters but does not otherwise symmetry is to place a magical item into the bowl.
converse. This destroys the item completely, reducing it to a
sparkling dust that blows away at the first breeze.
Star: This silver five-pointed item is appar- The bowl does not function with artifacts, relics
ently a brooch. The star summons a sheriff from or holy symbols of any kind. When activated in
the BOOT HILL* game—a normal man clad in fine this manner, a gateway remains open one round
but thin black leather who wears lumps of metal for each "plus," each dose of a potion, or for each
strapped to his hips. He pins the star to his vest charge left in a magical item.
and might draw one of his metallic hip devices,
twirls it with one finger, and replaces it. He then Each end of an active gateway of symmetry is a
winks solemnly at the characters and departs. vertical, disc-shaped field about 12 feet across.
The two fields can connect any two points on the
Violin Case: This strangely shaped box has Prime Material Plane regardless of the distance
three hasps; if opened, a golden, furry lining is between them, but each half of the gateway must
seen but the box is empty. Both the lining and the be physically placed by the user. Unlike the gate-
material of the box are unfamiliar. The case sum- way spell, a portal created by a gateway ofsym-
mons a thug from the GANGBUSTERS™ game—a metry allows nonliving matter to pass freely
human clad entirely in black, wearing a cloth hat, through it.
and carrying an odd, metal tube with two handles
and a large, rounded middle. He may wave the Gateways of symmetry can also be linked into a
device about threateningly but does not attack network which allows creatures with the proper
and cannot speak intelligently. command words to enter at any point and travel
to any location in the network. Each location has
In Ravenloft: This device does not function in its own command word. Once opened with the
the demiplane. proper command word, the gateway remains
open, allowing nonliving matter and creatures
of Symmetry who don't know the command word to follow the
same path, in either direction, followed by the
XP Value: 4,000 GP Value: 35,000 user who spoke the command word. A separate
command word closes the gateway.
POLYHEDRON Newszine 69
Using a magical item requires no command
Long before humans recorded history in the word, only a very clear thought of the destination
gate. If the user does not know where the other
land of Kara-Tur, a powerful nature spirit resid- end of the gateway lies, it cannot be used, though
the magical item is still destroyed. Once the gate-
ing in the depths of a volcano locat'ed some- way is opened and used, anyone or anything can
follow the user, and the gateway can be kept open
where off the coast of what is now the country by placing more magic in the bowl. Currently
there are between 50 and 100 gateways of symme-
of Wa began constructing these items to allow try in the Prime Material Plane.

him quick passage between his island and the 1742

rest of Kara-Tur.

Each gateway consists of a bowl and a ring,

each about a foot across, made of mithral (which

is very rare in the eastern lands). A gateway of

symmetry's power is dependent on measurements

Gauntlets of Dexterity II

Gauntlet opponent, and on a successful attack roll of 18+,
a paralyzing venom is injected into the victim.
Gauntlets are armored gloves. They can be made The struck creature is allowed a saving throw vs.
of leather, metal plates, or chain mail. Every suit poison. If this is successful, the creature is unaf-
of armor is assumed to include gauntlets of an fected, but if the throw fails, it must make a Con-
appropriate type. Magical gauntlets tend to be stitution check each subsequent round (for four
finer, lighter, and more easily worn than normal rounds), or become paralyzed for 2dlO turns.
varieties. They automatically enlarge or shrink to
fit any wearer from pixie- to giant-size. Clawed gauntlets are not usable as melee
weapons if the creature employing them holds a
Roll Gauntlet Type weapon. Clawed gauntlets are usually found in
01-08 pairs, although they may be used singly. For
09-17 Bagh Nakh instance, a fighter could employ a clawed gaunt-
18-25 Cestus let in one hand and a shield in the other. How-
26-33 Claw ever, if a combatant wears only one clawed
34-42 Clawrazor gauntlet with a different gauntlet (or nothing) on
43-47 Gauntlet the other hand, a -1 penalty is imposed on all
48-52 Hora attack rolls due to imbalance. Finally, a priest
53-58 Ioratsume wearing clawed gauntlets cannot cast spells with
59-67 Nagodarika a somatic component when the gauntlets' claws
68-75 Nekode are unsheathed.
76-83 Punch-cutter*
84-92 Talatra Climbing Claws
93-00 Punch-cutter*
Tiger's claws XP Value: 1,000 GP Value: 8,000

Rage of the Rakasta

This is a special type of toratsume that has been

Claw of the Bear modified to make them useful as climbing

XPValue: 500 GP Value: 5,000 devices. Any thief character who uses climbing

DRAGON Magazine 187 claws when attempting to scale a wall or other

This minor magical item consists of a set of sup- surface will gain a +10% bonus to his or her abil-

ple gauntlets which, upon mental command, ity. The claws will also fit an elf or any of the

extrude sharp, enchanted bear claws (the other human character classes. In these cases,

gauntlets save vs. attacks as soft metal). A druid they give the wearer a flat 10% chance to climb

wearing these gauntlets has two attacks per round walls as if the character were a thief. Rakasta

in melee combat. The gloves are +1 weapons, and characters can use the climbing claws in combat

each inflicts ld3+2 points of damage per strike. just as they would an ordinary pair of toratsume.

Additionally, a druid using these claws may climb Any other type of character using the claws to

trees with no chance of falling and may climb fight will be able to strike only once with them in

irregular stone surfaces such as mountains and any combat round, doing 1d4 points of damage

mortared walls as a thief with a base 75% success on a successful hit.

rate, modified by race and dexterity.

of Dexterity

Clawed XP Value: 1,000 GP Value: 10,000

XP Value: 2,000 GP Value: 12,000 The Book of Marvelous Magic

luz the Evil These gloves raise the user's Dexterity score to 18

These iron gauntlets are usable by priests and when worn. The user gains all bonuses derived by

warriors. They appear as strong, tough, but that.

unusually flexible, steel gauntlets. When a com-

mand word is spoken, the fingers of the gauntlets of Dexterity II

sprout viciously curved, talons, several inches in XP Value: 1,000 GP Value: 10,000

length. The gauntlets may then be used as weap- DUNGEON MASTER Guide

ons in melee combat. A successful melee hit from A pair of these gloves appears to be nothing more

a gauntlet inflicts ld4+4 points of damage on an than lightweight leather hand-wear of the every-

1747

Gauntlets of Entrapment

day sort. Naturally, they radiate magic if detect Fire Claws
magic is cast. They size themselves magically to
fit any hand, from that of a huge human to that of XP Value: 9,000 GP Value: 50,000
a small halfling. Gauntlets of dexterity increase
overall Dexterity by four points if the wearer's IMAGINE Magazine 29
Dexterity is 6 or less, by two points if at 7 to 13,
and by one point if Dexterity is 14 or higher. Fur- These two clawed gauntlets of red metal scales
thermore, wearing these gloves enables a nonthief
to pick pockets (95% chance) or open locks (37% are gem-encrusted and act as gauntlets of defense
chance) as if he or she were a 4th-level thief. If
worn by a thief, they increase these two abilities AC 0. Each acts as a short sword +5 in combat
by 10%.
and as the functional equivalent of a ring of fire

resistance. Because they are unwieldy, it is

impossible to wearfire claws and use any other

hand held item.

Fjalar's

XPValue: 2,000 GP Value: 10,000

of Entrapment Legends & Lore

XP Value: — GP Value: 1,200 Fjalar wears a pair of magic gauntlets +3 that

The Book of Marvelous Magic allow him to strike for 2dlO damage.

These gauntlets appear to be and may even

function as gauntlets of ogre power. However, of Fumbling

there is a 50% chance per use that they will XP Value: — GP Value: 1,000

cause the wearer to drop any items held; the DUNGEON MASTER Guide

gloves then clasp themselves together, prevent- These gauntlets may be of supple leather or any

ing their use. Once clasped, the gauntlets cannot heavy, protective material suitable for use with

be unfastened and the entrapped hands cannot armor (rings, scale, chain). In the former instance,

be pulled loose from them until a remove curse they appear to be gauntlets ofdexterity; in the lat-

spell is applied. They may be used as often as ter case, the gauntlets look like gauntlets of ogre

desired, and the remove curse does not destroy power. They perform according to every test as if

their powers. they are gauntlets ofdexterity or ogre power until

the wearer is under attack or in a life-or-death sit-

Gauntlet, Hand of Remote Action

uation. At that time, the curse is activated, and the Hand of Remote Action
wearer becomes very clumsy, with a 50% chance
each round of dropping anything held in either XP Value: 1,400 GP Value: 16,500
hand. The gauntlets also lower overall Dexterity
by 2 points. Once the curse is activated, the DRAGON Magazine 99
gloves can be removed only by means of a remove
curse spell or a wish. Also known as a wonderful hand, this unusual

creation is actually two devices—a gauntlet of

steel that changes size to fit the hand of any

wearer (halfling through human), and a "hand" of

solid steel, identical to the gauntlet in size and

Glim-Gauntlet appearance. The two items are magically

XPValue: 1,000 GP Value: 4,000 linked, so that the hand mimics all actions of the

The Ruins of Undermountain gauntlet from a distance of 10 feet per point of

The method of making these single gauntlets is Wisdom possessed by the wearer. Thus, the

largely forgotten. They were once the most common wearer of the hand ofremote action may grasp at

magical item in Waterdeep. Woven of metallic empty air and the hand, some distance away,

fibers, they magically alter size to fit the wearer. grasps at an enemy. The positioning and move-

They can handle sharp objects and pass through ment of the hand are under the complete control

flame and heat without damage to the wearer's hand. of the gauntlet wearer as long as the hand is

A glim-gauntlet is named for its power to glow within the maximum allowable distance and

with a soft yellow radiance akin to faerie fire remains within the sight of the wearer.

upon the mental command of the wearer. The All attacks made by the hand are at -1, due to

light can be varied from bright (not blinding) to a the difficulty of accurately judging distances

dim glow, and can last without limit, so long as from afar.

the glove is worn by a living being. A glim-gaunt- The hand may transport weapons, but it cannot

let can also cause magical dweomers (the auras of be used to wield them or hurl them; its chief use

enchanted items, not living things) to glow faintly is to manipulate dangerous items and to disarm

when touched by the gauntlet. The strength of traps and locks from a distance. It is particularly

such auras roughly corresponds to the power of suited for use by thieves, although any class may

the magical item touched. employ the item.

Gauntlets of Heat

The hand, unless its speed is markedly of Holding
increased (by telekinesis or similar means), does
1d8 points of damage per blow. For purposes of XP Value: 1,000 GP Value: 10,000
bending bars, opening doors, and similar
actions, it has the same effective Strength as the The Book of Marvelous Magic
gauntlet wearer. It cannot be destroyed by physi-
cal attacks, but it becomes inert if it takes blows The wearer of these gloves may hold onto any
amounting to 20 points of damage. It can be
"recharged," negating all damage, by bringing it other item or creature without letting go. When
into contact with the gauntlet before the 20 point
limit is reached. If it falls inert, either from used in hand-to-hand combat, a normal attack roll
damage or by moving out of sight of the gaunt-
let wearer, it must be "replenished" by keeping must first be successful, but the wearer may hold
it within the maximum distance for a period of
one day for each day (or fraction of it) that it onto the victim after that, squeezing if desired for
was inert; so even a momentary loss of control
over the hand causes it to become useless for 1 d4 points of damage per round (plus Strength
one day. The gauntlet and hand cannot be
employed in conjunction with any other form of bonus). The wearer's Dexterity bonus to Armor
magical gauntlets. The hand cannot be con-
trolled when the wearer is being attacked psioni- Class (if any) does not apply while holding onto a
cally, or is the target of some form of
mind-control magic; however, it will remain stationary object or creature.
functional, and can be used again as soon as the
wearer is no longer under mental attack. Iron Gauntlet of Urnst

The hand ofremote action cannot be damaged XP Value: 2,000 GP Value: 12,000
by fire, heat, cold, or electricity, but if it is hit by
a magical force of one of these sorts, the spell GREYHAWKAdventures
effect is transmitted at half-strength to the gaunt-
let wearer. For instance, if the hand is hit by a This item was created by an iron-fisted wizard
fireball of 8d6 strength, the gauntlet wearer takes
4d6 of damage, or 2d6 if a saving throw is made. who wanted a magical item to symbolize his phi-
Neither the gauntlet nor the hand is subject to any
form of rust or corrosion, including attacks by losophy of life. It is a leather gauntlet covered
rust monsters.
with flat iron plates on the upper surface. When

used in melee combat, the wearer has one attack

per round with a +2 to the attack. Damage

inflicted is determined on the following table:

Roll Result
01-12 Glancing blow: 1d6 points
13-16 Solid punch: 2d6 points
17-19 Hard punch: 3d6 points and opponent
is stunned next round
20 Crushing blow: 4d6 points and oppo-
nent is stunned for next three rounds

Add +4 to the next attack, and result rolls
against a stunned opponent instead of +2.

of Might

of Heat XP Value: 8,000 GP Value: 70,000

XP Value: 1,000 GP Value: 10,000 Twilight Calling

DRAGON Magazine 91 The gauntlets of might allow the wearer to do

These gloves are capable of generating heat and double damage (as a girdle ofgiant strength)

fire on the mental command of the wearer. A set three times a day, and have the power of regener-

of gauntlets of heat is capable of producing the ation (as the ring).

following powers—the wearer can produce flame

and heat metal six times per day per gauntlet, and of Meander

use burning hands three times per day. The XP Value: 2,500 GP Value: 15,000

gauntlets can also be used to ignite up to 12 Curse of the Azure Bonds

arrows or crossbow bolts a day, like the spell The gauntlets of Moander are a set of bulky, mag-

flame arrow. All spell effects are at the 12th level ical gloves forged by priests of Moander long

of ability. ago, in the years before their god was banished

and imprisoned. They were originally designed to

destroy the pool ofradiance, the home of Tyran-

thraxus. The mere threat of these gloves was suf-

1758

Gauntlets of Super Strength

ficient to cause Tyranthraxus to flee Yulash. of Proficiency
The gauntlets have the image of an open mouth
XP Value: 500 GP Value: 5,000
in each palm. In the presence of the pool ofradi-
ance, the mouths activate, and beams of light DRAGON Magazine 181
arch out, linking with the pool itself. In five
rounds it will suck the energy dry from the pool, Rumors tell of magical gauntlets that impart pro-
sealing it forever. The gauntlets then fall dormant,
losing all magical abilities, until a new pool of ficiency with any weapon when worn. Gauntlets
radiance is opened.
ofproficiency would certainly be valuable, partic-
The gauntlets have a number of beneficial
effects: ularly to someone with a large arsenal of magical
• Give the wearer AC 2.
• Function as gauntlets ofogre power. weapons. If the DM is very stingy with such
• Provide +2 on saving throws vs. spell.
• Allow the wearer to communicate with (but weapons, gauntlets of proficiency may be intro-

not command) all plant life. duced to the party.
The wearer is also more susceptible to the
effects of Meander's own magic, saving at -4. Razor Claws of Chakyik

XP Value: 1,500 GP Value: 12,000

GREYHAWKAdventures

These were created by a wizard loyal to the Tiger

Lord of the northwest. Always appearing in

pairs, each razor claw of the set consists of four

curved daggers attached to a leather gauntlet.

The weapon gives +2 attack and ld6+2 damage,

of Ogre Power and requires no special proficiency for use.

XP Value: 1,000 GP Value: 15,000 When both claws are used at once, a PC has two

The Book of Marvelous Magic attacks per round if his or her class level does not

These gauntlets give the wearer 18 Strength and the already allow it.

bonuses gained by that. The wearer may choose not

to use a weapon, striking instead with one fist each of Specialization

round and gaining a +3 bonus to the attack roll, XP Value: 1,000 GP Value: 10,000

inflicting 1d4 points of damage per hit (no bonus). DRAGON Magazine 181

Rumors tell of magical gauntlets that impart spe-

of Ogre Power II cialization with any weapon when worn.

XP Value: 1,000 GP Value: 10,000 Gauntlets of specialization would certainly be

DUNGEON MASTERGuide valuable, particularly to someone with a large

These appear the same as typical handgear for arsenal of magical weapons. Gauntlets of special-

armor. The wearer of these gloves, however is ization, however, can well cost the DM the cam-

imbued with 18/00 Strength in his or her hands, paign unless extreme care is used.

arms, and shoulders. When striking with the hand

or with a weapon hurled or held, the gauntlets add of Sticking

a +3 bonus to attack rolls and a +6 bonus to dam- XP Value: 100 GP Value: 1,000

age inflicted when a hit is successful. These The Book of Marvelous Magic

gauntlets are particularly desirable when com- These gloves are identical to gauntlets ofholding,

bined with a girdle of giant strength and a hurled but the user is unable to remove them. Each

weapon. They grow or shrink to fit any creature gauntlet adheres to any item it touches, to a maxi-

from human to halfling. mum of three. If any item weighs more than 300

pounds, the wearer can pull loose in six rounds.

of Polishing The items cannot otherwise be removed until

XPValue: 370 GP Value: 3,750 remove curse is applied by a caster of at least

POLYHEDRON Newszine 43 15th level.

While wearing these gauntlets, an individual is

able to thoroughly clean and polish any object of Super Strength

made of metal in Moth the time normally needed. XP Value: 3,000 GP Value: 30,000

These gauntlets are highly prized by metal smiths The Book of Marvelous Magic

and invaluable for cleaning and drying armor This pair of gloves appears to be and functions as

before it rusts. gauntlets of ogre power, but when commanded,

Gauntlets of Swimming and Climbing

they raise the wearer's Strength even further. The name is the mighty gauntlet of Colonel Tamus
wearer is then able to carry 200 pounds of addi- Ewdun, field commander and subadmiral of the
tional weight and gains a +5 bonus to both attack fleet. The gauntlet can create an explosion three
and damage rolls. This effect lasts only one turn times per day, not unlike afireball but without
and may be used only once per day. However, flames, that does 5d8 points of damage to any
immediately after the effect ends, the user must opponent within 5 feet of it. The blast is centered
stop and eat a full meal or suffer a - 4 penalty to on the gauntlet, subjecting the wearer to half dam-
Strength, Dexterity, and Constitution scores and a age. Nonetheless, it fills the bill for the perfect giff
-4 penalty to all saving throws. If a delay of more weapon—it looks impressive with one's uniform,
than one turn occurs before dining, these penal- does tremendous amounts of damage, and the
ties apply for at least eight hours or until two full explosions are fantastic displays of thunder and
meals and a good night's rest have been obtained. fury. It matters not at all that the wearer is subject to
damage as well; any true giff would smile in the
of Swimming and Climbing heart of such an explosion—it is the mark ofa great
warrior. The gauntlet's explosion can, if used
XP Value: 1,000 GP Value: 10,000 against ships, do 1d4 hull points damage.

DUNGEON MASTER Guide Another liability of this item, the main reason
why the giff have kept it to themselves, is that the
A pair of these gloves looks normal, like light- gauntlet shrinks to fit the hand it is placed on and
never comes off! Its magic seems tied to the
weight hand wear, but they radiate magic if detec- wearer's life force, since the gauntlet comes loose
only upon the wearer's death. There are many
tion is attempted. The wearer can have hands of sages of the mysteries who would love some
answers about this item; quite frankly, though,
large (human) or small (halfling) size, but gains there are few that wish to get close enough to its
current wielder to ask about it.
the ability to swim as fast as a triton (MV 15)
The gauntlet of Tamus is currently worn by
underwater, and as fast as a merman (MV 18) on General Saerlg Tomojak, diplomatic envoy for
the giff to the Rock of Bral. His violent temper,
the surface. The gauntlets do not grant the ability undiminished even after years of military disci-
pline, makes him a poor diplomat; nevertheless,
to breathe in water. people consider what Saerlg's angry fist can do
and concede to his wishes. As such, the giff have
The gloves give the wearer a very strong grip- received many "favors" from Prince Andru in
return for keeping Bral's landscape intact.
ping ability with respect to climbing. He or she

can climb vertical or nearly vertical surfaces, up

or down, with a 95% chance of success. If the

wearer is a thief, the gauntlets increase success

probability to 99%.

ofTamus

XP Value: 1,000 GP Value: 10,000

DRAGON Magazine 159

This heavy steel gauntlet's origin is unknown,

despite any number of people who claim to know

the "truth of such matters." This device, made of The Gauntlet

light chain mail and sheathed with metal plate, XP Value: — GP Value: —

has become a highly prized tool for the giff—an The Gauntlet

item so great in power and danger that it would The gauntlet is made of tough black leather. It

suit no other race. The gauntlet ofTamus received appears to have been made for a large human left

its name in an isolated skirmish during the Unhu- hand but is actually capable of fitting any left

man Wars. A giff mercenary found the gauntlet in hand. It has iron studs along the fingers and four

a cave on an asteroid in the Calotian system. rough gray-green gems set in the palm.

Wearing it into battle against some very surprised The gauntlet has a personality and purpose.

elves, Tamus found the gauntlet's power of gener- They should be treated in a manner similar to

ating explosions of tremendous force much to his those of intelligent swords. It has an Intelligence

liking. Though he soon succumbed to excessive of 15 and an Ego of 18, and thus a personality of

damage in battle (mostly caused by the gauntlet), 33. Its alignment is neutral evil and it will attempt

Tamus secured a place for himself in giff folk- to dominate its bearer as soon as it is put on. If

lore. the victim succumbs, he or she becomes a slave

As any giff will tell you, the gauntlet's correct to the gauntlet's commands. The gauntlet does

1769



Gauntlets of the Valorous

not allow the use of any of its powers by creatures • The wearer has a permanent shocking grasp
it does not control. Any character of nonevil ability that adds 1d6+l hit points of electrical
alignment who puts on the gauntlet suffers 1d8 damage to any hit scored with the hand wear-
points of damage each round that it is worn. The ing the gauntlet. This damage does not apply
gauntlet only attempts to control nonevil crea- if a weapon is used.
tures under exceptional circumstances, in which
case it leaves the creature with 1 hit point. • The wearer has an equivalent Charisma of 18
when dealing with creatures of evil alignment.
Ifa PC dons the gauntlet and becomes dominated This is due to the emanations of power from
by it, the DM should immediately take control of the gauntlet and if it is destroyed, all creatures
the character from the player and direct its actions previously subject to its influence are affected
according to the desires of the gauntlet. Control of by the equivalent of afear spell.
the character can only be restored to the player if the
gauntlet is removed. Removal requires the applica- • The wearer is no more than an automaton under
tion of an exorcize spell cast at the 20th level. Crea- the control of the gauntlet, and is immune to
tures wearing the gauntlet who are not under its charm, command, confusion, ESP, fear, feeble-
control are able to remove it without difficulty. mind, forget, friends, geas, hold person, quest,
scare, sleep, and suggestion spells.
The original purpose of the gauntlet was the Limited Use Powers:
destruction of the Keep at Adlerweg, but during
the years it lay dormant it became dissatisfied • The gauntlet may become the equivalent of a
and planned to capture and control the Keep, maul of the titans (duration five rounds; see
rather than destroy it. Hammer) three times each day. It may be
automatically wielded by its wearer (regard-
The gauntlet fears the Sentinel greatly since, if less of size or strength) but it can only be used
they are brought together, the gauntlet will be for damaging structures and not as a weapon.
destroyed.
• The wearer may cast a.fear spell once per day
Powers: There are two kinds of magical abilities (duration six rounds).
that the gauntlet can employ—those that are per-
manent and may be used at will, and those which • The wearer may cast a know alignment spell
may only be used for a limited period. These pow- three times per day.
ers are only available to a PC who has been com-
pletely taken over by the personality ofthe gauntlet. of the Valorous

Permanent Powers: XP Value: 10,000 GP Value: 45,000
• The wearer gains a number ofHit Dice or levels
The Ruins of Myth Drannor
(as appropriate). The number gained depends on
the original level and Hit Dice ofthe wearer: Made for the heroes of Myth Drannor, these magi-

cal gloves vary in appearance from massive, sil-

very, elbow length, war gauntlets to delicate open

versions consisting of five knuckle-rings linked to

Original level Levels/Hit wrist bracelets by fine chains, along which can be
/Hit Dice Dice gained
less than 1 found various ornamentation (sometimes including
1-3 5
4-6 4 storage lockets for powders, scent, gems, or coins).
7-9 3
11-12 2 If a single gauntlet is worn, the wearer can punch
1
more than 12 0 with it in battle for 1d4+l damage, making all

attack rolls at +3. It is supple enough to permit the

wearer to cast spells while wearing it, and causes the

wearer's spells to have the maximum possible

effects (overriding all the magic-affecting powers of

The wearer gains all hit points, THACO, saving the mythal, but not any victim-saving throws). The
throw and magic resistance benefits of the
acquired level, but no extra spell casting or spe- wearer also gains a +1 bonus on all saving throws.
cial abilities.
• The wearer regenerates 5 points of damage If any two gauntlets of the valorous are worn,

per round, even when reduced below 0. the pair together has all the powers and properties
• The wearer is protected by the equivalent of a
of a single gauntlet, plus 1d3 of the following
permanentprotectionfrom normal missiles spell.
powers (find randomly with a 1dl2 roll; these

powers are mentally revealed to the wearer once

both gloves are donned, and are not changeable):

Gauntlets of the Valorous

Roll Extra Power vival roll for the transformation (but unless
01 Regenerate (as the 7th-level priest spell) by naturally a shapeshifting creature, any later
change back to normal form involves a sys-
gauntlet-touch, twice/day. tem shock survival roll).
02 Resurrection (as the 7th-level priest spell, 11 A gauntlet can hold monster once per day,
by touch (as the 5th-level wizard spell, but
cast by a 20th-level priest) by gauntlet only one creature can be affected—save vs.
touch, once/day. spell at -3 to escape the spell effects).
03 Chain lightning (as the 6th-level wizard 12 Both gauntlets can, upon command, emit
spell, first arc of bolt dealing 12d6 damage) electrical discharges that they conduct
from pointed gauntlet, three times per day. directly to foes with punch attacks, or that
04 Stone toflesh or its reverse (as the 6th-level is added to the damage done by any weapon
wizard spell) of up to 180 cubic feet total wielded by either gauntlet; the damages
volume, by gauntlet touch, once per day done are an additional 2d4 points; this
(one act of eitherflesh to stone or stone to power can be used once per turn, and last
flesh, not once each). one round each time—but can affect both
05 Telekinesis as the 5th-level wizard spell— gauntlets if desired, so that a high-level
the single round version that hurls objects fighter employing two weapons, one in
away—as if cast by a 12th-level wizard: either hand, during the same round would
objects of up to 300 pounds total can be gain 2d4 extra damage on both. (Weapons
hurled, suffering 12 points of damage if and struck items normally requiring an
they strike solid objects in flight, affecting item saving throw vs. lightning are forced
objects and beings touched by a gauntlet to make such throws, so that the gauntlet
within a single round. Multiple objects can wearer can easily destroy his or her own
be touched and willed to fly away, and this weapon unintentionally.)
goes on until the weight limit is exceeded.
The object that is "over" won't be affected. When a matched pair of gauntlets ofthe valor-
This power is usable twice a day. ous is used in a certain way (say, to swing a mag-
06 Four times per day, the wearer of the gaunt- ical sword) or to do a certain thing (to slay a
let can unleash a power blow when a suc- baatezu or a dragon), they attain fulfillment. This
cessful attack is landed. The attack does purpose, set when they were created, is rarely
normal damage, plus 3d6 points of smiting known to the wearer, and cannot be divined by
damage (and the victim must save vs. spell magical means.
or be knocked down, its hold on weapons,
ladders, railings, captives, masts, and the Upon fulfillment, the gloves blaze with light
like automatically broken). and vanish, healing their wearer, and removing all
07 Either one of the gauntlets can emit a name afflictions as would an elixir of health. The
blade (as the 2nd-level priest spell, dealing wearer also gains 1 d4 permanent hit points, a
ld4+4 points of damage plus 2 more if the one-point gain on any ability score (randomly
victim is undead or especially vulnerable to chosen, not player's choice), and another perma-
fire, and -2 if it is protected against fire); nent ability. (Choose randomly from the follow-
this power can be evoked a total of twice per ing table, rolling 1d8 and rerolling if it's an ability
day, regardless of which glove is used. the being already possessed.)
08 By touch, a gauntlet can heal (as the 6th-
level priest spell), once a day. Roll Permanent Ability
09 Each gauntlet can emit repulsion (as the 6th- 01 Infravision (as the spell), whenever concen-
level wizard spell) once/day: undead caught
in this special repulsion effect must save vs. trated.
spell at -2 or boil away, suffering 2d4 points 02 Being gains +40% to base success rate for
of damage to their unlife.
10 A gauntlet canpolymorph other (as the 4th- climbing (see the PHB).
level wizard spell) once/day, by touch; vic- 03 Being gains a bonus of +1 on all attack rolls
tim is allowed a normal saving throw, and is
not required to make a system shock sur- with a particular type of weapon (specific,
such as a long sword, but not a broader cate-
gory such as "sword").

1770

Gauze of Appearance

04 Being gains a 40% chance to notice traps usually detect invisible intruders, any animal
(as a thief finds traps), even when not con- guards they may be using might not be so lucky.
centrating (a being already having this abil-
ity gains a +40% bonus). Gavel

05 Being gains the same chances to detect A gavel is a small wooden mallet, a noisemaker,
depth and grade as a dwarf has (see the used by rapping it sharply against a piece of wood.
PHB); note that the dwarven miners' apti- Gavels are used by auctioneers to get attention, and
tudes for detecting new construction, slid- by magistrates to call courts to order, conclude sen-
ing or shifting areas or traps are not gained. tencing, or quiet outbursts during court.

06 Being gains a base chance of 40% to move of Auctions
silently (as a thief; a being already having
this ability gains a +40% bonus). XP Value: 400 GP Value: 2,000

07 Being gains the ability to dimension door The Book of Marvelous Magic
(as a 7th-level wizard does, but without any
spell). This small wooden mallet is used by rapping it

08 Being can pass without trace once per day sharply on a piece of wood. It has no effect unless
(as the 1st-level priest spell—but no magi-
cal trail is left). three or more creatures are within 30 feet when it

is used. At that time, the user of the gavel must

offer to the highest bidder all magical items car-

ried. Any bid will suffice, and the wielder of the

Note that these fulfillment benefits are perma- gavel must hand over each item sold and collect
nent, and do not depend on alignment, behavior,
presence of the mythal, or proximity to where the the payment. If everyone refuses to bid, the item
gloves vanished.
passes; the victim keeps the item and instead suf-

fers a -1 penalty to attack rolls, damage rolls, and

Wonderful Hand saving throws. These penalties are cumulative

See Hand of Remote Action, above. with each item passed, to a maximum penalty of

-8 each. The auction continues until all magical

Gauze of Appearance items are sold or passed, or until the gavel is

destroyed. All items sold at auction are legally the

XPValue: 2,000 GP Value: 9,000 property of those buying them, but the original

Draconomicon owner may withhold command words, if known.

Although this item was created by dragons and is The original owner must announce this fact when

still crafted almost exclusively by them, it can be the item is sold. The items may be returned later,

used by intelligent creatures of any race or class. It of course, at the discretion of the new owners. A

takes the form of a small sheet of the thinnest, most remove curse spell from a caster of at least 15th

filmy material imaginable. It's effectively invisible level stops the auction by destroying the gavel. A

unless a creature is actively looking for it, and even remove curse from any level caster removes the

then the chance of noticing it is only 60%. accrued penalties.

To be effective, the gauze needs to be draped

around the top of a doorway or portal so that any- of Authority

one trying to pass through the portal must brush the XP Value: 600 GP Value: 3,000

gauze. The gauze immediately makes any invisible The Book of Marvelous Magic

creature that touches it visible again. In addition, This item, rapped on any hardwood, raises the

the creature who touched the gauze is totally con- user's Charisma to 18. However, the effect lasts

vinced he or she is still invisible, and unwilling to for only one hour, and the gavel functions only

believe anyone who tries to claim otherwise. once a day.

Gauze ofappearance also dissipates any illu-

sions that pass through it, and strips away the of Order

effects of minor spells like change self. Even the XP Value: 800 GP Value: 4,000

effects of a hat of disguise or a similar item is The Book of Marvelous Magic

reversed by the gauze. This gavel appears to be a gavel ofauctions but

Dragons frequently drape lengths of gauze causes every living creature within 30 feet to

around their treasure hoards. Although they can make a saving throw vs. spell or be charmed by

1774

Gem

the user. This limited charm lasts for only one
hour and is easily removed by a dispel magic
spell. The gavel may be used only once a day.

Gem

A few definitions concerning gemstones are in
order. Most minerals (and gems are usually min-
erals) are of two types—crystalline, occurring as
single stones or clusters of stones, each having a
definite structure that is regularly repeated
throughout crystals of the same sort; or massive,
occurring as continuous masses of the same min-
eral, having no regular structure that is readily
discernible. (Technically, massive minerals are
actually composed of a great number of micro-
scopic crystals in most cases.)

Crystalline stones are oftenfaceted, a process by
which they are flaked or ground into a series of flat
surfaces that together usually form one of several
customary cuts, in the shape of symmetrical but
irregular polyhedra. Both crystalline and massive
stones may be smooth cut, which is the act of form-
ing them into regular shapes with flat surfaces suit-
able for engraving (those often found in rings).
They may be made into cabochons, oval or dome-
shaped, with one flat side for mounting. They may
also be carved into beads, figurines, symbols, and
other shapes, or simply polished in the natural
shape of the stone. Massive stones are sometimes
found in large enough masses to be shaped like one
would shape wood or stone; sections may be sawn
off a large stone and used decoratively as slabs; or
they may be carved (or even turned on lathes) into
jars, bowls, and other functional shapes.

Inclusions are any of the specks of other materi-
als, bubbles, tiny flaws, impurities, and the like
which affect the appearance of a stone by their
presence. Cat's-eyes, found among many mineral
families, are caused by certain patterns of inclu-
sions which, when a stone is shaped properly,
appear similar to the slit-shaped pupil of a cat's eye.
Star gems have analogous patterns creating the illu-
sion of a pale, six-rayed star. Both cat's-eyes and
stars must usually be cut as cabochons to display
the effects (known by the terms chatoyancy and
asterism respectively). The value of a given stone
will depend on its size, color, relative freedom from
flaws, and the skill with which it has been cut.

Those mystical properties associated with the
various gems are to be associated with the "clas-
sical" forms; thus, while topaz exists in blue, col-
orless, and pink varieties, the mystical properties

Gem

associated with the various gems are to be associ- Malachite Wards off spells, evil spirits, and
ated with the "classical" forms; thus, while topaz poisons
exists in blue, colorless, and pink varieties, the Sunstone Wards off spells, evil spirits, and
mystical properties with which topaz is credited poisons
are linked only to the traditional honey-yellow Moonstone Causes lycanthropy
stone (and the similarly colored "oriental topaz"). Olivine Protection from spells
When stones normally occur in a number of dif- Onyx Causes discord among enemies
ferent colors, such as with agate, jade, jasper, and Peridot Wards against enchantments
spinel (to name a few), this restriction does not Ruby Gives good luck
apply. In the following text, each type of gem Sapphire Aids understanding of problems,
mentioned in the DMG is referenced by at least kills spiders, boosts magical abili-
one of its popular names. The information on Sapphire ties
gem category (ornamental, fancy, etc.) and base Sard Star Protection from magic
value in gold pieces is taken from the DMG. Serpentine Benefits wisdom
Topaz Adds to wile and cunning
Reputed magical properties of gems: The Turquoise Wards off evil spirits
Dungeon Master can use this list in a number of Aids horses in all ways (but the
ways. The DM may choose gems with appropri- stone shatters when it operates)
ate magical properties as needed material for the
creation of a magical diagram or as part of the Gem Color Meaning or Significance
material components for the spells listed in the Black The Earth, darkness, negation.
Fiendomicon of Iggwllv (see Spellbook). The Blue The heavens, truth, spirituality.
gems marked with an asterisk may also be used to Clear The sun, luck.
refuel Daoud's wondrous lanthorn. Green Venus, reproduction, resurrec-
tion, sight.
Gem Type Effects or Uses Red Control of hemorrhaging, heat.
White The Moon, enigmas.
Agate Restful and safe sleep Yellow Secrecy, homeopathy, jaundice.

Alexandrite Good omens

Amber Wards off disease

Amethyst Protects against drunkenness or

drugging Find the value of each gem or group of gems
on the table below, and check for gem variations:
Beryl Wards off enemies

Bloodstone Weather control

Carbuncle Powers of dragons' sight Roll Class Base Value
01-25 Ornamental Stones 10 gp
Carnelian Protection from evil 26-50 50 gp
51-65 Semiprecious Stones 100 gp
Cat's-eye agate Protection from spirits 66-80 Fancy Stones
81-90 Precious Stones 500 gp
Chalcedony Wards against undead Hardstones Varies
91 Shells Varies
Chrysoberyl Protection from possession 92-99 Gems l.OOOgp
Jewels 5,000 gp
Chrysolite Wards off spells 00

Chrysoprase Invisibility

Coral Calms weather, ensures safety in

river crossings, cures madness,

halts bleeding

Diamond Invulnerability vs. undead Ten percent of these gems are worth more or
less than their base value, either because of
Hematite Aids fighters, heals wounds imperfections or a particularly splendid cut. Use
the Gem Variation Table.
Jacinth Luck for travelers, wards off

plague, protection from fire

Jade Skill with music and musical

instruments Roll Result
1 Stone increases to the next higher value;
Jasper Protection from venom roll again, ignoring a result of 1.
2 Stone is double base value.
Jet Soul object material 3 Stone is 10-60% above base value.

Lapis Lazuli Raises morale and courage 1774

Malachite Protection from falling

Gem

4 Stone is 10-40% below base value. 71-72 Satin Spar
5 Stone is half base value. 73-74 Sharpstone
6 Stone is decreased to next lower base 75-76 Sheen
77-78 Silkstone
value; roll 1d6 again, ignoring a result of 6. 79-80 Snowflake Obsidian
7-8 Stone is uncut and in rough form (if pos- 81-82 Sunstone
83-84 Thuparlial
sible). Value is 10% of that listed until 85-86 Tiger Eye Agate
polished and cut by someone with jew- 87-88 Turquoise
elry proficiency. At that time, roll again 89-90 Variscite
on this chart with 1d6. 91-92 Violane
93-94 Webstone
If the specific type of stone is desired, go to the 95-96 Wonderstone
appropriate table below and roll the stone type. 97-98 Woodtine
Note that some gems have both economic value 99-00 Zarbrina
and commodity value if they can be used in creat-
ing magical items or magical spells.

Roll Ornamental Stone Type Roll Semiprecious Stone Type
01-02 Agni Mani 01-02 Agate
03-04 Algae 03-04 Alestone
05-06 Augelite 05-06 Andar
07-08 Azurite 07-08 Aventurine
09-10 Banded Agate 09-10 Bloodstone
11-12 Blue Quartz 11-12 Boakhar
13-14 Bluestone 13-15 Carnelian
15-16 Chrysocolla 16-18 Chalcedony
17-18 Corstal 19-21 Chrysoprase
19-20 Crown of Silver 22-24 Citrine
21-22 Disthene 25-26 Clelophane
23-24 Epidote 27-28 Datchas
25-26 Eye Agate 29-30 Dioptase
27-28 Fire Agate 31-32 Gold Sheen
29-30 Fluorspar 33-34 Hambergyle
31-32 Frost Agate 35-36 Hydrophane
33-34 Goldline 37-38 Hypersthene
35-36 Greenstone 39-40 Iol
37-38 Hematite 41-43 Irtios
39-40 Hyaline 44-45 Jasper
41-42 Lapis Lazuli 46-47 Luriyl
43-44 Lynx Eye 48-49 Malacon
45-46 Malachite 50-51 Mellochrysos
47-48 Microcline 52-54 Moonstone
49-50 Moss Agate
51-52 Nelvine 55-56 Mykaro
53-54 Nune 57-58 Mynteer
55-56 Obsidian 59-62 Onyx
57-58 Oolite 63-64 Orprase
59-60 Ophealine 65-66 Phenalope
61-62 Rhodochrosite 67-68 Rainbow Obsidian
63-64 Rosaline 69-72 Rock Crystal
65-66 Sagenite 73-74 Samarskite
67-68 Sanidine 75-77 Sardonyx
69-70 Sarbossa 78-80 Serpentine
81-82 Skydrop


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