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Items of Magic
"Very well," said Raistlin with unusual mildness. He spoke his word of command: "Shirak."
A pale, white light shone from the crystal on the tip of the
mage's staff. It was a ghostly
light and did little to brighten
the darkness. In fact, it seemed
to emphasize the menace of
the night.
This chapter briefly describes each of the fabulous items of magic that the Tower's head librarian, Jaclyn Cashell, has studied over the last several decades. The entries presented here - excerpted from her longer work, titled Krynn's Items of Magic - include notes on everything from potent alchemical mixtures to wondrous wands. Throughout this chapter, Jaclyn's notes appear in color italic type; these details, presented in the author's own acerbic tone, represent what Ansalon's best-informed sorcerers and sages know about the items. The remainder of each section, in normal black type, contains information about the items for the Narrator. For some basic background information on items of magic and how they work, readers can consult the end of Chapter Five of the Book of the Fifth Age in the FIFTH AGE boxed set.
Since the end of the Chaos War, certain
members of the Conclave of Wizards,
myself among them, have striven So catalog the diverse enchanted items created
before the Second Cataclysm. Always
prized, these items have become even
more precious now, as they still contain
power bequeathed to mortals by the gods.
Though the Conclave lias been officially
dissolved, I present this treatise on
enchanted items for the edification of sorcerers and sages across Ansalon. Many of
the devices described on the following pages
are actually inclutled m the vast inventory
of magical objects stored in the lower of
High Sorcery at Wayreth. I havc examined
and tested these items myself, so I can personally bear witness to their powers. I also
havc included descriptions of several
famous items which I have not examined
firsthand; howevcr, their powers liavc been
well documented by capable wizards.
I extend tlianks to the Master of the
Tower for supporting my work, and to
Palin Majere for his descriptions oi the
Staff of Magius. I here is one other who
deserves mention: Raistlin Majere, whose
journals yielded additional information
on thc Staff of Magilis and on the Orbs of
Dragonkind, as well as several other items.
Not even the most astute scholar can tell
whether an object bears an enchantment
just by looking at it. A magical item can
be simple or elaborate - anything from a
plain-looking workaday tool or weapon
to a work of art Grafted from precious
metal and studded with gems. A simple
divination spell can reveal the presence
of an enchantment, but bcyond that, there's no telling what an item can do.
A wizard (or wizards) must combine
many different enchantments to create a
magical item. These magics form a skein
so tangled that no mortal can hope to
sort them out. Only by actually picking
up or wearing an item and experimenting with different feats can one determine what boon it bestows.
When heroes find themselves faced with an unidentified item of magic, the Narrator should let them struggle a little bit to discover its powers. Some items, for example, might have the necessary words of command etched into them, but even then the heroes should not know exactly what the item does until someone takes it up and actually utters the word. Of course, if the heroes have seen the object in operation, they probably have some idea of its particular power. Divination spells never reveal an item's exact powers or command words, but heroes can get a good hint from a properly worded divination. For example, say a group of heroes who just found a wand of pyromancy cast a divination spell to learn how the item was last used. If the spell succeeds, the caster might get a brief vision of a horde of goblins perishing in flames. It's a good idea for Narrators to vary the amount of effort it takes heroes to discover all an item's powers. Some items should be simple to understand. For instance, during one quest, the heroes might capture an item from a villain and persuade him to explain exactly how it works. On another quest, however, they could stumble upon an ancient ruin and recover an item from a marble pedestal that bears a cryptic inscription. Upon deciphering the ancient words, the heroes discover the name of the long-dead wizard who made the item. But before they can discover the item's true powers, they must locate the wizard's final resting place and commune with the wizard's spirit - a formidable quest in itself. Sorcerers and mystics trained in these modern times will undoubtedly find some of wliat they read here surprising or puzzling, for many of the items described on the following pages create effects that simply cannot be duplicated using today's sorcerous or mystical spells. Rest assured that I liavc made no errors in my descriptions. Magic before te Second Cataclysm was much more powerful than it is now, and neither priests nor wizards chafed under the limits we do. Jaclyn's catalogue of magical items is divided into various sections: alchemical mixtures, magical writings, rings, rods, staves, wands, and other items. Each section's introduction explains some characteristics all the items share, such as particular requirements for use. Wherever a certain item's characteristics differ from those indicated in the introduction, the distinction is noted in its description. The description of each arcane object indicates whether Jaclyn considers it a trinket, a treasure, or an artifact, as defined in the Book of the Fifth Age, Chapter Two. Most of the items detailed in Jaclyn's catalogue require a hero using them to perform an action to activate themusually the easy Reason or Spirit action mentioned in Chapter Five of the Book of the Fifth Age. The action ability depends on whether the item's power is sorcerous or mystical, and opposition applies only if the item's power is targeted at a resisting individual. If an item has more than one magical power, a separate activation action is usually required to use each one. The effects of the items described in the sections that follow do not take effect automatically. An item's magical power takes effect only after one of the following has occurred:
- The item's user, a hero, succeeds in
his action to activate the item (or
one of its specific powers), overcoming any opposition from resisting
characters intended as subjects; or
Only one of the above choices normally should occur in order for an item's magical powers to take effect. In other words, once a hero succeeds in his action to use (activate) his item of magic (with the intended subject opposing the action where necessary), the effect takes place. The Narrator does not have to then determine whether the subject resists the effect - the attempted resistance is reflected in the character's opposition to the hero's activation action. The only exception involves hero vs. hero situations. When a hero intends to use an item of magic against another hero, the user must first attempt an action to activate it. If he succeeds, the intended subject attempts to resist. Both heroes may oppose each other's action in this case. An item of magic is "activated" when its user succeeds in the action described above or when the item automatically engages on its own. Items described as affecting one or more "individuals" or "creatures" can work against any of the races or groups defined in Chapter Six of the Book of the Fifth Age. However, an item that affects "people" works on the hero races or hostile nonhumans only. References to magical items' effects covering areas such as a "large room" or various sized groups of individuals correspond to the categories in the tables in Chapter Five of the Book of the Fifth Age. Certain items allow users to attempt "free" combat actions - a reference to any action that does not allow the opponent a counterattack. When heroes face such weapons, they must attempt a defense action with no chance to attack.
In ages past, the wizards of Ansalon created a wide variety of magical brews.
elixers, and oils that bestowed temporary
magical effects on people who imbibed or
applied them. Alas, the departure of the
gods after the Chaos War created a subtle
magical ripple in the fabric of the world
that turned most of these into pure water
or lamp oil. Still, a few of the more
unusual such substances proved resistant
to the chaos ripple and liave survived
with their powers intact.
Alchemical mixtures usually require
no special training to use - one simply
applies them, and their magic is released.
Unless noted otherwise, anyone can use an alchemical substance - even a hero with Reason or Sprit codes of "X" - by merely spreading it on the skin, eating or drinking it, or whatever is required. Branchala's Paints Enchanted pigments blessed by Branchala, god of music and tlie arts, typically come in small ceramic pots bearing flute or harp drawings. Each pot holds a syrupy liquid that gives off yellow and green sparkles if shaken or stirred. When applied to a surface with a stylus or brush the pigment magically creates any object in three dimensions, as long as it can be depicted in two dimensions. The paint creates only normal, inanimate objects, not creatures or magical items, although it can create plants. The user need not be a skilled painter, but must have some familiarity with magic. One jar of Branchala's paint, considered a trinket, contains enough pigment to create an inanimate object the size of a small room, or many smaller objects. A jar can produce a single object roughly equal in volume to two dozen humans, at maximum. The user can depict precious or valuable objects, such as gemstones or jewelry, but such items only appear at a glance to be valuable: Gems turn out to be made of cut glass, jewelry of tin or brass, and so on. Otherwise, any object created has the normal characteristics that the real thing would have. A ladder will hold a hero's weight and a hole will actually be a hole. Creating objects with this paint requires a Reason code of at least "C."
![]() Dust of Appearance Fine, metallic dust of appearance coats any creature or object it touches, rendering an invisible subject completely visible, and forcing it to remain so for a short time. Things coated with the dust cannot disappear in any fashion until the effect wears off a few hours later, though the subject's ability to move or fight remains unimpaired. Tossing a pinch of this dust, a trinket, into the air coats every creature or object within personal and melee range of the user. A pinch of dust blown straight ahead through a tube settles on creatures and objects in front of the user, within personal, melee, and near missile range. A coated creature or object remains visible for one hour. While the effect lasts, anything coated with dust cannot "disappear" in any fashion. The subject cannot become invisible, cloak itself with illusion, or travel to another dimension. For example, the dust renders a ring of projection ineffective (see "Rings"). Dust of appearance usually is found in tubes or packets. To randomly determine how many tubes or packets a hero might find at once, his player draws five cards from the Fate Deck. For every Moons card, he draws one extra from the deck. The player then totals the values of all the cards drawn - Dragons cards are considered Ones regardless of their face values - to figure the number of containers his hero found. Each container holds one pinch of dust. Dust of Disappearance A pinch of sparkling, multicolored dust of disappearance, sprinkled carefully over a creature or object, renders it completely invisible to both normal and magical sight. Only dust of appearance reveals the invisible subject while the effect lasts. The user of this trinket must spend one minute carefully sprinkling a pinch of dust over the creature or object to be rendered invisible. A single pinch of dust covers one creature or object of roughly human size. The subject becomes invisible instantly and remains so for one hour. No form of sight, no matter how magical or acute, reveals the invisible creature, though dust of appearance instantly cancels the effect. A creature sprinkled with the dust can move, attack, and use magic freely. Opponents cannot detect the subject by sight, though individuals with Perception scores of 6 or higher or those with acute nonvisual senses might detect the subject if they come within melee range. A hero sprinkled with dust of disappearance must attempt an easy Reason (Perception) action to remain unnoticed, repeating it every ten minutes if the other remains nearby. Even if an opponent notices the invisible hero and attacks, the latter can try to evade the assault in lieu of attacking. Evasion requires an average Agility (Perception) action. If the action fails, the invisible hero still can defend himself normally. Heroes defending against a counterattack from an invisible foe suffer a -4 action penalty. Certain conditions can make invisibility useless; see the "ring of invisibility" description for details. Dust of disappearance usually comes in small packets and can be found in the same quantities as dust of appearance. Dust of Tracelessness Magical dust of tracelessness powder seems like fine, gray sand. When thrown into the air, it can make a small chamber look as through is has been abandoned for years. If sprinkled along a trail, it makes even the softest ground appear smooth and untrodden. Sprinkled indoors, this trinket can make a large room look dirty and neglected, just as though unused for at least a decade. A thick layer of normal dust covers everything in the chamber, and cobwebs cling to every corner (if appropriate for the climate). Several pinches can disguise larger spaces. One pinch of dust can make a length of passage look similarly disused. Used outside, a pinch of dust can hide tracks left by up to ten individuals of human size and their mounts or vehicles. The area of effect begins where the user stands and extends for a mile back along their trail. Indoors or out, dust of tracelessness leaves no magical evidence behind. Its magic is instantaneous. This dust typically comes in small packets. To determine randomly how much dust a hero might find at once, his player draws five cards from the Fate Deck as described under dust of appearance. Mishakal's Healing Balm The cool, soothing unguent known as Mishakal's healing balm looks as blue as a clear summer sky and has a pleasant smell that reminds me of wildflowers and sunshine, though no two individuals ever seem to agree on exactly what the balm smells like. However, this fabulous substance docs heal wounds, cure disease, and detoxify poisons. One dose of this treasure, when applied to a wound or swallowed, removes any disease, including parasitic infestations, from a living thing. The creature or plant treated with the balm recovers fully in ten minutes to ten days, depending on how advanced the disease was. Minor or merely troublesome ailments, such as common colds, disappear in ten minutes. A chronic malady, such as leprosy, takes ten days, as does any disease that has advanced to its terminal stage. Mishakal's healing balm also neutralizes poisons in the same way it cures diseases. An individual who has died from a toxin can be restored to life if someone applies the balm within five minutes of death. Named for the goddess of healing, this balm restores up to three cards to a wounded hero, as necessary. To heal wounded nonheroes, the Narrator or a player draws two cards and adds their face values together to figure the number of Endurance points restored to a creature or character. Any Hearts card drawn allows an extra draw, but any Dragons card is considered a One, regardless of its face value. One application of this balm serves only one function: healing disease, poison, or wounds. The person applying the balm chooses the effect.
In the years before the Second Cataclysm,
Ansalon's wizards created a vast body of
temporary magical writings that essentially put many spells of High Sorcery
into portable form. Unfortunately, the
magical ripple that destroyed most of
Ansalon's alchemical mixtures also
erased every spell scroll on the continent.
Spellbooks remained unaffected, but the
arcane formulae tliey contained seemed
increasingly irrelevant as the years progressed without High Sorcery. Today,
spellbooks are merely a reminder of the
lost magic of a bygone age.
A few other magical writings also survived. Some scrolls that contained defensive magics more potent than simple
spells remained intact, and I have cataloged these below. It may seem strange,
but any literate person can make use of
these powerful protection scrolls just by
reading the words.
It also seems clear that a few very
potent magical tomes also survived into
the present day. The powers attributed to
these writings generally involve revealing
eldritch secrets that can greatly expand
or sap the reader's very soul. I have not
examined any of these tomes myself and,
as I have no reliable accounts of their
effects, I have not included them here.
Anyone who can read and speak can use a magical protection scroll; the scrolls use a magical cipher that most people can understand. Heroes can read protection scrolls if they can read normal writing or if they have Reason codes of at least "C." The ability to read protection scrolls does not necessarily mean the hero can read normal writing. Most scrolls of defensive magic create spherical effects that protect the reader and anyone standing nearby. These effects are always centered on the reader and move with him. The reader's companions could lose the benefit of the protection if they move away from the reader and, likewise, another creature can gain the scroll's benefits by moving close to the reader. Though almost anyone can read a protective scroll aloud and enjoy its effects, only people with Reason or Spirit codes of "A" can scan a scroll to learn what its effects will be. Studying a scroll to discover its function does not trigger its magic. A scroll can be used only once. When someone invokes its power, the writing on it disappears, leaving behind a sheet of blank, nonmagical parchment. Unless noted otherwise, reading or studying a scroll takes one minute. Scroll of Acid Protection The incantation inscribed on a scroll of acid protection shields the reader from all manner of corrosive substances for a short time. The reader of this trinket becomes immune to all acidic and corrosive attacks for ten minutes or until subjected to 100 acid damage points, whichever comes first. All acid attacks should be resolved normally while the protection is in effect to determine how much acid damage has accumulated. Once the protection effect ends, the reader becomes fully susceptible to acid once again, though he suffers no damage retroactively. Protected heroes still can suffer mishaps when resisting acid attacks. Scroll of Cold Protection A scroll of cold protection creates a bubble of protection the size of a small house. Anyone within it can withstand the coldest temperatures on Krynn, from the depths of the Icewall Glacier to the most frigid Kharolis mountaintop. A person so protected also becomes highly resistant to magical cold attacks and cryomantic breath. The reader and up to twenty-five others can fit inside the sphere created by this treasure. Affected individuals become immune to the effects of non-magical cold and receive a +12 action bonus when resisting magical cold attacks (including dragon breath). This protection lasts one hour. Scroll of Electromantic Protection The magical passages recorded on a scroll of electromantic protection create a bubble about the size of a small room. Anyone within it becomes impervious to all electromantic attacks. This trinket's reader and up to ten others can fit inside the defensive sphere. Everyone protected becomes completely immune to all forms of electricity, including dragon breath. This protection lasts five minutes. Scroll of Elemental Protection A scroll of elemental protection creates a barrier that keeps some elemental creatures at bay. However, very powerful ones can ignore tlie barrier, and large numbers of them can overwhelm it enough to let some get through. Elementals are beings composed purely of one of the four classic elements: air, earth, fire, or water. They usually appear on Krynn as the result of a summoning spell or device - like this treasure. The scroll of elemental protection creates an invisible sphere about the size of a small room. Up to ten human-sized creatures can join the reader inside the sphere. Everyone within it can move normally and can make missile attacks or cast spells out of it. However, melee attacks against foes outside require attackers to leave the protection. The sphere keeps up to 36 Physique points worth of elementals at bay; the monsters are unable to enter or reach into the protective environment (for instance, to make a melee attack). A single elemental with more than 36 Physique points can ignore it. Should multiple elementals encounter the sphere, it keeps out the weaker creatures before stronger ones. The sphere moves with the reader, but if the reader ever deliberately rams an elemental in an attempt to damage it or push it away, the protection collapses. The sphere created by the scroll lasts for thirty minutes if not brought down sooner. Scroll of Fire Protection A scroll of fire protection creates a bubble the size of a small house. Those inside can withstand any amount of heat, from blistering desert sun to fiery dragon breath. The reader and up to twenty-five others can fit inside the defensive sphere created by this treasure. Everyone within it becomes completely immune to all forms of heat and fire, including magical ones. Scroll of Gas Protection The incantation recorded on a scroll of gas protection creates a bubble about the. size of a small room. Anyone inside it becomes impervious to all forms of noxious and deadly gases. The reader and up to ten others can fit inside the defensive sphere produced by this treasure. Everyone so protected becomes completely immune to all harmful clouds and gases, including smoke and gaseous dragon breath. The effect, which lasts ten minutes, does not dispel the cloud. Opaque gases still block vision. Scroll of Magic Protection The powerful scrolls of magic protection create a small, invisible sphere of antimagic when read. No spell, magical item, innate magical ability, or magical breath functions within it. The spliere does not destroy magic within it, just temporarily negates it. The antimagic bubble generated by this treasure is about the size of a small room, large enough to hold five people plus the reader. It is centered on and moves with the reader. No magical effect can move into, out of, or through the protective barrier. Enchanted items in it lose all their magical properties until carried out of it or until the protection effect ends. Magical spells operating on a protected creature also temporarily cease, though time spent within the sphere still counts toward the spell's duration. Magical breath abilities and creatures' other innate arcane abilities also become ineffective behind the barrier. The protection lasts ten minutes. Scroll of Petrification Protection When read, a scroll of petrification protection creates an invisible magical bubble that prevents creatures within it from being turned into stone. This trinket creates a sphere the size of a small room, which can hold the reader plus up to ten others. Everyone within it becomes immune to any attack that turns flesh to stone. Baaz draconians still turn to stone if killed while within the sphere, however. The defensive barrier lasts for ten minutes. Scroll of Poison Protection The incantation inscribed on a scroll of poison protection makes the reader immune to all manner ofpoisonous substances for a sliort time. No form of poison - ingested, injected, inhaled, or contacted - affects the reader. The protection offered by this trinket lasts five minutes. Scroll of Possession Protection Reading a scroll ofpossession protection produces an invisible bubble that prevents any form of possession or mental control from being imposed upon creatures inside. No spell, item, or innate ability that lets the user take control of another individual can function upon those protected by this treasure. However, the defensive sphere blocks only effects that allow physical or mental control; emotions, such as fear, can still be imposed. The protective environment, the size of a small room, can hold ten people besides the reader of the scroll. This effect lasts thirty minutes. Scroll of the Stellar Path
Powerful wizards created scrolls of the stellar path during the Age of Might. Reading
the scrolls opened magical conduits
through time, briefly duplicating - for the
reader only - the optimal configuration of
Krynn's three moons for casting spells.
Now that Krynn has only a single, non-magical moon, these scrolls make a small
portion of god magic available to sorcerers.
Reading one of these scrolls can be perilous, us one misspoken phrase can leave
the reader physically and mentally scarred.
Reading a scroll of the stellar path - a treasure - takes five minutes. After completing the incantation, the reader's daily allotment of sorcery points increases by 25 during the next two days. He also gains an automatic trump bonus whenever he casts or resists a spell during that same length of time. If a mishap occurs during the initial reading (the activation action), the scroll bursts into a multicolored spray of energy, which causes the reader's Perception and Presence scores to each fall 1 point. The reader forever after bears a crescent-shaped scar over his heart. The crescent's color depends on the reader's nature score as follows:
Using a scroll of the stellar path requires a Reason code of "A." In addition to its above powers, it can also recharge the Staff of Magius (see "Staves").
![]() Scroll of Undead Protection The useful scrolls of undead protection create a barrier that keeps undead creatures at bay. However, very powerful undead can ignore the barrier, and large numbers of them can overwhelm it enough to let some get through. The scroll, a treasure, creates an invisible defensive sphere about the size of a small room. Up to ten human-sized creatures can join the reader inside it. All within it can move normally and can make missile attacks or cast spells out of it. However, melee attacks against those outside require attackers to leave the sphere. The barrier keeps up to 72 Physique points worth of undead creatures at bay (all those on the "Undead" chart in Chapter Six of the Book of the Fifth Age, as well as other creatures created from corpses or disembodied spirits). Such entities can neither enter nor reach into the sphere. A single undead creature with more than 72 Physique points may ignore it, however. If multiple undead encounter it, the weaker creatures are kept out before stronger ones. The effect moves with the reader, but if the reader ever deliberately rams an undead creature in an attempt to damage it or push it away, the barrier collapses. The sphere lasts for thirty minutes if not brought down sooner. Scroll of Water Protection The magic of a scroll of water protection creates a defensive sphere about the size of a small room. No form of water can enter this sanctuary. Those inside enjoy complete protection from inclement weather, magical blasts of water, and other water-based effects. The reader and up to ten others can fit inside the defensive sphere generated by this treasure. No form of water can enter it - liquid, solid, or vapor. (The scroll has no effect on water that constitutes part of a creature's physical makeup, though.) The sphere keeps out ice, hail, snow, sleet, steam, and so forth. Individuals carrying small amounts of drinking water inclosed containerscan cross the barrier, but those within cannot be touched by water in any form. If those under protection come upon any body of water, the substance will not touch them. The surface tension the scroll creates will not allow those protected to sink into a lake (even if they wish to), slip on ice, get soaked by rain, or suffer any other such effects. The protection lasts one hour.
Rings can hold all manner of useful
enchantments. As the name suggests, a
magical ring is a bit of jewelry intended
to be worn on a finger. Magical rings
have a wide range of designs and appearances. Their magic takes effect only when
worn on a finger, thumb, or similar digit.
However, several rings worn together
begin to interfere with each other. Once a
person dons a ring, any ring already in
place on the same hand becomes inactive. Two rings, each worn on a different
hand, work fine.
Usually, any fool wearing a ring gets
the benefit ofpowers that apply only to
[lie wearer. Many rings, however, bestow
control over others or produce effects that
extend beyond the wearer in some fashion. Only wearers who have some familiarity with the magical arts can employ
such pervasive powers.
A very few rings have within them
only a limited amount of magic, which
the wearer depletes with each use.
Magical rings must be worn on the hands, not on the feet or on other parts of the body. Creatures with claws or other fingerlike digits can wear rings on their forepaws. Most rings generate personal effects that require no special effort; they function automatically and continuously for anyone. Powers that can be used on demand require a Reason or Spirit action, depending on the ring (see below). Unless stated otherwise, a person must have a Reason code of at least "C" to use these powers. The power contained in some rings is expressed in charges - each use drains one or more of them. To determine randomly how many charges a ring holds when a hero (or character) acquires it, the hero's player (or the Narrator) draws five cards from the Fate Deck. For every Moons card he draws, he takes one extra card. Totaling the values of all the cards - Dragons cards are considered Ones, regardless of their face values - yields the ring's number of charges. Unless the description indicates otherwise, spent rings cannot be recharged. Golden Ring of Healing
The Wizards of the Conclave busied
themselves with making golden rings of
healing until the Second Cataclysm.
Because of rivalry among the orders, none
of them formally recorded how many
they completed; however, the process of
creating these rings was long and difficult, so there could not have been many.
The rings appear to be simple bands
of gold braided into intricate knots. A
sorcerer wearing one of these rings can
command it to heal his wounds once a
day. The ring also protects a sorcerer
from a single fatal attack, hut once it
saves his life, it will never work for him
again. Another sorcerer could use the
ring, however.
A wounded sorcerer hero using this treasure's healing power regains one lost card to his player's hand. Sorcerer characters regain 1 point of Endurance by using the power. If the wearer ever suffers a mortal blow, the ring saves his life automatically: Upon discarding his last card, the player of the sorcerer hero may draw a single new card; characters are left with 1 Endurance point. Once the ring saves a sorcerer's life, that person cannot use any of that ring's powers again. The sorcerer could give it to someone else, though, and he could benefit from a different golden ring of healing. Only wearers with Reason codes of "A" can use this ring's powers. One golden ring of healing, described in Chapter Five of the Book of the Fifth Age, belonged to Dalamar the Dark, but no one knows what he did with it after it ceased to function for him. Ring of Alteration
A ring of alteration allows the wearer to
assume the form of one particuiar type of
creature. Many versions of this item were
created during the Ages of Might and
Despair - and not all of them were rings;
belts, robes, gauntlets, and circlets also
received this enchantment.
The famous kender Tasslehoff Burrfoot, a Hero of the Lance and first
among those honored at the Tomb of the
Last Heroes in Solace, once found a ring
of alteration carved from ivory and
shaped like a mouse's head, with two
ruby chips for eyes. When lie put on the
ring and willed himself to change,
Tasslehoff could turn into a small white
mouse. This ring may have been buried
along with Tasslehoff, or the kender
might have lost it during his travels, as
true kender are wont to do.
This trinket lets its wearer assume the shape of one type of creature from the "Animals ofAnsalon" chart in Chapter Six of the Book of the Fifth Age. The user can trigger the change either by willing it or by a command word. When in animal form, the user retains his own Mental ability scores, but gains the animal's size, shape, and Physical ability scores, including special attacks. All the wearer's equipment becomes a part of the new form, but it ceases functioning while the user is transformed. The wearer can resume his own shape at any time, but he can safely remain in animal form only for a number of minutes equal to his Presence score. If the wearer remains in animal form longer than this, he must attempt an average Presence action each minute. If the action fails, he has forgotten his true form and only mystical alteration magic can change him back. The spell to restore his true form requires 10 mysticism points before adjustments for range and invocation time. The wearer's Presence score opposes the spell. The wearer must have a Spirit code of at least "D" to use this ring. Ring of Befriending Animals A person wearing a ring of befriending animals can cause small groups of creatures to act docile and friendly toward him. By expending a portion of the ring's power, tile user can compel the animals to protect him or his belongings. The wearer of this treasure can attempt to befriend any animals (creatures listed in the "Animals" chart in Chapter Six of the Book of the Fifth Age) within melee range, provided the total of their Physique scores does not exceed 60. To do so, he attempts a normal action to use a magical item - in this case, an easy Spirit (Presence) action, with the animals' average Intellect score opposing it. If the attempt to befriend them fails, the animals flee. A mount or draft animal adds its rider's or driver's Perception score to its Intellect score when resisting the effect. Befriended animals become docile and follow the ring's wearer around for up to one hour. At the end of that time, they simply wander away. If the wearer chooses to expend a charge from the ring, he can command the animals to guard him or his possessions. The animals cannot be ordered to attack the wearer's enemies, but they leap to his defense whenever he falls under attack (even if he started the fight). The wearer must have a Reason or Spirit code of at least "C" to use this ring. The wearer's player (or the Narrator) determines its number of charges as described in the introduction to this section. Ring of Blinking When a person wearing a ring of blinking issues the proper command, he winks out of existence, instantaneously reappearing nearby. Thereafter, the wearer "blinks" once a minute, appearing in a random location each time. The effect usually foils physical attacks, though spells and missiles can still strike the wearer. Once used, the ring becomes spent for a time while it recharges itself. The wearer of this treasure blinks in and out for six minutes, unless he chooses to end the effect earlier. Thereafter, the ring cannot function for one hour no matter how long it was in use. All personal and melee assaults against a blinking wearer fail. A wearer can attack another while blinking, but he becomes subject to counterattacks. Blinking to evade a counterattack requires a successful average Reason (Agility) action; if the action fails, he still may attempt a normal combat defense action. The wearer cannot automatically evade any free attacks his opponent might gain as the result of a mishap he suffered during an attack. Any missile attack the wearer makes while blinking suffers a -4 action penalty, as does any missile attack made against him. The wearer can attempt spells while blinking, but those without an instant casting time automatically fail. The wearer receives a +4 action bonus when resisting magical attacks made against him while blinking. The wearer moves about ten feet with each blink; the ring's magic keeps him from blinking into spaces already occupied by creatures or solid objects.
![]() Ring of Chamelion A ring of the chameleon gives the wearer the power to alter the color of his body, clothing, and equipment so he visually blends info his surroundings. The change in color can even alter the wearer's appearance enough to fool dim-witted creatures into believing he is one of them. Someone wearing this trinket can invoke a color change anytime he wishes, as long as he has a Reason code of at least "D" and stands against a backdrop containing different colors or textures. The wearer could blend into a forest or a castle wall, but not into a featureless plain or a clear sky. When blended, the wearer becomes invisible to creatures at near missile range or farther away. If an observer comes closer, the wearer must succeed in an average Reason (Perception) action to remain unnoticed, and even then he will be detected if he moves. Should the wearer join a group of creatures about his same height and bulk, he can use this ring's power to fool them into thinking he is a member of their race. A human, for example, could try to look like a brute or a hobgoblin; he could not appear as a kobold or an ogre. The deception fails automatically if the creatures have Reason scores of 6 or higher. Otherwise, it requires an average Presence (Perception) action, which the wearer must repeat every ten minutes. And with each action attempt, the opposition value increases by 2 points. For example, say Ulin Majere falls in with a group of brutes and successfully deceives them. After the first ten minutes, he must attempt to fool them again, and the brutes gain a +2 bonus to their Perception scores. If Ulin succeeds again, the brutes gain a +4 bonus on his next attempt to deceive them, and so on. If the action fails, the creatures realize the wearer's true race. Should the wearer suffer a mishap during a masquerade attempt, the creatures gain a surprise counterattack. Ring of Clumsiness
At first, the dangerous rings of clumsiness
offer their wearers some sort of beneficial
enchantment - conferring invisibility
upon them, for example.
When the wearer faces a stressful or
dangerous situation, however, the beneficial effect ends. A curse strikes the hapless
user, turning him into a lummox incapable ofperforming any action that
requires stealth, precision, or balance.
Once the curse takes effect, the victim
remains impaired until fie can find a
sorcerer to remove the ring with an
enchantment spell.
When the curse strikes, the wearer of this treasure finds his Agility and Dexterity scores cut in half (rounded down). A score reduced to zero through this cursed magic carries no special penalty - the victim simply has a value of zero when resolving or resisting Agility and Dexterity actions. While under the curse, the wearer of a ring of clumsiness enjoys no trump bonus to resolve Agility or Dexterity actions. He also suffers a -2 penalty to all defensive Endurance actions. The cursed figure cannot cast a spell unless he succeeds in an average Dexterity action at his reduced score. Once cursed, the wearer can remove the ring only with the assistance of a sorcerer who can cast enchantment spells. The spell to remove the ring consumes 12 sorcery points before adjustments for range and invocation time and the spell must overcome an opposition score of 12. For example, say the Master of the Tower tries to help Palin Majere remove the ring. If the Master touches Palin and spends a half-hour casting the spell, it consumes 14 sorcery points (12+1+1) and yields an action difficulty of 26 (14+12). If the spell succeeds, the ring loses all its magical properties - even the beneficial one - and can be removed. To determine randomly this ring's initial power, the wearer's player draws one card from the Fate Deck and con- sults the table below:
*This power's description appears in this section as a legitimate ability of another ring. Ring of Contrariness A dangerous and inconvenient item, the ring of contrariness has a useful enchantment of some kind - such as enabling the wearer to fly. However, it also carries a curse that takes effect the moment the wearer slips tile ring on: The wearer can no longer agree with any remark put to him. He disagrees with or contradicts every idea, statement, or action he encounters. An enchantment spell can remove the ring, but the curse makes the wearer refuse to cooperate with such a spell, stubbornly doing all he can to avoid losing the ring. Contrariness does not necessarily mean the wearer of this treasure responds in a manner exactly opposite to what is asked of him. Instead, he does whatever he can to confound and frustrate those around him. For instance, if Palin wears a ring of contrariness and his wife Usha says, "Don't take off your ring!" Palin might respond by trying to take off one of Usha's rings instead. The wearer will not intentionally hurt himself through contrariness: If Usha tells Palin not to hit himself over the head, the cursed sorcerer might strike at her head. A sorcerer can take a ring of contrariness off someone using the same kind of enchantment that removes a ring of clumsiness (see previous entry). However, the ring's wearer actively opposes any attempt to remove it. Once removed, it loses all magical properties. To determine randomly what the ring appears to be, the wearer's player draws one card from the Fate Deck and consults the table below:
* This power's description appears in this section as a legitimate ability of another ring. ** The ring reflects most of the effect of any spell cast to remove it, even if delivered by touch. The spell's caster suffers no ill effects, but he cannot get the ring off unless the wearer receives the removal spell's full effect. He can, however, cast the removal spell multiple times in the same week for a cumulative effect. Ring of Controlling Mammals A ring of controlling mammals grants even novice students of the mystic arts complete control over small groups of mammals for short periods of time. This trinket allows its wearer to control any number of mammals, as long as their combined Physique scores do not exceed 150 points. The mammals oppose the activation action with the average of their Perception scores. Mounts or draft animals add their driver's or rider's Perception score to their own to resist the effect. Successful users of the ring gain complete mental control over the animals and can even force them into self-destructive acts. The ring allows control over only mammalian creatures from the "Animals" chart in Chapter Six of the Book of the Fifth Age. It does not, however, affect mammals beyond near missile range. Control lasts one hour. The wearer must have a Spirit code of "C" or better to use this ring. Ring of Feather Falling The useful ring of feather falling automatically prevents the wearer from suffering any harm when he falls. Before impact, the wearer becomes as light as a feather. After he floats gently to the ground, his mass instantly returns to normal. The ring, considered a trinket, automatically activates itself whenever its wearer falls more than five feet.
![]() Ring of Fire Resistance Anyone wearing a ring of fire resistance becomes invulnerable to most forms of heal and flame, though intense natural fire (such as molten lava) and magical fires remain dangerous. The ring provides a +8 action bonus to the wearer's attempt to resist heat or fire. This treasure also negates his first 10 damage points from exposure to fire. Ring of Flying A person wearing a ring of flying can soar like an eagle for short periods of time. This trinket lets a person fly for up to ten minutes once each hour. Only those with Reason or Spirit codes of at least "C" can activate it. A wearer cannot carry more weight aloft than he could normally carry while running. Ring of Free Movement Rings of free movement allow their wearers to move anil act freely even when hostile magic or the environment would immobilize or restrict them. The wearer moves throuh water as easily as lie passes through air. Grappling attacks and paralyzing magic can immobilize the wearer, but fie becomes resistant to them. A ring of free movement does not prevent its wearer from swimming normally, but neither does this trinket let him breathe underwater. Any card the wearer's player uses to avoid a grappling attack, paralysis effect, or similar assault is automatic trump. Ring of Invisibility The marvelous rings of invisibility allow their wearers to apparently disappear on command. A kender equipped with such a ring could wreak untold havoc. The wearer of this trinket becomes invisible instantly upon activating the ring and remains so for one day or until he casts a spell, makes an attack, or voluntarily ends the effect. During the minute in which the wearer seems to disappear, opponents can surmise his location and launch attacks. However, the wearer can evade any attack directed at him if he succeeds in an average Agility (Perception) action. Should he fail, he still can defend himself normally. After the first minute of invisibility, opponents cannot detect the wearer by sight. Those with Perception scores of 6 or higher or acute nonvisual senses might detect him if they come within melee range. In this case, the wearer must attempt an easy Reason (Perception) action to remain unnoticed, repeating it every ten minutes if observers remain nearby. Even if detected, however, the wearer can evade attacks as described above, provided he does not make an attack himself. Certain conditions can allow observers to notice the wearer automatically. A wearer trudging through new snow, for example, leaves visible tracks. Likewise, if the wearer opens a door and bumps into an object, observers can see the door or object move. An invisible figure does not become magically silent - his footfalls could give him away. Those who notice the invisible individual suffer a -4 action penalty when attacking him. Certain conditions can render the wearer visible again. For example, flour thrown in the air will coat him, leaving a visible outline. Dust of appearance reverses the ring's effects. Ring of Leaping Rings of leaping allow any wearer to make spectacular leaps up to four times each day. The wearer of this trinket can leap forward across a space the size of large room, attaining a height about one-fifth the horizontal distance. The wearer also can leap backward or straight up about the height of a giant. The ring's leaping ability grants the wearer a +8 action bonus whenever he tries to open or close range. Anyone can use this ring. Ring of Mental Shielding A ring of mental shielding makes any wearer impervious to divinations that reveal his mental state. Neither mystical sensitivity spells nor items that duplicate the effects of that mystic sphere (such as the medallion of mind reading described under "Other Items") reveal any information about the wearer of this trinket. When someone tries to use such a spell or item against the wearer, the Narrator resolves the action normally. If the action succeeds or fails, the item's user or spell's caster discovers nothing. Should the action result in a mishap, however, the user or caster receives a false indication. For example, if a mystic used a sensitivity spell to determine the nature of someone wearing a ring of mental shielding, a mishap would reveal a nature other than the wearer's true one (Narrator's choice). Ring of Nature's Love The gods created the unique Ring of Nature's Love during the Age of Dreams. The least of its powers helps the wearer in combat defense. The ring also confers resistance to the natural elements and to magic. The wearer's wounds heal twice as fast as normal. Sadly, this marvelous artifact was lost during the Time of Light. This one-of-a-kind artifact grants its wearer a +2 action bonus on defensive actions and improves the wearer's defense rating by 2 points as well. Unlike other protective bonuses, the ring's bonuses can be combined with those from other items. Damage points the wearer suffers from magical attacks involving air, earth, fire, or water are reduced by half (round fractions down). In addition, the ring negates the first 15 damage points the wearer suffers from any exposure to natural air, earth, fire, or water. In addition, the ring slows the aging process and doubles a hero's rate of healing. While it dotes not confer immunity to disease, it prevents its wearer from dying of a nonmagical disease. Once such a malady reaches the terminal stage, the wearer suddenly begins to recover. To randomly determine how long the recovery takes, the player draws one card from the Fate Deck - the card value indicates the recovery time in days. Magical diseases affect the wearer normally. Divination spells reveal only a weak magical presence when directed at the ring, even though it is very powerful. Tika Waylan Majere currently owns this pewter circlet, though she does not realize its power or even that it is magical. She stole it during her brief career as a thief but doesn't clearly remember when she acquired it or from whom. Tika wears the ring on a chain around her neck as a memento of her father, who actively encouraged her to develop her pilfering skills before he disappeared late in the Fourth Age. In times of trouble, she tends to slip the ring onto her finger, asking for her father's guidance; this activates it. If she wore it continually, she would enjoy the ring's magical benefits all the time. Ring of Presence A person wearing a ring of presence gains a remarkable ability to influence others, as the item enhances the force of the wearer's personality from the moment he puts it on. Wearers with any magical skill also can use it to befriend others and compel them to do their bidding. The ring, considered a treasure, gives its wearer an effective Presence score of 9 for the purposes of interacting with others (members of any race in the Hero Races or Hostile Nonhumans charts in Chapter Six of the Book of the Fifth Age). The user must resist mystic spells using his normal score and, if he already has a Presence of 9 or higher, there is no effect. Those with Reason or Spirit codes of at least "B" can also use the two special powers a ring of presence possesses. Once a day, the wearer can try to magically befriend any number of people, as long as their combined Presence scores do not exceed 100 and all of them remain within near missile range of the wearer. Those affected feel a sense of friendship toward the wearer. If they were hostile toward him when he used the ring, they become merely annoyed and willing to forgive. While befriended individuals tend to trust the wearer and feel inclined to help him, they do not fall completely under his control. Instead, they interpret what he says and does in the best possible light. Should the wearer order someone befriended to take self-destructive actions or to behave contrary to his interests or true nature, the effect ends immediately. Otherwise, the wearer must attempt an average Spirit (Presence) action each hour to maintain control. If he fails, the effect ends without the befriended individual ever knowing he was ensorcelled. Also once per day, the wearer of this ring can compel one person to a particular action, provided that person is within near missile range. The wearer must describe the action briefly - no more than a sentence or two - in a language the subject understands. The action must sound reasonable; the wearer cannot compel anyone to fall on his sword, for instance. The effect lasts as long as it takes the person to complete the action, but never more than a day. The action need not be immediate; the wearer might compel the person to act only in response to a specified condition. (Players should keep in mind, however, the effect's maximum duration of one day and the mandatory short instructions.) Ring of Projection The elf wizardess Serinda received the Ring of Projection from a fellow wizard after a sea battle during the last age. This plain bronze band was set with an emerald and a circle of amber chips. Lifting the stone revealed a tiny secret compartment underneath. However, raising tlie stone whilc speaking a command word caused an illusory duplicate of the wearer to appear nearby. Serinda could even make the image copy her own actions if she refrained from attacks or sudden movements. The illusory figure projected by this unique treasure can appear at near missile range or closer. If the wearer does not engage in combat or use a spell or magical item, the image exactly duplicates his every move. Because the image is purely visual, those at personal or melee range can easily distinguish the projection from the original, but anyone more distant cannot. One must have a Reason code of at least "B" to use the ring. Once each hour, the wearer can summon the image, which remains for five minutes or until he dispels it or disrupts it by engaging in combat or using other magic. Ring of Protection Valuable rings of protection make anyone wearing them more likely to resist attacks, both physical and magical. Unfortunately, wearing two of these rings at once confers no extra benefit, nor do they improve the wearer's defenses when worn with more powerful defensive items. A ring of protection may be either a trinket or a treasure, depending on the strength of its enchantment. The ring's magical bonus applies to any defensive action the wearer attempts - avoiding attacks, resisting spells, and the likebut not to his defense rating. A wearer cannot accumulate defensive action bonuses from multiple items. Instead, he gets the benefits from only his most powerful item. For example, say Linsha Majere wears chain mail of renown, which gives her a +4 bonus to defense actions. If she also has a ring of protection with a +5 bonus, she receives only the +5 defensive action bonus, not +9. However, the magical chain mail still gives Linsha its normal defense rating of -7: -3 for chain mail in addition to the -4 enchantment. If Linsha dons a cloak of protection with a +6 bonus, along with her chain mail of renown and her ring of protection, she gains a +6 defensive action bonus and keeps her an armor rating of -7. In this case, the ring gives her no benefit at all. To determine randomly the bonus of a hero's ring of protection, his player (or the Narrator) draws one card from the Fate Deck and consults the table below:
Ring of Psychokinesis A ring of Psychokinesis allows the wearer to reach out with his mind and move objects as if lifting and manipulating them with one hand. The wearer ran hurl things, open normal doors, pull level's, and perform similar feats at considerable distances. Wearing this trinket, an individual can manipulate any object he can see, provided he could normally move it with one hand and it lies within far missile range or closer. He can use it to mentally generate a steady push or a violent shove. A steady push, which lasts up to five minutes, can move an object a maximum of one range category per minute. A violent shove hurls lightweight objects one range category. If the wearer mentally hurls an item at another, the action becomes a normal combat action dependent on the range between the wearer and target. For example, hurling something at a foe in melee range would be treated as a melee attack. Hurled items inflict 12 damage points if they hit. A ring of psychokinesis functions once every ten minutes. Ring of Regeneration Anyone wearing the rare and precious ring of regeneration heals so quickly that wounds close on their own in minutes. Severed limbs actually grow back fully in a few days or weeks. When a hero wearing this treasure suffers a wound, the Narrator should draw one card from the Fate Deck without showing it to the wearer's player. The card's face value indicates how many minutes of game time pass before the hero gets any benefit from the ring. After that time has passed, the player with the regenerating hero adds the card to his hand. If, despite the additional card, the hero remains wounded, the Narrator draws another card and repeats the process, using only one card for each hero (regardless of whether the hero has multiple wounds). Should the hero receive enough normal healing to replenish his player's hand fully before receiving the extra "regenerative" card, the Narrator simply discards it. A hero stops regenerating if someone removes the ring from his finger or if his body is burned up or dissolved in acid. A wounded hero donning the ring receives no benefit until he suffers a wound while wearing it. Putting the ring on a slain hero has no effect. A character or creature wearing this ring (as opposed to a hero) recovers 1 Endurance point every ten minutes. Ring of Shocks A ring of shocks produces a charged protrusion on tlie wearer's palm. When he slaps or presses the protrusion against a target, he releases a powerful electrical shock. Any fool with enough wit to slap an opponent can use tlie ring. After three uses, it becomes briefly inert while recharging. Cureless wearers sometimes release tlie shock accidentally. The wearer of this treasure can deliver an electrical shock worth 7 damage points at melee or personal range. After three uses, it becomes inert for ten minutes, no matter how much time has elapsed between the uses. If the wearer does not wish to walk around with a charged protrusion the size of a walnut in his palm, he must take off the ring. If a hero wears the ring all the time, the Narrator can make a random draw when he touches another creature or handles something, to see whether it accidentally discharges. Drawing a Dragons card means the ring discharges. If its face value is Six or lower, it causes no harm but produces some noticeable effect (a blue spark, the hero's hair stands on end, or something similar). Should the random draw yield a Seven or higher, either the hero or the person he's touching suffers 7 damage points (Narrator's choice). Ring of Sparks and Stars The potent ring of of sparks and stars aloows a wearer to produce a variety of spectacular effects. Its full power manifests n itself only outdoors at night under a starry sky. In these conditions, even a wearer with no formal training can create magical lights, balls of lightning, and glowing meteors. Indoors at night or underground, the rings can create only minor light effects and showers of sparks. In the conditions mentioned above, this artifact can produce mobile globes of light, a stationary sphere of light, balls of lightning, and fiery meteors. Globes of Light A wearer can create mobile globes of light once an hour at near missile range or less. They shed about as much radiance as a torch or lantern and can move about freely, as long as they remain within far missile range of the ring's wearer. They can move either at his command or according to a program of movement he orders. He cannot make this program complex but it can be open-ended, such as, "Hover one foot to my left, no matter what I do." The globes remain for ten minutes. Sphere of Light Twice each night, the ring's wearer can create a sphere of fairly bright light - equal to that of a full moon on a clear night. The sphere, large enough to hold twenty-five humans - can manifest within near missile range or less of the ring's wearer. The sphere is immobile, but the effect can be created on a creature or object that one can carry. If the wearer successfully targets the sphere effect on an individual's eyes (or if the target fails to resist the effect), the victim is blinded until the light fades. Should the subject successfully resist or the user fail to activate the item, the sphere becomes centered near the target instead of on his eyes. The sphere lasts one hour. Ball Lightning The ball lightning effect produces one to four electrically charged balls; the ring's user decides how many to create. The balls look just like the globes described above and have the same range and movement capabilities. However, if any creature touches them or even approaches within melee range, they discharge. When a ball discharges, the hero wearing the ring attempts an easy Reason (Perception) action to determine the effectiveness of the discharge. Success yields lightning damage to the creature according to the table below. The fewer balls created, the higher their damage potential.
Fiery Meteors A ring of sparks and stars also can create three fiery meteors each week. The wearer can release individual meteors - glowing missiles about the size of a human fist - all at once or one each minute. He can direct them at any target within near missile or far missile range. The meteors, leaving trails of smoke and glowing sparks as they travel, burst as they hit the ground or a target, creating a scorching blast large enough to engulf up to ten humans. The blast inflicts 12 damage points on each target. Anyone a meteor actually strikes suffers 18 damage points. However, to strike a particular individual, the ring's wearer must deliberately target him and he must fail his defensive action (if target is a hero). A meteor striking a specific target still damages other creatures nearby. Minor Effects When used underground, indoors at night, or under an overcast night sky, the ring loses some of its power. It can, however, create showers of hot sparks or outline figures in eerie light. These two powers are never available under a clear, starlit sky - the full-power functions replace them. Shower of Sparks. Once per night a shower of sparks can affect up to five figures at melee or near missile range, inflicting 8 damage points on each target. Outline of Light. The light effect covers two creatures of human size, four creatures of less than human size, or one creature of greater than human size. The subjects must be at melee or near missile range. Those successfully targeted glow with a dim light (equal to candlelight) for ten minutes. The glow makes them easy to see in the dark, giv- ing all attacks against them a +2 action bonus (or giving them a -2 defensive action penalty). This power functions twice each night. Ring of Spell Reflection The unusual rings of spell reflection cause spells cast at the wearer to rebound onto the caster. The reflection is seldom complete, so most spells usually affect both the caster and the ring wearer to some extent. The reflection effect is strictly personal; spells directed at the wearer's general vicinity do not rebound. Spells delivered by touch bypass tlie reflection and do not rebound eilher. Whenever the wearer of this treasure becomes a spell's target, his player (or the Narrator, if the wearer is not a hero) draws one card from the Fate Deck. The card's face value multiplied by ten is the percentage of the spell reflected back onto the caster. Drawing the Ten of Dragons means the caster receives the spell's full effect and the wearer none at all. Otherwise, the spell affects each of them. Both individuals must resist the spell, an easier feat with a partial spell than a full one. The spell's intended recipient receives an action bonus equal to the value of the card. The spell's caster receives an action bonus equal to the card's value subtracted from ten. For example, say a Knight of Takhisis casts a spell at Palin, who wears a ring of spell reflection. As Palin's player (or the Narrator) draws the Six of Moons, sixty percent of the spell reflects back to the Knight. Both Palin and the Knight then must resist the partial effect. The Knight receives a +4 action bonus, while Palin gets a +6. Reflected Spell Effect and Duration Partial spells that succeed do not necessarily inflict the full strength of their duration and effect. Numerically quantifiable effects (such as ability score adjustments or a number of damage points) and durations (a number of minutes up to one hour) must correspond with the amount of the spell each individual received. After multiplying the numeric effect or duration by the percentage of the spell the ring's wearer suffered, the player (or Narrator) should round any fraction down in the defender's favor. For instance, if the spell in the previous example was intended to deliver as its effect 9 damage points to Palin, the most it can inflict on him is 3 points: 9 x 40% (or .4) = 3.6, rounded down to 3. It inflicts the remaining 6 damage points on the Knight: 9-3=6. The duration of a reflected spell is also split between the two recipients (although instantaneous durations always stay instantaneous). Durations reduced in this manner to less than one minute are considered instantaneous. If the above spell was intended to cause Palin's equipment to burst into flames for ten minutes, inflicting 9 damage points each minute, the partial spell could affect him for only four minutes, inflicting 3 damage points each minute. And it could affect the Knight for six minutes, inflicting 6 damage points each minute. The ring reflects only spells directed at its wearer. It cannot reflect the effects of magical items, natural magical abilities of creatures, spells not aimed directly at the wearer, or spells delivered by touch. Anyone can use the ring. If the spell's caster and intended recipient both wear rings of spell reflection, the spell resonates between them, warping reality. The Narrator should draw one card from the Fate Deck. The result depends on the card drawn:
Ten of Dragons: Caster and recipient both destroyed in a burst of
pure energy.
Ring of Strength Anyone wearing a ring of strength becomes as mighty as an ogre. One's Strength score increases to 13 while wearing this trinket. Ring of Sustenance
The quite useful rings of sustenance free
their wearers from the need to cat or
drink for as much as a week. Wearers
also need less sleep; catnaps suffice.
When a wearer first dons the ring, he
must wait a week before gaining any benefit. Continuous use drains the ring, forcing it to recharge itself from time to time.
This treasure must be activated and worn a full week before it confers any benefits. Once it takes effect, though, the wearer requires neither food nor drink, and two hours of sleep each night give him all the rest he needs. After a week of continuous use, the ring becomes inactive for a week while recharging its magic. Once activated, it functions automatically while worn. If the wearer takes it off, he loses its benefits. When he dons the ring once more, he must again wear it a full week before gaining any benefits. Ring of Swimming Rings of swimming allow their wearers to remain in the water for hours at a lime without fear of drowning. People wearing these rings can stay afloat dur- ing all but the wildest storms and can safely dive into water from great heights. The wearer of this trinket can safely float in water, provided he is not so heavily burdened that he couldn't normally run. For example, a hero wearing heavy armor would float, but a hero carrying a ship's anchor would sink. If properly clad for swimming (no heavy equipment and only light clothing), the wearer can swim long distances, moving over water at his normal overland rate. The wearer must stop and rest (float) for one hour after every four hours of swimming, however. If too heavily burdened for long distance swimming, the wearer of this ring can still paddle about, moving roughly as quickly as he could crawl on land. In any case, the wearer can stay safely afloat in anything but hurricane conditions. He also can safely dive into water from heights up to fifty feet, provided the water has at least a foot and a half of depth for every ten feet he plummeted. Finally, the wearer can stay underwater up to five minutes before he must breathe. Ring of Truthfulness
Wearing a ring of truthfulness is a mixed
blessing. It alerts its wearer to any spoken
lie - he hears the untruthful words in an
uneven falsetto. At the same time, the
wearer finds himself unable to utter even
the slightes fib. He must always speak
the literal truth.
If someone else is using magic allowing him to lie without fear of magical
detection, such as a ring of mental
shielding or an amulet of nondetection,
the wearer of a ring of truthfulness cannot hear a word that person says, true or
otherwise.
The ring sometimes proves difficult to
slip off, especially when the wearer faces
a stressful situation.
This trinket does not reveal errors or evasions of the truth, only outright, intentional falsehoods. In addition, the wearer must succeed in an average Presence action to take it off. If he tries to remove the ring during a stressful or potentially dangerous situation involving a conversation with another, that individual's Perception score opposes the action. In either case, failing the action means the ring stays on, and the wearer cannot attempt to remove it again for ten minutes. Anyone can use this ring. Ring of Warmth Anyone wearing a ring of warmth stays comfortably warm even ifimmersed in icy water or exposed to polar conditions while unclothed. Magical cold attacks have little effect, either. A hero wearing this trinket gains an automatic trump bonus to any actions he attempts to block cold-based assaults or otherwise resist cold. It also negates the first 5 damage points caused by any exposure to cold. Any cold-related injury the wearer suffers heals just as if he wore a ring of regeneration (see earlier description). However, the ring of warmth restores only those wounds inflicted by cold. For example, if a hero loses two cards to cold attacks and another two cards to physical attacks, he ceases regenerating after regaining two cards. Ring of Water Walking Any person wearing a ring of water walking can cross any watery mass or span of liquid without sinking. The wearer's feet do not actually contact the surface; instead the wearer hovers on ovals of force that form underfoot. The wearer of this trinket can cross even running water, oil, mud, quicksand, snow, and so on. The ring can support its wearer and as much equipment as he could normally carry while running. If the surface is not entirely liquid, the wearer leaves behind a series of oval depressions instead of footprints.
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Most laymen have difficulty distinguishing between magical rods, which measure about as long as a human leg and
as thick as a human thumb, and
enchanted staves and wands - generally
less potent and slightly more common.
Rods are so named because they tend
to be straight and fairly sturdy. The
materials that go into making them vary
widely, from plain shafts of wood to
elaborately carved and decorated bars of
bone or metal.
Only an individual well trained in
the magical arts can employ a rod's
powers. To use such an item, the wielder
usually must concentrate on the magical
energies stored within it, vocalize a few
arcane words, and perform a series of
gestures, just as he would when casting a
spell. Using a rod does not tax the
wielder as spellcasting does, however,
though each use diminishes the rod's
potential eventually draining it
entirely. When a rod's reserves are
exhausted, it becomes a mere stick.
The powerful energies stored witliin a
rod produce effects more potent than all
but the most skilled sorcerers can create;
however, a rod can generate only a limited number of effects (sometimes only a
single type of effect), that its creator
chose when fashioning it. A rod's wielder
need not he skilled in the particular
school of sorcery or mysticism the rod
employs, but neither can he alter the
effect to suit his tastes and needs, as he
could with a spell.
Usually, a hero must have a Reason code of "A" to use a rod (exceptions are noted in the descriptions). Unless stated otherwise, a rod's store of power is expressed in charges, much like some rings - each use drains one or more charges. To determine randomly how many charges a rod holds when a hero or character finds it, the player (or Narrator) draws five cards from the Fate Deck and follows the rest of the procedure outlined in the introduction to the "Rings" section. Some rods can serve as weapons in addition to their magical properties. Using a rod as a weapon requires no special "activation" action from the wielder - he simply attacks. Exceptions are noted in the individual descriptions that follow. Rod of Beguiling The incredibly powerful rod of beguiling overwhelms the minds of those in the wielder's immediate vicinity; people or creatures under the rod's influence look upon its wielder as a trusted friend and benefactor as long as he does nothing to ruin the impression. When activated with an unopposed easy Spirit action, this treasure sends out a magical wave that covers an area about the size of a large room; the wave can affect up to twenty-five individuals at a time. Any creature more intelligent than an insect becomes subject to the effect. Beguiled creatures lose all hostile sentiments toward the wielder. Instead, they experience a sense of fellowship and fondness for him, compelling them to trust and obey him to the best of their abilities. The wave itself is instantaneous, but affected creatures remain beguiled for ten minutes. This effect ends immediately if the wielder or his companions act hostilely toward the subjects or command them to act self-destructively or contrary to their interests or natures. Rod of Flailing Anyone armed with the plain-looking rod of flailing possesses a formidable melee weapon. At the wiclder's command, two large or small flail heads spring from the rod's tip. Another command causes them lo retract. Users familiar with magic also can invoke its defensive magic lo increase their skill at deflecting blows. Both the large and the small flail heads of this treasure have enchantments of+6. The small version, a light weapon with a base damage rating of +3, carries a total rating of +9, while the large version, a heavy weapon with a base damage rating of +6, bears a total rating of +12. The wielder may not use the large version if his Strength code does not allow him to use heavy weapons - or even the smaller version if he is restricted to only very light melee weapons. (See the Book of the Fifth Age, Chapter One.) Extending or retracting the flail heads does not consume any charges - striking a foe with them does. The rod's defensive effect grants a +8 bonus to any defensive action the wielder attempts. This effect consumes one charge and lasts ten minutes. Heroes must have Reason codes of at least "C" to extend or retract the heads or to enjoy this rod's defensive bonus. Rod of Insect Swarms Rods of insect swarms usually are crafted from resinous wood and tend to be longer and slightly thinner than other rods - so much so that some scholars classify them as staves. Numerous carvings of flying, biting, or stinging insects cover the rod's surface. A mystic or sorcerer can use it to release a swarm of voracious insects that descend on one creature nearby, temporarily driving it to distraction. The swarm is potent enough to kill some creatures. With each use of the rod, one of the carvings disappears, which makes tracking its charges a fairly easy task. The user of this treasure can direct the insect swarm at any individual in melee or near missile range. The swarm descends on the target, biting and stinging for one minute. It inflicts wounds equal to the wielder's Spirit score plus 6 damage points, but never more than 15 damage points. Armor cannot help the target. Targets are driven mad by the insects - they can take no offensive action except to try swatting them off. The swarm has no effect on individuals larger than human size that also have a defense rating of-3 or better. Engulfing the target with masses of flame or smoke renders the swarm ineffective. The wielder of a rod of insect swarms must have a Spirit or Reason code of "A." Each use drains one charge.
![]() Rod of Magic Destruction The potent rods of magic destruction have the power to drain the enchantments stored in any magical items they touch. The attack leaves an item forever nonmagical and the roll brittle and useless. The rod essentially works like a magic-destroying weapon, but one needs no magical knowledge to use it. To drain a magical item, this treasure must physically touch it - and that requires at least a successful melee attack from the wielder if the item is in another's possession at the time. The Narrator might increase the action's normal difficulty for small or hard-to-reach items - striking an opponent's armor is fairly easy, but touching his ring can be much trickier. After a successful melee attack, the wielder may attempt that same minute to use the rod of magic destruction.
- If the targeted magical item is a
trinket, the action goes unopposed.
Should the wielder try to touch an unattended trinket or treasure with the rod, the action goes unopposed. However, artifacts themselves carry an opposition value of 15. The rod can also destroy spell effects, provided that their durations are longer than instantaneous and they can be physically touched. For instance, a wielder can strike a wall of ice conjured by cryomancy with the rod to dispel it instantly. Destroying a spell effect is an unopposed action. After any attempt to drain an item or spell effect, the rod becomes useless - even if the attempt failed. Although a drained item can never be restored, it is not physically damaged and still works as a normal item of its kind. Anyone can use this rod. Rod of Security A sorcerer wielding the wondrous rod of security can instantly transport himself and his companions to an otherworldly paradise where they can dwell for a time in absolute safety. During their sojourn outside the world, the sorcerer and his companions do not age. The paradise has an abundance of fresh water, fruits, and vegetables. Everyone there finds the climate utterly comfortable - even if one is a desert barbarian and another is a thanoi. Injured visitors heal their wounds quickly. When tlie rod's effect ends, the sorcerer and Ilis party return to the exact place they were standing when they departed for the paradise. When activated, this treasure instantly transports the wielder and up to 199 others into an extradimensional pocket that no other mortal can find or detect. To be transported, everyone must touch the rod or its wielder, either directly or by touching each other while at least one of them touches the rod or its wielder. While in the paradisiacal realm, visitors do not age naturally, but remain susceptible to magical effects that cause unnatural aging. Natural healing proceeds at twice the usual rate there, but magical healing works normally. The maximum amount of time visitors can stay in the paradise is two hundred days divided by the number of creatures in the group. So, the rod's wielder could stay for two hundred days if he went alone. A group of five heroes could stay forty days. (Players should round all fractions down when determining the maximum length of a stay.) Of course, a wielder can always opt to end the stay earlier just by willing it. Visitors cannot opt to stay behind if the rod's wielder leaves - when the effect ends or is canceled, they all find themselves instantly back in the exact locations they occupied when they left the world. (The same amount of time has passed there as it has for them.) If a creature or object currently occupies the space a visitor occupied when he left, he appears as close to his original location as possible. Each use drains one charge. Rod of Smithing The potent rod of smiting is a magical weapon requiring no magical skill to use. If the wielder strikes a particularly solid blow, his opponent suffers especially severe damage. The rod is exceptionally effective against magically animated objects. A rod of smiting, considered a treasure, has an enchantment of +6; though in itself it is considered only a very light melee weapon equivalent to a baton (damage rating of +2), it has a total damage rating of+8 (2+6). If the player of a hero wielding the rod uses a trump card to attack successfully with it and turns over a Moons card first, the rod inflicts triple its normal damage (+24). The rod always inflicts double damage (+16) against magically animated objects. If the wielder successfully uses a trump card to attack and the first card turned over is a Moons card, he destroys the animated object with a single blow. Any hit that causes double or triple damage drains one charge. Anyone can use this rod. Rod of Sovereignty The powerful rod of sovereignty clouds the minds of intelligent individuals in the wiclder's vicinily; those under its influence look upon the wielder as a wise and trusted leader who holds absolute authority over them. This treasure produces effects similar to those of a rod of beguiling. When activated, it creates an invisible magical wave covering an area about the size of a large house, with the rod at the center; the wave can affect up to one hundred individuals at a time. Any creature more intelligent than an insect is susceptible to the effect, and only those with Spirit codes of "A" or Spirit scores of 8 or higher can try to resist it. Those under the rod's influence lose all hostile feelings toward its wielder - instead, they feel a sense of loyalty toward him and obey him to the best of their abilities. The wave itself is instantaneous, but those affected remain so for ten minutes. This rod's influence ends immediately if its wielder or his companions act hostilely toward the subjects. The effect likewise ends if the wielder commands them to behave self-destructively or in some other manner contrary to their interests or natures. Rod of Spell Absorption Rods of spell absorption act as magnets for magic, drawing arcane energy into themselves and storing it for later use. A sorcerer who possesses one of these rods becomes, virtually immune to spells and gains command over a considerable pool of magical energy. The rod's ability to absorb energy is finite, however - once it has exhausted its potential, the device simply censes functioning. The rod, a treasure, can absorb and nullify any spell actually directed at its wielder, except those delivered by touch. Neither can it absorb effects from items of magic, natural magical abilities of creatures, or spells not aimed directly at the wielder. When the wielder chooses to use the rod, he can do nothing else that minute - but he can try using it to absorb every spell directed at him during that minute. Each absorption attempt requires a separate activation action, with the opposing spellcaster's Reason (for sorcerous spells) or Spirit (for mystic spells) as the opposition ability. Should the rod fail to absorb a spell, the wielder still gets his normal chance to resist, unless he suffered a mishap - then the spell automatically takes effect. If the wielder's action succeeds, the spell is entirely negated and the spell points used to create it become absorbed into the rod. The wielder can then use the stored points freely to cast spells of his own, following the normal rules lor spellcasting but drawing the required spell points from the rod, not from his own store. For example, say Palin holds a rod of spell absorption when a Knight of the Skull attempts to slay him outright with a necromancy spell. The Narrator determines that the spell requires 23 mysticism points to cast. If Palin successfully uses the device, he completely negates the spell and the rod stores all the spell points of magical energy. During the next minute or at some later time, Palin could use those points to create a spell of his own. Once the rod has absorbed 250 spell points, it can take in nothing more - it can only release spell energy forever thereafter. If a rod of spell absorption is less than fully charged when found, it already has absorbed and released some spell energy. To calculate how many points of potential remain, the player (or Narrator) should multiply the rod's number of charges by five (it can never have a potential higher than 250). For example, if Palin had a fully charged rod when he absorbed the Skull Knight's 23 points, it could absorb 227 more spell points. If he then used it to cast a 20-point spell, the device would have only 3 points of stored energy remaining - but it still could take in only 227 more points in its lifetime. Rod of Spell Splendor Quirky rods of splendor allow their wielders to gard themselves, once and only once, in attire fit for royality. Though a wielder can freely give away his splendid raiment, any attempt to sell or barter away even a small part of it causes the entire outfit to disappear. While holding or carrying the rod, the wielder enjoys a magically enchanced bearing that impresses most folks. The device also can cause a luxurious pavilion to spring into being at the wielder's command. Anyone holding or carrying this treasure gains a Presence score of 9 for purposes of interacting with other creatures - the enhanced score doesn't help the wielder resist mystic spells. If the user already has a Presence score of 9 or higher, however, there is no effect. A wielder with a Reason code of "C" or higher can command the rod to create a splendid suit of expensive clothes for himself. Creating the clothes drains one charge. The user cannot add to the suit or replace pieces he has given away by expending another charge; any attempt to do so merely wastes the second charge. Those with Reason codes of at least "C" also can expend one charge to create a palatial tent as big as a mansion anytime. The tent, which lasts for one day, comes equipped with food and furnishings for one hundred. Once the wielder has tried both features of this rod, he cannot utilize it for those purposes again - it merely continues to enhance his Presence. A different wielder, however, could use all its functions. Rod of Terror A rod of terror looks just like a common club or mace. However, someone with even a modicum of mystic training can use it to cloak himself in a frightful aura of power that can make other creatures freeze in terror or flee in panic. The aura lasts only a moment, but the user's own visage becomes horrible to behold while the rod's effect lasts. Wielders, take care, however: Overusing the rod inevitably causes permanent disfigurement. Anyone who can employ a medium weight melee weapon can use this treasure as a mitre (damage rating of +5) with a +4 enchantment. Users with Spirit codes of "B" or better, however, can employ the weapon's second effect: its aura of terror. The aura affects up to twenty-five creatures no farther from the user than near missile range. Those affected can attempt no offensive actions during the minute the aura manifests itself. Even if all targets successfully resist the terror (or if the wielder fails to activate the item properly), the wielder may immediately try to use the rod's third power to make them flee. A mandatory average Spirit (Perception) action that succeeds allows him to force the targets to open the range. A wielder who suffers a mishap using this rod's fear aura finds that the rod's magic warps his features and creates an air of dread around him, permanently reducing his Presence score by 2 points. Rod of Vigilance
A mystical rod of vigilance sharpens the
wielder's senses, making him less likely
to be surprised. This power requires no
magical training at all.
The device also empowers a wielder
who has sonic magical training to create
and analyze magical auras, detect spoken falsehoods, examine one's moral
fiber, and discover illusions. Ifplanted
in the ground, the rod acts as a sentry: It
detects any hostile creature that ventures
too close, releasing a sphere of magical
light and sending a mental alert to its
owner and his companions. If the
wielder so chooses, it can provide a
magical boost to his allies when it
detects an enemy, and it can animate a
group of objects to defend him.
Anyone carrying this treasure gains a trump bonus to avoid surprise. The ability operates continuously and drains no charges. However, if the rod ever loses all its charges, this power ceases functioning. The rod also has the divination, spiritualism, and defensive powers described below, which anyone with a Spirit or Reason code of at least "C" can use. Each power requires a new activation, so a wielder can employ only one of them at a time. Examining Auras The wielder can examine the aura of a single creature at near missile range or closer. The rod's effect reveals the subject's true nature to its user. (The Narrator should assign it an appropriate nature if the subject character has no established one.) The effect is instantaneous and drains one charge. Detecting Lies The rod of vigilance reveals to its user when anyone in a conversation with him utters a lie within ten minutes of activation; if the activation attempt fails or the liars resist the effect, however, the wielder learns nothing. However, this power does not reveal inaccuracies if the one speaking them believes them to be true, nor does it detect evasions of the truth. The effect drains two charges and works against those at near missile range or closer. Detecting Magical Auras Another special power lets the wielder of a rod of vigilance detect any magical auras within an area about the size of a large room, centered around himself. Every magical creature or object in the area glows with a faint light that only the rod wielder can see - the more powerful the enchantment, the brighter the glow. The effect drains one charge and lasts one minute. If the user expends an additional charge, he can spend one minute concentrating on an emanation he already detected and determine what school or sphere that magic represents. Those who fail to activate this power - an easy Reason action (to detect magical objects) or easy Spirit action (for magical creatures) - can detect nothing. When a mishap occurs, the rod indicates a magical aura where there is none (or vice versa) or identifies the wrong school or sphere. Detecting Invisibility and Illusion The rod's power to detect invisible creatures has the same area of effect and activation requirements as its ability to sense magical auras (above). It makes invisible creatures and objects glow with a light only the wielder can see. The effect drains two charges and lasts ten minutes. The power to detect illusions works in exactly the same way to make illusory objects or creatures glow. Defensive Powers If the user plants the rod in the ground, it can utilize several defensive abilities for him. Sentry Duty. First, he can command it to detect any hostile creatures coming within near missile range of the device. When it senses such a creature, anyone within near missile range or closer to the rod receives a mental warning of danger. To warn those farther away, it also radiates a sphere of brilliant light - equal to sunlight on a clear day-the size of a small room. This effect drains one charge and lasts until someone pulls the rod from the ground. Strengthen Allies. For the cost of one extra charge, the owner can command the planted rod to bestow an enchantment on up to twenty-five of his allies (also within near missile range of the rod) when it detects a hostile creature. The enchantment grants its recipients a +1 action bonus. Spending another charge triggers this effect again, for another group of twenty-five. This power lasts ten minutes. Animate Objects. Also with an extra charge, the user can command the planted rod to animate up to ten objects, each no larger than a stool or small shrub. Once animated, these objects function as creatures that fearlessly attack the owner's enemies. They remain animated for ten minutes or until destroyed in combat. Objects: Magically animated, Co 6, Ph 6, In 10, Es 10, Dmg +2, Def -4. A wielder can activate all three defensive powers at once, provided the rod retains enough charges.
An enchanted staff is probably the most
readily recognized type of magical item
in Ansalon. Who hasn't heard of the
famous Staff of Magius? Indeed, most
folk view staves as the quintessential wizard's tool. The perception is not inaccurate - it usually takes a skilled sorcerer or
mystic to use a staff's powers.
Though a staff can be fashioned from
almost anything, most take the form of
good, sturdy shafts of seasoned wood;
many sport carved or gem-studded heads
as well. Most staves are five or six feet
long and as thick as young saplings.
Among items of magic, staves occupy
the middle ground between rods and
wands - less powerful and slightly more
common than the former, but more powerful and rarer than the latter. Though
many staves can produce a wide variety
of magical effects, their power tends to
run out fairly quickly.
Unless otherwise stated, a hero must have a Reason code of "A" to use a staff, as with a rod. All staves contain charges as explained in the introduction to the "Rings" section of this chapter. To determine how many charges a staff holds when someone finds it, the player or Narrator should draw three cards from the Fate Deck and follow the rest of the procedure described in the "Rings" introduction. Most staff powers, except weapon effects, must be triggered with words and gestures, as explained under "Rods." Serpent Staff The curious serpent staves function as enchanted quarterstaffs. Mystics can command them to transform themselves into large snakes that do their bidding. Serpent staves, considered treasures, come in two varieties: The Python The first, called the python, is a quarterstaff with a +4 enchantment. While anyone can employ it as a weapon, only those with a Spirit code of "A" can command it to assume the form of a giant snake, twenty-five feet long. The staff can remain in this form for up to an hour. Each transformation to snake form drains one charge from the staff. The snake attacks at the owner's command; defense against the creature requires an average Agility action. After striking successfully, the snake wraps its coils around its opponent and automatically inflicts its total damage upon him each minute. The python releases the foe only if its owner so commands, if it kills the victim, or if it dies. Killing the snake destroys the staff. Giant snake: Magical animal, Co 4, Ph 15, In 2, Es 10, Dmg +5, Def -3. The Adder The other variety of serpent staff is called the adder, which functions as a quarterstaff with a +2 enchantment. Anyone with a Spirit code of "B" and a nature score of 6 or higher can command the head of the staff to transform itself into a venomous serpent's head. Though the staff does not turn into a creature in this case, the living head can strike opponents in melee combat. Its bite inflicts 4 damage points and allows the bearer to immediately attempt a free challenging Spirit (Endurance) action. If the action succeeds, the opponent dies of the poison. Heroes bitten by the adder head must attempt an average Endurance (Spirit) action to save themselves. The staff loses a charge each time its head transforms into a snake head. The snake head can manifest itself continually for one hour, though the staff's bearer can command it to change back sooner. If the head dies, the staff is destroyed. Snake head: Magical animal head, Co 0, Ph 2, In 2, Es 10, Dmg +2, Def -2.
![]() Staff of Commanding A staff of commanding functions slightly better for a mystic than for a sorcerer. One who fully understands the powers of these devices can make people, animals, and even plants do his bidding. A sorcerer or mystic holding or carrying this treasure gains a Presence score of 9 for purposes of interacting with others - the enhanced score does not help him resist mystic spells. (Their is no effect upon those who already have a Presence score of 9 or higher.) This power drains no charges from the staff, but works only for bearers with Reason or Spirit codes of "A." The staff's special powers, described below, each drain one charge. Controlling People A staff of commanding's magic lets its bearer influence others no farther away from him than near missile range - either to befriend a group or compel a single person to a specific action. Befriending. The bearer can befriend any number of people with combined Presence scores of not more than 100. Those affected feel a sense of friendship with its bearer. If they were hostile toward him just before he activated the staff, they remain annoyed but tend to be forgiving. While those befriended do trust the bearer of the staff and feel inclined to help him, they do not fall completely under his control. Instead, they interpret what he says and does in the best possible light. If, however, he orders them to take self-destructive actions or to behave contrary to their interests or true natures, the effect ends immediately. Otherwise, it expires in an hour. Commanding. The bearer of this staff also can compel a single person to take a certain action, provided that he describes the action briefly (no more than a sentence or two) in a language the person understands. The action must sound reasonable, too - the bearer cannot, for example, compel anyone to fall on his sword. The commanding effect lasts as long as the person needs to complete the action but never more than a day. This action does not have to be immediate, either - the subject could be compelled to act only in response to some condition the bearer specified in his instructions. Controlling Animals The staff of commanding also lets its bearer exercise complete mental control over animals. This effect works just like the befriending power described above, except that it affects groups of animals (such as those from the "Animals of Ansalon" chart in Chapter Six of the Book of the Fifth Age). The bearer gains complete control over the animals and can even force them into self-destructive acts. However, if a hero tries to activate this power upon animals serving as mounts or beasts of burden, the player must add their driver's or rider's Perception score to the animal's to oppose the action. One must have a Reason code of "A" or a Spirit code of "B" to use this power. However, bearers with Spirit codes lower than "A" can affect only mammals, while someone with a Spirit code of "A" may affect any animal. As controlling animals requires the bearer's complete concentration, the effect ends if he attempts any other action. Its maximum duration is one hour. Controlling Plants Bearers with Spirit codes of "A" can use the staff to control plants in an area the size of a small room. Activating this power to control normal, unintelligent plant life requires an unopposed action, while sentient plants may oppose the action with their Presence. The staff of commanding can make plants bend out of the way to allow the bearer easy, quiet movement through an area; open their flowers or drop their fruit; and even grab or entwine creatures. Players (or Narrators) should resolve plants' grabbing attempts as melee attacks using the bearer's Spirit as the action ability. Commanded plants can inflict damage as follows:
- Grasses and herbs inflict no damage
when they grab someone.
Directing plants to attack requires all the bearer's concentration. The plant control effect lasts a maximum of ten minutes. Staff of Healing A mystic equipped with a staff of healing can perform miraculous feats - restore sight, banish disease, repair broken minds, and heal wounds. Unfortunately, this device can function only a few times each day. One touch of this treasure instantly restores sight to a blind individual, provided his eyes have not been destroyed or removed. A touch also can remove any kind of disease, including parasitic infestations. In addition to banishing disease from a single creature, the staff can cleanse contagion from an approximately human-sized mass of material. The effect on objects or plants is immediate, while creatures recover at varying rates, depending on the advancement of the disease. Minor or merely troublesome ailments such as common colds disappear in ten minutes, but a chronic malady such as leprosy takes ten days - as does any disease in its terminal stage. A touch of the staff also cures any mental disorder resulting from a spell or injury to the brain. The bearer can also heal wounds with a touch of the staff, restoring one, two, or three cards (at the bearer's option) to a wounded hero. To heal a wounded creature or character with the staff, its bearer's player (or the Narrator) draws two cards and adds their values together for a result indicating the number of Endurance points restored. Any Hearts card drawn allows an extra draw, but all Dragons cards are considered Ones regardless of the actual face value. All uses of the staff require an easy Spirit action for activation - an unopposed action for willing recipients. However, the bearer can call on the power of this staff only eight times each day. Further, no single function can be used more than twice daily, and no creature can be affected by the staff more than once a day. Each use drains one charge. Staff of High Sorcery
The extremely rare staves of High Sorcery come from a time before the first
Cataclysm, when the power of wizards
was reaching its peak.
Recovering one of these magnificent
devices would be the pinnacle of any sorcerer's career, just as finding a true
dragonlance would be the bright spot in
a warrior's life. With such a staff, a sorcerer can command light, fire, cold, and
lightning. It allows him to hurl
enchanted missiles, block magical
attacks, and overcome foes with weakness or paralyzation. The bearer can
even use it to defy gravity.
All the offensive powers of this artifact drain one charge with each use, as does the lifting power. However, the staff's defensive abilities each require two charges. Offensive Powers The various offensive powers of a Staff of High Sorcery each have an instant duration. Light. The staff's power to generate light creates a sphere of brilliance equal to sunlight on a clear day. The staff's bearer can make the sphere, which is large enough to envelop fifty men, appear at personal, melee, or near missile range. The globe of light is immobile, but the bearer can manifest it on a creature or object that can be carried. Targeting the effect successfully on an individual's eyes causes blindness until the light fades; should the target resist the effect (or the activation attempt fail), the sphere winds up centered near him instead of on his eyes. The sphere lasts a full day. Fire. The staff also can generate a blast of intense flame at near or far missile range. The blast, large enough to engulf up to twenty-five men, inflict 24 damage points upon each target. Cold. In addition, the staff can generate a blast of cold toward targets at melee, missile, or far missile range. The blast, which can affect a group of twenty-five, inflicts 20 damage points to each target. Lightning. The staff's lightning power calls down a torrent of visible electrical might at near or far missile range. The lightning covers an area large enough to hold twenty-five men and inflicts 24 damage points to each. Missiles. The bearer of a staff of High Sorcery can hurl one to four enchanted missiles similar to arrows at targets within melee or near missile range - he chooses how many missiles will appear. Each one inflicts 4 damage points to its target. One can aim them at different targets that stay within melee range of each other. The missiles affect only creatures, not objects or plants. Lifting Power The staff of High Sorcery's power to defy gravity lifts its bearer and anything he carries off the ground. This power allows only vertical movement, though the bearer can move hand over hand along a ceiling or drift along on the wind. There is no practical limit to how high the bearer can rise, but it takes him about one minute to rise or fall one range category. The effect lasts ten minutes - anyone caught aloft at the end of this time descends slowly to the ground. The staff can lift other creatures or objects up to human size. Unwilling subjects may oppose the activation action or try to resist the effect, of course. Defensive Powers Like the staff of High Sorcery's offensive powers, its defensive abilities occur instantaneously. Magical Shield. The bearer of the staff can create a magical shield to protect himself and one or two others from frontal attacks. (The other creatures must always remain within melee range of him, however.) This magical shield negates enchanted missiles created by other staves of High Sorcery, wands of missile hurling, and any spells that create a similar effect - provided they are directed at the front of the bearer. Against other sorts of missiles, the shield offers those under its protection a +3 bonus to their defensive Agility actions and improves their defense ratings by 3 points. Against nonmissile attacks, the shield grants a +1 bonus to defensive Endurance actions and improves defense ratings 1 point. The shield lasts one hour. Magical Shell. Bearers desiring more extensive protection can create a faintly glowing magical shell that blocks any wand effect or any spell created with 15 or fewer spell points - such weak magic cannot overcome the shell. The shell has no effect on stronger magic, however, or on creatures' innate magical abilities. Five human-sized beings can fit inside the protective shell with the bearer but must remain within melee range of him to be protected. The spells and arcane items of those within the shell remain unaffected by its magic. This effect lasts ten minutes, though the bearer can end it sooner. Sorcerers who can cast enchantment spells can bring down the shell with a counterspell costing 11 sorcery points, plus additional points for range and invocation time. The bearer's Reason score opposes such a counterspell. Paralysis. Finally, the staff's paralyzation ability produces a beam that can touch a single creature at melee or near missile range. Those affected remain immobile and helpless for a short time. To determine how long, the bearer's player or the player of an affected hero draws two cards from the Fate Deck and adds their face values together for the total number of minutes the target(s) stay paralyzed. All Dragons cards drawn are considered Ones, but Hearts allow an extra draw. (See the "Wand of Paralysis" description for more information about this power.) Staff-Mace Sturdy-looking staff-maces arc typically made from tough hardwood reinforced with iron bands. Anyone familiar with magic can command such a staff to transform itself into a large or small bludgeoning weapon, or back into a staff. The staff-mace can function as a quarterstaff, mitre, or mace, with varying enchantment levels:
- Quarterstaff: A +5 enchantment with its normal +2 damage rating yields a total rating of +7 for this very light weapon.
This treasure is not charged. Anyone who can use the appropriate class of weapon may use it in melee combat, but only those with Reason codes of at least "C" can make it change forms. Staff of Magius
The Staff of Magius remains probably
the most famous enchanted item on
Ansalon, even though it has been lost. It
had a shaft of polished mahogany topped
by bronze dragon claw clutching a
faceted crystal.
No complete list of the staff's powers
exists because every owner has either discovered or added new ones. Its documented powers include the ability to
create light, save its owner from falls,
enhance the duration and intensity of
spells, and improve bearer's combat abilities. The staff could recharge itself when
exposed to the light of Solinari, Krynn's
lost silver moon.
Legend says that the wizard Magius,
a companion to the great Solamnic Knight Huma Dragonbane, was the
staff's first owner (or its creator, in some
versions of the story). This great wizard's
spirit is said to reside within the staff,
ready to aid the people of Ansalon in
times ofperil. The staff's recent owners
include the wizard Raistlin Majere, who
carried it during the War of the Lance.
After Raistlin's failed attempt to challenge the Dark Queen, the staff remained
locked in the Tower of High Sorcery in
Palanthas until his nephew, Palin
Majere, recovered it during his Test of
High Sorcery.
The Conclave's records show that
Pain's test occurred in the Tower of
Wayreth, though Palin thought he had
traveled to Palanthas during his Test.
Palin remains convinced that he received
the staff from his uncle, though the. Conclave's scholars, including myself, believe
the hand of Magius was involved.
Palin carried the staff until the aftermath of the Chaos War, when it
appeared to lose its power. (It seems
likely that all its charges had been
exhausted.) Raistlin, having returned
from the Abyss, reclaimed the staff
before departing Krynn once again.
Anyone with a Reason code of "B" or higher can use this artifact's basic powers, which include combat bonuses, light generation, and feather falling. Basic Powers As a very light melee weapon, the Staff of Magius has a damage rating of +2 and an enchantment of +4, for an adjusted damage rating of +6. It also adds a +3 action bonus to defense and improves the bearer's defense rating by 3 points. These bonuses can be combined with other magical defenses. Its two other minor powers each consume one charge from the Staff of Magius. Light. On command, the staff creates a sphere of brilliant light emanating from its crystal top. The sphere is as bright as sunlight on a clear day and large enough to bathe fifty men within its glow. The light lasts one hour. Protection from Falling. Should the bearer ever fall more than five feet, the staff automatically makes him literally as light as a feather. The change takes place just before the fall ends and lasts until just after the bearer has floated down to a safe landing. Advanced Powers A bearer with a Reason code of "A" and a reputation of Champion or better gains additional benefits from the Staff of Magius. Spell Points. First, it supplements his sorcery points. Each time he creates a spell, the staff supplies 5 points toward its duration and 5 more to augment any damage it causes. However, if the bearer does not use all the points the staff provided, he cannot apply them to other aspects of the spell - he simply loses them. Random Effects. The second additional power is as much a curse as a blessing. Should the bearer of the Staff of Magius ever suffer a mishap while attempting to activate one of its powers, a random magical effect occurs instead - something completely under the Narrator's control. (Some examples appear below.) If the mishap with the staff occurs during combat, the bearer suffers the normal combat mishap as well as the random magical effect. Whenever the staff bearer completes a quest, he can attempt to master any random effects that occurred during that quest. He must spend one day reflecting upon the effect and attempt a challenging Reason action to master it. Once he has done so, he can use the effect as one of the staff's regular powers. In creating mishap effects for the staff, the Narrator might find the following suggestions helpful; the suit of a randomly drawn Fate Card can determine what effect occurs. - Helms: The bearer becomes engulfed in hot or cold flames (Narrator's choice). Although they don't harm him, they cause any creature inflicting damage on him to suffer the same injury in return. While hot flames engulf the bearer of the staff, no card he plays to avoid a fire-based attack is trump, but every card he plays to avoid cold-based attacks is trump. The opposite is true for one cloaked in cold flames. In either case, the flames continue for ten minutes. Once the bearer masters this power, he can choose hot or cold flames and can end the effect early, if he wishes. The power drains four charges from the staff.* - Swords: If the bearer is engaged in melee at the time of the mishap, the staff strikes his opponent, inflicting 10 damage points instead of its normal 6. If he was not involved in melee combat, the staff hurls three enchanted missiles at an enemy or someone else instead. (See the details on the missile effect under "Staff of High Sorcery") The missile effect drains two charges, while the striking effect drains only one. - Shields: Plants in the area attempt to entwine the bearer's enemies or bystanders. The power, which drains two charges, resembles the plant control ability described under "Staff of Commanding." - Arrows: The staff hurls three enchanted missiles at the bearer's enemies or others nearby. (See the missile power under "Staff of High Sorcery") If the bearer was engaged in melee combat at the time, the staff strikes his opponent as described above for Swords. - Moons: An enchantment from the staff removes a random spell effect or magical effect within near missile range or closer to the bearer. While this power cancels a spell entirely, it causes an item of magic merely to cease functioning for one to ten minutes (determined by a random draw from the Fate Deck). Items of legend, artifacts, and the innate magical abilities of creatures cannot be rendered inactive. Once he has mastered this power, the bearer can target a specific effect and cancel it as above with a successful average Reason (Perception) action. Unattended items or willing subjects offer no resistance. The effect drains four charges.* - Orbs: The bearer of the staff can suddenly detect and analyze magical auras. The effect drains one charge and functions as if the bearer were using a wand of magic divining. - Hearts: The next time the bearer moves, he makes a fantastic leap - just as if wearing a ring of leaping (Narrator's choice of direction). Mastering the effect allows him to choose when and where to leap. The effect drains two charges and lasts one hour or until the bearer makes four leaps, whichever comes first. - Crowns: A swarm of insects covers one of the bearer's enemies or others nearby, just as if he were using a staff of insect swarms. The power drains four charges.* - Dragons: A paralyzation ray hits one of the bearer's enemies or a bystander. If the bearer was engaged in melee combat, the target is the opponent the bearer was trying to strike. The power works just like a wand of paralysis, and it drains four charges.* * Any power or random effect that drains four charges also forces the bearer to make an easy Endurance action due to fatigue from the effort. Failure means the bearer suffers a -2 action penalty until he has rested for five minutes. The Staff of Magius can hold a maximum of twenty charges. When they are exhausted, all its functions cease. If exposed to moonlight for one night, however, it regains one charge - though it can regain no more than one charge a month in this manner. Reading a scroll of the stellar path over the Staff of Magius renews sixteen of its charges over the following two nights (eight each night). The scroll has no effect on the reader if used to recharge the staff, however.
![]() Staff of Mishakal
Folklorists and tale spinners called the
precious, mystical Staff of Mishakal the
"Blue Crystal Staff," as it was carved from
crystal and topped with a blue gem. No
Evil creature could touch the staff, which
had several miraculous healing powers.
The staffwas the goddess Mishakal's first
gift to the world when the true gods
returned after the first Cataclysm.
After discovering the staff in the ruins
of Xak Tsaroth in Abanasinia, a plains
barbarian named Riverwind presented it
to Goldmoon, a princess of his tribe.
Later, they and their Companions -
collectively known as the Heroes of the
Lance - returned to Xak Tsaroth. There,
Goldmoon used the staff to defeat the
black dragon Onyx and recover the Disks
of Mishakal. While the heroes rested in
Xak Tsaroth's temple, the goddess
revealed herself to Goldmoon, who
returned the staff to her and became the
first true cleric of the Fourth Age.
When Tanis Half-Elven was laid to
rest in the Tomb of the Last Heroes,
Goldmoon's children laid a staff of blue
crystal next to him. Folktales say this was
the Staff of Mishakal. Though the staff
buried with Tanis is most likely a replica
made to commemorate the deeds of the
Heroes of the Lance, it also is possible
that the goddess Mishakal returned the
staff to Krynn when the gods withdrew
once again, after the Chaos War.
Only those with nature scores of 3 or less can use this artifact, an augmented staff of striking and curing (see page 75). Those with nature scores of 4 or higher suffer 12 damage points if they try to use the staff. Even a casual touch creates an unpleasant shock. The staff can hold a maximum of twenty charges. If it loses all its charges, all its functions cease. Exposure to moonlight for one night renews one charge, but the staff can regain no more than one charge a month in this manner. Minor Powers When used in combat, this device functions as a staff of striking (see next entry). At the same time, it has several minor mystical powers. At a cost of one charge, the bearer can compel a creature to perform simple actions, cure minor wounds, or create calm. Compelling Others. The staff can force one creature no farther away than near missile range to take a simple action-one that can be ordered in a single word. The bearer must speak the word in a language the creature understands, and the command must be clear and unambiguous. For example, most creatures understand the meaning of orders such as "sleep" or "surrender." On the other hand, an order such as "drop" could apply to the creature or to something it holds. If the bearer's Spirit score exceeds the recipient's, the activation action goes unopposed (or the subject may not attempt to avoid the effect). An affected individual performs the required action for one minute. Healing. The staff's minor healing power restores one card to a wounded hero or an Endurance point to other wounded individuals. The bearer must touch the recipient with the staff. Calming. The calm power quells magical fear, including dragonawe. The effect calms up to ten creatures within near missile range of the bearer. Major Powers For a cost of six charges, the bearer can use the Staff of Mishakal to create light, cure blindness, cure diseases, or remove harmful spells from creatures. Light. The light power creates a sphere of brightness equal to sunlight on a clear day. The sphere, large enough to envelop twenty-five people in light, can appear anywhere within near melee range or less of the bearer of the staff. The globe of light is immobile, but the bearer can manifest the effect on a creature or object that can be carried. Targeting the effect on a creature's eyes causes blindness until the light fades; should the target resist the effect (or the activation attempt fail), the sphere winds up centered near him instead of on his eyes. The light lasts for one day. Blindness. The staff also can instantly restore sight to a blind individual with a single touch, provided his eyes have not been destroyed or removed. Disease. With just a touch, the staff can cure any kind of disease, including parasitic infestations. It also can remove disease from a single creature or cleanse contagion from an approximately human-sized mass of material. The effect on objects and plants is immediate, while creatures recover at varying rates: Minor or merely troublesome ailments such as common colds disappear in ten minutes, but a chronic malady such as leprosy takes ten days - as does any disease that has advanced to its terminal stage. Remove Magic. The staff's power to eliminate harmful spells removes any troublesome magical effect - whether from a spell, innate ability, or magical item-from a creature by touch, as long as the magic is still operating. (Lingering effects of magic that has come and gone are outside the purview of this power.) This includes mystical spells that affect the recipient's mind and effects from magical items. The staff's bearer removes the offending magic with a successful average Spirit action (instead of the usual easy activation action). An ensorcelled creature may oppose the attempt to remove the magic with its Presence. Great Powers For a cost of ten charges, the Staff of Mishakal's bearer can heal major wounds, restore the dead to life, or create a shield that protects against dragon breath. Healing. The major healing power restores from two to four cards to a wounded hero (bearer chooses how many) or up to 4 Endurance points to another wounded individual. Resurrection. The life restoration power can revivify a deceased person, provided he has not been dead for more than one week and that his body remains fairly intact. Activating this power requires the bearer to attempt a challenging Spirit action, but the recipient's Endurance score applies as a bonus. A restored person must rest one day for each day he has been dead (minimum one day). Restored heroes have one card, while characters get 1 Endurance point. The person remains helpless while recovering from the ordeal, which caused him to lose 1 Endurance point permanently (after he has returned to life). Restoration does not heal severe trauma to the body - such injuries require immediate healing or first aid. If the person lost a limb (either before or after death), he is restored without it. A person with a severed head cannot be restored. Magical Shield. The staff can create an invisible barrier in front of the bearer that gives him and up to five others some protection from breath attacks by dragons or other creatures - provided the attack comes from in front of the bearer. Any card played to resist a breath attack against a protected creature is trump. The shield moves with the bearer and lasts six hours. Restorative Powers Expending fourteen charges lets the bearer use the Staff of Mishakal to restore ability scores lost through contact with the undead or hostile magic. It also can bring any slain creature back to life, even if only a fragment of its body remains. Restoring Points. The restoration power returns 1 point to an ability reduced by a drain attack or though the effects of a spell or magical item. It cannot improve an ability that has not been drained. In addition, if a hero suffered an ability score loss and subsequently improved the score upon reaching a new reputation category, this power has no effect. Restoring Life. The staff can bring any creature back from death, provided it was once alive and has not been dead more than a century. An individual so restored is also made physically whole and well, with no required rest period. Otherwise, this power is identical to the resurrection ability described earlier. The bearer can invoke this power upon an undead creature by striking it with the staff. A successful challenging Spirit (Presence) action activates this power, which either resurrects the creature or blasts it out of existence (the latter if it never lived or if it died more than a hundred years ago). Summoning Powers For a cost of fifteen charges, the Staff of Mishakal instantly transports its bearer and a companion to any location on Krynn, provided the bearer has seen it or can accurately describe the locale. For example, one could deliver himself to the main gates of Palanthas, since he likely knows where the city lies and probably has heard descriptions of the place. One could not, however, transport himself to one of Malystryx's hidden lairs unless he has actually visited it. A hero who suffers a mishap using this power, as well as any companion traveling with him, disappears into another dimension - never to return. Power of Slaying Despite its healing propensities, the Staff of Mishakal can let its bearer slay an Evil creature (anything with a nature score of 7 or more) with a single blow in melee combat - at a great price. After a successful melee attack with the staff, its bearer gets a free challenging Spirit (Presence) action to invoke the slaying power. Success means the Evil creature, the staff, and the bearer vanish in a flash of blue light, consumed by the artifact's divine energy. Should the action fail, the blow merely inflicts 15 damage points on the target and costs three charges. Staff of Striking The plain-looking staves of striking allow both sorcerers and mystics to deliver unexpectedly powerful blows. This treasure functions as a normal quarterstaff (+2 base damage rating) in the hands of a user unskilled in the magical arts. Anyone with a Spirit or Reason code of "A," however, can command the staff to strike. When striking, the staff gains a +6 magical bonus, for a total damage rating of +8. A strike drains one charge. If the bearer uses two charges, the staff's base damage rises to +4, and an expenditure of three charges increases the base damage rating to +6. No more than three charges can be used at once, though, and the staff's enchantment never exceeds +6 no matter how many charges are used. The bearer of this staff must decide how many charges to use before attacking; if the attack misses, any charges spent are wasted. Staff of Striking and Curing
During the Age of Might, staves of striking and curing were fairly common. The
priests of the true gods used them for
defense and for tending the faithful. Each
staff has a shaft of polished maple topped
with a silver or bronze cap bearing the
symbol and name of a god.
The art of magical healing, and most
of these slaves, became lost after the first
Cataclysm. The goddess Mishakal gave
Goldmoon one of these staves front the
vaults of Xak Tsaroth during the War of
the Lance. During the twilight of the last
age, several other true clerics found similar staves, making it likely that more
remain to be found in ancient ruins
throughout Ansalon.
In combat, this treasure works just like a staff of striking. However, it also can heal wounds by touch, just like a staff of healing (though it cannot heal blindness or diseases). Each healing use drains two charges. Bearers can use this power a maximum of six times a day, but no more than once a day on any single creature. If exposed to sunlight, the staff regains one charge every eight hours. It can hold up to fifty charges. Staff of Wasting A staff of wasting not only serves as a potent magical weapon for the sorcerer or mystic wielding it, but also has the power to make a foe literally wither away to nearly nothing. This treasure automatically functions as a quarterstaff (+2 normal damage rating) with an enchantment of +2. Each combat hit on an opponent drains one charge. If the user wishes to expend extra charges to activate the powers described below, he must decide to do so before resolving his attack action. If the attack misses, the extra charges are wasted. Aging Spending an extra charge when the staff hits lets the bearer attempt a free average Spirit (Endurance) action to cause his stricken enemy to age. If successful, the subject immediately advances one age category, according to the list at right.
Age Categories
If the subject of the wasting effect is a character, the Narrator decides his initial age. (Most heroes are adults or young adults.) Each age category beyond "adult" lowers all the victim's Physical ability scores by 1 point. Victims aged beyond the "elder" category die. Dwarves, dragons, elves, animated objects, and undead are immune to the aging effect due to their long life spans or undying natures. Withering Spending two extra charges and succeeding in a free average Spirit (Endurance) action not only ages the foe but causes the part of his body the staff touched to wither into a useless husk. To determine where the staff struck, the player of the bearer or the arget (or the Narrator) should draw one card from the Fate Deck. The suit determines the injury's location and effect on the target:
*Arm hits strike the wing of an avian opponent. No creature can fly with a withered wing. **When targeting a quadruped foe, the bearer usually can reach only two of its legs at any time - the Narrator decides which two are exposed. A biped with one withered leg loses 2 points of Agility and suffers a -3 action penalty when trying to change range. A quadruped with one withered leg loses only 1 point of Agility and suffers a -2 change range penalty. Any biped or quadruped with two withered legs becomes immobile. Creatures with more than four legs remain mobile as long as they have two healthy legs on each side. ***For winged quadrupeds (such as pegasi), a Moons card indicates a hit on the right wing and an Orbs card means a hit on the left wing. No creature can fly with a withered wing.
****All ability score reductions apply in addition to any reductions from aging. Reversing the Staff's Effects Any magical healing sufficient to restore six cards or Endurance points can repair a withered body part or reverse one category of aging (though a slain individual cannot be brought back to life in this way). Healing aimed at reversing aging or restoring withered areas does not restore any cards. A single spell can either restore a withered area or reverse one category of aging, but not both at the same time.
Enchanted wands take many forms, but
generally they are about the length of a
human forearm and very slender -
about the thickness of one's little finger.
As they can be made of almost any
material, wands can appear as anything
from natural sticks to gem-encrusted
scepters.
Wands are similar to rods and staves,
but slightly more common. They also
tend to be less powerful than those
devices, but they generally contain
greater stores of energy. Even a mediocre
student of sorcery can activate a wand's
power - some arc so simple to use that
any peasant with a lick of common sense
can manage them.
Unless otherwise stated, a hero must have a Reason code of "B" to use a wand. All wands contain charges, as explained for rings and rods. To determine randomly how many charges a wand holds when a hero (or character) acquires it, the player (or Narrator) draws ten cards from the Fate Deck, then follows the procedure described in the introduction to the "Rings" section. All wand effects must be triggered with words and gestures, as explained for rods. Wand of Aeromancy A sorcerer equipped with a wand of aeromancy can produce magical clouds that conceal, irritate, or even kill. This treasure can create a thick cloud of fog at near missile range or closer. The cloud fills an area the size of a large house and remains for ten minutes in still air. While not actually harmful, it reduces vision to melee range or less. The effect drains one charge. A wand of aeromancy also can create a cloud of noxious vapors similar to the harmless fog except that it fills a smaller area (the size of small house). This cloud blocks vision as described above and irritates the eyes, noses, and throats of living creatures caught in it. Those affected suffer from choking coughs and near blindness, and can undertake no actions except for movement and defense until they leave the cloud and spend one minute recovering in clear air. Anyone who successfully resisted the vapor's effect can remain within it if they wish, suffering a -2 action penalty. Creating this noxious cloud drains two charges The wand's most potent effect - a cloud of vapor that fills a large room - strikes any affected creatures dead. It can appear at near missile range from the wand's holder or closer and blocks vision just as the more innocent fog cloud does. Those who successfully resist this death effect can remain in the cloud if they wish, incurring a -2 action penalty. In addition, they must resist the effect again each minute or be slain. This power drains three charges. Wand of Alteration A wand of alteration emits a thread-thin beam when activated. The first creature the beam touches is transformed into a small, innocuous animal such as a snail or harmless insect. Alternately, the user can tap a creature with the wand and transform it into almost anything he can imagine, so long as it is no smaller than a wren and no larger than a horse. One can aim the beam of this treasure at targets within melee or near missile range. An affected individual is immediately transformed into a small animal of the wand holder's choice. His Endurance score goes unchanged, but his defense rating falls to 0, his damage rating to +1, and all his ability scores to 1. The transformation lasts a full day. The holder of the wand can touch a subject - even himself - with it at personal or melee range to transform him. After touching him (a personal or melee attack or counterattack for an unwilling subject), the holder attempts to activate the wand. Anyone transformed by the touch gains the new form's physical attributes but retains his own mental attributes - that means he gains none of the assumed form's magical or Mental abilities. The user cannot transform the subject into the form of a specific individual. In either case, any equipment the affected individual was carrying is not transformed and falls off the subject as he charges form. The transformation lasts one hour. A hero must have a Spirit code of "B" to use the wand.
![]() Wand of Cryomancy Wands of cryomancy create raging storms of hail or sleet, sheets or domes of ice, and blasts of life-sapping cold. This treasure's effects are instantaneous unless noted otherwise. The wand of cryomancy creates hailstones at melee or near missile range, covering an area large enough to shower twenty-five men. Those affected by the hailstorm suffer 15 damage points. The resulting layer of slippery ice over the area creates bad footing (-2 physical or combat action penalty) for one minute after the storm. The falling ice also extinguishes small fires and cools hot objects. Instead of hail, the wand can also create a shower of harmless sleet with double the area of effect. Both effects drain one charge. One can use the wand to create a sheet of ice at melee, near missile, or far missile range. This effect can be as small as a single man or as big as a large house, but it must be flat - some six inches thick and as strong as a wall of thick planks. The sheet lasts an hour under normal conditions, half of that in very hot areas, and a full day in very cold areas, though the wand holder can end the effect at will. The effect drains one charge. The holder of this wand can create a dome of ice, just like the sheet, in a hemisphere around himself. It can enclose an area as small as one individual or as big as a large room. Finally, the wand can emit a blast of cold at melee, missile, or far missile range large enough to engulf up to twenty-five men. It inflicts 20 damage points on each target and drains two charges. Wand of Discerning Enemies Almost anyone carrying a wand of discerning enemies can detect hostile creatures lurking nearby - even if the foes are hidden, cloaked by invisibility, or disguised. Imprudent use of this device can create trouble for its holder, however, as many otherwise harmless beings become provoked when strangers point magical devices at them. When activated, this trinket pulses and points toward any creatures hostile to its user, no matter how they might be hidden. The wand detects hostile creatures in an area the size of a large room, with the effect always centered on the user. Should multiple hostile creatures lurk within the area, the wand points to them all, one at a time, starting with the nearest one. It reveals nothing else about the figures it detects, so if the user cannot see the creature, he has no idea what it is. Wand of Discerning Hidden Portals and Traps Even a mediocre student of magic can divine the locations of any concealed windows, doors, or traps in the immediate area using a wand of discerning hidden portals and traps. This trinket reveals either portals or traps in an area the size of a large room, but not both at once. (Upon activation, its holder must specify which he wants to detect.) If multiple portals or traps are present within the area, the wand points to them all, one at a time, starting with the nearest one. The wand reveals nothing else about the objects it detects, so the user does not automatically know how to open a portal or avoid a trap he has detected. A portal is "hidden" when it has been placed or constructed so it can be readily used but is not immediately recognizable as a portal. For instance, one could use the wand to locate a door specially crafted to look just like a stone wall and activated by a hidden stud or lever. The wand would likewise find a door or gate hidden behind a curtain or illusion, but it could not detect a door covered by a solid brick wall, as it is no longer usable. Wand of Electromancy A wand of electromancy can release a powerful, short-range shock or loose a torrent of lighting flashes into an area. This treasure can create a jolt of electricity that inflicts 8 damage points upon one target at melee range. The shock drains one charge. It also can release a torrent of lightning at near or far missile range across an area large enough to contain twenty-five men. The effect inflicts 18 damage points on each target and drains two charges. Both these effects are instantaneous. Wand of Fright A wand of fright produces a spray of mystical energy that can strike fear into the stoutest heart. Even the most ferocious creatures can be compelled to flee if they succumb to the wand's effects. This trinket can strike fear in up to twenty-five creatures within melee or near missile range. Those affected can take no action except quitting the field. If pursued, fear-struck creatures can defend and counterattack normally, but they cannot initiate attacks. They remain fearstruck for five minutes. Wand of Geomancy Wands of geomancy allow their users to alter tlie landscape in a literal fashion, digging holes, opening temporary passages through solid rock, or commanding tlie very earth to rearrange itself. The effects aren't particularly impressive, but they're ridiculously easy to create. Heroes with Reason codes of "C" or better can use this treasure's three powers. Digging Using the wand's digging ability, its holder can excavate a roughly man-sized hole (about a five-foot cube) in earth, sand, mud, or loose rock in one minute. Material removed from the hole is piled evenly around the excavation. The digging ability, which drains one charge, lasts five minutes - but the hole created remains after the effect ends. After the first minute of digging, the holder can widen the hole he has created or continue downward. There is a limit, however, to the depth he can achieve before the excavation collapses. Holes in normal earth stay stable to a depth of about twenty feet. Sand tends to collapse after about ten feet, mud or loose rock after five feet, and very soft mud or quicksand falls in upon itself immediately. Once the wand holder exceeds the maximum safe depth, the player or Narrator randomly draws one card from the Fate Deck. Drawing a Dragons card means the pit collapses, forcing anyone inside to perform a challenging Agility action to avoid being buried. Every additional increment of five feet the digger excavates beyond the safe depth requires an additional draw to check for collapse. Anyone try- ing to tunnel horizontally must check for collapse for every minute of tunnel- ing, no matter what the depth. Unsuspecting creatures standing within melee range of the excavation must successful perform average Agility actions to avoid falling in. If the creature was moving toward the point of excavation, the action becomes challenging. Creating a Passage The wand's second effect creates an opening in a rocky surface large enough to admit a single man-sized figure and as long as a small room. The passage can pass through dirt, sand, or stone, but not wood or metal. While there is no danger of collapse, creatures within melee range of the opening when it forms might fall in as described above. The wand's holder can create the passage within near missile range or less of himself. It remains open for one hour - those caught inside when it closes are harmlessly expelled. The effect drains two charges. Shaping the Earth The wand's final effect causes the very earth (dirt, clay, sand, or loam, but not rock) to reshape itself at the user's command, thereby allowing a holder of this wand to flatten a hill, dig a ditch, collapse an embankment, or create one where none existed before. The effect cannot create tunnels, however. Simply caving in an embankment takes about a minute, but more complex reshapings require an hour. The area reshaped can be at personal, melee, or near missile range from the holder. This effect drains three charges. Wand of Hydromancy A sorcerer wielding a wand of hydromancy can make a shower spring from nowhere, change the level of any body of water, or cause the surface to part and provide a safe, dry path. This treasure's ability to create water produces about six gallons - enough to satisfy the needs of a small group of humans or two mounts for a day. If no container is on hand to hold the water, it falls to the ground. The holder of this wand can create the water at personal, melee, or near missile range. Projecting the effect into the air creates a small cloudburst sufficient to drench five humans. The effect drains one charge. The wand also can change the water level of an area the size of a small house, either causing it to rise to its highest natural level or sink about twice the height of a human. This effect, which lasts thirty minutes and drains two charges, has the same range as the wand's ability to create water. One can use this power only at the water's surface, not underwater. Trying to change the level of a body of water larger than a small house creates a whirlpool that traps boats and ships until its duration expires. Swimming creatures suffer a -4 penalty to Agility actions while within a whirlpool area. The wand's final effect causes water to move aside and form an aisle or trough. The trough has the height of a man, the width of a small room, and the length of a large house. If created underwater, the effect forms a horizontal cylinder instead of a trough. Natural currents appear to flow through the affected area normally; ships, boats, and swimmers cannot enter or leave the trough area without a successful open or close range action. This final effect drains three charges and lasts for ten minutes. The wand's holder can form a passage through water as far away from himself as far missile range. Wand of Lighting (Dalamar's) The Black-Robed Wizard Dalamar once created a specialized and more potent version of the wand of electromancy that could recharge itself during thunder-storms. After he used it to slay the Blue Lady during her attack on Palanthas in 357AC, it is said that the spirit of the slain Dragon Highlord haunted the wand. According to some accounts, tlie infamous Lord Soth once appeared to claim the wand. Dalamar himself remained ever silent on the matter, and today the wand is lost - as he is. This unique treasure creates an instantaneous stroke of lightning at near or far missile range. The stroke covers an area large enough to hold twenty-five men and inflicts 30 damage points on each target. Although each use of Dalamar's Wand of Lightning drains one charge, it regains a charge during any week when a thunderstorm occurs. The holder of this wand must have a Reason code of "A" to use it. Every time a hero (or character) uses the wand, the player (or Narrator) must make a random draw from the Fate Deck. If he draws the Six of Dragons or any higher card in that unlucky suit, a death knight appears within ten minutes and attacks the wand's holder. The knight, seeking to claim the wand and carry it to Dargaard Keep, will stop attacking and depart if the user surrenders it. Wand of Magic Divining The useful wands of magic divining function for anyone with even a passing familiarity with magic. It detects magical emanations in the holder's immediate area and indicates their approximate locations. Continued study reveals what sort ofmagic is present. When activated, this trinket can detect any magical aura within an area about the size of a large room, pulsing and pointing to the strongest emanation. Each use drains one charge and lasts one minute. If used multiple times in the same area, the wand indicates additional emanations in descending order of strength. Relative strengths of magical effects depend on how difficult the effect was to create (see the Book of the Fifth Age, Chapter Five); the more difficult the spell, the stronger the emanation. The wand's holder can spend one minute concentrating on an aura to determine what school or sphere of magic the spell employs. Should the holder fail his Reason action to activate the wand, he detects nothing. If the failure results in a mishap, the wand temporarily malfunctions and indicates a magical aura where there is none (or vice versa), or indicates the wrong school of magic to a user attempting to analyze an aura. Any hero with a Reason code of "C" or better can use the wand. Wand of Magical Suppression Wands of magical suppression have the unusual ability to negate the enchantments of other magical devices temporarily. rendering them unable to produce or maintain magical effects for a short time. Further, almost any fool can use one. The holder of this treasure can aim it at any device in near missile range or closer. The activation action goes unopposed against target devices not resistant to magic or in a creature's possession; otherwise, the user's (or owner's) Reason score resists the action. However, if the target item is anything other than a magical wand, the base difficulty of the activation is average instead of easy. Should the action succeed, the wand suppresses the target item's enchantment, preventing it from generating any magical effects for one minute. Any magical effect the item is currently producing stops. Any charges expended to produce or maintain an effect during that minute are lost. The wand does not function if aimed at a magical effect. To work, it must target the item producing the effect or the creature using that item. The wand has no effect on spells or on a creature's innate abilities. Wand of Missile Hurling Those unfamiliar with sorcery can make limited use of a wand of missile hurling, creating with it a missile similar to a normal arrow. In the hands of someone with even a smidgen of training in sorcery, however, the wand can deliver two missiles at once, and with far greater accuracy. Unlike real arrows, the wand's missiles have no effect on inanimate objects. People with Reason codes of at least "C" can use this trinket to make an attack (or counterattack) at near or far missile range. The activation requires a Dexterity action, just as if the hero were employing a missile weapon. A missile that hits its target inflicts 4 damage points. People with Reason codes of at least "B" can use the wand to fire two missiles at once (as an attack with a sorcerous magical item) at near or far missile range. The missiles can be aimed at two different targets, provided they are within melee range of each other. Each missile fired drains one charge. These missiles affect only creatures (including undead), never objects. Wand of Paralysis A wand of paralysis projects a thin, gray beam of mystical energy that renders the first creature it strikes rigid and immobile for a short time. This effect can prove quite devastating for a creature in flight. The beam from this trinket can touch someone at melee or near missile range, rendering him immobile and helpless for a short time. To determine how long, the holder's player (or the Narrator) draws two cards from the Fate Deck and adds their face values together; all Dragons cards are considered Ones, and each Hearts card allows an extra draw. The total is the number of minutes the target remains paralyzed. Paralyzation is a mental effect that sends the victim into shock, preventing him from attempting any meaningful actions - even purely mental ones. A hero must have a Spirit code of "B" or better to use this wand. Wand of Phantoms Wands of phantoms create illusory images with both visual and audible elements. However, these images have no scent, taste, or tactile characteristics. This trinket can create illusory shapes about the size of a large room or a group of five men. The wand's holder can create an image as far from him as far missile range. It moves according to his instructions but must remain within far missile range of his position when he created it. Images of multiple creatures or objects must move as a group; otherwise they move as explained under "Wand of Spectramancy." Creating an image with visual characteristics drains one charge, while one with both visual and audible characteristics drains two. However, audible images cannot generate more noise than five humans shouting. Wand of Pyromancy Pyromantic wands can create several different fiery effects, including a short- range burst of flame, a scaring blast of fire, or a curtain or ring of flames. If pointed at a normal (not magically created) fire, the wand can snuff out the flames, converting them into smoke or a burst of fiery sparks. This treasure's effects are instantaneous unless noted otherwise. Creating Flame Effects At melee range, this wand's flame burst inflicts 7 damage points upon a single target, draining one charge. At near or far missile range, the wand can shoot a similar searing blast large enough to engulf up to twenty-five people. It inflicts 18 damage points on each affected creature and drains two charges. The wand's holder can create a curtain of flames at a point within melee, near missile, or far missile range. This curtain can appear as small as a man or as big as a large house, but it must be flat. Anyone touching this flame suffers 9 damage points. The effect lasts up to five minutes (though the holder can end it anytime) and drains two charges. The ring of flame effect works just like the curtain, except that it forms a short cylinder around its user, enclosing an area as small as the user himself or as big as a large room. The wand will not create a ring tight enough around the holder to cause him injury. Fire Transformations To convert a fire into smoke or sparks, a holder must aim the wand at a normal fire lying no farther from him than far missile range. The effect drains one charge and snuffs out a blaze up to the size of a small room, replacing it with a pall of smoke or a shower of sparks at the user's option. (If the fire is larger than a small room, the wand can snuff out only a portion.) Changing a normal fire into smoke creates a cloud billowing up to the size of a large house (depending on the size of the original fire). Vision within this cloud is reduced to personal range, and creatures within the cloud suffer a -4 penalty to all actions unless they escape the area of effect or succeed at a challenging Endurance action to overcome the smoke. (Combat actions still carry a -1 penalty for obscured vision even with a successful action.) The smoky cloud persists for ten minutes; obscured vision and action penalties last as long as a victim remains in it. Converting a normal fire into a shower of sparks creates a fiery foun- tain up to the size of a small house (depending on the original fire's size). Creatures within the area or those looking directly at it from near missile range or less must succeed in a challenging Perception action or become temporarily blinded. To determine how long the blindness lasts, the players of affected heroes (or the Narrator) each draw one card from the Fate Deck; the card's face value equals the number of minutes of blindness (double the face value of any Dragons cards). Wand of Spectramancy A wand of Spectramancy allows even the most callow student of magic to create small, mobile globes of light; large, glowing spheres; or sharp, blinding flashes. At near missile range or less, this treasure can create up to four small globes (the wand's holder decides how many) that shed about as much light as a torch or lantern. The globes can move about at the holder's command or follow a simple program of movement he has described. The instructions cannot be complex, but they can be open-ended, such as, "Remain one foot to my left, no matter what I do." The globes, which continue for ten minutes, can move anywhere within far missile range of the user. Creating the globes always drains one charge from the wand, whether the holder creates one or four. The wand also can manifest a sphere of fairly bright light - the equal of moonlight on a clear evening. The sphere is large enough to hold twenty- five humans and can appear within near missile range (or less) from the holder. Although the effect is stationary, the user can create it on a creature or object that can be carried. Successfully targeting the effect on someone's eyes causes blindness until the light fades; should the target resist the effect (or the activation attempt fail), the sphere winds up centered near him instead of on his eyes. This effect consumes one charge and lasts one hour. For a cost of two charges, the wand holder can create a larger, brighter sphere, as brilliant as sunlight on a clear day and large enough to encompass fifty men. This sphere lasts a full day. The wand can shoot a blinding flash of light at a target within near or far missile range. The flash, which covers an area large enough to hold fifty men, inflicts 18 damage points on every affected undead creature. Anyone within the area or looking directly at it from near missile range or less must succeed in a challenging Perception action or become blinded and stunned (unable to act or offer opposition) for one minute. This instantaneous effect drains three charges. Any hero with a Reason code of "C" or better can use the wand. Wand of Summoning Sorcerers wielding a wand of summoning can transport themselves and their companions over short distances and call creatures to serve them. The holder of this treasure can use it to transport himself from his present location to any other within artillery range or closer. If the holder cannot see his destination, he must describe it aloud based on what he can infer or recall about it. For example, someone could transport himself across a flat plain to any locale he can see. However, if he is standing in a thick forest, he must specify his destination in some way. Acceptable destinations include "behind the tall tree with the forked top" and "back to camp," provided those sites lie within range. Transporting oneself drains one charge. Bringing along extra travelers drains one additional charge per individual and increases the activation action's difficulty by 1 point for each extra creature. Very large creatures prove harder to transport; those larger than a human but less than twice human size require two charges and increase the action's difficulty by 2 points each. A creature about three times human size requires three charges and increases difficulty by 3, and so on. All those transported must be touching one another or the user. To transport an unwilling individual, the wand's holder first must make an attack (or counterattack) at personal range. After it succeeds, he can then make a free attempt to use the wand, but the opponent can attempt to resist it. One cannot transport another without going along himself. Transportation is instantaneous. The wand also allows its holder to summon creatures to his location. While activating the device, he simply states what sort of creature he wants to summon, and it appears anywhere within near missile range or closer. The wand summons a creature typical of its race, not a specific individual. The summoned creature opposes the activation action with its Perception score. However, the holder of this wand cannot summon any creature whose combined Strength and Endurance scores (or whose Physique score doubled) exceed three times his own Reason score. When the summoned creature arrives, it immediately attacks the wand holder's enemies. If there are no enemies to fight, the holder can instruct the creature to perform some other service, provided that he can establish communication. A summoned creature remains for ten minutes, and each summoning drains two charges. The holder can summon multiple creatures, but each additional one requires two extra charges and increases the difficulty of the wand's activation action by 2 points.
Many other objects, both exotic and
mundane, hold powerful enchantments.
Some of them date back to the Age of
Might, when the Conclave of Wizards
brought forth a steady stream of wondrous items. Even today, itinerant sorcerers and glib con artists peddle a wide
variety of trinkets and charms that supposedly carry magical powers. When the
seller is a true sorcerer or mystic. Ins
goods probably will perform as advertised - at least for a while.
The items cataloged here, however,
contain true god magic from before the
Second Cataclysm and earlier. Barring
the return of the gods, Krynn will not see
the likes of these precious objects again -
they are not the sort of items one buys
from peddlers.
For the most part, the items on this
list were intended for anyone's use. Most
operate automatically when worn or
held. Others function only at the command of a user with a working knowledge of tilings magical. Most of these
arcane devices contain permanent stores
of magic, so users need not worry about
depleting them with use.
The list that follows contains only a
small sample of the magical items still in
use in Ansalon or waiting to be discovered in some ancient ruin.
Most of these miscellaneous items of magic create personal effects that require no special effort from the user - they function automatically and continuously for anyone. Powers usable on demand require a Reason or Spirit action for activation. Unless stated otherwise, a person must have a Reason code of at least "D" to use these powers. Some of the items that follow contain charges, as described in the introduction to the "Rings" section. Amulet of Healing Hands
Shortly after the gods crafted the Amulet
of Healing Hands in the Age of Dreams,
it passed into mortal hands. This amulet,
crafted from white gold, depicts three
crooked arms joined in a circle, with
tliree hands clasped in the center.
The amulet grants wisdom and protection to its wearer and promotes harmony. It keeps magically summoned
creatures at bay and allows the wearer to
perform magical healing. The amulet's
most famous owner was the great Solamnic Knight Huma, who gave it to the elf
maid Gwynneth (actually Heart, a silver
dragon) as a pledge. The amulet was lost
when Gwynneth followed Huma through
death's doorway.
The elf Gilthanas currently owns this artifact. He received it from his lover, Silvara - actually the silver dragon Dargent, sister to Heart. Detection spells directed at the amulet artifact reveal only weak magic, even though it is very powerful. All three of this artifact's basic powers function automatically and work for anyone. However, its healing and light- generating powers function only at the command of a wearer with a Spirit code of at least "D," unless stated otherwise. Should the wearer suffer a mishap while using one of these advanced powers, he becomes exhausted and suffers a -2 action penalty until he rests for five minutes. Basic Powers This artifact grants its wearer a +6 bonus to all actions that involve resisting poison or disease. It improves his Spirit score by 1 point, which allows his daily allotment of mysticism points to increase accordingly. The Amulet of Healing Hands generates a barrier that magically created or summoned creatures cannot cross. Such creatures - including animated objects, elementals, frost-wights, shadow-wights, fire dragons, and daemon warriors - cannot get within melee range of the wearer. Up to five people can fit into the circle of protection the amulet creates. Everyone within this circle remains immune to melee and personal attacks from creatures outside. Opponents can launch magical attacks or use missiles against those inside, but such defenders receive a +2 bonus when resisting these assaults. Protected individuals must leave the circle to launch melee attacks against creatures outside it. Should the amulet's wearer attempt a melee attack against creatures outside of it, or try to use the circle to damage them or force them back, the circle collapses and cannot be raised again for ten minutes. In addition to these powers, this unique amulet promotes harmony. The wearer enjoys a trump bonus for Presence actions involving nonviolent, non-threatening negotiations with others. This power does not apply to his ability to resist mystical spells, however. Advanced Powers While the Amulet of Healing Hands does not confer immunity to disease upon its wearer, it prevents him from succumbing to any nonmagical disease. Once a disease has reached the terminal stage, the wearer suddenly begins to recover. To randomly determine how long the recovery takes, the player (or Narrator) draws one card from the Fate Deck; the card's face value indicates the number of days. The amulet's wearer also heals from his wounds at double the normal rate. If the wearer's nature score is 4 or higher, the amulet automatically begins reducing it, decreasing it by 1 point every six months until the score reaches 3. However, the hero's (or character's) nature description need not change. The wearer can heal wounded creatures by touch four times each day. A touch restores either one, two, three, or all lost cards (or Endurance points) to a wounded hero (or character). The wearer chooses how much healing to bestow with each touch, but can restore each of the above amounts only once each day. Otherwise, the power works just like the healing power described under "Staff of Healing." This power can heal those injured by the effects of poison, as well - including restoring a poisoning victim to life, if applied within five minutes of death. In addition, the wearer can remove a disease with the amulet once daily, just as if it were a staff of healing. Finally, once a day, the wearer can create bright light with the amulet as if using a wand of spectramancy. Amulet of Nondetection Amulets of nondetection shield thcir wearers from all forms of magical divination. Mystical spells from the school of sensitivity reveal no information about the wearer of this treasure. Items that duplicate spells of the sensitivity school, such as the medallion of mind reading, also prove ineffective. In addition, the amulet defeats sorcerous divination spells and magical items that duplicate their effects (such as wands of magic divining), as well as crystal balls and items that produce similar effects (such as the sight powers of an Orb of Dragonkind). When someone uses a divination spell or item against the wearer of this amulet, the Narrator should resolve the action normally. Success means that the spellcaster or user of the item discovers nothing, while a mishap gives the caster or user some false indication of the Narrator's choosing. For example, if a sensitivity spell was used to determine the wearer's nature, a mishap would reveal a false nature. Bracelet of Magic Resistance Folklorists sometimes refer to a bracelet of magic resistance as "Dalamar's Bracelet," because that dark wizard lent one to the hero Tarns Half-Elven during the Blue Lady's War. The bracelet confers resistance to magical attacks. The wearer of this treasure can call on its power three times each day with merely a thought. At these times, his player receives a trump bonus to resist an attack from a spell, a magical effect from an enchanted item, or a creature's special ability. The trump bonus does not apply to blows from magical weapons or to breath attacks, however. Unknown to most, these bracelets carry a taint of Evil. If the wearer suffers a mishap while using it, his nature score goes up 1 point. Should his nature score ever increase beyond 10, he becomes a ghoul, his mind forever destroyed. Boots of the South Boots of the south tend to be crafted of fine leather, rare fur, or some combination of the two. Anyone wearing them stays warm even in polar conditions. Ice and snow pose no hindrance to the wearer's overland movement. Wearing these trinkets allows one to withstand winter cold even if otherwise lightly clad. When properly garbed in cold weather gear, a wearer can withstand even a polar blizzard. The wearer of these boots can cross ice or snow as though it were level ground. In addition, he won't slip or fall on any icy surface if it is fairly level. The wearer does not gain any special ability to climb ice walls or sharply slanted surfaces, though. When walking across snow, he leaves no tracks. Brooch of Imog Elven wizards crafted the exquisite golden Brooches of Imog. The design features a ring of mistletoe with berries ofwhile gold. Traditionally, the elven nations presented them to wizards who had rendered a great service to them. None of these items have been crafted since the first Cataclysm, though the elves certainly had the knowledge and power to make them during modern times. A sorcerer wearing one of these broochcs can create a shimmering globe that defeats hostile magic directed at him. Once a day, the wearer of one of these treasures can create a barrier to block any wand effect or any spell requiring 15 or fewer spell points to create. The shell-shaped barrier can hold up to five human-sized beings other than the wearer, but all must remain within melee range of him to be protected. The spells and items of everyone protected by the barrier remain unaffected. The shell itself glows faintly and lasts ten minutes, unless the wearer ends it sooner. It has no effect on creatures' innate abilities. Sorcerers who can cast enchantment spells can bring the shell down with a counterspell that consumes 11 sorcery points, plus additional points for range and invocation time. The wearer's Reason score opposes the counterspell. The wearer must have a Reason code of "A" to use a brooch. Cloak of Protection The valuable cloaks ofprotection make anyone wearing them more likely to resist attacks, both physical and magical. Unfortunately, they may not improve the wearer's defenses when worn with other defensive magical items. Cloaks of protection may be either trinkets or treasures, depending on the strength of their enchantment. This magical bonus applies to any defensive action the wearer makes (avoiding attacks, resisting spells, and the like), but not to his defense rating. Defensive bonuses from multiple items do not accumulate; instead, the wearer gets the benefits from only the most powerful item. For example, say Mirielle Abrena of the Knights of Takhisis has chain mail of renown (+4 bonus). If she also wears a cloak of protection with a +5 enchantment, she gets a +5 bonus to defensive actions, not a +9 bonus. The enchanted chain mail, however, still gives her a defense rating of-7 (3+4). If Mirielle then dons a ring of protection bearing a +6 enchantment, along with her chain mail of renown and her cloak of protection, she gains a +6 to defensive actions from the ring and retains her armor rating of-7. In this case, the cloak gives her no benefit at all. To determine randomly the strength of the enchantment on a cloak of protection, the player or Nar- rator draws one card from the Fate Deck and consults the table below:
Crystal Ball A crystal ball might look simple, but a skilled sorcerer gazing into its depths can view any locale or being he knows. Using this treasure, someone can view any location on the face of Krynn - provided he has been there or can describe it in detail. He also can view any creature or object personally known to him. Activating a crystal ball is easy if the subject is well known to the viewer. The less he knows about the subject, however, the more difficult viewing it becomes. - Very Familiar (Easy): The viewer can observe a well known person, place, or item for up to thirty minutes. Very familiar subjects have had almost daily contact with the viewer for a period of several months. Such subjects might include the viewer's best friend, the inside of his home, or his lucky steel piece. - Familiar (Average): The viewer can observe familiar subjects in the crystal ball for up to ten minutes. Most familiar subjects are those the viewer can remember seeing at least once. A subject might also be familiar to a viewer if he has a piece from it, such as a chip of stone from a particular cliffside or a lock of someone's hair. - Unfamiliar (Challenging): A viewer can watch unfamiliar subjects for only five minutes. An unfamiliar subject is one that the viewer has never seen, but he has some object associated with it, such as a drawing of a rock formation or a child's toy. - Utterly Unfamiliar (Desperate): Completely unfamiliar subjects are those the viewer has never seen, just heard about. He can observe for only one minute. Once the viewer sees an object in his crystal ball successfully, it becomes familiar to him. Frequent viewing via this item can increase his familiarity with the subject. A viewer can use his crystal ball for a maximum of one hour each day. Subjects who have not given him specific permission to watch them may use their Perception scores to oppose his activation action. As a crystal ball does not provide light to a scene, the viewer sees only darkness when viewing a dark area. Successfully activating this item of magic creates an intangible, almost imperceptible lens near the subject. A sorcerer looking into his crystal ball sees the subject through this lens just as though he were staring through a peephole. The lens appears somewhere near the subject, at the viewer's discretion. Once established, the position of the lens cannot change - it maintains that position relative to the subject even if the subject moves. Creatures being observed may attempt an average Perception (Reason) action to detect the lens. Avoiding this detection is a challenging Reason (Perception) action for the viewer. Cursed Money
Steel coins of cursed money seem to be
normal currency minted early in the lust
age. They carry a powerful curse: If anyone accepts one or more ofthese coins in
return for making some kind of promise,
that person dies a slow, rotting death
should he break that promise.
The wizard Raistlin used one hundred thousand of these coins to bribe a
group of treacherous dwarves to betray
their king and leave the gates of Thorbardin open during the Dwarfgate War.
Since then, small caches of these coins
have turned up all over Ansalon.
A person becomes subject to the curse if he accepts even one of these trinkets. The curse has no effect unless the money is actually part of a promise - stated or implied. Should the recipient ever go back on his word, his hands turn black and begin to rot. Soon, the rot spreads throughout the rest of his body. Heroes under this curse lose one card each day; other creatures lose 1 Endurance point each day. Nothing can halt the rot, so long as the recipient remains untrue to his word. If he fulfills his promise, the rot ceases and the damage heals normally. While suffering from the rot, the recipient cannot rid himself of the coin. If he discards it or gives it away, it always turns up in his possession again. He can, however, neutralize the curse on a single coin with the assistance of a sorcerer who can cast enchantment spells. The spell to remove the curse consumes 12 sorcery points before adjustments for range and invocation time. If it succeeds, it renders the coin nonmagical. All the cursed coins the sufferer has received must be neutralized before the rot stops. Flute of Wind Dancing Enchanted flutes ofwind dancing are fashioned from driftwood. Folktales say sirens from the depths of the sea give them to mariners who find favor with them. In any case, several have found tlieir way to dry land. Skilled musicians can use tlie magic of these instruments to make gentle breezes, create strong winds, and even summon sentient whirlwinds from beyond the circles of tlie world. By piping the proper tune for at least two minutes, the player of one of these treasures can generate a normal breeze that blows in whatever direction he wishes. The breeze disperses non-magical clouds and halves the duration of magical clouds. Blowing continually over an area the size of a large house, this breeze can put out small flames such as candles or fill a boat's sails. By playing a livelier tune for at least three minutes, the piper can generate a strong gust that disperses both magical and nonmagical clouds, causes sailing vessels to move at double speed, and sends light items tumbling in the wind. If the user plays for ten minutes, he summons a small air elemental. This tiny whirlwind snuffs out small fires (anything the size of a campfire or smaller) and picks up loose material (such as dust or fresh snow) from the ground to create a blinding cloud large enough to engulf ten humans. Vision within the area is reduced to melee range. This living whirlwind triples sailing speed when it moves favorably to a vessel. The creature aids the summoner as explained under "Wand of Summoning." Air elemental: Monster, Co 9, Ph 12, In 3, Es 8, Dmg +5, Def -4, also dive, aeromancy, immune to air attacks. All the flute's effects last as long as the user plays. However, the user can reliably play only one minute for each point of Endurance he has before resting. To play longer, he must succeed in an average Endurance action each minute. The user cannot fight, cast spells, use other magical items, or move at more than a slow walk while playing. The user must have a Reason or Perception code of "A" to play the flute. Glasses of Arcanist The wizard Arcanist created a pair of magical spectacles before the first Cataclysm. These Glasses ofArcanist have narrow, platinum frames fitted with lenses of rose-colored crystal. The frames fit elves and kender most easily. This treasure grants the wearer acute vision within melee range. He can see illusions for what they really are, detect hidden portals or items, and see invisible creatures. The wearer also can decipher any writing he sees (within range); although he does not necessarily understand or remember what he reads, he can repeat it aloud in a language he knows. Wearing these glasses allows one to automatically use protection scrolls and other magical writings. If the wearer suffers a mishap while using the glasses, he misinterprets what he sees or he sees an illusory image. Anyone can use these glasses. While wearing them, the user cannot see clearly beyond melee range, nor can he make missile attacks or cast spells at targets beyond melee range. Haversack of Order The ordinary-looking leather haversacks of order can hold as much equipment as large trunk or barrel - they are literally larger on the inside than on the outside! When tile user reaches into one of these backpacks, the item he wants always turns up on top. Any item a hero puts into his haversack, a trinket, he can recover again automatically. In addition, the hero might find other needed items stored in the sack by previous owners. If the Narrator calls for a wealth action to decide whether a hero has a particular piece of equipment during a quest, this backpack makes any card played automatic trump, provided the desired item is no larger than a shield. Success puts the desired item right on top, while failure indicates that the sack does not contain the item. The owner must wear his haversack for an entire day before it becomes attuned to him. Until then, he must paw though its contents before finding anything. Thieves trying to pilfer items from the pack have the same difficulty. Horn of Kiri-Jolith Horns of Kiri-Jolith - trumpets made from silver, brass, bronze, or iron - summon bands of armored knights that attack the horn blower's foes. If the person sounding the horn is not pure of heart, however, tlic warriors might turn on him. Anyone with a Reason or Spirit code of "B" or higher can sound one of these horns, considered treasures. Its blast summons one to ten knights clad in plate armor and carrying great swords. To determine randomly how many warriors answer the call, the player or Narrator draws one card from the Fate Deck; its face value indicates how many appear. These warriors of Kiri-Jolith - god of justice and righteous warfare - have the following game information, depending on how many the horn summons:
One knight: Various races and ages,
purposeful demeanors, Co 10, Ph 10,
In 9, Es 9, Dmg +12, Def -12.
The warriors willingly serve only those with nature scores of 5 or less. A user with a nature of 6 or 7 must succeed in an average Presence (Presence) action or the warriors attack him. The knights automatically attack a user with a nature score of 8 or higher. Should the warriors arrive and find no enemy, they depart again immediately. They do not speak to the horn blower or anyone else. They remain for one hour, until they vanquish their foes, or until slain - in any case, all their equipment vanishes with them. The horn can be used only once each week. Should the user suffer a mishap when blowing it, the horn bursts, becoming a useless chunk of twisted metal. Medallion of Faith
The small, silver medallions of faith worn
by followers of the true gods became
widely known after the War of the Lance,
when the cleric Ellistan began preaching
about the return of the pantheon.
In the hands of a mystic, such a.
medallion can bring success in battle.
keep summoned creatures at bay, and
delay the effects of poison. The medallions also allow their wearers to detect
Evil creatures in their midst.
Before the Chaos War, a cleric of sufficient skill could command a medallion
to create a nonmagical duplicate of itself.
T1ie clerics used these to welcome new
members into the ranks of the faithful.
This power seems to have vanished, however, with the departure of the gods after
the Second Cataclysm.
These treasures automatically identify those not pure of heart: If any creature with a nature score of 7 or higher comes into physical contact with a medallion of faith, the item glows with a pale blue light and chimes softly. Anyone with a nature score of 3 or less and a Spirit code of "A" can use a medallion's other powers, each once a day. First, the wearer can grant a magical boon to up to fifty creatures, provided they are no more distant than near missile range. Those affected gain a +1 bonus to all actions for five minutes. The wearer also can create a barrier that magically created or summoned creatures cannot cross. Such creatures - including animated objects, elementals, frost-wights, shadow-wights, fire dragons, and daemon warriors - cannot get closer to the wearer than near missile range. Up to five people can fit into the circle of protection the medallion creates. Everyone within the defensive circle remains immune to melee and personal attacks from those outside it. Opponents can launch magical attacks or use missiles, but those within the barrier receive a +2 action bonus when defending against them. Protected indi- viduals must leave the circle to launch melee attacks against those outside it, however. The circle collapses and cannot be raised again for ten minutes if the medallion's wearer attempts a melee assault against opponents or if he tries to use the circle to injure them or force them back. A medallion of faith can delay the effects of poison if the wearer lends it to a poisoning victim. Wearing the medallion delays the effects of any poison for one day. Someone who has already succumbed to poisoning can still be saved if someone places the medallion around his neck within five minutes of death. However, the victim needs a permanent cure before a full day has elapsed or he will die again. Medallion of Mind Reading Medallions of mind reading usually appear to be small medals or disk-shaped pendants hung from metal chains. Anyone who wears one can pick up thoughts from nearby creatures by concentrating. These trinkets allow their wearers to detect thoughts of those directly in front of him, to a distance of near missile range. The wearer can turn face different directions while using this power-for instance, scanning a sixty- degree arc in one minute. The wearer can detect only what a creature happens to be thinking about at the moment and its general emotional state: angry, fearful, sad, friendly, and so on. He can comprehend the thoughts regardless of whether he knows the creature's language. If a creature uses no language, the wearer can read only its emotions. Mirror of Belize
No mortal knows the true origins of the
Mirror of Belize, an enchanted sheet of
silvered glass. It might be a relic left over
from the Age of Might, but many consider it a creation of the modern-day
renegade wizard Belize.
In its original form, the mirror was
almost as big as a man - about six feet
tall and two feet wide - but over the
years, several chunks have been cut from
thc corners.
The mirror itself has two powers:
extending the user's vision and serving as
an extradimensional gate. Anyone stepping into the mirror disappears and can
instantly reappear at the location of
another mirror the traveler knows about.
Or the traveler can simply reside between
dimensions for a time, reappearing again
at the mirror's location.
Smaller chunks of the mirror grant this
travel power but do not extend vision.
The vision power of this treasure resembles that of the Orb of Dragonkind (see next page), except that it has no range limit and no spirit to take over the user's mind. This ability, which can operates three times a day, requires the user to have a Reason code of "A." The mirror's transportation power allows its user to slip between dimensions and enter a mist-filled space there. After the normal activation action, the user must will himself to enter the mirror using an average Reason action. Once inside, he can either step back out through the mirror or appear at the location of any other mirror on Krynn. The destination mirror must be fixed in place and the traveler must have seen it himself. While in the mirror dimension, he still needs to eat and sleep. No food or water exists there, but the traveler can breathe. If someone speaks directly at the mirror, he can hear the words on the other side. Should the Reason action fail, the traveler becomes lost in the mirror world. To randomly determine how long it takes him to find his way back, the player or Narrator draws one card from the Fate Deck; the face value is the number of days the traveler remains lost. In addition, drawing a Dragons card means the traveler encounters a hostile creature of the Narrator's choice. One who suffers a mishap while crossing into the mirror dimension remains forever lost in that world. It is possible to store items in the mirror dimension. However, each time the mirror's user tries to retrieve an item, his player (or the Narrator) must make a random draw. A Dragons card means the stored items are lost, carried off by some creature trapped in that other world. The mirror itself has been recovered from Belize's mansion in Palanthas and is currently stored in the Tower of Wayreth. However, at least three pieces have been broken off. One of these was presumed destroyed when its owner, the Red-Robed Wizard Guerrand DiThon, attacked renegade mage Lyim Rhistadt before the Second Cataclysm. Each of these three pieces is about the size of a man's palm, but they cannot be further divided. If anyone tries to break one of these trinkets into smaller pieces, it shatters into useless slivers. Theoretically, one could break off additional pieces from the main mirror using sufficiently strong sorcery. Nightjewel The jet-black nightjewels seem as cold and unlovely as lumps of coal. They allowed courageous individuals to defy the terrors ofthe Shoikan Grove that once surrounded the Tower of High Sorcery in Palanthas. With the destruction of the. Tower, these jewels would seem to have little use, but stalwart souls can still use them to defeat undead monsters. Each of these trinkets hangs on a silver chain and can be worn around the neck. In the presence ofundead (see the "Undead" chart in Chapter Six of the Book of the Fifth Age), the jewel glows with a pale blue light that only undead creatures can see. If the wearer holds up the jewel so this light shines on his face, he can command the undead to flee with an average Spirit (Perception) action. Success means the undead flee and do not return for at least a day. If the action score is at least 10 points higher than the minimum score needed for success, the undead disintegrate - blasted out of existence. Should the action fail, the jewel cannot be used again for one day. One jewel can compel up to ten undead at once, but they all must be no more than near missile range from the wearer. The wearer must have a Spirit code of "A" to use the jewel. Orb of Dragonkind
An alliance of wizards created fire fragile
crystalline devices called Orbs of
Dragonkind - which some scholars call
Dragon Orbs - during the Third Dragon
War. The wizards modeled the orbs on
the five stones the gods used to imprison
the original five dragons of darkness during the First Dragon War. Each orb held
the spirit of a powerful Evil wyrm. When
properly commanded, an orb could call
other Evil dragons to it, like moths to a flame. When improperly commanded,
the user became the slave of the malignant spirit inhabiting the orb.
Legend has it that the orbs slew the
dragons they called. In fact, the orbs
simply lured the dragons to them, leaving
tile wizards to destroy them with magic.
At least three orbs remained on Ansalon during the last age. Of these, two
were destroyed - one on Sancrist Isle and
the other in the heart of the High
Clerist's Tower. The wizard Raistlin
Majere recovered the third orb from Silvanesti, where Lorac, the elven king, had
succumbed to its power. It seems likely
that Raistlin eventually brought the orb
to the Tower of High Sorcery in Palanthas. It was presumed lost after the
Tower's destruction in 1sc.
To use one of these artifacts, a person must touch it with his bare hand and utter a command word. A successful challenging Presence action activates the orb and puts the user in contact with the spirit within it. He can now use the orb to lure dragons or command its other powers. An Orb of Dragonkind is normally about two feet across and very difficult to carry. Once a user has contacted the spirit within it, however, he can command the orb to shrink to any convenient size - even as small as a marble. Should an individual suffer a mishap in any attempt to activate the orb or use its powers, the dragon spirit within takes control of the user. The user's nature score immediately rises to 10, and he becomes a villain under the Narrator's control. The control can be broken only if someone else successfully commands the orb - something the original user will try to prevent. Luring Dragons This power calls every dragon within one day's flying distance of the orb - not just Evil ones. The user must attempt an average Spirit (Presence) action to lure each dragon in range. Unless this number is clear, the Narrator draws three cards from the Fate Deck to determine ran- domly how many of them the orb contacts: one for each Dragons card drawn. The dragon's age category (from the chart in Chapter Six of the Book of the Fifth Age) equals the card's face value. The Narrator should choose the dragon's color based on the local terrain. A summoned dragon turns its attention to attacking the orb, ignoring any danger to itself until the orb is destroyed. Other Powers Once the user contacts the spirit in the orb, he can use the orb's minor powers. For instance, the Silvanesti orb could extend the user's vision, grant invisibility, divine the past, grant the ability to breathe water, create air-filled spheres underwater, heal wounds, and transport the user to any location he knew. Each power functions once a day and requires a command word - which the dragon spirit gladly supplies - and an average Reason action resolved with a random draw. Vision. With the orb, an individual can view any place within sixty miles of his location, provided he can describe it. For example, he can view a crossroads he has seen once before or look at a spot twelve miles due east of his present location. However, he cannot look over Palin Majere's shoulder unless he has some idea where Palin is. The user can view the area for up to one hour. The power does not provide light, however, so if the target area is dark, the user sees only darkness. Invisibility. The Dragon Orb's invisibility power renders the user and up to ten other creatures invisible. This effect lasts one day or until any of the subjects attacks another creature. Divination. The divination power gives information about legendary people, places, and things. The subjects must be noteworthy in some way. If the activation action succeeds, the Narrator should feel free to present the information revealed in cryptic form (a riddle, anagram, rhyme, or the like). This power does not work quickly. When the subject is at hand, a divination takes ten minutes. If the subject is elsewhere but the user has firsthand knowledge of it, the power takes ten days. Should the user have only vague information regarding the subject, the power takes three months to use. While using this ability, the user cannot cast spells, use other magical items, conduct combat, travel, or take any other action except normal eating and sleeping. Water Powers. The orb allows the user or any creature he touches to breathe underwater for twelve hours. The power to create air-filled spheres underwater generates a bubble large enough to hold twenty-five humans. It remains centered on the user and moves with him for six hours. Healing. A Dragon Orb's healing power removes all wounds from the user or anyone he touches. Summoning. The transport power sends the user and one companion to any location on the face of Krynn, provided the user has seen it or can accurately describe the locale, as explained under the orb's vision power. Singing Statue The goddess Mishakal created the hollow singing statues of purest gold. Each stands about half a foot tall and depicts a physician or torch bearer. Pouring clean water into a hole at the statue's top causes it to sing for up to an hour. The power of the song heals. wounds, forces open portals that are locked or stuck, and keeps undead creatures at buy. Before one of these treasures can function, it must be completely filled with about a cup of liquid. Any drinkable fluid will do: water, wine, milk, ale, and so on. Once filled, the statue sings for one hour, though prematurely spilling the liquid from the statue ends the song. While the statue sings, no undead creature can approach any closer to it than near missile range. At the user's command, up to ten wounded creatures no more distant than near missile range receive magical healing when the statue's song begins. Wounded heroes regain one lost card, while wounded creatures and characters each regain 1 lost Endurance point. A second command opens one portal or closure no farther away than near missile range. The song affects doors, locks, lids, shackles, bars, gates, and the like, even if they have been magically locked. Each song opens a single closure. A singing statue's powers each can be used once a day. While the statues do not contain charges, any one of them can be used only a limited number of times before it cracks and become useless. To randomly determine how many uses a statue can survive, a player or the Narrator draws eight cards from the Fate Deck, then follows the procedure as described in the introduction to "Rings." Powerless statues cannot be rejuvenated. One must have a Sprit code of at least "C" to employ the statue's powers. Trueheart's Warding Armband
The gods created the unique Warding
Armband of Trueheart during the Age of
Dreams. This heavy band of bronze is
etched with a hawk that bears arrows in
its talons andfour roses upon its breast. I
could find no verifiable tale to explain
how the armband got its name.
The armband protects its wearer from
blows and helps heal wounds.
This treasure improves the wearer's defense rating by 3 points and provides a +6 defensive action bonus. These enchantments can be added to those of other items. Any physical attack that strikes the armband's wearer inflicts only 1 damage point plus the attacker's weapon or damage rating. Once a day, the armband can heal all wounds the wearer has suffered, but it cannot bring him back to life. Though the armband is extremely powerful, divination magic directed at it reveals only a weak enchantment. Caramon Majere currently owns the item, but he knows nothing of its true power. Ventyr
The magical gauntlet
known as
Ventyr was
reputedly
made by the
dwarves of
Thorbardin
during the
Time of
Light, though
how dwarves
with no magical
skills could create
such an artifact is a matter of debate.
The gauntlet comprises ivory, silver, and
jade plates, all carved with intricate
magical symbols. The numerous plates
create a fully articulated gauntlet, so
anyone wearing it can move his hand as
freely as if he were wearing a supple
leather glove.
The gauntlet has the power to drain
magical energy, rendering any spell of
High Sorcery or item enchanted through
the old Orders of Magic ineffective. During the last age, the renegade wizard
Lyim Rhistadt attempted to use it to
destroy all High Sorcery. After his defeat,
the gauntlet was returned to the dwarves.
Now that there is virtually no High Sorcery left in the world, however, it seems
likely that the gauntlet has lost most of
its power as well.
Ventyr is still a very potent artifact, though the withdrawal of the gods has reduced its power. Six times a day, it can analyze magical auras just like a wand of magic divination can. The gauntlet also has the power to negate magical effects generated by items of magic enchanted before the Chaos War. Any such effect targeted on the wearer is negated if he succeeds in an average Reason action to activate Ventyr. This power does not work against effects targeted on the area containing the wearer or on other creatures or objects. An enchanted sword's magical bonus, for example, affects the sword, not the wearer, so the gauntlet cannot drain it. Ventyr also can create a sphere of antimagic similar to the effect created by a scroll of protection from magic, except that it nullifies only enchanted items and the effects they generate. Spells and innate creature abilities still function within the sphere, which lasts ten minutes and can be created once a day. The wearer must have a Reason code of at least "C" to use the gauntlet. Webnet
Dimernesti sea wizards spun beautiful
hair ornaments called webnets in the
years before the Second Cataclysm. The
magical arts used to make them proved
ineffective after the departure of the gods
in the wake of the Chaos War, though
the Dimernesti now seek new
approaches to magic, just as land-bound
sorcerers do.
Though highly prized as a personal
decorative ornament, a webnets true
power is loosed with the proper words
and gestures. One command renders
creatures susceptible to hypnotic suggestion, while another expands the webnet
into a sturdy net large enough to trap
five human-sized individuals.
This treasure can be used six times a day by someone with a Reason or Spirit code of at least "C." Hypnotic Power The net's hypnotic power is released when the user twirls the net before a creature's eyes and speaks a command word. The subject of the hypnosis can be no farther away than near missile range. The user can compel affected subjects to take some action, which he must describe briefly - no more than a sentence or two - in a language the subject understands. The action must sound reasonable - he cannot compel anyone to fall on his sword, for instance. The hypnotic effect lasts until the subject has completed the task, but never more than a day. The action does not have to be immediate; the user might compel the subject to act only in response to some specified condition (within the effect's maximum duration of one day and explained with brief instructions). This power also can be used against groups of creatures, pro- vided that they are all within range, that they can see the webnet, and that the total of all their Presence scores does not exceed 60. The user must issue the same command to the entire group. Net Power The webnet's second power converts it from a tiny hairnet to a large net almost ten feet across. One can hurl it at opponents or suspend it overhead to fall and entangle those passing below. The net can trap up to five human-sized creatures at once. After activating the net to expand it, the user makes an average Dexterity (Agility) action against each individual he wishes to trap. Those affected become enmeshed in the net, unable to escape unless the user releases them or they cut their way out. Cutting the net requires a challenging Strength (Reason) action, opposed by the user's Reason score. Preventing an attempt to cut the net requires an easy Reason (Strength) action from its user. Cutting the net frees those trapped within it. The wielder can return only an empty net to normal size with a command - this does not count as a use. The net repairs itself at this time.
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