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Encyclopedia Magica'"

Artusory

Credits
Design: It is impossible to lisl all of the creators afthe items cataloged in these volumes. but
credit goes 10 everyone who has created a magic item in a module, boxed set, accessory.
hardbound, or magazine article published in thc last 20 years,
Compil ation and Dc\'clopment: slade
Dc\'clopment and Editing: Doug Stewart
Proj ect C oordina tio n: SIeve Winter
In te ri or Black and W hite Art: Arnie Swckc!
I.ul erior Colo r Art : Clyde Caldwell, Jc ffEaslcy, Roger RQuPP, Robh Ruppel
Grap hic Coord inalion : Stephen A. Daniele
G rap hic Design: Dee Barnell
Pn!Press Coordination : Dave Conant
Typescn ing: Nancy 1. Kcrkstrn
Production : Paul Hanchenc

Acknowledgments: L. Richard Baker Ill , Anne Brown, Bruce Heard, Colin McComb,
Ed Greenwood. Roger E. Moore, slade, Steven E. Schend, Doug Stewart. Georgia S. Stewurt,
William Moots, and Skip Williams who supplied new and unique magical ilems. And o f course.
James M. Ward, for laughing when he heard slade had Ihis project.

Volume Four
T heories on Converging Transitions (Spcllhook) (0 Zwciback of Zymurgy

T ABLE Of CQ;lfn :NTS

S.......... . . .. . .......... . .......... . ... .• .... . ... . ....... 1251


T .......•.. .... ... • ......... . .. . . . . .. . ......... . . . . .. ........... 1417
UI .......... . .....•• . ... , ... . .• • ...• • ...•........ . . . .• . ...• . . . .•.. . . . .. • ...... 1465
V .. . ... . . . .. . .•.. . . . ......••...........•....... 1469
w............. ............. ..... . .... ,.. ... . ............. ... ............ 1473
XYZ...........................•....•.......... . • . ... . ....•.... . .............. 1563
LaSI Word, Bibliography ......•....•. . .............. . .... . ...• . .... . .......•...... 1566
Tables ....... . .............•....................................... . .• . ........ 1567
Index ... .. ... . ........... . .......................... • ......... . ......... 1597

.... --
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ThiJ _II ;1 ptOtC<ted Wldcr the «>1')'''1'" Law! of the 1).I1ed S.. t• • of "'..,e".,.. Any ~ odu..-t"", Of """u'lioNed ... or lilt ...."'''''1 Of ..... won: p'.....oed
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116lXXXI,SOI
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/r-----------------------------------,~
1250

b a as 54U=' ," ,._4 sa_"':k.a:wsw _


Spel1book

Area of Effect: 9 cubic fect, plus I cubic


Spell book foot per level
Definition: By means of thi s spell, a
Theories on Converging Transi- druid c an temporarily make dead and
tions withered trees appear li ving, gree n, and hea lthy.
XP Value: 1,200 G P Value: 12,000 Dead or bare trees, shrubs, and vi nes can be made
DRAGON- Magazine 82 to cloak themselves in leaves (e nough to afford
Lhegrand's spcl1book has dimension door, pass- concealment, but not enough to use for an entan·
wall, and an archaic version of the gale spell gle s pell) . Dry firewood can be made damp
penned in it. enough that it won't light-or, if already alight,
the flame s s imply die down to a thick, choking
Theory of the Invisible Forces smoke (in a cloud equal in effects to that pro-
XPValue: 1,600 GPValue: 16,000 duced by the druid pyrotechnics spell). Dry, sea-
DRAGON Magazine 82 soned wood (such as a ship's mast) can be made
Penned by Tenser, this speHhook contains push , to bend and snap under a strain like green wood;
unseen senJant. strength, and Tenser~j1oating disc. rotten wood (such as an old bridge or ruin) will
usually collapse or become unsa fe to carry any
Theory of Occult Visual Shock future load.
XPValue: 1,600 G PValuc: 16,000 Damage to plants from such a cond ition is per-
DRAGON Magazine 82 manent, but the wood otherwise reverts to its for-
Ye'Cind penned/ear, minor creation, phantasmal mer state after the ex piration of the spell.
killer, and major creation into Ihis small spe!l-
book. , Control Vapor
(AlteratiooJConjuratiooJSummoning)
Theories on Perception Le\'el: 5
XPValue: 1,600 GPValue: 16,000 Components: V, S, M
DRAGON Magazine 82 Range: 40 feet
The wizard Kuroth penned this manuscript. The Castin g Time: 6
spellhook contains detect evil, clairaudience, true Duration: I round per level
Sight, and deafness. Saving Throw: None
Area of Effect: 10 fcCI per level, hemispherical
of Thorns Defi nition: By means of this spell, a druid is able
XPValue: 1,600 GPValue: 16,000 to alter th e movement rate and direction of nal-
The Magister ural or magi cal smokes and vap ors, includ ing
The Spellbook o/Thorns is two plain oak boards, incendiary clouds, smoke ghosts, breath weap-
2 hand widths wide by 3 tall, bound with a thom- ons, and creatures in gaseous form. Within the
root vine to four parchment sheets, on which are area of effect, wind effects are negated even if of
set down four druid spells, one to a page. magical origin . and a druid is able 10 hold the
This plain tome was given to the reclusive vapor stationary or move it up to I foot per level
Aubaerus "thc Ravcnmaster," a druid of the Oale- per round in any desired direction. If the vapor
lands, by the Battledale Seven, a now·vanished passes out of the stationar y area of effect of the
circle of druids. They in turn had it from an ear- spell, control is lost.
lier circle of druids, the Ring ofWyvernwater. Its Unlike the 5th-level w izard spell hold vapor,
make r is unknown, but said by some to be the control vapor affords no saving throw to creatures
Hierophant Druid Khamlautas lriphar of Corm yr. in gaseous form. Vapors cannot alter their form or
The book's spells are call lightning, greenwood split it unless the druid wills ii, although creatures
(a rarely seen druid spell, detailed hereafter), con- normally ab le to a lte r their gaseous form into
trol vapu r (another rarel y seen druid spe ll , another form can do so despite the druid 's wishes
described below) and wall o/thorns. (the process takes twice as long as it ordinarily
does). Clouds of insects and similar insubstantial or
Green wood amorphous but nongaseous creatures or groups of
(Alteration) creatures are not affected by this spell.
Level: 3
Components: V, S, M Phezult's Sleep of Ages
Range: 10 feet per level (A IteratiooJReversibJe)
Casting Time: 3 Level: 9
Duration: I tum pcr level C ompone nts: V, S, M
Saving Th row: None Range: 10 feet per level
SJ32

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1251
,Spdlbook of Time
r
Casting T ime: 3 rounds instantly, and w ithout any lingering effects as it
Dura t io n: Permanent does so. No further gemstone material is lost.
Saving Th row: Negates Creatures entering the field after it has reached
Area or Effect: All living creatures in rnnge its full extent, even decades or centuries after the
Definition : By means of this spell, a stasis fie ld is spell was cast, must save vs. spell to avoid falling
created about the spell focus, radiating outward in in to stasis. The penalties for levels and H il Dice
an expanding sphere through solid rock and other described above apply, but so does a +3 bo nus to
physical or magical barriers (o nly an antimagic the save for any creature arri ving in the field after
shell, prismatic sphere, or a closed cube or spheri- il has stabilized at full exlent. Such a save must be
cally shaped wall o//OI-ce will stop ilS effe<:ts), 20 made each time a creature enters the stasis field,
fed per round, until it reaches a maximum spheri- even if it has entered and been unaffected before;
cal \·olwne of 10-foot-rndius per level of the caster. but each creature needs save o nly once per expo-
All living creatures within this field eltcept the sure to a particular sleep ofages stasis field . Crea-
caster and any beings protected as noted above tures who are physically removed from such a field
must save vs. spell or be placed in suspended ani- without being magically roused wake up by them-
mation, whether they wish to be or not. Creatures selves 2d4 rounds after removal with no ill effects;
oflevels or Hit Dice equal to, greater than, or up to Ihe casting ofa dispel magiC will awaken such
3 levels or HD less than the spellcaster save "at beings instantly if cast upon them when they arc
par"; creatures of 4 to 7 HD or levels less than the outside a field, but physical means will nOI hurry
caster save at - I, and creatures of even lesser lev- the process. A creature taken oul ofa stasis field
e ls save at an additional - I penalty pe r level less and then taken back in before a\vaken ing returns to
than 7 below the caster's. The body functions of stas is without becoming conscious. Creatures in
affected creatures' virtually cease, but they do not stasis who a re mentally conta cted by magic or
die as a direct result of this state nor will they grow psionics while within the field do not respond, and
o lder as the years pass. If a c reature in s tas is is the being contacting them is placed in stasis (tem-
slain by another means-physical attack, crushing, porary, awakening after 2d4 round s as described
burial, or dro w ning due to phys ica l ch an ges above) each time such contact is attempted.
around the bod y~s tasis ends instantl y and the
body decays normally, for the afTC(;l(;U vi(;lilli unly. of Time
The caster requires his or he r own blood (at least XP Value: 4,400 G P Value: 44,000
nine drops) smeared into an unbroken ring on any L.oSt Tomb ofManek
stable surface (usually stone) of a radius not more This book, bound between platinum plates, contains
than the overall length of the caster's hand (wrist to the following spells: hasle, slow, dimension door,
fingertips), into which are placed at ieasl six 500 diswnce distol1ion, /Xlsswall, teleport, disintegrate,
gp va lue ge ms. of any sort. This is the "spell limited wish, pemronency, tempornl stasis, and tillie
focus" referred to above. When the spellcasting is stop. This work may be handled by any player.
complete, four of these gems vanish, consumed in
the act of releasing the spell's power. The rest fuel Tomorast's
the stasis field, and dwindle s lowly as the time XPValue: 10,000 G P Value: 100,000
passes (ro ughly one year of stasis being yielded Mordenkainen's Fantastic Adventure
per 10 gp of gem value). Removal of any gemstone This spell book is scrib e d with the following
from the circle, except its c onsumption by the spells: affeclnOrmalfil"es,julllp , magic miSS ile,
field, or the breaking of the ring itself, ins tantly protection/rom good, darkness 15' radius, invisi-
ends the stasis effect, as w ill usin g up all of the bility, levitate, web, wizard lock, dispel magic,
gems, but any number of gems that will fit can be flame arrow, lightning bolt. phantasmal force,
added to the in side of the ring al any time to suggestion , confusion, dimension door, poly-
"refuel" the spell, extending its period o f effieaey. morph other , wall o/ice, corre 0/ cold,feeble-
The stasis can be lifted from ind ividual crea- mind, magic j ar, teleport, repulsion, spiritwrack,
tures without harm and without releasi ng other and monster summoning V.
creatures under the same stasis by casting temporal
I"einSlllfemelll (see temporal stasis in the PUB) or Trance of the Intellect
s
the reverse o f this s pell , PhezlJlt awakening XPVa!ue : 1,600 G PValue: 16,000
(whi ch requires neither gems nor blood in its cast- DRAGON Maguine 82
ing, but merely seven drops of pure or holy water) Aspirin, a wizard bel ieved to have appearedjusl
upon the spell foells rather than upon individual outside the capital of Greyhawk during the recent
creatures. The stasis field shrinks gradually to wars that ravaged the lands- from an awry cast-
nothingness at the same mte at which it originally ing of alter realit~was carrying this book when
exp;mded, free ing any creatures fonnerly within it he was incarcerated. To this day, the officials o f
$t )$

/r------------------------------------,~

..
1252

= •• osoo
Spcllbook. Tymessul's Enchiridion ofTraver

Greyhawk believe he is a spy sent from luz to


infilt rate the highest ranks of th e country to
assassinate the leaders (us ing wish and limited
wish spells) as dictated by an extraplanar contact
(using the book 's contact other plane spell). The
brigand was then to usefeign death to deceive the
officials that he was killed in action, so he could
easi ly escape without provocation. Aspirin, to this
day, denies any such aspirations.

Transcendental Impenetrabil ities


XPValue: 1,600 GPValue: 16,000
DRAGoN Magazine 82
This spellbook is one of Leomund's most famous
works. It includes Leomund's tiny hUI, minor
globe of invulnerability, globe of invulnerability,
prismatic sphere.

Tymessul 's Enchiridion of Travel


XPValue: 7,200 GPValue: 72,000
DRACOI' Magazine 166
This volume actually consists of five waxed
papyrus scrolls, each tied shut with a ribbon of
red silk. Each ribbon has a small b lack symbol
woven into it, in the form ofTymessu l's rune.
Each scroll is quite long, nearly 10 feet, and each
bears, at the top, in silvery ink, the name of the
work (the £nchiridion of Travel) and the number contain several previously unknown spells. Fur·
of the scroll (I through 5). Tin: f ive scrolls an: thermore, although the exact datc of origin of the
held in a Iigh t.g reen box of oiled wood, with a work is unknown, it is evident that th e Wandercr
simple yet devious lock on the front . The box is completed the scrolls at a time very near his disap.
unremarkable except for the fact that it has sur· pearance. fo r the scrolls contai n many powerful
vived for ncarly 350 years without any apparent spells, none of which hc is known to have used.
ill effects from age. The box has a jade rune set in AfterTymess ul's official disappearance (this
the top-Tymessul's symbol when he was alive. may have occurred at a much earlier date, but only
The rune ofTymessul " the Wande rer" o n the became apparent when he failed to tum up for a
box and each of the ribbons makes the origin ofthe meeting of the Green Mages), the Enchiridion was
work obvious to scholars of Sha lomnese history. examined by his colleagues in the Alliance. The
s
The Enchiridion origins are further substantiated group is largely neutral, dedicated to the preserva·
in this respect by the fact that the work is written in tion of the natural order o n the Prime Material
the delicate spidery glyphs of a tongue used on the Plane and the use of the combined magic of wiz·
upper Quter Plancs, for the Wanderer was the only ards and druids toward this goal. Accordingly, the
resident of Tikku n Shalom to know this language group worked closely with the Sorrow Sca druids
at that time. The Wanderer did acknow ledge a sec· in the southern part of Shalom, where the Green
ondary source: Acheulea, an archmage from the Mages are also located. It was in the joint library
Paraelemental Plane of Magma, who was a long- that the two groups maintain that the EnchiridiOIJ of
time associate ofTymessul and often accompanied Travel endcd, as did the rest ofTymessul's .....orks,
him on his voyages to the Outer Planes. when his disappearance was acknowledged.
Previous to his d isappearance, Tymess ul was This work apparently remained in that library
renowned for his prolonged t rips to the Quter until it was lent to the secretive monks of Saint
Plancs, for his founding of the Alliance of Green Shastri, who wished to examine the documents for
Mages, and for the spells he had researched and clues that might help them in their private battle
perfected (some of which are written in the against the fic nd Nuc kalavce (this, almost 350
Enchiridion). Indeed, hi.s castle, whose magical years after Tymessul disappeared). While the
defenses remain unbreached to this day, is rumored monks werc cxamining th e fi rst tWO scrolls and
to contain many powerful magical itcms and arti· consulting with GhuJam, a Hierophant of the Cabal
facts from the Outer Planes that he collected dur· allied with the Sorrow Sea druids, a ball of bright
ing the decades of his voyagi ng and must also red light, 2 feet in diameter, appeared in the room,
SIl7
/r------------------------------------,~
1253
"".S.~.".OOo
......T"""
....'".'.'.E."'.h.;".d.;.O".o.r.T.rn•••'.'. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .~".

scooped up the scrolls and the box, and disappeared the recipients and the caster. Any interruption of
with them. The Green Mages quickly instituted a the circle will ruin the spell. Once the dweomer is
magical search for the scrolls, but failed to tum up cast, the individuals affected by the spell may
anything. Ghulam later speculated that it was . separate, though the recipients must rejoin in a
Acheuba who abruptly took the scrolls to help his circle if they wish to cross any planar boundaries.
friend bUI this theory must remain purely specula- Although there is no saving throw against a
tion, for neither Tymessul nor Acheulca have been cerulean traverse , it does not work on unwilling
heard from in all the intervening years. or unconscious subjects; if th is is tried, the entire
Fortunately, the contents or the work are well spell is ruined for all involved.
documented by several orthe members orthe The prime function of the traverse is to allow
Green Mages who had occasion to study the the wizard and his companions to move to other
scrolls during the time they were in their library. planes. as if they had passed through a small, per-
The notes orlhe Green Mages clearly show thaI sonalized gate. Each planar boundary Ihat is
the scrolls contained in the work were of the type crossed by the power of the traverse must be
that Tymessul favored . The scrolls also contain crossed by all the subjects of the spell simultane-
mosl orhis major researches, to which he devoted ously. Concentration must also be maintained for
much time in order that he could continue the one round while the planar boundary is crossed.
love of his life: traveling to ever more exotic loca- Each planar boundary crossed reduces the dura-
tions. From their notes then, it is apparent that the tion of the spell by one day. Furthermore, while
first two scrolls were filled entirely with text on under the influence of this spell, no person may
the methods of traveling to the Outer Planes and cross a planar boundary by any means other than
various warnings and pieces of advice for planar the traverse, induding wish, gale, well of the
travelers. The next two scroUs contain many worlds, or even with the presence of an artifact.
spel ls used for travel of all sorts, includin g all of This spell grants certain lesser powers that may
the fo llowing, in standard form and written in be used by the recipients, with no need to stay in
Common: as/ral spell, blink, dimension door,fly, a circle. These actions include the ability to fly, as
gore, levitate , mount, succor, telepo/"t, teleport the wizard spell, and the ability to enter gaseolls
without error, and Tymess!ll~· cerulean traverse form at will (along with all equipment) and move
(unique spell). The final scroll of the collection at three times the normal movement rate. A per-
contains the spells that Tymessul found particu- son in gaseous form is extremely hard to damage,
larly useful during his travels, all of which are immune to most magical attack fOnTIS and virtu-
written in Common but are othenllise in standard ally alt physical attacks- b ut cannot cross a
form: airy waler, antimagic shell,fireball, Leo- magic circle or antimagic shell.
mllnd S secure shelter, sink, and Tymessul~· pla- The use of this spell in no way guarantees the
nar pacifier (unique spell, apparently a gift from safety of its users once they reach their destina-
Acheulea). The two unique spells described in the tion, and in no way protect~ them from any dam-
Enchiridion of Travel are as follows: age they take during their journey or while they
are on a foreign plane. The material components
Tymessul's Cerulean Traverse (Alter- of the spell arc a circular platinum chain large
ation/E nchantment) enough for all who are to be affected by the spell
Level: 9 to grasp, which must cost a minimum of 10 ,000
Componellts: V, S, M gp for each person the spellcaster wishes to
Ra nge: Touch enchant, and at least 1,000 gp of powdered emer-
Casting T ime: 3 rounds ald for each subject, to be sprinkled in a circle
Duration: I day per level enclosing the subjects. The chain is not consumed
Saving T hrow: None by the spell, but the powdered emerald is.
Area of Effect: Caster plus special
Definition: When a wizard invokes this powerful Tymessul's Planar Pacifier
enchantffi<:nt, the wizard and a limited number of (AlterationlE vocation)
companions to journey through space and across Level: 9
planar boun daries. The caster may affect one Components: V, M
companion for every 6 levels, in addition 10 the Range: Touch
caster (all fractions rounded down). For example, Casting Time: I per object
a 23rd-level wizard could cast a spell that includes Durat ion: I week per level
three companions. Saving T hrow: None
Each recipient of the spell must hold hands Area of Erfect: I object per 6 levels of the caster
with the caster for the entire time that the spell is Definition: The casting of a planar pacifier by a
being cast , o r be a part of a circle that includes wizard enables some types of magical items to
5137
/r-----------------------------------,~
1254

.., Sid4&.4 . • w;_w.xc **3


operate normally while being used on a foreig n known spells from the PHB up to the 4th level.
plane. The magical items a planar pacifier may The OM may add spells to the book or ru le tha t
affect i ncl ude only th ose items that have certain spells might be unk nown to iI, however.
"pluses"-sword s, shie lds, a rmor, rings and
cloaks 0/ protection (but not bracers 0/ lie/elise), Uniqu e Magcries
lucksto nes, a nd so on. The p rotect ion extends XP Va tu e: 8.400 G P Vatue: 84,000
across one pla nar boundary for every three levels The Magister
of the wizard casting the spell. While the objects This large, thin tomc measures 4 hand widths
so enchanted remain within this limit, they oper- across by 10 in height and its covers are of carved
ate at the iT normal s trength. T hus, a shield +4 and polished ivory, wi th black obsidian inlays
taken to the f irst layer of Baato r is s t ill +4 in picking out the letters of the title, surrounded by a
strength. Ho","'Cver, once the object becomes far- circle. The book has 21 gilt-edged parchment
ther removed than this from its plane of origin, it pages; each contains one spell.
loses one "p lus" for each additional plane it This boastfully titled volume is the work of the
crosses, over and above the limit imposed by the ancient wizard Nezram "Worldwalker;' who left
level of the caster. If an 18th-level wizard were to it behind some 700 years ago when he ventured
protect a sword +4, the sword would remain +4 to another plane-and nevc r re turned.
on the Astral Plane and on the first five layers of Nezram's tower in the sparsely settled south-
Baator; on the sixth layer, it is reduced to +3; on western reaches ofMulhorand was later destroyed
the seventh, to +2; on the eighth, to + 1; and if by a young green dragon, C halhuuladroth. The
taken to the ninth layer, it loses all magical power dragon tore apart the towcr and seized the tome
as long as it rema ins there. a long with Nezram's other treasures, flying ofT
The spellcaster loses I hp for each item pro- westward into lonely. mou ntainous areas. Some-
tected with a planar pacifier, investing this hit where therein was Chathuuladroth's lair. and it
point as a bit of energy from the Prime Material held the book in its hoard for six centuries, grow-
Plane that surrounds the object and simulates the ing vast and terrible and amassing much treasure.
conditions of the Pri me Ma terial Plane for the The adventuring company known as The Black
object. Furthermore, the wizard may protect only Gauntlet finally slew the greal dragon, and hore
half as many items as the character has Constitu- Unique Mageries back to their stronghold near
tion poi nt s (eve n if the pacifier is re pcatedly Starmantle. The company later disba nded in d is-
cast). The wizard may regain lost hit points sim- array after the deaths of its leaders, the fighter
ply by to uching the enspelled items within one JhaS!aJl and the wizard Quarra, at the claws of an
day of the end of the d weomer. If the magic is improperly summoned fiend. Thc book disap-
dispelled o r otherwise rcmoved from the item peared. In the meantim e, in need of money,
s
(suc h as by means of Mordenkainen disjunction Quarra ("a fey lad y," Elminsler comments) had
or a rod 0/cancellation), the hit points are perma- rented the book to Elminster for a time, and he
nently lost and may be regained only by mea ns of noted its contents and copied t hose spells he
a wish. T he pacifier is nOI affected by dispel needed.
magic-more powerful magic can dispel it. The book contains four truly unique spells (that
Magical items from other planes may be protected is. previously fou nd nowhcre else) and 17 standard
in a similar manne r, but only if the caster comes spells, all listed be low. The volume contains:
from the same plane as the item to be protected, or is magic missile, stinking cloud, wizard lock, dispel
s
able to expend a wish to enhance the pacifier power magic,feigll death, gusl o/willd. in/ravisioll ,
(that also makes the pacifier permanent). In any tongues, \-1.'{lter breothing,jear,jumble, polymorph
case, the spell works only if cast while on the item's self, remove curse, wall o/salld (unique spell), wiz-
plane of oriiin. The ma terial components of this ard eye, telekinesis, antimagic shell, Nezram s
spell are a drop of the caster's blood and 5,000 gp ruby ray (unique spell), spelltrap (unique spell),
..110rth of powdered diamond for each item 10 be p* power word blind, and spellstrike (unique spell) .
tected. Both are consumed when the spell is cast.
Wall of Sand
of Unicorn s (E..·ocation)
XP Va lue: 400/spell C P Va lue: 4,OOO/spell L.evel: 4
DRAGON Magazine 139 C o mponents: V, S, M
The Book o/Unicorns explains the powers of uni- Ra n ge: 5 feet per level
corn items to the one chosen as the ruler of the C as tin g T ime: 4
unicorns. (The items of the unicorns include the Duration: I round per level
crown o/unicorns and the bow o/unicorns.) It Saving Throw: None
also ser ves as a wizard's spell book with all Area of Effect: Special

1255
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1256

= as
Spe llbook. Unique Mageries,

Defi nition: This spell creates a wall of swirling, Nezram's Ruby Ray
opaque sand I-foot thick per level ofthc caster, 12 (Alteration)
feet high, and 4 fcctlon g pcr lcvel ofthc caster. It Level: 7
must be cast so that it rests on a solid surface and Components: V. S. M
must remain in contact with that surface, alt hough Range: 10 feel per level
the caster may move it about. The sand is thick and Casting Time: 7
choking; insects cannot fly through iI, but are bat- Duration : I round per levcl
tered to death, their wings crushed. All creatures Saving Throw: None
save thosc with infravision will bc rendercd blind Area or Effect: Spccial
for as long as they are within Ihe wall's confines, Definition: The material component for this spcll
and are - 2 on attack rolls and - 3 on AC on the is a ruby of not less than 1.000 gp value, which is
round after they emerge from the wall , as they try consumed in the casting, and causes a red ray of
10 draw breath, clear their eyes, ears, mouths. and force to lash oUI from the caster's pointing finger;
noses of sand, and so on. where it touches, webs (like the spell or magical
The sand extinguishes any opcn flamc, and item function) and I'iscid globs melt away, locks
renders breath ing difficult. Any creatu re that (normal and magical) o pen, tri gger in g any
needs to breathe loses I point per round spent attached traps, knots untie. and chains and straps
within a wall of sand, aftcr an ini tia l round of loosen and fall away. A m by ray destroys wizard
exposure in which no damage occurs. lo cks and hold s on portals, an d permanently
Spelleasting and speech are both impossible breaks holes in forcecoges, shields, and lI"alls of
within a wall of sand; normal vision and tracking force (although it does not cause such effects to
are also prevented. Opponents fighting within a be totally destroyed.) The ray can be ended at will
1'1"0/1 of sond are at -4 to attack rolls unless they by the caster. It can affect only one creature (see
possess infravision, which reduces the penalty to below) or device per round. [t destroys any magic
-2 . Creatures possessing infravision can see j ar upon contact.
dimly with in the sand (though they must keep If a ruby ray touc hes any creature (or the
clcaring sand from thcir eyes) but ca nnot see direct shape or prison of a concealed creature)
through the sand to areas outside the wall. The that has been magically tra nsformed (such as
sand does not :;]uw movement, no r is it solid !Inned to stone. polymnrphed. or affected by
enough to support weight or resist passage. The Tenser's Iransfarmatioll) or concealed (perhaps
sand va nishes at spell expiration. A cas ter can by a sta/Ue spell, an illusion, or invisibility), the
move a lI'a/l of sand about. shifting it 10 feet per ray restores the creature to its original form. If a
round in which such movement is concentrated creature has been altered several times, it is
upon (in other rou nds, the caster can take part in changed back to its original form. These trans·
such activities as normal combat andlor spclleast- fo rmations are empowered by the ray's magic
ing without the wall ceasing to exist), so as to with such delicacy tha t a system shock survival
block different areas or keep opponents within it. roll is never required. Such transformations are
A l'I"a/l ofSWI(I can fit into a smaller space tha n its involuntary (no saving throw). taking one enti re
dimensions allow, simply by collapsing into itself round to compl ete after the tou ch of the ray.
(that is, the same sand fits into a smaller space). During that time, the creature being changed
Once collapsed, it can never expand into its large r back can only think and usc psionies. It is physi-
dimensions again. The compressed form does no cally hel pless- it cannot voluntarily move,
greater damage 10 creatures within it. speak , attack. cast spells. or exercise magical
The caster of a wall of sa lid can dispel it at powers. Such creatures arc not under the control
will. The material component for this spell is a of the caster ofthe ray. Beings who arc astral or
handful of sand. Note that electrical discharges of ethereal, or in another dim ensional space
any sort (including lightning bolts) are conducted through the use of blink. rope Irick, or a portable
throughout a wall ofs(md, free of all its effects. hole or a similar magical item cannot be reached
by providing a protected area around the casler. by a rllby ray . The ray cannot penetrate
No such spells, short ofa limited wish. will per- ulllimagic shells or stronger magical barriers
mit a continuous hole in such a wall. The tunnel (such as 1\ prism(ltic sphere) and cannot pene-
created by a passwall spell. for instance. is clear trale solid matter (wi lh the exceptions already
on the round following casting, begins to collapse noted). Thus, it cannot reach imprisoned crea-
on the following round (conducting electricity tu res. A ray is destroyed if its caster begins to
and obscuri ng vision, but not preventing speech cast another spell, teleports. dimellsion doors,
or spellcasting , or causing damage or combat passes into another plane, or is rendered uncon-
penalties), and is gone completely, obliterated by scious or feebleminded.
the shifting sands, by the third round.
3119
/r------------------------------------,~
1257
,Spellbook, Unique Mageries
r
Spelltrap being released until the effects begin. (Released
(Abjuration!Alteration) magic could well aid opponents.) Releases are at
Le\'el: 7 random once the controlling wizard wills Ihe trap
Components: V, S, M to let something out. A caster cannot will a spell-
Range: Special trap out of existence, nor escape it by teleporta-
Casting Time: 7 tion or employing protective barriers ; the
Duration: I round per level spellrrap always accompanies the caster. There is
Saving T hrow: None one curious anomaly in spelllrap absorption; the
Area of Effect: Special casting of dispel magic on a trap always causes
Definition: When this spell is cast, the wizard the trap-by itself, and in addition to any release
causes an oval, glowing ball of silvery hue to directed by the trap's user- to unleash one spell
form in the air over (I to 2 feet above) his or her at random directly at the caster of dispel magic.
head. It floats there si lently unlil the spell (This is the only case in which a spellrrap releases
expires, and need not be further concentrated more than one spell in a given round; if the caster
upon to maintain ils existence. Any spell, magi- wills it to release a spell, both spells are cast out
cal power, or magical item effect that is cast of the trap.) Ifno spells were absorbed by the
directly upon the w izard (as opposed to area- spellrrap, nothing is unleashed, but in both cases
effect magic) will be attracted to, and utterly the spellrrap absorbs the dispel magic spell and
absorbed by, this floating spell/rap . This remains in existence.
includes magic missiles and other "never-miss" Missile attacks upon a spelltrap have no effect;
spells. Except by visual observation, the caster direct physical attacks drain a spelltrap of one
of the spellrrap does not know the precise nature spell , al random (unleashed directly upon Ihe
(and level) of any spells absorbed by the trap , attacker in addition to any those ordered by Ihe
but always feels the assimilation of each and trap user). The material components of this spell
every spell incorporated by the trap. The trap are a diamond or diamond fragments of not less
can only absorb spells of the 6th level and lower, than 2,000 gp value and a moonstone or any size,
and magical abilities of like or lesser power. both consumed in the casting.
During any round in which the caster is awake,
alert, and not engaged in spellcasting, he or she S pellstrike
may mentally direct the spelltrop to unleash one (Alteration)
spell upon a target, who must be within 10 feet Level: 9
per level of the caster. Components: V
The spell/rap unleashes the spell exactly as it Range: 10 feet per level
was cast (except for the new choice of target and Casting Time: I
range) with nonnal effects. Duration: Pennanent
Only one spell per round can be unleashed Saving Throw: None
from a spell/rap. At the expiration of a spelllrap, Area or Errect: Special
its energies (including any stored spells) dissipate Definition: This rare and potent magic enables
hannlessly and are lost. If a spelltrap is ever over- Ihe wizard to instantly negatc and cancel all
loaded, it explodes with deadly elTect, in a burst effects of anyone spell. The spell may only be
of pure energy that deals 6d4 points of blast dam- one that took effect in the previous round, or that
age to all within 20 feet, and stuns all survivors is being cast in the same round as the spellstrike
for ld2 rounds after that. (All items within this is uttered. The precise nature of the spell need not
radius must save vs. magical fire; no creatures are be known to the caster of the spel/strike , but a
allowed saving throws to lessen or escape dam- particular spell must be consciously willed in
age,) A spell/rap can only hold spell energy in order to cancel it-that is, " whatever spell that
spell levels equal to twice the number of experi- being is casting" or "the speJ1 Ihat made X turn
ence levels of the caster, at anyone time. Thus, a purple last round," not "any spell that affected X
17lh-level wizard's spell/rap could hold a maxi- last round."
mum of 34 spell levels du ring any round, and Spellstrike does not cause a spell to be reflected
would explode if35 or mo re were taken in. A back on anyone, but merely to go out of existence
spell/rap can absorb any number of spells during and dissipate harmlessly. Magical powers are
a single round- if a party hurls a variety of spells affected by this spell, but magical ilem and arti-
and item effects at it, all will be tracelessly fact powers are not. Permanency is affected by a
absorbed until the maximum capacity is spel/slrike, bUl cOlllingency (and spells tied to it),
exceeded. Even a wizard who realizes the danger alter reality, limited wish, and wish are nOI.
from overloading can unleash only one spell per
round from the trap, and is never aware what is
5139

1258
Spellbook. Vacrendroon's Ineffable EnchanLmentsr

Un iversal Astronomy
XPVaiue: 1,600 GPValue: 16,000
DRAGON Magazine 82
Melf's work contains the spells Melf's minute
meteors, meteor swarm, and fireball.

Unknown Movements
of the Un iverse
XP Value: 2,000 GP Value: 20,000
DRAGON Magazine 82
Arnd penned run, shadow walk, teleport without
error, succor, and ~'anish into this spellbook.

Vaercndroon's Ineffable
Enchantments
XPValue: 2,400 G PValue: 24,000
The Magister
This slim volume is bound in red-dyed rothe hide
and six vcllum sheets have been sewn into it.
Each sheet is edged all around by electrum edge-
channels. The hide of the cover is stretched over
slabs of slate and has electrum corner-caps. The
tome's title is branded with small, flowing letters
in Thorass into the cover, and each letter is care-
fully picked out in silver.
Vaerendroon was a sage of magical lore who
was known to trade much magic for a particular
spell he desired, often approaching the poor Duration: \d4 rounds plus I round per level
apprenticcs of great wiwrds to gct this magic. Hc Saving Throw: Ncgatcs
bas not been seen for some 20 winters, and is Area of Effect: One person
generally presumed to have died or been slain Definition: By means of this magic, the caster
(although Elminster suspects be may have takcn charms one person ("person" is defined the same
up residence on anothe r plane). Once, when in as for the charm person spell) to enjoy killing,
great need of cash, Vaerendroon assembled his and to indiscriminately attack any friend or foe
manual, a collection of only six spells, and sold it nearby. The target creature is allowed an initial
in Baldur's Gale for 90,000 gpo Its purchaser was saving throw, but if this fails, the victim instantly
the wizard Haljann, who was murdered by the atcacks al1 living creatures visible to him or her,
thief Galmo rgh , who in turn was slain by seeking \0 kill until the spell ex pires (the Id4
unknown hands in the city of Scomubel. extra rounds beyond the levels of the wizard are
Galmorgh's belongings were ransacked and a determined randomly and secretly by the DM).
magical dagger, all his gold, and the spellbook The caster is the sole exception to this murderous
were taken. The book's present whereabouts are behavior; the charmed creature never harms or
unknown. menaces the caster, and always attacks beings
The manual's six pages bear six spells, one to a approaching the caster over other creatures. Such
page. The first three are standard magic-disinte- a berserker is not under the direct control of Ihe
grate, aSlral spell, amimagic shell- and the last caster, and gains no special physical endurance,
three are unique spells, collected in this spellbook Strength, or other abilities by means of this spell.
for the first time. They are the spells dire charm,
vipergout, and The Simbul s synostodweomer, the Vipergout
latter a spell devised by the famous ruler of (Conjuration/Summoning)
Aglarond. Details of these spells are given hereafter. Level: 7
Components: V; S, M
Dire C harm Range: a
(EnchantmentiChann) Casting Time: 7
Level: 2 Duration: 5 rounds plus I round per level
Components: V; S Saving Throw: None
Range: 120 feet Area of Effect: Special
Casting Time: I Defi nition: By means of this magic, the casting of
SI 42

/r------------------------------------,~
1259
,-
which involves a piece of snakeskin (or a ponion spell is lost from the caster's mind, and any mate-
ofa dead snake) which is consumed by the magic, ria l components are consumed in the normal
the caster instantly teleports snakes to his or her manncr- but rather than taking effect, the spell's
location. These living snakes appear in the caster's energy is channeled into the caster. who can
mouth, and are vomited out. They do not choke or absorb its energy as healing or pass it on by
otherwise harm the caster, and never attack a directly touching another (single) being. Only if
caster either. Until the spell expires, they serve the there is excess energy can the caster choose to
caster, fighting to the death. The snakes are nor- heal both self and another being- the other being
mal , not giant var ieti es, and may be both ven- is completely healed, and the remaining cnergy
omous and constrictors. One snake appears for heals the caSler, excess energy is simply lost. The
every three levels of the caster (rounding down); a hcaling occurs in the round following the infu-
maximum of six serpents can issue from a caster's sion of spell energy. If the caster has extra energy
mouth in anyone round. Until all of them ha ve but is unable to to uch another injured creature
been expelled out of the mouth, speech, spellcast- during Ihis time, the extra energy is lost. A spell
ing, or pronunciation of magical item activation used to heal by this means yields energy enough
words on the caster's pan is impossible. The casler to heal 2 points of damage per level of the spell.
can breathe nonnally, can swallow without affect- Once thc synoslodweomer is cast whatever spcll
ing the arrival of the snakes, and can freely cngage the castcr casts in thc following rounds is used to
in movement and combat. heal, regardless of the caster's subsequent wishes
Summoned snakes range in Annor Class from or the level of the spcll unleas hed. If no spel l is
9 to 6, move 12 to 15 per round, have up to 2+2 cast on the following round, the magic is lost and
Hit Dice, and attack by biting for Id2 points of no healing occurs. Spells from serolls and magi-
damage (plus, jf venomous, poison of insinuative cal item effects, as well as spells cast by beings
types A, B, or C) and constricting (if constrictol'5) other than the caster of the s),noslor/weomer, can-
for Id4+1 points of damage per round. While the not be used for such healing.
spell lasts, the castcr's control of the snakes can-
not be broken by any means except slaying the Vampire Book'"
caster or the snakes-dispel magic and charm XPValue: +600 GPValue: + IOO
magic do not end or overcome the caster's control DRAGON Magazine &2
of the reptiles. Controlled snakes attack or not as The unlucky owner of this volume will lose one
the caster wills, swi tch targets if desired, constrict book at random per week, as the contents of the
without harming (or biting), use thei r coils and owner's library are slowly drained by the I1lmpire
jaws to gnaw ropes or turn keys, carry wands to Book. The books affec ted are left wilh blank
the caster or move other small objects about, and pages, but those pages reappear in the Vampire
engage in other noncombatant activities. Book. When anothcr book is drained, the pages of
However, a vipergout does not enable a caster the previously drained book disappear to make
to empower a s nake w ith special powers, room for the new ones. However, the title and
increased Dexterity or Intelligence , or force a markings on the cover of the Vampire Book do not
snake to attack itself. change, making it difficult and probably time
consuming for thc owner to discover which book
The Simbul's Synos todweomer is doing the draining. After the owner of a Vam-
(Alteration/Necromantic) pire Book notices thaI the contents of some prized
Lenl: 7 books are disappearing, he or she may choose to
Components: V, S conduct a search of the library to find the cause
Range: 0 (assuming that the owner figures out the cause).
Casting Time: 7 Each book must be examined individually to see
Duration: Special if the conten ts match the cover, or to see if a book
Saving Throws: None now contains writing drained from another book.
Area of Effect: Special This process takes one turn pcr book examined,
Defi nition : Simi lar to a power possessed only by and the chancc of finding the Vitll1pire Book on
the mOSI powerful of thc mysterious incantatri xes, any given turn is expressed as "one in x," where
this spell allows the caster to use the magica l "x" is thc number of books in Ihe library that
energy of any spe ll already memorized by the have not ye t been searched. This can be a long
caster to heal the caster or another being. and tedious endeavor for a character who owns a
This second spell must be caSt in the round fol- large library, and forl he DM who must detennine
lowing the casting of the synosrodweomer; even if and when the search is successful. (Dcpending
if this subsequent casting is incomplete or inter- on ci rcumstances, a detect magic spell or other
rupted, the synostodweomer works. The second magical or psionic methods may speed the
~143

/r------------------------------------,~
1260
r
Spcllbook.. Wizard's Workbook.

search.) The vampire power cannot function if the summoning of an ice parae[emcntal. The next 13
book is kept in a mctal containcr by itsclf, or if it pages include spells and major ceremonies. The
is stored at least 10 feet away from other books. priestly ceremonies for coming of age, burial,
[IS power is triggered Idl2 weeks aftcr it is dedication, investiture, ordination, and special
obtained. vows are all described. Due to the large number
of evil spellcasters, witch doctors. and frost men
Variatio ns on Visual Perception who worship Auri!. the priest spells are follov.-ed
XPValue: 1,600 G PValue: 16,000 by the wizard spells chilllollch,frost/ingers,
DRAGON Magazinc 82 shatler, gust o/wind, and wall o/ice.
Mhzentul placed hypnOlism, hallucinatory ter-
rain, paralyzation, and veil into this spel lbook. Frost Fingers
(Evocation)
Weapons of th e Ether Level: I
XP Value: 2,400 G P Va lue: 24,000 Components: V; S
DRAGON Magazinc 82 Range: 0
Mclf and Mordcnkainen co llaborated on this Casting Time : I
work that contains whip, Me//'s acid arrow, Duration: I round
magic missife, enchant all item, enchanted Saving Throw: None
weapon, and Moroenkninen ssword. Area of Effect: Special
Definition: This is essentially a cold form of the
White's Codicil burlling hands spell. When cast, it causes freez-
XP Value: 2,000 G P Value: 20.000 ing cold and sha rds of ice to blast from the
DIJNOEON- Magazine 15 caster's fingertips to a distance of 3 fcet in a
The White's Codicil is a tall, thin volume bound 120(00 ) arc in front of the caster. Any creature
in white ermine over seasoned boards of white in the area of cold takes I point of damage for
pine and sealed with a clasp and lock oftamished every level of the spellcastcr, and no saving throw
silver. The ermine is somewhat worn about the is possible. Liquids engulfed by the cold will
edges from usc. The 27 pages within arc of vcl- freeze unless it survives a saving throw vs. cold.
lum edged in crimson paint on their outer bor-
ders. The whole is sewn to a [cather binding with Wizard 's Workbook
Strips of sinew, making it quite durable. XP Va lue: 2,800 GP Value: 28,000
It has been postulalcd thai thc Codicil was DAAGON Magazine 69
written by pricsts of Auril as a primer on her wor- While the details ofthc physical appearancc of
ship and on the uses of the cold in which the the Wizard s Workbook (a[so known as The Work-
Frostmaidcn revels. It has been seen only once book) are unk nown, it is said to be a bound vol-
outside thc devout circle of her followers. Ten ume with no inscriptions on its covers. Once in
winters ago, an adventuring company known as the elve n ci ty of Myth Drannor there was a
the Company of Seven Stars gained thc Codicil as school of magic. Its teachcrs werc known as thc
part of the spoils from a group of bandits they Seven Wizards, and included the one known only
slew whi le guarding an early spring caravan to as Mentor. Its found ing and Objectives are
Nevcrwinter. They sold th e book to the sage forgotten, for Myth Drannor has long since fallen
Erpalio of Ncverwinter, whose description of the to ruins, and the Seven Wizards disappeared even
volume is the only record of it in the Realms. before Myth Drannor's destruction. Many of the
Agents ofthc sect of Aurit are assumed to have wizards, whose names are now known throughout
recovered the book the next winter, for Erpalio the Rea[ms. were tutored at the Wizards' school,
was found frozen in his warm study, and the Cod- and it is common knowledge that Mentor caused
icil was gone. 1\ has not been seen sincc, although the spells of his pupils' devising to be collccted in
it is doubtless present at ceremonies in the North a book, once he had tested and approved their
ho noring the Frostma iden. In addition to the dweomercraft. Accounts of The Workbook's con-
denominational lore it contains and the knowl- tents vary; it is quite possible that more than one
edge of secret ceremonies it discloses, possession such book was collected, although only the exis-
of the Codicil also grants the owner resiSlonce 10 tence of Ihis one book is certain.
cold (as the pricst spell) as long as it is carried on The sage Flamslerd, of the Moonshae Isles,
the owner. purchased the tome known as The Wizards' Work-
The fi rst page is simply a title page with the book from a band of ad venturers, and carefully
snowflake rune of Auril. The next 13 pages cover copied its contents. He later sold the secrets of
the rites and services of Auril, the Frostmaiden, several of The Workbook's spells fo r very large
in chilling detail. One of thcse rituals includcs the amounts of gold, and purchased thc entire island
5147

/r------------------------------------.~
1261
,Spe!lbook. Wizard 's Workbook

that now bears his name, though his enjoyment of


the isle was short-lived. It is thought that one of
his clicnts guessed what the sage possessed, for
one night the sage and his entire Tower, on the
leeward side of the island, simply vanished.
Others believe the sage came to grief while prac-
ticing magic. Still olhers hold that he left this
plane of existence.
No sudden rise in power was noted among
those of the Art, however, and it is thought that
The Workbook may have becn lost or destroyed.
Installments of Flamsterd 's personal diaries, the
Moonshae Chronicles, were sent regularly from
the sage's isle to his friend Elminster, and in one
was set down the entire text of The Workbook.
The purchased records of individual spells still
exist, of course, scattered throughout the Realms.
It is from Elminster's library that we learn the
spells below; the present contents of The Work-
book may well vary slightly. Dismind is thought
by some to be the work of Khelben "BlackstatT"
Arunsun, and by others to be the work of Mentor
hi mself. The other spells bear the names of their
creators.

Spendelarde's C haser
(Necromantic)
Level: 4 Caligarde's Claw
Ra llge: Tuu(;h (Cunjuratiun/Summuning)
Duration: I tum per level Level: 4
Area of Effect: One creature Ran ge: 60 feet
Components: V, S, M Duration : I round per level
Casting Time: 8 Area of Effect: One creature
Saving Throw: None Components: V, S, M
Definition: This spell negates the adverse effects Casting Time: 4
of all drugs (including alcohol) in the recipient. Saving Throw: Neg.
Dexterity and mental impairments are instantly Definitio n: Use of this spell requires thc claw or
"cured," leaving the individual clearheaded and foot of a creature, which is consumed in the cast-
free of pain , able to undertake complex tasks ing. and brings into existence an invisible claw of
requiring intense concentration, such as spel!cast- force. The spel1caster indicates (by pointing
ing. The pain of even mortal wounds is removed, toward a location; sight is not necessary) a target
although the chaser does not heal any damage of within 60 feet. If the target saves, Ihe claw does
mind or body. If the condition has not righted itself not come into existence. lfthe target does not
by the time the spell wears off, the effects return. save, the claw must locate the target (with an
But natural body processes continue while a crea- attack roll, as though it was a weapon wielded by
ture is under the influence of the chaser, so that a the caster). If it does so successfully, it immedi-
hangover or other temporary discomfort may well ately causes I d4 points of damage. After that, it
vanish before the spell expires. The chase,. has no strikes infallibly once per round for Id4 points of
effect on insanity or magical conditions (such as damage unt i l the spell expires , the claw is
feeblemind) , but does give a +4 saving throw vs. destroyed, or the targe t escapes pursuit by becom-
poison present in the recipiem during the time the ing ethereal or otherwise physically leaving the
spell is in effect. (If a saving throw vs. poison has plane of the caster.
already fa iled, application of the chaser pennits a Although Ihe claw never misses, the damage
second, though unmodified saving throw- no +4 done by its strike can be negated by an antimagic
bonus, but no subtractions either.) The material shell, shield, Bigby 's interposing hand, or a simi-
componelll of this spell is a drop of holy wuler, lar magical barrier. It can be destroyed by dispel
touched to the tongue or skin of the recipient. (The mag ic , but c annot be controlled or physically
spell may be cast on oneself.) harmed. It is not a living thing, it is not intel1i-
S147

~r------------------------------------.~
1262
r
Spellbook, Wizard's Workbook

gent, and it cannot perform any task other than worm). The creature mUSI have been present in
slashing, tearing, and rending. It can be dispelled the IO-foot radius about the casler within a period
at will by the caster, but does 110t require contin- of one day per level of the caster for the tracer to
ued concentration for ilS maintenance. It does not s
appear. Tulrun tracer s hows the route of the
vanish if the caster is killed o r re ndered uncon- crealure within the I O-fOOl area, and then expands
scious. Its attacks do nOI necessarily interfere at a rate of60 feet per rou nd along the route taken
physically wilh the actions and movements of Ihe by the creature, moving in that direction for the
larget, who may well cast spe lls or engage in duration of the spell. Once beyond the 10-foot
physical combat. initial radius, it only shows the trai l of the crea-
The claw remains with its target unshakably, ture as long as il remains in physical contact with
regardless of distance traveled, physical barriers, the ground. Pass without trace and similar spells
or aerial or underwater travel. It never changes do not confuse the tracer, and it will follow the
targets, vanishing at the death or disappearance of creature's route through physica l barriers and
its target. Ifit fai ls to initially locate its target, it across all gaps of up to 14 feet. It will nOI other-
remains within 10 feet of the intended target's ini- wise show aerial travel, but it does shine in and
tiallocation, an invisible presence, until the spell under water.
expires. Ifany creature approaches within 10 feet The path ends when the target creatu re is
of its location after the intended target withdraws, rcached, t he s pe ll expi res, or at a ny place to
the claw automatically s i rikes (attack ro ll which the target creature leieported, left the plane
required) without any attention or act of will on of the caster, or embarked upon a mount or con-
the pari of the caster. The claw can be cast at a veyance such as a cart, ship, or carpel offlying.
door to prevent unharried, future entrance or In the laller case, an indi vid ual reac hing the
egress . NOle that a careless or forgetful spell- path's end receives a clear mental picture of Ihe
caster could well be attacked by his or her own deslination, even if on another plane. If the target
claw, if it is approached too closely after missing creature look a mount or conveyance, the mental
ils intended target. A spellcaster does not know if picture is of Ihe ac t of doing so and not of the
a claw is active, once cast, except by observing eventual destination. Portions of the tracer can be
the behavior of the target-or by suffering a sur- negated by dispel magic, continual darkness, and
prise attack. The claw can be immedialely dis- the like, but it cannot be physically dislurbed (a
pelled by the caster. If unsuccessful in a second gust of wind would not shift il). When the spell
attack against a secondary target, the claw contin- expires, the tracer slowly fades into nothingness;
ues to attack any target within a 10-foot radius if it has not its target, there is no mental picture of
until the spell expires, and may attack the target it the target's destination. The tracer is intangible, it
originally missed if the target leaves and reenters may be passed through or traveled within without
the area ofa Caligardes claw. The claw does not harm and does not activate magic upon contact
attack anything if the original ta rget remains in nor does it distort magic or physical phenomena
the area- but such immobility seldom occurs in passing through it.
bartle. The claw can only locate and affect targets
with a tangible existencc on the plane in which it Tas irin's H a unted Sleep
is cast. (Enchantment/Charm)
Lel'el: 3
Thlrun's Tracer Ra nge: Touch
(Divination! Alteration) Dura tio n: 1 tum per level
Unl:4 Area ofE[fl!t:t: One creature
Range: IO-foot-radius Compone nts: V, S
Duralio n: 4 rounds per level Casti ng T ime: I round
Area of Effect: Special Saving Throw: Neg.
Components: V, S, M Definitio n: This spell can only be cast success-
Casting Time: 8 fully upon a s leeping creature . The s lumber
Saving T hrow: None must be normal- unconsciousness, coma, or
Definitio n: When this spell is cast, the lrace,......a similar states of mental injury, such as concus-
continuous, luminescent pathway akin to a light sion, potions , ast ral or ps io ni c activit y, and
spell-comes into being wi thin a 10-foot radius charm-related spells cause the spell to be inef-
of the caSler. It shows the most recent trail of any fective. Ttuirin s haunted sleep puts the recipi-
single creature whose path Ihe caster wishes to ent into a deep s leep for one turn per level of
trace, desc ribed verbally by the caster over the the caster, and early awakening from this state
mate rial component (a pinch of phosphorus or a can only be accomplished by limited wish, dis-
glowing life form such as a fungus or glow- pel magic, the infliction of acute physical pain
$J47

/r----------------------------------,~
1263
(wounding) upon the recipient, or at the caster's Arch,·cult 's Skybolt
will. The target c reature is allowed a savi ng (Alteration)
throw. which. if successful, negates the effeclS Level: 4
of the spell. Range: 10 feet per level
The caster is nevcr dircctly awarc of thc ta r- Duratio n: 2 rounds
get's thoughts or me ntal state. or of the success Area or Effect: Special
of the spell. Whi le in s uch n deep slee p, the Components: V, S, M
creature is open to t he in n ue nce of s ubcon- Casting Time: 4
scious vis io ns or d reams. The spellcaster can Saving Throw: ~
project one specific scene or vision into natural Oefin itio n: This spell requires a crystal at least I
menIal activity, and this will come into the vic- inch in length. The crystal may be a faceted gem, a
tim's consciousness soon after awa ke ning. The piece of quartz. or cut glass. The spellcaster throws
vision's cl a ri ty, detail, and acc uracy depend the crystal at a target creature or area while speak-
upon the caster's concentrat ion. fo r the scene ing the final words of the spell, and ils path creates
mus t be held in mind during the cast ing. Such a glowing "bolt" in the air. similar in appearance to
visions can masqueradc as divine communica· Tufnll1 S Iracer. The bolt is 4 feet in d iameter,
tions o r me mo ries, and can be used to infl ue nce begins 10 feet from thc casler, and extends oO\orJrd
dec isio ns, goad t he rec ipie nt into a certain to a maximum length of 10 feet per leve l of the
course of ac tion. troub le the recipienl, o r, con- castcr. The bolt cannot mate rialize underwater and
versely. to calm and rest the recipient al a time ends if the crystal strikes water, any barrier, o r
of men ta l anguish o r t ro ubles. A spell caster passes beyond thc caster's range. The c rystal is
skilled in the use of this spell call boosl morale, consumed instantly, in a burst, ifit passes beyond
joy, or ent husiasm----or crush them. the caster's maximum range, (lIld is otherwise con-
During " hau nted sleep," the recipient is espe- sumed al lhe expiration of the spelL
cially susceptible to a ny aile suggestion spell. Any living thing coming into contact with the
which can be cast by the castcr of the haunted bolt suffers Id4 poinlS of shock damage per level or
sfeep or anot her spellcaster, and is saved against Hit Dice it possesses (ignoring additions; a 5+5-
at-3 by the creature in " haunted s leep." Such a HD monster ....,ould lake 5d4). A creature ~tmck hy
suggestion will be " heard" by the recipient as an the crystal (an attack roll, wi th any modifications
inne r mental voice, a nd mus t be in a language for missile weapon ranges, is made when the spell
that the recipient understands to be successful. is cast) suffers I d6 points of damage per level or
This spell cannot be cast all oneself. HD it possesses. The creature may grasp the crystal
and hurl it back at the caster, and the bolt continues
Lacral's Dancing Dwcom cr to form to the limit of the caster's range (so that a
(Alteration/Illusion/Phantasm) caster may be struck by his or her own bolt), but
Le,'el: 3 when directly grasping the crystal, any creature suf-
Range: 20 feet + 10 feet per level fers a further Id6 points ofdamagc per level or liD
Dura tio n: I tum per level and must make a system shock survival roll. A sky-
Area or Effect: 4-inch-diameter sphere boltlaslS for 1....'0 rounds aRer its casting. It can be
Compo nents: V, S, M dest royed in whole or in part by contact wi th an
Casting Time: 6 antimagic sheff, waf{ offorce, shield, or simi lar
Saving Th row : Neg. spells, dispel magic, or gllst of wind. It cannot be
Definition : This spell requires a pi nch of dust denected, grounded, or opposed by insulation. It
thrown into the air about the caSler and any object does not conduct through metallic substances, but
(not changed in any way by the spell) rad iating a note that armor that is not ai rtight a nd does not
dweomer at the time. When cast, the spell causes negate the effects of a skybolt. Creatures and non-
many magical auras to fl icker a nd dance about magical objects entering the skyboft do not de nect,
from object to object (in cluding creatures and negate, or sever it. A crystal ente ring an area of
a reas wit h large surfaces, such as walls), The magical protection that docs not allow formation of
au ras arc no t visible to the unaided eye (deteci a bolt is instantly rendered hannless.
magic or similar means must be used), and are
not seen by c reatures saving agai nst the spell or Dismind
having tr ue sighl. If the saving throw fai ls, the (EnchantmenIfCharm/ Reversible)
auras wi ll totally confuse detect magic or the like Level: 9
for the spell duration. The auras do not disappear Range: Touch
when touched, but dispel magic destroys all auras Duratio n: Special
wi thi n ilS area of effect. Area or Effect: One creature
Componen ts: V

/r--------------------------------------.~
1264
Spel1book of the Wyvemwater Circ1r

Casting Time: 2 of the Wyvernwater Circle


Saving Throw: Neg. XPValue: 1,600 G PValue: 16,000
Definition: This spell consists of a phrase spoken DR,<.ooN Magazine 164
while the caster touches the recipient (the spell This spellbook is two octagonal. half-rounded
may be cast on oneself, serving as a "last resort" slabs of shadowtop wood enclosing 16 vellum
escape from certain death, torture, or mental pages. Each page contains a single druidic prayer
damage), causing the recipient's mind to fly from (written spell as follows : delect magic,faerie fire,
his or her body. The body instantly undergoes a invisibility to animals, pass without trace, wailing
curious transformation-it remains in the posi. wind (a unique spell), cure lightwounds, fire
tion it was in when the spell was cast, surrounded trap , locate allimals or plants, producejlame,
by a glowing aura of force that allows nothing to touchsickle (a unique spell), cal/lightning, cure
touch the body and stopping all physical and disease, jlame shield (a unique spell), hold ani-
crushing attacks or probes. The limbs of the body mal, mold touch (a unique spe ll), and water
can be shifted by pushing on the invisible armor breathing. The book is old and well worn, but
of force, but when released will slowly drift back protective magic prevents normal heat, flam e,
to the original position. Magical attacks, rire, poi- water (even a heavy rainfall), or cold from hann-
sons, and corrosive or disease-producing sub- ing it.
stances (including ochre jelly, green slime, rot The Wyvernwater Circle was a group of
grubs, and the like) cannot reach the body. The druids who flourished ove r 200 years ago,
bodily processes of a disminded person are totally when elves ruled the western Oragonreach and
suspended, so that the body does not age or much of Cormyr and what is now the Dales
breathe. Disminded persons have a vacant stare. were still cloaked in heavy fo rest. The circle
They cannot use any of the senses of the body (of 12 to 16 members; their numbers varied
they have abandoned, nor can the y return to it over time) dwelt on the northern shores of the
without aid. Wyvernwater, at its eastern end. The area they
The freed mind wande rs behind mental p rotected is now mostly rolling farmland ,
defenses of its own making, immune to all fonns although part of its easternmost reaches sur-
of magical, psionic, or other mental contacts and vive as the Hullack Forest.
attacks. A wande ring mind is not detectable by Hullack, leader of the circ le, was a firm and
any known means, and never leaves the Prime true friend of the elves. It is said thai he lies
Material Plane. It cannot control where it goes or buried in a hidden magical refuge known as the
what it observes, and typically retains little mem- Eltbold, somewhere in the depths of the foresl
ory of its visions and speculations. (A OM should that bears his name. Hullack created the book,
describe Id6 scenes or phrases of thought with- well aware of his own mortality and of the need
out giving any explanations.) A wandering mind to preserve the woodlands- a need that could
cannot deliberately pray, study, or research spells, only grow more pressing as men became more
or choose to observe any particular event, locale, numerous around the Wyvernwater. It was bis
or individual. intention that the tome serve as an aid in train-
The mind can be fully restored to its body by ing new recruits to the circle. The book could
alter reality , limited wish , o r restore mind, the also aid the druids' allies in the defense of the
reverse of th is spell. The reve rse can also be used tree s if the circle were abse nt, weakened, o r
to cure insanity and all mental disorders,feeble- destroyed.
mindedness, and physical brain damage. It will In the end the circle did fall , battling beholders
end any mental controls (including quest, geas , who were served by gargoyles, bugbears, and
and magical charms cast by spell or by creatures quicklings. The eye tyrants sought to establish a
such as nixies or vampires) of any form upon a realm in the area, where they would be served by
recipient mind, totally freeing the mind from their human and elf slaves (whom they might herd like
in flu ences without causing the indi vidual any cattle and hunt for sport and food). The ci rcle
harm- but it cannot restore lost psionic powers. s lew at least five eye tyran ts and drove the rest
A delirious, drun ken, or exhausted creature can nonhward, into the mountains. The fell woodland,
become clearheaded and mentally alert by means where the beholders continue to lurk, is known
of thi s spe ll. A saving throw applie s to both today as the $piderhaunt Wood, but it was not
spe ll s, and, if successful against restore mind then isolated from the great forest that covered all
(regardless of the wishes of the disminded recipi. the land from the advancing desert of Anauroch
ent creature), the spell has no effect. Such a fail- to the coastal marshes of the Inner Sea. The tome
ure does not mean the mind cannot be restored, was lost in the battles at which the circle memo
but only that the particular spell cast at that time bers were slain, driven mad, or scattered. Today,
did not work. the tome's whereabouts are unknown.
5148
/r------------------------------------,~
1265
,SPdlbook ohllc Wyvernwaler Circle
r
The contents of the Tome of the Wyvernwater Definition: By mea ns of this spcll, one of the
Circle come down to us from surviving initiates caster's hands temporarily becomes a magica l
of the circle, and include four prayers said to weapon. The extremity is able 10 strike a ll crea-
have been given to Hull ack by the goddess tures who can be hi t only by magical weapons
Eldath herself. (even if such creatures are nonnally hit only by
magical weapons of+2 or greater). The elltrem-
Wailing Wind ily gains no attack bonus, but its slightest touch
(Alteration) does the same damage as a sickle (ld4+ 1 vs.
Level: I S/M; Id4 vs. L). Its touch can slash or stab like
Components: V a nonnal sickle, as the caster wills. A druid may
Range: 100 fee t per level use the enchanted extremity to harvest greater
Casting Time: I round mistletoe as though it were a gold or silver
Duration: 1 tum per level sickle.
Saving Throw: None
Area or Effect: Special Flame S hield
Definition : By means of this spell, a druid o r (Evocation)
other priest c reates a magical warning system. Le'·el: 3
When any creature enters a guarded area (a pas- Components: V, S, M
sage, chamber, cavem, doorway, or cave mouth of Range: 0
up to a maximum size of 10 cubic feet per level Casting Time: 3
orlhe caster), a wailing, whistling blast of wind Duration: 1 round per level
blows from the guarded area toward the druid. Saving Throw: None
The wi nd travels toward the druid regardless of Area of Effect: Special
intervening distance if the druid is on the same Definition: This spell brings into being a pulsat-
plane as the guarded area. The wind can reach up ing, 6- foot-high shield of darkness at the end of
to 100 feet per level of the casting druid. The the druid's hand. The shield is weightless and has
wailing wind has a distinc tive tone and can be no solid existence. Missi les and other weapons
heard by all creatures. It transmits and magnifies and solid objects (including parts of the caster's
any sounds (speech and movement) made by the body) pass harmless ly throug h it. The: s hidd
triggering being at the time it is activated, and it remains attached to one of the druid's hands (cho-
can give any listener a clue as to what sort of sen during the casting) unless the druid touches
intruder approachcs. another c reature's hand a nd wills control of the
The spell cannot be modified to be activated by shield to pass to the other (who must agree to the
only specific beings or types of creatures. Once transfer or it cannot occur).
lhe guarded area is entered and the wind rises, the T he s hield works against flame. It s touch
spell is exhausted. The wind itself lasts for one extinguishes normal torches, flaming oil, and
round per level of the druid, although the caster candles instantl y. Larger fires are diminished. A
may end it sooner. fireball striking or exploding around the bearer of
Once ended, the wind cannot be restarted aflame shield, for example, does only half dam-
except as foll ows: As the leve l of the caste r age. Aflame blade coming into contact with a
increases, the number of activa tions per s ingle flame shield is harm lessly destroyed. Aflame
spell (the number of blasts of wind, occurring for shield can prevent aflame strike only if il is
different intruders at different times) is also directly in the path of the strike. Flame-related
increased. A 1st- or 2nd-level caster creates only illusions, hypnotic patterns, and the like have no
a single-blast waili ng wind; a 3rd- o r 4th-level effect on any being viewing them through aflame
caster cT(:ates a wind of two blasts; a 5th- or 6th- shield. A magical flaming sword striking through
level caster creates a wind of three blasts, and so aflame shield encounters no resistance and does
on (no known maximum). no rmal weapo n damage (but not fl aming dam-
age). The shield doesn't permanentl y affect the
TouchsickJe blade in any way, but the part of the blade that has
(Alteration) passed through the shield remains free of flames
Lenl: 2 while any pan of the blade is in contact with the
Components: V, S shield; thus aflaming sword striking through a
Range: 0 flame shield cannot ignite a scroll or other flam-
Casting Time: 2 mable object by touch.
Duration: 2 rounds per lcvel The mate rial components for this spell are a
Saving Throw: None piece of phosphorous, a drop of mercury, and a
Area or Effect: Self cobweb.
5148
/r----------------------------------~~
1266


Mold Touch develop new magical spells.
(Alteration) The covers of thc book are made of a black,
Level: 3 leathery substance like the skin of a bat's wings.
Components: V, S, M Fixed to the fro nt cover is the horned skull of
Range: Touch some diabolical creature. Its eye sockets are filled
Casting Time: 3 with obsidian, and glow blackly. The pages of the
Duration: Special book appear to be made of thin sheets of bone. A
Saving Throw: Special coded language of strange glyphs and sigils cov-
Area of Effect: Creature touched crs the pages, and seems to have been etched with
Definition: This spell empowers a druid to trans- a claw or sharp instrument.
mUle mistletoe, holly, or oak leaves (the material Weapon Characterbtiu: None.
components) into brown mold spores without Armor C haracteris tics: None.
sutTering personal hann. Any creature touched by Constant Powers: The following two powers
the caster within six rounds of the casting is are pennanent effects and cannot be used for any
infected by brown mold. (An altack r o ll is purposc other than that described:
required; if the druid cannot touch any creature, Phantasmal force (50 PP) makes the Tower of
the mold spores van ish at the end of six rounds.) Night appear as a huge, gnarled trec. Anyone
The mold spores created by this spell cannot live touching the " t ree" sees it as it really is: a
on plant or inorganic material. All the spores cre- strange, obsidian tower.
ated by the spell are transferred to any creature Weather control (80 PP) keeps thi ck clouds
touched by the druid. Thus, the druid can infect and fog around the Tower of Night, bathing it
only one creature per spell (in the event of an acci- and 240 yards of terrain in all directions in
dent, it could well be a friend or ally). A mold touch deep shadow.
spell does 4d6 points of damage to the target crea- Other Powe rs: Through a secret ritual, priests
ture (half damage if a saving throw vs. spell is and wizards of Zargos become "attuned" with the
made). Brown mold spreads upon the victim; in the book. This allows them to draw upon any of the
seeond round after the attack, the mold does 2d6 following powers, but only while they are within
points of damage (save for half damage). On every 420 feet of the artifact:
round after that, the victim receives a saving thfO',',' Animate dead (50 PP).
vs. spell. If the save is successful, no damage is Causefeor (10 PP).
taken and the spell ends. If the save faits, the victim Create poison , reverse of neutralize poison
takes Id6 points of damage in that round. Brown (30 PP).
mold created by this spell is of limited duration, Injravision (20 PP).
and a victim cannot infect other creatures, even if Speak with monsters (60 PP).
intending to do so. Magical cold hanns mold cre- The following powers are actually spells writ-
ated by this spell in the usual manner (but also ten in the book. Because of the coded language in
atTects the creature on which the mold is gfO',','ing). which these spells are written, not all of them
have been decip'hered by the Zargosians. Those
of Zargos marked with an • may be used by Zargosian wiz-
XPValue: - GPValue: - ards and may be fou nd in their individual spell
The Milenian Empire books. The others have not been deciphered, and
As a grea ter artifact , this spell book has 320
power poims and recharges at the rate of 20 per
~an~~!!:t~s;:a'f. yet.
tum. • Close gate. This is a special version of the
This powerful ar tifact was created a century reverse of the gate spell in that range is extended to
ago by thc Entfopic Immortal named Nyx while line-<lf-sight. Thus, it eould be east upon the sun of
in her mortal form as a Milenian wizard named the Hollow World. This "sun" is actually the energy
largos. With the "death" of Zargos, the book was released from a pcrmanent gate to the Sphere of
left to his followers, the Zargosians, who have yet Energy. If the "sungate" were closed, the Hollow
to uncover all of its powers. Nyx created the' book World would be plunged into absolute darkness.
in the hope that mortals would one day use it to Cloudkill
destroy the sun, and plunge the Hollow World Lightning bolt•
into eternal darkness. Power word blind
The Book ofZargos is currently in the hands of Shieltl •
the Zargosians, and is kept upon an altar within Weather control
the Tower of Night. The Zargosians use it to con- Everyone attuned to the book becomes suscep-
trol the weather around the tower, to create tible to the sun's rays, sutTering I point of damage
undead c reatures and other monsters, and to per round of exposure. The damage can be healed
SI49

/r------------------------------------,~
1267
----_ ..
r
by spells and rcst as normal. Those attuned to the
Book ofZargo s slowly change over time; their Spelljamming Ram
skin pales from lack of su nlight , thei r eyes XP Value GP Value
become sunken, and their lips pull back from Blunl + l : SOlton 1,000lton
their teeth. The overall effect makes them look Blunt +2: loo/ton 2,000/10n
like undead creatures, though they do not truly Blunt +3: 200/ton 4000/lon
become the undead . Affected characters lose Grappling + 1: SOlton 2000/ton
Charisma at the rate of I point per month, until a Grappling +2: 200110n 4,OOO1ton
minimum Charisma of 4 is reached. Grappling +3: 400/lon 8,000/10n
Each use of the book's powers (but not spells Piercing + I : SOlton 1,0001ton
learned from it) urains I hit point from the user. Piercing +2: lOO/lon 2,000/ton
T he dama ge cannot be healed by the use o f Piercing +3: 200/ton 4,000/10n
spells; only by rest, and at the rate of I hit point War Captain,!; Companion
per day. I f a user's hit points drop to 0 as the Somewhat rare items, magically enhanced rams
result of using a power, the character is dead. are highly desirable additions to any ship. The
When using the artifact's onimOle dead power, bonus they possess applies to both the attack roll
there is a 40% chance the character·s alignment and the damage determination. A small ram fits a
changes to a chaotic bent, if not already chaotic. ship of 10 to 40 tons. A medium ram fits a ship of
Users of the book become obsessed with pro- 40+ to 60 tons. A large ram fit s a ship of 60+
tecting it from harm. tons.
Noles: A delect evil spe ll reveals the book's
evil nature. It can be utterly destroyed only by Sphere
being burned in the fiery heart o f the Hollow Spheres are ball-shaped objects and may be con-
World's sun. structed from a multitude of different materials.
They can be leather, sculpted wood, rock, crystal,
Spelljammer Detector or even chunks of absolute nothing. Spheres are
XP Value GP Value commonly used to divine answers beyond the
Detector: - 300,000 user's nonnal senses.
Helmet: - 10,000
War Capmin·s Companion of Annihilalion
This rare, almost priceless item looks much like a XP Value: 4,000 GP Value: 30,000
huge, insectoid face that stares blankly into the DuNGEON M ASTER- Guide
void of space. Commonly 40 feet long or more, A sphere of anllihilatioll is a globe of absolute
found on asteroids or similar bases, the detector blackness, a ball of nothingness 2 feet in diame-
shows the location of all human- size or larger ter. The sphere is actually a hole in the continuity
objccts within a 20,000·yard radius (40 hexes). A of the muitiverse, a void. Any matter that comes
helmet of Iiai~·on is needed to link the detector to in contact with this sphere is instantly sucked into
the wearer o f the helmet (muc h as a smal ler the void, gone, utterly destroyed-even wishes
antennae of triangulation). The helmet relays the and similar magic can't bring it back.
information found by the detector in exact detail. A sphere of annihilation is basically stat ic,
When the helmct is worn, the wcarer immedi- resting in some spot as if it '.1lere a normal hole. It
ately gains a 360(00), spherical picture of the can be caused to move, however, by mental effort.
area around the base. Every minute detail can be The brain waves o f the indi vidual concentrating
seen in hi s or her mind . The position s of the on moving it bend spatial fabric s, causing the
details change as the base revolves, rotates, and hole to slide. Control range is 40 feet initially, 10
changes headilL!;. lfthere is a chance that the feet per level once control is established. Basic
operator might lose an object being tracked, or movement rate is 10 feet per round, modified as
that some significant detail might be missed, he shown below.
or she must make a Wisdom check. Using the Concentration control is based on Intelligence
detector is full y as fatiguing as mannin g a and level of experience-the higher the level the
spelljo mmer helm, and is subject to the same greater the mental power and discipline. For every
requirements for resting afterwards. point of Imelligence above 12, a wizard adds 1%;
A spelljammer detector (and a helmet of lioi· for every point over 15 , another 3% is added. In
SOli) might be purchased for 300,000 gp or more, other words, add I to each point from 13 to 15, and
depending upon availability and [he reaction roll an additional 3% for each point from l6- 18- the
of the seiter, but not for less than that price. The maximum to move it, but ifcontrol is not estab-
spelljamme/" detector, can be used as long as a lished, the sphere will slide toward the wizard
rested operator is available. attempting to move it. The sphere will continue to
5[52
/r------------------------------------~~
1268
Sphere. Glain's Cryslar

study and so prevent anyone from seeing that he


was napping and not creating exotic magic as he
claimed. These are spheres, I-inch-diameter that
consist of an area in wh.ich light cannot exist (and
is thus totally black). They obey any command
given by their owners, but never travel more than
20 feet from him or her for any reason. When not
otherwise ordered, the sphere floats directly over
the head of the user (probably att racting unwanted
attention or even de r ision). Th ey can not be
harmed and obey their owners until death. Upon
the death of its owner, the sphere obeys the next
sentient being that touches it.

of False Calling
XPVa lue: - G P Value: 1,000
DRAGON Magazine 145
A sphere offalse calling resembles a sphere of
warning. This cursed sphere, however, sounds a
random ala rm every I d6 months, and tends to
g low and hum at part icularly inopportune
moments (such as before a wedding or a visita-
tion from friendly forces). T his sphere never
glows before an auack.

Gax's Sphere of Annihilation


XP Value: 4,000 GP Value: 30,000
move in this direction for Id4 rounds and as long as 1992 Fantasy ColleclOr Card 29
Ihc wizard is within 30 fecI after that. This dangerous sphere can be c:ommanded by any
If two or more wizards vie for control of a sphere wizard, but only by on.e at a time. Intelligence
ofannihilarioll, the one with the highest percentage scores are used to determine who controls thc
chance to control lhe sphere is checked first , then sphere when two or more wizards are vying for it.
the next stron gest, and so forth. Control chance is If both of the competing wizards are orthe same
reduced 5% per person, cumulative, when two or Inte lligence, then a s uccessful initiative roU
more wizards concentrate on the sphere, even if determines contro l fo r one round, du ring which
they are cooperating. If no ne are successful, the time the sphere may be moved 10 yards in the
sphere will slip toward the strongest. Control must direction orthe controller's choice . Initiative
be checked each round. must be reestablished every round. Unchallenged
Should a gate spell be cast upon a sphere, there wi7.ards are able to move the sphere 10 yards each
is a 50% chance that the spell destroys it, 35% round for every point of Intelligence they pos-
that the spell does nothing, and 15% that a gap is sess. The sphere cannot remain stationary when
tom in the spatial fabric, and eve rything in a 180- not uncontrolled.
foot radius is catapulted into another plane or
universe. If a rod of ca ncellatio n tou ches a Glain 's Crystal
sphere, a tremendous explosion will occur as they XPVa lue: 500 GPValue: 1,500
negate each other. Everything within a 60-foot Magazine 12
IMAGINE
radius sustains 3d4x I 0 points of damage. (See These are small, 4-inch-diameter hollow spheres
also Talisman, ofthe Sphere.) with porcelain cores. Enlarge and shatler are cast
In Raw nloft : Anyone who attempts to control upon the cores, and melldillg upo n thc glass
this sphere in the demiplane captures the atten- spheres, which binds them into incredibly strong,
tion orthe Ravenloft powers and must make a single units, without any flaws o r weaknesses,
powers check. each containing a core. Each individual crystal
sphere has a comman d word that negates t he
of Darkness effects of the binding spell. Once the command
XP Value: 2,000 G P Value: 20,000 word is spoken, the slightest movement of the
DRAGON Magazine 30 sphere causes the core to expand and shatter with
The sphere of darkness was developed, it is said, a fragmenta tio n effect. T he effect cau ses 4d6
10 bloc k the keyholes of the doors to Orlow's points of damage to all creatures within a 10-fool
SIS6

/r------------------------------------,~
1269

", ..
",Sph=. Kamro/Ib'sAiry
r
radius. The spheres can be used as a booby trap Thaddigren's Glowglobcs
by placing a magic mouth upon one, primed to XP Value: 30 GP Value : 300
repeat the command word. Dungeon Magazine 24
Thaddigren De ntiata 's glowglobes are I-foot in
Karnrohb's Airy diameter silver spheres enchanted wi th modi-
XPVal ue: 1,500 G PValue: 15,000 fied continual light spells. The spell is tri ggered
Otherlands on and off by touc hi ng a 4 - inch-square silver
Used mostly in rescuing ai r b reathing creatures plate that was c reated at the same time as the
from drown in g, this tin y glass globe c reates a glowglobe but was installcd elsewhere. Most of
g lobe of e nergy 6 feet in diameter. In side the the glowglobes are fixed in place and impossi-
globe is a constantly replenishing su pply of fresh ble to re move w ithout damag ing them. The
air. Water is kept out, but the energy cannot keep portable glowglobes are activated by touching II
out spells or living creatures. l-i nch-diameter, rub y jewe l o n thei r square
To act ivate the tiny g lo be, it mus t be ei the r bases. If the j ewel is pried from its setting, it
hurled at the subject or tapped on the subject's becomes worthless and the glowglobe is ren-
forehead. The sphere can be hurled up to 20 feet dered useless.
away. An y portab le glowglobe removed from the
The sphere can be used three times a day, each tower requires recharging after IOd4 turns of use.
use lasting three hours. This tiny item has a very A rec harged glowglobe works fo r IOd4 tu rns
limited o ffensive capability; a resourcefu l person before need ing to be recharged again. Recharging
could throw the sphere at a wate r-breathing foe, requires a spellcaster who knows, or can success-
causing t he enemy to "d rown" in the air. The fully research. the modif ied spell. Dentiata has
thrower performs this ac tio n by making a stan- the third-level r« harge glowglobe spell wrinen in
dard attac k roll (the target is AC 10 minus any his spell book. The spell will work only on a pre-
bonuses for Dexterity, qu ickness. or speed). . viously prepared glowglobe, but manufacturing a
The s phere always remains centere d on the glowglobe from scrat ch is much mo re difficult.
subject, though he or she may voluntarily depart The silver content of a spent or damaged glow-
by actively concentrating o n leaving the sphere. globe is worth 20 gp; normal glowglobes are
The subject can take no other action that round. worth 300 gp each, and their encumbrance is 10
pounds each.
Mierest's Starlit
XP Value: 200 G P Value: 2,000 of Warning
The Magister XPVa lue: 2,500 GPValue: 18,000
Said to be a gift from the pur ple-cloaked arch- DRAOON Magazine 145
mage to a traveler who visited Shamblegate. the A sphere o/warning is a 2-foot-dia meter globe
sphere is of shining silver metal that no blow can suspended in gold or silver framework . The entire
crush or mark and that does not tarnish, rust, cor- device is over 4 feet high and 3 feet in diameter,
rode, or show any e ffects of heat or flame. It has a weighing about 300 pounds. The outs ide of the
diameter of 4 inches, weighs about a pound, and magical globe is b right g reen marble streaked
always feels comfortably wa nn to the touch. w ith black or red. This sphere is a divination
The sphere twinkles with a shifti ng pattern of device that begins to glow and hum exactly three
cold, blue-white pinpoints of light, whose soft days before the structure in which it is contained
glow clearly il1uminates a 20-foot radius. Within is to be attacked by any force (an attack is de fi ned
this area all sounds a re hushed, no winds blow, as any outside party attempting forced entry into
and all danCing lights, darkness,faerie fire, light, or commining hostile action against the edifi ce
and illusion spells are dispelled. Withi n the area containing the sphere o/warning or the proper
ofthe globe's Iliummatlon, all vision is aided by ruler of th is edifice). The sphere is c!lpable o f
true sight. If passed through an open flam e, the fin e di stinc ti o ns, and generally has the OM 's
sphere emits soft music of mumed chimes that tastes with rega rds to the definition o f " proper
dies away in Id4 round s if the sp here is not ruler." The hum and glow of the sphere begin qui-
brought into a flam e agai n. This music can be etly, but increase in intensity during the three
heard up to 110 feet away, and still s shriekers days before the attack. Unfortunately, the alarm
who hear it, as ..\lell as fascinati ng most bards. of a sph ere o/warning is a lways the s ame,
Undead will not willingly enter or remain in whether heraldi ng an anny of 3,000 orcs led by
the sphere's illumination, and the more powerful an archmage or signaling the arrival of three half-
a mong them usua ll y seek to kill the bearer by lings anned with pointed sticks.
magical means and destroy the globe . When a sphere 0/ warning is taken from one
structure to another, it ceases to function, resum-

~r--------------------------------------~~
""
1270

Spyglas,....

ing operat ion only when a command word is


uttered (there is a 50% chance this command Spyglass
word is engraved somewhere on the sphere). XP Value: 500 GP Value: 2,500
Champion, of M VSTARA"
Spiderwalker This 2·fool-Iong, hollow metal tube has an eye-
XP Value: 5,orJi) GP Value: 2,500 piece al one end and a large crystal at the other.
Manica Campaign Set Anyone looking through the eyepiece can view
The spiderll'alker is an enchanted being created any spot up to one mile distant as though it were
from the body of a dried tarantula. When imbued 10 feet away.
with the powers of hi shna, the spiderwalker
becomes a deadly terror. Staff
It can onl y be activated at nighl, and lasts for Staves are usually 5 or 6 feet long and as thick
the duration of that night only. It ceases to fune· as a young sapling- about I ~ incheS at the base,
tion when the fi rst rays of the sun rise- even if tapering to I inch allhe tip, ailhough they can
that sunrise is concealed by clouds, or the spider. be of nearly equal diameter throughout. Staves
""'(llker is indoors or underground. It has the fol- are typically fashion ed of wood, often carved,
lowing statistics: bound with melal, and likel y to be gnarled and
twisted. They can be unusual or quite ordinary.
Spiderwalker: AC -4; MV 6; HD 13; THACO 7; Slaves, like wands and rods, are powered by
#AT I; Omg 1 + poison. charges . A stave typically ha\ Id6+ 19 charges
when found . It is possible fo r a stave to have
The creature can spring up to 10 feet in order fewer charges, although almost none have more .
to attack. It can drop from any height, falling with than thi s number. Some staves can be rechargcd
amazing accuracy (+2 on anack) onlO a victim according 10 the rules for making magic items.
below. Once a ll the charges arc used, the staffi s rendered
A spiderwalker can be given very spec ific nonmagical and cannol be recharged.
instructi ons by one who knows the command Unless inapplicable or otherwisc specified,
word. II can be directed to strike at a single indi- staves function at the 8th-level of magic use .
vidual, or 10 anack as many or a certain group as Their spell discharge is Ihal of an 8th-level wiz-
it encounters. ard with respect to range, dura tion, and area of
effect. Damage is nominally 8d6 with respect 10
Spinning Wheel fireballs, lightning bollS, and other effects.
XPValue GPValue Remember that a wizard who possesses a staff
Cursed: - 1,000 always has a wea pon in hand as well. A staff,
Nonnal: 600 3,000 although magical and possessing one or more
The Book of Marvelous Magic magical abi lities, can also be used as a ha nd-to-
This rare item can be used to spin straw into gold. hand weapon. These staves cause the same dam-
The user may spin up'to 100 gp per night, ror the age as a normal quarterstaff.
wheel does not runction during daylight hours. Command Wo rds (O ptiona l Rule): Ifl he
While being used, ho ....-ever, there is a 5% chance OM desires, unleashing the power of a stave can
per night it will attract an undead monster (phan- require a specific command word or phrase that
tom, haunt , or spirit); if so, the monster ari ses must be discovered or researched separately
from the earth with nonnal chances for surprise. from the item itself. The command can be as
Some rare spinning wheels are cursed, so that simple as a single word (,'heal") or as compli-
the user automatically pricks a finger on a poi- cated as a rhyming phrase that must be adjusted
soned spi ndle. The victim must make a saving to fit the circumstances ('" touch this elf; restore
throw vs. poison with a -4 penalty to the roll or his health." or " In this moment of grealest toil, I
sleep unlil the curse is removed by Ihe kiss ofa command Ihee, staff, uncoil!"). Since command
prince or princess. This curse cannot be broken words are the keys to greal power, wise owners
otherwise, even by a wish; however, the sleeping will memorize them and destroy all other evi-
victim needs no food, water, or air. dence. Indeed, knowledge of command words
can be used as a bargaining point in surrender
Springerie negoliations.
XPValuc: 1,000 GPValue: 5,000
Seem ofthe Slaven' Stockade
Much like a wand of opening, a springerie, when
struck against a locked or bound object, opens it
like a /arock spell.

/r----------------------------------,~
" .
1271
-..,.'".ff..or.A.;'......W."."..........................................................~.,.
Ro ll Staff Type
0l-<l4 Blade Pole
05-08 8 0 Stick
09- 12 Climbing Pole
13- 17 Fustibalus
18- 21 Hooked Pole
22- 25 Jitte
26-29 Jo Stick
30-33 Kumade
34-37 Lajatang
38-42 Lathi
43-46 Litte
47- 50 Mirror Pole
51- 54 Quabollc
55-58 Quarterstaff
59-02 Shikomi-Zue
63--67 Sode Garami
68-71 Staff
72- 75 Staff-Bow
76-80 Staff-Mace
8\- 83 . Staff Sling
84-87 Stick
88-92 Sword Stick·
93-96 Sword-Staff
97-00 Tetsubo

of Air and Water


XP Value: 200 GP Value: 4,000 caught up in this fearsome water form is help-
The Minrothad Guilds lessly tossed about, unable to take any action. If
This staff provides the ability 10 breathe waler, the staff's wielder wishes, the victim can be spat
and its effects on the Elemental Plane of Water out of the spout at a movement rate of 48. Should
automatically extend to a la-foot radius. the victim's momentum be halted by something
hard, like a rock, the impact inflicts 5dl2 points
Alar Ch' Aranol's of damage. The waterspout can be created under
XP Value: 6,000 GP Value: 30,000 the sea or on the water's surface. It lasts for 2d4
DARK SUl'o" Me Appendix rounds, and has a speed factor of 1. Making a
Alar eh' Arano], the leader oflhe Peace-bringers, waterspout expends two charges.
owns a staff ofconjuring e/emenla/s that is able The staff also has the following powers, requir-
to summon one of each type of lesser elemental ing one charge each: alarm, enlarge, fog cloud,
each day. The summoned elementals always rec- shield,summon swat:"m (tiny marine animals), and
ognize Alar as a friend and treat him as they whispering wave (as whispering wind, but under-
would an elemental noble. water).
The following spells can be cast at the expense
of Aquatic W izardry of two charges: airy water, animal growth (sea
XP Value: 1,000 GPValue: 50,000 creatures only), chain lightning, control weather,
Otherlands cryslalbrillle, dust, Evard's black tentacles, lower
Always made frolll a long piece of driftwood and water , parI water, s ummOIl water elemelllal,
ritually purified during Solinari's High Sanction, trallsmute water to dusl, and water breathing.
these staves are eagerly sought by all Dargonesti
wizards. They can be wielded as normal weapons Arctor's Staff of Swarming
with a +2 enchantment. They act as rings of pro- Insects
tee/ion +2 and as necklaces of adaptation, XPValue: 150 GPVaiue: 1,500
enabling the owner to exist above or below the 1993 Collector Card 350
""_The staff also enables the wielder to create a Arctor's staff functions much as a typical staff of
swarming insects, expending one charge to create
waterspout three times a week. The spout is a a swarm of insects (60 insects plus 10 per level of
funnel of water 100 feet high and 40 feet wide at the user). However, Arctor can alternately choose
its top, tapering down to 5 feet in width. Anything to create 2d4 - 1 giant insects by expending three
,,~

/r------------------------------------'~
1272
Staff, Btackstaff
r
charges. In either case, the range of the created other objects unless a Dexterity check on Id20 is
swarm is 60 feet + 10 feet per level ofth7 caster. made for each.
Ifused against nonli ving objects, a thunder-
Aric's Staff of Power strike does I point of structural damage and
XPValue: 12,000 G P Val ue: 75,000 forces any object it strikes to successfully save vs.
1992 Fantasy Collector Card 22 crushing blow at a - 3 penalty or be crushed.
Aric's version of this powerful staff is a variation
of the staff of power. The following powers con- of Battle II
sume one charge: continuallight,fire burst, dark- XPValue: 1,000 GP Value: 5,000
ness 5' radius, ray of enfeeblement, cone ofcold , DRAGON Magazine 179
and ride the wind. Expending two charges will This staff + J allows its user doub le the normal
grant the following: shield 5' radius, globe of number of attacks allowed per round. Once a day,
invulnerability, and lower resistance. In addition, it can also be thrown while spinn ing and does
the staff gives Aric a +2 bonus to his Armor Class double nonnal damage to the first being it strikes.
and saving throws, and a +4 bonus to saving
throws vs. alteration spells. Expending charges Blackstaff
does not cause additional damage. XP Value: 1,000 GP Value: 10,000
luz the Evil
of Battle This ghastly blackwood stafT is shod with silver
XP Value: 1,000 GP Value: 5,000 bands and topped by a carved head that is banded
DRAGON Magazine 173 and decorated with runes of Juz's cult. Only the
This staff is a +3 weapon that cannot be cut by highest-level (13+) priests ofluz can possess a
any blade. Its magical specd enables its bearer to blackstaff, and very few of these staves exist. The
strike first in any round, and it attracts all missiles staff may only be used by priests or clerics.
(even magic missiles) passing within 10 feet of BlackstaJJs are charged items, rechargeable by the
any pan of it. The missiles avoid striking any liv- joint efforts of a priest of level 16+ and a wizard
ing being, but touch the staff and are absorbed of the same level. They have a range of efTects,
harmlessly. If a staff of battle's attack roll some of which do not require the use of charges.
(adjusted with its bonus) is 20 o r g reater, any A bJackslajJ is a +3 magical weapon, but on a
armed opponent that it strikes must make a suc- successful attack roll of an unmodified 18, 19, or
cessful Dexterity check on 4d6 or be disarmed, 20, it inflicts double damage (2d6 +6) on crea-
the opponent's weapon flying out of immediate tures of good alignment.
reach (ldiO+ 1O feet away). T hese functions are A priest employing a blacksraiJis pennanently
all automatic and continuous, and do no t drain protected from good as long as he or she wields
any charges. the staff. By gripping the staff finnly and touch-
A staff of battle can repel (as the 6th-level wiz- ing one target creature, the priest may cast com-
ard spell repulsion) all creatures within 10 feet. mand or cause fear (reverse of remol'efear) three
This power drains two charges per use and can be times per day each. These functions do not
exercised only once every six rounds. The repul- expend charges.
sion lasts for only two rounds, after that affected By expending one charge, the priest may create
creatures are free to ·return. any of the following effects:
Once per day (144 turns), a stafT bearer can Create a screaming skull.
designate any successful hit to be a thunderstrike. Create an 8-HD fireball.
The decision must be made immediately upon Cast cause critical wounds to a range of 30
striking the target, and the blow instantly drains yards.
eight charges from the staff (insufficient charges C reate an acid vortex of 10-foot radius to a
produce no result). /:r. thunderstrike can be heard range of 60 yards. Damage is 8d4 po ints,
as a deep, booming noise; it is a magical force halved if a successful saving throw vs. staves
sufficient to deal double damage to any opponent is made.
of human-size or smaller (no saving throw) and By expending two charges, the priest may cre-
triple damage to alllargcr creatures. Any creature ate any of the following effects:
struck must make a successful Dexterity check on Summon a vampiric mist that persists for up
Id20 to avoid being th rown to the ground, and to six hours.
also make a successful Strength check on I d20 or Inflict a death touch , which requires a success-
be stunned for 1d3 rounds. If stunned, the victim ful attack roll to be made in melee combat.
reels helplessly; gains a - 3 penalty to Armor Cause hann to an opponent, again requiring a
Class; is unable to attack, cast spells, or concen- successful melee hit.
trate; and is liable to drop any held weapons o r
sm
/r------------------------------------.~
1273
r
Caduceus through its area of effect, and as such serves as a
XP Value: 900 G P Value: 9,000 defense against visual a ttacks (gaze weapons,
DRAGON QlJEST'" Game hypnotic and dazzling effects, and the like).
This magical staff is carved rrom oakwood. It has T he catstaffis a magical weapon and can be
two reathered wings on top and two snakes coiled used in combat as a normal quarterstaff would be;
around the stafT. Three times pe r adventure, the however, it has no bonuses to attack or damage. It
holder of the cadl/ceus may command it to cure can be employed as a weapon while any or all of
someone. The effects of this magic are the same its magical properties a re being used. The staff
as the spell or the same name (in o lher words, never makes any noise while lapping, scraping,
Id8 points of damage a re healed). Only priests striking, or o therwise contac ting solid objects.
can use Ihis item. Many o r t hese staves contain secret compa rt-
ments for the carrying of sma ll items suc h as
of Caracanomnos thieves' tools, spell components, magicallokens,
XPValue: 2,500 G PValue: 15,000 and the like. !fbroken in two, all magical proper-
The Mi1enian SecptCT" ties are lost.
It is believed that Caracanomnos created this staff
from the bones orhis own fa ther, who was him- Catstaff II
self a powcrful sorcerer. Ovcr the years, the staff XPValue : 6,000 GPValue: 13,000
has gained a rcputation ror its destructive power, The Magister
having been the doom of several Milenian heroes This item is a black, 7-foot-Iong stafrofstout
who sought to defeat Caracanomnos. wood topped with a sculpted knob resembling a
The staff is made or fused bones and topped by eat's head. When carried or strapped to one's per-
a leering skull. The eye sockets or the skull are son, il gives the user the abilities of silent move-
filled with obsidian. The stafT is on ly usable by ment and concealment. The bearer of a catslaffis
wizards. It may be wielded as a staff +2. Addi· able to climb walls (ir both hands are rree) and
tionally, it may be used to dup licate the following move silently as a 9th-leve l thief, hide in shadows
magical spe11 effects: with a 94% c hance of success, see wi th infrovi-
• C une: Black beams from skull 's eyes, ra nge, sian to a 6O-root range, and cast shadow six times
two charges. a day. The shadow is a globe of semidarkness, 10-
• Darkness: One charge, rad ius 10 yards. foot-radiu s, centered on the staff; its gloom does
• Ma gic mi ss ile: Four missi les per round, o ne not bloc k infravision, and is negated by a light
charge. source within its confines. It can be d ispelled by
magical (but not normal) light that touches its
Catstaff periphery, and unless dispelled or canceled by the
XP Val ue: 6,000 GP Va lue: 13,000 desire o r the staff holder, it remains in effect for
DRAGON Magazine 99 Id4+ 1 turns. The shadow does not allow normal
This item is a black, 7-foot.long $taff of stout vision into o r through its a rea of cffect, and
wood, topped with a sculpted knob resembling a serves as a defense against vis ual attacks (gaze
eat's head. When carried or strapped to one's per- weapons, hypnolic and dazzling e ffects , and the
son, it imparts abilities re lated to silent movement like).
and concealment. The bearer of a catstajJ is able The cOlslaff is a magical weapon and can be
to perform the following thief-based skills. used in combat as a normal quarterstaff, al though
it gives no bonuses to attack or damage rolls. It
Skill Percentage C hange ror Success can be employed as a weapon while any or all of
Climb wa11s 98% its magical properties are being used. The staff
Move silently 700A! never makes any noise itself while tapping, scrap-
Hide in shadows 94% ing, stri king, o r otherwise contacting an y solid
object. Many such staves contain secret compart-
The user can also see with infravison to a 60- ments for carryi ng small items such as thieves'
foot range, and cast shadow six times per day. too ls, spell components, magical tokens, and the
This shadow is a 10-foot-rad ius globe of semi- like. If it is broken, the staff's magical properties
darkness centered on the staff; the gloom does are all lost.
not block infravision, and is negated by a ligh t
sour«e within its confines. It can be dispelled by Centeotl's
magical (not normal ) light that touches its periph- XP Value: 8,000 GPValue: 35,000
ery. Unless dispelled or canceled by the desire of Legends &: Lore
the slaffholder it remains in effect ror Id4 turns. When victims are hit by Centeotl's staff, they
The shadow does not allow normal vision into or must save vs. poison or fall ill and suffer an addi-
5177

/r--------------------------------------'~
1274

...
StatroftheCouatr

tionalld6 point loss from Constitution. The loss


is permanent, ahhough the points can be restored
by a cure disease spell.

of Cirulon
XPValue: 1,000 GPVa[ue: 7,500
Dragon Keep
This is a staff of clear crystal, 6 feet in length. It
holds a maximum of 50 charges and can be
recharged at a rate of three charges a day if
exposed to sunlight. The staff can perform all of
the following functions once a day like the vari-
ous spells, each function requiring one charge:
detect evil, detect magic, cure light wounds, cure
disease, neutralize poison, and purify food and
drink.

of Command
XPValue: 5,000 GPValue: 25,000
DUNGEON MASTER Guide
This device has three functions, only two of
which are effective if the wielder is a wizard; al1
three work when the staff is in a priest 's ha nds.
The staff can be recharged. The three functions
are:
Human innuencc: This power duplicates that
of the ring of the same name. Each suggestion or
charm drnws one charge from the staff. moning I costs one charge and greater spells
Mammal control/animal control: This power cost additional charges according to their
functions only as mammal control (as the ring of power; monster summoning VlI costs seven
that name) when the staff is used by a wizard. [n charges. The staff cancels all protection from
the hands of a priest it is a staff of animal control evil/good spells in a ]O-foot radius, making it
(as the potion of the same name, all types of ani- possible for the conjured creatures to attack.
mals listed). Either use drains one charge per tum • Once a day, the conjurer can cause four black
or frnction of it. tentacles to grow from his or her sides. Each
Plant control: This function duplicates that of tentacle is AC 4, 15 feet long, and has 20 hit
the potion of the same name, but for each 10- points. The tentacles attack with a THACO of
square-foot area of plants controlled for one tum 15. A successful hit inflicts Id6 points of dam-
or less, one charge is used. A wizard cannot con- age and the tentacle wraps around the target. On
trol plants at alL each round after the first, the victim takes 2d6
points constriction damage and must make a
of Commanding saving throw vs. spell each round or loses I
XP Value: 5,000 GP Value: 25,000 point of Strength. A creature can escape by
DUNGEONS & DRAGONS· Rules Cyclopedia making a successful open doors rolL This power
Usable by all spellcasters, this item has al! the drains three charges.
powers of the rings of animal, human, and plant
controL. of the Couatl
XP Value: 7,500 G P Value: 20,000
of Conjuration DRAGON Magazine 86
XPValue: 12,000 GPValue: 60,000 The staff of the cOllatl is a device much appreci-
PoLntEDRoN' Newszine 82 ated and used by good priests, particularly those
This weapon is a magical quarlerstaff +3. Carv- who follow the good-aligned deities of the Cen-
ings depicting animals , flying creatures , tral American mythos. The lawful neutral priests
humanoids, and monsters of several kinds cover of Quclza1coatl, howcvcr, may use staves of this
its complete length. Any conjurer (specialist wiz- sort normally. A staff of/he cOIlI/tf is about 7 feet
ard) can use the special powers of this staff. long, with the top 3 feet of the staff fashioned in
'The staff can use up to seven charges per day to the shape of a winged couat!. Such staves are usu-
cast monster summoning spells. Monster sum- ally made from precious materials such as ivory
St82

~r------------------------------------'~
1275
,SlaffOfCuring
r
over a si lver core, and are magically strengthened of Curing II
so they can be used in combat (as quarterstaves). XPValue: 6,000 G P Value: 25,000
This powerful staff has the fo llowing abilities: DRAGON Magaune 35
• It can be used to summon one couatl a month to This staff has the ability to slay any porcine crea-
serve the needs of the priest possessing the staff. ture, including certain humans, for its strike turns
The couatl has randomly determined hit points them into a roughly tria ngular, semi -boneless
and psionic abilities. It fights on behalf of the heap.
summoning priest unti l the opponent is van-
quished or escapes, or until the user of the stafT Damh 's
commands the attack to cease. If the couatl is XP Value: 4,000 GP Value: 15,000
summoned to fight against insunnountable odds, Monster Mythology
or if the combat does not seem to be favoring the The avatar's staff can affect 2d4 korreds, satyrs,
side of the couatl and the priest, the couatl will or atomies as a potion of invulnerability by touch
wrap its tail around the priest and fransport both once a day.
of them to a place of sa fety elsewhere on the
Prime Material Plane (by traveling through the of Devotion
Ethereal Plane). The destination is not under the XP Value: 8,000 GP Value: 35,000
control of the priest. In any event, the couatl van- DRAGON Magazine 179
ishes back inlo the Ethereal Plane I d4+4 turns This magical staff may only be used by priests (of
after being summoned, or sooner if the priest any kit). Hierarchy priests (pragmatists, ethoists,
commands it This power may be used only by and moralists) gain additional advantages. Any
lawful good priests who follow Quctza!coatl. priest may use the following powers without
• So long as thc staff is carried, the priest gains a draining any charges, three times a day, once per
+2 bonus to saving throws vs. spell, including round: atonement, bless, create food & water,
magical effects, and a +4 bonus to saves vs. poi- cure light wounds , avert evil eye, purify food &
son. These bonuses are cumulative with those drink. The following powers use one charge each
offered by other devices, like a ring ofprotection. but may be used multiple times in one day, once
• The staff is + I on attack and damage rolls when per round, by any type of priest: cure seriaus
used in combat. wounds. dispel magic, enthrall, neutralize pni.wn,
• The staff may be used to affect the casting of remove curse. The following powers usc three
certain spells: detect evil and snake charm each charges each and may only be used by hie rarchy
three times a day; neutralize poison and sticks to priests (the pragmatist, ethoist, and moralist kits):
snakes each once a day; and wind walk once a flame strike, holy word, legend lore, raise dead,
wee k. All spell effects are at the 8th level of restoration. In addition, the staff provi des a +2
ability. bonus to all saving throws of the individual who
A priest of neutral alignment, with the excep- holds it.
tion of neutral good priests, (that is, lawful neu-
tral, chaotic neutral, or neutral evil) who grasps Dionysus's
the staff is never hanned, but cannot use any of its XPValue: 1,000 G P Value: 7,500
powers (except for priests of Quetzalcoatl). An ugends & Lore
evil priest who picks it up takes I d4+ 1 points of Anyone who is touched by the staff of Dionysus's
damage each round the staff is held. If a priest of avatar must save vs. spell or suffer from confu-
Tezcatlipoca, Quetzalcoatl's chief rival, is struck sion as the priest spell.
by or picks up this staff, damage is doubled, and
the priest must save vs. poison each round the of Disjoining
staff is held or die. XP Value : 4,500 GP Value: 22,500
DUNGEON Magazine 35
of Curi ng Records of how to construct this powerful staff
XP Val ue: 6,000 GP Value: 25,000 have been lost in antiquity, tho ugh it seems cer-
DUNGEON MASTEl!. Guide tain to require the aid ofa high-level priest. This
This device can cure disease, cure blindness, cure type of staff is unadorned, resembling a gnarled
wounds (3d6+3 hit points), or cure insanity. Each walking stick. Saered in nature, a staff of disjoin·
function drains one c harge. The device can be ing may be used only by a priest of the appropri-
used' once per day on any pe rson (dwa rf, elf, ate alignment.
gnome, half·elf, halfling included), and no func- A staff of disjoining has two powers. At the
tion may be employed more than twice a day (the cost of one charge, the stafT may inflict feeble-
staff can function only eight times during a 24- mindedness (like the spell) on any being it hits.
hour period). It can be recharged. The staff's primary powe r, however, is much
SI88
Jr------------------------------------,~
1276
StaffofDivergen
y
more awesome. At the cost of two charges (more of wi ll not requirin g a ges ture or utte rance),
may be spent for g reatcr effect if th e use r so enable a s ingle creature grasping the s taff to
desires) , the user may attempt to disjoin an y jump, as the 1st-level wizard spell. This function
being hit, separating the victim's bod y from its drains one charge and may be activated as often
mind. The victim must be hit by the staff and is as desired, once per round.
allowed a saving throw vs. staves at - 2 to avoid The stafT can also part water by touch in a 5-
the effect. foot cylinder. The cylinder is centered on the staff
If the saving throw fails, the victim's body and and e xtends 4 feet beyond either end of it ,
mind enter a state of suspended animation for a enabling beings to breathe air while submerged.
number of turns equal to the number of charges Magical processes replenish the ai r continuously
spent. When the disjoining ceases , the v ic tim to keep it fresh and drain one charge per round
returns to a normal state. from the staff while perrorming this funct ion.
If the user of the staff is a high priest, he or she This function requires the utterance of a secret
may opt to permanently disjoin th e target. The command word to activate the slaff. The function
target must first be disjoined by the stafT in the ceases upon the mental command of any being
normal way. Then the high priest speaks a special grasping the staff, and it may be used as often as
command word and the staff floats into the a ir, desired.
maintaining the state of disjunction in the target Finally, all staves 0/ displacement can tem-
until the staff is moved by an outside force. porarily negate (but not dest roy) wizard locks and
Each staff 0/ disjoining has a specific align- hold pOrlal spells, regardless of the level of the
ment. Only beings of the same morals as the staff caster. The touch of the staff causes the gua rded
(good, neutral , or evil) may d is turb a floati ng doo r or portal to glow with a fain t radiance for
stafT. Others who attempt to may conclude that Id4 rounds; during this time, all creatures who
th e staff is illusory- hands o r objects pass wish to do so may pass freely through the guarded
through it. If the staff is touched or bumped by a area. When " free passage" ceases, any creatures
being of the same morals, there is a 75% chance caught pass ing through the guarded area may
that either the mind or the body of the disj oined proceed but must suffer a system shock roll. This
being is released (50% chance for each). If th e function operates automatically, whether passage
staff is grasped, both are released. is desired or not, and drains one charge per level
The act of pennanently disjoining a target uses of the caster of the hold portal or wizard lock.
up all of the staff's remaining charges. Temporar-
ily disjoining a target does not require the staff to of Divergence
remain in place and may be don e any number of XPValue: 1,000 G PValue: 9,500
. times, depending on the staff's total charges. ' The Ruins of Myth Drannor
These staves cannot be recharged . This sort of staff is a defensive weapon. Upon its
crafting, the staff must be set to guard against one
of Dispelling type of attack (typically "fire" or" lightning"). It
XPValue: 4,000 G P Value: 20,000 is effective only against the chosen ty pes of
D UNGEONS & D RAGONS Rules Cyclopedia attack, of both natural and magical origin, and ,
The touch of this item has the same effect as a regardless of intensity.
dispel magic spell from a 15th-level caster, but it Any attack of the chosen type directed within 9
will affect o n ly the item or mag ica l effect feet of any part of a staff 0/ divergen ce is auto-
touched. Any potion or scro ll touched is com- matically turned away, to a spot or target within
pletely destroyed, and any permanent magical 90 feet c hosen by the stafT bearer. I f no one is
item touched becomes nonmagical for Id4 rounds holding the staff or if the bearer does not choose a
(i ncluding armor and weapo ns). This effect may destinatio n for the attack , determine where it
be permanently harmful to intelli gen t swords takes effect randomly. Thi s function of the staff
(DM's choice). Each use of the staff costs one drains three charges per usc, and can be used only
charge. This staff is usable by any character. six times in any 24-hour period.
Dh·ergence is effective against spells and mag-
of Displaceme nt ical item di scharges employing the attack fonn
XPValue: 6,000 G PValue: 30,000 guarded against, but it cannot guard against " all
DRAGON Magazine I 73 spells" or "all poisons." It could be crafted to
This magical staff functions at al\ times as a cloak ward ofT " a ll acids," but all flaming attacks and
of displacement +2 when up to three beings hold all electrical and energy discharge attacks are by
it. The protection functions continuously an d far the most common attack types guarded against
drains no charges. by such staves.
The staff can also, upon command (a silent act A staffo! divergence has an addit ional power,
~ 191

/r----------------------------------~~
1277
p • _wa _ usee .e

" Sill". Diviner of life


r
usable al will and requiring no charges. It can cal weapon, with a +2 bonus to attack, inflicting
emit afllcriefire radiance of any huc desired. The Id6+2 points of damage on a successful hit.
stafT must be held to change the inten sity and The staff also functions as a python staff, with
color of the radiance, or to cnd it. These processes the characteristics of the staff 0/ the serpent. This
require concentration that precludes spel1casting, includes the destruction of the staff if the snake is
but can be accomplished wit hin a round. killed. Using the staff as a snake costs one charge.
At a cost of two charges, the staff can be used
Diviner of Life to cast one of the fOllowing druidic spells: call
XPValue: 1,000 GPVa!ue: 7,500 lightning, dispel magiC, cure serious wounds,
Dnlgons of Dreams plant growth, cure disease, and speak with planu.
This magical arlifaCI was c reated by Way lorn Once a month, with no cost in charges, the
Wyvemsbane during the Age of Might. The staff staff can perform one o f the follow ing greater
is 4 feet long. Each end is capped with a band of abilities: wall o/fi re, transmute rock 10 mud, con-
gold and sleel that is 6 inches long. The staff has jure fire elemental, insect plague, wall a/thorns,
a 3-fool long section of what appears to be clear and conjure earth elemental.
glass in the middle. It will withstand 20 points of After using its greater power once, the staff
damage before breaking. If the glass breaks, the on ly regains th is ability if it is recharged in a
staff is useless. Moonwell beneath a full moon.
There seems to be a swirling white fog within
the glass section. When the keyword is spoken, of the Druids
the fog clears completely. If the staff the n touches XP Value: 10,000 GP Val ue: 50,000
a living being, the life force (hit points) of that DUNGEClt'S & DltACiONs Rules Cyclopedia
being will regi ster as a bright green line that This staff is usable only by druids. A druid carry-
extends from the bottom of the stafT, I inch per ing one gains an extra spell at each spell level.
10 hit points regi stered . The staff was used by The extra spells must be selected when the usual
commanders for dete rmining the gene ral condi- spells arc acquired (usually during morning med-
tion of their troops. itat ion) . Each day's use of the slaffuses one
charge. The staff is a weapon +3 as well, and may
DOlmaria 's Staff of Withering be used as such (inflicting I d6+ 3 points of dam-
XP Value: 9,000 GP Value: 40,000 age) without using any charges.
1992 Fantasy Colla:lOr Card 75
Dclmaria 's staff is a +2 weapon to attack and of an Element
causes I d4 +2 points of damage when a single XP Value GPValue
charge is expended. If two charges are expended, Earth: 10,000 20,000
the struc k enemy also ages 20 ye ars. T hree Air: 10,000 20,000
charges will wither a random limb of the struck Fire: 10,000 20,000
creature. Ageless creatures are unaffected by the Water: 10,000 20,000
slaff. However, there is always a 5% chance per Earth and Fire: 20,000 45,000
charge expended that the effects of the staff will Air and Water: 20.000 45,000
backfire on Delmaria (one charge ha s a 5% Elemental Power: 30,000 65,000
chance; two charges, 10% chance, and so on). DUNGEONS & DRAGONS Rules Cyclopedia
Usa ble only by wizards, there are seven types of
Druid these staves; roll I d I 00 to learn the exact type
XP Value: 10.000 GP Value: 50,000 found.
MOOIl5hac
The druid .Huif is a shafl of oak with a head Roll St$lffType
car ved in the shape of a wild animal , usuall y a 01 - 21 of Earth
boar, wolf. deer. or eagle . The staff allows the 22-42 of Air
uscr to perform several special fun ctions. 43-63 of Fire
It can be used to summon Ullimals of the type 64-84 of Water
carved onto the staff. At a cost of two charges. the 85-91 of Earth and Fire
user can send out a call. Al l animals of the appro- 92- 98 of Air and Water
priate type within 12 miles hasten to the dmid as 99-00 of Elemental Power
quickly as possi ble. Once thcy rcach the dru id, Each staff is a staff +2 and may be used as one
thcy ac t as if under an animal control spell. without using any charges, striking for I d6 +2
The staff can also be used to cast animal can- points of damage. Staves of two elements gain all
lrol on any animal within sight of the staff. at a the powers of both staves, and the staff of elemen-
cost of one chargc. The staff functions as a magi- tal power has the powers of all four.
,,,.
~r------------------------------------,~
1278
Staffofthe Element"..-

Each staff contains the following powers when spell with a -4 penalty to the roll to take half
used on the Prime Material Plane: damage. The wielder of the staff, however, gets
• A +4 bonus to saving throws vs, attack forms no saving throw,
based on that element.
• Complete immunity to attacks by any elemen- of the Elements
tal of that type. XPValue G PValue
• The ability to summon one 8 HD elemental of Earth: 10,000 25,000
that type per day (as the wizard spell), each sum- Air: 10,000 25,000
moning costing one charge. Fire: 10,000 25,000
• Certain spel1-like effects, each costing one Water: 10,000 25,000
charge per use. These created spell effects are Tome of Magic
treated as if cast by a 10th-level spel1caster. The This powerful item appears to be a staff +2. If it
effects are dependent on the type of element as is grasped by an elementalist, however, its true
follows: power becomes evident.
Earth; web, wall of stone A staff of the elements is charged by the life
Air: lightning bolt, cloudkill force of an elemental trapped within it. The staff
Fire: fireball, wall offire has charges equal to the number of Hit Dice of
Waler: ice storm or wall the elemental multiplied by 2. Thus, a staff hold-
When used on the elemental plane of the corre- ing a 12·HD elemental has 24 charges. Every
sponding type, the powers are quite different. As time two charges are expended, the elemental
long as one or more charges remain in the staff, loses I Hit Die. When all charges are expended,
the powers granted to the holder are not Ihe pow- the elemental dies and the slaffbecomes dor-
ers given above, but rather the following powers: mant.
Immunity to damage from the plane itself, If a dormant staff is used to successfully strike
with vision to 60-foot range. an elemental, the creature must immediately
Movement within the plane at the rate of 120 attempt a saving throw vs, Rod, staff, or wand. If
feet per tum (60 feet/round). the save fails , the elemental is absorbed into the
Communication abi lity with any resident of slaff, thereby recharging the device, If the roll is
that plane. successful, the creature avoids the effect, but suf-
fers normal damage from the strike of the magi-
A -4 bonus to Armor Class if attacked by a cal staff( ld6+2). It is possible to absorb an
resident of that plane. elemental only iflhe staff is dormant. Only one
Note that these staves do not provide Ihe ability elemental may be held in the staff at one time.
to breathe on the plane; some other device or The staff holds the following powers that do
spell must also be used. However, when a staff is not drain charges; each may be used once per day
used along with a matching ring of elemental even if the staff docs not hold an elemental:
adaptation or talisman of elemen/altravel, all
effects given above are extended to a 10-foot Affect normal fires.
radius around the user. Detect elementals within a 100' radius
Except for the staff of elemental power, each Fools gold
staff can be used to negate eifects relating to the Metamorphose liquids
element to which it is opposed at the cost of one Wall offog
charge if the effect was produced by the opposite
staff or two charges if a normal spell was used. An occupied slaff has the following powers
For example, a staff ofair could be used to negate depending upon the type of elemental trapped
a 1\10./1 o/fire spell cast by any wizard at the cost within. For example, if a fire elemental is held in
of two charges. the staff, only those powers related to fire are
A summoned elemental may be sent back to its available.
home plane with the same cost of charges (one if The following powers require the expenditure
produced by the opposite staff, two if conjured by of one charge per use:
spell), but the elemental must be touched by the
staff (possibly requiring a normal attack roll). Earth: Dig, Maximilian s stony grasp
If a staff is ever taken to the plane it is opposed Air: Stinking cloud, wind wall
to, it immediately explodes, inflicting 20 points Fire: Fireball, pyrotechnics
of electrical damage plus Id8 points of damage Water : Water breathing, watery double
per charge remaining in the staff. The explosion
fills a sphere of 60-foot-radius; all creatures The following powers drain two charges per
within the effect may make a saving throw vs. use:
5!97
/r--------------------------------------,~
1279
- - -- -----_.

,Staff oflhe Elements: Air


F

Earth: Passwall, transmute rock to mud word is spoken, it allows the holder to blink, as in
Air: Cloudkill, solidfog the spell, for a cumulative period of up to two
Fire: Fire shield, wall offire turns per day. In batt le, the blinking stops (and
Water: Airy waler, wolf a/ice begins agai n) instantly upon the holder's com·
mand.
The most powerfu l abilities of the staff drain This stoff + I is able to strike creatures on the
four charges per use: Ethereal Plane (such as couatl, ghosts, phase spi-
ders, and characters using armor or oil ofethere-
Earth : Crystalbriltle, stone 10 flesh (reversible) alness), as well as those on the Prime Material
Air: Airboat, suffocate Plane. This stafT neither has nor requires charges.
Fire: Forest s fiery constrictor, Malec-Keth s
flamefisl of the Fates
Water: Abi-Dalzim's horrid wilting, transmute XP Value: 25,000 G P Value: 90,000
water fa dust Fate oflstus
The s taff of the fates can be used as a staff of
The powers of a staffof the elements may be used striking, but it also has magical powers that the
only by an elementalisl. Note that e1cmcntalists are user can call upon. Every time Ihe holder uses
restricted against the use of spells and magical items the staff in this fashion, his or her Intelligence
of the element that directly opposes their element of score suffers a temporary decrease . The device
specialty. Thus, an elementalist specializing in water gocs inert (and no point loss occurs) if the user
cannot usc the staff's powers if it contains a fire ele- tries to call upon a power that would reduce the
mental. Using a staff a/the elements can be danger- Intelligence to less than 9. Lost Intell igence
ous. Each time a power is used that requires the points arc regained al the rale of I each day, by
expenditure of one or more charges there is a 5% resting or sleeping for at least four hours. Frac-
chance that the trap ped elemental bursts forth , tional lost points are dis regarded for pur poses
destroying the staff in the process. A successful dis- of Intelligence-related abilities; for instance, a
pel magic spell cast on the stafT automatically character with a score of 1S ~ makes Intelli-
releases the creature. An escaped elemental will cer- gence Checks as ifhis or her score was 16. The
tainly seek revenge against its tonnenter. following powers can be emp loyed by the user
once a day:
of the Elements: Air Powers costing 2 points: Timestop, tempus
XP Value: 19,000 GP Value: 20,000 fugit, magic mirror (unlimited range and dura-
Infinity Sphere lioll, contact other plane; no chance of fai lure or
Slightly modified from the version found in the insanity).
Tome of Magic, this slaff has the fo llowing prop- Powe rs costing I Y, point s: reinca rnation ,
erties: sending, tTl/ename, geas.
Affect normal fires three limes a day Power s costing I point: divination, true see-
Fireball, pyrotechnics, magic missile twice a ing,find the path, word of recall.
d,y Powers costing Y, point: all cantrips and all
Fire shield, wall offire once a day. 1st-level priest spells.
Forest sfiery constrictor, Malec-Keth sflame
fist Fiend
XP Value: 8,000 GP Value: 40,000
of the Elements: Fire Vault of the Drow
XP Value: 10,000 GP Value: 20,000 Thefiend SlajJhas a number of functions, but
Infinity Sphere each can be used only once per day.
A slightly modified version of that in the Tome of Touch causes fear (no save).
Magic, this staff has the fo llowing powers: A hit causes 4d6 points of damage.
Wall offog, three times a day Summon any lesser baatezu.
Stinking cloud, wind wall, twice a day Transforms the holder into any lesser baatezll
Cloud kill, solidfog, once a day for 5 rounds.
Airboat, suffocate, once a week
of Flames
of Ethereal Action XPValue: 10,000 GPValue: 40,000
XP Value: 7,000 GPValue: 15,000 D RAGON Magazine 179
The Magister This staff allows any wizard to use the following
Also known as a blink staff, Ihis item appears to powers, at the cost of one charge per use: affect
be a normal wooden slafT, but when a command normal fires, flaming sphere, pyrotechnics, sun-
,-____________________________________________________________________ ~'=;,oo

~ ~
1280
Staff of Gnalmars~

of a w izard usi ng a slaff offury suffer a - 2


penalty. Each lime Ihis function is used, it drains
the statT of a charge.
This slaff can also be used as a defensive
weapon. In this case, the caster cannol perform
any offensive aClions Ihat round, but may use the
statT 10 block up to Ihree successful attacks each
round, be it with a weapon in combal, or at range
with a missile weapon. Each block drains the
staff of one charge; Ihe wizard must specify how
many potential attacks are being blocked at the
start of the round. II is rechargeable.

Geb 's Quarterstaff


XPValue: 8,000 GP Value: 45,000
Legends & Lore
Geb 's avatar traditionally carries a quarterstaff
+3 in combat that can duplicate the function of
any magical item or spell relating to the earth. For
example, it can be commanded to function as a
spade of colossal excayation or to cast a trans-
mute rock to mud spell.

of Glyphs
XPValue: 1,000 GPValue: 8,000
DRAGON Magazine 50
This is a charged item whose sole function is to
dazzle, sunfire. The following powers use two create certain glyphs of warding. The staff has a
charges, except in the case of flame mages, who prcdelennined set of glyphs (up to three), each of
e.lpend only one charge from the staff: conjure which require an increasing level of charges. For
fire elemental, sun stones, enhance fire creatures. example, a stafTmight contain Fryz, cast by use
Only a flame mage may use conflagration, it con- of one charge, Cino by use of two, and Wad by
sumes four charges (the staff wielder's level is use of three charges, the name of the glyph being
used to determine the duration of this spell). The the appropriate command word. The item is used
wielder is also considered to be under the effects by touching it to the area to be >,wlY(ied (the size of
of aflameproof spell as long as he or she holds the area should also be predetermined and con-
the statT. The flameproof etTect disappears when stant). Only a priest can use it, and it does not
all charges of the staff are expended. automatically give the priest the power to cast a
particular glyph.
Fraz-Urb-luu 's
XPValue: 18,000 GPValue: 90,000 of G natmarsh
The Lost Caverns ofTsojeanth XP Value: 4,000 G PValue: 20,000
Fraz-Urb-Iuu 's own weapon is a stafT that com- GREYHAWK- Adventures
bines the abilities of a rod of beguiling, a rod of Enchanted by a shaman of the trihcsmen in Gnat-
rulership, and a staff of command. This weapon marsh, this rechargeable staff has Ihe following
was stole n when he was imprisoned, and has magical functions:
since disappeared. No one, not even other fiends, Death magic against a single insect or insec-
wishes to see this artifact recovered. toid monste r, fatal unless a saving th row vs.
death magic is successful (one charge).
of Fury Animate dead insect or fallen insect life in a
XP Value: 8,000 G P Value: 40,000 IO-foot area (two charges).
Old Empires Summon Id4+2 friendly thri-kreen (or insects
This slatTis used in conjunction with a wizard's chosen by the DM) to fight for the summoner
normal arsenal of spells. When a wizard casts for eight hours or until s lain, al which time
spells while holding Ihis stafT, all spells are + I on they disappear (three charges).
casting time, bUI become devastatingly powerful.
Damage spells gain +1 per die, even exceeding
maximums. All saving throws againsllhe spells

/r----------------------------------~~ ""
1281

.
,St1I.ff of Hanning
r
of Harming from the staff. Note that with sufficient time and
XPValue: 4,500 G PValue: 35,000 effort, animals can be trained to withstand the
Red Arrow, Black Shield effects of this staff. The staff can be recharged.
The staff of harming functions like a reversed
staff of healing, but at the cost of one charge per [dun 's
creature harmed. It inflicts Id6+ I points of dam- XP Value: 2,000 GP Value: 45,000
age if iltouches any creature (no saving throw); a Legends & Lore
normal attack roll may be required. This is in Anyone struck by the avatar's staff becomes 10
addition to norma! weapon damages (ld6 points), years younger (save vs. spell to negate). If the
if applicable. The staff can also create the follow- victim's age falls below 15, one point of Strength
ing effects, with the costs noted. Each effect is and Wisdom is lost for every two years below 15.
identical to the reversed form of a priest spell. If the victim's age falls below 8, physical attacks
Note that the use of this staff is an evil act. are not possible. Below the age of six, magic can
no longer be used.
Eff«:t Charges
Cause blindness 2 charges Ixtlilton's
Cause disease 2 charges XP Value: 600 GP Value: 3,000
Cause serious wounds ] charges Legends & Lore
Create poison 4 charges Anyone hi t by the avatar's staff must save vs.
spell or be stunned for Id4 rounds and take nor·
of Healing mal damage.
XPValue: 5,000 G PValue: 40,000
D UNGEONS & DRAGONS Rules Cyclopedia Jizo
Usable only by priests, this staff will heal 1d6+ 1 XP Value: 7,000 GP Value: ]5,000
points of damage per use. It may only be used DRAGON Magazine 40
once a day per person, but it will heal any number This staff can be used only by priests, and that
of persons once a day. It does not have or use includes druids. It has IdlOO charges of protection
charges for healing. from undead 15' rodius, each charge lasting Id6
As an option, the DM may add charges to the hours. While any charBeS remain, the staff is also a
staff (in addition to its curing abilities) to create staff of striking +2. Striking with this staff does not
the following effects, at the cost of the charges use charges; only the use of the protection aspect
indicated. drains charges. This stalfhas nofineJ strike.
Cure blindness: I charge
Cure disease: I charge of Kitsyrral
Cure serious wounds: 2 charges XP Value: 3,500 GP Value: 42,500
Neutralize poison: 2 charges Falcon's Revenge
This staff enables a priest to store spells for later
of Hornwood use. The staff can hold 10 charges: each charge is
XPValue: 4,000 G PVa!ue: 15,000 equal to one spell level.
Adventures
G REYIt.o.WK By casting spells on the staff, the priest imbues
This wooden staff was enchanted by a w izard it with spell energy. This charges it and later
who wanted to make his travels in the wilderness allows the priest to draw upon the stored energy.
less dangerous. When the command word is spo- Any level of spells may be cast on the staff, but
ken, the staff creates an area of antipathy in a 20- the total levels stored ca n never exceed 10.
fOOl radius that is avoided by normal animals Excess spell levels are lost.
(including giant variations) unlcss attacked by the The priest can cast any spells on the staff.
staff holder or the party. Animals with higher Since they are stored as energy and not as spells,
than animal Intelligence can enter the warded they may later be cast from the staff, regardless of
area if a successful saving throw vs. staff is made. when a specific spell was stored originally. Spell
Enchanted creatures of the forest will be irri- levels may be stored or cast in any combination.
tated by the operation of the staff; 75% of the The priest may expend charges at will, using
time they will leave the area in disgust, and the them in any combination (any four 2nd- and t\.VO
other 25% of the time they take steps to drive 1st-level spells, or ten Ist·level spells, or any
away the staffholder. combination totaling 10 charges). He or she may
The staff can also be used as a melee weapon, not cast spells that are above the character's level
in which case the antipathy effect causes any ani- of spell ability. Spells cast from the staff take
mal struck 10 flee the encounter, subject to any effect in half the normal casting time, but at the
applicable saving throw. Each hit drains a charge very least have a casting time of I.
521S

/r----------------------------------~~~
!282
Sraffofthe Magr

Kuan Yin 's Quarterstaff Lao Tzu 's


XPYalue: 1,500 G PYalue: 15,000 XP Value: 9,000 GP Value: 82,000
Legends & Lme Legends & Lore
In combat, Kuan Yin's avatar employs a magical Anyone hit by the staff of Lao Tzu's avatar must
quarterstaff + 5 that inflicts stunning damage save vs. paralyzation or be pennanently paralyzed.
only. Nothing short of a wish can counter this curse.

K' uei Hsing's of the Magi


XP Value: 1,500 G PValue: 25,000 XPValue: 15,000 GPValue: 75,000
Legends & Lore DUNGEON M ASTER Guide
K'uei Hsing's avatar uses a staff +3 that also acts This potent staff contains many spell powers and
as a rod of cancellation. This weapon is also other functions. Some of its powers drain charges;
known as Chung Kuel $ Staff. others don't.

K' ung Fu-tzu's The following powers do not drain charges:


XP Value: 3,000 GP Value: 18,000 Detect magic
Legends & Lon: Enlarge
Anyone hit by the staff of K 'ung Fu-tzu's avatar Hold portal
must save vs. paralyzation or be stunned for IdJO Light
rounds. Protection from evil/good
The following powers drain one charge per use:
Kura Okami 's Invisibility
XP Value: 10,000 GP Value: 72,000 Fireball
Legends & Lon: Knock
Upon command, Kura Okami's staff unleashes a Lightning bolt
torrent of water 10 feet wide, causing creatures Pyrotechnics
caught in its path to save vs. pelrification or be Ice storm
washed 2dl 00 yards away. W,b
Wall offire
Ky Trencha Ukang Dispel magic
XP Value: 3,000 GP Value: 30,000 Passwall
Kara-Tur These powers drain two charges per use:
The great wujen Kixa To' u created the Ky Tren- Whirlwind'
cha Ukang , a staff of eldritch powers. Fearing Conjure elemental'
his creation, Kixa To'u transformed the staff Planar travel
into five magical scroll reels with unbreakable Telekinesis'
(AC - 2) enameled cases, each of which magi- ' The whirlwind is identical to that caused by a
cally rewro te any spent, blank magic parchment djinni.
placed inside. Only one of these scroll cases is , The staff can be used to conjure one elemeOlal
known to stili exist, and it is owned by the wu of each type per day, each having 16 Hit Dice.
jen Yuraka of Singye. The other reels have been I Telekinesis is at 8th level (200 pounds maximum

lost for more than five centuries. It is rumored weight).


that if ali the pieces are brought together, the
staff will reform. The staff's powers are bind at The staffofthe magi adds a +2 bonus to all
will, disguise at will,fire enchantment, poly- saving throws vs. spell. It can be used to absorb
morph other, wall offire (three times a day), wizard spell energy directed at its wielder, but if
wall of iron (twice a day), major creation (once the staff absorbs energy beyond its charge limit, it
a day), aura (once a week), and power word will explode as if a "retributive strike" (see
srun (once a month). Its primary power is call, below) had been made. The spell levels of energy
as in the 8th-level wu jen spell, but the wielder absorbed count only as recharging the staff, but
of Ky Trencha Ukang need not have actually they cannot be redirected immediately, so if
seen the person or spirit called; he or she just absorption is desired, that is the only action pos-
needs to know the correct name. Its side effects sible by the staff wielder that round. Note also
are insomnia and arthritis. It has an Intelligence that the wielder has no idea how many spell lev-
of 17 and a neutral evil alignment. els are cast at him or her, for the staff does not
communicate this knowledge as a rod of absorp-
tion does. Absorbing spells is risky, but absorp-
tion is the only way this staff can be recharged.
IS22
/r----------------------12-8-3---------------------.~
,SUff, Magical Quarterslaff
(

Retributive strike is a breaking of the staff, it


must be done purposefully and declared by the wiz-
ard wielding it. When this is done, all levels of spell
energy in the staff are released in a globe of3()..foot
radius. All creatures within 10 feet of the broken
slaff suffer points of damage equal to eight times
the number of spellievels of energy in the rod ( I to
25), those between 10 and 20 feet take 6 times, and
those 20 to ]0 feet distant take 4 times the number
of levels. A successful saving throw vs. spell indi-
cates that one-half damage is sustained.
The wiza rd breaking the staff has a 50%
chance of traveling to another plane of existence,
but if not, the explosive release of spell energy
totally destroys the wizard. This staff and the staff
0/ power are the only magical items capable of a
retributive strike.
In a D RAC ONLANCE· Campaign : Staves a/the
magi do not exist on Ansalon.
In Ravcnloft : This staff is incapable of planar
travel while in Ravenloft. Attempts to use it for
planar travel do not expend any charges.

Magical Qu arterstaff
XPValue GPVaiue
+ 1: 2,500 15,000
+2: ],000 20,000
+]: 3,500 5,000 Magius's staff of legend still bears the wizard's
+4: 4,000 ]0,000 spirit and lends illO save Ihc world Magius loved.
+5: 4,500 5,000 Many wizards of renown have used Ihis Slaff and
D UNGEON MASTER Guide added to its powers.
This item seems to be a nonnal bronzev,'Ood staff The staff aciS like a ring o/protection +3,
banded with iron. The shaft is actually as strong improving the wearer's AC by - 3, and adding a
as steel, and has two magica l quali ties. Upon + 3 bonus 10 all saves. The staff strikes with a +2
command, the staff will alter its length from as on attack rolls, inflicting I d8 points of damage.
shon as 6 feet to as long as 12 feet (or any length Once a day, it can create cOlllinuallight, 60-fool
in between). It also inflicts damage as a quarter- radius; it can save its owner with a/eather /ail.
staff (base amount, Id6 points), with additions to When used by a wizard of 6th lcvel or higher, thc
attack and damage rolls based upon its magical slaff doubles spell durations, adds +2 points dam-
bonus. age per die, and maintains spells for one round
after concentration is broken. Other powers may
Roll TyP' exist.
01 - 25 +1 This staff has hidden powers. Only a master
26-50 (normal form) +2 wizard can summon them. If a wizard of 6th level
51 - 75 +3 or highcr uses the slafT, the DM rolls Id IO. On a
76-90 +4 I, a random effect occurs. The DM should select
91-00 +5 the effect from the list below. Onee an effect has
occurred three times, the wizard may attempt to
of Magius maste r the power by making a Y2 Intelligence
XPValue: 1],000 G P Value: 72,000 check.
Talesoflhe Lance The following powers cost one charge each:
This polished mahogany staff is lopped with a Continuallight,feather/all, darkness J5' radius,
crystal ball held tightly in a bronze dragon claw. hold portal, detect magiC, prorection vs.
Its powers are limited only by its user; once the evil/good, enlarge, srrike at double damage.
wizard learns the staff's true nature, great power The following cost two charges each: Entan-
may be summoned. gle, gust o/wind,jump, magic missile (><3), knock
Legends say the wizard Magius aided Huma in spiderclimb, levitate telekinesis (25-foot range).
his quest to drive dragons from the face of Krynn. The following powers cost four charges each.
IS24

/r------------------------------------" 1284
r
$laff, Mirandos's SUlTof tll5«1 Command

The user must make a Constitution check or of Miracles


become exhausted for 2d6 rounds, suffering a - 2 XPValue: 4,000 G P Value: 20,000
on all rolls and moving only at half-rate: Dispel The Ruins of Myth Drannor
magic, lightning bolt (6d6 points damage),jeign These wizards' staves were once common, made
death , locate object,fire shield, paralyze, invi$i- in Myth Drannor and elsewhere, but the secrets of
bility,summon swarm. their cralling are known by but a few today. When
The staff recharges at the rate of one charge an finnly held and ordered, these staves glow with a
hour while in the light of Solinari (up to S points brief, blue-white radiance and allow a +4 bonus
a day). The staff can carry up to 20 charges. on saving throws for up to four beings touching
it. The protection lasts for the round in which the
of Magius II staff is touched and the followin g ro und, and
XPValue: 10,000 GPValuc: 50,000 drains the staff of fou r charges each time this
t992 Fantasy Collector Card 412 power is activated. A staff oj miracles may heal
Magius was a wizard who aided Hurna. His staff (as the 6th·level priest spell) once every 24 hours.
eventually fell into Raistlin Majere's hands. It can This function drains five charges.
be used only by wizards. Any new owner imme· The staff may also be used to delay death once
diately knows that it functions as a ring oJpratec- every 24 hours. This function , which drains six
lion + 3, weapon +1 (IdS damage) and ca n charges, is similar to the death s door spell, and
performJeather fail and continua/light once per permits a dead being, if touched with in three
day. Prolonged use will reveal that, in the hands round s of deat h, to be brought to I hit poi nt
of a 6th· or higher.level wizard, the staff doubles despite any wounds, dismemberments, Ot even
the duration of spells that influence light, air. and decapitation. Breathi ng, bleeding, and all life
the mind . It also maintains spell s that require functions are magically hailed for seven turns; if
concentrati on for one round a ft er the wizard curative magic or other means are applied to the
stops concentrating and adds 2 points of damage unfortunate during this time, actual death may be
\0 every die of damagc inflicted by a spell of the averted. A system shock roll may apply if a DM
slaff 's owner. judges it appropriate.
Once every 66 days, a slaff oj miracles allows
of the Magius Ihe bealer vuo; limited wi$h, at a cost of 12 charges
XPValue: 15,000 GPValue: 75,000 (insufficient charges cause failure to function).
Dragons of Triumph When this fu nction is used, a roll of thunder is
The staff oj the magills can only be used effec· heard overhead. The staff bearer is not aged by
tively by wizards. The first paragraph of abilities the use of this power. The limited wish is akin to
is automatically known to the wielder, while the 7th· level wizard spell. If death is involved, it
those in the second parag raph may be discovered cannot be directly caused by the spell, and it can
when casting certain spells. only be undone or reversei3 for one creature. If
The staff oj the magills functio ns as a ring of the limited wish involves the undoing of acts,
protection +3. It ca n strike as a +2 magica l spells cast, or words said, it can only reach back
wea pon and cause I dS points of damage. Once into the immediate past to a maximum of one
per da y the user can command the staff to per- tum.
fonn aJeatheifall and a contillual light spell.
In the hands of a wizard of 6th-level or higher, Mirandos's Staff of In sect
the staff can enhance spells cast by the wizard. It Command
doubles the duration of spells that influence light, XP Value: 5,000 G P Va lue: 25,000
ai r, and minds. It mai ntains spells that require 1992 Fanlasy Collector Card 130
concentrafion for one round after concentration Mirandos bears this magical staff and uses it in
ends. It also adds +2 points of damage to every Ixtul, a lost city in Far Payit. The staff is a varia·
die of damage done by a spell cast by the holder tion of the staff of command, with the follow ing
of the staff. powers: It can cast summon illsects, speak with
animals (insects only), giant insect, and repel
Meriadar's Quarterstaff insects by expending one charge each, or it can
XP Value: 3,200 GP Value: 25,000 cas t illsect plague whe n two charges are
MonslCr Mythology expended. Any insects summoned or created by
Meriadar'S avatar carries a quarterstaff +3 that the sta ff act as though charmed by Mirandos,
affects any goblinoid struck by it as a symbol oj with no saving throw.
persllasioll (nonnal saving throw vs. spell).

5229
/r------------------------------------,~
1285
". ____________________________________________
"' Staff ofMishakal
~r

of Misha kal 7th: Restoration, resurrection


XPValue: 5,000 G PValue: 25,000 Teleports at its own discretion, using 15
Tales oflhe Lance charges.
The first gift of Mishakal to the people of !Crynn Deflects dragon breath weapons in a 10-foot
upon her return to the world was the blue crystal radius (10 charges per use).
siaff of Mishakal given to Riverwind. Carved The stafT holds up to 20 charges at a time. It
from crys tal , its c rown is topped with a bladed regains one charge a day from the combined
cap and a blue gcm. Mishakal granted Riverwind influences of Krynn 's three moons, but it can be
the staff to bring Goldmoon to he r and to the recharged instantly and completely at the statue
disks oj Mishakal (see Book). of Mishakal.
This slaff is sentient and of lawful good align-
ment. Its Intelligence equals 13 (empathic with Monkey's
use r) and its Ego is 10. It can control the actions XPValue: 2,500 GPValue: 15,000
of a user whose combined Intelligence. Cha- Hall of Heroes
risma, and level (- I per f ive rounds) is less than The Monkey's strength l ies within the towering
23. Only lawful good characte rs may use the oak staff he carries. The staff, capped with the
staff; others suffer 4d6 points of electrical dam- three silver rings of his profession, enhances both
age if they try. The staff strikes as a +3 weapon, the Monkey's saving throws vs. magical auacks
adding +3 to all attack rolls. For each auack the by +4 and his shukenja spell rolls by +3.
user can choose to spend I, 2, o r 3 charges to
inflict +3, +6, o r +9 ( respectively) to damage. of the Moonglow
T he staff can cast any of t he following priest XP Value: 3,000 GPValue: 15,000
spells (cost of two charges per spell level). DRAGON Magazine 173
1st: Command, cure light wound, remove fear. Devised long ago in the early days of the northern
3rd: Continual light, cure blindness, cure dis- city of Silverymoon, staves of this sort are most
ease, remove curse. often found in the hands of Harpers and elves.
51h: Cure critical wounds, raise dead, teleport They are activated and deactivated by silent act of
(15 charges). will combined with physical contact and can be
7th: Restoration, resurrection, deflect dragon used by all races and classes of intelligent beings.
breOfh (10 charges). At a cost of one charge per round of use, the
The staff holds up to 20 c harges and regains wielder of a staff of the !twonglow can pass with-
one charge per day in moonlight. out trace (as the 1st-level priest spell),find the
path (as the 6th-level priest spell), or have free
of Mishakal U action (as the 4th-level priest spell). A staff of the
XP Value: 5,000 GP Value: 25,000 moonglow can also (at a cost of one charge per
Dragons of Despair round of use) be made to glow with a pearly,
This staff is carved from a single piece of blue blue-white ra diance. The light fills a sphere 30
crystal. It is about 5 feet long and has a 2-inch- feet in radius, centered on the midpoint of the
diameter shaft. The ornamentally bladed head of stafT. Besides providing illumination for reading
the staff bears a gem in its center. and other sight-related tasks, this radiance allows
Although Riverwind d oes not remembe r, a a ring of shoo ling stars located within it to oper-
manifestation of the goddess Mishakal gave him ate as if it were underground, reveals the auras of
the staff. It is an Inte ll igent artifact of lawful a ll magical dweomers within its area of effect as
good alignment and has an Ego of 10. It can only amber faerie fire glows, and causes all undead
be used by those of that alignment---others who within it to attack at - 3 Qn their attack ro lls. All
try to wield the staff take 4d6 points of electrical magical inscriptions and wizard marks located
damage. A lawful good person may use the staff within the moonglow shine forth clearly and dis-
to heal the electrical damage it has caused. The tinctly, even if normally invisible or magically
staff has the following powers: concealed.
Strikes as a staff of striking ( l d3 charges per Whenever a staff of the moonglow strikes an
use). opponent, the bearer can elect (at a cost of two
Casts any of the following priest spells (two charges) to forego all physical attac k damage in
charges per level of spell): exchange for forcing the struck crearure to "stay."
lst: Command, cure light wounds, remove This power allows no saving throw and operates
fear as follows : All crearures ab le to shift out of phase
3rd: Continua/light, cure blindness, cure (into the ethereal or elsewhere), blink, or telepon
disease, remove curse (including related spells or creature powers, such
5th : Cure critical wounds, raise dead as the dimension door ability of a boggle) are pre-
~211

/r------------------------------------'\
1286
Staff of lhe Nini,...

vented from doi ng so for one round . In other ing magical auras, as from swords). Radiances of
\o,..ords, for the round that follows the staff attack, nonnally pennanent duration return Id4+ l turns
Ihey cannot escape by magical means and may be after this function is exercised.
altacked normally by the staff wielder and his or The bearer of a staff of night can al so create
her companions. Creatures not able to use such darkness in a IO-foot-radius sphere centered on
abilities or spells are merely slowed for the one the midpoint of the staff. The darkness is equal in
round following the staff attack. effect to that created by the 2nd-level wizard spell
A staff of the moonglow operates as a weapon darkness 15' radills, and it moves wi th the staff.
+4 when used under an open, moonlit sky. Ifused This function costs one charge per use and can be
under a starlit sky o r under a nighl sky in which ended by mental command of the bearer; it can
the moon is concealed by weather. it func t io n ~ al~ he continuecl indefinitely. even if the staff is
on ly as a weapon + J. Underground. it has no no longer in contact with a living being.
bonuses, except that in all locations and condi- Once every seven days, the greatest power of a
tions. the strike of a staff of th e moonglow does staffofnight may be used. When the bearer of the
double damage to all undead; it also counts as staff feels (by a faint, continuous tingling) that
"holy," s il ve r, and magical fo r attac k purposes, this power is ready, a command word is spoken to
and it affects trolls and other creatures suscepti- activate the power. Doing this drains six charges
ble to fire damage as though the physical damage from the staff each time it is invoked. Within one
of its striking were caused by flame . These staff round, an umber hulk appears. It fights or other-
properties drain no charges. wise performs at the staff bearer's bidding for
three rounds, then va nishes again. The umber
of the Nec romancer hulk always has 60+ hp and obeys diligently and
XPValue: 13,000 GPVa lue: 65.000 loyally in undertaking even obviously dangerous
Old Empires tasks (if directly asked to ha rm itself, it does
This staff belongs to Hodkamset, the most power- no thi ng). The bea rer of the s taff is rendered
ful wizard in the service of the god Set. Hodkam- immune to the confusion power of the gaze of all
set made this alabaster staff from the spine bones umbe r hulks while the staff is held. If the umber
ofa dragon. hulk is slain whi le in service to the staff bearer,
Hodkamset pursued the art of necromancy and the staff instantly crumbles to dust, its powe r
built this itcm to aid in spellcasling. It was stolen gonc forever.
from him by the priests of Osiris, in a battle two Lord Aumry o f Shadow dale (husband of the
years ago, but assassi ns of Set retrieved it before "witch" Sylune) once bore such a staff. It was
the priests could destroy it, and once again Hod- stolen from his tomb by Lashan of Scardale. who
kamset wields it. It has a maximum of25 charges, is thought to be still alive and in hiding-he may
and absorbs magic as a staff of the magi. In addi- well stil1 have it.
tion, it has the following powers t hat cost no
cha rges: detect magic. speak with dead, and pro- of the Ninja
tection from good. XP Val ue: 5,000 G PValue: 25,000
The fo llowing powers cost one charge per use: DRAOON Magazine 126
animate dead, darkness 15' radius. dispel magic, This staff appears to be an ordinary be stick until
and hold person. checked for magic. II is +2 to attack and damage
The following powers cost two c harges per roils, and has other special abilities as well. If the
use: command undead, enfeeble,feeblemind. and appropriate command words are known, the fol-
life level drain. This last attack form drains one lowing things may occur at the user's command:
life level. has a lOO-foot range, and automatically • A spear head slides out of one end, turning the
strikes o ne taraet within that range. weapon into II .~hnlflljn JIflri +2. The head retracts
when the command word is repeated.
of Night • A sword blade juts out of the other end, turni ng
XP Value: 3.000 GPValue: 15,000 the staff into a shikorni-zue +2. As before, the
The Ruins of Myth Drannor blade retracts if the command word is repeated.
A staffo/ night is not (despite folk beliefs to the • The staff has a saving throw vs. crushing blows
contrary) an evil item; like many staves, it has no of I, making it virtually unbreakable.
alignment. Anyone taking hold of this staff is • It has balancing ability.
automatica lly afforded infravision to a ran ge of • Once a day, each concealed weapon blade may
90 fe et. By wordless mental command (at a cost be enveno med . The veno m is wiped off and
of one charge), this staff can dispel any magical expended on the first successful blow. acting as if
spell radiance whose area of effect it contacts it had come from a dagger of venom.
(light, continual light, or faeriefire. but not glow- • The staff dances for five rounds, attacking the

/'----------------------------------~~
""
1287
r
enemy as if wielded by an 8th- level ninja. The Osmal's Staff of the Woodlands
staff can dance as a bo stick, shakujo yari, or XP Value: 9,000 G P Value: 45,000
shikom i-zue-the form in which the owne r 1992 Fantasy Collector Card 264
wishes it to fight, however, must be determined Osmal's stafJ is made from the severed limb ofa
before the weapon is made to dance. When time treant- a bolt oflightning cut the branch free and
runs out or il is recalled, the statT returns to the nearly killed the treant in the process. As a result,
owncr. the staff has all o f the powers of a staff o/the
• It acts as a ring o/water walking. woodlands + 2, and it can call lightning (three
• Four times a week, the bearer of the staff can bolts) in two rounds, once a week. Each bolt of
pass through stone or metal walls up to 3 feel lightning inflicts 5d8 points of damage (save for
thick. half damage). There must be al least partial cloud
cover in order for the staff to work. Osmal abhors
Oberon's violence, so he has never called upon the stafT's
XP Value: 7,000 GP Value: 20,000 uniq ue power, and the elec trical ability may
Monster Mythology become a lost secret ifOsmal dies without reveal-
Oberon's avatar carries an enchanted staff that ing it.
can be used as a changestafJonce a day.
Panzuriel's Qua rterstaff
of Oceans XPValue: 1,500 GPValue: 8,500
XP Value: 8,000 GP Va lue: 20,000 Monster Mythology
Kara·Tur The avatar's powerful quarterstaff + 4 delivers
This is an ornate staff, laminated from many IdlO points of electrical damage in addition to
types ofv.-ood and carved into intricate designs of normal melee damage (a saving throw vs. spell is
dragons, hawks, and faces. It was created by the allowed 10 halve the electrical damage).
first Lord of Oceans, who used it to flood a
frozen battlefield and defeat the nobility's forces. Pharaoh 's Ruling
It has the following powers (all using one charge): XP Value: 5,000 GP Value: 25,000
spell immunity (one turn duration), create water, Pharaoh
air walk, and cure serious wOl/nds, For three In the hands of one who knows how to use it, this
charges, the statT can raise dead or casl an ancielll staff is capable of three magical acts:
curse. It can di scharge up to 10 lightning bolts • Striking the tip to the ground th ree times causes
each day (6d6 each, no charge required). The stafJ the staff to polymorph itself into a large ven-
o/oceans is the ruling instru ment ofTabot, so it omous snake (Ae 4; M V 15; HD 4; hp 28; HAT I ;
is always carried by the High Lord ofOeeans Dmg I d4 + save vs. poison or die; AL the same
when in public, as whoever wields the staff). The snake will not
anack the wielder of the sta fT. Grasping the snake
O-Kuni-Nushi 's by the tail firmly, at - 2 on attack rolls, paly-
XPVa lue: 1,000 G PValue: 7,500 morphs the snake back into the golden staff.
Legends & I.,()re • Striking the ground twice and then spinning the
Any being struck by the avatar's staff must make tip in the air creates a globular ball 0/ lightning
a Strength check or fall to the ground, that, for every round it is spun before released at
its target, develops Id 10 points of damage poten-
of Osiris tiaL Note, however, that the person spinning the
XPValue: 1,500 GP Value: 7,500 lightning must concentrate both on its spinning
Old Empires and on its direction for detonation. If the spinner
This statT is made of dark mahogany and is cov- is disturbed during spinning (moves, is hit, or is
ered with painted hieroglyphs. A quarterstafJ +3, distracted) then the ba ll d etonates on the spot
it is a favored weapon of the priests of Osiris: at with as much damage as had been spun to that
least 20 are known 10 still exist loday. point.
In addition 10 its attacks, the stafT bloeks one • Striking the ground once and then pointing it
successful attack each rou nd; the first successful skyward produces a clap of thunder of such vol-
melee attack against the wielder is aUlOmatically ume that all exposed creatures within 1,000 feet
negated. This does not prevent ranged attacks, must save vs. petrification ()r be struck with/ear
such as missi le wcapons and spells, from causing for Id I0 rounds.
damage but it does SlOp sword thrusts, ot her The stafT holds only five charges of each type.
staves, daggers, and melee weapons. In spite of Only a sage ( for a fee) can extract the above
its name. a staff o/Osiris may be used by any infonnation-or a little lucky experimentation.
priesthood, including Set's.

1288

..
r
SWf, Quirks or Magic:aJ Sf60·e!.

of Power
XPValue: 12,000 GP Value: 60,000
DUNGEON MASTER Guide
The staff ofpffwer is a very poten! magical itcm,
with offcnsive and defcnsive abilities. The powers
below cost one charge each:
Continual light
Magic missile or lightning bolt
Darkness. 5' radius
Ray ofenfeeblement
Lel·ilalion
COIle of cold or fireball
The following powers drain two charges each:
Shield, 5' radius
• Globe ofinvulnerability
' Paralyzation I
1 Paralyzation is a ray from the end of the staff
extending in a cone 40 feet long and 20 feet wide
at the far end.
The DM may assign alternate powers by ran-
dom die roll.
The wielder of a s taff of power gains a +2
bonus to Armor Class and saving throws. The
staff may be used to smite opponents. II strikes as
a magical weapon +2 and inflicts Id6+2 points of
damage; ifone c harge is expended, the staff
causes double damage, but two charges do not
cause triple damage. Roll O ther Staves
A staff ofpOlver can be broken for a retriuuti ve 00-<;5 Dasic 5taff.
strike (see Staff, of the magi). The staff can be 66-75 As basic staff with thc pillars offlame
recharged. and smoke (a spe<:tacular find /he path
spell).
of the Priest Kings 76-85 As basic staff with earthqrll1ke and
XPValue GPVal ue hold person.
Type I: 5,000 25,000 86-95 As basic staff wiih raise (lead (2d4,
Type II: 5,500 27,500 burns two charges).
Type III : 6,000 30.000 96-99 As basic sta ff with resurrec t ( l d6 ,
Type IV: 6,500 32,500 burns three charges per spell).
Type V: 7,000 35,000 00 As basic s taff with restoration (ld4,
Type VI: 7,500 37,500 four charges per spell), and blade bar-
Strategic Review Magazine 7 rier, +2 on spell effectiveness.
This staff is the priestly equivalent of a staff of Like staves of wizardry, these have 200
wizardry, and combines the fo llowing functions: charges, but have nofinal strike capacity.
The snake staff
Sticks to snakes spell. Quirks of Magical Slaves·
Insect plague spell. XP Value: - G P Value: -
Create/pollute food and water spell. DMooN Magazine 163
Cure/cause disease spell. The AD&oa game has one of the largest compi-
Continual light spell. lations of magical items in the fantasy gaming
NeUlralizepoisoll spell. industry. The following tables have been created
Cure light and serious wounds spell. to add some spice and variety to ex.isting magical
items in the AO&O game worlds. A table of non-
This is the basic staff, which is + I on s pel1 s tandard, magical item abilities is o ffered for
effectiveness. Other staves may be found. accord- eaeh majo r type of magical item in the AO&O
ing to the following percentages: game.
Most items arc created normally, and they
funct ion exactly as a standard item of the same
type in the DMG. However, sometimes thcre is a
,,,,
/r------------------------------------.~
1289


(

slight mishap in the creation of the device: the '6-60 Staff is unaffected by acid.
steps are not followed in the proper order, the 6J...{j3 Staff cannot be snapped or broken by any
astrological signs do not bode well, the item 's creature of less than 18150 Strength. This
creator is disturbed to begin with, the instructions also applies to any retributive strike made
are incomplete, or something just plain goes by another wand, staff, or rod.
wrong. Any of these results may cause a magical Staff does not work if the wielder is
item to behave differently from others just like it. wea ring metal armor of any kind
Not all quirks are bad, however. Some are (including elven chain maii).
de trimental to the item or its user, some are neu- 69-71 Staff has a tendency to overload It can be
tral, and some are even beneficial. The possibili- used up to three times in a 24-hour period
ties of quirks existing (and the actual number of Any attempted use beyond that limit
quirks) are determined by using the table below causes the staff to short itself out for 24
to determine lhe exact quirks a magical staff hours, and the charges activated are lost.
possesses. 72-74 Staff is extremely powerful; any saves
against its effects are at - 2 to the die
Roll Q uirks Present roll.
01-86 No quirks 75- 79 Staff is unable to function in environ-
87- 94 One qui rk ments colder than freezi ng.
95- 98 Two quirks 80-83 StafT is unable to func tion in environ-
99-00 Three quirks ments warmer than normal hwnan body
temperature.
Roll Result 84-86 Staff does not function underwater.
01-04 Staff is inefficient; double the num ber 87-89 Staff activates whenever the command
of charges expended for each usc. word is spoken by anyo ne within 30
05--07 Staff has an extra command word that feet, whether it is being held or not.
allows it to shrink to half its regular size 90-93 Staff can be used as a weapon (if it is
or retum to normal. not already one). It has a +1 bonus with
08- 13 Staff is made of metal and is magnetic; respect to hilli ng creatu res unharmed
consequently, the stafT is attracted to by normal weapons, but has no actual
any large concentration of metal of at bonus on attack or damage ro lls. A
least 30 pounds. wand does damage as a jo stick; a rod
14-18 StafT glows a random color (as/aerie does damage as a club; and a staff does
fire) whenever ilS powers are used. damage as a quarterstaff.
19-22 StafTradiates nondetect ion and regis- 94-96 If all of the staff's charges are used, the
ters negatively at any attempt to deleel staff explodes in a fiery blast. The blast
magic. has a radius of 15 feet and does 5d4
23- 25 Staff does I point of d amage to its points of damage to anyone therein.
wielder each time its powers are used. Those within 5 feet of the staff receive
26-30 Staff is easily broken; the staff must no saving throw; others may save vs.
make all saving throws at - 2 to the roll. breath weapon for half damage.
31 - 34 Somatic gestures, as well as a com- 97-99 Staff is capable of being placed in auto-
mand word, are necessary to activate matic mode; every round, it performs
the staff's powers. The gestures fo rce one fu nct ion as designated by the
the user to suffer a - ld4+4 initiative w ielder, using the normal amount of
penalty. If the gestures cannot be per- charges, un til it is laken OUI of aulO-
formed (if, say, the wielder's arms are matic mode. During this time , the
tied), the staff does not work. wielder is able to casl short spells (ini-
35- 39 Staff does not work if the wielder 's tiative modified spells of three or less),
hand is covered, gloved, or gaundeted. or with a - I penalty on attack rolls.
40-44 Staff is unstable; it fizzles out and does 00 Staff is intelligent; roll on the Sword
nothing 10010 of the time that is activated. Intelligence TabJe (see Sword, Special) and dis-
45- 50 Staff is unaffected by fire, magical or regard any result of no Intelligence. The staff also
normal. has an Ego; its personality must be determined as
51 - 52 StafTis invisible to everyone except its well. Though the staff does tell its owner of the
user. powers it offers, it never reveals the number of
53-55 Staff's wielder must concentrate for one charges it possesses. Note that an Intelligent staff
round when speaking the command word never willingly uses its lasl few charges. These
in order to activate the staff's powers. staffs can always be recharged, regardless of type.

/r--------------------------------------'~
""
1290

...
Staff. Rilantave,,,...

of Raket + I magical weapon and does 2d2 points of dam-


XP Value: 10,000 GP Value: 50,000 age. Upon command, the head of the staff
DRAGON'S CR~ Sourcebox becomes that of an adder (Ae 5, 20 hp) and
Only 4 feet long, this staff was originally empow- remains so for one full turn. When the snake-
ered by Raket's master with the psychometabolic head scores a hit, the victim must make a saving
science Energy Containment. He further modi- throw vs. poison. Because Repti lia is an expert
fied it as a receptacle, holding a pool of383 PSPs with poisons, she has designed the staff to inject
to access in times of need. He was able to give the different classes of poison- classes C- F and
staff access to this pool to maintain its inertial O- P. Each poison type has its own command
barrier. Though intelligent, the staff communi- word.
cates only semi-empathieally, by tingling. The
watery blue crystal in the head of the staff pro- Rheddrian 's
tects him from the effects of the Psionatrix. The XPValue; - GPValue: -
staff has the following statistics: Intelligence 12; Wrath of the Immortals
Ego 3; Alignment N; Psionic Summary: PSPs This item is a 6·foot-tall black staff made of
12; Sciences: Energy Containment. heavy enchanted ebony. The weapon is + I on
attack and damage rolls, and causes IdlO points
Ranike of damage per strike.
XP Value: 2,500 GP Value: 12,500 Defense Power: Proteelion ji-om normal mis-
DRAGON Magazine 191 siles as spell of same name. The power can be
This enchanted staff has the same powers as the used five timeS a day.
mnike rod, though it strikes any target as a quar- Information Power: Can be used to commune
terstaff +J. It is also restricted to 25 charges ( ld6 with the artifact's creator once a week.
+ 19) at most. !ftwo charges are expended at Activation of Powers: All that is needed to
once, the staff creates a billowing cloud of ranike activate commune is to meditate for a minute and
sap smoke, 40 feet wide, 20 feet high, and 20 then call " Rheddrian." To activate protection from
fect deep. The cloud's mOVement is controlled by normal missiles, the wielder simply says "Shield
the staff's wielder as long as there is no strong me!"
wind. Wi nd dissipates the cloud as a cloudkill Handicap: Saving throw penalty. The charac-
spell. The cloud travels at a speed of 10 feet per ter suffers a -2 penalty whenever attacked by fire
round and lasts for 12 rounds. The smoke is not magic.
heavy like a cloudkill vapor, so it does not sink Penalty: Fo rgetfulness. When the commune
into low areas, making it useless for driving out a power is used, the invoker suffers a 20% chance
colony of giant ants from their underground neSt. to forget one spell from memory; the protectioll
However, it "is still a useful weapon, particularly from normal missiles power causes a 10% chance
agai nst the thri-kreen. The st aff may not be to forget one spell from memory. Only mortals
recharged. are affected by these penalties.

of Recording Rilantaver 's


XPValue: 2,000 GPValue: 10,000 XPValue: 3,000 GPValue: 15 ,000
The Revenge of Rusak DRAGON Magazine 113
This is an ornamented staff topped with a single The elusive trickster Rilanlaver long ago van-
crystal orb. When placed upright in the earth, it ished from his usual haunts around the Sea of
can either record or display. When the command Fallen Stars and is believed to have perished in
word is spoken to reco rd, the staff records all some misadventure. Elminster suspects he merely
events within a 3D-foot radius for up to 24 hours. decided to make his home on some other plane of
Likewise, when it shows, it plays back everything existence. Hi s legacy to the Art of the Realms
that it has recorded. The staff can only have one includes some spells (of spectacular effect but
scene recorded at any given lime. If a new scene minor power) and the process of making the sort
is recorded, any previous scene is lost. of staff named after him. Many we re made in
Amn and Starmantle, where Rilantaver ran a
Reptilia's Staff of the Serpent business of sorts to fund his carefree travels and
XPValue: 7,000 GPValue: 35,000 shady pursuits.
1992 Fantasy Collector Card 265 A Rilantaver s staff affords +3 protection on
This staff was specially created by Reptilia, but saving throws and Armor Class for up to six
she lost it in a battle with a bronze dragon whose beings touching it. This power is automatic and
lair she attempted to occupy while he was not at drains no charges. Upon command, the staff can
home. This staff is an adder staff- it strikes as a detect magic in a 20-foot radius sphere centered
52S2

/r--------------------------------------'~
1291
, Staff. Rollalan
r
on the siafl The slaffbearer can clearly see magi- week. If the c reature summo ned has fewer Hit
cal auras, but Ihe staff does not enable others not Dice than twice the summoner's level, it is able to
touching it 10 do so, No charges are drained, be controlled- if the creature has more Hit Dice
The bearer can also excrcise telekinesis on any than twice the summoner's level, it may turn on
object touched by the staff. This function must be the owne r. The creatu re remains for o ne turn
exercised as the touch is made, is ac tivated and before returni ng to its own plane of existence.
ended by silent fo rce of will, and d ra ins three
charges, plus one charge per round after the of Scrivening
round of activation. Moving creatures and objects XPValue: 3,000 GPVa Jue: 15,000
require a successful attack roll to be touched, and DRAGON Magazine 173
any living, conscious, unwilling creature receives One e nd of a slaff of scrivening will transfer a
a saving throw vs. spell each round to break free written spell of any level and type from its origi-
of the power. Telekinesis is identical in effect to nal text to another surface, such as a blank page
the 5th-level wizard's spell, bUl the staff 's weight of lhe staff-bearer's spe ll book. It even transfers
limit is 1,000 pounds. Once telekinetic contro l spells forever de nied to the staff bearer for rea-
over an object o r c reature is los t, it cannot be sons of class. The original text mUSt be touched.
regained except by touching the target again and This fun ction is by touch, drains two charges, and
reactivating the power. takes four rounds. In the first round, Ihe original
text must be touched; in the second, the staff must
Rohalan be moved to the surface to be wrinen upon; in the
XP Va lue: 2,500 GP Value: 12,500 thi rd and fourth, the staff must be continuously
1992 Fantasy Col lector Card 25 touch e d to the surface to be inscribed. One
This staff belongs to Ave nel Wh ytstagg. It is charge per round is drained, and if the process is
made of rosewood, shod in iron at one end and interrupted, the charges used thus far are lost, and
silve r at the o lher, and is cove red with magical the attempt to w rite the spe ll fa i ls. Writing
sigils and runes. It can cast the following spells requires no special spell inks or movemen ts of
withoul expending any charges: continua/light, the staff, nor even adequate light. The end prod-
knock, and detect mag ic. If one charge is uct is always an exact duplicate of the original,
ex pended. the wielder can cast lightning bolt, in c luding any fault s. A spell conceale d by a
shocking grasp, fireball , or dispel magic. Two secret page spell canno t be written by use of this
charges allow the wield er 10 c asl wall offorce sort of staff, but the staff can be employed to copy
once per day or teleport witham error once per a secret page speJt itself.
week. The staff also provides the user a base AC At a cost of one charge per round, the bearer of
of8. a staff ofscrivening can read magic (as the lst-
level wizard spell). Note that this power does not
of the Sa nds reveal the a uras of magical dweomers, nor does il
XPValue: 10,000 GPVaJue: 50,000 identify, activate, or reveal glyphs or symbols.
DRAGON Magazine 179 Anyone to uching a staff of scrivening when a
This staff allows any wizard 10 use the fo llowing glyph or symbol is di scharged is automatically
powers, at the cost of one charge per use: move protccted against all effccts of tha t glyph or sym-
sand, sand slumber, sand s .... ,ord, stoneskin, trace- bol. T his protection drains six charges per spell
less travel , The fo llowing powers use two charges, effect being defended against.
except in the c ase of sa nd mage s. who ma y All staff functions are activated by silent force
ex pcnd o nl y onc c harge from the s taff: conjure of will and require physical contact with the staff
earth elemental, desert first, create shade. Only a and concentration that must precede spellcasting.
sand mage may use the following power, which
consumes fou r charges of the staff: sink. Addi- of the Sea
tionally, the individual holding Ihe staff is consid- XP Value: 10,000 GP Va lue: 50,000
e red to be under t he effects of a cool s trength Land of Fate
spell whi le holding the staff. The cool strength This staff allows any wizard 10 use the following
e ffects disappear whcn the last charge of the staff powers, at the cost of one charge pe r use: cool
has been expended. strength , depth warning, converse with sea crea-
tures, water blast, waterbane. The follow ing
of Savona powers use tv.'O charges, except in the case of sea
XP Value: 2,500 GP Va lue: 12,500 mages, who expend only one charge from the
Nightwatch in the UV!lffi CITY~ staff: cOl/jure water elemental, ice storm , com-
This stafT allows the possessor to gate a single mand water spirits. Only a sea mage may use the
para-e lementa l of the summoner's choice once a following power, which consumes four charges of
~2$7

/r------------------------------------,~
1292
StaffofShocY

the staff: maelstrom. The individual holding the The shadowstaff generates shadowy Jight in a
staff is considered to be under the effects of a 120-foot sphere around the user. This effect is
water breathing spell as long as the staff is held. drawn from the Demiplane of Shadow, and can-
The water breathing effect disappears when all not be halted or dispelled by any mortal spell or
charges of the staff are expended. dev ice. Only divine light or darkness o r t he
death of the shadowstaff's holder will stop this
of the Serpent effect.
XPValue GPValue Minor b e nign powers: Shield (3 /day);
Adder: 7,000 35,000 immune to sleep, charm, hold, and paralysis;
Python: 7,000 35,000 possessor need not eat or drink for up to one
DUNGEON MASTER Guide v..-eek.
There are two va rieties of this staff-the python Major benign powe rs: Minor globe 0/ invul-
and thc adder. Neither staff has nor req uires nerability (once a day), regenerate 2 hp per tum.
charges. M.inor malevole nt effect: - I penalty to sav-
Thepython staffstrikes as a +2 magical weapon ing throws vs. spell.
and inflicts Id6+2 points of damage when it hits. M ajor malevole nt effect : User becomes a
If a priest throws the staff 10 the ground, it grows shade upon fi rst use of major power.
from its 6-foot length, to become a constrictor
snake, 25 feet long (Ae 3, 49hp, MV 9). This Shang-ti's
happens in one round. The snake entwines if it XP Value: 8,000 GPValue: 20,000
scores a hit, the opponent being constricted for Legends & I...ore
2d4+2 points of damage per round. The victim Shang-ti's avatar carries a staff 0/ thunder and
remains trapped by the python until he or she dies lightning.
or the creature is destroyed. Note that the python
will re turn to its owner upon command. If it is of Shock
destroyed while in snake fo r m, the s taff is XPValue G PValue
destroyed. Greater: 2,000 5,000
The adder sla//strikes as a +1 magical Lesser: 1,000 2,500
weapon and does 2d2 points of damage when il The final Enemy
hits. Upon command the hea d of the s taff This is a device peculiar to priests of ma rine
becomes that of an actual serpent (Ae 5, 20 hp). races, though it can be used by any character
The head remains for one full turn. When a hit is class. It is made of metal with a high resistance to
scored, damage is not increased, but the victim corrosion and can be used under water without
mus t roll a successful sav ing throw vs. poison deterioration. The staff is about 3 inches long and
(strength E) or be slain. Only evil priests employ ~ in diameter; one end has a handgrip made of
adder staves. If the snake head is killed, the staff insulating material and a cup-shaped hand-guard
is destroyed. of the same material. It is employed in a thrusting
mode, similar to that of a fencing foil, but has
Roll Staff Type neither edge nor point.
01-60 Python The staff is recha rgeable and can hold up to
61-00 Adder 100 charges. A single charge is expended when
the metal comes into contact with an opponent;
Shadowstaff an attack roll is required, though no command
XPValue: - GPValue: - word is necessary and the target is not allowed a
The Official RPGA· Tournament Handbook saving throw. When not in use. the staff is usually
The shadowstaff is an art ifac t tha t draws its kept in a cylindrical scabbard of insulating mater-
power from the Demiplane of Shadow. When ial to prevent accidental contact with the body of
used as a weapon, it acts as a staff0/striking with the owner or anyone nearby. The staff is just as
an unlimited number of charges; thus, the posses- effective under water as in air; note that, unlike
sor always gains the greatest possible damage the wand 0/ lightning and the spell lightning bolt,
bonus. the use of Ihis weapon under water does not pro-
In add ition, the shadows/affi.s linked with the duce a sphere of effect-only Ihe person or crea-
Demiplane of Shadow, constantly drawing power ture touched suffers damage, along with anyone
from that place, which it feeds to its possessor. else in physical contact wit h the victim at the
Because of this shadow powe r, the possessor time the staff is used. In this case the effect is
instantly becomes a shade upon grasp ing the conducted through the body of the first victim to
staff. As a shade, the holder retains all normal the second, who takes 2 fewe r points of damage
powers and abilities. than the f irst victim. The effect can be transmit-
S261

/r----------------------------------~~~
1293
,Staff, Shou Hsing's Walking Stick

ted through multiple victims if all are in contact cause deafness (last ing Id4+ l turns) and stun
with the staff's target. There arc two varieties of (lasting Id6 rounds) all creatures in the area of
Ihis device: effect who are able to hear and who fail saving
The lesser staff afshack causes Id6 points of throws vs. poison against each effect. The sonic
electrical damage on its victim. It confers a + I blast also deals physical damage to living and
attack bonus, but no damage bonus. nonliving objects, equal to one structural point
The greater staff of shock causes 2d6 points of or 2d 12 damage (a successful save vs. spell
electrical damage and confers a +2 attack bonus. equals half damage). Any tiny object may, at
Otherwise, it is identical to the lesser staff. the OM 's option, be flung 2d I 0 feet away from
the staff by the blast. Any creature who fails a
Shou Using's Walking Stick Dexterity check on Id20 may be hurled off its
Xl' Value: 16,UOO Gl' Value: 70,000 feet and thrown IdlU feel farther away from
Legends & Lore the staff.
Shou Hsing's avatar carries a walking stick that is There is no known "overload point" for such
a +5 magical weapon and also functions as a staff staves. A staff of silence has never exploded nor
of withering. [n addition to the normal powers of ceased to function because its stored sounds were
this weapon, it can cause any living creature to not discharged. Activation of a sonic blast drains
age 5dlO years instantly. This special power can only one charge; the blast itself is powered by the
be used once per day and, although an attack roll sound energy stored by the staff.
is required to hit the target, no saving throw is
allowed. of Skulls
XPValue GPValue
of Silence Greater: 1,500 25,000
XPValue: 1,500 GPValue: 7,500 Lesser: 900 15,000
DRAGON Magazine 173 The Magister
A staff afsilence drains one charge per round This staff, usable by all classes, can animate
when activated, It can be used continuously, as skeletal remains. Each operation- triggered by
long as the act ivator retains ho ld of the staff. the word "Arise!"-drains one charge. Animated
Activation and deactivation are by silent act of skeletons are under the command of the wielder
will and take only an instant. This type of staff of the staff (see animate dead spel l). If the staff
conceals all noises created by the bearer from all should change hands, control of the skeletons
olher beings, including footfalls, spell incanta- goes with it. Skeletons need not be complete, bul
tions, the sounds made by things the bearer the skull must be present, and skeletons lacking
breaks by direct contact, and so on, within a 12- parts of course have their actions and mobility
foot radius. impaired, Such animation is permanent, lasting
The bcarer may also invoke a special sort of until the magic is dispe lled or the skeletons
deafness upon himself to providc total protection destroyed.
against all spell, magical item, or monster attacks Twenty-five percent of these staves have a
that rely on sound (the roar of an androsphinx or secondary function: mending the broken bones
the singi ng of harpies or bards). The deafness of both living and dead creatures. This takes 1
prevents real deafness from being inflicted upon charge, and in a round it can reattach a severed
the staff bearer (except by physical damage to the limb or digit, although it does not restore hp
auditory organs), but docs not prevent Irnenamc- lost due to the wounds. Limbs or bones not
based magic from affecting thc staffbcarer, or belonging to the recipient may be used; thus a
similar magic from taking normal effect. Other heap of bones can serve as "spare parts" for a
creatures, even jfthcy touch the staff, are not pro- guard of skeletons. Typically, these staves are of
tected by the stall" in any way. ebo ny topped with an ivory skull, or con·
Once per da y (144 turns) , the bearer of a structed of a smooth-polished skull and a thigh.
staff of ~' ilen c e can rc lease the sounds it has bone of giant size.
"swallowed" and storcd in a sonic blast attack.
This attack has a cone-shaped area of effect , Roll Staff Type
extending from one end of the slaff up to 60 01- 75 Lesser staff of skulls
fcet away, widening from I-fOOl in width at the 75-00 Greater staff of skulls
tip of the staff to a 30-foot-diameter circle at
the farthest extent of the cone. [t is activated by
will and occurs instantly, ils effects ceasing at
the end of the round of activation, The sonic
blast sounds like a high-pitched shriek. It can

/r------------------------------------,~
""
1294

... .
Staff, Snake IIr

inches in diameter and 5 pounds in weight. The


object adheres to the end of the staff, and the
wielder need then only swing the staff in an
overhand arc to release the missile towa rd a
desired target.
The missile leaves the staff on the downstroke
of the overhand swing and travels in a low-rising
trajectory, with the missile going I foot upward
for every 10 feet traveled. Of course, the arc may
be higher, or the missile aimed so as to travel
nearly vertically. (In the laller case, reverse the
arcing ratio so that I-foot of distance laterally is
covered for every 10 feet of vertical rise.) The
maximum range of such a missile is 180 feet,
with limits of 60 feet and 120 feet on short and
medium range, respectively.
This staff also carries charges, and a druid
wielding the item can expend one charge and
thereby use the staff to hurl a missile of large
size, as if the wielder were a stone giant (range
out to 300 feet, 3d 10 points of damage per hit).
Whether used as a magical quarte rstaff or by
employing one of its slinging powers, the staff
bestows + I to the wielder's attack roll and + I per
die to damage dealt out. The weapon may be
recharged by a druid of 12th or higher level.

Skull-Staff of Hepmonaland Snake


XPVaiu c: 5,000 GrVa iue : 20,000 -XPValu e: 7,000 G l' Va lue: 35,000
GREYHAWK Adventures The Keep on the Borderlands
This is a 7-foot-Iong pole that is to pped with a The snake staff adds + I to attack rolls and does
skull with a wild mane (If white hair and sharp, Id6+ \ points of damage. On command the staff
fiendish features . The sh.aman who uses the staff turns into a snake and coils around the person hit.
claims that it is the sku ll of an ancient fiend, The victim is held helpless until the user recalls
though many suspect that it belonged to an evil the staff (or for Id4 turns maximum). The snake
wizard who died in the hands of headhunters in staff crawls back to the priest on command.
Hepmonaland.
The skull can magically causefear in any crea- Snake II
ture gazing upon the skull when this power is XP Value: 7,000 G PValue: 35,000
invoked. Its secondary powers, which require no DUNG EONS & DRAGONS Rules Cyclopedia
charges, are a personal protection from evil effect Usable only by priests, this magical staff is a staff
that surrounds the wielder, and displacement, as a +J and inflicts I d6+1 points of damage per hit.
cloak of displacement (a +2 bonus to Armor Upon command, the staff turns into a snake
Class and saving throws, and the first attack and coils around the creature struck. The com-
misses) against creatures from the lower planes. mand may be spoken when the victim is hit. The
The rod has up to 25 charges and cannot be victim is allowed to make a saving throw vs. spell
rechargcd. to avoi d the serpent's coil. Any human-size or
smaller victim is held helpless for I d4 turns
of Slinging (unless the snake is ordered by the owner to
XPValue: 1,000 GPValue: 5,000 release the victim before that time). Larger crea-
DUNGEON MAnER Guide tures cannot be ensnared in the snake's coils. The
This magical quarterstaff appears to be a +1 snake's characteristics are as follows.
weapon unless it is grasped by a druid, when its
power of slinging becomes evident. This power, Snake: AC 5; HD 3; hp 20; MV 6; #AT I
which can be employed only by a druid, is acti- (special); Dmg Nil (special); ML 12; XP 6
vated when one end of the staff is touched to a
heavy object of rough.ly spherical shape (a When freed, the snake crawls back to its owner
stone, metal ba ll , pottery crock) of up to 9 and becomes a staff once again . The snake is

} ""
1295
,SlaffofSpell Focusing
(

completely healed when it returns to staff form . If


killed in snake form, it cannot return to staff form
and it loses all magical properties. This item does
not have or use charges.
At the OM's option, the s taff ca n be given
charges. The use r can spe nd charges to add
bonuses to Ihc snake's attack roll (+ 1 bonus per
charge spent); up to five charges can be used in a
single attack (for a +5 bonus).
A charge can also be used to cure the s nake
while it is in combat. The user casts a curing spell
of any type and expends one charge to transfer
the cure to the snake . The amount of curing is
determined normally: no range limit applies.

of Spell Focusing
XP Va lue: 6,000 G P Valuc: 25,000
D!!AOON Magazine 91
This staff aids in the casting of a wizard's spells,
and makes the magic more effective if the spell is
cast successfully. It must be held in the caster's
left hand throughout the casting of the spe ll ,
whether or not the magic requires a somatic com-
ponent. (Any gestures requiring movement of the
left hand arc automatically modified by the staff
if necessary.)
Whcn properly employed, Ihe s laff of spell
focusing causes thc target ofa spel l to suffer a-4 creation, can be commanded to remain floating
rcna1ty on the saving throw against th e magic, if· and motionless, to fo llow or precede the staff at a
a sav ing throw is normally allowed. If the spell certain distancc, height, and orientation, or to fol-
docs not allow a saving throw, the duration of its Iowa straight-line journey away from the staff
effcct is increased by 50% of the normal time. wielder, in any direction.
This effect docs not apply 10 spclls with a non- A bubble can carry any collection of things,
specific duration or to those that have a perma- of up to 140 pounds, ineluding living manner (if
nent duration. this limit is exceeded, the bubble will instantly
Each use of the sta ff, for either purpose, burst). Any pointed or sharp objects allowed to
expends one cha rge from the item. It ca n be contact the surface of a bubble will also destroy
recharged . If the hol der o f the s taff tries to it. A bubblc gives off enough light to read by,
enhance a spell that cannot be affected (such as but not enough to blind any creature or affect
haffllcill(oory lerrain, which allows no saving undead.
throw and has a nonspecific duration), the staff If cast around bei ngs, a s phere allows the
simply fails to fun ction and a charge is not enclosed creatures clear vision and breathing, and
wastcd. it protects thcm with afeaIher fall spell if its
The slaff of spell fOCI/sing can onl y be used in movement is directed downward or it bursts in a
this manner by a wizard. It can be wielded as a location that spills its occupants out for a fall (if
weapon by characters able to employ a quarter- the bubble fail s due to weight overload, this pnr
staff, but grants no combat bonuses and has no tection docs not apply). A spell, magical item, or
magical properties. artifac t power of any sort cast into or out ofa
sphere is negated, but it destroys the sphere.
of Spheres When a sphere fai ls due to the contact, it negates
XP Value: 4.000 G P Value: 20,000 any magic (including magical creature powers)
Dragon Magazillt 173 entering or leaving its area in that round, not just
This rare, strange staff was devised by Elminster one spell or effect.
himself long ago, when he was in Myth Orannor Spheres are not prisons; any conscious, mobile
at the hcight of its greatness. All the staff docs is being can easily break a sp here to escape
create spheres-giant, transparent, floating bub- (securely bound creatures cannot, nor can caged
bles that glow with a faint silver blue radia nce. creatures, if the s phere is formed around a
The bubbles arc 6 feet in diameter and, upon their smooth-edged cage). Wizards typically use such
,,.
1296
Staff of Striking and Curing,

spheres as traveling storage for coins, food, weap- Attac k


ons, or even open spell books, for which the Roll & Damage'
sphere provides handy reading light. Spheres can 01-06 +1
also he used to convey food, treasure, or other 07- 10 +2
items to creatures one does not wish to approach 11 - i3 +3
too closely. 14--16 +4
A sphere has a movement rate of 16 when trav- 17- 19 +5
eling "free" (that is, not linked to the location of 20 +3 (grants +3 AC bonus when held)
the staff that formed it), but it can never develop ' Does damage as ranseur (2 d4), but still acts as a spear if
sufficient velocity to break or move objects in its used to thrust or when set to receive a charge.
path, nor to deliver a weapon in an attack. Spheres
can serve to deliver lit oil pots o r torches to of Striking
intended destinations, as nonmagical flame does XP Value: 6,000 G P Value: 15,000
not affect a sphere. DUNGEON MASTER Guide
A staff of spheres can create a maximum of This oaken staff is the equivalent of a +3 magical
one sphere per rou nd. Each sphere drains one weapon. (If the weapo n vs. armor type adjust-
charge during its creation, which requires an ment is used, the staff of striking is treated as the
entire round to complete. most favorable weapon type vs . any armor.) It
causes I d6+ 3 points of damage, expending one
Staff-Mace charge. If two charges are expended, bonus dam-
XPValue GPValue age is doubled ( ld6+6); if three charges are
Great Mace: 1,500 7,500 c)(pended, bonus damage is tripled (ld6+9). No
Mace: 1,500 7,500 more than three c harges can be expended per
Quarterstaff: 1,500 7,500 s!rike. The staff can be recharged.
The Land Beyond the Magic Mirror
This priests' weapon appears to be a normal of Striking
wooden stafT of the type used when trckking in (LocaIS3l)
the wilde rness. This staff is typically mad e of XPValue: 500 GPValue: 1,500
bronzewood, reinforced by heavy bands and tips DRAGON Magazine 156
of iron. It gives off a very faint aura of alteration When this heavy oaken staff is swung at an oppo-
magic. Upon command, the staff-mace takes on nent in combat, a large placard pops out of the
one of three forms, as desired by the possessor: end, reading "ON STRIKE! pes Unfair to Magi-
Quarterstaff: iron-shod quarterstaff + 3. cal Items! " After thai, it resists all attempts to
Great Mace: iron footman s mace + I. wield it in combat, making hilS impossible. If the
Mace: iron horseman s mace +2. owner persists in trying to use it, it may animate
and attack, although pes take no damage if they
Staff-Spear happen to be wearing scarabs ofprotection. The
XPValue GPValue staff can be temporarily returned to normal func-
+1: 1,000 5,000 tioning by burning at least three sticks of incense
+2: 1,500 7,500 oimediation.
+3: 2,000 10,000
+4: 2,50 12,500 of Striking and Curing
+5: 3,000 15,000 XP Value: 8,000 GP Value: 20,000
+3: 3,500 17,500 Mists ofKrynn
DuNGEON MASTER Guide This glowing, wooden staff combines the pow-
When this seem ingly o rdinary quarterstaff is ers of a slaff of striking and a siaff of curing,
examined magically, it displays an aura of alter- and is usable by any good priest. The staff con-
ation. Upon proper command, a long and sharp tains 20 charges but recharges itself at the rate
spear blade shoots forth from its upper end. This of five charges a day in sunlight, to a maximum
makes the weapon into a spear rather than a staff. of 50.
Upon a second command, the weapon elongates As a staff of striking, it acts as a +3 weapon,
to a full 12 feel, and a third command recalls it to inflicting I d6+ 3 points of damage per use, with-
its original form . The powers and value of each out draining a charge. If two charges are
staff-spear are determined randomly when the expended, the staff can strike for double damage.
item is first employed: However, it cannot be used for curing until an
hou r has passed after a double-damage blow is
struck.
As a slaff of curing, two charges are required
5275
/'----------------------------------~~
1297
r
for each usage. The staff will cure disease, blind- illusion contacting it if the staff's command word
ness. or 3d6+3 points of damage with the follow- is spoken at the time. The illus ion will be as good
ing limitations: It may only be used once per day as the cast o ri g inal ( rangi ng from vague and
on any give n individual and on ly six limes in a fuzzy to utterly lifelike) and can move, gesture,
24·hour period. and ac t; range and area of effect are as per the
original spell or power. The image cannot speak
of Stunning or be made to react to its surroundi ngs in any
XPValue: 1,000 GPValue: 5,000 way, but it lasts for up to seven rounds (fewer if
Old Empires the programmer desires or if the staff wielder
This is a quarterstaff +3, with the added benefit ends it sooner). Touching the image will not dis-
that, on a natural roll of 18- 20, a blow from this pel or disrupt it.
quarterstaff knocks an opponent unconscious (no
saving throw) for 3d4 rounds. If a natural 18- 20 of Swarmin g Insects
is not a successful a ttack against the opponent, XPValue: loo/charge G PValue: 5OO/charge
the staff has no effect. These staves are typically DuNGIDN MASTEl Guide
made from yew; many of them are used by sailors A staff of this sort is typicall y short and th ick.
on the Alamber Sea. When initially obtained o r encountered, much of
its length is covered with fi nely done carvings
of Surprises depicting winged biting and stinging insects
XP Value: 4,000 GP Value: 20,000 (bees, deerflies, horseflies, wasps, and the like).
The Ruins ofMyt/I Dmnnor Any priest character (cleric, druid, shaman, witch
This type of staff is usable by all intelligent crea- doctor) holding it can command 5he staff to ereate
tures who know the command words of the par- a swarm of insects, at the same time expending
ticular specimen they are holding. Each staff one of the staff's charges.
functio n can be used in combination with all Rang e is 60 feet + 10 fe e t per level of the
other staff func tions, but only one function can be user. The number of insects produced is 60 plus
activated or deactivated per round. Each function 10 per level. Every 10 insects inflicts I point of
drains one charge wheneve r activated, but " pro- damage upon the target v ictim, regardless of
gramming" itcm functions requires only the nec- Armor C lass, unless the viClim i ~ protected by a
essary spellcasting, speech, and concentration; no fo rce field, engulfed in flames, or in ano the r
charges are drained. Ac tivation requires a com- im possible position for the insects. Note, how-
mand word; deac ti vatio n requires that the word ever, that the insects cannot affect c reatures
be spoken backward. larger than human-size wit h a natural Armor
A staff of surprises can, upon command, sud· Class of 5 o r better.
denly grow a blade from either end of itself, When a vulnerable target is attacked by the
doing I d8 hp damage (I d 12 to creatures larger swarm of fl ying insects, the c reature will be
than human-size) when used as a weapon. The unable to do anything other than attempt to dis-
weight and balance of the staff do not change. lodge and kill the things. The insect attack lasts
Such a staff can also suddenly extend in length up for one round. Each time the staff is employed,
to 60 feet, to serve as a pike, sliding pole, bridg- one of the insect-shapes carved into its wooden
ing or reaching aid. It wit! remain utterly straight surface disappears, so it is easy to determine how
and rigid, and can withstand 16 hp damage or 777 many charges are left in the staff. Unlike others
pounds before breaking. of its kind, a staff of this sort can have as many as
A sIal! of surprises can em it a "p rep ro- 50 initial c ha rges. H owever, it cannot be
grammed" sound or speech, of up 10 seven sec- recharged.
onds' duration or 15 spoken words. This may be a
message, warning, incantation, threat, or an intent T hoth's
to deceive others into thinking a particular being XP Va lue: 48,000 GP Value: 200,000
or monster is near. If the sound is a spell incanta- Legends & Lore
lion, no spell can be cast or set off, but the sound Thoth's avatar wields a magical staff that acts as a
can be an activatio n word for a magical item if combined slaff of command, staff of curjng, staff
touch or will power is not also required. T he of the magi, staffof slriking, and slaffofpower
staff's user determines what sounds will be "pro- with unl imited charges. No othe r being can han-
grammed." dle Ihis staff wit hout being instantly affected as if
A staff of surprises can also emit a visual illu- hit by feeblemind. There is no saving Ih row and
sion of any human·size creature or object. This even characters w ho do not use magic can be
image must be created by casting a ny illusion- affected by this curse.
producing spell upon the staff, which absorbs an
''''
1298
r
Staff, War Staff of Nyrond

of Thunder & Lightning Ushas 's


XP Value: 8,000 GPValue: 40,000 XP Value: 3,000 GP Value: 25,000
DUNGEON M ASTER Guide Legends & Lore
Casual examination of this stout quarterstaff The avatar can fire a brilliant ray of golden light
shows it to be exceptional, and ifit is magically from her staff, up to a distance of lOO feet. This
examined, it radiates an aura of alteration magic ray always hits its target, inflicting 4d8 points of
Constructed of wood (ash, oak, bronzewoocl, or damage. Those struck must also save vs. para-
similar woods) and bound with iron set with sil- lyzation or are blinded for IdlO rounds.
ver rivets, it has the properties of a +2 magical
weapon without any expenditure of its magical of Vision
charges. Its other magical properties are as fo l- XP Value: 5,000 G P Value: 25,000
lows: The Ruins of Myth DrarmoT
Thunder: The staff strikes as a +3 weapon, and This rare type of staff drains one charge per
unless the attacked opponent saves successfully round when activated and held by a living crea-
vs. staves, he or she is stunned from the noise of ture. It is usable by all intelligent creatures, and is
the stafT's impact- unable to take any fu rther controlled by force of will. A staff alvision may
action in that round, and automatically having last be activated and used within the same round.
initiative in the fo llowing round. This power Shutting down any power of the staffrequires
requires the expen~ure of one charge. only an instant, but switching from one power to
Lightning. A shorMl1ark of electricity leaps another requires an entire round between uses of
forth when the opponent is struck, causing nor- the different powers.
mal staff damage, and 2d6 additional points of Such a staff can empower the bearer or any
damage from shock. Note that the staff might not creature touching the staff (but only one being at
score a hit, but the electrical discharge discounts a time) to detect invisibility (as the 2nd-level wiz-
any form of metal armor (making the target effec- ard spell, with an effective range of 90 feet) , or
tively AC 10 for this purpose), so only such dam- use inlravision (as the 3rd-level wizard spell), or
age might apply. This power requires the have true seeing (as the 6th-level wizard spell,
expenditure of one charge. without any use of ointments).
Thunderclap: The stafTsends forth a cone of Such staves never allow X-ray vision, and
deafening noise, 5 feet wide at the apex, 40 feet cannot be used continuously for very long, as
long, and 20 feet wide at a point farthest from the their effects are mentally tiring. A staff olvision
source. All creatures within this cone, wholly or can be used by one being only for as many
partially, must roll a successful saving throw vs. rounds as the user has Intelligence points. After
staves or be stunned for Id2 rounds (unable to using such a staff for six rounds or more, any
attack during this time) and unable to hear for user must refrain from using it for at least four
Id2 additional rounds. Those who save are unable rounds, or wild hallucinations will result (pre-
to hear for Id4 rounds, but suffer no loss of cluding proper use of the staff powers, and pos-
attacks. This function requires the expenditure of sibly guiding the affected being into behavior
two charges. dangerous to self or companions).
Lightning Stroke: A bolt similar to that from a Each staff Division has a secret command
wand 01 lightning is generated, but it is 8d6 in word . Anyone who knows and utters it while
strength, causing 16-48 points of damage (all Is touching the staff to any being (including them-
aTe counted as 2s) to failed saving th rows. The selves) may call forth the special power of this
stroke can be single or for ked; this uses two type of staff at a cost of three charges. Such a
charges. staff can cure blindness (unlike the 3rd-level
Thunder & Lightning: This power combines priest spell, the staff repairs or restores damaged
the thunderclap, desc ribed above, with a forked eyes). Insufficient charges cause this special
lightning bolt as in the lightning stroke. Damage power to fail .
from the lightning is a total of 8d6 with rolls of I
or 2 counted as rolls of 3, for a range of 24- 48 War Staff of Nyrond
points. A saving throw applies, with deafness and XP Value: 5,000 GPValue: 30,000
half damage suffered by those who arc success- GREVHAWK Adventures
ful. This power requires the expenditure of four Just after Nyrondal, when troops willingly with-
charges. drew from the Theocracy orthe Pal e and the
The casting time required for an y function is County of Urnst, a Nyrond wizard created this
equal to the number of charges expended; thus, slaff because he feared that other lands might see
the thunder & lightning fun ction costs four this as a sign of weakness and attack the King-
charges and has an initiative modifier of +4. dom of Nyrond . Though such attacks never
5283
/r------------------------------------.~
1299
,
occurred, the staff was useful to certain powerful spells drains the energy of the druid. For every
wizards guarding the borders of Nyrond. such spell used in battle, the druid must rest for
Possession of this wooden staff allows a wizard 10 minutes after the battle. If more than one such
of at least II th level to attract personal followers spe ll is used in a batt le, the user must make a
as a fighter of the same level. A wizard can use Constitution ability check cvery time the staff is
the stafT only once per year, and it must remain in used, aftcr the first time. If the staff is touched by
the spellcaster's possession for a full month after a person or creature of evil alignment, the toucher
the followers have gathered, or the troops will takes 3d6 points of damage every round the staff
disband and desert. Once the month has passed, is held. The staff can be fully re<:harged by expos-
the troops will be personally loyal to the spell- ing it to the light of the full moon once a month.
caster for one year, barring exceptional cond i-
tions or poor treatment. Note that this in no way of the Winds
affects the hiring of men-at-arms in the normal XP Value: 10,000 GP Val ue: 50,000
fashion . Land of Falc
This staff allows any wizard to use the fo llowing
of the White Well powers, at the cost of one charge per use: alter
XP Value: 15,000 CP Value: 75,000 normal winds,flyingjambiya, solid fog, wind
Hall ofHerOl:~ blade, wind wall. The following powers use two
The staff of the white well is a superior form of charges, except in the case of flame mages, who
druid slafT. It is a long stafTofwhite ash that expend only one charge from the staff for the fol-
allows the user to perform several s pecial fu nc- lowing effects: conjure air elemental, cloudkil/,
tions. wind carpet, summon wind dragons. Only a wind
Unlike other druid staffs that have an animal mage may use the followin g power, which con-
likeness carved into them, and can summon ani- sumes four charges of the sta ff-windtomb. The
mals of all members of the species carved on the individual holding the staff is in addition consid-
staff, this s taff ca n s ummon animals of any ered to be under the effects of afeather f all spell
species the bearer chooses. However, the user as long as he holds the staff. Thi sfeather fall
must be specific as to the species summoned, nor effect disappears whe n all charges of the staff are
can the user summon every species in the forest expended.
at once. Each summoning takes two charges. All
animals of the called spedes within 12 miles has- of Wither ing
ten to the druid as quickly as possible. Once they XPValue: 8,000 C P Value: 35,000
reach the druid, they act as if under an animal DUNGEON MASTF..R Guide
control spell. The staff can also be used to cast The staff of withering is a + 1 magical weapon. A
animal control at any animal wi thin sight of the hit from it causes Id4+ I points of damage. If two
staff's user, at a cost of one charge. charges are expended when a hil is scored, the
The staff is also a magical weapon, with a +2 creature struck also ages 10 years, its abilities and
bonus on attack rolls, inflicting l d6+2 points of lifespan adjusted for the resulting agc increase. If
damage on a successful hit. The staff also func - three charges are expended when a hit is made,
lions as a pytholl staff with the characteristics of one of the opponent creature's limbs can be made
the staff of the serpent. This includes the destruc- to shrivel and become useless unless it success-
tion of the staff if the serpent is killed. Using the fully saves vs. spell (check by random number
staff as a snake costs one charge. generation fo r which limb is struck). Ageless
At a cost of two charges. the staff can be used creatures (undead, fiends, and the res!) cannot be
to cast one of the following druidic s pells: call aged or withered.
lightning, plant growth, dispel magic (as if cast Each effect of the staff is cumulative, so that
by a 15th-level druid), cure disease, cure serious three charges will score damage, age, and wither.
wounds, speak with plams. Aging a dwarf has litt le elTeet, wh ile aging a
Once a month, with no cost in charges, the dragon could actually aid the creature.
stafT can perform one o f the fo llowing greater
abilities: wall offire, in sect plaglle, transmute of Wizardry
rock to mild, wall of thorns, weather summoning, XPValue: 15,000 C PV. lue: 75,000
conjure fire elemental, colljure earth elemental, DuNGEONS &. DRA<iONS Rules Cyclopedia
fire storm. After using its greater power oncc, the Usable only by wizards, this staff + I has all the
stafT only regains this ability if it is recharged in powers of a staffofpower, plus the wizard spell
the Moonwell beneath a full moon. effects of invisibility, passwall, web, and conjure
Use of the spells of the staff by a druid who elemental. It may also be used to create a whirl-
docs not have the experience to no rmally use the willd (as if from a djinni) or shoot a cone afpara-
5287

~r----------------------------------.,
1300
r
Stair, Endless

l}'lation (as the wand). In addition, the user may (counting all items and creatures upon them); any
break the staff, which re leases all o f its power at additional weighl causes it to collapse as if com-
once. This final strike is an explosion that inflicts manded to disappear.
8 points of damage per charge remaining in the
staff. All creatures within 30 feet (including the of Ascendi ng
user!) take damage (but all may make a saving XPValue: 1,000 GP Value: 5,000
throw vs. staff for half damage). The Book of Marvc:lous Magic
On command, Ihis board creales a stairway 10,
of t he Woodlands 15, or 20 reet high. The stairway appears leading
XPValue: 8,000 GPValue: 40,000 up from the user. When commanded to disappear,
DuNGEON MASTEl!. Guide: the uppermost sta ir remains and may be picked
This sort o f staff is always made from oak, ash, or u p a nd re used. This item runc tio ns up to three
yew, finely gra ine d , beautifull y carved , a nd times a day.
bound with bronze. It is e ffecti ve only in the
hands of a druid. Each such staff has the fo llow- of Breaking
ing powers, wilh each expending one charge per XPValue: 100 G PValue: 500
use: The Book of Marvelo us Magic
Wall of thorns This item appears a nd runctions as e ither an
• Animal friendship and speak with animals ascending or descending sta ir but supports only
• Animate tree" 500 pounds or weight be ro re collapsing. It may
' This function duplicates the ability of a treant to be used up 10 three times a day.
cause a large tree to move at a rate of 3 and attack
as if it were the largest size trea n!. In a ll o ther Cold
res pects it becomes a virtual treant for e ig ht XP Value: 1,200 GPValue: 6,000
rounds per charge expended. Note that one round The Book of Marvelous Magic
is require d for the t ree to an imate. a nd it wi ll This sta ir a ppea rs and runctions as either an
return 10 rool ing on the eighth, so only six of the ascending or descending stair. Upon command, it
initial eight rounds are e ffe cti vely available for becomes ice cold, inflict ing I point of damage
the attack function. per foot traveled upon cveryonc us ing it. Crea-
tures resistant to co ld are nOI affected, and any
In addition to these powers, each staff of the other victim may make a saving throw vs. spell to
woodlands has a magical weapon value. Those take half damage. For example, one might take 10
with a lesser value have extra magical powers thai points damage descend ing a 20-root stairway ir
do not require charges anp. can be employed once the saving th row is mad e. Whe n collapsed, the
per day. To determine which sort of staff has been stair returns to normal temperature.
discovered and ils powers, roll on the table below.
of Descending
Roll StarrType XPValue: 1,000 GPValue: 5,000
01-25 The +4 staff has no additional powers. The Book of Marvelous Magic
26-50 The +3 staff also confers the power o f This stair is similar to an ascending stair but cre-
pass without trace ates a stairway lead ing downward. Whe n com-
51 - 75 The +2 staff confers the powers of pass manded to di sappear, the bottom stair remai ns
without trace and barkskin and may be picked up and reused. This item fun c-
76-00 The + I staff confers Ihe powers o f the tions up to three times a day.
+2 staff and the power of the tree spell.
Endless
In a ORAGONLANC[ Campa ign : The staff of the XP Value: 15,000 GP Value: 75,000
woodlands does not exist on Ansalon. i'oLYHEDIIDN Newszine 58
This magic item consists of two 2-foot by I-foot
Stair rectangular metal plates. When cast at the ground,
A magical stair is a wooden board, usuall y 5 feet both hover in place, one above the other, forming
long, a foot wid e, and a half-inch th ick. When a small stairway. When someone steps on the first
placed on a floor and commanded, it creates a plate. the plate levitates to a position above the
magical wooden stai rway of some kind, which second, thus continuing the stair. The stair can be
remains until it is commanded to vanish or un til turned by climbing in the des ired direction, for a
dispel magic is applied (treat the stairway as 25th maximum of a 45(DO) angle change per step.
level magic). Most stairways created in this fash- The stair has no altitude limit, but ne ither docs it
ion can s up port up to 2,000 pounds of weig ht confer any special abilities on Ihe user. Therefore,

/r------------------------------------,~
""
1301
---------------------------.------------------,

if the user climbs above the atmosphere, he or she


will die unless some form of magical protection
is used. The plates can be used in a vacuum, but
not in a zero gravity environmeOl, as they would
not sense where to go next. If the climber falls or
otherwise leaves the s tair in midair, the plates
will collapse. However, if the climber ascends 10
a safe surface, the plales will stay in place. Each
plate has an annor class of - I and can sustain 10
points of damage before becoming useless. The
plates cannot be used to descend.

of Judgment
XPValue: 1,500 GPValue: 7,500
'The Book ofM~\QUs Magic
Thi s s tair appears and functions as either an
ascending or descending stair. However, anyone
using the stairway in the wrong direction (up on a
descending stair, down on an ascending stair)
never reaches its end and instead walks through a
gale to an Outer Plane. Any victim of this effect is
met by an Immortal and immediately judged on
alignment behavior. After the judgment, the vic-
tim is returned 10 a safe spot in the Prime Mater-
ial Plane, near the point of departure.
If align ment behavior has been perfecl, no ill
effects occur (even to chaotics). If a lignment
behavior is flawed, a quest is assigned (as the Belenus in order to have the all im portant enchant
priest spell) which muSI begin within one mo nth. stoncs spell. The sile must have stones available
Death is the reward for poor alignmeOi behavior. and be at least five miles from any other existing
(Alignment judging is a tricky maner and the OM standing stones. Al l of the priests must spend an
should handle it carefully.) entire month assembling the stones and attending
ceremonies- the enchant stones spell must bt
of Slipping cast at the end of each week and again at the end
XPValue: 1,000 GPVaiue: 5,000 of construction. I f the priests are interrupted in
The Book of Marvelous Magic any way during that time, the enchantmen t fails
This sta ir appears and functions as either an and they must start agai n. During creation, the
ascending or descending stair but o n command standing stones' site must be dedicated to one
becomes quite slippery. Each victim using the sphere o f spells forever (for instance, standing
slippery stairway must make a saving throw vs. stones-divination). Once created, the magic of
spell or fall and tumble down the stairs. The fall the standing stones is pennanent.
inflicts I point of damage per foot; a victim slip- The actual physical parameters of the standing
ping from the lOp ofa 20-foot stairway Ihus takes stones are fairly loose. The exact size and number
20 points of damage. of t he sto nes are un important for game pur·
poses- they are arranged at creation to follow the
Standing Stones seasons, stars, conste llations, suns. moons, or
XP Value: 50,000 GP Value: 25,000 whatever. It is only important that t hey be
Legends & Lore a rran ged in a series of c ircular patterns. Since
Celtic priests can create formations of standing they are ge ne rally between 10 and 30 meters
slones in order to intensify their magic. The cere- across, standing stones are some of the largest
monies during the c reation of a ring 0/ standing magical items in existence.
stones make them highly magical places where Once created, ceremonies can take place at the
mere lesser mortals fear to tread. sile to cast spells within its assigned sphere. The
The creation of standing stones is a lengthy total of priest levels involved in the ceremony can
process that requires many priests. There must be be used as a direct multiplier to any of the follow·
at least 50 levels of priests or druids who worship ing: range, duration, o r area of effecl. As an
al least four di (ferent Celtic gods. One of the example, if 50 priest levels are involved in a cere-
priests must be at least a 10th-level worshiper of mony at standing stones to cast an animate object
".
/r------------------------------------.\
1302


r
Slalue. Old Sah SlalUCS ofPawer

Spell, they could either multiply th e range by 50 ered the highest ofPadhra's incarnations.
(to 1500 yards), the duration by 50 (to 50 rounds Mahavidi's statue is solid gold and is valued at
per level), or the area of effect by 50 (50 c ubic more than ten million gold pieces. It weighs over
feel per level). One of the priests must actually 30 tons, and is built directly into the foundations
cast the spell to be amplified by the standing of a building. Other than thi s, its only defense
Slones, and his is the base from which all other against th eft is the famous Ra -Khatian karma
information is extrapolated. curse, in th is case, a permanent kanna curse. The
curse is activated whenever someone touches the
Holy Star of the statue while thinking th oughts of larceny. The
conditions for removing the curse are returning
Bright Desert anything that was stolen from the statue, and then
XP Valu \:: 1,000 GP Valu e: 6,000 performing an act of contrition equivalent to the
GREYHAWK Adventures act that began the curse.
This is a copper star marked with the silver axe and
energy bolts of Heironeous the Invincible. It was Old Salt Statues of Power
fashioned by dervishes to aid them in holy battles XPValue G P Val ue
against infidels. The Slat gives a good wearer 30% Medic with Bag: 1,500 7.500
immunity to fear, and a +20% bonus to reactions Old Captain with Pipe: 1,900 9,500
with dervishes in the Bright Desert. An evilly Old Salty with Raincoat: 800 4,000
aligned wearer has a -4 penalty on all saving Pirate Mate with Rapier: 900 4 ,500
throws involving fear (magical or othetwise), and a Pirate with Pegleg: 1,400 7,000
- 4 morale penalty. The device glows brightly Sails Boy with Rope: 900 4,500
within 30 feet of any extremely evil creature. Skipper wit h Hat: 1,000 5,000
Swabbie with Bucket: 700 3,500
Statue Weaponsmaster: 850 8.500
Statues are carved from wood, stone, or marble Whaler with Harpoon: 800 4,000
and their subject matter varies w idely accordin g War Captain 's Companion
to the whim of the sculptor or the demands of a There are several different old solt statlles of
commission. Statues have also been produced by power. Each appears as a small statue ofa sailor a
pouring molten metal, ceramic, or plaster into a foot or so tall. When the statue is rubbed and the
mold. command word (usually engraved on the bottom
of the stand) is spoken, its power is activated.
Boli If an old salt statue 0/ power is broken or
XP Value: 2,000 GP Val ue: 10,000 destroyed, it is forever ruined, all magic is lost,
DRAOONMagazine 189 and it has no power. If it is slain in its human
Boli is a human-size starue of humanoid figure that fonn, it merely reverts to statue form and can be
is dedicated to th e skilled c rafts- metal and used again at a later time. They can be used once
leatherworking, jewelers, all smiths, or any other per day, unless otherwise stated in the following
Cf1Ift.. If the boli is given a small offering of food or text.
drink every day, the craftsperson can only automat- Med ic: wi th Bag: At a word, this statue grows
ically fail proficiency checks on a roll of 20, and to human size. It has AC 10, hp 8, and MV 12.
receives a - I bonus to the die roll. If the offering is The statue can cure light wounds five times a day,
not made, the craftsperson always fails proficiency cure serious wounds twice a day, or cure critical
checks until the offerings are made again. wounds once a day. It cannot use more than one
c ure type in a single day. Alternately, the statue
Corellon's Crystal Statuette can heal once a week, but this power replaces all
XrValue: 3,200 GPValu t:; 16,000 other curative powers of the statue for that week.
Monster Mythology The old salt statue can on ly be used to cure an
Corellon's avatar typically carri es a crystal stat- individual once in a single 24-hour period, which
uette that allows him to summon Id4 16-HD air means that all five cure light wounds cannOt be
elementals to do his bidding for 2d4 turns once a spent on the same individual.
doy. O ld Capta in wit h Pi pe : Once a d ay, th is
Golden statue can be activated to give the ship's captain
XP Value: 2,000 G P Value: 15,000 unerring advice. The advice the statue gives is
Storm Riders limited to directions toward an intended destina-
This golden s tat ue depicts the Padhrasattva of tion, or the advice on how to better attack an
Erudition, Mahavidi. Mahavidi is th e personal enemy ship. (Whe n the latter advice is used, the
Padhrasattva of the Dalai Lama, and is consid- ship gains a + I bonus on all initiat ive and attack
,~ ,

/r----------------------------------~~
1303
",Statue. Pimte with Pq Leg
(

rolls ror Id4 rounds.) The statue has AC 4, hp 23, Skippe r with Hat: When this statue is active,
and MV 12. After use, it reverts to statue form, it directs the motions of the ship by yelling (oftC!l
leaving behind a pleasant odor of beechwood obscene) commands to the helmsman. As a result
pipe smoke. the ship is able to perform faster than normal.
Pira te with Peg Leg: When th is statue is actio The ship gains a + I to its SR. The skipper can be
vated, all enemies aboard a ship musl ro ll a save used once a day ror one hour at a time. Ifmore
vs. spell or be rorced to dance the pirate's jig for than one skipper with hat is used on the ship al
Id6 rounds. During that lime, all those who failed one time, the numbe r of skippcrs equals the SR
the save cannot fight. Those who make the save penalty the ship receives instead. With two ski{1-
have their attack ro lls penalized by - I. The statue pen with hat, SR 6 turns into SR 4. This penalty
has AC 10, hp 2, and MV 12 . If d estroyed, its arises from the skippers yell ing different com-
magical effects on the opponents are immediately mands; thus confusing the crew. The statue has
dispelled. AC 2, hp 35, and MV 12.
Pirate Male wilh Ra pie r a nd Pa r rol: Once a Swa bbi e with Buc ke t : When activated, this
day, this statue can be activated to fight with the statue will clean and polish every de ck on the
ship's crew. The pirate mate with rapier and par- ship. The job takes one round per 5 square feel
rot can be used once a day. With an evilly aligned (keel length multipl ied by beam width gives
crew, the statue gai ns the rollow ing statistics: square rootage). It continues its job until it either
finishes, o r un til k illed. It has AC 8, hp 12, and
St a tue, Ev il Crew: Int Average; AL LE; MV 9, and can be activat.ed once a week.
AC 6; MV 12; HD 6; hp 60; THAC O 15; Weaponsmaster: This statue takes the place of
#AT 312 ; Dmg Id8+3; SA +3 on attack and a whole weapon's crew. It can be activated for one
damage rolls; SZ M (6' tall); ML 20; XP ho ur eve r y day, or until the human rorm is
650. destroyed. This statue has AC 4; 6th·level fight-
ers, hp 45; MV 12.
With a good o r ne utrall y aligned crew the Wh a ler wi th Harpoo n: When activated, this
statue has the following statistics: statue goes to the edge of the ship, anned with il5
harpoon and summons fish. Even in the phlogis-
Sta tue, G ood C rew: Int Average; AL LN ton, the whaler can summon and spear Idl2 fish
or LG;AC 5; MV 12; HO 6; hp60;THACO every day (each fi sh ave rages Id20+20 inches
16; #AT 312; Dmg Id8+2; SA +2 on attack long). Once the OM de te rmines the number of
and damage rolls ; SZ M (6' tall); ML 20; f ish that are caught, the whaler returns to statue
XP 650. (onn, and cannot be reactivated ror 24 hours.
If a large aquatic creat ure (whale, sea serpent,
Sails' Boy with R ope: This statue can be actio kraaken, or the like) is a ttacking the sh ip, the
vated once a day for one hour each use. The sails' whaler can, if not previously activated, fight dur-
boy can increase the MC of a spelljamming ship ing the encounter with a +2 bonus, inflicting d0u-
(or even a normal s ailing ship) by one c lass for ble damage.
that time. Ifkilled while perrorming his duties,
the sails' boy cannot be reactiva ted ror one full Roll Statue Type
week . Only one can be active on a s hip at one 01- 10 Medic with Bag
time. It has AC 6, hp 12, and MV 12. 11- 20 Old Captain with Pipe
O ld Salty with Rain coat : This statue a/power 21- 30 Old Salty with Raincoat
has no human fonn. Instead, it divines the weather 31-40 Pirate Mate with Rapier
for the next 24 hours. (If the weather is being mag· 41 - 50 Pirate with Pegleg
ically tampered with. the sailor's squinty eye glows 51-60 Soils' boy with Rope
and the divination will c hange to match the 6 1-70 Skipper with Hat
approaching weather.) When the weather is divined 7 1-80 Swabbie with Bucket
as being fair, the statue appears as a barechested 81-90 fJ eaponsmaster
sailor with shan legged pants and no shoes. 91-00 Whaler with Harpoon
Ifthe weather is to be stormy and wet, the statue
wears a raincoat. If the weather is cold or snowy, Scorpion Ward
the statue ....-ears a th ick parka and tal1, stout boots. XPVa lue: 250 G P Value: 1,250
This item is userul in the phlogiston as well, since The Glory of Rome
it predicts the occasional eddies and high and low Romans greatly feared the power of wizards with
pressl!re cross-currents tha t rc sembl e ocean the evi l eye. One of the magical items used 10
storms. It operates constantly, and cannot be deac- protect against it was the scorpion ....,orr!. This is a
tivated or rooled, save by magic. small, hardened clay or metal statue of a scorpion
nil

./r----------------------1-3M----------------------.~ 1
of average wo rkmanship. If o ne is placed j ust
inside the doorway of a home and a short praycr
said to th e household gods, the mag ic of the
statue protects the people who live in the house
against the evil eye. Any residents of the house-
hold ( including famil y members, servants, and
slaves, but not guests) receive a +3 bonus to sav-
ing throws against t he ev il eyc, as long as the
scorpion ward remains in the doorway.

Singing
XP Value: 1,000 GP Value: 5,000
Dragonsor Light
The statue of singing is a hollow statue of beaten
gold, formed in the shape of Mishakal, the Healer.
If wate r is poured into the hole at the top, the
statue begins to hum a va ried, peaceful tune. The
statue has the following properties while singing:
it acts as a chime of opening against any locked or
held door; it prevents undead from approaching
within 20 feet of its wielder; it heals I d6 poiOls
of damage. once a day. on a ny person wi thin 10
feel.

Singing II
XP Value: 3,750 G P Value:
Tales oflhe Lanee
These hollow statues of gold we re smithed inlo 24) and attacks as ifit were a medium war-horse
their form by the goddess Mishakal, the Healer. (three attacks for I d6l 1d6/Id3). It is Armor Class
Each statue stands about 6 inches tall. 3 and has 18 hit points. It saves vs. all applicable
If water is poured inlo the hole at the statue's attack forms as if it were " Metal, hard."
lOp, the statue begins to hum a peaceful tu nc. Destrier: This stone horse travels at the same
When the s tatue "s ings," it ac ts as a chime of movement rate as a medium horse (movement rate
opening against any locked or held door, it pre- \S) and attac ks as irit we re a heavy war-horse
vents undead from approaching within 20 feet of (three attacks for 1d8Jl dS/ ld3). It is Amlor Class I
the wielder, and it heals I d6 points of damage to and has 26 hit poi nts. It saves vs. all applicable
all people within 10 feet (including the wielder). attack forms as if it were "Melal, hard."
This last powe r is usable on ly once a day. The A stone horse can carry I ,000 pounds tire-
duration of singing is 4d4 turns. If Ihe water is lessly and never needs to rest or feed . Damage
prematurely spilled, the singing stops. inflicted can be repaired by first using a slOne to
These s tatues we re com mon in pre-Cata- flesh spe ll , thus causing the slone horse to
clysmic times. Now that the clergy of Mishakal become a normal horse. If allowed to graze and
have been restored, the s in gi ng s tatues havc rest, the animal heals its wounds at the rate of I
begun to reappear with increasing frequency. point per day. When fully healed, it au tomatically
reverts to magical form .
Stone Horse
XPValue GPVaIUt;: of S ubstitutio n
Courser: 2,000 12.000 XP Value: 500 C P Value: 10,000
Destrier: 3,000 15,000 DRAOON Magazine 126
D UNGEON MASTER Guide Upon close exa mination , thi s s tatue revea ls a
Eac h o f these ite m s appears to be full-sizc. small cavity in its back. The statue is hollow and
roughly hewn statue of a horse, carved from some large enough to hold one pint of blood. In order
type of hard stone. A command word brings a to make the statue work, the character to carry or
steed to life, e nabling it to carry a burden, and use it must pour one pint of blood into the statue,
even to attack as if it were a war-horse. There are which magically seals when full. Once this bond
t....,o sorts of mounts: has been crealed, the statue benefits the character
Courser : This slOne horse traveis at the same using it as ifusing the shukenja spell substitution.
movement rate as a light horse (movement rate The first 20 points of damage the character takes
~116

/r------------------------------------.~
1305
(

in combat are abso rbed by the statue, which dis-


appears automatically when the limit is reached. Stocking
The statue will benefit no one but the character Stockings are long, tight-fitting garments that are
whose blood it holds, and only one statue may be often worn in place of socks. Stockings protect
so used by a character at a time. If small amounts the whole leg, where socks only keep the calfand
of blood from several characters are poured in, feet warm. Some cultures frown upon men's
the statue will not give each of the characters lim- stockings, however, frig id climates generally
ited benefits; it will, in fact, be worthless. prompt everyone to wear stockings, especially in
cultures where ttousers haven't been invented.
Xanlhippe of Annoyance
XP Value: 700 G P Value: 3,500 of Elf Summoning
The Book of MarveloOJs Masie XPVa.lue: 1,000 G PValue: 5.000
This item appears to be a tiny statue of a shrew. If POLYHEORON Newsl.ine 23
one command word is spoken, it turns into a giant This plain, long stocking is typical of the type of
sh rew but may then make a s aving throw vs. socks worn by peasants. When hung by a chim-
spell. If the throw is successful, the shrew imme- ney and the command word is spoken, a fal, 10th-
diately flees at its maximum movement rate. If level elf wi ll appear by descending through the
the saving throw fails, the shrew understands and chimney, wearing a bright red and white fur out-
obeys the user of the statue. fit. The elf will assist the user for up to one hour,
If touched and a second command word spo- and then vanish. The stocking functions once a
ken, the shrew returns to statue fonn. Otherwise, year.
a dispel magic spell is needed to return the crea-
ture to its normal inanimate state; remove c urse of Mystery
does not affcct it. XP Val ue: 400 GP Value: 2,000
A third command word turns the statue into an POLYHEDRON Newszine 23
ethereal being resembling a human female . This This stockin g is useful when pulled over the
being is immune to all attacks and has no attack head. The user then becomes completely unrec-
form s itself. When created, however, it immedi- ognizable, even by close friends. The slocking
ately begins loudly criticizing the user; all wit h functions once a day, for up to three turns per use.
60 feet unde rstand the words. This speech can
continue for any duration but the being returns to Stone
statue form on command of the user or jf dispel Magical stones are generally pOlished to a bril-
magic is applied. liant shine. See Gem and Rock for additional
magical possibilities.
Stick of Standing
XP Va lue: 500 GPValue: 2,500 Roll Stone Type
DRAGON Magazine 30 01 - 25 Ornamental Stone
The sticks of standing were developed to support 26-50 Semiprecious Stone
Orlow's tomato plants. These are l4-inch-thick, 2- 5 1-75 Fancy Stone
foot- long pieces of wood. When placed perpendic- 76-00 Hardstone
ular to any horizontal surface they remain standing
unless moved by a living creature. Roll Orna me ntal Stone Type
01-03 Agni Mani
Stirrups of Horsemanship 04-05 Algae
XPValue: 2,500 C rValue: 12,500 06-{)8 Augc1ite
DRAGON Magazine 126 09-11 Bluestone
When fitted on a horse, these stirrups give any 12- 13 Chrysocolla
character who rides that animal the same skills in 14-16 Corstal
riding that he or she would have with the horse- 17-18 Crown of Silver
manship proficiency (this applies to riding skill, 19-21 Disthene
leaping onto the animal, usi ng two-handed weap- 22-24 Epidote
ons on horseback while guiding the animal with 25-26 Fire Agate
the legs alone, and so o n). The stirrups may be 27- 29 Fluorspar
used on any horse or horselike animal (ki-rin, 3(}-32 Frost Agate
unicC1m, or the like), and must be attached to the 33- 34 Ooldline
saddle trappings if they are to work properly. No 35-37 Greenstone
additional bonus is given to c ha racters who 38-39 Hyaline
already have the horsemanship proficiency. 4<>-42 Lynx Eye
5)11

/r------------------------------------" 1306
Statue, Beauregard's Beautiful Bauble,.--

"' 43--45 Mocrocline 19- 23 Heliodor


46-47 Nelvine 24--27 Hom Coral
48- 50 Nune 28- 32 Jargoon
51-53 Oolite 33- 36 Komerupine
54-55 Ophealinc 37-41 Laeral's Tears
56-58 Rosaline 42-45 Octet
59-61 Sagenile 46-50 Orbaline
62-63 Sanidine 51 - 55 Raindrop
64-66 Sarbasso 56-59 Rusteen
67-68 Salin Spar 6..... Scapra
69-71 Sharpstone 65-68 Shandon
72-74 Sheen 69- 73 Sinhalite
75-76 Silkstone 74--77 Sphene
77- 79 Snowflake Obsidian 78-82 Star Siopside
8G-82 Sunstone 83-86 Tremair
83-84 Thurarlial 87- 91 Ulvaen
85-87 Variscitc 92- 95 Waterstar
88-89 Violane 96-00 liose
90-92 Webstone
93-95 Wonderstone Roll Hardstone Type
96-97 Woodline 01-06 Alabaster
98-00 Zarbrina 07- 11 Archon
12- \7 Hombillivory
Roll Semiprecious Stone Type 18- 22 Iris Agate
01-(14 Alestone 23- 28 Ivory
05-07 Andar 29- 33 Lumachel1a
08- 11 Aventurine 34--39 Luspeel
12-14 Boakhar 40-44 Marble
15-18 Clciophane 45- 50 Meerschaum
19- 21 Datchas 51- 56 Pipestone
22- 25 Dioptase 57-61 Psaedros
26-29 Gold Sheen 62-67 Serpentine Stone
30-32 Hambergyle 68- 72 Soapstone
33-36 Hydrophane 73- 78 Star Metal
37- 39 Hypersthene 79- 83 Sulabra
41\-43 101 84--89 Tempskya
44-46 Irtios 90-94 Turritella
47- 50 Luriyl 95--00 Xylopal
51-54 MaJacopn
55-57 Meliochrysos Beauregard's Beautiful Bauble
58-61 Mykaro XP Value: 600 GP Value: 3,000
62-41 Mynteer POLYHEDRON Magazine 57
65--68 Orprase This small stone looks very much like a robin's
69-71 Phenalope egg and will radiate a faint aura if detect magic is
72- 75 Rainbow Obsidian used. The bauble has the power to release a calm-
76-79 Samarshile ing effect on all who look at it. Anyone viewing
80--82 Serpentine the bauble must make a saving throw vs. charm;
83- 86 Skydrop those who are successful hear soft music and
87- 90 Spodumene believe that the bauble is one of the most beauti-
91- 93 Tabasheer ful things Ihey have ever seen. Those who fail the
94-96 Tchazar saving throw are instantly calmed, at peace with
97-00 Witherite themselves and their surroundings. When placed
in the hands of someone who is angry or afraid-
Roll Fancy Stone Type even one who is magically enchanted 10 be angry
01---05 Angel Skin of afraid- the person becomes calm and happy
06-09 Brandeen and any enchantment of anger or fear is instantly
10-14 Euclase negated_
15- 18 Flamedance
5322

)
1307
-
f

Bimbomushi
XP Value: 3,000 G P Value: 20,000
DRAGON Magazine 40
These come in two imitative foons, either similar
\0 magical gems or to other magical stones (lode-
stone, earth elementals, and the like). When car-
ried on a person in battle with a creature of more
Hit Di ce (in a mixed group, ifany one orthe
enemy has morc Hit Dice) than the carrier, the
bimbomusM acts as a ,.ing of protection -3 for ils
carrier as long as he or she is conscious and in
active baure ..

Bloodsto ne of Fistandantilus
XPVa lue: 15,000 GPValue: 75,000
Tales of the Lance
Legends state that no one can possess the blood-
s/one of Fiston(/anti/us; onc is possessed by it;
such is the bloodstone s power-such is evil.
Even if the artifact itself does not lurn the user
mad. it offers prizes that just might- a new body,
a new mind, and immortality. In mortal combat,
Raistlin wrested this artifact from Fistandantilus.
Some say the bloods/one wanted Raistlin to win,
some say it drove him mad.
The bloodstone has survived from the early
days of magic, crafted from the blood-speckled
jasper found allhe Ravaged Heart valley of the Both ron again.
Khalk ist Mountains. A 3-inch-long, teardrop- If the victim snves nnd thc wizard fails, the
shaped gem, the bloodstone takes its name from wizard suffers I d I 0+5 points of damage and
the scarlet speckles that run through it. The gem cannot perform an action in the next round.
rests in a plain silver setting that is worn about The victim takes a free action that round.
the neck on a silver chain. If the wizard saves and the victim fails, the
Once a day, Ihe wearer can speak a command victim'S spirit dislodges and departs to the
word to cause the bloods/one to cure 2d8+ [ gods. The wizard's spirit inhabits the emp-
points of damage to himself. The stone cannot tied body and his old body crumbles to dust.
cure systemic damage as caused by poison or pet- The wizard all former ability scores (Str,
rification. Dex, Can, and so fo rt h) except where the
A separate command word causes the blood- victim's scores are higher. For such abilities,
stolle to activate in the following round, attacking the wizard's scores increase to match those
anyone in a 40-foot radius. When successfully of the victim. If the victim exceeded the wiz-
used, the bloodstolle dislodges the victim's spirit ard in level, th e wizard attains the higher
and transfers the wizard's spirit into the victim's level, gain ing the expe rience point s and
body. Use of ,Ihe bloodstone in this fashion au to- powers of the new level.
matically shifts the character onc full alignment
toward evil (good becomes neutral , neutral Chardalyn
becomes evil and so on). I.n the round after the XPValue: 4,000 GP Value: 20,000
second command word is spoken, both victim Yolo's Guide 10 the North
and wielder roll a saving throw vs. spell with the These rare, black stones are found only in the
following results: northern Sword Coast area of Faerun. They occur
[fbolh fail , each loses Id10+5 hi! points. The naturally, and are nOt a specially enchanted stone.
victim can make one attack. The wizard can Each stone can naturally entrap a single spell cast
elect to receive the attack, hoping to use the into it, releasing the magic for its usual spell
bloodstone again in the next round, or may effects later, when the stonc is shattered.
break concentration and tr y to avoid the If a chardalYII is hurled at an enemy and
attack. breaks, it could become the focal point of a fire-
If both save, the victim's spirit is firm ly ball cast into it years earlier. A chardalyn can
entrenched and has battled back the attack. only absorb one spcll. Once it is "full," other
>ill

~r--------------------------------------~~
1308
magic has no effect on it. information about elementals and their control
These stones always absorb spells cast del ib- see the Monstrous Manual accessory. The stone
erately into them. They can also absorb incom- can be used to summon one elemental a day.
ing spells on a roll of 7 or less on Id 12. This is 1.11 Raye nlofl: The elemental can only retum to
useful when the incoming spell is hostile and its native plane through one of Ravenloft's rare
di rected at the stonebearer. Chardalyn can take exits. Ifit some how gains ils freedom , it attacks
in lightning bolts and fireball flames that have the summoner.
already man ife sted (preventing any damage
from them from occurring), but the bearer of a Coruskian
stone can't choose when this power will or won't XPValue: 1,500 GPValue: 8,000
work. (Once again, it only has the potential to GREYIV.WII Adventures
work if the chardalyn is no t already holding a Set in a golden necklace, this green stone was
spell.) Severa l veteran Riders of Nesme wear enchanted by a Nyrondese spellcaster who sought
rings offire resistance coup led with shields to control the griffons of the Corwkian Moun-
studded with chardalyns that hold fireball spells tains. Though the magical item worked well, the
into battle. A foe who shauers a chardalyn with wizard overlooked his inabi lity to ride airborne
a weapon blow suffers immediate damage from creatures, and he met his doom at the bottom of a
the exploding names. dcep and jagged chasm. Since then, the stone has
been used by the nomads and tribesmen who hap-
of Cold Immunity pen to find it.
XPValue: 1,000 G PValue: 5,000 The slone gives its owner the ability to charm
PoLYHEDRON Newszine 23 griffons (saving throw applicable) once a day.
No command word is needed for this rare item. It Charmed griffons will allow the ehanner and all
au tomatica lly absorbs cold damage that cou ld allies to ride them. Ai rborne riding maneuvers
otherwise affect the bearer. All cold damage is that do not require a proficiency check can be
reduced to I point per die, and the bearer may accomp lished using land-based riding tech-
make appropriate saving throws to take damage niques, but ai rborne maneuvers that require a
equal to half of the reduced figure . The stone of check automatically fail if the rider has no profi-
co ld immunity funclion$ for I d6 +6 mon.lhs !,;iem;y in airborne riding. If the wearer rides a
(regard less of the amo unt of cold absorbc d) grifTon into combat, the chances of breaking the
be fore becoming nonmagical. This item cannot spell are doubled (check before the battle).
be construc ted or recharged . It is a disposable
body part from a very rare creature (the sotyuch). Cursed Well
XPValue: - GPVall.le: 1,000
of Continual Light DRAGON Magazine 145
XP Value: 300 GP Value: 1,500 In appearance, this stone looks exact ly like a
Talons of Night stone of the well. A cursed well stone, though,
These normal stones are enchanted with the con- causes any well into which it is placed to dry up
tinua/light spell. Generally they are attached to inunediately; likewise, all wells within a one-mile
the walls of dungeons or castles in order to light radius of a cursed ....'ell stone also dry up immedi·
the hallways. . ately. This item counters a Slone of the well, and
no new well dug in the area of effect of a cursed
of Controlling Earth Elementals well Slone wi ll yield water, even if the ground is
XPValue: 1,500 GPVa lue: 12,500 saturated. Once activated, an exorcism or remove
DuNoOON MAsTER Gl.lidf; curse is required to be rid of this malefic stone's
A stone of this nature is typically an oddly shaped influence.
bit of rough ly polished rock. The possessor of
such a stone nced but utter a single command Dream
word, and an earth elemental of 12 HD will come XP Value: 1,000 G P Value: 5,000
to the summoner if earth is available, an 8-HD In Search of Dnlgons
elemental if rough, unhewn stone is the swnmon- Dream Slones are golden pebbles that reveal
ing medium. (An earth elemental cannot be sum- actual or possible events in the future. Eons ago,
moned from worked stone, but one can be called the gods of neutrality presented the bag of dream
out of mud, clay, or even sand-a lthoug h one stones to the primitive Lor-Tai tribe. Lor-Tai
from sand is an 8-I·to monster.) The area of sum- leaders use the stones to help predict natural dis-
moning for an earth elemental must be at least 4· asters and to foreeast the year's harvest.
foo t square and have 4 cubic yards of volume. Each dream stone is etched with from I to 3
The elemental appears in I d4 rounds. For detailed symbols of a moon at high sanction. When the
53)!

/'------------------------------------,~
1309
"",Stone of Everbuming
r
number of symbols on a dream stone is the same Glowstone
as the number of high sanction moons in the sky, XP Value: 1,400 GP Value: 7,000
a dream is revealed, but only iflhe owner sleeps Dwarves Deep
through the night with the stone beneath his or These famous "gems" are synthetic crystals.
her head. Each dream SlOne can be used once. Clear, faceted, and oval, and as long as a man's
The dream stones can be useful tools for pro- hand, glowstones bloom with a continuous, heat-
viding the PCs with information, clues, and less white radiance equal to a continual light
warnings. They can also he helpful in getting spell. The radiance cannot be dimmed by magical
stalled pes back on the track. However, the darkness, dispel magic, or other means, with the
dreams are not necessarily accurate, nor are they exception of draining the stone of all power.
always easy to interpret. When power is being drained from a glowslOne, it
To receive a dream, the PC must sleep with the pulses and flickers.
dream stone under his or her head for at least six Glows/ones are used to power all magical
uninterrupted hours. The symbols on the dream items requiring charges. A glows tone that is
stone must match exactly with the moons in the brought into contact with an item sticks to it. This
sky. For instance, if a particular dream stone is an attraction akin to magnetism, which can be
shows two moons in full sanction and there are broken by a strong pull, but not by accidental
three moons in full sanction, no dream cream will contact. Once attached to another magical item,
occur. the glowstone begins to recharge the item, restoT-
The dreams are visions of events that may ing one charge per full turn of continuous con-
occur in the future . A dream is experienced as a tact. If the item is used during this time, it loses
series of flickering images; the end of one image no charges, the required magical energy being
dissolves into the beginning of the next. Unless drawn from the glows tone in addition to the
the OM is using the dream stones to feed specific recharging energy being released.
information to particularly incompetent or Magical items which do not use charges but
unlucky PCs, the images should be vague and which can normally be used only a limited num-
indefinite. It makes for a more interesting adven- ber of times in a set period gain one additional
ture if you can tie these dreams into the personal- use (of each power or function) after they are
ities of the PCs. exhausted. They must be touched to a glowstone
for five continuous rounds. This boost cannot be
of Everburning fed into an item before a given power is
XPValue: 500 GPValue: 2,500 exhausted, storing the energy for later use.
OldEmpires In addition, dwarf priests can release the power
This stone is unremarkable, except that it radiates of a glowstone which they are touching by means
searing heat at all times. If a SlOne of €Verbuming of a special spell, glowglory. This pOlent magic
contacts exposed flesh , it inflicts ld3 points of allows them to unleash beams of power from a
damage for each round of contact. The stone's glowstone, as weapons or tools. A beam of power
most remarkable property is its longevity; some is a cUlling beam of radiant force that cuts stooe,
have stayed hot more than 3,000 years, even when wood, and fl esh alike- doing an automatic 6
continuously immersed in water. These items are points of structural damage per round to the for-
used in the steam engines of Mulhorand. mer two objects, and does 6d6 points of damage
per contact to living things. For more information
Finder's on beams of power, please refer to the spell glow-
XP Value: 3,500 GPValue: 17,500 glory.
1992 Fantasy Collector Card 409 Unleashing a beam of power from a glowstone
This artifact was destroyed in the final battle drains it of20 charges per rouod. Charging an
against the evil god Moander. By holding this item from a glowstone drains however many
unique magical item and concentrating, any per- charges are transferred to the item, at the rate
son could get it to emit a beacon of light indicat- given above. Boosts for chargeless items cost
ing the quickest path to any object, Any member seven charges each.
of the Wyvernspur family could: peer into the Glowstones have 1,000 charges when made,
stone to read knowledge stored within; cause Ihe and can never be recharged, but charges can be
stone to cast an illusion of the bard Finder transferred from one glowstDne to another. A
Wyvernspur, singing any of his songs: use the little-known side benefit of this last practice: any
stone as a rechargeable wand, holding many being holding two glowstones together and will-
spells, including detecl magic, continual light, ing one to give the other energy experiences the
dispel magic, fly, tongues (permanent), and tele- energy flow through his or her body. It does not
port. heal damage, but does burn away poisons, dis-

/r------------------------------------,~
""
1310
r
Stone of Gut and ThiO<llJM

of Gul and Thiondar


XP Value: 10,000 GP Value: 75,000
DuwGEON Magazine 30
In the di stant past, long before the rise of man
and the creation of dwarves and gnomes, giants
ruled the surfac e o f th e con tinent and wor-
shiped many deities. One of the giants' deities,
a young and ra sh demi god named Gul , pro-
voked the terrible wars that fragmented the
gi ants int o se para te races and created the
mutant eltins, cyclops, and fomorians. As pun-
ishment for his terrible deed, the deities of the
giants stripped Gu l of most of his powers and
impri soned his essence forever in a 2,500 lb.
ruby. Unwilling to destroy another immortal
being, the gods of the giants deposited this
prison in the heart of a mountain and tried to
forget about Gul. Near the mountain, the gods
raised a temple to commemorate their deed and
to warn monals to beware the terrible Gul.
The stone ofGul is a relic of 8\\1esome and for-
midable power. Des igned especially for its
immonal prisoner, who was once a deity of name
and travel. the stone drains the magical and spiri-
lUal abilities from Gul and shunts them into the
nearby environment. The stone drains Gul 's most
powerful immonal powers, using them to telepon
eases, parasitic infestations, and embedded for- a nearby river in an endless loop and to heat a
eign materials, purifying the body. nearby valley.
To destroy aglowstone, one must strike it with Millennia passed, and the climate of the moun-
a disintegration spell or magical effect, or deal it tain range gradually became colder, except fo r
physical or magical damage (or a combination of the valley warmed by the stone. When the Ch'thar
the two types) totaling more than 66 points in one discovered the valley, King Thiondar fou nd an
round (cumulative totals are ignored). Even when opening at the base of the tallest mountain at the
disintegrated, a glows/one explodes in a violent south of the valley. Intrigued, he descended
blast dealing IdlO points of damage per charge it beneath the mountain and discovered the stone of
had left , to all creatures within 70 feet (save fo r Gul.
half damage, allowed only if at least 25 feet dis- As the king (a powerful wizard) studied and
tant from the stone). GlowsLOnes that are entirely tested the relic, he fell into its power and became
drained do not explode. Their light simply fades insane. Thiondar emerged from the mountain a
silently, and then they crumble away to dust. week later to tell hi s worried subjects that the
Ch'thar would be sellling in the valley. He ordered
of.Good Luck the Ch'thar to build a town, while he returned to
XPValue: 3,000 GPValue: 25,000 guard what he now considered his relic.
DlJI.;GEON MAsn:lt Guide It was plain to all of the elves that something
The luckstone, a magical stone, is typically a bit had befallen their leader, Lioshand, the king's
ofrough polished agate or similar mineral. Its champion, followed the king into the mountain
possessor gains a + 1 (+5% where applicable) on and witnessed Thiandar meditating in the pres-
all dice rolls invol ving factors such as saving, ence of a huge glowing ruby. Lioshand con-
slipping, or dodging-whenever dice are rolled to fronted the king about the relic, whereupon
find whether the character suffers from some Thiandar, deranged by the power of the stone,
adverse happening. This luck doe s not affect accused him of tre ason and slew him with
attack and damage rolls or spe ll failure dice. magic. The king emerged from the mountain to
Additionally, the luckstone gives the possessor a denounce his fai thl ess subjec ts and to pro·
± I% to ± IO% (at owner's option) on ro lls fo r nounce a horrible curse o n Li oshand 's soul.
determination of magical items or di vision of Thiondar repeated hi s order for the Ch'thar to
treasure. The most favorable results will always build a town, and again returned to the mountain
be gained with a stone ofgood luck. to guard the relic.

/r------------------------------------,~
"'.
1311
..
,SlOne afGul and Thioodar
r
As soon as Thiondar left. the Ch'thar began
to argue bitterly among themselves. They spec-
ulated about what Thiondar had found under
the mountain. which was soon named King's
Mountain by the elves. Many desp ised th e
king's actions, for they knew that Lioshand had
always protected the king and acted QUi of con·
cern forThiondar's safety. Even more hated the
environment of the valtey. which was filled
with a dark rain forest and populated with great
reptiles.
The dissenters-nearly a thousand strong- left
the valley and called themselves the gray elves.
Ashamed for their king's unjust behavior, their
own weakness. and their cowardly escape, the
gray elves never documenled what bappened in
the valley and rcta in thei r somber name to this
day,
A few hundred of the Ch'thar remained in the
valley, some out of loyalty, some out of fear.
Inspired by the divine intelligence in the stone,
Thiondar devised w..o wards to prevent interrup-
tion from the outside world, As the centuries
passed and Thiondar 's insanity de veloped, he
ordered all of the Ch'thar to settle inside King's
Mountain,
Thiondar began experimenting with the powers
of the stone, and in doing so divcrted energy from Ro ll Inspiralion
the relic's original tasks, As a result, the valley 01 -36 Spell
became too cold to support a rain forest. As the 37-45 Ring
millennia passed, the swampy valley dried up and 46-50 Rod
all the water settled in a lake at the foot of King's 51-60 Staff
Mountain. Time soon eroded the Ch'thar's aban- 61-70 Wand
doned bui ldings in the valley, and the entrance to 71- 90 Miscellaneous magical item
the caverns under King's Mountain became par- 91-95 Miscellaneous magical weapon
tially flooded with water from thc lake. 9&-00 Anno,
Jfa spellcastcr spends but eight hours meditat-
ing in the presence of the stone , he or she can The specific item or spell can be determined
learn how to invoke some of its powers at the by using the spell tables in the PHB or the magi-
20th level ofability:Jireball (three times il dily), cal item tables in the DMG, or the magical gener-
fire chunn (once a day), levirale (at will), dimell- ation tab les in this back of th is volume. An
sion dOQr (once a week), cOlllrof weather (once a inspiratio n will resul t in a 100% chance ofsuc-
week), and earthquake (once a week). Spending cess and one-founh the time and expense required
one day pondering the mystical energies of the in research for the particular item or spell. How-
stone permanently raises a spellcaster's Intelli- ever, the knowledge gained by the inspiration
gence by I point due to the close contact wi th a lasts for only as many months as the spellcasler
work of divine genius. has points of Intelhgence, and a recIpIent cannot
In addition, the stone has the ability to inspire a be visited by more than onc inspiration at a time.
spel1caster to create a new work of magic. For Iflhe inspiration is nOI or cannot be immediately
every day spen t in meditation in front of the acted upon (perhaps because the spe lJcaster
stone, there is a t% cumulative chance that the receives inspiration for a spell beyond his abil-
spellcaster will be imparted with a burst of genius ity), the spellcaster will never be able to enchant
and unde rstand all the steps to manufacture a the item or resea rch the spcll, no matter how
magical item or research a spell, If the character much time and effort are expended. Furthermore,
is inspired, roll percentile diee and consul t the the inspiration is a gut feeling, a hu nch, an inde-
following table: scribable instinct to complete the item or spell. It
cannot be translated into words and can neve r be
written down,
""
/r----------------------------------~~~
1312
r
Slone of Mysterious $oUOO

Hampering with divine insight has its dangers. Spell is cast. If a sword or other edged weapon is
For every day spent meditating in front of the rubbed against the stone, the weapon perma-
stone, there is a 5% cumulative chance that the nently gains or loses one plus. Consult the table
spellcaster will be amicted wilh one of three below. Each stone has 2d4 charges when found.
major fonns of permanent insanity. If the PC fails Sharpening a weapon expends one charge.
a Wisdom check, roll percenti le dice and consult
the following table: Percentage chance to:
Weapon Incrt'ase Decrease
Roll Insanity Result Bonus Bonus by I Bonus by I
01-40 Delusional Insanit y: The character o 01 - 90 91--00
becomes utterly convinced that he is the +1 01 - 70 71--00
demigod Gul and wi ll be vio lently +2 01--60 61--00
upset if any mortals around him do not +3 01-40 4 1--00
recognize his divine status. The PC will +4 01- 30 31--00
otherwise act in a nonnal manner. +5 01- 10 11--00
41- 90 Split Personality: The character dcvel-
ops an additional personality that is Myste's Stone of Mixed Luck
chaotic evil. Every day, there is a l-in-6 XP Value: 2,500 GP Value: 12,500
chance of the personality emerging; this 1992 Fantasy Collector Canl132
chance becomes l-in-6 per round in This stone gives Myste good luck 85% of the
stressful situations (like combat). The lime on all die rolls involving saving, slipping
ncw personality makes up a ncw name and dodging. Myste gains a + 1 (or +5%, when
for itself but retains the old personal- appl icable) bonus to her rolls . Thi s docs uot
ity's abilities. It is perfectly aware of its incl ude attack or damage rolls or spell-failure
other self and despises it but will no t chances. However, 15% o f the time, the stone
commit suicide. causes Myste to automatically suffer a failure to
91-00 Feeblemlnd: The character behaves as those rolls, with the most disastrous effects pos-
if he or she were the victim of the 5th- si ble. Thus far, Myste has only had to endure
level wiau.! spell. some rather comical, embarrassing, and lmnoying
gaffes.
A character can be amicted with but one form
of insanity; the condition can be revcrsed only by of Mysterious So unds
a wish or restoration spell cast at the 20th leve\. XP Value: 500 GP Value: 5,000
Finally, thc relic seeks its own preservat ion at OllJ\.OON Magazine 99
any price. Oncc a character has been g ran ted a This stone appears to be similar to any other mag-
poi nt of Intelligence by th e stone, he or she ical stone, though it is malleable and can be easily
becomes extremely protective of the relic and grasped and reshaped. The slone cannot be pulled
desires to spend all of his available time in its pres- apart into smaller stones, and it has only limited
ence. The stone's new guardian will attempt to elasticity. Each stone weighS 5 pounds.
destroy anyone that is perceived as wanting to harm This stone may be thrown up to 30 feel. If the
the stone, and will allow no one to approach it. character's Strength is 15 or greater, the stone
Since effective protectors arc hard to find, the sticks to whatever (nonliving) surface it strikes
stone has the ability to halt its guardian·s aging (attack rolls are against AC 6). The Slone remains
(and all need for nourishment and resl). Should stuck until pulled off (which doesn't require a
Ihe proteclor be separated from the slone (by Strength roll). Beginning the next round after it
more Ihan a mile) for over a day, the characte r sticks to a surface, the stone emits one of a num-
returns 10 his normal physical age and slarved ber of different sounds. The stone broadcasts Ihis
condition. After 10-40 years have passed in the sound until it is pulled free of Ihe surface to
se rvice of the slo ne, Ihe protector becomes which it is stuck.
increasingly paranoid and forgets his previolls A character may also fit the stone onto a solid
name, ins tead referring to himself as "The surface (requiring a Strength of 15 or beller, but
Keeper." no attack roll), then strike it with a heavy, blunt
object to startlhe sound product ion (again, no
Honing attack roll).
XP Value: 500 GP Value: 5,000 The stone of mysterious SOU/Ids is useful for
Pot.VIlEO!tOtf NewRine 82 distracting and deterring opponents from pursuit,
This magical item appcaN; 10 be a nonnal stone, to allow the characters to escape or gain time for
but it wilt glow faint ly green if a detect magic other actions. Each time the stone is activated, a
5339

/r------------------------------------,~
1313
",Stone, Nanorion
r
roll must be made on the follow ing table to deter- Philosop her 's
mine what sound it produces. XPValuc: 1,000 GPValue: 10,000
D RAGON Magazine 2
Roll Noise produced The philosopher s stolle look s exactly like the
01-04 creaking luck.uone and loadstone, but is valuable only in
05-08 buzzing bees the hands of an alchemist. The stone contains 2d4
09- 12 groaning· charges. One charge may be used to add 20% to a
13-16 footsteps research roll or to transmute 10 pounds of lead
17- 20 ocean waves on into gold or silver (50% chance of each). In addi-
21 - 24 stones grinding tion, while the stone has any charges left , the
25- 28 laughter· alchemist may usc it to cllre disease once per day
29- 32 coughing· without the use of a charge. The alchemist may
33- 36 sneezing· not contract a disease while he carries the stone
37-40 muted whispering· on his person. As the stone is immune to heat
41-44 whip cracks (even dragon breath), it may be tested by throw-
45-48 ringers snapping ing it into a vat ofmoltcn lead (which would, of
49- 52 mumbled chanting· course, destroy a IlI cbtone). The stone disinte-
53- 56 screaming· grates when the last charge is used.
57-60 animal growling
61- 64 birds chirping Philosopher's II
65-68 hams (musical) XPValuc : 2,000 G P Value: 10,000
69-72 steady min beach Unearthed An:ana
73- 76 wind chimes This is a rare and magical substance that appears
77-80 righting (swords clashing, shouts, etc.)· to be an ordinary, rather blackish, sooty piece of
81 - 84 speech" rock. It radiates a faint dweomer ofindetenninate
85- 88 whistling· sort. If the stone is broken open, a geode cavity
89-92 chains rattling will be discovered. The interior of this cavity is
93- 96 crying· lined with a quicksilver that will enable the trans-
97 00 wind blowing mutation ofthc basc mctals, iron and Icad, into
silver and gold. Either an alchemist or a wizard is
required to effect such transmutation, however.
• The race of the person making the sound can- From 50 to 500 pounds of iron can be made into
not be determined, and no intelligible speech silver, or from 10 to 100 pounds of lead can be
can be discemed . tu rned into gold from a single philosopher s
.. The race of the person speaking can be deter- stone. Transmutation must be made fully upon
mined usi ng the Ra ndom Languages Table the first attempt, all the quicksilver being
in the DMG. The content of the speech may be employed at one time. Beller still , there are two
detennined by the OM as desired. additional substances possible wi thin such a
stone. The first is a greenish, crystalline salt that
Nanorion allows the manufacture of I d4 potions of
XPValue: 11 ,000 GP Value: 55,000 10llgevity; thi s substance has a 75% chance of
Gods, O<:migods, & Heroes occurring inside a given stone. The second is a
These stones are mai nly found in the hearts of pure white powder that , when mixed with a
fiends- in fact they are fie nds ' hearts . Their potion of longevity, can actually restore life to a
function is to awaken sleepers no mailer what the dead human or demihuman if administered inter-
cause of slumber, or raise the dead regardless of nally within one week of his or her demise (see
when death occurred. the raise dead spell). There is a 25% chance that
the white powder occurs. Note that the experi-
Oval Stone ofTzolo's G uardian ence point value and gold piece sale value apply
XP Value: 4,000 G P Value: 20,000 only to an unopened stone.
DUNGEON Magazine 37
The ol'al stone ofTzolo s guardian is a magical of Sampling
stone connected to a stone-shaped chain that XP Value: 1,200 GP Value: 6,000
allows its user to wear it like a necklace. Posses- POlYIIEORON Newszine 61
sion of this item allows the ability to cast a sink The stone allows the owner to record up to fifty
spell once a y;eek and a wall ofstone spell twice a 20-second pieces of speech or music. These
day. "samples" can be recalled mentally by the owner
of the stone at any time with no effort, and the
,'"
1314

b
samples will remain in the Slone until erased by tom ofa body of water.) A spongestone is not
the owner of the stone. The stone is green and "softened" by the absorption of water, such as an
smOOlh, and glows when replaying samples. actual sponge would be; it retains its rigidity no
matter how much water it contains. Any sponge-
of Shielding stone which is saturated to capaeiry can be forced
XPValue: 100 G P Value: 500 to re lease its stored-up water by the utterance of a
The Ruins ofUndcrmountain command word. Water that is released in such a
This single-use item is a spherica l white stone manner will drain out of the stone twice as fast as
aboul an ineh in diameter. When crushed, it acti- it was absorbed, so that I \<S rounds after being
vates its power, and can thus be unintentionally commanded. a spongestone will be dry and Ihe
activated by a fall or attack. A slOne of shielding water it contained will have drained into a recep-
causes a s parkling, winking aura to sprin g imo tacle or onto the ground. A stone which has just
being around the creature who crushed it. This releascd all its water will not be able 10 begin
aura lasts for three rounds, boosting the Armor absorbing water again for one round; at the end of
Class of the affected being by a -6 bonus on the that time, the stone will begin to reabsorb the
first round, a - 3 on the second round, and - Ion water it had just released. if it has not yet been
the third round, during which it flickers before removed from the water.
finally winking out. Therefore, a wizard of AC 6 A sponges/one which has absorbed water up to
crushes a stone of shielding and gains an Armor its capacity can be transported without danger to
Class of 0 the nexl round. This reduces to AC 3 at the bearer. H o~'Cver, a dry or partially filled stone
the end of the following round, and AC 5 after that. will draw water from the body ofa character or
creature who louc hes it without the benefit of
of Silence clothing or armor or some other protcction which
XP Value G P Value acts as a barrier to absorption. Anyone who
Khelben's: [,200 6,000 comes inlO contact with the stone against an
Normal: 1,000 5,000 unprotected body part will take Id6+4 points of
The Ruins of Undermountain damage per round due 10 dehydration, risking
This is a hand-size slone wilh the spell silence unconsciousness and death if the contact with the
15' rodlus cast on it. T!;:n pcn.:!;:1L1 of tli!;:so,; :.IOIlt:S SIOlle is not broken ill time.
s
carry a Khelben suspended silence spell. A sponges/one will absorb pure water, filter-
ing out a ll impurities and pollutants, so that the
Spongestone water which is re leased is equally pure and may
XP Val ue G P Va lue be safely consumed. A sponges/olle of re la-
I cubic foot: 2,000 15.000 live ly large size may be c leaved in halfby a
2 cubic feet: 4,000 30,000 blow from any magical edged weapon, as long
3 cubic feet : 6,000 45,000 as the original stone was at least ~ cubic foot in
DIw.;oN Magazine 48 volume. However. each time such a cutting is
In ils "dry" state, a spongestone is a chunk of attempted, there is a 50% chance that one of the
stone that is rigid, quite porous, and rclatively resulling halves will lose its magical properties,
light in wcight compared to an ordinary piece of a 25% chance that both halves will be rendered
stone. This substance has the abilit y to absorb useless, and a 25% chance that both halves will
water fro m any solid o r liq uid subs tanCe with be unaffected.
which it is placed in contact. Each spollgestonc
can absorb a volume of water equal 10 30 times Roll Effect of C Ulling
the volume of the stone itself- a spollgestofJe 01 - 50 One half loses it magical properties.
with a volume of I cubic foot will soak up 30 51-75 Both halves lose their magical properties.
cubic feet of water before becoming saturated. A 76-{j(J Both halves retain their magical
dry stone will automatically soak up ils capacity properties.
in water in the space of three rounds, assuming
that a suffic iently large source of water is at hand. Travel
When dry, a spongestone is light brown in color. XP Value: 400 G PValue: 2,000
When it is filled with water 10 one-third of its DVNO(ON Magazine 31
capacity, it becomes a darker brown. At two- Centuries ago, a race ofpsionicists, known inleg-
thirds of capacity, the stone turns light blue, and end as the Mystics, cxperimented with modcs of
whe n it is filled to t he maximum, the s tone telep0rlation and dimensional travel. They
assumes a deep blue color. (This property makes wanted to create a mode of travel usable by all
a spongestolle quite conspicuous in certain cir- Mystics, regardless oflheir psionic talents. and
cumstances, such as when it is found on the bot- their first experimental tcleportation devices

/'------------------------------------.~
""
1315


" ,Slone. Travrl
r
were called tra vel stones.
The most powerful Mystics worked togethcr to
empower the stones, but the stones had limiti ng
a nd catas trophic flaws. First o f all, trave l from
stone to stone was made possible only by opening
entry and exit gates on the Q uasielementa l Plane
of Vac uum (o therwise known as the Void). In i-
tially, both the entry and ex it gates were prac ti-
cally superimposed, and one could travel between
gatcs wilh littlc or no physical d iscomfort . How-
ever, ovcr time the e ntry and exit gates in the Void
began to dr ift apa rt . As d ecades passed, those
who used the stones fo und the mselves spending
more and mo re time in Ihe Void betwee n gates.
T he powe r o f t he stones is e nou gh to par tia ll y
shield travele rs from the intc nse cold (absolute
O(DG» and the absence of atmospheric pressure
in the Void, but as the dista nce between the gates
increased, even shielded tra velers fell s ubj ect to
dangerous side effects.
Fina ll y, the use of these gates attrac te d the
attention o f some o f the Void's inha bitants. The
longer the gates ""-ere kept open, the more like ly it
became tha t a s ha dow or a gro up of s ha d ows
wo uld ste p throu g h the porta ls and e nt e r the
Prime Material Planc. By Ihe time the Mys tics
discovered the flaw in the ir c reations and started
dismantling the sto nes. it was alread y too late. Travel Sto ne Wild Powers: Entries in this table
Many shadows we re a lready on Ihe rampage near use Ih" following formal (page re ferences are 10
the Mystics' c ities and we re multipl y ing t oo The Complete Psionics Handbook): Na me or
quickly in some areas to be controlled. power (CPH page reference) PS - Powcr Score:
The Mystics we re forced to abando n some of SS == Sta rti ng Stre ngth (in PS Ps)·: Ie - Initia l
th cir settlements because of the shadows. Where Cost ( in PS Ps); Me = Maint e na nce Cost ( in
the Mystics finally sett led re mains a mys te ry; PSPs over time); II. - Range; I'rep - Preparation
none rema in on the worlds where stones still exist Time (in rounds); AlE = Area of Effecl.
(the Mystics considered th ose worlds unsafe) . In
time, Ihe Mystics a nd the use o f the stones " 'eTC dlOO
forgotten. Today in Silve r Rise, what was o nce a Ro ll Powers
travel stone is now re me mbered as The Travel 01 - 08 All-Round Vision (page 33) : PS Wis
Sto ne, a shrine o f good luck for travelers o n the -3; SS 22; Ie 6 ; Me 4/ r o und ; R 0 ;
north road Icading out of the village. Prep 0, AIr. pe rsonal. The PC e ffe c-
If the sole power o f the stones was s im ply to tive ly sees in all d ire ctions at once; no
open gatcs. thcn their histo ry would have ended one can sneak up witho ut using magic
long ago once the ir use was forgotten. Howeve r, or concealment, but theTC is a -4 penalty
the Stones a lso ha ve the abi lity to tempora rily on gaze attac ks.
e ndow psionic powers on stro ng-willed huma n 09-1 2 Clairaudience (page 30) : 1'5 Wis -3;
and dcmih uman minds. C haracte rs and NPCs of SS 22; IC 6; MC 4/round ; R unlimited;
1st or higher level will be endowed with wild-tal- I'rep 0 ; A l E spec ia l. A PC c an he ar
ent psio ni c powe r aft er spe ndin g one mo nth sounds from distant locat ion by me n-
within two miles of the stone, or ir_lm ediately tally picking a spot from whic h " hear,"
a fte r pass ing throu gh its gate. This is what ha p- the n coverin g his or her cars a nd con-
pened to Lenchros. Ardy. and Dame Moore, who centratin g. Anyth ing can be heard that
!lave kept their talents a closely guarded secret for wo uld no rma lly be heard while stand-
ma ny years. Born a nd ra ised in Silve r Rise, the ing in t hat s pot. The more d istant t he
three we nt thei r separa te ways but re turned to image. the harder it is to use th is power;
the ir ho me tow n- a nd soon deve loped psion ic selecting listening spots up to 100 yards
powers. from the psionic charac ter may be done
normally, but selecting a listening spot
5348

~r--------------------------------~-.~
13 16

....
fan her away places a power-score mod- mon: hit points than the character would
ifier on the use of thi s po we r (up to normally have.
1,000 yards, - 2; up to 10 miles. --4; up 57-64 Life Detection (page 87): PS Inl - 2; SS
to 100 milcs, -6). This form of serying 15 ; Ie 3: Me 3lround: R 100 yards;
is non magical and cannot be detected Prep 0; AlE 40 yard. A PC can detect
or warded off by magic. the presence of all living, thinking crea-
13- 16 C la irvoyan ce ( page 30): PS Wis-4; lures in range withi n a 180(DG) are.
S5 23: Ie 7; Me 4/round; R unlimited; Two ro unds of scanni ng accurat ely
l're p 0 , Al E special. A PC can sec a reveals all beings, incl uding unintelli-
view of a distant location by menially gent monsters.
picking a spot from which he wishes to 65-68 Ohject Readi ng (page 31): PS Wis - 5;
"see," closing his or her eyes and con- SS 16; IC 16 ; M e n/a; R O; Prep I;
centrating. Anything can be seen that AlE touc h. A PC can detect and inter-
would normall y be seen s tanding in pret the psychic residue imprinted on
that spot. The more dis tant the image, an object by its most recen t owner,
the harder it is to use this power; view- gaining informat io n on the owner's
ing spot s up to 100 yards from the race, sex, age, alignment, and how the
psionic characte r may be viewed nor- item was gained and lost.
mally, but selecting a vie\ving spot fa r- 69-76 Poison Sense (page 9 1): PS Wis; SS I;
th er away places a power-score IC I; MC n/a; R 0; Prep 0; AlE I-yard
modificr on the use of this power (up to radius. The cha rac ter can detect any
\ ,000 yards, - 2; up to 10 miles, -4; up poison and its exact location wi thin the
to 100 miles, -6). This form of scrying a rea of effect, but cannot identify the
is no nmagical and cannot be detected poison type. Any substance causing a
or warded offby magical means. saving throw vs. poison counts, even
17- 24 C ombat Mind (page 33): PS Int-4; animal venom and poisonous gases and
SS 2 1; Ie 5; MC 4/round; R 0; Prtp 0; potions.
Al E personal. This power gives a - I 77- 84 Psyc hic Messe nger (page 90): PS Con
bonus to party initiativ\: tllllJlks to the -4; SS 16: IC 4; !\IC 3/round; R 200
usc r's understanding o f hi s enemy's miles; I' rell 2; AlE I square yard. This
fighti ng tactics. power le ts the charac ter to c rea te an
25- 32 Conceal Thoughts (page 80): 1'5 Wis; insubstantial , th ree.dimensional , per-
SS 17; IC 5; MC 3lround; R 0; Prep 0; sonal image thaI can appear in range
AlE 3-yard radius. The PC is protected and deliver a message that everyone
against all psionic powers and magical presenl can see and hear. Communica-
s pell s tha t detect or read thoughts, tion is one-way on ly; the PC cannot
including ESP, probe, mindlink, and life hear or see anything going on around
deleclioll. the messenger's image.
33--40 Da nger Sense (page 33) : PS Wis - 3; 85- 88 Se ns itivity to Psyc hic Impress ions
55 13 ; IC 4 ; Me 3lturn; R s pecia l; (page 32): PS Wis --4; S5 20; Ie 12;
Prtp 0; AlE 10 yards. This powcrwarns MC 2/round; R 0; Prep 2; AlE 20-yard
a PC when danger is imminent. in for- radius. A PC can detect psychic residue
mation about the type or peril involved imprinte d o n a place by events thaI
is not gained, but the general direc tio n involved strong emotions or psychic
of the threat is given. energy. Divide Ihe power check roll by
41--48 Know Direction (page 34): PS InI; SS 2 and round up to get the nu mber of
I; Ie I; MCnla; RO; Prep O; NE per- strong events that can be sensed in one
sonal. The PC knows in what di rection place.
nonh lies. 89-96 Spirit Sense (page 37): PS Wis - 3; SS
49-56 Lend Health (page 62): PS Con - I; 5S 10; IC 10; Me nla; R 0; Prep 0; Al E
4; IC 4; MC nla; R touch; Prep 0; AlE 15-yard radius. The PC wi th this power
individ ual. With a successful power can sense the presence of ghosts, ban-
c heck, the PC can transfer as ma ny o f shees, wrai ths, haunts, and other non-
his or her own hit points as desired (to a co r po rea l undead tha t bear the
minimum of \) to the person touched, remnants of their former personalities.
thus healing the recipient. This takes Th is awareness exten d s out to 15
one round. The user cannol go below I yards, but the user cannot lell exactly
hit point, and the recipient cannot get

/r------------------------------------,~
where the undead are. Spirit Sense
"..
1317
,Stone. Wardstone
r
cannot detect zombies, skeletons, Warmth
shadows, or simi lar undead. (Lenient XP Value: 500 GP Value: 2,500
OMs may allow the detection of other DRAGON Magazine 73
non corporeal undead, such as shad- A flat oval stone, about ~ inch thick and 4 inches
ows, but should strictly define which long. When placed between two hands, the stonc
undead fa ll into this category.) becomes very wann.
97-00 Choose one of the above powers.
• Details for determining starting Strengths for wild of Weight
powers are given in the CPU. page 20. Wild talents XPValue: - GPValue: 1,000
gain 4 PSPs for every level of experience they allain DUNGF.ON MASTER Guide
aller they acquire psionic pov.·ers. not for levels they A loadstone is a magical stone that appears to be
possessed before such powers were gained. anyone of the other sorts, and testing will not
reveal its nature. However, as soon as the posses-
Wardstone sor of a Slone of weight is in a situation whe re he
XP Value: 500 GP Value: 2,500 is required to move quick ly in order to avoid an
Otherlands enemy- combat or pursuit- the item causes a
Carved into the shape of a sea creature friendly to 50% reduction in movement, and even attacks are
the Dargonesti. wardst01rex are made from small reduced to 50% normal rate. Furthe rmore, the
pieces of coral. When held in the palm of the stone cannot be gotten rid of by any nonmagical
hand they sense the prescnee of hostile creatures mcans- if it is th rown away or smashed, it reap-
in a loo-foot radius. pears somewhere on the character's person. If dis-
As a user of a wardstone gets closer to the bel- pel evil is cast upon it, the item disappears and no
ligerent creatures. the slone gets warmer to the longer haunts the character.
touch. If the user so wills, the stone can also emit
a soft, greenish light either in place of, or in addi- of the Well
tion to, the heal. XP Value: 500 GP Value: 30,000
DRAGON Magazine 145
Warfu A slOne ofthe well is highly prized in villages and
XP Value: 500 GP Value: 2,500 castles located on dry plains and deserts. In spite of
Kara-Tur the faclS thaI these items command prices as high as
The magical stones were placed on Kara-Tu r by 30,000 gp in dry regions, and wars are sometimes
the Lords of Kanna, at the direction of the Celes- fought for their possession, stones of the well are
tial Emperor. They have many colors, but always worthless in much of the wo rl d. Such an item
sparkle with an inner fire or seem to encase appears as a perfectly spherical, black granite rock
movement. They cannot be crushed or melted, with a smooth surface. [t functions when placed
and, when in use, floa t over the head of the within a well at least 30 feet deep, as long as the
wielder, or circle the head like a miniature moon. stone is covered by at least 2 feel of standing water.
/l'mfrl stones have been found and used by heroes The stone immediately fills its well to a depth
and villains throughou t history. and the stories halfway between ilS bottom and upper rim, and sim-
that surround their use often mention incredible ilarly fills and maintains all wells within a one mile
feats attributed to the stones. Here are the types radius. The water produced by a stone of the wen is
of wmju stones known in I'u Lung: pure and refreshing. No well within one mile of the
stone will run dry. A stone ofthe well placed in a dry
Roll Color Power well cannot work until covered with water.
0 1- 11 Grecn Raises level by I
12- 22 Blue Bestows flight String
23-33 R,d Protects from fire String is woven fl ax or hemp, a thin version of
3~4 Yellow Raises Strength by I point normal ropc. Magical string may be found in
45- 55 Violet Raises Charisma by I point short lengths or in a ball of siring, (a single piece
56-66 Opal Doubles ki power. of 50-foot-long string with I d4 pieces of magical
67- 77 White Raises comeliness by I point string wound into a ball), from which pieces may
78- 88 Black Allows one additional martial be pulled. It may be found entangled in the hair
art special maneuver of a monster, forgotte n in a corner, or in a care-
89- 00 Crystal Increase weapon proficiency fu lly guarded treasure room. Magical string can-
by +2 not be broken or harmed by force , even from
magical weapons, but it can be destroyed by any
damage-causing spell (suc h asfi reball), any
dragon breath except gas, and by nonnal fire.
S3S3
/r--------------------------------------.~
1318
String ofWardingr

of Attachment but there is no saving throw. If the end pearls are


XPVa!ue: 50 GPValue: 250 left alone until all the others have been used they
The Book of Marvelous Magic have norma l effects determined random ly as
This short piece of string may be tied to any other above.
nonnal or magical item. !ftied to a creaturc or to
an item that does not belong to the user, it unties ofS hae klcs
itself. Once properly tied, it cannot be untied XP Value: 1.000 C P Value: 5,000
except by a wish or the proper command word. If The Book of Marvelous Magic
the tied item is taken from the owner without per- This short piece o f string may be tied about a
mission, the string tugs at the owner and stretches creature's wrists and commanded to hold. How-
up to 50 feet; it cannot stretch further. ever, the string does nOI work unless the victim is
held, paralyzed. asleep. or g ives its consen t
of Lashing (which may be accom plished with a charm).
XPValue: 200 GPValue: 1,000 Creatures entrapped by the string ofshackles can-
The Book of Marvelous Magic not break the string by force . The string frees the
This appa re ntl y normal piece of string wil1, on victim if the command word to release it is spo-
command, turn into a whip +3. 11 remains in whip ken within 10 feel.
form [or up to one turn, or until a second com-
mand wo rd is spoken, and the n returns to string ofTanglc
form. The whip may be created up to three limes XP Value: 400 GP Value: 2,000
a day. The Book of Marvel OilS Magk
T his item looks like any other ball of string, but
of Pearls anyone unraveli ng il is immed iately confused
XP Value: 500 G P Val ue: 2,500 and may no t speak, a ttac k, cast spells, o r per-
The Book of Marvelous Magic form a ny o lhe r act io n VOlu nta rily. The victim
When the command word [or this 2-foot-Ioog may be led about at half normal movement rate.
piece of string is spoken, 5d6 pearls appear upon If the /angle of Siring is taken from the victim.
it , wi th o ne firmly attached to each end . Each paralysis stri kes both the c reature removing the
pearl may be removed easily, magica lly, without tangle and the original vic tim and lasts until the
damaging thc string. Except for the e nd pearls, tangle is rcplaced. J f a remove cw-se is applied
each has a randomly determined effect (ro ll I d6). by a caster of 15th or higher level while the vic-
tim holds the tangle, the string and the cOllft/-
Roll Effect sion both vanish.
1- 3 A pearly white light fi lls the area within 60
feet of the pearl; all withi n the effect must of Wa rding
make a saving throw vs. spell or feel peace- XPValue: 1,000 GPVa lue: 5.000
fu l enough not 10 attack unless attacked. The Book ofMarvdous Magic
4--5 Strange music is heard by all within 60 feet On command, this small piece of string may be
of the pearl; all those affected must make a s tret che d as long as 50 feel. If tied to t wo
saving throw vs. spell or begin swaying and uprig ht objects (s uch as trees), it prevents cer-
.dancing until the music ends (b ut with no tain objects and creatures fro m passing bet ....."Cen
e ffe ct on Armor Class or savi ng throws or it and the ground; a maximum of 1,000 square
olher statistics). feet of space ca n be affected (20 feet hig h, 50
6 Nothing happens, but the pearl remains feet wide). T he string ofll"(lrdillg cannot block
(2,000 to 8,000 gp value). spells bUI prevents the passage of all nonliving
items (including missiles) and a ll creatures of3
The light or music lasts for Id4+ 1 rounds, and Hit Dice or less. Other c reatures may make a
then the pearl d isappears. If e ither e nd pearl is sav ing throw vs. s pell to break th ro ugh the
removed while Others remain on the string, all the effect (but not Ihe stri ng). If the str ing is tied
pearls remaining fall ofT and rol1 around on the and looped in an attempt to ward a space more
noor or g rou nd for I d6 ro unds , immediate ly than once, it has no effect and can be easi ly bro-
becoming nonmagical. The user and all others ken, wh ic h destroys the mag ic permanently. It
within 30 feet must stand where they are; if they can, howeve r. be tied so as to enclose a horizon-
atte mpt to walk they fall down and arc unable to tal a rea (fo r e xampl e, around an outdoor
rise or even c rawl. A vict im standing still may encampme nt ). Ifa ny crea ture is between the
cast spells, use items, and the like, but a fallen string a nd the g round when it is lied in place,
victi m cannot. Magicalflight or other means of the, strin g wards against items only.
escape may enable the victims 10 avoid the effect,
SlS9

/r----------------------------------~~~
13 19
,Stringallnmuments. Fochlucan Bandore
r
87- 88 Tallharpa
Stringed Instruments 89 Theorbo
Stringed instruments are musical devices that have 90-91 Tromba Marina
strings which must be plucked or stroked to pro- 92- 93 'Ud ('Oud)
duce sound. See the other two musical instrument 94-95 Viol
categories, Percussion I nstruments and Wind 96 Violin
Instrume nts, for more magical possibilities: 97- 98 Virginal
99-00 Zither
Roll Instrument lYpe
01-{l2 Aeolian Harp Fochlucan Bandore
03-{l4 Amir al-Tarab XPValue: 1,000 GPVa lue: 7,500
05 Bagpipes (see Wind Instrument) DUNGEON M ASTER Guide
06-07 Balalaika If this small, three-stringed instrument is played by
08-{l9 Bandora a I sl-level bard (probationer) or a nonbard, it has a
10-11 Biwa 50% chance per round of playing to cast afaerie
12 Buzuk fire spell, but there is a 10% chance that the musi-
13-14 Chitarrone cian will be limned by Ihe glow of the spell, rather
15- 16 Cimbal than the desired target. A bard of Fochlucan or of a
17- 18 Cimbalom higher college casts the faerie fire spell at base
19 Citole 500/n per level of bard experience above 1st, reduc-
20-2 1 Cittern ing the reverse effect by I % per level above 1Sl.
22-23 Clarsach Furthennore, the Fochlllcan bandore also has four
24-25 Clavecin song properties when properly played.
26 Clavicembalo Add 10% to the bard's charm percentage. If
27-28 Crwth the bard's charming abil ity exceeds 100%
29- 30 Double-necked Lute with the instrument bonus, the creature saving
31 - 32 Dulcimer against the magic does so at - I for every 5%
33 Ganun above 100%, rounding the charm bonus to the
34-35 Guitar nearest 5th digit.
36-37 Halldharp Ell/angle once a day.
38-39 Harp Shillelagh once a day.
40 Harpsichord Speak with animals once a day.
41--42 Hurdy Gurdy If a 1st-level bard attempts these powers, there
43--44 Jawzah is a 30% chance that they will work, but a 70%
45--46 Kit chance that the player will take 2d4 points of
47 Kolo damage.
48--49 Lira da Braccio Any character able to play this instrument can
50-51 Lira da Gamba s ing and do one of the following fo r as many
52- 53 Lirica Fiddle turns as the character's has levels, divided by two
54 Lute (round fractions up), once each day. Each ability
55- 56 Lyrn of the instrument takes an initiative modifier of 5
57-58 Lyre to activate.
59--60 Mandoline (Mandolin) Prolectioll from evil /0' raditls.
61 Mandora Become invisible, although the strumming
62--63 Organistrum and singing can still be heard distantly, the
64-65 Pandora (Bass Cittern) exact location is impossible to discover unless
6....7 Psaltery detect invisible is possible.
68 Qanun Levi/alion.
69- 70 Rababah Fly.
71 - 72 Rebec
73-74 Rota Biwa of Calming
15 Santouri XPValue: 1,000 GPValue: 8,000
76-77 Sanlur Oriental Adventures
78-79 Shamisen The biwa is a stringed instrument s imilar to a
80-81 Short-Necked Fiddle lute. This biwa, like all magical instruments, is of
82 Sitar exceptionally fine and tasteful const ruction.
83-84 Spiked Fidd le When played by a person proficient in its usc. tfie
85- 86 Spinet clear and dulcet tones of the instrument produce
S361

/r--------------------------------------'~
1320
Stringed Instruments. Dugal's Musical 'niitrumenr

an air of dignified calm. This has the effect of a


pacify spell to all li sten ing within a 30-foot
radius. The effect lasts only so long as the instru-
ment is played. Furthermore, the musician must
roll against his or her proficiency each round of
playing. If the die roll is I, the music is excep-
tionally poor and unharmonious, and the calming
effect is immediately broken for the remainder of
the encounter. The instrument cannot be used
effectively again so long as there are hostile crea-
tures present who previous ly heard the musician's
musical butchery.

of C harmin g
XP Val ue: 1.000 GP Value: 7,000
Orienlal Adventures
This instrument appears identical to olher magi-
cal biwa. When played by a person proficient in
the instrument, a proficiency roll is made. Ifsuc-
cess ful , the character can cast one suggestion
spell that round. If the saving throw fails (bu t is
greater than I), the music has no effect. If a I is
rolled, the musician's playing is so poor that the
instrument ac ts as a biwa of db.cord.

of Disco rd
XP Value: - G P Va lut: 8,000
Oriental Adventures Any charactcr able to play this instrument can
Idcnticalto o ther magical biwa, this instrument sing and d o onc orthe following for as many
emits painful and discordam tones when played. turns as the character has levels, divided by two
enraging all wi thin 30 feet. Those enra.ged attack (round fractions up), oncc each day. Each ability
the musician 50% oflhe time and the nearest tar- or the instrument takes an initiative modifier of 5
get the other 50%. T his fr<:nzy lasts for I d4+1 to ac tivate.
rounds. The p layer o f this instrument is not Protection from ed/W' rodius.
affected by the frenzy. The properties of the Become invisible, although the strumming
instrument cannot be detcctcd until it is actually and s inging can still be heard distantly, the
played in earncst- tuning and idly strumming the exact location is impossible to discovcr unless
strings only create lucid, clear tones. detect invisible is possible.
Levitation.
MacFui ... m idh Cittern Fly.
XPValue: 2,500 GPValue: 17,000
D UNGEON MASTER Guide Duga l's Musica llnstrumenl
This instrument, similar to a lute, is 50% likely to XP Val ue GP Val ue
deliver 3d4 points of damage to any nonbard or bard Alter Self: 600 3,000
under 5th-level who picks it up and attempts to play Blur: 600 3,000
it. A 5th- or higher level bard who uscs the cillem Change Self: 500 2,500
has a 15% better chance of chamling and can sing Comprehend Languages: 500 2,500
the fa llowing songs o nce pcrday. If the bard's Continual Light: 600 3.000
charming ability CJ\ceeds 100010 with the instnunent Detect Invisibility: 600 3.000
bonus, the creature saving against the magic docs so Detect Magic: 500 2,500
at - I forevery 5% above 100%, rounding the chunn Dispel Magic: 700 3,500
bonus to the nearest multiplier of 5. Gust of Wind: 700 3,500
Barkskin once a day. Knock: 600 3,000
Cure light wounds once a day. Tongues: 700 3,500
Obscuremenl oncc a day. Whispering Wind: 600 3,000
Lowcr level bards cannot use the eittcrn in the PoLYIiEDRON Ncwszine 56
above fashion even if t hey do not harm them- M yriad t iny runes are e tched into the wood of
selves (whethcr they take damage or nOI). these instruments. Most customers see the runes
".,
/r----------------------------~--~--,~

I
• 1321
, Stringed Inslrumcnts. Anslnnh Harp
r
only as decora tive additions already fin e ly of the instrument takes an initiative modifier of 5
crafted in struments . However, wiza rds who to activate.
examine them immediately nOlice a similarity Protection fro m e~iI /0' radius.
between these runes and ones found on magical Become jn~isible, although the strumming
scrolls. and si nging can still be heard distantly, the
The runes are part o f a unique process to exact location is impossible to discover unless
enchant mus ical instruments without using high detection oj in ~isibility is possible.
level spells. Each special instrument is endowed Leviration.
wi th one magical spell of fiTSt through third level Fly.
that can be cast up 10 three times a day by playing
a melody to whi ch the instrument 's ru nes are Azler's
attuned. XP Value: 3,000 GPValue: 12,000
The enchantments require o nl y verbal and DRAGON Magazine 115
somatic componenls. The runes on the instrume nt When struck, the tones of this harp soothe rages
are an inscribed version of a panicular spell, and of all sorts, and dri ves away jear, hopelessness,
the melod y is a repetit ive musical rendition orthe and despair of natural or magical origins within
verhal component. When thc melody is played, one round of being heard. The harp's maximum
which takes a fu ll turn, the instrument resonates range about 8 feet , more if played in a cavern, a
and activates the runes, thu s se rvi ng as the breeze (downwind only), or a quiet place. While
somatic component and in effect casting the it is played, all charms and mental conlrols of
spell. any sort are blocked (not removed or ended, bUE
Du gars enchantments are lim ited to those held in abeyance) in a ll creatures hearin g the
spells in his spell book. Of these, he uses only harp's tones-and no new charms or suggestions
defensive or benign spells. A devout individualist can be successfully laid on those listening to the
and recent pacifist, he never uses a spell such as harp, even by a bard using the harp for such a
charm that in fri nges on the freedom of another, purpose. The strings of the harp glow with blue-
or a spell sueh as magic missile that would harm light (as in the wizard's can/rip) while they are
another. being played.
The spell on an enchanted instrument can be
invoked by any musician who plays the appropri- Bragi's
ate melody. Dugal teaches the melody to the XP Value: 4,000 GPValue: 12,000
buye r at the time of purchase. He also explains to Legends & Lore
cUStomers that, except for casting time, the capa- Bragi's avatar carries a harp that modifies all
bilities ofa spell cast using one of these instru- creatures' saving throws by +4, while it is being
ments are exact ly as if Dugal cast it himself. played.
Thus, all spells are cast at 5th level.
Bragi's Harp of Calm
Anstruth Harp XPValue: 4,000 G P Value: 12 ,000
XPValue: 4,000 GPValue: 16,000 DEITlF.s & Dauooos- Cyctopedia
DUNGEON MASTER Guide, 1st Edition Any mortal hearing Bragi ~ Harp oj Calm ceases
This powerful instrument is 90% likely to cause fighting or quarrelin g fo r seven days (u nless
8d4 points of damage to any non bards or bards of attacked in that time). This harp has all the pow-
less than 17th level who attempt to strum it. In ers of all magical bard instruments plus the abil-
the hands of a 17th-level bard (and above), the ity to stop any creature from any violent intent for
harp adds 35% to charming abilities and can be a short period of time, and the ability to ullcharm
played so as to cast the fo llow ing s pe ll s, one anything.
each, every day: If the bard 's charm ing ability
exceeds 100% wi th the instru ment bonus, the Broken
creature saving against the magic does so at - I XPValue: - GPValue: 4,000
for e\'ery 5% above 100%, rounding the charm The Book o r Marvelous Magic
bonus to the nearest multiplier of 5. Thi s harp appears to be a harp ojcharming but
Cure critical wounds once a day. instead it makes the user feel very sad. Morale
Crellle a Imll ojthoms once a day. drops to 3, if applicable; otherwise, a -4 penalty
Jlh uher summoning once a day. applies 10 all attack and damage rolls. There is no
Any character able to play this instrument can limit on the number of times this effect may be
sing and do one of the following for as man y produced; each effect lasts for one hour.
turns as the character has levels. di vided by two
(round fractions up), once each day. Each ability
,,~

/r------------------------------------,~
1322
of Charming saving throw vs. crushing blow or immediately
XP Value: 5,000 C P Value: 20,000 shatter. This power can be used once an hour.
lbc Book ofMar\'clous Magic Bards who playa defender s harp can call upon
The music produced by Ihis harp can be heard the instrument's secondary power. This allows
within a 60-foot range but does not affcct the bards to double thei r ability to alter NPC reac-
user. Each victim hearing the music must make tion rolls.
a savi ng throw vs. s pell o r be charme(1 (as a
standa rd charm person or charm monster of Discord
effect). In addition, those wi thin 30 feet of the XPValue: - GPVa] ue: 1,500
harp are unable to attack (o r even think of Elves of Evermeet
anacking) the user: this effect lasts as long as Unfortunately for bards, their greater musical tal-
the harp is played (no saving throw, and regard- ents cause the effecls of this instrument to last for
less of the results of the charm effect). The user 2d4+2 rounds after the music stops. Jesters (a
may speak to the charmed victims while contin- bard kit) cause the effeci to last for 2d4 tums.
uing to play. The harp may be played magically
once a day for up to one turn per use, once the Dove's
user stops playing, the magical music cannot be XP Value: 600 C P Value: 2,500
resumed. DRAOON Magazine lIS
The playing of Ihis harp causes a gentle soolh-
of Charming [] ing in the minds of all within 20 feet who hear
XPValue: 5,000 GPValue: 20,000 il. The soothing quells insanity whi le it is being
DuNGEON M,.\STERG uide, 1st Edition played, and instant ly (and permanently) calms
This instrument is identical to all other magical listeners. dispelli ngfear. despair. discord. rage,
harps. When played by a person proficient in the and hopelessness of any sort, and lightening
instrument, the player is able to cast one sugges- black moods or grief for a time. The music of
tion spell each turn of playing. Optionally, the s
Dove harp can also cllre light wounds once for
DM can requi re a successful proficiency check any listener within 20 feet who hears the harp's
be made to cast suggestion. On a die roll of 20, song for al least two full rou nds in succession,
the harpist has played so poorly as to enrage all such curing being cffective in that creature only
those who hcar. once every nine days. Thc ha rp cannot other-
Oncc per turn a bard is able to cause the harp wise combat the effects of poison. While the
to cast a command spell as a caster equal to thc s
mus ic of Dove harp is heal ing a creature as
bard's \cvel. described above, both it and the harpist (not the
assisted person, unless the harpist is practicing
of Charming LI.I self-healing) radiate a faint white faerie fire or
XPValue: 1,000 G PValuc: 4,000 nimbus.
C,.\ROM,.\ST£R· Ad~ture Design Deck
The harp can hold a monster in a charmed state, [sheen 's
so that the user can escape (save applicable). Can XPValue: 5,000 CPValue: 25,000
be used once a day. DRAOON Magazine 115
The tones of Ihis harp cause all glass and meta!
Damh 's with in 30 fcct to ring and reso nate, "singing
XP Value: 2,000 CP Value: 11,000 along wit h" the playi ng of the harp; th is is an
Monster Mythology eerie and attention-gathering effect. When the
This harp can create an GItO S irresistible dance harpist plucks the lowest string on the harp, all
in up 10 Id4 creatures, three times a day. The il:lass and crystalline objects up to 30 feet dis-
avatar must spend one full round playing the tant that face the harpist must save vs. crushing
instrument to generate the effecl. blow or shatter ins tantly. A single metallic
object within this range may be affected as well.
Defender 's Magical armor, bracers, weapons, and other
XP Value: 5,000 GP Value: 20,000 magical items (note that a metal or glass vial
roLYItEORON Newszine 82 containi ng a magical oil, ointment. or potion is
Although a powerful magical item, this no t itself magical) gain a bonus on their saving
medium-size harp betrays only faint magical throws of + 1 or whatever their magical "plus"
radiation when a detect magic s pell is cast. may be to avoid being affected by the harp. The
When the highest-pitched chord is plucked, all harp can shatter items that have saved success-
nonmagical weapons, shields, and glass objects fully against its effects on earlier rounds, but
within 100 feel of the musician must make a the harpist cannot choose to affec t some items
,m
/r------------------------------------,~
1323
,String Instruments. Harp offingerbreaking
r
in the harp's path of effect and nOI to affect limes. A iumdhmp is a crescent-shaped, wooden
others, save for choosing the metallic item to be inslrument abou t the size ofa man's hand and
destroyed. The harp can be used in this fashion strung with magical, metal strings _
once per round. Its powers can be employed by anyone able to
playa tu nc. When it is played, four small blue
of Fingerbrcaking globes of light (equal in effects to the lSI-level
XP Value: - GPValue: 1,000 wiza rd spell dancing lights) come into being
The Book of Marvelous Magie around the harp. The globes may be mentally
This harp is like a harp a/throbbing but has a directed by Ihe harp player, as a wizard direcls
20% chance per use of entangling the user's fin- dancing lights, without full concentration.
gcrs. [fso. the victim takes damage equal to \-lof Undead suffer damage and attack roll pcnal-
curren! hit poin!s, whieh may be restored in the ties of - 2 within 10 feet of a playing ham/harp.
usual ways, but the hand s become useless and Saving throws against all life-force draining,
remain so until a regenerate spell or effect is paralyzing. and related natural spe lls and magi-
applied. The victim's Dexterit y score also drops cal abilities (such as a chill/ollch spe ll ) are
by 6 points (to a minimum of3). made at +2. Creatures wi th in 10 fect ofa play-
ing hom/harp cannot be char/llell, and charmed
Fochlucan creatures who vcnture within 10 feet ofa play-
XP Value: 6,000 GP Value: 36,000 ing ham/harp will bc da:ed (treat as the effects
STRATEGIC REVIEW Magazine 6 of a power \l'ord SII11I) as long as they remain in
Thi s harp add s 10 % 10 a bard's chance of the hUlldhmps area of effect. All of these pow-
charming a crealure. In addition to this it has ers can be used as often as desired and do not
three so ngs. The firs t and most powerful of drain the item.
these is a song of protectioll fro m evil that is A handlwrp has one additional power, wh ich
equi va lent to Ih e 3rd- leve l spe ll. The second can be used only once a day. though all of the
song is one of defense thaI casts a shield around hal/dharp s magic is exhausled for one turn after
the bard and is like the 1st-level spell shicld. this use. By plucking a certain string and singing
The la st song cas ts a circle affight around a particular note simultaneously. the bearer can
whatever the bard desires (the p:lrIy. an object, will the halldhmp to dimellsion door up to 90 feel
anything) and is eq ui va lent to the 2n d-level away. This power will take along all carried and
wizard spell continua/light. The songs of this worn items. but not another living creature.
harp are playable only once a day. Such travel is inSlant, but subject to the samc
dangers Ihat the spell has: if the intended destina-
of Gold Iton is improperly described or not concentrated
XP Value: 3.000 GP Value: 24.000 upon. midair appearances and fa lling damage are
The Book of Marvelous Magic possible. Note that a IWlldlwrp bearer can men-
Th is large harp weighs 400 pounds. When tally slate (aloud to the DM) any visible destina-
played for o ne hour and co mmanded aillhe tion without giving its coordinates in distance and
while, it turns all silver, eleetrum, and platinum direction and sti ll arrive safely.
within 30 fec t inlo go ld. The harp of gold can- In the hands of a ba rd. a halldharp s area o f
not affect magical items of any sort but changes effcct doubles to 20 feet di stanl. and it can be
all nonmagical co in s, weapons , and other madc to dimension door the bard up to 180 feet
for ms ofthcse metal s to a maxi mum of 2,000 away.
pounds per use. Most weapons arc made of iron
or steel and a so lid sil ver weapon changed to of Healing
gold is nearly unusable ; a gold weapon, unlike XI) Value: 4,000 G P Value: 20,000
a silver one, eannOI harm a lycanthrope. The Tile C(l1nplCle Bard's ~13ndbook

harp can be played magically once a week. If Whcn this magical harp is played within 10 feet
the user is interrupted or si lenced during Ihe of wounded creatures. it heal s each creature by I
hour of playing, the harp has noeffect. If magi- poi nl per hour of playing. However. oncc the
cally reduced or e nlarged, it becomes forever music slopS or (j new player takes over, further
nonmagical. playing is useless u nless new wou nd s are
received. After eight hours of cont inuous playing,
Hand harp a bard must begin to make successful Constitu-
XP Value: 2.000 GPValue: 16,000 lion rolls once an hour or misplay the harp. If the
H31l S of tile Higll King harp is misplayed, healing ends.
This rarity is a favored item of traveling Harpers.
who are beli eved to have created it in ancient
SJ8l

/r------------------------------------~,
1324
~~--------------------------------------------------..I'-

/r------------------------------------,~
1325
" 'Slringed Instrument$, Jllantra's Harp
r
Jhantra 's mands it to scribe, the harp creales a glowing
XP Value: 5,000 G P Value: 25,000 magical symbol of any type (but with no special
DRAGoN Maga%ine liS powers) on any item or surface within 30 feel.
The playing of this harp causes the harpist and The mark cannot be placed on any li vi ng or
any other creatures touching the harpist, up to a undead creatu re or upo n any carried item. It is
limit of four creatu res, to be concealed. This userul for marking doors, explored passages, and
occurs after the playing of the harp continues for trails.
one round. Those hidden are invisible even to
animals and infravision, and cannot be scented Methild 's
or tracked. They can also pass withOUitrace (as XP Value: 4,000 G P Value: 20,000
the lst-Ievel druid spell), move, and speak while D RAGON Magazi ne t 15
cloaked in silcnce, even though their speech and The music orthis harp parts all webs, opens all
movements are clearly aud ible to one another. locks, breaks all bond s, and unties a ll knots
The protection lasts for as long as the harp is within 10 feet (as per multiple uses of the knock
played (its own music can be clearly heard, but it spell). Magical locks and kno ts gain a saving
always sounds fa r orr and as though coming throw vs. breath weapon to avoid being affected;
from all directions). Any creature losing even anything thus saving against such a harp is for-
momentary contact with the harpist instantly ever immune to the effects of that particular
becomes audible and visible, and cannot regain Methild s harp. All webs, bonds, locks, and knots
this protection even if touching the harpist or affected by the harp are outlined with an orange
other prolected creatures again unt il the harp faerie fir e from the moment of their bei ng
has been sti lled. When it is stilled, and playing affected (within one round of being within effec-
begins anew, a full round of playing must always tive ra nge o f the harp's playing) for one turn.
occur before Ihe harp's concel/lmenl is renewed. Magica l barriers such as protective symbols,
Spelleasting is possible when under the harp's shields, walls offorceJorcecages, and the like,
concealmel1l, but at the instant of the spell's tak- having no designed opening, are not affected by
ing effect, the caster appears even if contact the harp. A rope ofconstriction, rope ofelltallgle-
with the harp ist has not been lost. A creature menl, or rllg of smothering within 10 feet of the
cannot play the harp and cast spells or cantrips harp when it is played ceases to function for 1d4
of any sort simultaneously, nor activate and con- round s and releases any creature it has
trol magical items. entrapped- although a creature aetualty
entrapped by this could not play the harp to rree
MacFuirmidh itself.
XP Value: 6,000 G P Value: 30,000
STRATEGIC REVt EW Magazine 6 Murlyn's Harp of Charming
This harp adds 20% to a bard 's chances of charm- XP Value: 4,500 G P Value: 25,000
ing a creature and also possesses the three songs ]992 Fantasy Collct:lor Card 27
of the Fochillcall harp. In addition, the harp has When Blind Lemon Murlyn plays th is magical
two more songs. The first of these tu rns the bard harp, it allows him to cast a suggeslion spell on
invisible until he or she stops playing. In this state the audience. Blind Lemon uses this magic when
the player may still be locatcd by the sound of the he is tr ying to recruit individuals for one of his
harp, though the sound appears to come from Harper-sponsored missions. Blind Lemon's harp
nowhere; this makes the bard very hard to hit and has one sli ght difference from normal harps of
barnes creatures oflow or lower Intelligence. The charming, hov.-ever. There is a I in 20 chance that
second song enables a bard to strengthen fighters a wild surge will result along with the sllggestion.
like the 2nd-level slren!:th spett except that it So far, Blind Lemon has experienced being tem-
lasts as long as thc bard has strength to keep play- porari ly changed into a gnome and exudmg a
ing, the spell is broken when the bard stops or is stinking cloud.
stopped by interruption. The MacFllirmidh harp
is playable once a day. Nithanalor's
XP Value: 2,500 G P Value: 12,500
Marks DRAGON Magazine] t5
XPValue: 3,000 G P Value: 24,000 The music of this harp affects only its player and
The Book of Marvelous Magic all things held or carried by the player (including
This item has three command words: "shrink," the harp itself). The player is instantly protected
"enlarge," and "scribe ." It ca n be reduced to for as long as the harp is played as though by a
pocket-size or enlarged to a normal , 6-foot-t311 Sloneskin spell (as per the 4th-level wizard spell);
harp as o ften as desired . When its player eom- the harp and alt things worn or carried, no matter
,,~

/r------------------------------------,~
1326

...
r
SlriDgo:d tnstrwnenu, Harp ofSpiril Reslonlion

how fragile, are simila rly protected, making them


almost immune 10 physical auack. In addition, a
movi ng field of protection exists about the harp
and the player's anns, SO that it is extremely diffi-
cult to physically prevent or restrain the harpist's
playing. Note that magical attacks are unaffected,
and the harp's protection is ended by a silence 15'
radius or a hold person cast upon the harpist. No
other creatures or items can be protected by the
harp's music, even if touchi ng the harpist.

Ollamh
XPValue: 3,000 GP Value: 18,000
DuNGEON MASTF.R Guide
Ifan Ollamh harp is played by any nonbard or
bard under 20th level it inflicts IOd4 po ints of
damage upon that individual. When played by a
bard of 20th or highe r level, it adds 40% to his or
her charming abilities and can cast one each of
the foll owing spells daily: If the bard's charming
ability exceeds 100% with the instrument bonus,
the creature saving against the magic does so at
- I for every S% above 1000/0, rounding the chann
bonus to the nearest mulliplier of S.
ConfUSion once a day.
Control weather once a day.
Fire ~·tQrm once a day.
Any character able to play th is instrument can and these blillk in the same manner as the harpist
sing and do Olle of the folluwillg fur a s many at slightly different times, so that the harpist (or
turns as the character has levels, divided by two ralher, at least one image of the harpist) is always
(round fractions up), once each day. Each abi lity in view. Such images vanish forever when struck
of the instrument takes an initiative modifier of 5 by a weapon (using the harpist's own Armor
to activate. Class), but they otherwise remain in existence
Protection from evil /0' radius. unt il the harp is stilled. The harpist cannot cast
Become invisible: although the s tr ummi ng other spells or make attacks during this time, for
and si nging can sti ll be heard distantly, the when the harping ends, 50 do the effects. and they
exact location is impossible to discover unless cannot be recreated until the harp rests, unplayed
deleClion ofinvisibility is possible. for at least three rounds.
Levitation.
Fly. of Spirit Restoration
XPValue: 2,000 GPValue: 10,000
Questing Crown of Ancient Glory
XPValue: 2,000 GPValue: 10,000 This rosewood instrument, decorated in gold and
The Book or Marvelous Magic inlaid with silver, appears to be an attractive, nor-
This harp looks exactly like a harp of charming mal harp. In fact , it is a magical item that can
but, when played, places a quest upon the user (as restore h it points to characters of any chaotic
the 5th-level priests' spell; the task must be cre- a lignment. Any chaotically aligned adventurer
ated and assigned by the OM). The victim may w ho sees a nd hears the harp will recover lost
make a saving throw vs. spell to avoid the harp vitality (as if enjoying a cure critical wounds
quest, but with a -4 penalty to the roll. spell).
Ne utra l characters who hear the harp feel
Rbingalade's dispirited, and lose 4 morale points for a period of
XPValue: 2,000 GPValue: 12,000 ldlO+ l l rounds.
DRAGON Magazine I t5 Lawful characters who hear the harp suffer a
The tones of this harp cause the harpist to blillk hit point loss equal to a cause critical wounds
(as the 3rd-level wizard s pell) for as long as spell. Furthermore, they become insane unless
desired while the harp is played. In add ition, 14 they save vs. spell. The insanity lasts Id4 days
mirror images of the harpist are instantly created, and the individual is unable to function in a rea-
5193
)r------------------------------------,~
1327
-
' "Srringed Instruments. Sloml's Harp of Mcthild
r
sonable manner. A ,-emove curse spell negales the Z unzalor's
effects of the insanity. XP Value: 4,000 GP Value: 25,000
The harp only functions once a day. AI other DRAGON Magazine 1 t5
times ils strings produce no sound al aiL The tones of this instrument c reate a globe of
pearly-white conlinuallight centered on the harp
Storm's Harp of Methild and extending to a 30-foot radius. The radiance
XPVal ue: 4,000 G P Value: 20,000 lasts as long as the harp's strings sound, and
1992 Fanl3sy Colk~lor Card 301 within this radiance the following effects are pre-
Storm possesses a rare magical harp, recovered sent: (lispel illusion (as the 4th-level wizard
from Myth Drannor, known as Me/hifd~' harp. spell), di~"pel invisibility (all sorts except psionic),
Whenever Storm plays this magical harp. all and reveal glyph or symbol. This latter power
locks are opened, all knots arc undone, all bonds reveals all magical or illusionary runes, marks, or
are broken, and all web spells are parted wi thin inscriptions, including wizard mark, illusionary
10 feet. All of the above forms of restraint scripl, and unreadable magiC. It also uncovers
alTeeled by Ihe harp a rc outlined in an orange protected writings, glyphs a/warding, symbols,
form of faerie fi re for one turn. Magical barriers and the like, revealing them in outline in a lumi-
(such as a wall offorC/;!) arc not affected by the nous blue so they can be precisely located or even
harp. tentatively identified or drawn for later study. The
ha rp's music docs not trigger such magic, nor
of Throbbing visit their effects upon persons stud ying them.
XPValuc: 1.500 GPValue: 7,500 The harp does not prevcnt the normal operation
The Book of Marvelous Magic of such magical things- they may be triggered by
The music produced by this harp affects all liv- being touched or in some other prescribed man·
ing creatures within 60 feet. None of those ncr. Shadows, tweens, and other hard-to see crea-
atTected can die of wounds or poison whilc the tures are made clearly visible, outlined in blue
harp is played; they cannot be reduced to below radiance, if they pass within the harp's globe 0/
ohit points. C re atures reduced to 0 hit points radi(ln ce. A wizard employing dllo dimension
will fall, appearing 10 be dead, but arc kept in a appears as a thin vertical line afblue radiance in
semiliving state by the music , their hearts midair whi le within Ihe sphere ofclfect of Zunza-
throbbing in time with the harp. If magical cur- lor's harp.
ing is applied while victims 3rc in this state, the
curing works normally, and the vic tim awakens. Lyron's Harysichord of
Ifan otherwise deadly poison is neutral ized, the Commanding
victim awakens with I hit point remaining. The XPValue: - GPValue: 10,000
harp does not , however, affect dissolv ing or 1992 Fantasy Colk>:lOr Card 190
digesting damage, or other forms of disintegra- This strange magical item actually holds the life-
tion. The harp o/Ihrobbing can be magically force of Baron Lyron Evensong and is the focal
playcd once a day for up to one turn per use; if point of his curse. Whenever the harpsichord is
its music is magically silel/ced or lIellfrolized, it played, those listening to it must make a success-
has no effect. ful saving throw vs. spell or be unable to resist
following commands issued by the baron. If the
Valarde's harpsichord is destroyed, the baron is destroyed
XPValue: 1.000 GPValue: 6,000 and his curse is lifted.
D~AOON Magazine tt S
The player employing Vall/rde s hlllp can, at will , Cool Hand Lute
cause either of two elTeclS to occur. each taking XP Value: 1,000 GP Value: 6,500
effect at the cnd of one complcte round of play: a POLYHEllRON Newszine 23
gU.11 o/ wind moving outward from the wide end This co mmon musical instrument causes the
of the body of the harp, or a wind 11'011 20 fee t bearer to become resistant to fire (in a manner
square, lasting fo r three rounds, although the identical to a ring a/fire resis/(II/ce). However, it
harper can end it sooner if desired. Tiny points of has the side effect of causing the user's hands to
radiance nicker, dance, and wink out on the become cold, for a - I penal ty to all attack rolls.
strings of Valarde's harp, and about the brow or When the cool hond lUle is played for the first
head of lhe being playing it , while its strings are time, the user's eyes turn a beautiful blue color,
in motion. and the user must make a saving throw vs. spell
o r develop an affinity for bovines.

/r------------------------------------,~
1328
r
5cringcd Instrumerlls. Building Liu

Doss prise ro ll s and quite able to ignore the song if


XP Value: 2,200 GP Value: 11 ,000 attacked. The singalong lute plays as often as
DuNGEON M ASTER Guide des ired but can produce its e nchant ing music
This instrument is 60".4. likely to deliver 4d4 points only once a day.
of damage to any nonbard or bard under 8th level
who picks it up and attempts to play it. An 8th- Skywalker
level or higher bard who plays the lute has a 20-.4. XP Value! 3,000 GP Value! 24,000
bener ehance of channing and can sing the follow- PoLYHEDRON Newszinc 23
ing magical songs once per day. If the bard's If this normal musical instrument is held in hand
charming ability exceeds 100% with the instru- and commanded to play, the user can/ly (as the
ment bonus, the creature saving against the magic wiza rd spe ll) with up to 300 pounds encum-
does so at - I for every 5% above 100%, rounding brance. The skywalker lute can fl y up to three
the charm bonus to the nearest multiplier of 5. times a day, for up to one hour per use. However,
Hold animal once a day. the user also develops a desire for action, trave l-
Neutralize poison once a day. ing far in search of opportun ities to fight for
Protection/rom fire /0' radius once a day. deserving causes (especially for those who can-
Any character able to play this instrument can nOI afford normal mcrcenaries).
sing so as to do one of the following for as many
turns as the character's level div ided by two Woodwalking
(round fractions up), once each day. Each ability XPVa!ue: 1,000 G P Value: 6,000
of the instrument takes an initiative modifier of 5 The Book of Marvelous Magic
to activate. This IUle enables the user to pass through wood-
Protection/rom evil /0' radius. lands in relative safety, as long as no hostile
Become invisible, although the str umming actions are needlessly initiated. When held and
and singing can still be hea rd distantly, the commanded to play, the lute produces a soothing
exact location is impossible to discover unless song that can be heard as much as 120 feet away.
detect invisible is possible. It plays magically only in woodlands. The user
Levitation. will not be attacked by any Intelligent woodland
Fly. c realure (centaur, dryad, elf, halfling, pixie,
sprite, or ueant) as long as the song lasts. But if
or Loot the user attacks any such creatures, the lute shat-
XP Value: 2,000 GPValue: 16,000 ters and the creatures become enraged, gaining a
The Book of Marvelous Magic +2 bonus to a ll attac k, dama ge, and savi ng
Though this lute plays on command, it has no throw rolls for one turn. The user may fight nor-
appare nt e ffect. However, a ll magical items mally if attackcd by some other monster and the
within 10 feet become cursed; any NPC thief see- lute plays all the whi le; the lutc then bestows a
ing such a lute will, upon returning to his or her +2 bonus to all the user's attack, damage, and
gui ld, repo rt its existe nce and last known loca- saving throw rolls. If a ny normal or giant-size
tion, along with all known details about the items animal, tree, or other lawful o r neutral woodland
and characters nearby. The guild will try to obtain creature is harmed by the user, the lute will
the lute and other item s, usually by burglary, t hereafter refuse to play until it faUs into the
sending the most skilled thieves available . The hands of a more deserving owner. Whe n prop-
lute 0/100/ plays as oftcn as desired but can cre- erly used, the lute o/woodwalking plays for up
ate its magical effect only once per day. A remove to 12 hours per day.
curse removes the "loot aura" from onc item.
Building Liar
Singalong XPValue: 500 GP Val ue: 2,500
XP Value: 1,000 GPValue! 5,000 DRAGON Magazine t 56
The Book of Marvelous Magic This small ha rp is fashioned entirely from solid
Whe n this lute is held and commanded to play, it brass. It radiate s a dweomer, but it can be
produces enchanting music. Each creature within strwruned until the player's fingers turn to ham-
60 feet who hears the song must make a saving burger and it wi ll never lay a single brick-o n-
throw vs. spell with a -4 penalty to the roll. If it brick. However, it incessantl y brags about the
fa ils, the victim stops, listens, and tries to sing edifices it constructed in the hands of other, more
along with the tu ne. If the saving throw is suc- competent musicians. ("Yeah, I' m the guy who
cessful , the music has no effect. The user of the put up the Empire Sta- the Emperor's Stables,
lute is immune to its enchantme nt. Those affected yeah, that's the tickel.")
are merel y distracted, suffering no penalty to sur-

/r------------------------------------.~ ""
1329

7
-
,Stringed Instruments, Building Lyre
r
Building Lyre eli
XP Vaiue: 5,000 GP Value: 30,000 XP Value: 6,000 GP Value: 32,000
DuNGEON MASTER Guide, 1st Edition DUNGEON MASTER Guide
The enchantments placed upon this instr ument A Cli lyre is 80% likely 10 cause 6d4 points of
make it indistinguishable from a normal one. damage to any nonbard or bard of less than the
Even if its magic is detected, it cannot be told 14th level of ex perience who plays it. A 14th- or
from an ordinary instrument until it is played. If higher level bard adds 30% 10 charming ability
the proper chords arc struc k, a single use of the and can cast the following spells by s inging and
lyre negales the effects of (J horn of blasting, a playin g on t he lyre, once eac h per day. If the
disintegrate spell. or the effects of up to three bard's charming ability exceeds 100% with the
rounds of attack from a ram or similar siege item. instrument bonus, the creature's save vs. spell is
The lyre can be used in this way once a day. at ~ I for ever y 5% above 100%. rounding the
The lyre is a lso use ful with respect to actual charm bonus to the nearest multiplier of 5.
building. Once a week its strings can be strummed Control winds once a day.
so as to produce chords that magically construct Transmute rock to mud once a day.
bui ldings, mines, tunnels, ditches, or whatever. Create a wall offire once a day.
The effect produced in but three turns of playing Any character able to play this instrument can
is equal to the work of I 00 men laboring for three sing so as to do one of the following for as many
days. turns as the character has levels, divided by two
A check mus t be made whe ne ver the lyre is (round fractions up), once each day. Each ability
played. Under normal circumst ance s, a false of the instrument takes an initiative modifier of 5
chord is sounded on a roll of 1 ~3 on 1d20. (Char- to activate.
acters with the musical instrument proficiency Protection from evil /0' radius.
playa fa lse chord only o n a roll of I.) If the Become invisible. a lthough the st rumming
player of the lyre is under physical or mental and singing can still be heard dis tantly, the
attack, the chance of a false chord increases to exact location is impossible to discover unless
I ~ l O. (Proficient characters resolve a proficiency detect invisible is possible.
check by the standard rul es under these circum- Levitation.
stances.) If a false chord is struck, all effects of Ny.
the lyre are 20'% likely 10 be negated.
This harp can be used to build or repair ships. Dorus's
A bard can negate the effects of a horn of blast- XP Value: 5,000 GP Value: 20,000
ing, a disintegrate spell, or the effect of up to POI..YHE-ORON Newszine 87
three rounds of attack from a ram or similar siege Only a dozen of these f inely crafted e bonwood
item. This works once a day for every three levels instruments are rumored to exist. Carved images
of the ba rd. When the ly re is used to perform of forest creat ures cover the instrument. Created
work, a bard is able to achieve the work o f 100 by the famed bard, Dorus of Griswold Barrens,
men plus 10 men per level. If a bard should hap- Dorus 50 lyre can be used by anyone wilh a non-
pen to fail the false chord check, a saving throw weapon proficiency in stringed instruments. The
vs. paralyzation is also allowed. Success indicates lyre produces sweet tones and never needs tuning.
that the bard recovered from the mistake without It is virtually indestructible, having an effective
mishap. Armor Class of - 4. In the hands of a bard, t he
strings glow a pale blue and the magic is rea lized.
Canaith A bard of any level may call upon .its ability to
XP Value: 3,000 GP Value: 22,000 speak with animals or to cast animal friendship.
STR).TEO IC REVIEW Magazine 6 Both spells can be used three times a day.
This lyre adds 40% to a bard 's chance of charm-
ing creatures and has all the abi lities of a Doss Doss
Lyre. In addition, it has two special songs. The XP Value: 3.000 GP Value: 16.500
first song is like the 4th-level confusion spell. The STRATEGIC REVIEW Magazine 6
second is like the 4th-level fear spell. In addition This lyre adds 30% to a bard's chance of charm-
to this, the lyre has a healing song that, when ing creatures and has all the abilities of the Mac-
played, can heal the listeners from 2d6 points of Fuirmidh harp as well. In addition, the lyre has
damage. All songs are playable but once a day. two special songs. The first song enables the bard
tofly up to the limitations of the 3rd-level spell
fly with the exception that it lasts as long as the
bard is able to play. The faster or the higher a bard
tries to fly the quicker he or she becomes tired.
".,
1330 \..
...
Stringed Instruments, Canaith Mandolin,

Generally, a bard is only able to keep up maxi· of Wounding


mum speed or ver y high altitudes for as many XP Value: - GP Value: 2,000
turns bard levels; after this a roll of 1-4 on a Id6 The Complete Bard's Handbook
indicates the bard has collapsed, unconscious This cursed item appears nor mal in every way
from the effort. The second song of Ihe lyre is until it is f irst played. When the musician's fin-
equivalent to dispel magic cast at the bard's level. gers strike its strings, they sever the tips of the
These two songs are playable but once a day. player's fingers. Roll I d6 for the number of fin-
gers that the musician loses:
Fu Hsing's
XPValue: 9,000 GP Value: 45,000 Roll Effect
Legends & Lore, 2nd Edition 1-4 The number of lost fingers.
With a strum of his magical lute, Fu Hsing's 5 Musicia n loses all fingers and the
avatar can cast any wizard spell of I st through 4th thumb.
level. 6 Musician escapes unscathed.

Loquacious Each lost finger causes I d2 poims of damage,


XPValue: 2,000 GPValue: 21,000 but the musician should not be lowered below I
POLVHEDRON Newszine 90 hit point due to lost fi ngers. Each lost finger
A dozen of these enchanted musical instruments causes the musician's proficiency at playing
exist, and they are much sought after by bards. musical instruments to suffer a penalty of - 2.
The instruments are intelligent and have neutral Other proficiencies and activities requiring man-
alignments. ual dexterity are likewise reduced, at the OM 's
A loquacious lyre provides a +3 to any bard's discretion. Lost digits can be regenerated magi.
musical instrument proficiency. A bard who does cally. As with cursed swords, whenever the musi-
nOI have t he musical instrument proficiency, cian decides to play, the lyre leaps into his or her
gains the ability. However, the lyre bemoans the hands; magically altering the form of the instru·
fac t that any bard could be so ignorant to not ment does not abate the curse.
know how to play such a melodious and perfect
instrument. Canaith Mandolin
Once each day the lyre can sing accompani. XP Value: 6,000 GP Value: 42,000
ment to the bard's voice, providing harmony in D UNGEON M ASTER Guide
any key. It is telepathic with its owner, but also The mandolin is 70% likely to cause 5d4 points
can "speak" using its strings, so it can chat with of damage to any nonbard or bard of under 11 th
others. It speaks five languages, in addition to level who attempts to utilize its power by playing
Elf, Dwarf, and Common. it. An 11 tho or higher. level bard is able to employ
A loquacious lyre can cast charm person three the instrument to add 25% to his or her charming
times a day by speaking or s inging. It can cast ability and also can cast the following spells once
deteci magic once a day, and once a week it can per day. If the bard's charming ability exceeds
identify items as a bard of 10th level. 100% with the instrument bonus, the creature
Loquacious lyres are made of polished bone saving against the magic does so at - I for every
carved with a delicate elf face near the top. They 5% above I()()II/o, rounding the charm bonus to the
are inlaid with many gems, and are strung with nearest multiplier of 5.
copper, s ilver, and gold wi res. They are usable Cure serious wounds once a day.
only by bards. Each lyre has an Intelligence of 16, Dispel magic once a day.
an Ego of IS, and a Personality Score of3 1. Protection/rom lightning 10' radius once a
day.
of the Spheres Any character able to play this instrument can sing
XPVa)ue: 2,200 GPValue: 11 ,000 and do one of the following for as many turns as the
War Captain's Companion character has levels, divided by two (round fractions
The lyre a/the spheres is used near a crystal up), once each day. Each ability of the instrumem
sphere to locate or create a portal through which takes an initiative modifier of 5 to activate.
a spelljamming ship can pass. Any bard can use Protection/rom evil 10' radills.
this item to create a portal. All other characters Become invisible: although the strumming
can use the item only to locate the nearest exist· and singing can still be heard distantly, the
ing portal. The item can be used but once a week. exact location is impossible to discover un less
detect invisible is possible.
Levitation.
Fly.
~"
/r------------------------------------,~
1331
",Stringed lnstrummts, eli Mandolin
r
Cli can play any song he or she has ever heard. The
XP Value: 3,000 GPYalue: 17,000 pick's magic is so great that all functions of the
STR.A.TEOIC REVIEW Magazine 6 instrument are instantly mastered. Thus, a bard
This mandoli n adds 5 0% to a bard's chance of automatically knows the proper chords positions
charming creatures and has all the abilities of a for a lute, how to hold a harp, how to adjust the
CO/with lyre. In addit.ion to this it has the power strings of a mandolin , and all other virtuoso
of telekinesis, contains one e lemental, and can d etai ls. His or her skill level ri vals that ofa
heal better than the Canaith lyre, be ing able to maste r musician proficient in the instrument's
heal from 3d6 points of damage. (Note that this is use. Also, a bard who uses Ihis pick to play the
the only healing it can perform- the abilities of lyre of woundjng docs not sutTer any severed fin·
the Conoith lyre are not cumulative in this man· gers.
dolin.) This mandolin also has a song offire
which can remove curse like the 4th·level spell. Qanun of Char ming
XPValue: 1,000 G P Yalue: 7,000
Pick of Proficiency OrienUlI Adventures
Ncwltem This inst rument looks like any other q uan un.
XP Yalue: 500 GP Yalue: 2,500 When played by a person proficient in the instru-
This enc hanted pick g rants a proficiency in ment, a proficiency roll is made. If successful,
music and singing to a ll who pick it up and use it. the character can cast one suggestion spell that
However, these abi lities last for only three hours round . If the saving throw fail s (but is greater
and the pick usually times the cessation of its than I). the music has no effect. If a I is ro lled,
boon to strike in the middle of a performance. Ihe musician's playing is so poor that the inslru·
ment acts as a qallun of discord.
of Prop itiousness
XPVal ue: 1,500 GPYalue: 7,500 of Discord
Pot.VHEDRON Newszine 78 X P Value: - G P Val ue: 8,000
This magical im ple ment functions only when a Oriental Adventures
skilled musicia n uses it to play o n a s tringed Identical to other magical qanun, this inslrument
instrument. During the first round of playing, thc cmits painful and discordanllones when played,
user must sing the exact name of a particular foc. enraging all wilhin 30 feet_ Those enraged attack
If the exact name is not known, the foe must be the musician 500.4 of the time and the nearest tar·
prec isely identified. get the other 50%. The frenzy lasts for I d4 + I
All characters wit h.in 50 feet of the use r receive rounds. T he player of tlli s instrument is not
a +2 bonus to all attack rolls agai nst the stated affected by Ihe frenzy. Tile properlies of the
enemy, even if the foe is not within 50 feet of the instrument cannot be detected until it is actuall y
user. If the foe enlers the area of effcct, he or she played in earnest- lUning and idly strumming the
sutTers a - I penalty on all attack rolls. strings only create lucid, clear lanes.
The pick ofpropitiousness can be used once a
week for up to one hour. The user must concen· of Q uiet
trate on playing and must rcmain motionless X P Value: 5,000 GP Value: 25,000
while using the pick. The user can perform no Land ofFale
other actions whi le playing, and loses conccntra· While this magical instrument is played, it creates
tion if damage is taken or if struck by a missile or a magical zone of protection and silence 30 feel
melee attack. A silence spell also breaks the in radius. Those inside may talk among them-
effect. Optionally, the OM might require a music selves and clearly hear noises beyond the range of
proficiency check for every 10 minutes of play· the magic, bOl none outside the radius can hear
ing, failure breaking the effect. what is happening within the zone over the sound
The use r must have an unobs tructed li ne of of lhe qanun. Further, divination spells will nOt
sight to the named foe, and must keep the enemy revealthoughls, words, inrcnlions, alignment, or
in sighl wh ile playing. the presence of magic while the qanun is being
played.
of Strumming
X P Value: 300 GPValue: 1,200 of th e Spirits
The Complete Bard's Handbook X P Value: 3,000 GP Value: 15,000
Thi s magical pick enables the user to play any DRAGON Magazine 190
stri nged instrument that is normally plucked with The qanun is made of the finest mah ogany
fingers or a pick. This includes harps, lutes, man· brought from Ihe Isle of the Elephant. Its strings
dolins. and so on. T he person grasping the pick are said to be solidified light, t hough olllers
~n

1332
Stringed lnSlrumenf.l;. Game V'tOli"r

and vines, but the effects of the s pell are the


same. This spell may be cast o nce a day, twice a
day if the rababah is used by a bard.
A bard also may use the robabah of the dao to
"shift the earth," to call into being an earth ele-
mental of 8 HD, once a week. The elemental is
under the full control of the rababah player, such
that if the musician stops or is interrupted, the
elemental will return to its native plane without
attacking the barel.

'Ud of the Marids


XP Value: 3,200 G P Value: 28,000
DRAOON Magazine 190
The 'ud ofthe marids is solid white, its hardwood
surfaces covered with thin, o rnate carvings of
pearl. The soundbox itself is made of a single
great pearl, harvested from the largest clam in the
deepest part of the Crowded Sea. The marids do
not risk their own lives in these endeavors, but
instead avail themselves of lesser beings to
recover the pearls.
The 'ud of the marids allows a bard to cast a
powerful charm person spell, as the 1st-level wiz-
ard spell, with a -4 penalty on all saving throws
against the spell . This spell may be cast once a
day, twice a day if the ' ud is used by a bard.
report they are made of spun gold, hardened and A bard, regardless of kit or origin, may use the
tightened to thc breaking point. Its pi c ks arc ' ud to "raise thc wfltcn," to summon a water ele-
carved from a single emerald gem. mental of 8 HD once per week. A suitable amount
The qanun ofthe spirits is the most powerful of of water, such as a ri ver or lake, must be available
the five instruments of the jann. When the qanun to use this ability. The ele mental is under total
is played, the player has the effect of the fire control of the ' ud player, and if the 'ud player
truth , the I st- Ievel wizard spell. Instead of fire , stops, the elemental will retum to its native plane
the tru th of the speaker's words is determined by without hanning the barel.
the sweetness of the instrument's to ne. Untrue
stalements create sour notes. The spell may be Extreme Violins
used once per day, twice if the playe r is a bard. XPValue: 1,000 GPValue: 5,000
A ba rd al so may use the qanun to "call the PoLYHEDRON Newnine 23
ancestors": to speak with dead (as the 3rd-Ievel These items appear identical to unnecessary vio-
priest spell), and to animate dead (as the 2nd- lins, but when an attac k roll of20 occurs, the user
level pricst spell), both as if the bard were a 2Oth- fli es into a battle rage, dropping any shield car-
leve l priest. Eac h of these abiliti es ma y be ried and gaining a +4 bonus on attack and dam-
performed once a week, and the qanun is needed age rolls while suffering a +4 penalty to Armor
only to cast the magical abilities, not to maintain Class. The victim will fight until slain, or until all
control or contact. e nemies are s lain, without tho ught of personal
s afety. There is no li mit to the duration o r fre-
Rababah of the Dao quency of the effect.
XPValue: 4,000 GP Value: 20,000
DAAooN Magazine 190 Game
The rababah of the dao is const ructed of the XP Value: 500 GP Value: 2,500
finest materials. Its bow is made of the hair of the PoLYHEDRON Newszine 23
fa stest horse in the High Desert, and the circular These items cause their owners to become unable
soundbox is made of the skull of a great roc. to explain any detailed action in combat. The vic-
The rababah of the dao allows its user to cast tim cannot aim al a specific portion of a target
an el1langle spell, as the 1st-level priest spell of (such as a tentacle); whe n any victim reaches 0
the same name. This operates agai nst any ta rget hit points, it quietly sits down and expires, with-
on sand or soft soil as opposed to those near grass out bleeding, moaning, or performing any other

/r------------------------------------,~
''''
1333
----- --------

,String ln~trumenl$, Violin Rack


r
nonnal dying activity. These items appear nonnal
but are exceptionally clean, as are all types of
game violins.

Rack
XPYalue: 100 GPValue: 500
POLYHEDRON Newszine 23
This item is a wall rack upon which two violins
can be hung. The instruments ma y be easily
removed from the rack, which then disappears.
Each violin will alTect the creature carrying it,
and no other; each will vanish if put down, given
away, sold, or if otherwise caused to leave the
possession of the original owner. The violin s
should be rolled randomly.

Saxon
XP Value: 1,000 GP Value: 5,000
POLYHEDRON Newszine 23
These violins are of an ornate design, but have no
known elTect. They are so rare that none have
ever been found - that's why no one has ever
found Saxon violins in the AD&D game.

Unnecessary
XP Value: 500 GP Value: 2,500
POLYHEDItON Newszine 23
These fiddles enable their owners to score critical of Zombie Control
hils whenever an attack roll of 20 occurs. (The XP Value: 7,000 CP Value: 25,000
DM must create a chart detailing critical hits, The Book of Marvelous Magic
such as the severing of body parts, extra damage, This musical instrument is shaped like a flat box
and the like.) with strings attached. When strummed and the
command word spoken, all zombies within 60
Zither of Speed feet hear and obey the user to the best of their
XPValue: 1,000 GPValue: 7,500 abilities. However, if the zombies leave the area
The Complete Bard's Handbook of effect, they are released from the enchantment
This zither appears 10 be a normal musical instru- and can no longer be affected by it. This item may
ment. However, ifit is played in a rapid tempo be used three times per day.
and the musician says, "allegretto," all allies
within 30 feet are alTected as if under the influ- of Zombie Protection
ence of a haste spell. XPValue: 2,000 GPValue: 10,000
]fthe zither is played slowly and "adagio" is The Book ofMarvclous Magic
spoken, all foes within 30 feet are affected as if This item appears and may function as a zither of
under a slow spell (no saving throw). The effects zombie control, but there is a 50% chance per use
last as long as the bard concentrates upon the that it will malfunction. If so, the zombies are
music or until he plays the zi ther at a moderate enraged and attack the user with a +4 bonus to all
tempo and says, "Andante." If the bard moves, attack rolls; they inflict maximum damage (8) per
defends, suffers damage, rolls for a saving throw, hit. Furthermore, they are magically protected. If
or performs any other action, concentration is Ihe zombies are turned by a priest, each may
broken. make a saving throw vs. spell; if Ihe throw is suc-
A Zither of speed functions only once per day. cessful, the turn fails and the priest can no longer
Furthermore, for every successive day in a row affect the creatures. Once the zombies are
that its magic is used, there is a 10% cumulative enraged, they retain the bonuses and protection,
chance that one of its strings breaks, rendering it regardless of distance from the zither, until the
useless unless it can be repaired. user is slain.

1334

..
of Timekeeping
Stylus of Scribing XP Value: 800 GPValue: 4,000
XPValue: 25 GP Val ue: 100 The Book of Marvelous Magic
The Ruins of Undermount.ain T his large item consists of a stone pedestal and
This wand of black slone animates itse lf when table with an iron finlike anachment atop it, and
commanded, and is able to write three words in is similar to an ordinary sundial. Hov.'Cver, the fin
Thorass. The activator must utler a command always casts a shadow on the dial as if it were in
word marked on the wand (typical word: " Kath- bright sunlight. 11 functions o nly o n the Prime
las") while touching the styius. The next three Ma terial Plane but keeps perfect time even on
words spoken by the activator will be graven cloudy days or if taken indoors, or underground.
deeply and clearly on any nonmagicai, nonliving It need not be a ligned with the position of the
surface mentally selected by the caster thai is on sun, as would a normal sundial; it works upside
the same plane. down, sideways, or when rotated. Its magic can
If no surface is chosen by the acti vator, the be dispelled, though with difficulty (treat as 36th-
OM should choose a nearby stone surface at level magic).
random. If the stylus is moved (physically car-
ried) between words. it can be made to do its Sweatsuit
work on two or three surfaces rather than one. X P Value: 5,000 GPVa lue: 25,000
Upon writing the third word, it vanishes forever. DRAGON Magazine 72
Note thai the stylus cannot distinguish between This magica l suit + 5, if worn constanl ly for
the user's unin tentiona l speech and desired longer than one day. allows the wearer to cast the
words- but the activator can, by force of will, equivalent of a stinking cloud spell up to three
alte r spellings. times a day after thaI. A nonjock who attacks a
If the activator does not speak three words jock attired in suc h a magical sweatsuit can
before abandoning the sty lus, it retains some choose to try to tear either the shin or pants from
magical power. If touched by a ano ther being the jock's body instead of attempting a normal
and its command word uttered, it writes Ihat attack in combat. Once a sweatsuit has been
being's next words, but the stylus won't write "activated," burning is the only way to get rid of
more words than it has words remai ning- the thc stinking cloud property of the suit; not even
second user of this item may only get o ne word soap of scrubbing will do any good. The sweat-
insc ribed before the item disappears. I f no suit also acts as a cloak ofprotection.
being speaks the command word, and the origi-
nal activa tor never utters anothe r word on the Sword
same plane as the stylus, a s tylus will hover A ll magi cal s words are listed with a plus or
above the location of its last writing until physi- m inus ( for eumple, a sword +/ or a cursed
call y moved elsewhere. The sry/us of scribing is sword - 1). The number is the amount added to or
often used by adventurers to leave messages for subtracted from the result of me attack roll and to
others on dungeo n walls. the damage done. ( Example: A sword + / would
adjust a roll of 17to 18, and if 5 points of damage
Sundial were rolled, 6 would actually be inflicted.)
The sundial is a primitive but accurate timekeep- Once a cursed weapon is used in baltle, it may
ing piece that requites sunlight to operate. A sun- not be gotten rid of except by use of a remove
dial's flat face has numerals inscribed on its curse or dispel magic spell.
surface. A small, triangular pillar in or near the Some magic swords have additional abilities or
center casts a shadow upon the face. As the sun Intelligence. For example, a sword + 11+2 vs.
moves in the sky. the shadow tracks across the /ycanthropes would give a bonus o f +2 on attack
face, pointing to the correct hour. and damage ro lls (instead of the nonnal + I) when
used against any werecreature. All other abilities
of Direction are listed in the descriptions.
XP Value: 500 GP Val ue: 4,500 Special Touches: For the OM who likes to add
DRAGON Magazine Issue 73 special touches to the weapons given to player
This looks like a wooden sundial without numer- characters, here is a list of idea generators:
als, about 4 inches in diameter. C lose examina- Blade ma te rials: adamantite, bone, ceramic,
tion will reveal that there are 16 marks rather than crystal or glass (magically strengthened with
12. When the command word is spoken, the "fin" glassteel), damascus (layered steel), high car-
or " hand" of the dial points due nonh. It does not bon (will rust), mithral, obsi dian, stainless
work underground. steel.
Bla d e shapes a nd features : blood grooves

/r------------------------------------,~
''''
1335
r
(fuiters), curved, bis (wavy blade), notc hes, 65--66 Ram dao
straight, tapered. 67--68 Rapier
Hand·guard m aterials : brass, bronze, nicke l, 69- 70 Sabre
steel. 71-72 Scimitar
Hand-gua rd shapes: arched snakes, clashing 73- 74 Shamshir
dragons, clenc hed fists, h uman o r godlik e 75-76 Short
forms. 77- 78 Shotel
Ha ndle materials: an lier, dragon teeth, ebony 79-80 Sivak draconian
or exotic wood, fossilized ivory, hom, human 81-82 Sosun pattah
or monste r bone, ivory, jade, leather-wrapped 83-84 Spatha
metal, marble. 85- 86 Sword-staff
Hand le shapes and feat ures: fl uted (with 87-88 Sword[et
straight or spiral grooves), hand-fined, hollow 89-90 Takouba
(detachable pommel; can hold small items like 91 Talwar
gems, coins, small tools, papers, liquid), prism 92-93 Two-handed
(flat sides, not rounded), straight, tapered. 94-95 Two-handed bastard
Pommel mate ri als: crysta ls or large gem- 96-97 Wakizashi
stones (magically strengthened), steel. 98 Yatagan
Pomme l shapes a nd fe at ures: c ruc iform, 99-00 Zafar takieh
fami ly crest, hand or paw, holy symbol, mon-
ster's head, short blade, skuit, treetop. Aasimon
Accents: jewels and gems, magical runes, pic- XP Value: 3,500 G P Value: 35,000
t ure carvings o r etch in gs, precious metal Outer Planes Me Appendix
inlays. word engravings. Each solar fights with a mighty sword that only it
can wield. The weapon a cts as a sword +5 and
Roll Sword Types has all the propert ies of a sword of dancing and a
01-02 Adya kall i vorpal sword. A solar can attac k w ith its sword
03-<>4 Babanga four times per melee round, and does a base of
05-06
07-08
Basi lard
Bastard sword
°
2d I points o f damage per hit.

09-10 Boku-toh Abhorrence of Shape Changers


11 - 12 Broad XPValue: 700 GP Value: 3,500
13- 14 Choora DUNGEON MASTER. Guide
15- 16 C laymore This sword gives an additi onal + 2 bonus against
[7- 18 Cutlass shapechangers and werecreatures- those able to
19-20 Drusus ass ume th e form of ano th er creature (such as a
21- 22 Dwarven claymore vampire or a dru id), or any creature under the
23-24 Falchion influence o f a polymorph or shape change spell.
25-26 Flamberge
27- 28 Flatchet Adj atha, the Drinker
29-30 Flyssa XPValue: 7,000 GPValue: 35,000
31 - 32 Gladius D RAGON Magazine 74
33- 34 Great scimitar Adjatha is a sword +2 o f fine blue steel, hilted
35-36 Impaler w ith a steel, single quillon and a plain, spherical,
37- 38
3....0
K,,""
Katan.
polished knob pommel. Set in the heart o f the
tang, where the qui lions meet, just above the fine
41-42 Kh~"" chain-wrapped g rip, is a large ( I -inth-diameter),
43-44 Khopesh ca bochon-cut black sapphire (worth 6,000 gp).
45-46 Ko" There are no markings or runes on the blade, and
47-48 Kukri it does not shed any radiance.
49-50 Long However, when this sword touches any magical
5 1- 52 Mariner'S item (not including scrolls), Adjatha siphons off
53-54 Masai magical energy, causing the item to g low, shed-
55- 56 Ninja-to ding a pale green-white radiance, until the item is
57- 58 Nyek-ple-nen-toh drained of dweomer or the sword and the item are
59-60 One-handed bastard separated.
61--62 P... The Drinker can never perma nentl y drain an
63-64 Piercer
,..,
artifact, but it can steal the magic of lesser items.

1336
In all cases, the touch of Adjatha causes one able in baltle.
power or effe<:t (per round of comact) of the item Thyri was easily, almost contemptuously, slain
to be nulli fied for 1-4 turns after contact. If the by the first man who challenged him, a merchant
item has limited charges or operates but once, from Calimshan. That merchant, whose name is
sufficient contact w ith Adjatha can drain it lost, was slain while in a caravan soon after by a
entirely of magic. The blade absorbs the dwt:omer mischievous kenku. In like manner, the Drinker
into itself in a peculiar way, retaining magical has often changed hands over the years, usually
energy to protect itself and its bearer. remaining with anyone owner for only a short
Adjalha gains 2 hit points per charge drained time. Elminster saw Adjotha 40 winters ago at the
or round of contact (many lesser items of magic court ofNesker of Mulmaster, when the sorcerer-
are drai ned after 13 or so rounds of contact). It king was studying it to increase his own arts. It
has 9 points of Strength, and may add any magi- disappeared before Nesker's dea th and came to
cally drained points to its own, without (known) light briefly in reports of fighting in the Shaar,
limit. Any attack on Adjatha or its bearer must apparent ly being wielded by one of the nomad
exhaust the phantom hit points before they can chieftains. The sword was stolen from him, and
harm the physical entit ies of blade or bearer. despite sending agents far afield. he was unable
When reduced to its original 9 hit points, Adjatha to recover it. The present whereabo uts of the
cannot absorb further damage for its bearer, and blade are unk nown.
is itself vulnerable. Anyone grasping the grip of
Adjatha receives its hit point protection; there is Albruin
room for a maximum of two bare human hands to XP Value: 5,000 GPVaJue: 25,000
grasp the hilt at one time. DRAGON Magazillt 74
Adjatha, it must be noted. cannot repeatedly Albru jn is a sword made from an alloy that com-
drai n the vitality of the same item; after two con- bines steel, electrum, and silver, demonstrably as
tacts with any single item, the Drinker cannot effective as silver against undead and other crea-
drain any more from it-bUi note also that a con- tures who suffer particular effects from contact
tact, if uninterrupted. can continue for up to one with that metal. It is + I on attack rolls and +3 on
tum before any bearer must withdraw or risk the damage. It sheds an eerie blue radiance (up to 10-
onset offeeblemindedne.ss due to a magical back- fOOl radius) when drawn from its scahhard. It is
lash (10% chance each round beyond one tum of of chaotic neutral alignment (Intelligence 17, Ego
continuous contact). Drained hit points gained by 13), communicates by speech (Common, Elf,
Adjatha do not cure existing damage 10 the user, Draw, Thieves' Cant), and can read longuoges
but merely absorb a ll further attacks until and magical writing.
exhausted. s
Albruin bea rer can, at will , activate the
Adjatha cannot drain or negate spells cast at it sword's power to detect invisible objects in a 10·
or its bearer, and confers no special magic resis- foot radius , maintaining it by concentration.
lance excepl immunity to psionic domination, Albruin can also neutralize poison once every
charm spells, and similar direct mind-control three days, and heal its bearer once every 12
spells. That immunity does not extend to sleep, days. These powers are evoked at the will of the
sugge.stion, ESP, and the like. bearer, or by the sword if the bearer is uncon-
The Drinker is first known 10 have existed scious and Albruin deems it advantageous to acti-
more Ihan 400 years ago, in the reign of Kurskos vate either powe r by itself. Physica l contact
lronhand; it was the sword of that monarch's her- between A {bruin and the flesh of the bearer is
ald and chief counselor, Amrok of the Dwarves. ne<:essary for the powers to work.
Kurskos slew Amrok in a night of revelry after a Albruin is bel ieved to be the creation of the
Shieldmeet, and too k Adjatha Ihe Drinker (and long-dead smith Surdee, who was famous in his
the enmity of the dwarves) as his own. Amrok day for thec raftsmanship of the work that came
was of almOSI human stature, and it has often out of the forges of icebound Glister, where he
been said Adjatha is of human and not dwarven worked ore fresh from the mines above the city,
manufacture, for it is of the full size and heft for on the edge of the glacier. The blade itself evades
a strong. long-anned, human swordsman. questions about its origins; there are no markings
The stories of its creation are many and color- or definite touches of workmanship that identify
ful-most are doubtless as fanciful as the tale Albruin as the work of anyone in particular.
told by Thyri of Amn, who stole Adjolho from Albruin was held for decades in the royal house
the palace vaults in the sack of Aumreayum on of Connyr, kept as a family treasure, but seldom
the death of Kurskos. Thyri held that Adjolho (due to its alignment) borne by the kings of that
was given 10 his grandfather by the gods, and land. It was stolen from the palace at Suzail some
made any of the family who wielded it invulner- 90 winters ago by the thief Nyparr ("Nipe"), a

/r------------------------------------.~
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1337
'~== _____ -J

/r-----------=---------===
Ill' '-

...
halOi ng who was soon arrested at Wheloon by Anduva ...
soldiers of Cormyr and s lain while attempting to XP Value: 700 GPValue: 3,500
escape. Nipe did not have the blade when he was DIlAooN MOIJIo(J'Aur Campaign Set
seized, and did not reveal its whereabouts. It was This sword +3 is intelligent. To activate the dor·
rumored among the thieves of that place that he mant weapon, one needs only to speak its name,
had sold it to a "gray trader" (a " fence ") by the which is etched in elven runes along the blade. Its
name of Blusken Shtult, who had a merchant alignment is chaotic good, and it communicates
barge on the Wyve rnwater, and that Blusken had through empathy. Its only power is to detect evil
sailed from Whcloon up to a port on the northern /0' radius.
shore of the Wyvernwater and deli vered the blade
to a waiting buyer. Angurvadal
The blade's whereabouts were uncertain for XP Value: 4,000 GP Value: 8,000
some 24 winters, until a lady of high birth in Sci· DuNGEONS &. DRAOONS Master Set
gaunt, one Shamur, found the blade left behind in Angurvadal, also known as the Stream ojAngllish,
her bedchamber by a visitor fl eeing the c ity was owned by the hero of"Frithiof 's Saga," a
guard. He never returned, and Shamur sold it 13th· Century Scandinavian work. This sword +4
when she married. It was bought by an adventurer allows the user to cast one water elemental spell
visiting the city of Selgaun! o n matters of trade (I st through 5th level) per day.
(gold for mercenaries), and wielded thereafter in
several minor skirmishes about the Eastingreach Annacon
before its owner died in an ambush. His slayer, XP Value: 2,000 GP Value: 8,000
the adventure r.pri nce Thaum of Tel flamm, used DR/.OON Magazine 92
Albruin to help him take the lands of Impiitur Falrik Moondance is a rather eccentric elf. While
forcibly from his father and found his own ki ng. quite bright and a good.natured sort, he is also
dom. Thaum eventually died by magic (a wizard rather impulsive. His appearance is youthful, but
hired by his fat her Kuskur, who was unable to he gives the impression that he is much older and
regain contro l of the lost lands), and Albruin was wiser than he seems at first glance. Fairly suspi·
acquired by o ne ofThaum's wa rriors, who fled cious, almost to the point of paranoia, he panics
the dead kin g '9 keep and too k the blade back easily. Often he does things that seem quite clever
westward into the Dalelands. (in a twisted sort of way) but are bound to be mis·
This warrior, one Adj uz by name, perished at interpreted by others at the moment he acts. His
the hands of brigands on a northern road, and impulsiveness and shortsightedness do nOI make
Albro ;n disappeared from view- but not before his deeds logical in a conven tional (that is, law.
Adjuz had sought out a sage in Shadowda le to ful) sense, but he is very cunning and has an intu-
learn the blade's true nature and powers. itive grasp of the "smartest thing to do" in most
After the death of Adjuz, the trail of the sword situations.
is hidden for some eight winters, but it is known Falrik does not like being a fug itive, but he
to have been in the hands of the mercenary gen· likes Ihe idea of being unjus tly executed fo r his
eral Malakar on his visit to Zhenti l Keep in the rash acts even less. He has certain know ledge
spring of the ninth year fo llowing, and was iden· abo ut Annacon which might help save him, but
tified again by the sage Murail of Sarbreen when he doesn ' t think that the local villagers w ill
a me rcenary warrior sought him out to learn the believe him. He is stubborn as well as cautious
blade's properties in tha t cily some six winters and suspicious, so it will prove difficult to get
beyond that time. From then until now, the where· him to believe that a pardon is not a trap.
abouts of Albroin are unknown, but Elminster is Basically a peaceable sort, Falrik avoids com·
careful to remi nd us thai its plain appearance and bat as much as possible. He will not atte mpt to
its abilily to control many of its bearers would physically harm anyone who is not attacking him,
contri bute to its anonymity. preferring to harass, con fuse, and frustrate them
into leaving him alone. The OM should carefully
Amatsu-Mikaboshi's consider what spells he and the sword have avail·
XPV.lue: 3,000 GPV.lue: 30,000 able when deciding Falrik's tac tics. Charming
Legends & Lore c haracters with the sword, for instance, is one
Anybody hit by the avata r's sword blade suffers possibility, as is going invisible and hiding ifin
an additional Id lO points of poison damage each danger of being discovered.
round until the poison is neutralized. Falrik Moondance is a lawful good, 3rd·level
elf fighter w ith si lve ry hair and gold-colored
eyes. He slands 5' 4" tall and weighs 104 lbs.; he
is 263 years old. His statistics are: Str 15, Int 17,
,."
/r------------------------------------.~
1339
--_._------ - _._._----------,

r
Wis 7, Dex 17, Con 15, eha 14, hp 18. He hasAC heart" to carry and wield her. She will use her
2 from armor, Dexterity, and magical bonuses, new powers to the best of her abi lity when
has a + I to hit and damage in combat, and has a wielded by a lawful good individual. She will
+2 bonus with missi les. Falrik speaks Common, make her presence and desires known to the first
Elf, Ore, Hobgoblin, Onoll, Halning, and Pixie. person who picks up the sword.
He carries three spells al all times: hold pono/,
ventriloquism, and invisibility. His current pos-
sessions include: Annacon, a bow +1; a chai n-
mail suit; a ring o/protection + 1; a quiver with
20 arrows (4 of them with sil ver arrowheads); a
pack with his ratio ns, water, spellbook, and tin-
derbox; and his prize, a wond of illusion with 12
charges.
Annacon is a sword +2 with charm person
ability. It has an Intelligence of8 and an Ego of 6
(total Will PO\\'Cr: 14), and possesses two primary
powers: it can delee/lies spoken within 10 feet of
the person holding it, and it detects elves within a
10-foot radius. Annacon is of lawful good align-
ment and as such damages wielders who are not
lawful good, causing I d6 points of damage per
round of contact.
Unfortunately, both abili ties cause the sword
blade to glow with the same blue color, shining as
brightly as a light spell, and therein lies the prob-
lem-Falrik, knowing from tales told among the
elves in the region about the latter ability of the
weapon, realized that the sword would glow in his
presence because he is an elf. He feared that the
people who knew of the sword's detect lies ability
.,"'ould assume he was always lying. The duration
ofthe sword 's blue glow varies from a mere three
seconds (in the case of the detect lie power) to
potentially infinite (for as long as an elfremains The Answerer
in detection range). (Fragarac h)
The elven legends about Annocon say it was XPValue: 18,000 GPValue: 90,000
forged by a dwarf weapo ns mith and a human Scabbard: 35,000
wizard a lly about three centuries ago. At that The Temple ofElemcntal Evil
time, the elves and dwar ves of this region were This hefty stee l broad sword bears a mighty
fighting a war against each other over the damage enchantmcnt. It was originally fashioned for a
that dwarven surface mines were doing to local demigod of elsewhen and eventually passed into
forests and wildlife. The battles were settled long Greyhawk. It served well for a short time. all too
ago, though some slight hostility between the two soon falling into the hands of the minions of
races still exists. chaotic ev il. It has been in their g rasp for a
decade or more, resting in hiding in the Temple of
Ansa nther Elemental Evil, guarded by the worst of elemen-
XP Value: 4,000 GP Val ue: 20,000 tal grues. Fragarach means The Answerer.
Treasures of GREY HAWK The sword is of chaotic good alignment. Any
Ansanther, a holy avenger, has an alignment of lawful creature trying to grasp it takes I d6 points
lawful good, an Intelligence of 14, and an Ego of of damage and fal ls senseless for I d I0 rounds. A
18. She has the abil ity to speak common. Her pri- neutral creature holding it takes only I d3 points
mary abilities allow her to detect evil, and locate and swoons for Id4 rounds. In evil hands, Fra-
objects. Her special purpose is to slay Xenous garach has no attack bonus whatsoever; in chaotic
unpor with the special purpose power of disinte- neutral hands, it will strike but one opponent per
gration. (Xenous Zenpor is an evil wizard who, round. The sword functions perfectly only for a
years ago, slew Ansanther s last adve nturing chaotic good user. In such hands, its +4 bonus
group, and she lost her wielder.) always operates, and il will strike as many oppo-
AnSon/her wants an owner of "most pure of nents unerringly as have struck at its possessor.

~r------------------------------------~~
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1340
Sword of Arak r
Fragarach always hits all such targets, the +4 per- Opponent is: d20 Roll""
taining to additional damage only. Note, however, NormaUArmored 18
that The Answerer always strikes last in a melee Larger than human-size 19
round. Against evil opponents, the bonus doubles Solid material or slone 20
(to +8) whenever a natural 20 is rolled for attack (* 01-17: COllsider olily the +3 holiUS of the sword).
detennination.
The sword has a hilt of silver and gold wi re, of Arak
most cunningly wrought. lis guard and po mmel XP Value: 4,200 G PValue: 18,000
are set with perfect emeralds (corundum)-seve n RAV£NlOFT" Campaign Set
gems, total value 65,000 gpo Its scabbard is like- Evil drow wizards c reated this s word, and no
wise trimmed with precious metal and decorated human wa~ ever meanl to hold il. The drew have
wi th many gems of green and golden hue, worth lost the sword, however, and as of this wri ting no
another 35,000 gpo one knows its current location.
To any physical and magical examination, the
The Answerer IJ-VTI item appears to be a sword o/sharplJess +2.
XPValue: 10,000 GP Value: 50,000 Indeed, it performs as one. But the sword also
Scabbard: 16,000 carries an evil curse-a horrid thirst for blood.
The Temple of Elemental Evil Once a day, it must kill or help to kill a creature
When Fragarach first came to thi s world, it no smaller than a large dog. The sword is not
received immediate attention and quick renown; required to deal the fa tal blow, but blood must
so much so, in fact, that six other swords like it spill from the wound of the blade, and the victim
were forged and enchanted . These a re lesser must die no more than an hour afte r those first
weapons, of course, a nd their alignme nts va ry. drops flowed.
Each has a +2 bonus (and cannot hit opponents Each day the sword's thirst is not quenched. its
struck o nl y by +3 or better weapons). On a nat- owner suffers, losing I point from each ofmenlal
ural attack roll of I , no bonus applies; on a nat- attrib ute (Intelligence, Wisdom, and Charisma)
ura l 20, like the ir predecessor, the bonus is and gaining I point in each physical attribute
doubled (to +4). These lesser swords are identi- (Stre ngth, Dexterity, and Constitution). After the
fied by the differing gems set in guard and pom- first such adjustment, the owner becomes so fond
mel. Th ey are reported to be amethyst , of the blade that he or she cannot bear to be with-
aquamari ne, gamet, peridot, topaz, and tourma- out it. If someone forcibly separates the owner
line stones, with combined value of about 24,000 from the sword, the character will do anything to
gp per weapon, 16,000 gp per scabbard. These regain it.
weapo ns are named Rebutter, Scather, Replier, When one or mo re of the character's mental
Retorter, Squelcher, and Back/alker, in honor of attributes drops to 3, the conversion is complete.
Fragarach. He is now bestial- a monster that looks like an
ogre . The OM runs the character. Usually, the
Ro ll Sword beast will have superhuman physical abilities at
01 - 17 Rebutter this point. with scores above 18. Its only goal is to
18- 33 Sea/her satisfy the blade's thirst for blood. The creature
34-50 Replier may embark on a mindless rampage or-if there
51-67 Retoner is a shred of Intelligence left- begin a series of
68- 83 Sque!cher clever, fiendish murders.
84-00 Backla/ker If the sword is removed from the character's
possession before a mental attribute drops to 3,
Anton's Vorpal Blade the former wielde r be&ins to recover graduall y
XPValue: 10,000 GPValue: 50,000 a nd regai ns I point to each mental abi lity, and
1992 Fanw;y Collector Card 21 los ing J from each inflated physical score each
Anton's weapon has an Intelligence of 12 (6 Ego day. Until this process is complete, the character
points), the ability to detect magic in a IO-foot still covets the sword and is unable to resist the
radius and a hidden compartment in its pommel urge to pursue it.
wi th a pale lavender ellipsoid ioun slone (see Once the conversion is complete, even remov-
loun Stone) that absorbs spells up to the 4th level ing the sword will not cure the monster. Only
(lOd4 spell leve ls). This c hao ti c good weapon powerful magic- or the monster's death- can
grants a +3 to attack and damage rolls, and uses remove the curse at this point. The remove curse
the following table to determine when it severs a spell may at f irst appea r success ful , but it can
limb: provide only temporary relief.

}.------------------------------------,~
""
1341
",Sword.. Arbane 's Sword of Agility
r
Arbane's Sword of Agility + 1 vs. all creatures, + 2 vs. evil creatures, +4
XP Value: 4,000 GP Value: 15,000 vs. evil creatures over 5 tall.
The Magislcr The swords in fli ct triple d amage w he n th e
The first of these swords were crealed by the e lf wielder is defending his or he r home or home-
wizard, Lord Arbane o f Myt h Drannor many cen- land.
turies ago. His fi rst was stolen, so he made a sec- When a w ie lder defend ing his or her home or
ond wit h Ihe a id of an appre nr ice, who sold the homeland chooses to parry rather than attack,
secret to two other wizard-swords miths. The fonn the parry is always successful.
of manufacture is thought to be forgotten now- In addition, each of the nine swords is attuned to
Elmins ter has heard o f no one making one in the a single enemy. Any individual enemy struck by the
lasl 500 years-bill ,here Rre ffiler a dozen in exis- sword must save vs. death magic or die. Sages have
tence. Some have even been c reated wi th sen- documented that three of the swords, owned com-
tience and further powers. m un ally by halfl ing v illages, are alluned to h ill
This is a l'I-'f!apon +2 that boasts several pow- g ian ts, tro lls, and goblins, respec ti vely. It is not
ers. These are unde r the mental conlro l of who- known if the other six swords repeat these enemies
ever holds its hilt. The wielde r can jump, as in the or if they are attuned to other creatures.
spell (a single leap) tw ice a day. Two ro unds of
hasted action per 24 hours are also possible-and of Assassination
such activity does not age th e characte r (though it XP Val ue: 800 GP Value: 2,000
may age the sword). DRAGON Magazine91
The sword grants the wielder immunity to hold The sword of assassination, also k nown as the
and slow spells, g lowing brightly. The glow fluc- ruby sword, is a potent weapon in the hands of an
tuates as the sword moves and strikes, in a stro- assassin. If handled by any other type o f charac-
belike manner; this property of the sword negates ter, the sword appears to be a regular blade. All
magical darkness, and destroys the effects of hyp- swords o f this type have a ruby of not less than
no/ic pallern or fi re charm w ith in a 2 0 -foo l 500 gp value mounted on the pommel; hence Ihe
radius o f t he drawn b lade. T he wielder of the second name.
sword gets a saving throw vs. spell (saves at + I if Whe n used by an assassin character, a sword of
6th level or higher). assassination gives the wielder a bonus to attack
and damage rolls and adds a bonus to all assassi-
Ar'ondight nation rol ls wh ile us ing the ..veapon. The power of
XP Value: 5,000 GP Value: 25,000 a certain sword is determined randomly:
DUNGEONS & DRACiONS Master Set
Ar'ondight, the sword of Launce lot of the Lake, Assassination
was mentioned in several Arthurian legends. This Roll Bonus
sword is +5 on attack rolls as long as the target is 01 -60 +5%
not of a good alig nment. If used aga inst good 6 1-90 + 10010
individuals, the sword becomes a cursed weapon 9 1-95 + 15%
- 3. 96-99 +200/0
00 +25%
Arvoreen 's
XPVaiue: 6,400 G P Value: 32,000 The assassi nat io n bon us is o nly gaine d if t he
Monster Mythology assassin has a chance of actually assassi nating the
Arvoree n's avatar's dancing short sword +4 gains victim. Thus, the sword would give no chance for
his Strength bonus (+3) to damage in combat. an assass ination roll to a 3rd-level assassin trying
to slay a 12th- level v ictim- but t he assassin
of Arvoreen woul d gain the sword 's combat bonuses. A sword
XP Value: 4,000 G P Value: 20,000 of assassination has the same chance as any other
PoLYUmltON Newszine 82 magical sword to be inte ll igent, and always has
The nine kn own swords ofArl'oreen we re fo rged a n evil a lignme nt if inte llige nce is ind icated.
eons ago by dwarf smiths and enchanted by pow- Inte llige nt swords of this sort never betray their
erfu l halfl ing priests of Arvoreen the Defender. nature to any nonassassi n.
The short swords were crafted duri ng the time the
wo rl d was in chaos and many halfling villages Aziza's Scimitar of Dancing
we re threate ned by invade rs. In the hands of XP Value: 4 ,000 GP Value: 20,000
someone othe r than a halfling, the swords are + I. 1992 Fantasy Colle(:lor Card 187
However, when wielded by a hal fling , the swords Aziza's magical scimitar is a weapon +3 in all
have the following powers: res pects, w it h some additional powers. It func-
ssss
/r------------------------------------,~
1342

...
tions as a sword of dancing, except that its cycles of Backstabbing
last for only three rounds (i nstead of four), and its XP Value: 700 G P Value: 7,000
maximum bon us is +3. Once a week, when a The Complete Thief's Handbook
command word is uttered. it creates food and In the hands of any c haracler this is a magical
water as the 3rd-Ievel priest spe ll, cast at the 6th weapon +2, but in the handsafa thief it is espe-
level. cially pote nt. Whe n a thief makes a backstab
attempt wit h this short sword, it allows the thief
of Azor' alq to attack as if four levels higher than the actual
XP Va lue: 3,000 GP Value: 15,000 experience level of the character, with corre-
Treasures of GREY HAWK sponding improvements in THACO, attack rolls,
The sword ofAzor 'alq is a long sword +4. It has and damage multiplier on a successful hit.
an Intelligence of 17 a nd an Ego of 21 . It is
aligned, neutral good, and has the special purpose Balisarda
of slaying evil otherplanar beings . Any s uch XPValue: 2,100 G P Value: 10,500
being struck by it must make a saving throw vs. DuNGEONS & D RAGONS Master Set
spell or be disintegrated. Balisarda was made by the witch Falerina. Treat
The sword speaks Elf, as well as communicat- Ihis weapon as a sword ofsharpness.
ing telepathically with its possessor. It can detect
evil in a 20-foot radius, and detect invisible Balmung
objects in a 10-foot radius. Once a day it allows XP Va lue: 1,500 G P Value: 7,500
the possessor tojly, at a rate of 40 yards per DuNGEONS & DItAGoNS MastCT Set
round, for up to an hour. Sa/mung was the sword of Siegfried of the Scan-
The sword is very proud, and does not wish to dinavian legends. It was made by Wieland, a Ger-
serve anyone who is not an important baron or manic name for the immortal blacksmith Volund,
king. It also expects its owner to provide it with a know n as " Wayland Smith" to the English .
new scabbard, with many gems fixed to it. In gen- Wieland may be similar to earlier legends, such
eral, the sword thinks it is in charge of any owner, as the Greek Hephaestus and the Roman Vulcan.
and, given its Inte lligence and Ego, it may well This is the equivalent ofa vorpal sword +4.
be. If the sword is in control, it will !,;ompcl itli
owner 10 seek oul and destroy powerful otherpla- Balor
nar beings of evil alignme nl . The sword espe- X P Value: 10,000 G P Value: 50,000
cially hates fiends of all sorts, and the owner may Outer Planes Me Appendix
soon find himself on a quest in another plane, if The true tanar'ri known as balor use a great sword
the sword has its way. that looks like a bolt of lightning. In the hands of
The sword re tains a ll of its powers on any the balor, these swords are I'orpal and can detect
plane, although on the lower planes, the detect eviVgood in a 30-foot radius. Any creature that
evil power is ne utra lized by the overwhe lmi ng picks up a balor s·....ord, regardless of whether the
evil oflhe plane. Any random ly encountered creature's flesh actually touches it. immediately
fiend will have a loo/o chance of havi ng seen or suffers Id 10 points of damage and must make a
beard of the sword ofAzor'alq, and will seek to saving throw vs. spell or die immediately.
destroy the possessor and take the sword.
Bamboo Scimitar
of Babette Maelstrom XPVa)ue: 7,500 G P Va lue: 40,000
XP Value: 1,000,000 G P Value: 10,000,000 KIll'II-Tur
Pot,VHEDkON Newszine 76 The Jade Wa"ior (see Crystal Wa rriOrs) wields
Babette's form idable weapon is a long sword +5, a bamboo scimitar +5 that acts as a sword of
+1 0 vs. regenera ti ng c reatures, and +15 vs. sharpness. On command, the sci mita r can cast
dnlgons. O nce a year, the sword can: wood rot .
• Cause an explosion, 2oo-foot radius, 200dloo
(200-20,000) points of damage . Bane of Enchanted Beings
• Create a sphere offorce, as per the wall of XP Value: 600 G P Va lue: 3,000
force spell; and dispel magic al the 45th level. DuNGEON MASTER Guide
This item was pan of a contest to name the sword This weapon, a sword +11+1 vs. magic-using and
featured on the cover of POLYHEDRON Newszine enchanted creatures, always provides a + 1 bonus.
70. Never, ever give th is item to a player!. It is The +2 bonus takes e ffect when the sword is
included here for the sake of completeness. employed against wizards, monsters that can cast
spells, and conjured, created, gated, or summoned
creatures. Note that the +2 bonus would not opemte

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1343

L
r
against a creature magically empowered by an item Belenus's
(such as a ring ofspell storing) to cast spells. XPValue: 4,000 GPValue: 40,000
Legend, & Lore
Bane of the North Belenus's avatar carries a long sword that can be
XPValue: 1,000 G PValue: 5,000 made to flame once per turn, doing an additional
Adventures in BLACKMOOR- 2dlO points to creatures affected by fire.
Timothy Curlytop, the Shiremaster of Booh, car-
ries a lawful-good short sword +11+3 vs. fiends, of the Believer
that he has rather grandly dubbed Bane of the XP Value: 700 GP Value: 3,500
North. This valuable liule weapon has an Intelli- Land of Fate
gence of9, an Ego of I and the powers to detect This magical weapon inflicts damage only against
shifting walls and rooms, detect slopes, and see unenlightened creatures, that is, those who do nO(
invisible. The mo rale of all halflings within 25 accept the Law of the Loregiver or are ignorant of
feet of Bane of/he Nor/h is raised by I. it. An enlightened creature will take no damage
from the sword, which will appear to pass right
Barnus's Gnomebane through h is or her body. T he une nli ghtened
XP Value: 750 GP Value: 3,500 (including monsters of low sentience, savages,
1992 Fanta,y Collector Card t89 ordinary objects without sentience, barbarians,
Barnus's short sword is a typical weapon + 1 in and unenlightened foreigners) take normal dam-
most respects. Against gnomes, however, the age . This sword can be used as a test for such
s....,ord adds a +3 bonus to attack rolls and inflicts enlightenment, but also is useful in cases where a
double normal damage. Barnus was given this civilized man is swallowed by a large, nonsen-
sword by a friend of a fri end who knew of his tient creature, and must be cut out without hann-
hatred for gnomes. ing him. Profession of belief is all that is required;
it is beside the point whether one is "good" or
of Bast "evil," just enlightened.
XPValue: 700 GP Value: 3,500
IMAGINB Magazine 19 Benn G riff's
Few intelligent magical items have a geas cast XPValue: 500 GPValue: 2,500
upon them, since the presence of the geas is Against the Cult of the Rq>tile God
revealed instantly to the new owner through the Benn Griff's weapon is a short sword +11+2 vs.
rapport he or she has with the item. ~I owever, the scaly creatures with no other special abilities.
sword of BaSI is an example of a weapon with a
voluntary geas, that is to say, one in which the Berserk Dancing
nature of the restriction or command is revealed XPValue: - GPValue: +200
to the new owner by the item itself, allowing the IMAGINE Magazine 14
prospective owner to decide whether to accept the A berserk dancing sword behaves as a normal,
item and the penalty attached, or to decline it. magical, intelligent sword, until in mortal combat
The sword of Bast informs the wielder: "I am a with a strong foe of opposite alignment. A ran-
simply enchanted sword dedicated to the service domly determined alignment should be used if
of BasI. I f you use me, yo u w ill find a geas the sword is detennined to be neutral. The sword
placed upon you- that you may not kill or wi ll- leaps into the air and begins to dance in the same
ingly hann any of the catkind, nor suffer others to manner as a standard sword of dancing, except
do so. Do you accept the geas?" that its combat bonus may be as high as +5. Once
Ifthe answer is "yes," the sword waits until the il has b«ome a SK.'Ord +5, it remai ns one.
wielder has take n the effect of the geas and the n When the mo nsters are fina lly beaten, the
reveals itse lfin its fu ll majesty. It is +2, +3 vs. sword turns on its wielder and any companions. If
lawful evil, +4 vs. followers of Set. No cat ever they run, the sword follows at a Movement rate of
hanns the wielder, and tame felines are friendly. 15. Spells or boots of speed are the characters'
The sword hopes the owner becomes a follower on ly hope of escape, for the sword cannot be
of Bast, but does not coerce. Instead, it confers physically attacked. Once all the combatants in a
additional powers on those who pursue a vigor- particular melee are dead (or have escaped), the
ous campaign against Sel's followers and min- sword sinks to the ground and resumes its "sane,"
ions. There is a 25% chance that it a llows the nonnal status.
owne r to att ract a cat familiar ; it allows the When the berserk dancing sword result is
wie lder to move silenlly on a percentile roll of rolled on the random item chart , the Dungeon
99%, and allows the wielder to speak all feline Master should roll another effect and combine the
languages. results together.

/r------------------------------------,~
1344
r
Sv."(>rd Blackjammer's Cutlass

Black
XP Value: 3,000 G P Value: 15,000
l3Iack Courser
A lawful-neutral obsidian sword +3/+6 against
emperors, this is a truly magnificent weapon-
and a truly dangerous one to wield. Its other
properties: Intelligence 17, communicates tele-
pathically and through speech (but only in
ImaskaJi); can cast dispel magic three times a day
as 15th-level wizard, darkness 15' radius at will,
silence 15' radius at will. It was created at the
height of the Imaskari empire to overthrow the
emperor, and has been the weapon behind dozens
ofregicides since that time. It will use its Ego of
18 to force in wielder to attack Ambuchar
Devayam whenever they meet.

Black Flame
XPValue: 4,100 G PValue: 27,500
Advenrures in BLACKMOOR
As king, Uther the Rectifier normally carried a
lawful-good two-handed sword +2 named Black
Flame. This weapon, now in the keeping of the
Regency Council, has an Intelligence of 9, an
Ego of 3, the powers detect evil and detect magic,
and the extraordinary powers extra damage and
healing.
wil) be silenced with no saving throw allowed,
81ackflam e including the blade-wielder.
XP Value: 4,100 G P Value : 27,500 A sword 0/ blackjlame can also reflect back at
Dragon Keep its origin one magical attack per round (addi-
This black sword is a sword + 1/+ 4 vs. ul/dead. tional anacks in a single round will have normal
The sword becomes enveloped in cold black effects). This ability is automatic and only works
names when within 10 feel of an undead crea- once an hour. The power affects spells, natural
ture; the flames themselves cause no damage. magical powers, and the effects of magical items.
Thc sword will suck all of an area-effect magic
of Blackflame (such as aflreball) into itself, so that the attack
XP Value: 30,000 GP Value: 275,000 does no damage to any creature within the area of
The Five Shires effect. The attack is then cast back in full upon its
Certain slim, rapier-like short swords borne by source in the fo llowing round. This reflection can
hin are in reallty swords 0/ blaclif/ame. These pre- be escaped only by leaving the plane the sword is
cious and powerful weapons can be identified by on, in which case the sword pulses to tell its
the appearance of their blades- shimmering, bearer that this has occurred. The bearer can then
ever-shifting glossy black, with white bubbles discharge the magic wherever desired, with range
and cloudy mottling within the metal that move and effects as originally cast or unleashed. This is
about constantly. In shadows, darkness, and near- the only case in which the blade-bearer can
darkness such blades become invisible. They are choose where to direct magic that the blade
undetectable by in/ravision and detect magic reflec ts. Ifno discharge is willed within the
spells and abilities. round, the sword will forever absorb the magic,
A sword 0/ blackflame is a weapon +4. By silently and harmlessly.
mental command, anyone holding a drawn sword
o/blackflame can bring magical silence into Bl ackjammer 's Cutl ass
being in a 20-foot radius centered on the blade's XP Value: - G P Value: -
hilt. The silence can be instantly ended by will of Book of Artifacts
the wielder at any time, and can last for up to six Blackjammer S cUllass is a distinctive ",""Capon of
continuous rounds. Up to four such periods of outdated style. The blade is fashioned from a
silence can be created by a sword o/blackjlame in nonreflective black crystal, and is clearly nol
an hour. All creatures within the area of effect metal. The hilt is silver and fitted with an enor-
~"
1345
..
----------~~---~--~-~- -----~--------

,SWOrd. Blaclcrazor
r
mous basket depicting a sailor being keelhauled. B1ackrazor
For all of its apparent size, it is far lighter than an XP Value: 20,000 GP Val ue: 200,000
ordinary cut lass. The cutlass is often found in White Plume Mountain
SPEl.UAMMER" campaigns. Blackrazor, a chaotic-neutral sword +3, as an
It is said that Blackjammer S cullass was forged Intelligence of 17 and an Ego of 16. Its special
in an old port hidden in the Tears of Sclilne of purpose is to steal life essences. It is a black
Realmspace. It s first owne r was a pirate now sword that shines like a piece of night sky filled
known only as Captain Blackjammer, his own with stars, and it is sheathed in a black scabbard
name forgonen in favor of his sword. Whatever his decorated with pieces of cut obsidian. On a
name once was, Blackjammer is still viewed as a killing stroke, Blackrazor temporarily adds the
paragon of piratical ruthlessness and skill. Since number of levels of the dead foe to its bearer's
Blnckjummer's death (ifhe is dead, for there is levels (in terms of fighting ability). The bearer
some argument about this), the cutlass has passed also temporarily gains the full hit points of the
through the hands of many other captains and victim. All subsequent damage to the sword's
mates. The last known owner orlhe sword was wielder is removed from the added hit points
Elsun of the Dragon Claw, killed when her ship ran first. The extra levels and hit points last a number
afoul of an elven man-o' -war. The story claims that of turns equal to the number of levels received.
the cutlass fell overboard and is now drifting in the The essences of all entities killed by Blackrazor
Flow somewhere between Oerth and Krynn. are sucked out and devoured; those killed by the
Although the cutlass first made its appearance in black sword cannot be raised.
the $PELUAMMER sctting, there is no reason that it For every three days the sword remains unfed,
cannot be used elsewhere. Its powers are universal its Ego increases by one point, until it can compel
to al1 worlds where sailing and piracy occurs. its bearer to kill a human or humanoid being.
The powers of the cutlass, while useful, are not Upon feeding, its Ego returns to 16.
g reat enough to completely unbalance a cam- The DM will note that Blackrazor is a negative
paign. Thus, the item can remain in PC posses- energy entity that exists by absorbing positive life
sion for a long timc. energy levels from those it kills. However, if it
The DM can use rumors of Captain Blackjam- even strikes a creature of negative energy such as
mcr's continued ex istence as the motive for sev- an undead (except for ghouls and ghasts), it will
eral adventures involving the sword. In backwater work in reverse, transferring one level and corre-
ports, NPCs may be convinced that the character sponding hit points from the wielder to the crea·
wielding the cutlass is Captain 8lackjammer- ture attacked. It will do this each time it strikes.
and there is still a price on his head. Another pos- Under these conditions, the wielder can actually
sibility is that the captain still lives in a lich state die and have his or her essence sucked out by the
and is determined to regain his sword. sword. If the wielder survives, he will need a
Constant Powers: The cutlass has +2 bonuses restoration spel1 or twice the usual number of lev-
to attack and damage rolls and improves the char- els received from positive kills to replace the lost
acter's Annor Class by 2. levels. Those kil led for replacement must be of the
Invoked Powers: The cutlass can create the same race as the sword-wielder. Blackrazor may
effects of a darkness J5' radius spell (at wil1) that ve ry well keep this little drawback a secret until
does not affect the wielder. It also endows its the first time the sword bites into a wight or a vam-
owner with proficiency in all fonns of navigation pire. The OM must remember that Blackrazor
and seamanship (no chance of failure). exists solely to feel power and life forces coursing
Random Powers: Three from Artifact Table through itself, and sometimes it may not be too
1-02: Combat. picky about where the energy is coming from.
C urse: Blackjammer s cutlass is imbued with a In addition to the above, the sword has the fol-
strong, freebooter's personality (Inl 19, Ego 20). It lowing powers:
can speak, doing so often and loudly, preferring Speech and telepathy (common and whatever
bawdy songs and coarse jokes. It will insult the tongues its wie lder knows, which it learns
toughest thug in a bar, not caring if its owner is telepathically).
killed; there is always another. The owner also risks Detects living creatures, 6O-foot radius.
artifact trons/ormation, being changed into a black- Haste spell (bearer only, 10 round duration),
hearted pirate always on the lookout for ships 10 once a day.
plunder and saying "Arrgh, matey!" far too much. Up to 100% magic resistance to charm and
Suggested Means of Destruction: fear (exact percentage depends on the level of
The cutlass must be subjected to the combined the opponent casting such a spell; -5% per
fire of the Elven Armada. level difference if the caster is higher level
It must be crushed between two rushing meteors. than the sword wielder).
S476

/r------------------------------------.~
1346
Blade of Black I ce dragons , the sword has no other special powers.
XP Value: 4,000 GP Value: 20,000 Since its forging, it has neve r been used against
Rary!he Tl1Iitor Tyranthraxus, though its existence is said to have
Lord Robilar, Rary's comp a nio n and military kept him in the Nonh during his peak of pDYo'Cr. It
commande r, is a grim, black.haired, saturn ine was stolen from Saerloon and the Temple of Lath-
man with a brooding countenance, deep-set eyes, ander 100 years ago, and has bounced from trea-
and a short goatee. In battle, he w ie lds the blade sure vaul t to treasure vault for the past hundred
of black ice, a sword said to have been forged by yearn. Two years ago it was stolen from the Zhen-
11IZ himself. Seemingly made of ice, the blade tarim by a halfling. The Black Network recovered
inflicts Id l0+3 points of damage (with an addi- the sword and sank the ship the thie f was escaping
tional +3 for Robilar's Strength bonus), as well as in. The Zhentarim have since put o ut th e rumor
acting as a sword + 3, fros t brand. The bonus that the sword was lost at sea. when in reality it i ~
against fi re-based creatures is therefore +6 (+9 being kept by Fzoul Chembryl in his tower.
with his Strength bonus). With this sword, Robi-
lar suffers no ill effects for wearing his armor in Bladeless
the desert. XPValue: 4,000 GPYal ue: 20,000
Old Empires
Blades of Corusk This sword was created by the smith Holin. It has
XPValue GPValue a hilt of solid silver (a much rarer metal in th e
Dreamsinger: 3,000 18,000 South than gold) and is encrusted wi th opals. The
The Edge: 3,200 16,000 blade itself is magical; it is invisible and intangi-
Greenswathe: 4,000 20,000 ble, seemingly witho ut existe nce. The blade is
Harmonizer: 3,000 15,000 really in the Et hereal Plane; it harms only those
Stalker: 1,800 22,000 creatures that require magical weapons to strike
Howl From the Nonh them. It caus e s d ouble damage to creatures
The blades of Corusk includ'e the fo ll owing affec ted only by magic, and it inflicts triple dam-
blades: age to undead. For the purposes of calculating
damage, it is considered to be a khopesh sword
Name AI Weapon 1)rpe + 4.
Dreamsinger N Broad sword +3
The Edge CN Bastard sword +3 Blood Drinker
Greenswothe N Scimitar +3 XP Value: 4 ,400 GP Value: 22,000
Harmonizer N Defender. fwO.handed DRAGON Magazine 99
sword +5 A thirsty sword of wounding.
Stalfcer NG Long sword +3
Bloodletter
Blade of Lathander XP Value: 4,500 GP Value: 22,500
XP Value: 3,000 GP Value: 15,000 Newszine 76
POl.VHEDRON
Cune oftbe ~ Bonds A chaotic neulral /ong sword +3 (Int 17, Ego 16).
The Blade of IAthander is a magical broad sword Its primary abilities are d etect reptiles in a 30 -
of incredible power, forged by a renowned dwarf foot radius, detect magic in a I O-foot rad ius, and
smith in the fires of the morning sun itself, in the detect invisibility in a 10-foot radius. Its extraor-
Temple of Lathander at Saerloon. It was created dinary power- wounds from Bloodleuer con-
for one purpose: to slay the spirit ofTyrantiu-axus, tinue to bleed, causin g an additional 5 points of
master of the Pool of Radiance . damage each round until the vict im is magicall y
The sword is a broad sword +3 with a blade of hea led. Its special purpose is to s lay reptiles or
smoked ruby quartz, unbreakable in nonnal com- anything rege mbling a rept ile (the sword can't te U
bat. On it s golde n pommel are the symbols of the difference) . On a natura l ro ll of 17 to 20 a
Latha nder and Tyranthraxus, the latter crossed rept ile is automatically decap itated (save vs. spell
out. In normal eombat, the sword functions as a to avoid). Agai nst dragons, the sword does triple
broad sword +3. In combat with Tyranthraxus or damage. The sword sp eaks Commo n , Orc a nd
those he has posse ssed, the sword will glow a Elf.
bright pink. When it g lows it is +6 on attack rolls
and inflicts 3d l 0 points of damage. Tyranthrax us Bloodsword
must make a saving throw vs. spell (at --6 for the XP Value: 800 GPValue: 4,000
body h e inhabits) or be forced to retreat to th e PoLVHEORON NcwRinc 82
Pool of Radiance. This elegantly crafted long sword gives its wielder
Unlike the gauntlets ofMoander and the helm of a +2 attack and damage bonus against any creature

/r--------------------------------------.~ ""
1347
p

that has blood. Against foes without blood, such as


undead, noncorporeal beings, or gaseous creatures,
it functions as a normal sword. The sword never
needs to be cleaned; any blood on the sword is
immediately absorbed into the blade.
Once the sword is drawn, it must draw blood
before it can be sheathed. The sword 's wielder
cannot sleep with the sword unsheathed, as the
sword, which communicates telepathically, wi ll
keep its owner awake un til its blood lust is sated.

Blue Dra go n Bane


XP Value: 4, 100 G P Value: 27,500
Pot.VIIEORON Newszine 76
This finely crafted artifact is a long sword +4, +5
vs. blue dragons. The sword gives its wielder sev-
eral bene fits; invul nerability to lightning-based
attacks and the ability to cast a globe 0/ invl/lner-
ability and heal each once a day. Eaeh time the
wielder slays a blue dra go n, the sword casts
longevity on the wielder, as the potion (including
the side effects). The scabbard is magical. Should
the s.,.,'Ord ever be lost, the wielder can reclaim the
weapon by grasping the scabbard and willing the
blade to return.

Brighlblade
XP Value: 2,700 G P Val ue: 27,000 Brightblade. grandsire of Sturm, and thence to
TalesoftlK: Lance AngritT Brightblade. The sword was lost d uring
This two-handed sword is among the finest weap- the peasant rebell ion called the Outcrying, but
ons ever crafted by dwarves for humans. Rumored Sturm at last reclaimed his heritage whe n he
to be over 2,900 yea rs old, the Brig htblade came of age and faced down Lord Wilderness'
remains keen and vital, showing no wear from the challenge of the heart. The Brightblade defended
long wearying ages. Legends regardi ng the sword Sturm to the last, when he fell at the High Clerist's
remain few, lost wi th the death of the hist of the Tower during the War of the Lance. The sword's
Brightblades. current location is unknown.
In the time of Vinas Solamnus, a warrior The Brightblade is a two-handed sword +3 of
named Berthel de fe nded a lone dwarf tra veler dwarven make. It resists rust and corrosion and
from the savagery of bloodthirsty hobgoblins. As its edges never lose their sharpness. Strong dwar-
a reward, the dwarf noble crafted a beautiful shi n- ven runes of protection cover it, forb idding those
ing sword for his savior. The sword bore the name unworthy to use it. Only those of noble hear t,
of the Brightbfade. virtue, and courage can command its fu ll powers.
In the years that followed, Berthel wielded the If used by one of dark purpose, weak beliefs, or
Brighlb/ade in the service of Vinas Solamnus evil will, it will shatter, and may only be restored
during the Rose Rebellion. Afterward, Berthel's by the grace of the gods.
son Bedal took up the honor, and proved himsel f The sword 's runes of fri endsh ip and peace
as he ro ic as his father. li e si nglchandcd ly grant the wielder +2 to all response checks from
defe nded a strateg ic pass from fierce de sert others. Further, this two·handed sword has the
nomads. speed and swi ftness ofa long sword. Finally, the
The Brighlb/alle continued in t he service of Brightblade can summon light and provide pro·
Derlhel's line until its owner was slain and it was lectionfrom evil once a day.
1051 to ogres. After the Cataclysm, a descendant or
Bedal's, Bayard Brightblade, recovered his fami ly's Caeren-Uroth
sword, which he then passed on to Galen Pathwar- XPValue: 2,600 G P Value: 13,000
den di Caela Brightblade, his adopted son. Although PoLYHEOilON Newszine 43
Galen's beginnings were htunble, he became known This is the fabled blade given to Reortin, a human
as a knight of great virtue and prowess. range r, who was hailed as "Defe nder of the
Through history the sword passed to Emclin Forests" by a large settlement of gray elves under
~"
/r------------------------------------,~
1348
siege by a platoon of gnolls who wa nted to turn nearby. Should the wielde r compete with a vam-
the forest into lumber. pire o r other creature for contro l of the rats,
The sword, whose name in Elfmeans " Blade Calathangw; succeeds 70".4 oflhe time.
of the Forest," grants abilities as if the wielde r
were an elf, and allows the bearer to automati- Canopa's
cally speak with animals and cast anima/friend- XP Value: 4,000 GP Value: 15,000
ship three times each per day. Temple of Death
Caeren-Uroth is a broad sword +3 in the hands This sword +2 has an Intellige nce of 8 and an
of any person who can w ield a sword, but its spe- Ego of 5. It can find shifting walls and rooms and
cial abilities only work whe n in the hands of a find traps.
neutral good ranger. The sword is finely and sim-
ply crafted, and the crossguard is shaped like a Captain 's
ring of oak leaves. An amber gem in the center of XPValue: 3,000 GPVal ue: 15,000
the hilt contains a splinter of wood from a holy Treasure Maps
tree of Rillifane Rallathil. The sword's current The captain's sword is an intelligen/ sword +4
location is unknown. with a lawful evil alignment. It has the special
ability to find treasure.
Calathangas
XP Value: 800 GP Value: 8,000 Casterba ne
DIlAOON Magazine 188 XP Value: 700 GP Value: 3,500
Also called the rat blade and the sting of Xeras- Castle Amber
lOS, this unique sword first appeared over 80 win- This neutral sword +1/+2 vs. spell users has an 8
ters ago during a plague that swept the Dalelands. Intelligence and an Ego of 8. It detects invisible
It was used by a warrior of Batlledale named and detects traps.
Rathinor. who evenlually fell fighting a band of
thieves in the wood, killing and wounding several Celestial Fury
of them before dying h imself. The rogues were XPValue: 3,000 GPValue: 30,000
never seen again and presumably disbanded. DRAOON Magazine 181
The blade disappeared !"or 15 years, until a Many years ago, fierce tempests and fires ignited
yo un g and ruthl ess soldie r named Xera stos by lightning ravished the province administered
boug ht it fr om a peasant for the price o f s ix by daimyo Hoshi Katahiroi. The daimyo's advis-
sheep. He quickly grew in infamy as the captain ers, all respected shukenjas, soon divined that
of a small but pov.·erful group of adventurers. His Nature was not to blame, but a powerful dragon
enemies feared hi m no less because of rumors of of an unknown order. Some of the wise men sug-
an awful curse upon his swo rd than for his gested that the c reature was an abomination;
PI"l)Y.'ess with the weapon. o thers believed it was born of Pri mal Chaos
Xerastos met his fate a decade later at the before Ka ra- Tur was formed. All the advisers
hands of an eager paladin who sought to destroy agreed to name it Celestial Fury.
the blade. The paladin killed the wicked man and Yet daimyo Hoshi did not want to categorize
intended to return Calathangas to his church, but the scourge of his province; he wanted to destroy
took ill before completing his quest and disap- it. He commissioned the fa med Chigana (a reclu-
peared. The weapon has not been seen since. sive artisan. master of mystic arts), to construct a
Calathangas is a short sword with a ve r y weapo n that might sunder the dragon's spirit as
sharp, steel blade and a plain hilt set with a white well as cleave its scaled body. Chigatta's labors
moonstone (wonh 250 gp). lt is +1 on attack rolls resulted in the finest katana imaginable, dubbed
and +3 on damage rolls. Although it is not intelli- Celestial Fury afte r the beast it was fashioned to
gent, it is evil and inflicts Iycanl hropy (wererat) destroy, and enchanted with the power of flight.
upon anyo ne who so m uc h as holds the blade With this weapon, Hoshi sought his province's
without passing a saving throw vs. spe ll ; this bane among the storm c louds. Shouts and roars
check must be repeated each week the weapon is resounded through the heavens for days, and
"",d. forked fi re lit up the nights. AI long last, Hoshi
In combat, anyone injured by the blade, but not destroyed the dragon's body and trapped its spirit
actually kille d by it, has a 20% chance of con- within h is sword, merging the two Celestial
tracting werc rat lycanthropy. The sword g lows Furies and imposing order ovcr chaos. To finalize
only when rats a re wit h in 50 feet of it; if the his victory, Hoshi had C hi galla fash ion a scab-
wielder desires, he or she can summon and con- bard from the dragon's hide and embed its magic
trol 2d l 2 giant rats (30%) or 6dl2 normal rats pearl in the hilt.
(10%). They arrive in Id4 rounds ifany a re Ye t the dragon had its revenge. Hoshi was

/r--------------------------------------'~
""
1349
-
r
ond time, deafn ess lasti ng 2d6 rounds. T he
wielde r is immune to these effects, and characters
who take suitable precautions (those who do not
look althe wielder or who stop their ears with
cotton) save at +5. Celestial Fury is a +3 magical
weapon with the following additional powers:
Storm Ga th eri ng: Once drawn, Celestial
Fury and its wielder are constantly surrounded
by foul weat her for a two-mile radius, despite
the environment's natu ral tende ncy. T his
power has an effect similar to the 6th-leyel
shukenja spell control weather except that the
weather only gets worse-precipitation moves
toward cloudiness, winds become stronger,
temperature is unaffec ted. This effect cannot
be dispelled, though an anti-magic shell will
stop it.
Boomlng Thunder : Each and every success-
ful strike on an opponent causes a deafening
boom. While oflesser intensity than the sound
resulting fro m Celestial Fury being drawn, the
thunder is sufficiently violent to stun an oppo-
nent for one round unless he saves vs. spell.
S hoc kin g Blow : Three times each day, the
wielde r may designate a g iven stri ke as a
shocking blow before the attack die is rolled.
A successful hit causes an additional 20 points
.~ki ll ed in battle but weak of will. Celestial Fury's of electrical damage. If the blow misses and
spirit took control of Hoshi, forcing him to slay the opponent wears metallic armor, a second
Chigatta and then slay himself. The katana subse- attack roll against AC 10 is made; a hit signi-
quently disappeared (most likely, Hoshi 's griev- fies the opponent takes 10 points of damage
ing family discarded the traitorous weapon) and from a rc ing electricity. Opponents in non-
has perhaps changed many hands in the years metallic armor must be struck for this power
since. to work. Once called, the blow counts as one
Celestial Fury is a katana of excellent con- usage of shoclcing blow, whether or not it suc-
struction- a flexible but unbreakable blade of ceeds.
razor sharpness, a hilt covered with comfortable Lightning St rike: Once a day, Celestial Fury
leatber, and a huge pearl fixed at ils end. The may release a lightning bolt at a target within
magical characters for celeslial fury are inscribed 240 yards, causing IOd6 points of damage.
on the blade, which glows pale violet and crack- Flig ht: This power operates for four hours per
les with electricity when drawn (5-rool radius day, at MV 18 and Maneuverab ility Class B.
illumination). The sword is sheathed in a scab· Celestial Fury is a sentient weapon (Intelli-
bard of dragon hide, the slate-gray scales of gence 12, Ego 9) of chaotic-neutral alignment. It
which constantly flash with streaks of silver, blue communicates its desires through semi-empathy.
and violet. Its thoughts revo lve around causing foul weather
Only chaotic-good, chaotic-neutral, or chaotic- and mindless exhibitions of power. It also seeks
evil individuals may safely handle Celestial Fury; vengeance against the descendants of Daimyo
others receive an electrical shock for 9 points of Hoshi and Chigatta.
damage each round they touch it. On compatibly
aligned characters, Celestial Fury bestows com- Chainsword
plete immunity to a ll forms of lightning- mun- XPValue: 1,500 G PVa lue: 12,500
dane and magical- and protects the user and all DItAooN Magazine 112
possessions from wetness due to fog or rainfall The chaillsword is a huge, unique, two-handed
(even during a hurricane) but nOI immersion. sword that has the special purpose of slaying tre·
Each time Celestial Fury is drawn, thunder and ants. This weapon was created by a very secretive
lightning explode from the scabbard, causing wizard named J ufe Bairo, who did the wo rk
everyone within 10 feet to save vs. wands twice- under the commission of an evil warrior named
once to prevent blindness for Id4 rounds, the sec- Regene tir. Apparen tly, Regenetir has a great
~"
Jr------------------------------------" 1350
hatred o f trcants ; the source of his anger is aroWld the blade of the sword and through a hollow
unknown (the bards didn't do a very good job of spot at the top of the hilt, allowing it to rotate in a
recording this story). continuous loop. The user, of course, loses all
Regenetir, though ce rtainly over 50 now, still chances to surprise foes.
actively hunts for treants. Recently, in fact , Certain im perfections found in th e
Regenetir came upon a treant and several druids s
chainsword operation may plague the wielder.
at a place where man y forest paths meet. A First, when the weapon is cutting through a tre-
slaughter ensued. Because of the human casual- ant, the chainsword has a 10"10 chance to become
ties, the incident has become very famous and is jammed in place. The motion spell continues to
called the Nexus Chainsword Massacre. operate, but since the toothed band can no longer
The chainsword iuel f is somewhat unus ual , move, the entire sword is swung about. A Strength
though it lacks decoration. About the edge of the check must be made on I d20 to hold onto the
blade is a series of small me tal teeth set on a sword and withdraw the blade. If the roll fails , the
metal loop. An addi tional handle is mounted on chainsword tears itself from the user's grasp and
the side of the weapon to aid in balancing it while is stuck, requiring a bend bars/lift gates roll to
the chainsword 's toothed band is running. The free it. If the user manages to hold the jammed
weapon is 6-foot-long and weighs 25 pounds gpo weapon, the sword makes a sav ing throw vs.
When it was created, it cost 12,500 gp and too k crushing blow (as ha rd metal with its magical
55 days of labor. Th e construction o f the attack bonus as a savi ng throw bonus); failure
chainsword, in addition to its enchantme nt, also indicates that the toothed band snaps, is flung
required the research and development of a new from the weapon, a nd is either lost in the sur-
spell that Jufe called motion. This research cost roundin g area or hurled at the wielder for 2d8
an additional 5,000 gp and took an undetermined points of damage (50% chance for either result).
amoWlt of time.
Any being struck by the chainsword while it is of Charm Person
"turned off" lakes normal damage from a magical XP Value: 250 GP Value: 2,500
sword. If the toothed band is activated with the DtnIClEONS & DRAGONS Expert Rules Set
command word (04Gettum !" ), an additio nalld6 This sword can cast charm person (1 st-level wiz-
points of damage is done by the rotating teet h. If ard spell) on command, up to three times a week.
used against an opponent wearing anoor, the oppo- The effects are the same as the spell.
nent's armor must save vS. crushing blow or be
reduced one step in value; magical armor failing Chopping
this save loses I point of enchantment or I special XP Value: 800 G P Value: 4,000
ability. If a treant is struck by this weapon, the DRAGON Magazine 179
rotating teeth are automatically activated, and the This +2 weapon does I point of structural dam-
treant must save vs. petrification or be sawed in age ifused on an i nanimate object , cuttin g
half and s lain. Only t reants a re s ubject to this through wood and stone equally well. It destroys
destructive effect. If the toothed band is activated, an opponent's shield, irso commanded before the
the user must hold the weapon by the hilt and by attack is ro lled, if the s word hits the target's
the secondary handle on the sword 's blade in order Armor Class; no damage is done to the victim,
to control it. Special attacks made without the use but the shield must save VS. crushing blow. Other-
of the secondary handle are at - 2 on attack rolls. wise, it is merely a StI'Ord +2.
Detai ls of t he motion spe ll pro pelling the
chainsword have been kept secret by Jufe, though Clamorour
spies have found it is a 5th-level spell which creates XP Val ue: 4,000 GP Value: 20,000
instantaneous velocity to affect the movement of an Hall of Heroes
object If cast on the wheels of a wagon, for exam- Piergeiron, ''The Paladinson,'" wields Clamorour,
ple, a motion spell "..o uld allow the wheels to move a holy avenger, the sword of hi s father, and
independently of outside forces (such as horses or though he prefers diplomacy to battle, he fights
downh ill slopes). Without permanency, the motiOIl wit h the knowledge that he is blessed by his god.
spell lasts only one tum per level of the caster, but
during that time it may be turned on and off at the of Cleaving
caster's command . This spell was cast upon the XPValue: 10,000 GPValue: 50,000
toothed band of the chainsword and made perma- The Throne of Bloodstone
nent. Whe n the chainsword is activated by com- This lethal blade, swung by Glyphimhor, a power-
mand or by striking a treant, the motion s pell fullieUlenant in the Lower Planes, causes double
causes the toothed band to rotate at a tremendous damage on an attack roll of 18 , 19, or 20. The
speed and with great noise. The toothed band wraps sword requires a Strength of I &100 or greater to usc.

/r------------------------------------.~
""
1351

r
Colada
XP Va lue: 400 GP Value: 2,000
D UNGEONS & D RAGONS Master Set
Colada was the sword of the hero EI Cid. It is the
equivalent of a holy avenger +5.

ofeold
XP Value: 800 G P Value: 4,000
Greyhawk
In addition to a +2 bonus VS. creatures of fiery
origin, this weapon scores triple damage when-
ever a 20 is rolled. It is able to dispel a waif a/fire
and gives its user the same protection as a ring of
fire resistance.

Companion
XPValue: 1,400 GPValue: 30,000
Old Empires
This long sword +3 currently belongs to Furifax,
a tall half-elf fighte r. He also calls the blade My
Brother ofArms.

Corgon 's Breath


See Hearl a/Slone, below.

CorellOR 's
XP Value: 6,000 GP Value: 30,000
Mon Sler Mythology of Cowardice
The avatar wields a long sword +5 that causes XP Value: 2,000 GP Value: 10,000
4d 10 points of damage per round 10 anyone else D RAGON Magazine 91
holding it (double that for goblinoids). Developed by certain gods of mischief, notably
Loki, this weapon is a magical sword +5 with a
Corthalis pommel formed in the shape of an animal, mon-
XP Val ue: 12,000 G P Value: 60,000 ster, or human head. The sword is capable of
PoLVItEDRON Newszine 76 speech, with a minimum Intelligence of 14 and
Corthalis is a brilliant, si lve r-bladed sword +2. s pecial abilit ies as determined by the charts
However, in the hands of a woman with a Cha- unde r Sword, Special. Thi s wonderful weapon,
risma of 17 or mo re, it is +5. The neutral good however, has also been infused with a cowardl y
blade can speak Common, Elvish, Dwa rvish and perso nality. The fir st time il is swung at an
Orcish. However, it prefers to speak only to beau- opponent in combat , the sword 's head-shaped
tiful women. The sword's special abilities become pommel shrieks in terror and cries for help. The
known only to women who wield it. Twice a day noise attracts all wandering monsters within a
the sword can shoot lightning equal to a lightning 120-foot radiu s. The sword continues to ye ll
bolt spell cast at 9th-level. In addition, the sword and cry for 2d6 turns unless a silence spell is
can detect evil and de/ecl lies each four times a cast upon it.
,,"y. The sword will 1'11so 1'I tlempi i0 avoid combat ,
tw ist ing in the user's hands. The ho lder must
Courtain make a successful open doors roll at the stan of
XPValue: 12,000 G PValue: 120,000 every combat round, or else the sword twists out
DuNGEONS & D RAGONS MaSler Sel of the user's grasp and fall s to the floor, still
Co ur/oin, known also as The Shari Sword, was shrieking. If the user can hold onto the weapon, it
used by Ogier the Dane, a Paladin o r Charl e- may be wielded normally during that round, with
magne (who, known as Holger Danskc, is the folk all appropriate bonuses to attack and damage.
hero or Denmark) . The smith Munifi ca n took Some of these swords are so timid that even
three yea rs to make Courtain. Thi s sword com- being brought within sighting distance of a non-
bines the power of a holy avenger +4, a vorpal human monster causes them to stan shrieking.
blade, and a s'word of sharpness. Though these swords are nOt cursed to remai n
with a particular owner, they are often rega rded
»"
/r------------------------------------~,
1352
as 100 valuable 10 dispose of (how many s'n-'Ords Half1ing, Fire Giant, Gold Dragon, and High Elf.
+5 does one find?) and arc usually kepI despite Crysomer S special purpose is 10 defeat chaos.
their disadvantages. Whcn used against a chaOlic opponent, a success-
ful attack forces the victim to save vs. spell
Cr usader (including Wisdom adjustment, if applicable) or
XP Value: 6,000 GP Value: 30,000 be paralyzed for Id4 rounds.
The Mines of Bloodstom: As soon as Crysomer is lOuched by a paladin,
Crusader, a long sword +5, holy avenger, pro- it informs the paladin of its name and abilities,
vides 50% MR in a 5-foot radius, dispel magic at in the order listed above, at the rate of one bit of
17th levd in a 5-foot radius, + 10 damage vs. information per round. This may be pertinent if
chaotic evil opponents. If a tanar'n is slain with thc paladin needs to use certain abilities of the
Crusader, the sword gains fo llowing special pow- sword quickly (for ex.ample, to teleport out from
ers: heal once a day, strength once per day when within a lu rker or trapper). Remember that a
lighting evil opponents, charm person on contact character's ToPS (Total Personality Strength) is
once per day. The sword will dis integrate a Intelligence + Charisma + Level. Note the ToPS
lanar'ri on a natural (unmodified) 20. It is tele- of Crysomer (Intelligence+Ego) is 55; it usually
pathiC wi th its owner, and can commune with the cont rols all but the mos t powerful paladins.
minor deity Lalibela once a week . The sword 's However, its behavior and preferences aTe for
Ego and Intelligence are 17. The sword will howl the ideals of the paladin. It is ex.tremel y lawful
in anguish if the wielder runs from a tanar'ri. On and good, and to lerates no nonsense from
the second instance of cowardice in the face of a chaotics. If Crysomer assumes control, it relies
tanar'ri, the sword will instantly teleport away, on the user for Wisdom and counts on its own
leaving its owner behind. Intelligence. Where applicable, the user there-
afte r in troduces him self or her self by both
Crysomer names. In other words, if a paladin named Athel-
XP Val ue: 4,000 GP Value: 20,000 s ta was using Crysomer, as an example, she
Doc's Isl and would introduce herself as "We are Athe lsta
When uscd by a law f ul good nonpaladin, Crysomer, paladin."
Crysomer wi ll not reveal its true identi ty, but Though onen misinterpreted .:.:; tIn: usc of the
seems, by all tests, to be an unintelligent long royal or edi torial "we," it is literally an intro-
sword +2. If touched by a crearure not of lawful ducllon to the two life forces merged into one
alignment, or one not good, it waits until it is used being. Needless to say, Crysomer does not
in combat, at which time it shocks the user fo r allow any other magical sword to be used by its
3d8 points of electrical damage (no saving throw, paladin, rcgardless of the results of the compar-
no resistances a pply unless of div ine origin). ison between personality strengths. It does not
When wielded by a paladin, the sword bestows object 10 the use of other magi cal ilems or
50% magic resista nce in a 5-foot radius (auto- . weapons.
matic unless commanded otherwise), on com- Crysomer uses the regeneration and teleport
mand it can dispel magic in a 5-foot radius, as if a abilities as commanded or as needed, bul does
wizard of the paladin's level, does + 10 damage not use the latter voluntarily unless the situation
vs. chaotic evil opponents (instead of +5, auto- is desparatc. It demands that il be decorated
matically). once per month. If not appeased, it withholds
Its other abilit ies and properties include an abilities until satisfied (unless the user faithfully
alignment of lawful good, (as a holy a\'Cnger), an promises to "feed" it as soon as possible). It
Intelligence of 17. and an Ego of 38. It can detect only accepts emeralds, rubies, or diamonds as
evil with a 20-foot range on command, detect deco ratio ns, and of a minimum value of 5,000
shifling rooms and walls with a lO-foot range on gp per mont h. The gems cu rrently on its hill
command, detect magic with a IO-foot range on total 50,000 gp in value.
command, detect invisibility with a 20-foot rangc Crysomer was forged in the distan t past. and,
on command, read languages on command or as one of the Great Legendary Swords, it leads
voluntarily. read magic on command or voluntar- young paladins on the road to fame and fortune.
ily, has telepathy with user, regenerates user I hit Once it has a paladin under its control, it does not
point per turn (automatic), and can teleport with needlessly endanger the character. However, it
user once per day (OM rolls normally, as the 5th- does occasionally wear out the users jflhey are
level wizard spell, but Crysomer adjusts Ihe roll not up to the epic tasks il sets before them.
by 5%, and the Initiative modifier for aClivalion
is + I- a maximum weight of 600 pounds can be
carried). This s","'O rd can speak Common, Dwarf,

}
" ..
1353


------------~-~ .~~--------~ --------.----------._-

, Sword. Cuprumbanc
r
when it is used against an opponent in combat it
reduces its user's attack rolls by - 2. Only by care-
ful observation can this lowering be detected. All
damage scored is reduced by 2 points, but never
below a I in any event. The sword will always
force the character to employ it against enemies,
appearing in the character's hand. It can be gotten
rid of only by means of limited wish or wish.

Cursed II
XPValue: - GP Value: 400
DUNGEON MASTER Guide
This sword performs in all respects as a weapon
+ 1, but when its wielder is faced by an enemy,
the sword will weld itself to the character's hand
and force him to fight unt il the enemy or the
w ielder is s lain . After that, the possessor can
loose, but never rid himself of the cursed sword.
No matter what is done, it will appear in hand
whenever an opponent is faced . The character can
be freed o f the weapon only by a remove curse
spell.

C ursed Berserker
XP Value: - GP Value: 900
DUNGEON MASTER Guide
This perfonns by every test, save that of the heat
Cuprumbane of batt le, as a +2 magical sword of some sort.
XPValuc: 700 G PValue: 2,500 However, in actual baltl e its wielder w ill go
DRAGON Magazine 99 berserk, attacking the nearest creature and contin-
This is a sword +2, a bronze dragon slayer. It uing to fig hl until dead or until no living thing
can detect precious metals (type and amount) remains within 60 feet. The sword has a +2 bonus
within a 20-foot radius and detect secret doors and otherwise acts as a cursed sword + I . The pos-
within a IO-foot radius. It has the ability to speak sessor of a cursed berserker sword can be rid of it
the blue dragon tongue as well as Common. It has only if it is exorcised via a remove curse spell or
an Intelligence of 14, an Ego of7, and an align- wish.
ment of neutral evil. This sword, often called
Cuprnmbane, is greedy, hateful, and probably has Cutter
concerns for its master only insofar as its own XP Value: 2,000 GP Value: 10,000
interests are concerned. The sword's abilities are Sabre River
killing bronze dragons and finding the iT loot, CUller is a sabre +5 with a lawful good align-
however well hidden it might be. It speaks the ment. It has an Intelligence of 12 with the ability
blue dragon language so that it can communicate to speak common. The sword has the following
with them and find their most hated enemies, the abilities:
bronze dragons. Whenever Cllprumbane gets The sabre ca n attack by itself and move
within one mile of a bronze dragon, it tells the through the air as if flying.
wielder where the dragon can be found. If the The sabre can locate all secret doors within 10
wielde r does nol immediately head to destroy the feet up to three times a day.
creature, the sword tries to overthrow the host's The sab re can read magical writings and
body. The wielder must roll a save vs. spell every scrolls.
10 rounds (one turn) whi le within the one-mile The wielder can in fli ct 4 times the normal
dragon detection radius. damage for Id lOrounds once per day.
The sword can detect all types of gems within
Cursed 60 feet by pointing itself in that direction.
XPValue: - GP Value: 600 Cutter s real name is Erbas, adopted son of
DUNGEON M ASTER Guide Karse. As an infant, he was found on the banks of
This is a sword that gives off a magical aura and the river. Cutter is really the polymorphed sabre
performs well against targets in practice, but of the Alphatian general. created by the lighrning
>OM
/r------------------------------------,~
1354
Sword of Dancing,

that cut the sabre in two. CUlter is unaware of his caffy. It has an Intelligence of 17 and an Ego of
true nature. He does not know he is a sabre. 10. The sword has other powers determined by
As a boy, Culler has the same abilities as the theDM.
sword, with a few alterations. He can move and This weapon's principle drawback is a curse
attack by himself, but only on foot and with his that causes blood lust in the wielder. Also, as with
fists or a handheld weapon, he cannot do extra many objects of powerful evil, the item gradually
damage. Cutter can find secret doors as the sabre preoccupies its owner's mind. The wielder even-
can. However, he doesn't always think to tell his tually grows paranoid, obsessed with the sword,
friends what he sees. When they are not looking, and knows no peace if the sword is taken away.
he might pass through the secret door. Cutter can
read magic and detect gem~ ju.~t a.~ the ~wnrd can Dale
XP Val ue: 900 G P Value: 4,500
of Cymrych Hugh Adventures in BLACKMOOR
XP Value: 8,000 GP Value: 40,000 Willem of the Heath (also known as the Blue
Hall of Heroes Rider) was a legendary warrior who wielded a
Tristan wields the sword ofCymrych Hugh, a sword of blue flame and rode an incomparable
long sword first used by his ances tor to defeat blue-black stallion. The weapon legends speak of
Kazgaroth and found the line of the high kings. it as a sword + 1, that flames on command. In
When he found it, its hilt was wrapped in old, dull essence, this is the equivalent to a sword + I ,
leather, and it rode in a scabbard of dull, brown flame longue.
leather. The blade, however, is silver, and it shines
with a light all its own. The blade is emblazoned of Dancing
with a crest and molto in the Old Script. Accord- XP Value: 4,400 GP Value: 22,000
ing 10 the "Ballad of Cymrych Hugh," Ihe sword DUNGEON M ASTER Guide
was forged by dwarf smiths from metal forged by On the first round of melee this weapon is +1, on
the goddess herself. This sword is a fong sword the second +2, on the third +3, and on the fourth
+4. It has a special purpose of defeating Kaz- it is +4. On the fifth round, it drops back to + 1
garoth. Its special purpose power is to cause fear and the cycle begins again. In addition, after four
in its target for Id4 rounds. It can detecl evil in a rounds of melee its wielder can opt to allow it to
20-foot radius and communicates by empathy. Its "dance."
Intelligence is 12, and its Ego 13. If Kazgaroth is Dancing consists of loosing the sword on any
within 360 feet of the sword, and the wielder round (after the first) when its bonus is + I. The
touches the sword by the hilt, a successful saving . sword then fights on its own at the same level of
throw vs. spell must be made or the character is experience as its wielder. After four rounds of
compelled to seek out the monster and do baltle. dancing, the sword returns to ils wielder, who
must hold it (and use it) for four rounds before it
Cyrie's can dance again. In other words, it is loosed to
XPValue: 4,000 GP Value: 20,000 dance for four rounds, going from + I 10 +4, and
Waterdeep must then be held by its wielder at a + I state and
Although it resembles a short sword of dancing physically used for four successive rounds of
+2, this chaotic evil weapon is intelligent and has combat.
powers almost on the level of an artifact. Its ori- When dancing, the sword will leave its owner's
gin and purpose remain a mystery. hand and may travel up to 30 feet away. At the
If directed to parry, the sword hurls back any end of its fourth round of solo combat, it will
weapon it contacts, regardless of weapon velocity move to its possessor's hand automatically. Note
or wielder'~ stren gth. that the e!ancing swo re! cannOI be physically hit,
The sword has vampiric abilities. On any although certain magical attacks such as a fire-
killing blow, the sword can drain all the blood and ball, lightning bolt, or transmute metaf to wood
life energy of its victim. This causes the sword to spell could affect it.
glow a bright rose red. Iflhe sword has not Finally, remember that the dancing sword
drained a victim in 24 hours, it gradually wanes figh ts alone at the same level (and class) as its
in color. possessor-if a 4th-level fighler, the sword fights
Ifit desires, the blade can release drained life alone exactly the same; if a 7th-level thief is the
energy to heal or revive its wielder (but no one wielder, the sword will so fight when dancing.
else). It cannot be forced to do this. The sword Relieved of his weapon for four melee rounds,
also keeps the wielder comfortable in extreme the possessor may act in virtually any manner-
heat and cold. resting, discharging missiles, drawing another
The sword can speak with its user telepathi- weapon and engaging in hand-to-hand combat-
SSt)

/r--------------------------------------,~
1355
-
"Sword. Oancing SWQrd ofSronzc
r
as long as he or she remains within 30 feel of the Deep Sashelas's
sword. If further than 30 feet from the weapon, it XP Value: 3,000 GPValue : 16,000
falls lifeless to the ground and is a +1 weapon Monster Mythology
when again grasped. The avatar's long sword + 4 inflicts double dam-
Bards can release a sword of dancing on any age on sahuagin and ixitxachitl and can create a
round in which its plus isn't a I. Blades (a bard 20-HO lightning bolt once a day.
kit) of 5th level or higher can release the weapon
after the first round; it will fight on its own for a Defender
number of rounds equal to the blade's level before XP Value: 3,000 GPValue: 15,000
returning for onc round. DUNGEON MASTER Guide
This weapon gives its wielder the option of using
Dancing Sword of Bronze all , some , or none of its + 4 bonus in defense
XP Value: 4,800 GP Value: 35,000 (improving Armor Class) against any opponent
Legends & Lore using a handheld w e ap on , such as a dagger,
This ancient weapon appears to be a tarnished mace, spear (not hurled), or sword. For example,
sword of bronze. If w ielded by a being with a the wielder can, on the first round of battle, opt to
Strength of at least 18, however, its true nalure use the sword as +2 and save the olher 2 bonus
becomes apparent, It no longer looks corroded, faclnTs to be added to Armor C lass. This can be
and performs as a s word of dancing + I as done each round. No t e that there is also a
descr ibed in the DMG. When held by its owner, defender + 5 . Th is is identica l to the +4 sword
the dancing s word of bronze has th e ability to w ith I ex tra bonus point.
shoot a 30-point lightning bolt once per round. If
its owner is ki lled, or m oves more than 30 feet Desert Blade
away from it, th e sword vanis hes, o nl y to reap- XPValue: 3,000 GPValue: 20,000
pear in its corroded form yea rs late r in some Land of Fate
farme r 's field. In the hand of any being with a This weapon is similar to the sun blade save that it
Strenglh of less than 18, the sword appears 10 be is a great scimitar and requires both hands to wield.
nothing more than a corroded, - I weapon of Optional: Roll on the table below to find the type
bronze. of Genie affected by the sword.

Danci ng Sword of Lightning Roll Ge nie Type


XPValue: 4,500 G P Value: 32,000 I Djinni
Gods , Demi gods, & Heroes 2 0'0
A dancing sword of lightning behaves as a danc- 3 Efreeti

°
ing sword except Ihal il shoots one lighming bolt
from its tip per turn that does 3d I poi nts of dam-
age.
4 Marid

Dragonbait's Holy Avenger


XP Value: 4,000 G P Value: 20,000
Darius's Curse of the Awre Bonds
XP Va lue: 800 GP Value: 4,000 This oddl y shaped sword + 5 was Dragonbait 's
The Lost City chief weapon during his adventures with Alias. It
This is a sword + I that can cast a light spell on has a wide, top-heavy blade with jagged teeth and
command with a glow of 30-foot-radius. This a short hand le. It functions in the same manner as
power can be used three times a day, and func- the holy avenger sword, providing a magic resis-
tions as though cast at the 12th level. tance of50% in a 5-foot radius, dispelling magic

Death-to-Monsters
XPValue: 3,000 G P Value : 15,000
°
at the .~ame level a .~ the wielde r, and inflicting
+ I points of damage to chaotic evil opponents.
To all others, it functions as a sword + 2. Humans
POLYH EDRON Newszine 76 in particular find this swo rd diffi cult to wield,
This bastard sword + 5 ( Int IS, Ego 14 ) has a and as such are - 2 with it, regardless of its mag i-
lawful good alignment. Primary abilities: detect cal bonus, un t il proficiency with th e weapon
mogic /0' radiu s , detect s lo pin g pa ssage (technically a "saurial broad sword") is gained.
10'radius and detect traps in a 10' rad ius . Special
power- it paralyzes vict ims fo r I d4 ro unds Dragon Claws
(unless they save vs. paralyzation). Special pur- XP Value: 10,000 G P Value: 50,000
pose- slay nonhuman monsters. The s word Mad Monkey vs. the Dragon Claw
speaks fluent Common. The dragon claws are an evil artifact that mayor
may not have a malicious will of their own. Their
ssn
/r------------------------------------~~
1356
origin is unknown. They are a pair of hooked will not strike dragons of the same alignment. For
swords, golde n in color and extremel y s ha rp, example, if a red sword had a lawful good align-
inflicting I dl 0 points of damage each- save vs. ment, it would not strike gold dragons.
crushing blow on a 2.
The greatest power of the dragon claw swords of Dragon Slayin g
is to produce two more swords, which are then XP Value: 900 GP Value: 4,500
linked ba c k to the original swords and their GREYIlJo,WK
owner. The holder of the original dragon claws Detennine what type of dragon this sword is pri-
can see what the holders of the lesser swords can marily meant to be used against (it is +2 against
see, direct their ac tions, and, using the dragon all other types), and when il hits such a dragon it
claw school of fighting, pull hit points from other does 4dlO points o f damage. Ro ll 2dl2 on the
holders of lesser swords to heal wo unds ( the table below.
holde r of the o riginal swords can never lose hit
points in this fashion) . The lesser swords infl ict Roll Dragon Type Ro ll Dragon Type
only I d8 points of damage. The fiend Lung Jua is
the holder of the original dragon claws.
02
03
04
Amethyst
Black
Blue ,.
14
15
Green
Mercury
Mist

XP Value: 600
Dragon Crippler
Dragon Knight
GP Value: 3,000

This Sli'Ord +2 has an additional + I bonus against


05
o.
07
08
Brass
Bronze
Brown
Cloud
,.
17
18
20
Rod
Sapphire
Shadow
Silver
, all evil dragons. 09 Copper 21 Steel
10 Crystal 22 Topu
Dragon Slayer 23
XPValue: 1,200 GPValue: 6,000
DuNoEON M ASTER Guide
"
12
13
lkep
Emerald
Gold
24
White
Yellow

This sword has a +4 bonus against any sort of


true dragon. It inflicts triple damage against one Drain Life Energy
sort of d ragon (3d12+4). No te thai an unusual XPValue: 2,000 GPValue: 10,000
sword with intelligence and alignment cannot be Rules Set
DUNGEONS & DIUoOONS Expert
made to s lay dragons of the same alignment. When this sword hilS, it drains one life level or
Determine the dragon type (excluding un ique Hit Die (like a spectre) on command, in addition
ones like Tiamal and Bahamut) by rolling IdIO. 10 normal damage. The sword can drain only
Id4+4 levels, after Ihat il becomes a nonnal mag-
,
Roll Dragon
Black (CE)
Roll

Dragon
Gold (LG)
ical sword + I .

2 Blue (LE) 7 Green (LE) Draxalon, Defender of


3 Brass (CG) 8 Red (CE) Feminine Virtue
4
5
Bronze (LG)
Copper (CG)

0
Silver (LG)
White (CE)
XP Value: 2,000 G PValue: 11,000
Newszine 76
PoLYHEORON
Draxalon is a sword +3 thai allows ils female
In a Drago nl ance Ca mpaign: Dragon slayer wielder to cast haste upon hersel f once per day.
swords are extremely rare on Ansalon. If the DM The sword does no t allow itself to be used by a
rolls a dragon slayer on the treasure charts, he or male; those who try discover that they cannot lift
she should rerall. If dragon slayer comes up wit h the blade. Draxalon was created 200 years ago by
the next roll, keep the item. the wizard Erie! for her sister, the fi ghler Diana.
Diana wielded it for many years before she disap-
Dragonslayer peared while adventuring in. the ruins of Myth
XP Value: 900 GP Value: 4,500 Drannor.
PoLYHEORON Newszinc 16
The re are as many va rieties to these swords as Dreamsinger
there are dragons. The weapons deal out 3d 12 XPValue: 3,000 GPValue: 18,000
points of damage against dragons, and Id lO Howl From the North
points of damage to all othe r creatures. Each is Dreamsinger is a neutrally aligned weapon cre-
treated as a sword +2, +4 vs. a particular type of aled fo r bards. It has a white steel blade, a plat-
dragon. For example, a blue sword would be +4 inum filigree crosspiece, and a pommel sel with
on attack and damage rolls against blue dragons. f ine moonstones. In the hands of anyone other
In addition, each sword has an alignment, and than a barbarian ba rd, it is simply a magical

)r------------------------------------.~ ""
1357
~-
--------------- .-~ ----------------------

r
sword + I . In the hands of a barbarian bard, it is a Durandan
+3 weapon thaI also confers a - I bonus to the AC XP Value: 16.400 G P Value: 82.000
and a + I bonus to all saving throws. There is one OUNGEONS & DRAGoNs Master Set
exception to this: The wielder of Dreamsinger Durandan (or Durandal. Durandana, or the
has a - I penalty to saving throws vs. illusions and Inflexible) was the Sword of Roland, given him
mind-affecting spells because of the strange men- by Charlemagne. It once belonged to Hector, the
Ial effects of the weapon. noble chieftain prominent in the fall of Tray. This
Dreomsinger allows a barbarian bard to cast sword combines the powers of a vorpal blade and
spells from it. The spells ESP and augury arc a sword a/sharpness +3.
usable once per day each, and divination can be
used once per week. The answers and information Dyerwaen
gained by the bard through the use ofthese spells XPValue: 1,200 C P Value: 6,000
should always be conveyed in a metaphor, simile, DAAGON Magazine 188
or allegory of some kind. Also known as the Forester's Friend, this unique
The special purpose of Dreams/flger is to find .....'Capon was forged by the gray elves of old Myth
the other Blades of Co rusk (The Edge. Harmo- Drannor as the first men began to fill the Oale-
nizer, Greenswathe, and Slalker), and this should lands. It was given to Torek Craybeard, the leader
be interpreted fair ly strictl y by the OM . Dream- of the new human se ttlement, as a token of
singer should be close to another blade, or close friendship between the two races. When Torek
to someone o r something that has information died childless, he willed Dyerwaen to his nephew
about the Blades 0/ Corusk, for its special pur- l ireen. who bore it proudly until his disappear-
pose powers to operate. ance on a hunting trip six winters later.
Dreamsinger has a vicio us, special purpose The sword surfaced briefl y 12 winters ago in
power. It launches a I O- footfirespear of intense the hands of a goblin raidi ng party The goblins
buming power in any combat situation related to c lashed with p assing adventu rers and were
its special purpose. Thisfirespear is treated as a defeated; Dyerwaer was taken to Cormyr to be
missile thrown by the wielder of the blade for sold at auctio n. Stolen by thieves en route. it has
attack ro ll purposes ( maximum ra nge of 80 not been seen since.
yards). A successful strike inflicts 6d 10 points of Dyerwaen is a f ine steel broad sword with a
damage. No saving throw is allowed, but magic rose etched along the length of the blade; its hilt
res istance (against 20th-level magic) applies, and is tightly wound with green velvet. It has a +2
half damage is sustained by a c reature that is attack bonus, but no bonuses on damage. The
under the influence of a resist fire spell, a ring 0/ weapon sheds light (up to a 10-foot radius), and
fi re resistance, o r similar protection. Thefires- glows at the user's will.
pear can be launched twice a day. In a forest setting, Dyerwaen 's bearer is cam-
When the firespear is launched from dream- ouflaged so as to be 90'10 invisible when mOlion-
singer, a wave of sound ripples radiates o ut to a less , nor does he or s he leave any trace when
60-foot radius from it wit h a fa int antip honal travel ing through such an environment. In addi-
sound. This produces an effect equivalent to a tion, if the sword is suspended from a rope. the
prayer spe ll affec ting the sword's user and the blade always points to true norlh. The wielder is
party positively a nd enem ies negatively in the entitled to use the Trac king and Weather Sense
area of effect. This lasts for Id6+6 rou nds. proficiencies at a +2 bonus on ability checks.
This special purpose power isn't communi- A few spell effects can be used by the wielder
cated to the wielder initially. Dreamsinger makes of D verwaen as well. Invisibility to animals can
it known only when its specia l purpose is fi rst be invoked at will. or speak with plants as a 7th-
aroused. level priest once a day. These powers require only
Dreul/lsjnger has an Intelligence of 14, com- a command word and have IlI1 initiative modifier
municates in its own special way (dreaming), and of +3.
has an Ego of 12. Fina lly, elves a nd wood land c reatures of
good alignme nt rega rd the sword bea rer as
Du gmaren Brightmantle's though his or he r Charisma were 1 point higher,
Broad Sword 10 a maximum of 18. Dyerwaen is itself chaotic
XPValuc: 2.500 GPValuc: 12.500 good, although it has never displayed any sign
Monster Mythology of intelligence.
The avatar employs a broad sword +4 that can
cast/eeblemind twice a day.

5511

1358
of the Ebon Flame Ebonbane
XPVa lue: 4,000 GPValue: 20,000 XPValue: 3,000 G P Value: 18,000
Mordenkainen's FanlaStic Ad~nture DuNGEON Magazine 31
This long sword +2/+4 vs. lawful good align. Ebonbane was c rafted of a special cursed iron
menl, is evil, usable by all evi l a lignments. It is brought into the world from another plane. In its
not intelligent, allhough it can communicate plane o f origin, the metal was far less powcrful
through empathy. It has no ego at all. The sword's than it is in Ravenloft. Like all evil things drawn
face and edge have many small, black flickering into Rave nloft by the Dark Powers, Ebonbane S
flames up o n it, though these do not radiate power has been greatly enhanced. The following
warmth. When used in combat, the sword bursts s
information details Ebonbane abilities when in
into black flame, which runs from pommel to tip Ravenloft.
bUI docs not affcct thc wieldcr in any way. Any Ebonbane.s blade is a deep, jet-ebony ilmI hilll
victim hit by the sword must make a saving throw been sel with runes of purest evil. These act as
vs. wands or be burned for IdlO points of dam- symbols (of whateve r type Ebonbane wishes);
age in a dd ition to normal sword damage plus each symbol can be activated once per day. This
magic a nd Strength bonuses, if any. A person weapon has all the powers of a vorpal sword +4
burned by the sword calc hes fire, taking I d4 and aflame tongue, as well as the ability to move
add itional points per round until the fire is extin- about on its own (MV 9) and attack by an innate
guished. The burning v ictim makes another sav- fonn of levitation (at human height).
ing throw each round; if the save is successful, Ebonbane has an Inte lligence and Ego of 17, is
the flame is extinguished. The ebon flame cannot chaotic evil, a nd can commu nica te wi th both
be doused by any no nmagical means, includi ng speech and te lepathy. It can attack once per round
v.ater. with a THACO of 10, inflicting a base IdS points
When unsheathed and held, this weapon gives of damage. Anyone who tries to attack Ebonhane
the wielder infravision with a 9O·foot range. The discovers that it is AC - 10 and can be ha rmed
wielder is a lso harder to surprise, and receives only by magical spells and +3 or better weapons.
IdS for surprise checks instead of the usual I d6. Any successful spell or weapon attack against it
Each S'II-'Ord of the ebon flame comes complete scores I point of damage (regardless of what that
with a curse detennined individuall y by the OM. attac k would no rm ally infl ict). After 10 hits are
Nor mall y, the curse of the sword cons ists ·of inflicted, Ebonbane must make a saving throw
attack penalties when fighting some type of crea· appropriate fo r the type of a ttack. If the sword
ture or alignment. For example, one sword might fails its throw, it breaks up and is destroyed. If it
be -3 against lawful evil creatures while anothe r makes the saving throw, it is unharmed, and an
might be -3 against fie nds. Creatures named in additional 10 hits must be scored before it must
the curse of t he sword will become instantly save again. Multiple attacks from a single source
aware of it when they come wi th in 60 fee t of it. (like a volley of magic missiles) count as only a
There is a base 50"10 chance that these beings will single attack in fighting Ebonhane.
attack the sword wielder because of thi s weak- Ebonbane controls the weather about Shadow-
ness, even if they had been neutrally d isposed born Manor, gene rati n g any effect the OM
originally. desires, hom lightning to wind stonns. It can also
In add ition to the above limitation, the sword command blades (any sword or dagger, including
inflicts I d4 fewer poinls of damage than normal artifacts) to animate and at1ac k people (THACO
agains t creatures of water and fire, such as ser· 10, damage by weapon type); innate powers of
pents, mermen, elementals, fi sh, dragons, and such swords function (such as vorpal or life steal·
salamanders. All fires started by the sword will ing powers), but triggered powers do not (sunn:ry
bum for only o ne ro und and then automatically or wish-casting powers). Like a ll the domain
extinguish. lo rds of Ra vc nloft, £uunbune is the absolute
It is t ho ugh t that several va riet ies of these master of all that transpires in its own domain. If
swords were made by some great artificer for all it wants the walls of the manor ho use to bleed,
align ments. If researched by the player charac- they bleed; if it wishes pillars of stone to rise out
ters, the history surrounding their placement in of the earth, they rise.
the Flanaess will be scarce and unreliable, sug- Each round that a person g rasps Ebonbanes
gesting instead that the swords might be more h ilt and attempts to wield it in combat, the
likely found in the outer realms. " We apon s vs. C haracters" rules in the DMG
should be consultcd. If the wielder is dominated
by Ebonbane , his or her spirit is instantl y con-
sumed a nd Ebonbane controls the former PC 's
body (this does not happen to those struck by the
,,~

/r------------------------------------.~
1359
F

~Swr;.rd. Ebonbane II

blade). Resurrection of the PC is now impossible. purest evil. These runes have many powers, all
Such a body acts like a zombie, O-Ievel human described later; they seem to glow with an eerie
under the control of the sword (death follows in black aura.
ld6+ 1 days). If the PC is not dominated, the The macabre lore that surrounds the origins of
weapon is a I'orpal blade and flame tongue . Ebonbane begins, curiously enough, with a tale
Being 3n unnatural creature, £bonbol1e sus- of justice and devotion to the holy cause of truth.
tains itself by drawing off lhe life energies ofliv- Centuries ago, there lived a young woman named
ing creatures in its domain. All animal life has Kateri Shadowborn. Her parents were wealthy,
perished around Shadowborn Manor as a result. but they were humble and j ust people. Much of
Nonmagical healing cannot take place; spells, their money went to the betterment of life for all
psionic s, or magical items mu st be used to those who dwelled in their lands.
recover from wounds suffered here. As Kateri grew from a little girl into a young
woman , she began to fee l an emptiness in her
hean. For all the good that she and her ancestors
had done, there was something missing. By the
time she had reached her midteens, Kateri Shad-
owborn knew what it was that she needed.
From that time on, she vowed to follow the
holy path of the paladin . No longer would the
Shadowborn name be sim ply associated with
kindness and mercy; now it would be synony-
mous with justice and holy vengeance. As the
years passed, Kateri Shadowborn fought evil on
every front. She singl e handedly drove back
hordes of marauders and destroyed nests of evil
that threatened the ....."CIl-being of her church.
Despite her prowess, Kateri Shadowbom was
as vulnerable to time as any mortal. Eventually
she was forced to lay down the holy sword that
had served her for so many years. Having had
no time in her busy life for romance, courtship,
or motherhood, she planned to live out her
aUlUmn years peacefully. From her home in the
ancestral Shadowborn Manor, she would over-
see the family wealth and its allocation s to
charity. In the end, when she died, she planned
to turn all of her fa mily's possessions over to
the church. The Shadowborn name would die
with her, but the good that it had done would
live on for decades.
Ebonba ne II Such a quiet end to a warrior's life was not to
XPValuc: 3,000 GPVa luc: 18,000 be, however. In her day, Kateri had made many
Darklords enemies. While most of those who had opposed
Not all of Ravcnloft's foul lards are living or her church and its teachings had been destroyed
once-liv ing things. One, at least, is fashioned or converted, there were others who plaited
from cold metal and even colder darkness. Manu- revenge.
fac tured in a forge of foulest evil, the enchanted One such group, a band of evil priests in the
sword £bonbane has repeatedly prove n its right serviee of a dark deity whose name is besl unspo-
to a domain in the Demiplane of Dread. ken, decided that Lady Shadowborn had to die.
Physically, Ebonban e appears as a slender- Further, as an example to all who opposed their
bladed, long sword. Its hilt has been cast from a dark designs, she had to die horribly and in some
single piece of silver that, mysteriously, never way that would destroy her much-vaunted faith.
seems to tarnish. Although ornate, Ebonbane's Over the course of scveral months, they began
pommel has no special powers or abilities. to fashion an evil magical weapon: the sword that
Its blade is fashioned from a st range, al ien was 10 be called Ebonbane. When the final dark
metal that was brought to the Prime Material rune was set upon the blade, an evil being from
Plane from another dimension. Along its length, the Outer Planes was imprisoned in the weapon.
the keen blade is set with foul-looking runes of Much to the surprise of the sword's creators, how-
ml

1360
~~............................................................II'

/r------------------------------------.~
I ~l
- ....... - .. ----~-----:

",SWord. Ebonbane II
r
ever, the spells that they had woven to control the the loss of its own freedom.
extradimensional entity were woefully inade- Curiously, Ebonbane has never been able to
quate. When they cast the last component of this grasp the full meaning of what has happened to it.
mystical enchantment upon Ebonbane, thcy It believes that il has been imprisoned by some
found its power turned back upon them. Now trick of Lady Shadowborn. Even if confronted
they were slaves of the prcsence they had with absolute proof that it is imprisoned in a spe-
attempted to contain. cial demiplane full of evil creatures, Ebonbane
One aspect of the magical spell easl on Ebon- would not believe this. In fact, the odds are good
bane did succeed, however. Although the sword thaI anyone who dares to confront it with such
was free-willed, it still had become gripped with infonnation would die horribly.
an uller hatred for Lady Shadowborn and all her In addition to its own rage over having been
works. The weapon quickly began to plan her imprisoned in Ravenloft, Ebonbane finds that it
destruction. has not been wholly successful in its attempt to
Ebonbane arrangcd to be found by a monk slay Lady Shadowborn. The paladin, now in the
from a monastery near the Shadowborn estate. for m of a geist, remains a part of her ancestral
As soon as the unsuspecting holy man reached home and, thus, of Ebonbane'S domain.
out to touch the weapon, Ebonbane struck. Ebonba ne has tried many times to drive Lady
Lashing out with its titanic will , it utterly Shadow born from its land, but it has always
destroyed the monk's vital life energies and failed. The vital faith and religious strength that
took over his body. guided her through her life as a paladin still serve
With the body of the monk nothing more her in death. So long as Lady Shadowborn's pure
than a puppet under the control of the evil faith remains unshaken, she seems to be able to
Ebonbane , the swo rd instructed the monk to resist Ebonbane's powers.
carry it to Shadowborn Manor. When the monk From time to time, when certain signs are
was received by Lady Shadowborn, he right and the stars are in their proper positions,
explai ned that the workers at the monastery had Lady Shadowborn is able to reach out o f
found this sword and wanted her advice on what Ravenloft and draw in persons who are directly
to do with it. When Lady Shadowborn saw thc related to her. Thus, in addition to serving as a
unholy weapon, her natural ability to sense evil thorn in the darklord's side, Lady Shadowborn
warned her of the treachery. has sought to destroy it several times. While she
The bailIe that follov.--cd was magnificent. With has been no more successful at defeating it than
every ounce of faith that she could muster, the it has been at breaking he r spirit , these occa-
aging paladin fought off the influences oflhe sional attacks have only served to remind £bon-
weapon. Time and time again, Ihe animated bane that it is not the absolute master of all that
sword tried to run Lady Shadow born through, but takes place in its domain. Ebo nba ne has
always hcr holy sword turned it aside. In the end, destroyed every group of heroe s that Lady
however, EbOllbane was too much for her. Calling Shadowborn has been able to call into Ravenloft
on all the power of the dark dimension that had to battle it. With eaeh defeat it feels the faith of
spawned ii, EbOllballe delivered a final titanic its enemy slipping a little bit.
blow that shattered Lady Shadowborn's holy Lady Shadowborn has learned that Ebonbane
avenger. can be destroyed only by those who can gather
As the bailIe had raged on, Ehonballe was together four "keys" and use them against the evil
unaware that it was drawing the attention of blade. Each of these magical components is
Ravenloft's dark powers. With each iota of based upon one of the four elements and has a
fiendish energy that it drew from the evil plane of special significance. The key of earth, for exam-
its birth. it increased their interest in it. Finally. as ple. is symbolic of the metal from which Ebon-
the last stroke of this dcadly artifact took the life bane was fashioned, and the key of fire represents
of Kateri Shadowborn, the Mists engulfed the the evil flames that forged its body into ils current
estatc. shape. Ebonbane is unaware that these elemental
When EbOllballc, thrilled with the victory that components even exi sl, let alone that it can be
it had won, tried to leave the grounds. it found destroyed by them. Thus, it is possible that a
that it could not. At every turn, it was confronted group of heroes drawn into the domain by Lady
by an impassable stone wall. II was imprisoned in Shadowborn may one day be able 10 assemble
the Dcmiplane of Dread. these keys and use them against Ebonbane. With
Ebonbane has found its time in Ra vcn loft each fai lure, however, the power of Ebol/bane
uttcrly unbearable. It knows that its powers here becomes stronger and the faith of Lady Shadow-
are a hundred times what they were in the outside born diminishes. lf she is \0 be freed from the
world, but it fee ls that this is no consolation for curse of an eternal battle of wills with Ebonballl!,
sm
/r----------------------------------~~
1362

...
- -- '-

it must happen soon. in ils domain and cause them to attack nearby
Alt hough Ebonbane is as much a thinking characte rs or creatures. Th ese weapons strike
creature as an y of Ravenloft's other lords, it is with a THACO of 10 and inflict their normal dam-
wholly inorganic and, as such, difficult to quan· age with each successful strike. Magical abilities
tify in game terms. The following conventions inherenl in the weapon, such as those of a mrpal
should suffice for encounters with the dreaded blade or a sword oJlife stcaling, function nor-
EOOnbane. mally, while those requiring a trigger by the
wielder, as is the case with the sunray power of a
Ebonbane: AL Chaotic Evil; Str N/A, Dex sun blade, do not work, fhol/bane greally enjoys
NlA, Con N/A, Int 17, Wis 17, Cha 15,AC turning a party's own weapons against its mem-
- 10; MV Q; LevellHD nla; hp nla; THACO bers and will often hold back on more lethal
10;AT I; Ego 17; Dmg IdS; SA See text; attacks in order to satisfy its taste for this vicari-
SD Sec tex t; MR Nil. ous hacking away at victims.
£bonballl! is able to dominate t hose who
Long before its imprisonment in Ravenlofi, wield it in accordance wit h the normal rules for
Ebonbane was both powerful and intelligent. intelligent weapons in the DMG. When it takes
Infused with a cruel and c unning intelligence by control of the perso n wielding it, fbol/balle
its creators, it could communicate telepathically instantly destroys ils holder's spirit. What
or by speech with anyone who held it. If wielded remains of the living body of someone who has
in combat, il acled as a +4 weapon. When not in lost such a duel of wills with fhol/balle is noth-
the hand of a warrior, however, EOOnbane was far ing more than a husk. The body remains alive
from helpless. It could move about via an innale for a few days (a week at most) and then simply
form of levitation and strike on its own. co llapses and dies. While the body lives , it
As is often the case, however, EOOnbane found obeys fbonbane's commands and, in game
Ihat ils t ra nsfo rmation inlO a dark lord g reatl y tenns, aclS much like a zombie.
increased its abiliti es. Like all the lords of Since it is an unna tural creature, Ebollbal/c
Ravenloft's domains, Ebonoone is now an almost survives by drawing otTthe life energies of living
unstoppable force. creatures that enter its domain. Because of this,
The runes on EOOnbone's blade are powerful nonmagical healing does not take place in or
and unholy, SO much so that they act as symbols around Shadowborn Manor. The natural recuper-
of whatever type it wishes. It can invoke each ative powers normally associated with living
manne r of symbol but once pf;r day, however, so creatures are drawn off by this dreadful sword
some measure of protect ion against this attack and serve to satisfy its dark hunger.
fonn can be had by careful record keeping on the
part oflhose exploring ils domain. The Edge
Ebonbane is a +4 weapon able to move about XI' Va lue: 3,200 G P Value: 16.000
and attack at will via its own levitation ability. Howl From the Nonh
Since coming 10 Ravenloft, however, Ebonbane The Edge is the most unusual-looking sword of
has also acquired the powers of a vorpol sword the five Blades oJCorllsk. It is a bastard sword
and aflame /Dlrgue. whose blade is made from grayish steel. Its edge
Although Ebo nballe 's domain (Shadowborn never dulls or nicks. Attempts at sharpening and
Manor and its grounds) is small, its power there is honing its edge are fruitl ess. It is said The Edge is
virtua lly abso lute. For exa mple. the weather so sharp that it spli ls hairs with the slightest
arou nd the mano r is wholly under its control. It touch.
can change a peaceful spring day into a freezing The hilt of the sword is covered in soil suede
ice Slorm. This power exlenrl_~ to the point of con- leather, giving the sword a comforta ble fec I. Jut-
trolling day o r night, the phase of the moon, and ting from the pommel. three blackened dagge rs
similar effects. Thus, fOOnbane could cause Ihe point outward like venomous fangs. These dag-
sun 10 s land hig h in the sky, as if at noon, for gers can be commanded to fly from the pommel
hours on end on ly to have il s uddenly plunge as though they were {",-rlIl'S oJaccul'llC)1 +2. An
beneath the horizon whe n a party of adventu rers attack roll is required, as though firing an arrow.
nears the manor itself. All three daggers can be shOI in one round if the
Another of fbonbane's more dangerous pow- wielder so chooses.
ers is the abi lity to anima te blades. No sword or The daggers slreak to their target . If they hit,
dagger is safe from the evil powers of fOOl/baile, the opponent must roll a successful saving throw
not even holy avengers or ani facts like the sword vs. poison with a - 2 penalty o r die instantly. The
oJKas or the might y Exculibur. At will, fbol/- daggers can be shot off while the fighter strikes
bulle can animate any and all s ....'Ords and daggers wi th the sword ; the command is a single word
,, ~

/r------------------------------------.~
1363
,Sword off..frocti Slaying
r
(The Edge informs its wielder of the command Elkhorn 's
word). After firing, the daggers must be retrieved XP Value: 500 GP Val ue: 2,500
and placed in the pommel. Should the fi ghter lose The Shady Dragon Inn
two of the daggers , the remaining dagger no s
Elkhorn sword + 1 is set with a huge ruby that
longer has the capacity to fly on command. (The glows when he is within 25 feet of gold.
daggers are poisonous only when they are com-
manded to fly from the pommel; o therwise they Elqillar
are daggers +1.) XP Value: 2,000 GPValue: 10,000
This s word was espec ially made for a pure DRAGON Magazine 188
fighte r's ha nds. In this case, paladi ns, rangers, Also know n as t he sword of many faces , this
and all other fighter subclasses a re excluded. In unique blade has been difficult to trace but is at
the g rasp ofa fi g hter, The Edge is a bas tard least 700 winters old. Altho ugh some scholars
sword +J. Should any o ther character class use maintain that it was forged by the elves to spy
this sword, it serves as only a bastard sword +1 upon the activities of young and rising races, it is
with no other benefits. probably the work of a Calishite illusionist named
The Edge gives the figh tcr who possesses it a Akhi r Ahad, who was forced to excel in sorcery
unique ability. Should the character roll a natural by the power of his political e nemies. Legend
18 through 20 on an attack roll , the sword slices repo rts that he constructed the weapon to help
through wha tever was in its way. If the opponent him escape numerous assassins. Eventuall y, the
was parry ing wi th a weapon , The Edge s lices night rogues caught him, but not before he had
through the weapon as though it was lard. (lfthe passed the blade on to his most trusted body-
weapon attacked is magical in nature, the weapon guard, whose name has escaped the record books.
is required to ro ll a successful saving throw vs. The laner used it to such effect that it is impossi-
disintegration wit h a - 3 penalty, otherwise it per- ble to locate it with certainty until some 300 win-
manently loses a plus or a special ability--deter- ters la ter, when it appea red at an auction in
mined randomly by the OM. This drain co ntinues Watcrdeep. A number of murders ensued, and the
wit h each addit ional high-quality hi t until the sword was again lost.
weapon is destroyed.) Its most recent wielder is said to be an assassin
If armor is struck with an 18 to 20 anack roll, who cal ls himself"Thc Rider in Whi te." He is a
the armor must ro ll a s uccess ful item s avi ng well-educated individual with an excellent repu-
throw vs. disin tegration with a - 3 penalty or lose tation, working artfully rathe r than with cruelty.
I point of magical bon us o r special ability- Many of the little governments surroundin g the
de te rmined by the OM o r ra ndom ly. When the Inner Sea have at o ne time or another hired him
annor is no longer magical, it is da maged. penal- to remove undesirables, the victims often (though
izing the AC it gives by one point. When the AC by no means always) being of evil alignment.
of the armo r is reduced to 10, it is completely Elqllillar can change its shape to become any
useless. type o f sword, scimitar, o r dagge r, though it's
The Edge has an al ignment of chaotic neutral, always + I on attack and damage rolls. Such a trans-
possesses an Intelligence of 16 and an Ego of 12 . formation occurs whenever the wielder desires
Tire Edge has the abi lity to find Harmonizer, the anot her weapon to appear, and it takes less than a
fifth Blade of Corllsk. The Edge, whe n held by round to complete. Multicolored runes spelling out
the blade-stops, points toward Harmonizer. This its name appear on the blade regardless of its cur-
works only when the blade is within 1,000 feet of rent shape or any efforts to conceal them.
Harmonizer. Elqllillar's maste r may al te r his o r he r own
sha pe as though wearing a hat of disguise ; this
of Efreeti Slaying requires that the sword be kept on the person.
XPVa lue: 900 GP Value: 4,500 though it needn't actually be held (it can be in its
Creature Catalogue scabbard ). Furthennore, the bearer is protected as
The mighty leader of the Bro therhood of Sun though by a ring of mind shielding, although in
Brothers is rumored to wield a glorious sword of this case Efqllillar must be firmly grasped in the
efreeri slaying that instantly ki lls all efreeti with a hand. Finally, whenever this weapon touches (or
successful strike (and a subsequent failed saving stri kes in combat) a creature in other than its nat-
throw vs. spell on the part of the effeeti ). ural form , £Iqlli/lar returns the target to its true
shape . T here is no savi ng throw agai nst this
effect. Thus a gold dragon, a shape-changed wiz-
ard, a vampire , a polymorphed g ri ffon, or a
do pplegange r might a ll be induced to assume
their nonnal appearances at a touch.

/r------------------------------------,~
1364
Elven attack and damage bonuses are onl y + 1. In the
XP V~lu e: 400 GP Value: 2.000 hand of a true ne utra l characte r, t he sword
The Elves of Alfheim receives special combat modifiers according to
This blade is made from enchanted oakwood the opponent's alignment:
treated with the sap ofa Tree of Life. It is as light
as a short sword but as long as a normal sword (or Attack Damage
a broad sword) and harder and sharper than steel. Opponent's Alignment Bonus Bonus
The damage done by this weapon is ld6+ ] and Lawful neutral, chaotic neutral + 1 +2
it counts as a magic weapon, thou gh not as a Neutral good, neutral evil +2 +,
weapon wit h pl uses. Thus. it can affect lycan-
thropes, gargoyles, and spectres or any other
monSler that can be affected only by magic weap-
Lawful good, chaotic good
Lawful evil, chaotic evil
+3
+3
+6
...
ons, but it does not affect monsters thaI must be Each time an opponent of an elltreme align-
struck with a + 1 weapon or better. ment is struck, the creature must make a saving
throw vs. spell or be disi nteg rated. Against true
Elven II neutral opponents the sword receives o nl y the
XPValue: 400 G P Value: 2,000 bonuses of a long sword +J.
DRAGON QUEST Game
Thi s mag ical blade looks like any other sword Everstriking
until it is used in combat. Then, the blade gleams XPValue: 800 GPVal ue: 1,000
with a magical blue light. and the sword becomes DRAOON Magazine 91
as light and easy to use as a dagger. Anyone who A n everstriking sword always hilS an intended
uses thi s sword in combat adds a + 1 bonus to target unless an impossible blow is attemp ted,
auack and damage rolls. This is a medium weapon like striking at a charactcr who is oul of range.
(Size M; Omg Id8+ 1). This weapon has no attac k or damage bonuses,
b ut a peculiar thing happe ns play when suc h a
Emperor's sword is used in combat.
XPValue: 19,400 CPVal ue: 97,900 If the sword is swung at an opponent and the
Legend... & Lore d ie roll ind icates a miss, the n the wielder o r the
This samurai swo rd is a sword 0/ dan cing , life sword loses a number of hit points equal to the
stealing , and sharpness +5, but it becomes a difference between the failed attack roll and the
cursed berserker sword in the hands of anyo ne number needed to hit the target- and the sword
but a member of the Imperial fami ly. does hit, in effect using the wielder's own energy
to guide the attack home. This energy drain is fell
Enchanted Sword of Sylaire as a sudden, sharp pain coupled with a feeling of
XPValue: 1,200 GP Value: 6.000 exhaustion.
Castle Amber If the sword is used agains t a creature that
The enchanted sword o/Sylaire is a sword +31+5 can only be hi t by magical weapo ns, it drains an
vs. undead. Its purpose is 10 s lay undead and it extra set of hit points fo r every "plus" normally
automati ca ll y kills any undead it hits on an require d to h it s uch a mo nster- double the
unmodified roll of 18 or better. It can a lso detect amount agai nst a creature hit only by + 1 weap-
evil and detect invis ible and gives Ihe user the ons, three times the amount against a creature
abili ty to fly (as the spell) for up to three turns hit only by +2 weapons, and so fort h. Regard-
three times a day. less of the number of hi t points needed to make
a successful attack, this sword always does only
Equalizer of Gran March normal damage fo r whatever type of sword it is,
XP Value: 10,000 GP Value: 50,000 with a d a ma ge bonus for Stren g th a dd ed if
GREYHAWK Adventures app licable.
Also known as the sword a/neutrality. this si l- Any character who uses this sword once in
ver long sword is a too l for the balanc ing powcrs combat is cursed to a lways draw the sword in any
of the universe. Its creator desired that it be used further combat, and will ignore all other weapons
to equal ize (or, more acc uratel y, to terminate) carried in favo r of th is one. This curse can only
the ex tremes of nature, s hifting the universe be removed by a wish or a remove curse spell, and
closer to the true neutral alignment. Onl y a char- the sword must be discarded immediately after
acter of true neut ral alignment can full y use this that.
sword . In th e hands of s uch a cha ra c te r, the
wea pon is treated as a +3 weapon when deter-
min ing what can be hit by it , even though its
,~,

/r------------------------------------.~
1365
r
Evil Wyrmslaye r
XP Value: 1.200 GP Val ue: 6,000
PoLYItEDRO~Newszinc 16
Thi ss"'onl +2. +5 I's. el.jf male dmgOlrs. makes
its wielder immune to the effects of dragons' fea r
aura. II confers a +5 bonus 10 all saving throws
against the breath of evi l dragons.

Evit hyan's Blade


XPValue: 2.200 GPVal ue: 11,000
DRAGON Magazine 188
Evith va n was a high elf hero of old. no less a
skilled wizard than a warrior. It is widely held
that he fashioned this sword hi mself, nearly 1,000
years ago in ancient Myth Dmnnor, then used il
to f ight the drow in t he Underdark. When his
lime came to pass over the sea to Evermeet, he
gave the weapon to his apprentice, Calthalyon. In
turn. the you ng e lf used il to g reat effect and
eventually handed it to another. This changing of
the guard lasted for several hundred winters. until
one elf met a premature fale and the blade was
lost.
II reappeared in Hiltsfar 70 years ago in the
possession of a novice thief, who had somehow
stumbled upon the weapon. He was poisoned in
less than a week: although he survived the sword
was taken and has not been seen in the years Sword in the Stone that was given 10 the Lady of
since. the Lake upon the death of Anhur. King of all the
The long sword has a well-balanced steel blade, Britons. In the unlikely event that this unique arti-
the haft being ofmithral and set with a small emer- fact is ever found in a campaign, it is a + 10 (to
ald. The sword is normally of +3 enchantment. attack and damage), lawful good weapon. A holy
When used against the drow, however, it becomes avenger, Excalibur has allihe other holy avenger
+5. On a nat ural 20, the blade drains 2d4 Constitu- abili ties. It te lepathically bonds with a lawful
tion points in addilion from a dark elf, unless a sav- good paladin (and only a paladin) of at least 7th
ing throw vs. spell is made. The lost points can be level- £xcalibur and the character becoming a
regained at a rate of I poinl per day of complete single being during combat. It will not permit any
rest. Any clfwho loses all Constitution points to the other character, even of lawful good alignment, to
blade will die. The draw are aware of this and fear pick it up-the hilt slips O Ui of the hand as if it
the weapon accordingly; they must make a morale we re greased. If a character of evil aJignmenl so
check whenever they are confronted by Evith)'an s much as touches the scabbard, he o r she must
Blade. save vs. paralyzation, or be frozen to the spot for
2dlO rounds. (A second touch by the same char-
Excalibur acte r results in death, no saving throw allowed.)
XP Val ue: 8,000 GP Value: 80,000 Upon the death of ilS paladin, a geas is placed on
Cyclopedia
D EITIES & D EMIGODS Ihe paladin's companions (or, if the warrior died
King Arthu r wields the sword £:.::calibur, a +5 alone, its next nonevi l discove rer- if not a pal-
lawful good Sll'orJ of shwpness, whose scabbard adi n) to return the sword to the Lady of the Lake.
preve nts him from being cut by any aUack. In this case it will permit itself to be carried, and
Thrusting and slashing attacks against Arthur do even to be used in the defense of its retum, by any
half damage (from the force of the blow). and lawful good c harac ter (but fu nctions as a holy
bludgeoning attacks do full damage. avenger +5). If the party does not have a nother
lawful good character, one will have to be found .
Excalibu r II In that case, unti l such a person is found, £xcal-
XP Val ue: 20,000 GP Va lue: 200,000 ibur will permit itself to be carried, ifnecessary
New Item even wielded as a broad sworJ +3, by any char-
Al so kn own in Old French as £scalibor , and acter of good alignment.
occasiona lly as Cafibar, this is the legendary

Jr--------------------------------------~~
"..
1366
Excalibur III wielded by the great paladin Nord in his single-
XP Value: 8,000 GP Value: 80,000 handed destruction of the Citadel of Conjurers. It
Legends & Lon: is written that he overthrew succubi and glabrezu
Given to Arthur by the Lady in the Lake in return "beyond number" with his sword Fiendbulle, and
for a favor to be named later, Excalibur is the caused Ihe summoned fiend-l ord N'dulu 10 flee
magical sword that gave Arthur the power to unite from this pl ane. Fiendba ll e earned its namc in
the kingdoms of Britain. Its origins are as misty this batt le, but its whe reabouts now are not
as the location of Ava lon, but it is clear that the known. Nord disappeared shortly after the fall of
weapon was forged by some supernatural being the citadel, and "not a stone of his keep remained
in order 10 assist wo rt hy kings in defending when the sun rose that morning" (or SO wrote the
Britain. Excalibllr is a sword ojsharpness +5 that sages).
can only be wielded by a lawful good warrior of With Fiel1dball e in hand, a war rior is rendered
18 Strength or greater. Jfstolen, taken by treach- immune to all enchantment and charm spells cast
ery. or lifted in an evi l cause, Excalibur wi ll by fiends, and gains a +3 bonus on saving throws
break upon contact wilh another weapon. It can vs. other magica l attacks by fien ds (tanar'ri,
only be me nded by ret urni ng all of the pieces to baatezu, and yugo loths). The user become s
the Lady of the Lake, and she will only mend it un usually alert, and can only be surprised on a
for a wort hy king, such as Arthur. I d 12 chance.
As valuable as Excalibllr itself is the sword 's Fiendbane glows with a cold, blue tight (equal
scabbard, which prevents blood from flowing from to a light spell in effect) whe n brought within 60
its "'Carer's wounds. Anyone wearing the scabbard fee t of one of the listed fiends above, and emits
suffers damage only from bludgeoning, magic, fire, no light at any other time. It can cause afiends'
and other forms of nonculling attacks. The scab- amulet to shatter at a touch (amulet must save vs.
bard functions onl y for a lawful good wearer. disintegration). The weapon is a sword with a +3
attack and damage bonus normally. rising to +5
Farrinae when used against fiendkind. Only good-aligned
XPValue: 3,000 G P Va lue: 15,000 fighters may use this -.veapen: it falls immediately
PoLYHEDRON Newszine 16 from the grasp of anyone else who tries to seize
This is II special drago n sl ayer. Farrinae is an it. Naturally, thi s sword has earned the utter
intelligent (Int 15, Ego 10) female sword, chaotic haired of all fiend s and can be identified at a
good by alignment. She is able to communicate glance by any of them. Anyone using this sword
verbally in Common, Dwarf and the languages of ga in s the ins tant and permanent wrath of all
all good dragons. Created to slay evi l dragons, fie nds who see him or her, and they will commu-
she is + 1 vs. all opponents, but +3 vs. evil nicate the sword 's location and ownership to all
dragons. Farrinae docs double damage to green their fellows.
and blue dragons, can detect all dragons in a 150-
foot radius, bestows a +2 bonus to her wielder's Final Word
savi ng throw vs. dragon breath, and gives her XPVal ue: 10.000 G PValue: 50.000
wiel der a +4 Charisma bonus wi th respec t to Unearthed Arcana
dragonkind. Final Word swords are very rare items--<mly nine
of these blades arc known to ex ist. Each is pat-
Fate's Promise terned after the legendary broad sword Fragarach
XP Value: 4,000 G P Value: 20,000 (which means "final word" in the tongue of the
t992 Fantasy Collector Card t34 ancient Oeridians). Each of these weapons is
Shalandain recovered this highly magical and Intel- thought to have a differi ng alignment, but in all
ligent sword from Ihe wreckage ofa ncogi mindspi- ot her respects each is alike . If a creature of an
s
der. The sword, named Fate Promise, grants a al ignment diffe rent from th at o f the sword
magic resistance of 50010 in a 5-foot radius, dispels attempts to wield it in battle, the weapon has no
magic in a 5-foot radius, and grants a bonus of 10 bonuses. In the hands of a creature of like align-
additional points of damage upon chaot ic evil ment, the sword becomes a blade +3 that always
opponents. In addition, Fale s Promise can cast strikes last in any round, but which will strike
strength once a day and heal twice a day. unerringly and do damage to any opponent that
struck at the wielder earlier in the same round,
Ficndba ne regardless of whether the opponent successfully
XP Value: 4,000 G P Value: 20,000 hit the wielder, up to the wielder's available num-
Magazine 91
D RAGON ber of attacks per round. (Of cou rse, since the
Legend s peaks of a great, multicolored blade wea pon is a blade +3, oppone nts immune to
whose origin has been forgotten , but which was weapons ofl ess than +4 value cannot be harmed.)

/r--------------------------------------.~
""
1367
r
Each ofthesc swords has a gem of 10,000 gp
value set in its pommel, and each gcm is different
in type from all the others. Each sv.'Ord also bears
a name ; the nin e appe llati ons are Answerer,
Backllllker, Co nc/llder, Las/quip, Rebuller,
Rep/ier, Re/or/er, Sea/her, and Sf/lle/eher.

fi nder
XPValue: 2,000 G PValue: 10,000
Gatewa), 10 RAVENS BLU FF'"'. ~ Living Cit)'
Finder is the sv.'Qrd used by a 9th-lcvel paladin, a
human male named Tordon Sureblade. who cur-
rently scrves as Lord Chancellor for Ihe City of
Rave ns Bluff. The blade is a long sll'ol"(l +3 wilh
an Inlel1igcncc of 12, and Ego of 4. a lawful good
alignmcnl. It is semi-empalhic. II can delcc l
secret doors within a 5-fool radius.

Fionnghuala's
XPVa lue: 2,700 GPVa lue: 13,500
Monstet" M)'thology
Fionnghuala 's avatar wields a long sword +4 tha t
can heal her once a day.

f ist of Od in
XP Value: 900 G P Value: 4,500
DItAOON Magazine 99
A gia nt slaycr, this sword is + 1 agai nstllll crea- +2, with an additional +2 against all creatures of
tures, +3 against gian ts. chaotic evil alignment. Its blade is treated to be
evcrbright; it cannot mst, tarnish, or be stained or
flamberge harmed by ac id, blood, nam es, or other s ub-
XP Value: 3,600 GI> Value: 18,000 stances.
DUI'I(lEONS & DRAGONS Master ScI Whenever any spell is cast on someone holding
Flambe"'ge. or Floberge (meaning "flame CUller") the drawn blade, there is a 10% chance tha t the
was the sword ofChar1cmagne. In game Icmls, it spell is reflected back on its source. This effect
is Ihe equivalent ofaj1mne lOngue +3. can hap pen regardless of the will of the sword
wielder. All electrical attacks and magic missiles
Flame Blade cast at the sword-wielder are absorbed harmlessly
XPValue: 2,000 GP Value: 9.000 by the sword, and used to recha rge its powers.
PoLVtlEOKON Newsl'.ine 47 In the hands of a chaotic good being, the sword
Thi s sword +1 has a black hilt and a ru by blade blazes constant ly with blue-white flame s while
thaI glow with an inner light akin to filel·jefire. In drawn. The flames give light cqual to aJaeriefire,
battle, the glow calls up flam es that do an addi- but the wielder does not incur the standard com-
tionalld6 points ofdamagc ( ld8to cold-using or bat disadvantages of that spell. The flames cannot
cold-dwelling creatures). The sword also acts as a be quelled except by breaking the blade. They are
ring oj wurm/h. illusory, and cannot heat or ignite anything.
Wheneve r thc flame is drawn by a chaot ic
f lame of the Nort h good being. and any chaotic evil creature comes
XP Value: 1.000 GP Value: 5,000 within 20 feet o f lhe sword, the sword-wielder
~ Ruins ofUndemlOllntain hcars an inner voice, endlessly chanting, "'Strike!
Ifany being of an alignment other tha n chaotic Strike! Stri ke!" This effect occurs rega rdless of
good touches the sword, it seems to spi t blue fire any magical defenses that cloak or confuse the
and the being takes 3d4 points of electrical dam- reading of true ali gnme nt ; the sword infall ibly
age. Arter its init ial contact damage, the sword detects the presence of chaotic evil beings within
docs no morc harm to nonchnotic good beings, its mnge. The sword has no intelligence, ego, or
but in thci r hands it is - 3 on all attack and dam- coercive powers beyond ils verbal imploring.
age rolls.
Fit/me oj/he Nor/h is a steel/It"(/-hllluJed S'f1Ion/

/r----------------------------------,~
"..
1368
Flame Tongue tap into its greater powers. The blade is currently
XP Val ue: 900 GP Value: 4,500 on display in the Capital ofShou Lung. The float-
DvNoEON M"m;RGuide s
ing blade alignment is lawful-good.
This is a sword + I, +2 vs. regenerating creatures,
+ 3 vs. cold-using,jlammable, or avian crealllres, Flying Scimitar ofTusmit
+4 vs. undead. It sheds light when its possessor XP Value: 8,000 GP Value: 40,000
speaks a comma nd word or phrase. When act i- GREVIIAWK Adventures
\'3ted, Flame Tongue S fire illuminates the area as Forged in preparation for a possible war against
brightl y as a torch. The flame from this swo rd Ekbir, this enchanted weapon is used only by the
easi ly ignites oil , burns webs, o r sets fire to Pasha's most trusted war-ministers. When used in
paper, parchment, and d ry wood. Cold-using combat it gains +3 on anack and damage. It can
creatures arc those whose attack mode involves also be thrown (minimum range: 10 feet, maxi-
cold ( ice toads, white dragons, winler wolves, mum: 30 feet) . When thrown, the scimi tar spins
yeti, and the [ike). like a razor-edged prope ller and strikes as a
sword a/sharpness. [t returns to the th rowe r's
Flames on Command hand the nex t round. Anyone else who attempts to
XPValuc: 1,200 GPValue: 6,000 catch the flying sword must make a saving throw
DUNGEONS & DRAGONS Expen Rules Set vs. death magic or lose the member. There is no
This sword blazes with flames when commanded effect on the weapon's flight.
by its user. It remains flaming until commanded
to go out. While flaming, it gives a bonus of +2 Foeba ne
on attack rolls against trolls, pegasi, hippog rifTs, XPValue: 7,000 GPValue: 35,000
and rocs; a +3 bonus agai nst treants and undead The Ruillll of Myth Dranroor
monste rs. Damage from this sword is treated as This is the legendary blade borne by Fflar, Cap-
fire damage (for example, trolls cannot regene r- tain of Myth Drannor. It lies somewhere in the
ate damage inflicted by it). It will cast light and rubble of Myth Drannor's streets, and is active (it
burn as if a torch (when used against a web, for animates and attacks. when touched). One of six
example) blades crafted by the Archmage Demron, th is
blade is somet imes known as Demron bane, _ s
Flaming because a thief used it to kill him.
XP Value: 1,200 GP Value: 6,000 Foebane is a one-handed ha~·tard sword +4. In
Steading of me Hill Giant Chief addition to its base damage of ld8+4 (ldI2+4 vs.
Having a chaotic alignment of either good or neu- L-size or larger creatures), it "burns" the life or
tral, an Intelligence of 10, and an Ego of 12, this unlife energy of certain targets so as to deal an
sword detects gems, including kind and number; additional Id8 points of damage to all undead crea-
communicates by empathy. tures, all beings not native to the Prime Material
Plane, and all creatures of evil alignment. It glows
Flaming n with a flickering blue flame whenever drawn; the
XPValue: 1,000 GPValue: 5,000 light is bright enough to be used to read.
Steading or tile Hill Giant Chief Foebane's +4 bonus a pplies not only to its
This sword is neutral in alignment with either a damage and attack rolls, but also to any saving
good or lawful bent, and Intelligence and Ego of th rows made by anyo ne holding it drawn. It
6; it also has the powers ofajlame longue sword. refl ects back magic cast at it or at its wielder-
each round, roll Id8. If hostile magical item dis-
Floating Bl ade of Shin Lu charges or spell effects are of a level lower than
XP Value: 8,000 GP Value: 40,000 the roll , they a re renected back 100% at the
Kana-Tur source. If higher, they have normal effects. If of
lbe famou sjloating blade a/Shin LII is one of a the same number, both sword-wielder and source
matched pair of swords, forged on the day of the a re affected, for half damage or resu lts ( if the
tWO half-b rothers' (Shin Lu and Sh in Ginsen) nature of the spell makes this impossible, a "wild
birth . The second sword is known as the shim- magic" effect occurs instead).
mering blade a/Shin Ginsen. The weapon is a Faehane and any creatures touchi ng it (up to a
sword +3 in the butterfly-tipped Shou style, and maximum of eight) are affected as if by a feather
has the fo llowing powers: vorpal blade. IlI ck fall spell, and when grasped and ordered, the
blade, casts illusion and chorm 3 times each day. blade can jum p itself and up to three beings
However, in the presence of the matching blade, touching it, twice a day.
the sword becomes a mere magical blade (with Once a day, Foeban e can "dr ink" life force ,
only its bonuses to attack and damage), unable to when g rasped and o rdered. After this power is
,~,

)
1369
",Sword. Focfinder
r
activated, the nex t successful attack made by the Frey's Two-Handed
blade docs do uble normal damage- and these XPValue: 3,000 G PValue: 15,000
doubled h i t points are gained by the bl ade- DEITIES & DEMtGODS Cyclopedia
wielder as healing hit points. The blade-wielder Frey's two· handed sword +4 d~ 2dl0 points of
can't gain extra hit points in Ih is way, and the damage each strike on all creatures but giants; it
blade can 't create zombies, o r drain more h it does 1Od I 0 points to fire giants, and 5d 10 to all
points than a target has (if 0 is reachcd, the targe t other giants.
dies, and is not made undead).
Foebane can be commanded to gua rd when- Frey's Two-Handed U
ever its owner is touching it. If the owner ceases XPVai ue: 3,000 G P Value: 15,000
to tou ch it a fter the order is given, the blade DRAOON Maguil"lC 110
re mains vigilant- and if the next entity to physi. Frey possesses an ice·blue two· handed Sv.-oro +4
cally touch the blade is not the owner, the blade that s trikes for 2d I 0 points of damage (w ith
emits a ve ry loud singin g sound as it animates bonuses for Strength and the magical plus of the
and auacks that entity, levitating about at M V FI weapon added). The sword causes 6d I 0 points o f
24 (A), T HACO 6. Consider the blade to have 77 damage (plus bonuses) against an y true giant
hit points when it is striking by itself. The blade (gianlkin excluded). Against any fire g iant other
attacks the entity until it docs 20 points of dam· than Surtur himself, any successful blow wi th the
age, the entity dies, or its owner reclaims it. This weapon (only if it is being used by Frey) kills out-
powe r was typically used to guard against the right; there is no saving throw. Those not of neu-
theft of the blade from a sleeping owner. tral good alignment are unable 10 grasp the s....,ord,
Lastly, the blade was intended for use by wa r- even if their characters' a lignments are temporar-
riors. If wielded by a figh ter, paladin, or ra nger, ily altered through the use of magic.
all strikes are at I point higher than nonnallevel;
if wielded by any other class of c haracter, they Freya's Frost Brand
strike at - I point. XPValue: 2,000 GPValuc: 10,000
DRACiON Maga7.ine 110
Foefin de r Though she prefers to use magic and her special
XP Value: 500 GP Value: 2.500 abilities, Freya uses alrost brand +3 in haule if
DRAGON Magazine 99 neccssary. The sword cha rms all mo rta ls within
This sword + / has the ability to detect evil con- 20 feet (saving throw al -3 applicable if ha ndled
stantly. by a mortal). Those of chaOlic good alignment are
Forseti's the only ones who can evcn touch this sword.
XP Value: 10,000 GP Val ue: 70,000
Legends & Lore of Friendshi p
When the avatar swings his sword at a being who XPVa)ue: 3,000 GPValuc: 15,000
has spoke n a lie within the last seve n da ys, it Tales of the Lance
never misses. Otherwise, the weapon functions as During the Dwarfgale Wars, Caramon proposed a
a S'of,-ord ofsharpness +5. conteslto bring the two quarreling factions o f hill
dwarves and plainsmen together. Carnmon raiscd
Forester's Friend a tall wooden post in a sea of mud, placing the
See Dyerwaen, above. Axe of Brotherhood and the Sword of Friendship
at the top. Whoever climbed Ihe post could claim
Fragarac h these as prizes. There was a catch, of course. Not
See The Answerer, above. only was the post greased, but Caramon had the
contest rigged so that the dwarves and men had to
Frey's work together to reach the prizes. The Sword of
XP Val ue: 3,000 GPValue: 15,000 Friendship has a +3 bonus on attack and damage
Gods, Demigods. & Heroes rolls.
s
This sword slays fire g iants as fleimdall Sv.-ord
slays frost giants. Against olher giants, it merely Frost Brand
adds +5 to damage. It has no bonus on attack rolls. XPValue: 900 GPValuc: 4,500
DuNGIDN MASTEl!; Guide
Frey's II Thi s is a sword +3frost brand, +6 vs .fire-
XPValue: 1,000 GPValue : 5,000 USing/dwelling creatures. This sword always pro-
Legends & Lore vid es a +3 bonus. T he +6 bo nus takes effect
Any being struck by the avatar's sword must save agains t c realUres that usc fire o r live in fiery
vs. spell or lose all desire to fight. e nvi ronme nts. The weapon does not s hed any
B16
/r------------------------------------,~
1370
Sword. Genies'lJan( "r

light, except when the air temperature is below who must also touch the blade. The teleportation
O(DG) F. It does give special benefits against fire, is to another known location within a sphere. but
for its wielder is protected as if wearing a ring of no t from one s ph cre to ano ther (up to four
fire resistance. The frosI brand sword also has a charges).
50% chance of elltinguishing any fire into which Each charge equals one spell, called forth by
its blade is thrust. This power extends to a 10-foot mental command of the wiclder, who is always
radius- inc ludi ng a W{lll offire but ellcluding aware of what the sword can do, at least in rough
fireball, meteor swarm, or flame strikes. physical terms, and how many charges it has
(magical ability is not required to use the sword's
Galanti gem propenies).
XP Value: 400 G P Value: 2.000 Recharginggemswords is known to involve the
Ad\'Cn!ures in Bl.ACKMOOII. casting of the spell s they hold, but the process
Marcovic, the Duke of Bomo, carries a sword + I (and associated spells) remai n secret. Characters
named Ga/anli, but the weapon lacks special will have to research this their own. The OM may
po...,'ers, also wish to devise other gem cut/spell combina-
tions.
Gemsword
XP Va]ue: 4,000 G P Value: 20,000 Genie Slayer
Los! Ships XP Value: 900 G PValuc: 4,500
These very rare, ancien t swords were devised by DRAGON Magazine 179
the earl iest spacefaring elves. Ovcr the ages, the This sword +2 acts as a +4 weapon when used
secret of mak ing and repai ring them has been against any genic. Funher. it inflicts double dam-
lost. Only the Arcane and certain arch mages age (doubling any damage bonus as welt) when
know how to recharge them. used agai nst one o f the following genie types
Gems words are +4 weapons of electric-blue (roll Id4):
metal (a very fine sort of steel), Slim and bejew-
elled, with ornately twisted and curled hilts, they Roll Genie
are beautiful to behold, prized by all spacefarcrs. I Djinni
Gemswords constantly gather light energy from 2 Dao
nearby sources. and, once a da y (a 144-lurn 3 Efrecti
period of time), can be commanded to make a 4 Marid
power stri kes. A power strike requires an attack
roll. Upon hitting, it deals I hull point of damage The s .....'Ord infl icts double damage against the
to a ship, or 3d4 points of damage to an individ- common and noble versions of the particular
ual. (Ifthe attack roll fails, the blade flashes with genies. Othe'r types of genies (inc luding jann.
light , loosing its stored energy harm lessly.) A gen, and tasked genies) are only altacked with a
being struck by the sword must roll a save vs. +4 bonus to attack and damage rolls.
breath weapon or be confused (as the 4th-level
wizard spell) for 12 rounds. Genies ' Bane
Each such sword has several show gems (gem- XP Value: 600 C P Value: 3,000
stones that are onl y decorative, although they DRAGON Magazine 179
may be very valuable), but it may also have one, These swords grant a + I combat bonus to attack
two, or three power stones. These blue-green and damage rolls. It also grants a + 2 against any
gems are able to hold magical energy within genielike creatu res, including gen, common
them. Identifiable by their cut, they can hold the genies, tasked genies, noble genies. and jann.
following spells:
Ca bot hon: Regenerate when grasped and Genies' Ba ne II
ordered, as the 7th-level priest spell, but affecting XP Value G P Value
on ly one creature touching the blade (up to 7 Dao: 700 3,500
charges). Djinn: 700 3,500
Crown cut: Lightning bo/t from the tip of the Efreet: 700 3.500
blade, as the 3rd-level wizard spell, with a ra nge Marid: 700 3.500
of222 feet and dealing 7d6 points of damage (up D RAGON Magazine 179
to 3 charges); These weapons grant a +2 bonus in combat, but
Squ are cut : Te/eport without errQr when provide an additional + 1 to allack and damage
grasped and ordered, affecting the sv,'Ord wielder rolls against one specific genie type (dao, marid,
and up to two other be ings of med ium size or efreet, or djinn). They may affect both common
less, or one large size being plus the wielder. and and noble versions of these types, but thcy affect
,,~

/r------------------------------------.~
1371
,Sword. Genieblight
r
all other genies, even other genies of the same Githyanki Silver
elemental type, with the weapon's standard attack XPValue GPValue
and damage bonus. Knight: 2,000 10,000
Leader: 12,000 60,000
Genieblight Outer Planes Me Appendix
XP Value: 600 GP Value: 3,000 Githyanki knights of 7th level and above always
Land ofFatc carry a silver sword- a two-handed sword +3
These swords may be of any type. They grant a that, ifused astrally, has a 5% chance per hit of
+ I combat bonus to attack and damage rolls, and cutting an opponent's silver cord, but mind barred
grant a +2 against any of the geniekind, including individuals are immune.
common genies, tas ked genies, noble genies, A supreme leader of a lair will carry a special
jann, and even gens. si!ver swo,.d +5, with all the abilities ofa vorpal
weapon that also affects mind barred individuals.
Geniescourge Githyanki never willingly allow a silver sword
XPValue: 800 GPValue: 4,000 to fall into the hands of a nongithyanki. If a spe-
Land of Fate cial silver sword should fall into someone's
These weapons grant a +2 bonus in combat, but hands, very powerful ra iding parti es will be
provide a +) to attack and damage rolls against formed to recover the sword. Failure to recover
specific geniekind (dao, marid, efreeti or djinni). one of these highly prized weapons surely means
They may affect both common and noble ver- instant death to all the githyanki involved at the
sions, but affect all other genies, and even other hands of their merciless lich-queen.
genies of the same elemental type, as simply +2.
Glorius
Giant Slayer XP Value: 5,000 GPValue: 25,000
XP Value: 900 GP Value: 4,500 DUNGEONS & D RAGONS Master Set
DUNGEONMASTER Guide GJorius, the sword used by the hero Oliver, broke
This provides a +) bonus vs. any giant, giant kin, nine swords made by the famed smiths Ansias,
etlin, ogre mage, or titan. Against any of the true Galas, and Munifican. It is a sword of sharpness
giants (hill, stone, fros t, fire, cloud, storm) the +4. Every time the user strikes an opponent,
S\\-urd causes double damage (2d 12+3). rolling exactly what is needed to strike, the user's
In Kars-Tur: This sword affects all new giants weapon must roll a saving throw vs. crushing
introduced in this set and in the AL-QAOIM - blow or be snapped. (Magical weapons gain a
MONSTROUS COMPENDlUM* Appendix, gaining an savi ng throw bonus equa l to the ir magical
additional +2 attack bonus against them. enchantment.)

of Giant Slaying Goblinvolent


XP Value: 900 GP Value: 4,500 XPValue: 400 GPValue: 2,000
Steading of me Hill Giant Chief The Knight of Newts
This ne utral good sword is unique, with Intelli- The bonuses of this magical sword apply to both
gence of 14 and an Ego of8 . The sword speaks attack and damage rolls. The sword causes Id8+1
Hill, Stone, and Frost Giant in addition to Com- points of damage to all targets, except for gob-
mon. It detects enemies, but the sword has no other lins, in which case damage is Jd8+2 points.
powers. It has a +2 damage bonus, +4 vs. giants.
of the Golden Gulf
of the Giants XP Value: )00 GP Value: 1,500
XPValue: 10,000 GPValue: 50,000 Landof Fate
L<:g"",lI; & Lor" This magical cutlass is a favorite weapon of cor-
When Beowulf followed Grendel's mother into sairs and other sea travelers. In addition to pro-
her watery lair, he found his own sword wo uld viding a combat bonus, the sword al lows the
not injure her. Fortunately, the glowing sword of wielder to surv ive underwater as if under the
the giants happened 10 be hanging on Ihe wall effects of a water breathing spell as long as the
where he could seize it. This sword accomplished cutlass is in hand.
what his own could not, and he slew the fierce
ogress. It is not known what laler became of the Golembane
sword. The sword of the giants is a vorpoJ sword XP Value: 4()() GP Value: 2,000
+ 5 that glows with a constant golden light. In Mordenkainen's Fantastic Adventure
addition, it acts as a ring offree action and allows Against a golem, this weapon gains a +3 auack
its possessor to breathe water. bonus and inflicts 3dlO points of damage per
559t
~r------------------------------------,~
1372
Sword Guardian Blader

strike, plus any other bonuses applicable. It is 4- 11 and 12- 33 points of damage to a small or
otherwise a normal long sword + I. human size target.
A druid picking up Greenswathe instantly has
Gram the feeling that this weapon has fu rther latent
XP Value: 1,500 G PValue: 7,000 powers that are currently unknown.
DUNGEONS & DRAGONS Master Set
Gram (German for grief) was anothe r famous Gregory's Holy Avenger
sword of Siegfried. This weapon is the equivalent XP Value: 4,000 GP Value: 20,000
to a sword of nine lives stealing +3. 1993 Collector Card 35 7
The holy avenger long sword +5 in Gregory's
Grankhul's possession is known as Thrivaenstel, which
XP Value: 2,000 GP Value: 10,000 means Truth's Right Arm in an ancient tongue. As
Monster Mythology with all holy avengers, in a paladin's hands Thri-
Grankhul 's avatar wields a long sword +3 that vaenstel generates 50% magic resistance in a 5-
strikes its victim dumb for Id4+2 rounds unless a foot radius, dispels magic within the same radius
saving throw vs. spell is made. at a level equal to the paladin's, and allows the
paladin to inflict 10 extra points of damage per
Graz'zt's successful strike against chaotic evil opponents.
XPValue: 3,500 GPValue: 17,500 Tn any other person's hands, ThrivaenSfel merely
MonSler Manual II functions as a long sword +2.
Graz'zt no rmally employs a huge, wavy-bladed
sword (equal to a bastard sword) that drips acid G rinthane
on command. The acid inflicts an addit ional XPValue: 3,600 GPValue: 18,000
Id4+4 points of damage. Those who own nonliv- PoLYHEDRON Newn ine 76
ing materials must make a saving throw vs. acid This is a sword +5 defender, with a finely carved
if Graz'zt strikes with a natural 20 on his attack jade pommel. The elvish runes along the blade
roiL say, Go for the Green Heart, hinting at its special
purpose to slay green dragons. In the hands of an
Greenswathe elf, the blade is +5 on attack rolls and confers a
XP Value: 4,000 GP Value: 20,000 +5 bonus to Armor Class. It grants its wielder a
Howl From the North + 5 saving th row bonus against green dragon
Greens'>l"Othe is a strange-looking weapon, arcane breath. Its other abilities are: detect green dragons
and almost alien. It appears to be made of gold, in a I-mile radius, detect prec ious metals in a
but it is as hard as adamanti te. Peculiar 120-foot radius and detect gems in a 120-foot
arabesques and signs are etched into the blade radius. It speaks Elf, Common , and Green
and decorate the handle. It has a single emerald Dragon.
set into the pommel. In the hands of all other creatures, it functions
Greenswathe is a neutrally aligned weapon as a normal sword. Grinthane enjoys verbatly
designed for a druid. In the hands of anyone else, abusing its victims, especially if those victims are
it is simply a scimitar + 1. In the hands of a druid, green dragons. Immediately on sighting a green
it is a +3 weapon that also confers bonuses of - I dragon, the sword begins yelling insults in Green
10 Ihe character's AC and + I to all saving throws. Dragon.
A druid who possesses Greenswathe is allowed to
cast one additional spell per day in each level he Guardian Blade
is capable of casting, with the proviso that the XP Value: 1,600 GP Value: 8,000
extra spell comes from the plant or animal sphere. The Assassin's Knot
Greenswathe has no special purpose , but it The chief fu nction of a guardian blade is to lie
does have a special attack form usable once a with a sleeping character and warn of approach-
day- the armor- piercing strike. On command, ing danger. It can detect enemies like a wand of
Green swathe simply sweeps in an arc through enemy detection within a 20-foot sphere. Upon
armor as if it did nOI exist. A target is treated as detecting an enemy, the guardian flashes a single
having no armor, though any magical bonuses are burst of light, telepathically alerts its owner, and
still counted. For example, striking at a target in goes out. This power can be used once a day, and
plate mail +3 that would normally have an AC of operates continuously fo r a period of up to six
0, Greenswathe attacks as if striking at a target hours. It may be used while the character is
with AC 7 (AC 10, - 3 for the magical bonus). In awake and moving, but once used, it cannot func-
addition, if the strike is successful, Greenswathe tion again for 24 hours.
inflicts Id3 times the usual damage- between

/r------------------------------------,~
""
1373

.
,Swocd. Ha.chiman's
(

Hachiman's almost as if in eager anticipation of slaying one of


XPValue: 10,000 G PValue: 50,000 the creatures. Against orckind in battle, the blade
Legends & Lore confers a +4 combat bonus, and any successful
Hachiman's avatar wields a sword of sharpness hi ts ca use double damage to orcs and orogs.
+5. Harpo uses the weapon to kill the 1,00 I orcs nec-
essary to re turn home an d reconcile with his
Hades's father. Against all others, Orcslayer functions as
XP Value: 5,000 GP Value: 25,000 a magical s",'Ord +1.
Legends & Lore
Opponents of 1·lades's avatar must save vs. death Hawksblade
magic or die when they are struck by his swurd. XP Value: 8,000 GP Value: 40,000
1992 Fantasy Collector Card 23
Harmonizer This senti ent weapon, wielded by Audrianna
XP Value: 3,000 GPValue: 15,000 Adayr, is aflaming long sword of dancing +4. It
Howl From the North can ignite on command, the flame s causing an
Harmonizer is a sword espec ially made fo r additional ld6 points of damage to cold-based or
thieves. Ac ross its shiny sur face are etched undead creatures. In addition, it will perform
images of a wizard performing a ritual over five exactl y as a sword of dancing, going from a +1
swords can be clearly seen. The wizard is wcaring weapon to a +4 weapon over four rounds, and
a white robe, and behind the wizard, a swirling attacki ng o n its own every other four round
mass of wind and earth coils eerily. period. Hawksblade can also delect evil in a 10-
In the hands of a thief, the sword is a neutrally foot radi us, cast cure light M-'Ounds three times a
aligned defemler {\I'o-handed sword +5, but in day, and cast cure critical wounds once a day.
any other hands, the sword is me rely a two-
handed sword + /. Its size and composition make Heart of Stone
the weapon look heavy and bulky, but it weighs XP Value: 5,000 GP Value: 25,000
the same as a standard dagger, making it a perfect DRMlO~ Magazine: 188
weapon for weaker thief characters. Also known as Corgon's Breath, lhis short sword
When this sword is first re tTleved, it scans the has an intricate silver blade with runes that spell
immediate area, determin ing who is a foc ~lIld Heart on one face and Stone on the other. 130th
who is a fr iend of the thief who possesses the the scabbard and the rather spanan pommel are
wea pon. O nce this has bee n determined, the made of black adamantitc.
sword waits unti l the frie nds are alone. At this This is a sword +3, though it cannot damage
moment, Harmonizer brin gs in to being exact creatures from the Elemen tal Plane of Eart h.
replicas of the characters. The newly arri ved Such elementals do not nonnal1y hann the bearer,
clones begin fighting the characters with the pre- however, unless provoked. On a natural 20, the
cision and skill of the chamcters. They also pos- target must save vs. petrification or be turned to
sess identical weapo ns and magical items. stone; the bearer saves vs. petrification at + 1. The
Harmonizer does this in order to detennine the wielder may cast the following spells once a day:
wurth of its new wielder. meld into stone (doublc weight capacity), pass-
When battling another thief, a thief PC realizes wall , and SlOne tell. In addi tio n, any of these
one more bad side effect of the sword. It gives the spe ll s may be cast once eac h a week: contact
PC the same thieving and figh ting abilities as the other plane (Elemental Plane of Earth only),
opponent in order to even the battle. If the oppos- slOne /0 flesh, and slOneskin. All spells are cast at
ing thief is lesser in level, Harmonizer increases the 12th level.
the opposing thief's ability to match that of the
PC. If the thief puts the sword down to battle at Heartseeker
an advantage, the tactic works, but the thief and XPValue: 4,400 G P Value: 22,000
his companions must again fight their du plicates DRMlON Magazine 99
when the thief picks up the sword again. fleartseeker is a sword of dancing.

Harpo's Orcslayer Heimdall 's


XPValue: 900 G P Value: 4,500 XPValue: 3,000 GPValue: 15,000
1992 Fantasy Collector Card 77 Legends & Lore
This magical blade belongs to Barpo Bogglinn. Hcimdall's avatar carries a yorpal sword +3/+5
He loves thi s sword, the chi e f weapon in his YS. frost giants.
unceasing war against orcs. When within 50 feet
of an orc or orog, the sword begins to quiver,

/r------------------------------------,~
1374
, S"'OTd, Hombladc,

Hel's weeks. Against an assassin, it does extra dam-


XP Value: 2,000 G P Value: 10,000 age-the assassin's level x 2 points of damage.
Legends & Lore When this weapon is a dagger of venom , it
Any being hit by the avatar's sword must save vs. poisons any victim on a natural roll of 20. Even if
death magic or contract a disease that causes 5 the saving throw vs. poison (at a -I penalty) is
points of damage each round until cured. successful, the victim is in such pain that all sub-
sequent attacks are made at a -4 penalty for the
" 0 Masubi's next ful1lurn. A paladin's normal saving throw
XP Value: 4,000 G P Value: 20,000 bonus becomes a -4 penalty against the venom of
Legends & Lore this weapon. The venom never needs to be
The avatar's sword is made of fire and does 10 rcnewed. The blade can detect good, cast protec-
extra points of fire damage when it hilS (but gets lion from good once a day, and summon a dao or
no Strength bonus). Struck target's armor must efrcet for one turn every two weeks. The user of
save VS, magical fire or be destroyed. the blade must concentrate upon controlling the
summoned monster, lest it turn upon him or her.
Hofud The nature of the blade varies in an unpre-
XP Value: 10,000 G P Value: 50,000 dictable fashion , but it never spends more than
Gods, Demigods, & Heroes three weeks in one form. It has an Intelligence of
This sword combines two abilities when wielded 17 and an Ego of 19. It attempts to slay all who
by the avatar of the bright god Heimdall. are not assassins or paladins.
• It slays frost giants with but a single hit.
• [t has vorpal blade ability with the absence of of Honor
the anlimagic circle. XPVa lue: 1,200 G PValue: 12,000
War Captain 's Companion
Holy This is an extremely rare short sword awarded
XP Valu e: 5,000 GP Va lue: 25,000 only to the bravest of commanders in the Wa navy
Greyhawk and army. It grants the bearer a +4 to all saves
As a holy sword +5, this weapon will display its against mind-altering and mind-controlling spells
true .....l)rth only in the hands of a paladin. Wielded and influences both magical and natural. For
by a paladin, it negates all spells (including example, the bearer gains the bonus to saves with
wands and staves) in a radius of 10 feet , thus respect to the confusion attack of an umber hulk,
making the paladin virtually magic-proof. ,he mind altering effects of alcohol, the effects of
a hypnosis spell , and so on. It does not affect
Holy Avenger psionic attacks, though it is itsel r immune to
XP Va lue: 4,000 GP Va lue: 20,000 psionic effects. The wakjzashi of honor has a
DUNGEON MJl.SfER Guide 12,000 gp value on the open market. In Wa, the
In the hands of any character other than a paladin, sale of these weapons is illegal, and punishable
this holy sword will perform only as a sword +2. by death. All swords of hOllor have names.
In the hands of a paladin, however, it creates a
magic resistance of 50% in a 5-foot radius, d is- Hornblade
pels magic in a 5-foot radius at the level of magic XPVa lue 1,000 G PValue: 5,000

°
use equal to the experience level of the paladin,
and inflicts + I points of bonus damage upon
chaotic evil opponents.
DUNGEON MASTER Guide
This is a magical weapon with a sicklelike
bla de resembling some sort of animal horn.
Horllbiades range in size from that of a knife to
Holy Revenger somewhat less than the length of a short sword.
XPValue: 3,500 G PValue: 15,000 Even a close inspection is 90% unlikely to
IMAG!NE Magazine 14 reveal it as anything other than a piece of horn,
This sword was made for a halfling assassin who ~ to I ~ feet in length, set in some sort of han-
disguised himself as a paladin for so long, he d le or grip. Ifmagic is detected, a hornblode
came to believe it. The blade altcrnates between radiates faintly of enchantment magic. How-
being a holy avenger and a dagger of venom. In ever, if the propcr pressure is applied in the cor-
either guise, it causes I d4+ I points or damage. rect spot, a curved blade of great strength and
As a holy avellger, it does +5 damage in the sharpness springs out.
hands of a paladin, has all the other holy avellger The small versions (knife and dagger size) are
abilities, and can detect invisi ble objects, cast a usually enchanted to + I or +2, and the largest
protection from evil once a day, detect traps, and version (scimitar size) commonly has a bonus of
summon a ki-rin for one turn once every two +2 or +3. Smaller hornblades can be thrown, and
~"
/r------------------------------------.~
1375
,Sword of Horus
F

the bonus applies to both attack and damage rolls. I1bratha, Mistress of Battle
Any character class permitted to use sickle XP Valuc: 1,500 GPValue: 7,500
weapons can use a hornblade. The possessor can DRAGON Magazine 74
usc it with proficiency, providing he or she has Ilbratha is a bronze sword with a row of six
proficiency with the appropriately sized weapon matched bloodstones SC I into the fuller orthe
(knife, dagger, or scimitar). blade along one side only. Each bloodstone is
worth 70 gold pieces; as an undamaged set of
of Horus stones, they m ight bring 500 to 600 gp if sold
XP Value: 18,600 G P Value: 93,000 shrewdly. IIbratha does not glow and bears no
legends & Lore inscriptions. It is + 1 on attack and damage rolls,
Horus's avatar wields a sword of Horus in com- and, when grasped by a fighter of any alignment,
bat. This magical weapon acts as a sword +5. its powers are conununicated telepathically to the
holy avenger, but also has the special abilities of holder. This is a feature of its magical manufac-
a luck blade, defender, and vorpal sword. ture--it is not sentient.
IIbratha gains its name from its powers, which
Ice Claw are very useful in combat. When held (bare flesh
XP Value: 2,600 G P Value: 13,000 on the handgrip) and mentally ordered, IIbratha
DR AGON Magazine 188 can jump (as the spe ll ; one leap only) with its
This sword was forged by the dwarves of Citadel bearer three times a day, blink itself and its bearer
Adbar centuries ago to stem the onslaught of once a day, and create a mirror image of itself and
dragons in the Ice Mounta ins. Their high king its bearer once a day. It also rings like struck
maintained the weapon in his personal armory chimes or tubular bclls when it touches magic;
and bestowed it on a select group of champions this includes spell effects from devices and physi-
for specific quests ; it had no exclusive wielder cal contact with enchanted items, but not physical
and was only seldom used. Dwarven tradition elTects (such as a stinking cloud or gust of wind)
holds that Ice Claw has slain at least one dragon caused by spell casting. This power is a warning
and three fiends during its colorful history, as only, and is in not a protection against magic.
well as many lesser foes. Ilbratha was created by unknown hands at the
One hero failed in his appointed task and lost behest of Azoun 1, long-dead king of Connyr. He
Ice Claw to treachery; he shaved his beard in bore it once into battle, at Ithmong in his war
shame, then left in exile to recover the blade. He with Tethyr, and then lost it in a storm that
died without success I 16 winters ago. wrecked his ship on the rocks of The Neck. The
The sword remained lost for the better part of sword was found by the rishers ofTeziir and sold
four decades before it eventually found its way to a rich merchant, Sevan of Amnwater. He took
into the hands of one Captain Farzahd of an it west on a caravan along the Trader's Road and
obscure mercenary company. When he later tried the river Chionthar to Scomubel, where he sold it
to force himself on an e lf maiden named to Phelas Urm, a merchant of Thentia. Phelas
Ulshanya, she slew him with sorcery and took the brought it overland through Connyr, where it was
sword for herself. She is still an active adventurer recognized in Arabel. Agents of King Azoun I
and travels across the Realms with the weapon. attempted to recover it, and slew Phelas, but in
Ice Claw is a unique short sword with a pol- the confusion the blade was either lost or stolen
ished off-white blade that is cool to the touch. by one of the agents.
The pommel is silver, twined with black adaman- Alilrace of it was lost until , 200 winters later,
tite thread and set with a large diamo nd (worth the sage Thallastam of Procampur was offered
5,000 gp). It is oflawful neutral alignment (Intel- the bladc for 1,500 gold pieces by a peddler from
ligence 17, Ego 20), communicates by speech (in a nearby town who seemed ignorant of its true
Common or Dwarf) or telepathy, and can read nature. Thatlastam brought the blade to Elminster
mundane and magical writing when touched to in Shadowdale, the only loremaster with an inter-
the script. est in swords whom he trusted.
This sword acts as afrost brand +3 with a spe- Elminster identified the blade from the writ-
cial purpose to defeat dragons of any alignment. ings of Azoun I (the old king's great-grandson
The wielder gains a +2 to all saving th rows and had just come to the throne), and Thallastam bore
takes - I point per die of damage sustained in it back toward Procampur by way ofTilver's Gap
combat against dragons (to a minimum of I point and Essembra. But he was never seen again, and
per die). Ice Claw's bearer is also immune to the did not reach Procampur. His ruined diary, staff,
aura offear surrounding some dragons. and a skeleton wcre fou nd some years later when
the Pool ofYeven in Battledale was dragged, but
the sword was never found. Elminster belicves it
~"
1376
...

is in the hands of brigands, or perhaps mercenar- sword 0/ Intercession, but it functions then as a
ies, who have not drawn the blade since, at least normal , nonmagical weapon. A character of the
not in battle near the Dales. same alignment as the sword may wield it as a +2
weapon. A character who worships the sword 's
llncval's Broad Sword patron deity may wield it as a sword +4, and in
XP Value: 2,200 GP Value: 11 ,000 addition gains a 5% magic resistance and a +2
Monster Mythology bonus on all saving throws so long as the sword is
His dreadful broad sword +3 c auses bleeding held or carried. Such a character is also able to
l'.'Ounds (lose Id4 points per round until a cure seri- commune wi th his or her deity once a week, ask-
QUS wounds or a higher-level healing spell is cast). ing one yes or no question at that time. The sword
does not work for those who have only converted
I1yana to their new alignment or religion within the last
XP Value: 3,500 GP Val ue: 17,500 year.
Dark of the Moon
Gregor is a barrel-chested man with powerful Ironfang
limbs and an arrogant, commanding manner. He XP Value: 6,000 GP Value: )0,000
has a thick beard and a heavy brow, and his eyes Children of the Night
burn like coals when he is angr y. Gregor is a Jacqueline's favored weapon is lroll/ang, her vor-
shape-changing werewolf, or loup du nair, and is pal sword. lron/ang was fashioned ages past from
lord of the domain o f Vorostokov. As a human, meteoric iron by the drow of Arak, from whom
Gregor wields a bastard sword +3 named Ilyana she stole it long ago. She is able to use this
(rcaver) two-handed. lIyana has the power to heal weapon even when ....'Caring the head of a wizard
its wielder once a day. or other character class which might normally he
unable to employ such a sword. This weapon
Indra 's Flaming functions in all ways as described in the DMG.
XP Value: 8,000 G P Value: 40,000 Jacqueline has made it a practice to "harvest"
Legends & Lore new heads only with this blade.
Indra's avatar carries aJlaming sword +5 that is can
be used to ignite objects just as Flame Tonglle can. Jaysen 's Magebanc
XP Value: 500 GP Value: 2,500
of Insanity 1992 Fantasy Collector Card 79
XP Value: 700 GPYalue: 3,500 s
Jaysell Magebane is a magical long sword that
DRAGON Magazine 91 provides a + 1 bonus in combat, and (despite its
These swords function as + 1 weapons, they are name) a + 2 bonus vs. all users of magic. How-
never Intelligent. On any modified attack roll of ever, the sword also acts as a magicallighlning
20 or better, the sword generates an energy field rod, and all area-of-elTect spells that encompass
around the blade that causes any nonpsionic crea- Jaysen concentrate on him. Savi ng throws suc-
ture struck to suffer an effect similar to that cessfully made by all other individuals reduce the
caused by a psionic blast attack, producing tem- damage to one quarter, while failure results in
porary confusion or insanity. Nonpsionic beings half damage. laysen must successfully save to
struck are affected as recorded in The Complele take full damage-a failed save means laysen
Psionics Handbook, the being's combined Wis- suffered + 150% damage.
dom and Intelligence scores determining the
weapon's effects. Note that insane beings, those Joyeuse
with more than 6 Hit Di ce, and those who are XP Va lue: 1,200 GP Value: 6,000
immune to psionic attacks cannot he affected. D UNGEONS & Master Set
D RAGONS
Ira psionic character is struck with Ihis sword Joyeuse ( French for joyous) is the great sword
an d a score of 20 or greater is achieved on the that Charlemagne wielded. It took the smith Gal-
aaack roll, the being suffers a pSionic blast attack las three years to forge this powerful weapon. It is
of 100 PSPs. The sword cannot be psionically a bastard sword +4 with the ability to cast a per-
attacked in retum. manent version of Cllrse (the reverse of bless).
When an opponent is struek by this sword, a suc-
of Intercession cessful saving throw vs. spell (at - 4) must be
XPValue: 1,000 G PValue: 5,000 made or the victim suffers a permanent - I to all
DRAGON Magazine 91 attack rolls and saving throws. To remove a single
This magical weapon is a holy (or unholy) sword - I penalty, the wielder must be subjected to a
that always has an alignment and a patron deity. A remove curse spe lL A remove curse is required
character of any different alignment may wield a for each - I curse inflicted by this sword.

/r------------------------------------~~
''''
1377
,SWOrd. Justicer

Justicer wielded unde r the light of a gibbous or larger size


XP Value: 800 G P Value: 4,000 moon, it drains I energy level from any victim it
Adveotures io Blackmoor successfully hits. Each time that the sword drains
Owned by the baron of Bramwald, Bram Tagus, an energy level, Karali's life force is also altered
Justicer is a sword +2 wi t h no extraordinary slightly, taking him ever closer to the final, true
powers. form of a darkling.

Kabal ofKas
XP Value: 5,000 G P Value: 25,000 XP Value: 13,000 GP Value: 65,000
Fate of [sluS Eldritch Wizardry
Cymbelline's long sword is highly magical, a Another item connected with the legend of the
flame tongue +3 whose light is blinding white. lich Vecna is the sword of Kos, his onetime body-
The sword's name, Kabal , is a word from an guard . This sword is said to have a thi n, gray
archaic (and mostly forgotten) dialect of the Bak- blade of some metallic substance. Its powers are
lunish tongue. The word means fate, but with a only dimly hinted at by legend, but Kas was said
special twist: when someone "meets his or her to be the mightiest swordsman of his age.
fate" in a contest of anns, that is kabal. Kabal is a The sword has +3 bonus, +5 vs. undead and
unique weapon, created by Fate herself-sentient, fiends, and an Intelligence of 18 and Ego of 18. It
strictly neutral in alignment, with an Intelligence is an evil weapon, and if possible, it will control
of 20 and an Ego of 30. a ny fighter who picks it up and turn him evil.
The sword has the following powers: read lan- Additionally, it has the following abilities/penal-
guages, read magic, know alignment (once a ties:
day), energy drain (three times a day) , dete ct Water breathing
magic (once a turn), detect invisibility (once a User may become ethereal twice a day.
tum), charm person (three limes a day), telepathy Cause serious wound of double effect twice a
(once per turn), suggestion (twice a day), and day.
slow (twice a day with a - 3 penalty to saving As long as the user carries the artifact, the
throws). All these powers are similar to spells of character acts as a magic drainer. No magic
the same name, and operate ~I the 19l" level. di rected fit the ll~er ha~ any effect, and the user
Kabal has a special purpose- to aid Istus in can use no magic. Any magic that touches any
her test of the c haracter classes. The weapon part of the user's body permanently loses its
communicates telepathically. It will let no one but magical ability.
its current owner touch the sword. If a wizard User may restore one lost level (as a restora-
casts delect magic on the weapon , the caster tion spell) once per week (perhaps one drained
receives a fleeting imp ression of frightening from a nearby friendly PC).
power; then the connection is broken. If anyone
else touches the hilt of the sword while its current ofKas U
owner is alive, the weapon delivers 3dl2 points of XPValue: - GPVaiue: -
electrical damage. Book of Artifacts
While this sword has a 6-foot blade and a 2-foot
Kaldair SWiftfoot's hilt, it can be easily wielded in both hands by any
XPValue: 5,000 GP Value: 25,000 warrior. The blade is rippled, with a vein of gold
Monster Mythology running down the center. The hilt is wrapped in
Kaldair carries a dancing short sword that para- red leather flecked with gold. The narrow quil-
lyzes even creatures no rmall y immune to para- Ions are of unicorn horn and capped with small,
lyzation (a nonnal save at -4 negates). black pearls; the basket surrounding the hilt is
fonned in the image of a leering, bearded face.
Kali's The history of Kas the Bloody Handed is irrev-
XP Value: 10,000 GP Value: 50,000 ocably linked to Lord Vecna, for his sword was
Legends & Lore created by Vecna's own ski lls. Kas was Vecna's
s
Anyone hit by Kali s word mus t also save vs. lieutenant, warlord, and assassin, and the sword
death magic or be killed. was his symbol of authority.
The sword is as evil as its maker, and it whis-
Karali 's Silver pered dreams of treachery to Kas un til finally,
XPValue: 3,000 G PValue: 15,000 blade in hand, he confronted his dread master.
1992 Fantasy Collector Card 242 The battle between the two of them was titanic,
Karali's magical short sword is a typical magical and both are said to have died in the end. All that
weapon +3 in most respects. However, when it is remained behind were the sword of Kas and the
~"
~~------------------------------------~~
1378
Sword, Kun.. The Daroom r

hand and eye ofVecna. time the blade is thrust into a fire source, there is
Although Ihe sword is Ihoroughl y evil, PCs a 500;" chance of extinguishing it. Kirren's blade
may be allowed to use ii , but only for a short can also cast ice storm as an 8th-level wizard
period of time. Any appea ra nce of the sword of once a week. When used against all other crea-
Kas should be matched by the introduction of the tures, frostbrand is a +3 magical weapon.
hand and eye ofVecna as well, since the sword
exists to deslroy Vecna. Use of the artifact should Kullervo's
be built around that story. XPValue: 7,000 GPValuc: 35,000
The sword may be discovered by the adventur- Gods, Demigods, & Heroes
ers as a prelude to a campaign involving the hand Kuflervo :r sword provides a +3 on attacks and
and eye , as the owner of the sword becomes whe n it strikes it slays any figh ter (save vs. spell
obsessed with fin din g Vecna's artifacts. Thi s applicable) . The s word commun icates with
leads the party into the OM's planned adve nture Kullervo by talking.
for the hand and eye.
The sword is a lso the bane o f t he Cult of
Vecna, since the death ofVecna's followers indi-
rectly fulfill s the sword's goals. Thus, the sword
could lead the characters into a connict with the
cult ofVecna (which in tum leads to the hand and
",).
The sword ofKas is intelligent (Int 19, Ego 20)
and communicates telepathically, revea ling only
two random powers when first touched.
Co nst a nt Powers: T he sword acts as a
defender +6 (double damage to planar beings),
grants foresight, and defiles holy water within 30
''.Invoked Powers: Upon command, the sword
can shield (3/day) or bestow f ire giant Strength
(+4 to hi!, + 10 damage, I tum duration, 3/day).
Random Powers: The sword gran ts three abil-
ities from Table 1- 14: Immunity and two abili-
ties from Table 1- 15: Major Powers.
C urses: First, the sword innicts 2d20 damage
the first time it's louched. Second, all powers fail
when ii 's brought within 60 feel of Vecna or his
artifaclS-a faci of which the sword is not aware.
Third, the wielder risks artifact domination; the
sword 's goal is to destroy Vecna and his artifacts.
Finally. it must be quenched in blood once a day
and tries to force its owner to do so. If successful . Kura, The Darkness
the characte r is compelled to kill (even anot her XP Value! 5,000 GP Value: 35,000
member of the party). POLYHEI)RQN Newszine 82
Suggested Means of Destruction : This un ique onyx shard can be worn around the
The death ofVecna, now a demigod. neck o n a chain or at the belt as a netsuke. II is
The sword is hammered into a plowshare wi th smooth and curves slightly, looking almost like a
the cudgel oj St. Cuthbert. miniature katana. If none of the shard's special
All memory of Kas must be wiped from Oerth. powers are being used, the onyx radiates an aura
of abjuration mag ic. The magic de tected is the
Kirren 's Frostbrand spell that locks Kura, an intelligent being from
XP Value: 2,000 GP Value: 10,000 the Negative Material Plane, into the stone. Kura
1992 Fantasy Collector Card 244 was tricked into the stone centuries ago by a
Kirren found Ihis magical sword wedged in the ninjalwu j en. Kura has two goals- to free itself
skeleton of a red dragon. It provides a +6 bonus and to assist anyone who makes use of the power
to attack rolls against fi re-using or dwelling crea- of darkness.
tures while prov iding protection to the wie lder as Kura has an affinity with ninja and will badger
a ring offire resistance . The blade does not glow any wearer into becoming a ninja. The stone will
unless the te mperature is below 0(00) F. A ny- not willingly serve nonrogues. Kura is by nature

/r----------------------------------~~
""
1379
"".S.'O.~. .K.",."."og
. .i."O.T.,."ru
. gi
.........................................................."

temperamental and devious. Over the centuries It speaks eight languages, it is lawful neutral in
that Ku ra has spent trapped in the shard (most of alignment, and it desires to return to its master, T.
the time serving ninja) the creature has developed Deeous, as soon as possible. T hi s sword was
a strong distrust of humans. taken by a roc, held by a jub-jub bird for a time,
Kura is chaotic neutral and is treated as a ~"eapon and then stolen by a bandersnatch. Ifit can gain
with an Intelligence of 14, an Ego of 10, and a per- control of its current owner, it will do so, then
sonality of24. Kura speaks to its wielder by telepa- begin shouting "Snickersnack! Snickersnack! I'll
thy and has the following abilities, functioning as if cut your heads ofT if you don't take me back!" If
cast by an 8th-level wu jen and usable once a day: the party attempts to retain this weapon, the DM
detect invisibility, darkness 15' radius, andjIy. In must remember that it will neve r, under any cir-
addition, it can generate a blade of Negatiw Plane cumstances, be a willing servant. It will always
energy in the shape of any medium or small melee seek to destroy those who wield it until such time
weapon. The blade is pitch black, effectively invis- as it is brought back to its rightful owner. (Have it
ible in the dark, and has a +3 bonus to attack and shout in situations and reveal the presence of the
damage rol1s on all targets except undead. When party, attempt mutiny or try to control the charac-
used against undead, the item suffers a - I penalty ter holding it , and mis lead the party about its
on attack and damage rolls. powers whenever possible.)

Kusunogi no Tsurugi Lassiviren 's


(Grass Quelling) XPValue: 1,600 GPValue: 8,000
XP Value: 500 GP Value: 2,500 The Roguts ' Galltry
DRAGON Magazint 40 Lassiviren s sword func ti ons as a sword +2.
Roll randomly for alignment. No Intelligence or However, every time it hits it drains 2 energy
Ego, and with an ordinary bonus, this is the best levels from the opponent. The victim is allowed
quality katana for a samurai. When the sword is a saving throw vs. spell, and if the save is suc-
drawn, it automatically casts a continua/light and cessful, the sword attempts to draw 2 energy lev-
all norma l fires within a 10-foot radius go out. els from its user. If the wiel der successfully
Magical fires are treated as though a dispel magic saves, no energy levels are losl and the sword
spell were cast by a 12lh-Ievel wizard. When the does its normal damage.
sword is drawn, the user is immune to all forms
of flame damage. In addition, the sword does Lawful
double damage to all vegetation or plant creatures See Woodho/d, below.
and allows the user to cut through thick brush and
tall grass with great ease or chop down trees as if Lemmikainen 's
it were a lumber axe. However, the sword was XP Value: 8,000 GP Value: 40,000
created from a dragon. No one (including the car- Gods, Demigods, & Heroes
rier) within a 50-foot radius of the sword can do This is a sword +5 with both sharpness and fl am-
any damage to dragons, and the sword itselfnever ing abilities combined.
does damage to dragons.
Life Saver
Lafarallinn 's XP Value: 5,000 GP Value: 25,000
XP Value: 6,800 GP Va lue: 34,000 POlYHEDRON Newszine 76
Tome of Magic A neutral good sword +2, a life saver blade con-
Lafarallinn's avatar wields a long sword +3 with tinuously detec ts evil and undead within a 30-
the property of wounding. foot radius. When the weapon is drawn, it grants
its wielder immunity 10 all energy-draining
Lancelin 's attacks. Once a week, the sword can emil a sun-
XPValue: 700 GP Value: 3,500 burst.
The Shady Dragon Inn
Lancelin Openhand wields a broad sword +11+3 Life Stealing
vs. enchanted creatures. XPValue: 5,000 GPValue: 25,000
DUNGEON MASTER Guide
Laprov This +2 weapon will eliminate I level of experi-
XP Value: 15,000 G P Value: 75,000 ence (or Hi t Die) and accompanying abilities
The Land Beyond the Magic Mi rror when it strikes any opponent on a natural roll of
This short sword is a vorpal blade. It has an Intel- 20. This function is the same as the level-draining
ligence and an Ego of 14. Its abilities are detect ability of certain undead creatures . The sword
magic, detect invisible object, and locate object. wielder can gain as many hit poinls as an oppo-
,.<J
/r------------------------------------~~
1380
Sword Mamlul; Sword ofObedimcc r
ntnt loses to this function of the weapon, up to Luck Blade
the maxim um number of hit points the character XP Value: 1,000 G P Value: 5,000
is allowed (only a character who has suffered loss DuNGEO~ MASTER Guide
orhit points can benefit from the function). This g ives its possessor a + J bonus to all saving
In Ra ve nlort : The swordsman must make a throws and has Jd4 + J wishes. The DM should
powe rs check each time this weapon steals a life. keep the number of wishes secret.

Life Taker Lydia's Broad sword


XPValue: 1,600 G P Value: 8,000 XP Va lue: 5,000 GPValue: 25,000
DRAGON Magazine 99 The Assassin '$ Knot
Life Taker is a nine-lil'es stealer. Lydia 's weapon o f choice is a broad sK"(}rd +)
with a n Intelligence of 15, an Ego of 5, and an
of Light alignment oflawful neu tral. It possesses empathy,
XPValue: 800 GP Value: 4,000 the ability to detect good. and the ability to detect
RarytheTrailOr evil.
This unique magical item is currently in posses-
sion of the rogue derv ish, Tolan Kai. It functions of Lyons
as a scimilar +4 but also can emit blinding light XP Value: 800 GP Value: 4,000
(t hree times a day, anyone within 20 feet must Assault on the Aerie of tile Slave Lords
successfull y save vs. spe ll or be blinded for 2d4 This legendary sword is an im'isiblesword +1.
rounds), and cure serious wounds (once a day). While sheathed, ils user is invisible (as the spell
invisibility) until he or she a ttac ks. When the
Lightning Blade sword is drawn the inv is ibility e nds, but the
XPValue: 2,000 GPVa lue: 10.000 sword itself is always invisible.
PoI.VIIEORON Newwne 82
Only three of these swords are known to exist. Madoc's
Eac h is cra fted of s hining platinum inlaid with XP Value: 800 GP Value: 4,000
golden lig htning bolts runn ing down the sides. The Shady DmgOll Inn
Ten rounds after the blade has been drawn , or Madoc Gwynn wields a Sv.-ord + J with the ability
upon the speaking of a command word, the sword to locate objects three times a day.
glows blue a nd can discharge a 7-di e lightning
boll once a round for up to the next seven rounds. Malign
When not aglow, the sword gives a +4 bonus on XP Value: 3,600 G PValue: 18,000
attack and damage ro lls, and a +5 bonus when Book of Lairs, I Sl Edition
used against wa te r- breathing creatures. On the Malign is a defender bastard sword + 4 th at
round during which the sword begins to g low, the causes 2d8+4 points of damage. It speaks Cloud
wielder suffers 2d6 points of electrical damage. Dragon, Faerie Dragon, Mist Dragon, Shadow
The wielde r suffers 2d6 points of damage each Drago n, Fomorian G iant , Firbolg, Verbeeg,
subsequent round until a lightning bolt is Marid, Quic kling, and Thri-kreen. It can speak
released. Once the blade has been drawn, it can- ve rball y and telepathically. [t detects traps at
not be sheathed unt il a lightning bolt is released. double distance and invisible objects at double
distance. It can a lso chlll'm person. Its purpose
Locate Object is to slay wizards; its Intelligence is 17 and its
XPValue: 800 GPVal ue: 4,000 Ego is 28.
DuNGEONS & DRAGONS Expen Rules Set
Once a day. this sword may be used to locate Mamluk Sword of Obedience
object up to 120 feet away in the same manner as XPValue: 700 G PValue: 3,500
the 2nd-level wizard spell. Dtv.oo~ Magazine 179
In addition to their magical bonuses, these weap-
of Luck ons also have additional powers over humanoid
XPValue: 1.000 GP Value: 5,000 c reatures (i ncl uding men, elves, dwarves,
POLYHEDRON Newszine 76 gnomes, goblinoid creatures, lycan thropes in
This elven sword is a (uck blade that at one time human fo rm, and g iants, but not c reatures who
held four wishes. Now the steel is colder and only are obviously nonhuman, such as lizard men, who
a singlc wish remains. T he sword's pommel is have tails). An individual s truck by a magical
engraved wilh a face that emits dull , haunting mam luk sword must ma ke a savi ng throw vs.
moans in battle. All opponents hearing the moans spell or be charmed, immediately surrendering to
must save vs. spell or flee in fear for Id4+ I turns. the victor in combat, providing that the individual

/r------------------------------------,~
""
1381
-
,SwordofManunal Slaying
F

wielding the sword is of a higher level or has cast aga inst th e wielder. To activate the ability
more Hil Dice than the victim. The effects or the that causes the spell to rebound against its caster,
spell are the same as those for charm person or the wielder of the sword must ro ll to hit AC 0,
charm monster. with no bonuses applied to the roll.

of Mammal Slaying Mantooth 11


XP Value: 900 GP Value: 4,500 XPValue: 2,700 GPValue: 13,500
moce of W.NKItM ... lI. m Tales of the Lance
This sword works as a standard non magica l Silvanesti legends tell of Ihis warrior's blade that
weapon when used against nonmammalian life could shaller enchantments and turn spells- the
form s. Against mammals, however, the sword true wizard's bane. It is known by many names:
gains a + 1 bonus. Against mammals of good Spellcleaver, Darlc.star, MageJOoi, and Mantooth .
al ignment. the sword gains an addit iona l +2 Folktales credit this blade with the undoing of tile
bonus to anack and damage rolls. sorceress Silvyana 500 years ago and the binding
When the mammals are intelligent enough 10 of the ogre mage Shri l. The sword's origin and
have an alignment, the bonus rises to a +3 if the purpose are unknown, as is its currentlccalion.
creature is of any good alignment. When the Mantooth last appeared in the treasury of Sil-
sword is around mammals, it vibrates, causing a vanos!.
sligh t humming noise. When a good·aJigned Mantooth is a long sword + 1(+2 vs. wizards
mammal is within 60 feet, the sword hums at a and magical creatures). It deflects a magical
h igher pitch, and actually begins pulling out of attack back on the attacker by rolling agai nst AC
the scabbard partially. The sword does not mind o (wi thout bonuses). The speUcaster may still
being us ed by a mammal , as lo ng as ano th e r save to dodge the attack . Mantooth also may
mammal is being killed by il. If a week goes by sever magical barriers . RoUto hil AC O. Every
wi th no mammal blood on ils b lade, th e sword point of damage inflicted o n the barrier causes a
wi ll actuall y incite a berserker rage un til the 1% cumulative chance that the barrier will fall .
sword is coated with it.
This slightly intelligent sword does not appear Maroon
to be evil when detect evil is cast upon it. The XPValue: 1,400 GPValue: 14,500
sword is only antigood and antimammal. Adventures in BLACKMOOR
Also, the sword is similar to a sword of sharp- Maroon is an extremely powerful, lawful good
ness in the fact that it causes the wound to bleed sword +2/ +3 vs. undead and dragons. It has an
profusely for I d4 rounds after that. This exces- Intelligence of J 2 and an Ego of 5 and possesses
sive bleeding causes an additional point of dam- the powers see inviSible, detect evil, and detect
age for every round. Therefore, the total amount magic. It can also read magic and has the extraor·
of damage thi s sword does i n combat is dinary powers of healing, levitation , and telepor-
Id8+3+Id4. tatioll. It speaks Dragon, Dwarf, Elf, Gnome, Ore
This magical sword is very rare, It is a com- and Pixie.
mon sight among lizardmen, who use Ihe blades
when fighting off the human infestations within Mayonaka's Silver Katana
their lands . Against lizard men , however, the (Tasogare)
sword aCls like a cursed sword - 3. This cursed XP Value: J,800 GPValue: 9,000
effeci occurs even if a non mammalian creature is Chi ldren of the Night
wielding it. Mayonaka wields a keen silver katana that has
been in his family for generations. Oriental runes
Mantooth run down the side of the blade, naming it Tasog.
XP Value: 1,500 GPValue: 7,500 are or Twilight in the language of Mayonaka '$
Dragons ofTriumph homeland. The katana can be used either one- or
Thi s potent sword looks like an ordinary long two-handed. As a one-handed weapo n it does
sword +1. II is also known by the names Spell- IdlO points of damage against small or medium
s
cleaver, Darlc.slar, Caramon Sword, and Mage- size targets and Idl2 agains t large ones. As a
fool. It s abilities are primari ly directed at two-handed weapon it does 2d6 to both types of
countering magic. targets. T he kata na is a medium weapon that
Mantooth gains a +2 bonus on attack and dam- weighs six pounds and has a speed factor of 4.
age rolls against wiza rds and enchanted c rea- Tasogare is enchanted, giving it a +3 on all attack
tu res . The sword can possibly sever a magical and damage rolls. In addition, o nce a day it can
barrier- it has a I % chance per point of damage be used to cast a darlmess J5' radius spell. Any-
inflicted. Finally, it can be used to tu rn a spe ll one holding the sword 'can see normally in the

""
1382
r
Sword. Movanic Deva

area of darkness, which remains centered on the Moon Blade


lIo'Capon itself. Mayonaka's Strength bonus of +3 XPValue: 2,000 GPValue: 10,000
to attack and +7 to damage applies when using DUNGEON Magazine 25
Tosogare. This sword is the opposite of a sun blade. Regard-
less of the size of the moon blade, it can be
Melio r wielded as if it were a short sword with respect to
XP Value: 2,000 GP Value: 10,000 encumbrance, speed factor, and so on.
Book of Lairs. 1st Edi tion In nonnal combat, the pale yellow blade of the
Melior is a law ful good, two-handed sword +3 weapon is equal to a sword + I . Whe n used
that causes 1d \0+3 points of damage. It speaks against a creature of good alignment the bonus is
the following dragon tongues; Red, Black, Green, +2. Against paladins and good-aligned clerics,
White, Blue, and Dragon Turtle; it has speech and the sword scores double damage. All moon blades
telepathy. Melior detects precious metals, gems, are of evil alignment.
invisible objects and possesses x-ray vision (like Moon blades have a special moonbeam
a ring 0/ x-ray vision). Its purpose is to slay non- power. Once a day, upon command, the blade
human monste rs. Its Intelligence and Ego are can be swung vigorously above the head, and it
both 17. will shed a soft , pale light similar to moonlight.
The light illuminates a 10-foot radi us around
Meredin 's Luck Blade the wielder and spreads outward at the rate of 5
XP Value: 1,000 GPValue: 5,000 feet per round for 10 rounds. When the swing-
1992 Fantasy CQllector Card 82 ing stops, the light fades to a dim glow that per-
This magical sword has so fa r helped Meredin sists for another turn before disappearing.
out of several very diffic ult scrapes. The blade Unlike the normal moonbeam spell, the sword's
confers a + I bonus to al l of Me redin's sav ing moonbeam power works equally well in day-
throws, and when all else seems to fai l, luck saves light or darkness. It can light a dark place or
Meredin. For instance, Meredin once found him- dim the sunshine. When used in daylight, the
self cornered by some thugs on the docks, and light in the area of effect is dimmed to that of
wished fo r them to disappear. At that instant, a pale moonlight or a dark night. This power is
large net full of freshly caught fish broke free of extremely helpful tu creatures unable to abide
ilS hoi!il and fell on top of the thugs, hiding them the sun. Those tha t normally fight with a
from his view. pe na lty in bright sunshine, such as goblins,
orcs, and kobolds, have all such penalties elimi-
Mi mung nated when fight ing in the moonbeam's area of
XPValue: 6,800 GP Value: 34,000 effect. (See also Sunblade.)
DUNGF.oNS & DRAGONS Master Set
Mimung, sword of the hero Wittich, was lent to Morglay
Siegfr ied fo r a time. It is the eq uiva lent of a XPValue: 1,000 GP Value: 5,000
sword a/wounding +2. DuNGEONS & DRAQONS Master Sct
Morglay, also known as Big Ben, was the sword
Mitra's Sword of Light of Sir Bevis. It is a sv.'Ord + I luck blade.
XPValue: 10,000 G P Value: 50,000
Legends & Lore Mova nic Deva
Mitra's avatar's sword a/light cuts throug h any XP Value: 2,000 GPValue: 9,000
armor as if the wearer's AC were no better than 5. Quler Planes MC Appendix
Although they are often seen carrying a variety
Monster Slayer o f weapons, they most often employ a great
XP Value: 5,200 G P Value: 26,000 two-handed sword with which they can attack
POLYHEDRON Newszine 76 twice per round. The great enchanted blade is,
Monster Slayer is a bastard sword +5 (lnt 15, in all respec ts, equal to a sword + J flame
Ego 14, AL LG). The sword has the following lOngue. It does damage equal to a two-handed
abilities, powers, and purpose: sword (ldlO to S or M, 3d6 to L) with each
Prima r y ab il ities: Deleel magic 10' radius, strike. If a movanic deva forfeits one or both of
deleci sloping passages 10' radius, and detect its attacks, it can parry one strike per attack for-
Imps in a 10' rodius. feited. The parry is automat ically successful
Special power : Pamlyzes victims for Id4 rounds and requires no die roll. The parry can be used
(unless they save vs. paralyzation). against magical attacks, even spells that would
Special pu rpose: To slay nonh uman monsters. no rmally always hit.
The sword speaks fluent Common.

/r------------------------------------,~
""
1383
-
r
Naesowen, Ghost Blade Mirabar. Ereskas died without issue, and Namara
XP Value: 800 G P Value: 4,000 was carefully preserved atop his tomb in the city.
POLYHEDRON Newszine 76 There it remained for 60 winters, until Mirabar
NaesolVell was forged in the Tower of Ergolh by was overrun and plundered in the Goblin Wars.
the power of Black Robe Wizards during Ihc days The goblin chieftain Nethaug seized the sword
when they were hunted, follow ing the Cataclysm. and bore it back to a ravine so deep in the moun-
The wizards summoned and trapped an evil spirit tains that the goblins, who were subsequently
withi n the blade to give it strength and additional almost eradicated from the North, still hold that
powers. Naesowcn is a lawful evi l sword +1, +2 ravine to this day.
liS. spel/casters and enchanted beings. At will, it The blade remained in goblin hands for almost
detects magic and invisibility, detects lies and 200 seasons, until a goblin named Ghaur was
casts know alig"mclI1. Three times a week, the slain by a band of adventurers known as the Com-
sword can cast an unlimagic shell. In addition, pany of the Gryphon. The leader of the band, a
when wielded agai nst Wizard s of the White warrior called Flar r, gave the blade to Thulmar
Robe, it can cause confusion for 2d6 rounds. One-Eye of Port Llast in exchange for training
The sword speaks Common and Ancient Corn- some 80 winters ago.
1ll0n, verbally and telepathically. II can also read Thulmar bore the blade until his death in the
th ose languages, as well as read magic. Cold Winter, when it passed to the Mistress of
Port Liast, Stormraven the Proud Queen. Storm-
Nagelring raven , who rode and fought at the head of her
XPValue: 1,500 G PValue: 7,500 men, jet-black hair flowing wildly about, briefly
DuNOEONS & D RAOONS Master Set made Pon L1ast great. She is remembered fondly
Nage/ring, or nail.ring, was the sword of Dietrich by old warriors, and wi ll live long in fires ide
of Bern , a Ge rmanic hero . It is a sword + 5 tales. At length she married a fonner enemy, Parl-
defender. dulph o f Neverwinter, and gave Namara to her
son Rivenhelm.
Na mara Neversleep Rivenhelm became one of the greatest knights
XPValue: 2,000 GP Value: 10,000 and passed the blade on to Tamper Tencoin, an
DKAUUN Magazine 74 adventurer. Tencoin stood over the wounded
Namara is a finely forged sword +2 on attack knight in ballic with the mercenary company of
rolls, +4 on damage rolls. It glows with a pale, the Flaming Fi st fo r most of a day in a vain
mauve radiance when drawn and spit s white attempt to save Ri venhelm's life. The tiny band
sparks when it strikes other metal. On one side of held on ' till nightfall , when the mercenaries fell
the blade is etched in Common "Namara," and on back and drove in their tracking dogs to ravage
the other face "Never Sleep." The bearer may, at the wounded enemy. Ri venhelm handed Namara
will, evoke the sword's power to emanate silence to Tencoin in th e darkness a nd said " Thi s is
J5' radius. Neversleep is as heavy as a normal yours now." Leaving a trail of blood behind him,
weapon, but fl oats on top of any liquid (fresh Rivenhclm crawled forward 10 choke the life OUI
water, brine, oi l, wine). The sword has no align- of one dog and died under the jaws of half a
ment or sentience. dozen more.
Namara appears in many legends and taillales, Tencoin lost the blade when he was poisoned
but Ihe designation the "Neversleep Sword" in the Whistling Wizard Inn four winters ago. The
appears to be derived only from the inscription on poison made him mad for days , and when he
the blade and does not refer to any specific prop- returned to his senses, Na mara was gone. Elmin-
erty of the sword. Its origin is unknown: Namara ster, who saw the blade when Tencoin visited
appears to have existed for as long as lales have Shadowdale so me yea rs before this eve nt ,
survived, wielded by such mythic heroes as Elh believes it was stolen by local thieves and will
and Brensylthe Tal1. Even the most critical of soon turn up again. And when it does, Tamper
sages (Kumur the Skeptic, First Speaker of Ever- Tcncoin will eome looking for it.
nosIer) cannot detennine Namara s probable time
or place of origi n, or find any references in the Neekar
tales of a world to a time " before Namara was XP Value: 1,000 GP Value: 5,000
forged." Magazine 188
D RA(i()N
Within the last 500 years, Namara has been the Also known as the Sword of Tongues or the
blade of Serrus the Great, founder of Amn, and a Wo.terdha vian Diplomat, this unique blade first
blade borne there by his descendants for three appeared centuries ago in the treasury of a noble
genera tions. His fourth direct de scen dant , house of Waterdeep. It was lost in a duel to a rival
Ereskas, bore Na mo.ra nonh to found the eity of family, who in tum sold it a generation later when
~"
/'------------------------------------,~
1384

...
the family briefly fell from fortune. Both houses the darkness at ful1 speed for Id6+ 1 rounds. A
would doubtless pay a handsome sum for it s light spell cast at the sword negates all of its pow-
recovery. ers (except for its + 1 combat bonus) for one round
Neekar is a steel broad sword with a plain silo per level of the caster, if the sword fails to save vs.
vcr pommel and an ivory scabbard. It sheds no lightning (as hard metal). A continual light spell
light and has no combat bonuses. If detect magic negates the darkness power for twice as long, and
is cast on ii, it radiates an aura of divination. II is the save against il is made at a -3 penalty.
of lawfu ll y neut ral alignment ( Intelligence 16,
Ego 10), communicates by speech, and can read
nonmugical writing.
Neekar s primary ability is its power to speak
in any language nalive to the Prime Material
Plane, a function derived from the complicated
use of a tongues spell in its creation. This is even
app licable to archaic or regional dialects. By th e
same token, it leis ils wielder read any text writ-
ten in those languages merely by touching the
blade to th e work (the sword reads whatever is
exposed to the blade's "sight"). No mouth or eyes
appear on the weapon; its sensory abilities are
pu rely magical in nature, so it can see in every
direction from its blade, and hear all that's said
within a 60-foot radius. It cannot use telepathy,
even with its wielder.
The weapon was meant to be an inconspicuous
aide in politics and is a shrewd negotiator. It has a
history of participation in delicate trealies that it
is quite proud of, and the sword is often willing to
parley on behalf of its w ielder over even trivial
matters.

Nepanth
XP Value: 700 G P Value: 3,500
The Duchy ofTen
Kay Degern owns a sword +2 with the power to
charm person. He calls this sword Nepanth. Nightwatcher
X P Value: 2,400 GP Value: 12,000
of Night DItAOON Magazine 188
XP Va lue: 700 GPValue: 3,500 This uniq ue blade first appeared on th e Sword
DRAGON Magazine 91 Coast nearly 200 years ago in the possession of a
Though some magical swords shed light, a sword grizzled old adventurer who claimed to have
oJlright, also known as a black sword, sheds dark- found it in an ancient ruin deep within the Great
ness. The sword's wielder determines the radius Desert, Anauroch. The old man gave it as a wed-
of the sphere oj darkness g iven off by the sword; ding present to his eldest daughter's fiance, and
it can be from 5 feet to 25 feet, in 5-fool incre- si nce th en it has passed from father to son for
ments. Within Ihis radius, no creature bUllhe fo ur more ge nerations until a distant grandso n
sword's wielder is able 10 see and they suffer a-4 used it to payoff his gambling debls.
penalty on their attack rolls, as well as losing any Nighnl'atcl,er changed hands wit h bewildering
Annor Class bonuses for Dexterity. Infravision is frequency over the next 50 or 60 wi nters, show-
similarly useless within this radius. The sword's ing up all across the Realms. It was finally pur-
user sees normally and can use the sword as a + 1 chased by an eccent ri c adventu rer who met
weapon on attack and damage rolls. disaster in a battle with Irolls 30 years ago. It has
This sword can also cause fear in all creatures not been seen since.
wit hin the darkness who fai l a saving Ihrow vs. NigJuwutcher is a lo ng sword with a ve ry
spell (with Wisdom bonuses applicable). This fear sharp. black-adamantile blade with a silver pom-
power is generated at the wielder's unspoken com- mel, worked in ivory and set wi th a large, black
mand., and may be produced up to three limes a pearl (worth 500 gp). 11 is a +3 weapon th at radi-
day. Creatures affected by Jear move away from ates no light.
~"
/r----------------------------------~~
1385
-
(

The sword's bearer can see at night under an of Odin


open sky as well as if il were daylight. All magical XP Val ue: 3,500 GPValue: 17,500
darkness within 30 feet of the blade is dispersed, Legends & Lore
though darkness of natural origin is unaffected, During a banquet one day, a mysterious stranger
except as noted above. When planted firmly imo (Odin in disguise) brought this gleaming sword to
the ground, Nigh/lwlIcher hums loudly if anyone the Volsung's hall and plunged il into a living
with inlent to hann its wielder approaches within tree, saying that whoever could remove it could
60 feel . This functions even ifthe thugs are con- have it. Only the hero Sigmund could pull it free.
cealed or invisible, though Astral and Ethereal crea- He later used it to avenge a terrible wrong done to
tures cannot be sensed by the sword. his fami ly, then passed it on to his son, Sigurd.
Sigurd made good use of the weapon, using it to
Nightwind s lay the dragon Fafnir and rescue the va lkyrie
XPValue: 400 GPValue: 2.000 Brynhild from her imprisonment in a ring of fire.
The Shady Dragon Inn Unfortu nately, the sword seems to have been lost
Warduke, an evil warrior, named his sword + / after Sigurd 's death.
Nightwind since it is the first magical item he has The sword o/Odin is a dragon slayer, forged
ever found. The sword has no special powers, but by the dwarfs of Asgard for the purpose of slay-
was used in an attempt to overthrow Keiek, a ing red dragons. While the sword is normally a
kindly wizard-leader of a smallierrilory. War- +3 weapon, agains t these terrible beasts it
duke also uses a nightmare as a mount. becomes a +5 weapon and does triple damage.
The sword 0/ Odin also shields its bearer against
Nine Lives Stealer fire damage, whether normal o r magical. It can
XP Value: 1,600 GP Value: 8,000 only be wielded by one of lawful good alignment.
DuNGEON MASTER Guide
This always performs as a +2 weapon, but it also Odin'S
has the power to draw the life force from an XP Value: 3.500 G PValue: 17,500
opponent. It can do thi s nine times before the DEmES & D EMIGODS
ability is lost. A natural 20 must be scored on the s
Sigurd wields Odin sword, a dragon slayer
wielde r's attack roll for the sword to function . +4/+5 V$ . ,."d dmgons . In addition to its normal
The victim is entitled to a saving throw vs. spell. magical bonus, it does triple damage to red
Ifi t succeeds, the sword does not function, no dragons and renders him immune to all magical
charge is used, and normal damage is determined. and mundane fire damage.
In Ravenloft: Each time this sword steals a
life, a Ravenloft powers check is required. ofOlynthos
XP Value: 4,000 GP Value: 20,000
Nine Steps Draining "The: Milenian Scepter
XPValue: 1,600 GPValue: 8,000 Emperor Olynthos was renowned for his skill in
GREYllAWK combat and at hletics and his willing ness to do
This weapon appears to be a typical +2 sword, but anything to win, The sword is yet another exam-
it also drains energy in progressive steps from I ple of his hunger for victory. It was enchanted by
to 9 on any hit of 20. Thus, on the first 20 scored the wizards of the Academy of the Arcane, and
it will drain one level , the next, it drains two, and presented to Emperor O lynthos many circles
so on unti l on the ninth 20 it drains nine levels. (years) ago. It remains with Emperor Olynthos in
After that it reverts to a normal +2 sword and can his sleep in a crypt beneath the Acropolis, where
never be made anything else. Olynthos s tand s as Ete rnal Guardian of the
Milenian Scepter.
Nomog-Geaya's Broad Sword The sword of O/ynthas is a short sword with a
XP Value: 7,200 GP Value: 36,000 well-honed, iron blade. The handle is also made
MOlIStcr Mythology of iron, wrapped with leather, and fashioned in
The ava tar's broad sword +3 has the property of the shape of an eagle's claw clutching a large
wounding. ruby (worth 7,500 gp). Wrinen along the blade in
Milenian seript are runes that translate 10: "We
Oberon 's call upon Palanarkan that this blade might bring
XPValue: 2,000 GPValue: 10,000 health and vic tory to our courageous Emperor
Monster Mythology Olynlhosl" Palarta rkan is the Immortal patron
This avatar's long s'....ord +J casts light or contin- within the Milenian Empire. By speaking aloud
ua/light as Oberon wills and once a day can pro.- the Immortal's name, it is possible to invoke the
ject a sunroy. sword 's healing power.
""
1386
......
Sword of lhe Plane,....

The sword has a weapon modifier of +4 on Peacemaker


attack and damage rolls. Once a day, it may be XP Value: 800 G P Value: 4,000
commanded to hea l the wielder by the same Adventures in BLACKMOOR
amount of damage it inflicts on the next strike. Peacemaker is simply a sword +2 owned by Pesh-
For example, if the wielder strikes an opponent wan Na Shepro, Baron of Dragonia.
for 10 points of damage (including all modifiers
for Strength and the sword 's +4 weapon modi- Peregrine's
fier), the wielder recovers 10 lost hit points. The XPValue: 900 GPValue: 4,500
user cannot gain more hit points than his or her The Silady Dragon llUl
nonnal maximum. The hit points are not perma- Peregrine the Hawk wields a sword +2 with the
nently lost by the victim, who may heal normally. ability to charm person twice a day as though
cast by an 8th-level priest.
Owen's
XP Value: 1,200 GPValue: 6,000 Phantom
The Shady Dragon [nn XP Value: 400 G PValue: 2,000
Owen the Powerful wields a special broad sword Ciliidren oftlle Nigllt
+1 that flames upon command. When com - Desmond's rapier, Phantom, gains a +1 bonus on
manded to flame a target, the sword unleashes a all attack and damage rolts, infl icting a total of
fireba ll of the size dictated by the user (up to 6 Id6+2 points of damage to Small or Human size
dice). The sword has 12 dice o(flreballs at its dis- foes, and Id8+2 points to larger ones.
posal each day, and the user has the ability to
specify the size of this fiery blast (from I to 6 Philippan
dice). XP Value: 600 GP Value: 3,000
DUNGEONS & DRAGONS Master Set
Paramel Philippan was the sword of Mark Antony, a mem-
XP Value: 2,000 GPValue: 10,000 ber of the Second Triumvirate of Rome (43 BC).
The Egg of tile Piloenix This is a sword + / /+ 2 vs. public officials.
Paramel is a sword of ne utra l good alignment
(usable by any good character). It speaks when Piercer
held but does not revea l anything about itse lf XP Value: 7,000 G P Value: 35,000
until a single individual is selected to be its per- DRAOON Magazine 99
manent owner. This long sword +3 has an Intelli- Piercer is a sword of sharpness.
gence score of 14 , Ego of 9, a nd a Total
Personal ity Stre n gth (ToPS) of 23. It speaks Plak's
Common, Lammasu, and Salamander. It can XP Value: 900 GP Value: 4,500
detect magic in a 10-foot rad ius w hen com - Nigllt's Dark Terror
manded and can cast telekinesis (as if cast by a Plak , the goblin king of the Yellow-Fang Clan,
10th-level wizard) once a day. carries a sword +2 with the abi lity to cast cure
Please note that ToPS"" Int+C harisma+Levei; light wounds once per day. The command word
compare totals for determining control. However, "silmar" is engraved on the blade.
Paramel usua ll y goes a long with the party 's
wishes-i t is neutral good. Remember that swords of the Planes
have Intelligence but no Wisdom, no spirit, and XP Value: 1,200 GP Value: 6,000
rarely possess a sou1. If traded between party mem- DUNGEON MASTER Guide
bers after an "owner" is selected, Pommel becomes Thi s magical weapon has a bonus of + I on the
sullen and refuses to cooperate for I week. Prime Material Plane , but on any Inner Plane
that bonus increases to +2. (The +2 bonus also
Partisan appl ies on the Prime Material Plane whe n the
XP Value: 3,500 GPVal ue: 17,500 wea pon is used against opponen ts from the
Book of Lairs, 1st Edition Inner Planes.) Similarly, when used on an Outer
Partisa n is a neutral scimitar +5 that causes Plane o r against c reatures f rom the Outer
Id8+5 points of damage. It speaks the following Planes , the swo rd becomes a + 3 weapon.
tongues: Elf, Dwarf, Orc, Goblin, Halfling, Ogre, Finally, it operates as a +4 weapon on the Astral
Kobold, Hill and Storm GianI. It has speech and and Ethereal Planes or when used against oppo-
telepathy, detects shifting rooms, sloping pas- nents from those planes.
sages, and magic, and has telekinesis. Its purpose In Rave nlofl: Raven10ft is essentially'part of
is to cause paralysis. It has an Intelligence of 17 the Ethereal Plane; therefore, this sword has a +4
and an Ego of 19. bonus in the demiplane.

/r--------------------------------------.~
1387
-
,Sword, Poisonsword
r
Poisonsword Red Robin
XPValue: 1,200 GPValue: 6,000 XP Value: 800 GP Value: 4,000
Mordenkainen's Fantastic Adventure Adventures in BL\CKMOOR
This 5Y.! -foot-long sword is wrought from crysta[- Red Robin, owned by Bascom Ungulian, Baron
encased iron. A greenish, viscous fluid oozes of Giendower, is a sword +2 with no special ben-
from its surface. This substance is poison. When efits or powers.
the user scores a hit, its victim takes 2d 12 points
of immediate damage and must make a saving Red Sabre
throw vs. poison or die. XPValue: 1,000 GP Value: 5,000
Legends & Lore
Porpherio's This sabre +3 casts an anlimagic shell that does
XP Value: 900 GP Value: 4,500 not limit the user's own spell abilities.
Beyond the Crystal Cave
This long su'Ord +2 can detect magic in a 10-foot Redeemer
radius. It has an Intelligence of 12 and an Ego of XP Val ue: 800 GP Val ue: 4,000
3. Dragons of Faith
Redeemer is actually Wyrmsballe, the lesser mate
Purta Blue's to Wyrm slayer, sword of Ki th Kanan. It is nor-
XPVa lue: 2,000 GPValue: 10,000 mally a sword +2, but it inflicts double damage to
The Duchy ofTen dragons and draconians and triples damage to
A lawful good sword +1, this blade has an Intel- black and sea dragons. This sword cannot become
ligence 0[9, an Ego of 4, and the powers detect stuck when a Baaz draconian dies. T he DM
invisibility, delect evil, and find traps. should qu ietly record the extra damage against
the above monsters.
of Quickness Redeemer can also locale object three times a
XPValue: 1,600 GPValue: 8,000 day. If the user desires to find somet hing he
D UNGEON MASTER Guide knows well and if it is in range, the DM should
This is a special blade +2 that enables the wielder steer him in the right di rection. (See Wyrmsbane
to s trike first in every combat round. If the 1/ for more details).
wielder encounters someone with a similar
weapon (such as a scimitar of speed), both strike Rei Astran Sword of Enmity
simultaneously. XPValue: 750 GPValue: 3,750
GREYItAWK Adventures
of Rage This long sword was enchanted for a paladin
See SlOlIefisl, below. from the City of Rei Astra. The wea pon has a
normal bonus of + 1 attack and damage in com-
bat. However, it also raises the wielder's attack
XPValue: 1,000 GP Va lue: 5,000 and damage rolls by an additional + 2 when
ugends & Lore used against racially hated opponents. Exam-
s
Any being struck by Ratri sword must save vs. ples of those gaining the bonus inc lude: pal-
paralyzation or be permanently blinded. adins against chaotic evil creatures, rangers
against giant-class creatures, barbarians against
Red Death wizards, elves against driders and drow elves,
XPValue: 3,000 G PVa lue: 15,000 and so on.
POLYHEDRON Newszine 65
Red Death is a bastard sword +4, with an Intelli- Ren 's Swo rd of Dancing
gence of 17 , Ego 22, and a lawful good align- XP Value: 4,400 GP Value: 22,000
ment. Its abilities (once a day) are telepathy, read ! 992 Fantasy CoHector Card 22
languages, detect magic, detect evil, strength, and This is a neutral weapon +2 both on attack and
heal. Red Death can speak Common and Elf. The damage rolls on all rounds. It forces the wielder
sword has a special purpose to defeat evil priests, to make it dance on any second round of com-
and its special purpose power is disintegrate three bat- the sword fights by itself for four rounds
s
times a day. Red Death current whereabouts are and then teleporls back to the hand of the
a mystery. wielder for two more rounds. The wiel der can
verbally command the sword to switch adver-
saries at any time. The sword has an Intelligence
of 16, an Ego of8, and can read maps and lan-
guages of a nonmagical nature. It can also detect
S70l
/r------------------------------------~~
1388
secret doors, detect evil and good, and teleport Once a day the scimitar can cast the hissing
up to 600 pounds once a day. sallds s pell, as a 10th-leve l wizard . The sand
movement is controlled by pointing the tip of the
Reptili an Legionnaire weapon in the desired di rec tion. In add ition,
XPValue: 1,400 GPValue: 7,000 when the weapon is held, the wielder can at will
DUNGEON M"STER Guide pass without a visible trace across the desert like
This sword gives an additional +3 bonus against a troceless trovel spell.
such creatures as dinosaurs, dragons, hydras, Finally. the wielder is protected from the blind-
lizards, snakes, wyvems, and lizard men. ing effects or sand. This includes sand blown by
the gentl e breeze to grains whirl ing about in
Retaliator ~andstorms.
XP Value: 6,000 GP Value: 30,000 Although the identity of the individual who
Legends & Lore first developed this enchantment to create a scim-
Manannan macUr's avatar wields a sword called itar of the SOlids has been lost, a few sand mages
Retaliator that automatically slays his worst ene- in Zakhara have discovered that the use of the
mies, the fire giants, when he stri kes (no savi ng sand sword spell followed by other, secret incan-
throw). He can also call upon up to 100 HD wonh tations will turn steel scimitars inlo glass. Fur-
of undersea creatures to fight with him. The crea- ther, one or more glassteel spell s are cast upon
tures must be able to get to the scene of the battle the finished weapo n, as are enchanl an item and
under their own power, but once there, they fol- permanency spells.
low his commands to the letter.
Sauvagin e
Retaliator U XP Value: 900 CP Value: 4,500
XPValue: 4,000 G P Value: 40,000 DuNGEONS & DRM;QN S Master Set
DRAGON Magazine 119 Sauvagille was another of Ogier's swords, also
Normally a + 1 weapon, The Retaliator is +5 'Is. made by Munirican. This weapon is a sword + I
any creature that has struck the wielder in physi- flame tongue.
cal combat within the last hour.
Savitri 's
Rutterkin Flatchet XP Value: 4, 100 GPVa lue: 27,500
XPValue: 800 GPValue: 4,000 Legends & Lore
Outer Planes MCAppendix s
Any armor touched by Savitri fire sword must
The least tanar'ri, ruuerki ns, use a saw-toothed save 'Is. magical fire, or it falls off.
flatchet (broad-headed sword that is +1 damage
'Is. unarmored opponents). The weapon weighs Sca le Cleaver
three pounds, is Size L, has a speed factor of 4, XP Value: 600 GP Value: 3,000
and causes 2d411d6 points damage. PoLVftEDRON Newszine 76
This weapon appea rs to be a s killfully crafted
of the Sands long sword with intertwining symbols in the lan-
XP Va lue: 3,500 GP Val ue: 17,000 guage of the rare race of marsh-dwelling elves in
Newszine 90
POI..yftEOIWN the jungles ofChult. Those able to decipher the
When first gazing upon this weapon, most assume symbols can lell that the blade was crafted to aid
it is just an ornamental blade because the entire the elves in their long struggle against the lizard
weapon, including the hilt and quillons, is made men. Against beings wi th a na tural, scaly cover·
of glass. However, the glass has been magically ing, such as lizards, snakes, drngons, fish, and so
enhanced to make it as strong and durable as any nn, the weapon is a sword +5. In addition, it
sleel sword. The hi ll magically adjusts to the grants its wielder a magical bonus against foes
wielder's hand to provide a secure gri p. clad in armor made of natural scales. Against all
This +1 (or rarely +2) weapon can be used by other opponents, the sword is + I .
anyone proficient with scimitar. If the wielder has
the nonweapo n proficiency of display weapon Sca les of Justice
prowess, then du ring a successful display (profi- XP Value: 2,200 GP Value: 11 ,000
ciency check) a curtain of whirling sand 10 by 10 Hall of Heroes
by 5 feet can be made to appear up to 20 feel in Tard eth is unusually possess ive of hi s sword,
front of the blade. The curtain operates in all which he calls the Scales of Justice. This intelli·
ways as a dust curtaill spell (from the Arabian gent blade, a long sword +3 (neutral good, INT
Adventures rulebook) except that it lasts for Id4 15, Ego 8, detectl rnps, Magic; heals onccJday.
rounds. Speaks Common), belonged to Alain, and wit-
sm
jr--------------------------------------,~
1389
-
(

nessed his death. The man and sword understand occurs, ro ll percenli le dice and refer to the fol-
each other well. Once, long ago, Tarde th became lowing table to determine the appropriate bonus:
mentally unstable as a result of difficulty in deal-
ing with gUilt over hi s brother's death. Fortu- Roll Type
nately, "Scales" recognized wha t was happeni ng, 0 1- 25 +1
and took contro l of its possessor. II prevented a 25-50 +2
major tragedy. Since the n, Tardeth has come to 5 1-75 +3
rely on Scales as a sort of security blanket should 76-90 +4
such an event agai n occur. 91--00 +5

Scaleba ne Scorbane
XP Value: 900 GP Value: 4,500 XP Value: 2,200 GP Value: 10,000
DRAGON Magazine 99 Blade o f Vengeance
Scalebane is a sword +1, +4 vs. reptiles. Scarbane is a sword +2/ +4 vs. drago ns, tri ple
damage vs. red dragons. It has an Intelligence of
Schakh a II , an Ego of I I, and a tolal Personality of23. II
XPValue: 3,000 GPValue: 15,000 has a neutral good alignment.
The Temp le of Elemental Evil Scorbane ~ blade is inscribed with an enameled
This scimitar +1 has an alignment oflawful ncu- red dragon and the hilt is in the form of a dragon's
tral and an Intelligence of 14 . It speaks Azer, head. At Scorbane's pommel, a magical green
Common, Dwarf and the language common to gem is clenched in the dragon's teeth. This gem
giants. It can detect gems wilhi n a 5-foot radius, has the property of being a ble to c ure lighl
deteci secret doors within 5 feet , and detect traps wounds (as the spell) on the sword's owner only,
in II IO-foot radius. three times a day. In addi tion, Scorbane has the
following powers:
Scimitar of Speed Detect magic: 20-foot range, 3 times a day.
XPValue GPValue Find t ra ps: 10-foot ran ge, 3 times a day.
+ 1: 500 2,500 Find secret doors: IO-foot range, 3 times a
+2: 600 3,000 day.
+3: 700 3,500 Read magic: as the 1st-level wizard spell, at
+4: 800 4,000 will.
+5: 900 4,500 Im munity : To the c ha rm spells of red
DUNGEON MASTE R Gu ide dragons. This power is passed onlo the bearer
This is a magical weapon, usually of +2 bonus, of the sword.
t hat auto matically grants its w ielder t he first Languages: Common, Dragon, Elf
attack in a round, eve n though some magical Scorbane is proud of its abilities and expects
effect might have otherw ise slowed t he user's respect even from its owner. It will always seek to
s peed and reaction time. It also a llows mo re kill chaotic evi l and lawful evil dragons, subdu-
than o ne strike in some rounds, inc reasi ng the ing only if forced.
wielder's f igure for attacks per melee round by If Scorbane is found without a scabbard, it will
one place, so that ifone attack is normal , the ins ist that o ne be found or made for it as soon as
im proved fig ure is three a ttac ks e ve r y t wo possible. It always craves the fi nest gems for the
rounds, a nd ifth reel t wo is no rma l, then t he adornment of its scabbard and demands that other
improvement is to two attacks per rou nd. This magical swords, already owned, be discarded.
increase in attacks is cumulative with any other If its demands are denied, Scorba"e sulks and
bonu s a ttacks (s uch a s those provided by a is surly in its attitudes. Given the opportunity,
haste spell). Scorba"e will point o ut to others how niggardly
The order of attacks in the round is dete rmined its owner is, treating it as though it were nothing
normally after the wielder of the scimitar of more than a normal sword.
speed has made the f irs t attac k to begin activity However, if Scorbane is well treated, and the
in the ro und. It is possible, fo r instance, t hat a owner gives in to its de ma nds and fl a tters its
wielder entitled to three attacks in the round will ego, its vanity will be appeased and it becomes
attack o nce before any other actio n ta kes place, a willing tool, eager to aid its owner in any way
and then (be<:ause of poor initiative rolls or other possible.
factors) take the remaining two attacks at the very
end of the round.
There is a chance (25%) that the weapon will
have a bonus of something other than +2; if this
5716

~r------------------------------------~~
1390
Scourge of Regenerators with a mending spell.
XPValue: 900 GPValue: 4,500 Know alignment is placed on the sword by a
DUNGEON MISTER Guide limited wish and shocking grasp is added to the
This sword gives an additional +2 bonus to its mix. The wizard then casts invisibility and bathes
wielder even when the regenerating creature does the sword in a mixture of skulk spitlle and blink
so because of a magical device-such as a ring of dog blood. Fi nally, the w izard binds all the
regeneration . dweomers together with a permanency spell.
The resulting weapon varies its attack effec-
Serpent Slicer tiveness according to the lighting conditions. In
XP Value: 900 G P Value: 4,500 bright sunlight, the shadowsword is treated as a
PoLYHEDRON Newszinc 76 normal sword; in overcast conditions, it acts as a
Serpent slicers are made of a dull, gray metal and sword +1; in torchlight, it is +2; in darkness, +3.
have a caduceus engraved near the hilt. They have Once a day, the sword confers invisibility upon its
steel hilt guards with rubies embedded in them. user until he or she attacks.
The ser viceable hilts are of plain leather that The shadowsword is always of chaotic evil
appears to be well used. These swords are always alignment, as must be the wizard who constructs
found in a sheath of d ragon hide- the sword it, the weaponsmilh who forges it, and the person
prefers to be sheathed in dragon flesh . who wields it.
Serpent slicers are swords +1, +3 liS. dragons.
The pommel glows in the presence of any dragon. Shalandain's Holy Avenger
The sword bestows upon its wielder the ability to XP Val ue: 4,000 GP Value: 20,000
speak with any dragon. 1992 FanlaSY Colleclor Card 134
Shalandain recovered this high ly magical and
Sess'innek's intelligent sword from the wreckage of a neogi
XPValue G PValue mindspider. The sword, named Fate s Promise,
Long Sword: 1,000 ',000 grants a magic resistance of 50% in as-foot
Two--Handed Sword: 3,000 15,000 radius, dispe ls magic in a 5-foot radius, and
MonSler Mythology grants a bonus of \0 additional points of damage
The avatar usually employs four long swords +2 upon chaotic evil opponents. In addition, Fates
wi th a two-handed sword +4 that can plane s hift Promise can cast s trength once a day and heal
(sword-wielder only) once a month and dispel twice a day.
magic in a 30-foot radius to a range of 120 feet 3
times a day. of Shame
XP Value: 500 GP Value: 2,500
Seventh Blade Secrel$ of !he Lamp
XP Value: 7,000 G P Value: 35,000 This scimitar + / magically impugns the honor of
PoLYHEDIlON Newsrine 76 the opponent, upon command. The effect is the
In the hands of a woman with a C harisma of at same as a taunt spell, an opponent with an Intelli-
least 13, this fi ne blade operates as a long sword gence of2 or more will rush to physically attack the
+/ flame tongue. The sword can, at will, detect wielder, ignoring his or her own spells and ranged
evil, deteet magic, and detect invisible with a 30- attacks. The opponent is allowed a saving throw vs.
foot radius. Its extraordinary powers, which can be spell, which may have a bonus up to +4 if the oppo-
used twice a day, are X-ray vision and ESP. The nent serves a particularly charismatic leader.
scabbard functions as a rod of victory. Neither the
sword nor the scabbard can function for males or Sh' arien, Sun Bl ade
for women who have a Charisma ofless than 13. XP Value: 3,000 GP Value: 15,000
1992 Fantasy Colleclor Card 20
Shadowsword Sh'arien is an intelligent bastard sword of chaotic
XPVal ue: 900 GPValue: 4,500 good alignment wielded by Ad Ra'kolth. When
1MA(;INE Magazine 12 wielded by someone who is proficient with either
This sword is made from the finest steel, infused the short sword or the bastard sword, Sh ' arien
with night hag's blood to darken the metal to a feels like a short sword (speed factor and encum-
deep, almost black, ebony. Once the blade has brance), yet causes damage as a bastard sword.
been forged, it is treated during construction as a The sun blade fu nctions as a weapon +2, but
+4 weapon. The wizard casts enchant an item, against creatures of the Negative Material Plane,
monster summoning IV to call a shadow, geas, it is +4. Once a day, Sh'arien can create a sunray,
and polymorph object, turning them into a hand- a 6O·foot globe of sunlight, potent against undead,
gri p for the sword. This is then joined to the blade which Sh'arien rabidly despises.
m'
/'------------------------------------.~
1391
r
of Sharpness
XP Value: 7,000 GPValue: 35,000
DUNGEON MASTERGuide
This weapon is treated as +3 or beller for pur-
poses of who or what can be hit by it, even though
it gets only a + I bonus to allack and damage
rolls. Its power is great, however, for on a very
high attack roll, it will sever an extremity- arm,
lcg, tail, tentacle, whatever (but not head}-deter-
mined by random dice roll, considering only the
sword's bonus of + I:

Modified Score
Opponent is to Se\'cr
Normal/Armored 19-21
Larger than human size 20-21
Solid metal or stone 21

A s word of sharpness will respond to its


wielde r 's desire with respect to the light it
sheds-none, a 5-foot circle of dim illumination,
a IS-foot light, or a 30-foot radius glow equal to a
light spell.
Shazzellim
XP Value: 1,000 G P Value: 5,500
DRAGON Magazine 74
Shazzellim is a scimitar of rather poor quality
steel but with a keen edge. It has a crosspiece of It is not clear if the Harpers are anything more
iron that curves into a sct of rearing serpents. Its than a private club or fellowship at present,
grip is of leather, dyed red, but this may now although in the past they have acted in concert to
have been replaced. Shazzellim is neutral ev il, keep kingdo ms in the northern lands and in the
has an Intelligence of 16 and an Ego of 14, and Dalelands reduced in power, and on at least two
communicates by speech (Common, Thieves ' occasions have forcibly prevented the expansion
Cant , and Orc). It is +1 on attack rolls, can of farms and settlements into the elven woods.
detect magic in a 10-foot radius if the bearer The cause of Lauzoril's enmity toward the
wills it while wielding the sword unsheathed, Harpers is unknown.
and, in like manner, can locate object in a 30- Elminstcr saw Shazzellim when Ahlzul, a cap-
foot radius. It can a lso detect secret doors in a tain of the armies ofThay, brought it to Archen-
10-foot radius at the bearer's will, and read any dale to slay the ranger Dove. Mistakenly, Ahlzul
non magical language or map. It can heal its attacked the wrong woman , a knight named
bearer once a day, at the bearer's will , and has a Jasilmer, and was himself slain. Ahlzul 's men
special purpose-to slay bards. Any bard struck recovered Shazzellim and their captain's body, but
by Shazzellim is disintegrated unless the victim were later killed by men of Archendale over a
makes a successful save vs. spell. code-of-conduct dispute.
Shazzellim was created by (or at least created Shazzellim disappeared from view briefly, was
undcr the orders and with the assistance of) Lau- later identified by the sage Helavaster of Hillsfar
zoril of the Red Wizards of Thay, in order to when it was brought to that city by the caravan
destroy his primary enemies the Harpers. Little is master Lhemako Tarsakh, and subsequently
known of the Harpe rs; they consist of bards and a passed into the hands of Lhcmako's superior,
few rangers, their device is a silver moon and a Meer. The scimitar does not appear to have been
silver harp, they operate in the northern regions passed on to Meer's superiors in Zhentil Keep
on both sides of the Great Desert, and they are a (unless one or the lords of that city is hiding it
secret organization, rather than a band, tribe, or from his fellows for some reason), and it may
raee of people. Of the bards of great power, only have been stolen, hidden, or passed to another by
Mintiper is thought not to be a member, and of Meer before his disappearance. The blade's pre-
the high-level rangers , only Thulraven and sent whereabouts are unknown.
Estulphore are believed to be independent of the
Harpers.
m.
/r----------------------------------~~
1392
Sword, Shichi's Katan~

Shichi's Katana invaded the Seven Roses Monastery, intent on


XP Value: 9,000 C P Value: 45,000 killing Shichi and the monks who helped her. The
New hem young monks fell easy prey to the talents of Hai
Shiehi No Ken, born of noble blood, stands in the Clii's apostles, but the masters quickly eliminated
shadow of those who lived before her. Greatnes~ the murderous force. The monks never laid hands
she can never hope to duplicate augurs a life of upon Hai Chi ; they left this honor for their com-
frustration and futility. Shichi No Ken realizes panion, Shichi No Ken.
she will never have her own individuality; people [n a fury of repress cd feelings and horror,
who know her will always identify her by the Shiehi almost succumbed to the terror in her
accomplishments of her family- not her own. It hean when she saw her husband facing her with
has been a long, hard battle, but she thinks she the fury of a thousand deaths in his eyes. After
has conquered this anxiety---only time will tell. several strikes from his vicious hands, she rose to
Rich, l)Qwerful, and aspiring for even more her own defense. Using all the skills taught by the
honor for the family, Shichi No Ken 's parents Master of the East Wind she defeated and killed
wanted her to be groomed and polished, made into her husband.
the perfect lady, Hoping Emperor Po's favorite The Emperor's soldiers came soon thereafter to
nephew would become the nex t Emperor with the investigate the scene. [n the proper manner. the
passing of the elder, Shichi was introduced to the soldiers first asked permission from the Grand
nephew, The couple fell in love and bonded in a Master of Flowers to enter. He, of course, allowed
palace ritual seven months and seven days after his them 10 enter, but the dclay allowed the other ini-
parents publicly announced the betrothal. tiates to gather Shichi's belongings and create an
Once espoused, she and Hai Chi moved into a escape for her.
largc villa in the center of a small viUage owned by The soldiers, however, were not there to arrest
Shichi No Ken's parents. The two were given the her. The news of Hai Chi's deeds reached the ears
honor of receiving 30'% of the taxes from the town of his father and uncle (Emperor Po), and they
as their personal income; all the while, the prop- had decided to put an end to Hai Chi's tyranny
erty remained in the ownership of her parents. using any means necessary. Since she performed
After being married for two years, she begat a the deed for them, they were saved the disgrace
child, Hai Chi. To his dismay, the midwife lold of public execution. Emp'eror Po and Hai Chi's
him the firstborn child was a daughter, not a son father both owed Shichi No Ken a debt of grati-
to carry his birth right. Blaming Shichi for this tude. Hai Chi's surviving apostles, however, still
abhorrent event, he beat the mother and murdered search for her: it is belicvcd that more than 20 of
the child. them are still alive.
To this day the town people who witnessed the Shiehi No Ken was allowed to return to the
lamentable event say they saw nothing, but monastery, but she refused to stay. Instead she
rumors and tales of the incident traveled quickly asked permission to become a "walking initiate."
through the land until they reached the ears of The Grand Master of Flowers approved. As she left,
Shichi No Ken's father. A few days later, he res- the Grand Master of Flowers gave Shiehi a daikyu
cued the young mother who was still clutching and a katana, which he had magically enchanted.
her child-her long-dead child. As a monk of the Brotherhood of the Seven
He took Shichi to the Sevcn Roses Monastery in Roses, she must uphold peace and tranquility
Pe Nok, a city by the coast, where the inquisitive above everything else; these are the greatesllaws.
eyes and loathsome spies of her husband's family Naivety is considcred a weakness, and she must
could not find her. There, the monks healed her, not allow herself to become 100 removed from the
cared for her, helped her recover from the tragic world; to defeat her enemies, she must under·
death of her child, and they taught her strength. [t is stand thcm.
unusual for a woman to be allowed in a monastery, Paladin by profession, way of life, and attitude.
but where gender fails, money succeeds. she does not consider herself a paladin, nor does
She began as a pupil of the Master of the East anyone call her Paladin. To call her Ihat would be
Wind. Under his patient tutelage, she learned, incorrect. She is treated as a paladin by her deity,
hoping one day to enact her dreams of revenge on Amalerasu, however, and is given the benefits and
her husband. Unti l Shichi No Ken learned to van- penalties of that life. Her weapon of choice is the
quish her anger, however, she was unable to katana, but she enjoys using martial arts in both
master the mental disciplines she needed. After combat and mental discipline, as \>.ell a~ her daikyu.
yea rs of methodical control, she learned the men- She does not wear armor of any kind since this
tal disciplines. detracts from her ability to protect herself properly.
Hai Chi's spies found Shichi after almost 10 Shichi s ka/(lna is a katana +3 with the ability
years of searching. Hai Chi and 30 liegemen to detect evil. It can cast b(lnishmellt by touch
S727

/r------------------------------------.~
1393
",SWOfd. SlIimmmng Blade ofSllin Ginsen
r
once a week, remO\'e curse three times a day, and by a ring o/shock resistance (+3 on s aving
cast cure seriolls wounds o nce a day on anyone throws vs. electricity. - 2 per die of damage ).
other than the owner. In addition, her katana has Finally, the bearer may cal/lightning twice daily
all the functions of a paladin's holy sword, which if a storm is in the area.
projects a circle of power 30 feet in diameter
when the sword is unsheathed and held . The Shu's
power dispels hostile magic of a level up to the XP Value: 4,000 G P Value: 20,000
paladin's experience level. Legends & Lore
In combat, Shu's avatar employs a gleaming shon
Shiehi No Ken, 6t h-level Pa ladin: Str 18/96; sword +5. Anyone struck by this weapon must
Del( 17; Con 18; Int 15; Wis 18; C ha 17; AC 7; save vs. breath weapon or be caught up in a great
THACO 15; hp 72; Alignment: LG; Languages: wind and carried fro m the battle. Such persons
Wa, Sho u Lung, Common; Weapo n Proficlen- suffer 3d20 points of damage and are moved one
des: katana, daikyu; Martia l A r ts: choke hold, mile away for each point inflicted.
eagle claw, fl yi ng kick, missile defle<:tion, iro n-
skin, weapon catch; No nweapon Proflclencles: Sif's
calligraphy, etiquette, horsemanship. music, XPVaJue: 3,000 GP Value: 15,000
painting, poetry. Legends & Lore
Her sward +3 renders her invulnerable to spells
Shimmer ing Blade of Shin Ginsen from the illusion/phantasm school.
XPYalue: 17,000 GPYalue: 51,000
Kanr.-Tur Silencer of Bodash
The infamous Shimmering Blade 0/ Shin Ginsen XP Value: - GP Value: -
is one of a pair of matched S\\'Ords, forged on the Book of Artifacts
day of the two half-brothers' (Shin Lu and Shin The Silencer of Bodash is a mighty two-handed
Ginsen) birth. The o ther sword is kn own as the broad sword almost 7 feet in length. Its blade is
Floating Bladeo/Shin Lu. The weapon is a sword long and straight and made from an unidentifiable
+3 in the butterfly-tipped Shou style, and has the alloy of red metal harder than enchanted steel. The
following powers: vorpal blade, luck blade, illu- blade is diamond-shaped in cross-section and is
sion, and charm 3 t imes a day. However, in the unusuall y wide-nearly 7 inches at the hilt. The
prese nce of the match ing blade, the s word only decoration appears on the crossguard-a red,
becomes a mere magical blade (with on ly the glowing rune of ancient design whose meaning is
bonuses to attack and damage in force), unable to now lost. The hilt is made of black, watered steel
tap into its g reater powers. The blades are c ur- and wrapped with braxat hide. The pommel is
rently on display in the Capitol ofT'u Lung. The crafted in the shape of a serpent's skull.
s
shimmering blade alignment is lawful evil. The sword appears to be too large and unwieldy
for any warrior short of a half-giant's stature, but
Shina-Tsu-Hiko's it is amazingly light and \\/ell-balanced. The mas-
XP Value: 5,000 GP Value: 25,000 sive blade is far lighter than a steel edge of the
Legends & ~ same size. This sword is usually only found on
Shina-Tsu- Hiko's avatar's sword slices through Athas.
any armo r as though the wearer's AC was never In the ancient wars that ravaged Athas, the city
better than 5. of 80dash was a great neutral power. Its armies
and magicians jealous ly guarded the lands of the
Shock Blade city-state while the rulers refused all o fTers of
XPVa Jue: 1,200 GPValue: 6,000 alliance with the warring defilers and preservers.
DII.MlON Magazine t88 Eventually, the great de filer warlords decided to
There are perhaps a score or more of these magi- eliminate Bodas h, a nd a great host gathered to
cal weapons thro ughout the Realms. While o f destroy the c ity.
many different sizes, the swords are often identi- The leader of this host was a human defiler, a
fied by the large opals fitted to their hilts. warlord named lri kos, " the Left Hand of Rajaat."
A shock blade inflicts a bonus of 2 points of It was Irikos's ancie nt duty to destroy the race of
electrical damage (over and above its no rmal orcs , and when the las t o rc was no mo re, he
bonus) on every s t r ike ; metalli c a r mor and turned to the conquest of all who did not stand
shields (even if magical) are discounted for attack with Rajaat's captains.
roll purposes, as the tiny arc of energy can hit its Irikos possessed a powerful weapon called The
targe t even though the sword itself may have Silencer. Using this weapo n, he and his host sys-
missed. In addition, the wielder is prote<:ted as if tematically destroyed the a rmies of Bodas h and
57] ]

Jr--------------------------------------,~
1194
r
Sword. Sitencer ofBodash

extremely impressive array of offensi ve powers


lends a fair amount of credence to these urgings,
and there arc few more powerful weapons to be
found anywhere on Athas. However, The Silencer
is a "double-edged sword."
In dealing with Th e Silencer, the old adage of
" He who lives by Ihe s","'Ord, dies by the sword," is
remarkably accurate. If a PC gets his or her hands
on the sword, allow the character to becom e
intoxicated with new-found power. With a weapon
of this great might, a character could unite the
raiders of the desert, tame the thri-kreen of the
Hinterlands, or master the giants of the Silt Sea.
In timc, the character could rattle the golden
thrones of the sorcerer-kings themselves!
Yet one day it will come to an cnd.
Like all the pctty warlo rds and bandit-kings
who have previously owned The Silencer, the
character eventually finds that he or she is con,
fronting an enemy beyond even the power of The
Silencer . The charac ter's empi re will then col-
lapse around his or her ears before the might of
an angry soreerer-king-or the Dragon itself.
Another campaign use for the sword lies in its
potential as a weapon for good. A great quest in
search of a weapon potent enough to assassinate a
sorcerer-king might be built around the legendary
sackcd the city. Still, the last and most powerful blade. Tracing the weapon's bloody trail across
sorcerers of l:Jodash managed to cast a mighty the Tablelands and bringi ng it to bear against a
spe ll of destruction aga inst the dcfiler warlord, villain could make a fine adventure.
which blasted Irikos to ashes even as his hordes Several of the sorcerer-kings in the Tyr region
threw down Bodash with fire and sword. Only know of this weapon and remember it from lrikos'
The Silencer survived. days. They reCOb'llizc the potent threat il poses and
About three Kings' Ages ago, a wandering act to take it for themselves or destroy it altogether.
adve nturer named Rimmon discovered the The PC who holds the weapon is inviting the wrath
ancient weapo n in the heart of Bodash 's ruins. of the sorcerer-kings themselves!
With it, s he led a band of heartless raiders and Constant Po .....en: The Silencer of Bodosh is a
rose to great p<M'Cr. Hov.'Cver, Rimmon dared too two-honded sword +5 that swings like a long
much. In her arrogance, she gathered a horde to sword. The blade is incredibly sharp-it ignores
attack Balic, but only s ucceeded in angering any nonmetal armor and passes through it with-
Andropinis himself. The sorcerer-king and his out resistance. (Targets wearing nonmetal armor
soldiers slaughtered Rimmon 's desert rabble , arc effectively AC 10, but may count magical
although it is recorded that the bandit-queen slew adjustments and Dexterity bonuses.) Tree trunks
a hundred half-giants with The Silencer before and stone walls can be hacked through at a rate of
she was killed herself. The sword was reporledly 10 feet per round. The sword also provides a +2
carried away by one of Rimmon's lieutenants, a Armor Class bonus to its owner.
wily el f who escaped 10 the wilderness. In\'oked Po .....ers: By swinging the weapon in
Ove r the yea rs, The Silencer has appeared in great, horizontal sweeps, the wielder can effec-
the hands of a succession of slave tribes, raiders, tively attack all creat ures in a 10-foot circle. The
and savages. Twelve years ago, it was recovered swords man su ffers a - 4 attack penalty when
by a patrol of Tyrian soldiers from the lair of a assailing multiple targets this way, unless the
ficrce bandit and brought back to Kalak's annory. enemy is very tightl y packed (a sh ield-wall or
But with Ka lak's death, the sword dis:lppeared pikc formation) . If the wielder uses the blade in
again . It is thought that one of Kalak 's templars such a reckless fashion, he or she must also make
took the blade and fl ed into the desert. attack rolls agains t any all ies within Ihe IO,foot
The Silencer is a powerful and evil we:lpon that radius of the sword.
deludes its owner with dreams of glorious con- Three times a day, the sv.'Ofd can release a mam-
ques t and righteous destruction. In fact , its mOlh blast of pure force at any target up to 20 feet
m,
/'------------------------------------.~
1395
",SwoolSinging
r
away. This has the effect o f a 40-foot·square earth- to save vs. spell, they are subject to a suggestion
quake spell . Gates are sundered, walls collapse, from Ihe sword 's bearer. Anyone capable of using
small bui ldings are destroyed, and trees uprooted. a sword c an use these sword s, thou g h il is
When aimed at living creatures, a norma l attack rumored that some have been created with sen-
roll must be made (as iffirin g a missile weapon, tience and alignment, usually good.
and without the sword's magical bonus). Any crea-
ture hit suffcrs 5d 10 points of damage. Siva's Scimitar
Th ree times a day, the sword can proj ect a XP Val ue: 6,000 GP Value: 30,000
Tower of Iron Will psionic power for up to one Legends & Lore
turn. Anyth ing h it by the avatar's scimita r must save
RMndom Powers: The sword possesiei three vs. disintegration (items) or death magic (beings).
abili ties from Ta ble I - II : Enchantment/Charm, Failure means the item or being has been disinte-
and one ability from Table 1- 23: Protec:tion. g rated and cannot be reconstructed (raised or
C urse: T he sword thrives on bloodlust. Eve ry reincarnated).
week, the character must save vs. death magic or
permanently lose I point of Wisdom. of Skewering
The sword a lso inflicts artifacI possession, XP Value: 3,000 GP Value: 15,000
secking to drive its owner to deeds of glory, con- The Rogues Gallery
quest, and v io le nce. The owner may attempt to This sword is lightweight and appears to be some-
seize command of any group, of any size (the whal flim sy, bul it is a powerful magic weapon.
bigge r, the better), and lead those forces agai nst Although it has no bonuses to attack or damage and
any fo e. Worse s till , the possessed c harac te r only does damage equal to a sho rt sword, it can
develops a fanatical hatred of those who would negate the bonuses given 10 magical armor. There-
defy or imprison Rajaal. fore plate mail + 4 would be treated as ifil were
Sugges ted Means of Destruction: Ar mor C lass 3 when determin ing whe ther this
Melt The Silencer in the Dragon's breath. weapon would score a hit It does not negate magi-
Break it on an anvil of meteoric iron. cal bonuses for attacks by other weapons on that
Disso lve it in the foam of the sea ( suitable opponent, no r does it pe r manently cancel an y
only on Athas). bonuses. The sword may also strike any monster
not nonnally hit by nonmagic weapons.
Si nging
XPValue: 1,600 GPValue: 10,000 Slayer
The Magister XP Value: 40,000 GP Value: 200,000
It is rumored that these relatively recent additions Legends &. lore
10 the annories of the world were crealed for use by Slayer kills anything its blade touches (no saving
the Harpers. Certainly the primary attribute of the throw allowed). If used to kill for food, the meat
sword has to be created with some conniva nce of canno t be eaten- it has no nutritional val ue and
one or more bards. With their usual taciturnity, the is unpalatable.
Harpers are not taking any credit for them, and no
bard has actually been seen using one-though this Snakebane
may be more a factor of a dislike of competition XPValue: 1,000 GP Value: 5,000
than holding the sword in disfavor as a sword. DRAGON Magui ne 99
This is a silver bastard sword that s ings con- Snakebane is a sword + /, +4 vs. reptiles.
stantly, and lo udl y, while drawn. It is +3, but this
may be temporarily negated by magical silence. Snoop
While the song is hea rd, the bearer of thc sword is XP Value: 2,000 GP Value: 10,000
infused wi th a sense of confidence a nd excite - The Temple of Elemental Evil
ment, and never chec:ks morale. The song confers This long SM.'Ord + J has an alignment of NG and
upon the bearer im munity to charm, command, an Intel ligence of 13. It can communicate through
confusion,lear,friends , repulSion, scare, and e mpath y and can de tect in visible and detec t
suggestion . Emo tion cast o n the bearer only magic, each to a I O-foot range.
evokes a rage res ult (focussed on the spellcaster).
The sword 's song can still shrie kers and negate Snow on the Mountain
the song e ffect o f harpies, but a bard can easily XPValue: 1,500 GPValue: 7,500
negate its powers by s inging a counterh armony. The Duchy often
The sword 's song can entrance intelligent c rea- Sher Yakub owns a silver neutral·good sword + 1
tures o f up to 2 Hit Dice (not including undead or named Snow on the Mountain . This weapon has
creatures from other planes). lfsuch creatures fa il
,,,.
an Intellige nce of g and an Ego o f 5 and has the

/r--------------------------------------~~
1396

....
powers detect invisibility,flying, and healing. All
pcM'trs can be used once a day.

Sou lblade
XP Value: 3,000 G P Value: 15,000
The Astromundi Cluster
Soulblades are dreadful weapons, more feared
than any other handheld weapon in the Astra-
mundi Cluster. Carved from shadowstone, soul-
blades are similar in size to shon swords, though
each individual blade has a u nique design and
decorative pommel. Soulblades are +2 magical
y,-eapons and cause Id6+2/ 1d8+2 points of dam-
age, whether the blade resembles a shon sword or
a small khopesh.
Created by special sunmagic rituals, these blades
always flicker with cold white flames. The flames
cause no additional damage to sun mages, but they
wi ll cause a loss of I d4 hit points to those who aTe
not sun mages. The flames can also destroy cloth or
nonme tallic armor with a successful strike; they
will engulf leather or padded armor (and any nor-
mal clothing, ropes, and the like) and consume it
within one round (magical clothing or annor gains
a saving throw against this effect.).
If exposed to sunlight, a sou/blade begins to
glow, its flames slowly turning red and brighten-
ing to the intensity of a light spell. A fte r three Soulseeker
rounds in direct sunlight, the wielder may fire a XP Valu r: 1.500 GP Val ue: 7.500
30-foot- long beam of fie ry energy that causes DRAGON Magazine 180
ldlO points of magical fire damage. The wizard From the volcanoes of the Great Sand Sea come
mUSt roll a melee attack as nonnal, but receives a large amounts of lava, some of which has large
+2 magical bonus to this roll. No natural or magi- chunks of obsidian in il. The de~rt nomads have
cal resistances to fire provide any defense against learned th e art of flint napping and ha ve used
this auack. After this energy discharge, the sword obsidian tips on their spears for centuries. Highly
returns to ilS normal, dark color with white skilled artisans are able to make large blades for
flames. Sou/blades can only release this stored daggers-Soulseeker is such a blade.
energy five times a day; after the fifth use it can- A wa r fought deep in the Underdark's caverns
not absorb any energy for 24 hours. resulted in the destruction of many of the evil
creatures involved. The remains of some of the
of Souls vilest fiends were melted into a magical lava
XP Value: 2,000 G PVa lu e: 10,000 flow, fanning an especiall y large hunk of obsid-
Halls of the High King ian. One of the great blade makers used this piece
The favored weapon of the evi l lyach ru Xvim, of obsidian to make Sou/seeker. The name is
this infamous sword is a giant scimitar + 3 that derived from the fact that the fiend's flesh in the
drains two life energy levels whenever it strikes a blade is constantly seeking a soul for itself. This
hVlng opponent (no saving throw). The truth of blade has killed many times and still seeks more
its origins is lost in conflict ing legends ; it is souls.
known to be much heavier than most humans can The blade traveled from the Great Sand Sea to
comfortably use in battle (weighing about 30 the trading cities. A blade C{)llector in Waterdeep
pounds) and is of lawful evil alignment. Crea- sent for the dagger, but SouJseeker never reached
tures of other alignments who touch the scimitar its destination because il was stolen from the
feel a sickenin g, w renching pain (- I on attack trading caravan. The last known rumor is that the
rolls and Dexterity ability score while in contact blade is in the hands of Water deep s black markct,
with the weapon). Further, they suffer a loss of perhaps having made its way to the city of Skull-
ld4 points per contact (or per round ofcontinu- port.
ous contact) if they are of any evil alignment, or a SOil/seeker has a 30-inch. glassy black obsid-
loss of I d 12 hp if they are not. ian blade that is approxima tely 4 inches wide at
S14l

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1397
- -- - -- - - - ------- -

r
the guard. The blade was made using flint nap- extraordinary abilities for swords is relatively
ping and has a slow taper, reaching dow n to the short and this could create a situation where
point. The handle is foss ilized ivory, the guard is members of an adventuring party possess very
gold with inlaid onyx runes, and the bun cap is similar wcaponry in a long-term campaign.
also of gold and onyx. The blade travels in a sil k- Primary abilit ies are as they appear in the
lined case made of ebony. with golden hinges and DMG, because they arc all powers of detection.
a cover that is a thin sheet of translucent obsidian. and the existing abilities cover all necessities.
Sou/seeke r is +2 on attack rolls and +5 on What is new here is the addition of gold piece and
damage rolls. It can soul sleal on a failed saving experience point valucs of swords possessing
throw vs. death magic, detect evil/good in a 60- these abilities.
foot radius, detect invisible objects in a la-fool The extraordinary abilities, on the other hand,
radius. and detect magic in a 30-foot radius. It has have becn greatly expanded without perverting
an Intelligence of 17, an Ego of II. and its align- the original intent of the table. All spell powers
ment is chaotic evil. Sou/seeker is able to com- granted by ext raordi nary abilities function at 8th
municate in Common. level, and each is accompanied by additions to
This blade has one of the sharpest edges known. experience point and gold piece value. In the
Obsidian edges arc prized by nomadic healers for original DMG, it appears that sword abilities have
use in surgical procedures. The strongest power of levels of use as low as 6th, in some cases. This
Soulseeker lies in the stealing of souls. Anyone was increased to 8th level ac ross the board, as
who is hit by the blade with a natural 20 must save some swords in the DMG tables could heal or
vs. death magic or lose his or her soul to the blade, teleport. Thus, levi/alion,fireball, slrength, and
dying at once. If the victim dies from a hit by the magic missile are at the 8th level of ability when
blade, the character's soul is automatically taken cast from a sword. It is suggested that all extraor-
into the blade, and resurrection becomes impossi- di nary powers be usable only with the knowledge
ble. Only a wish spell will bring back a soul and of a command word or phrase.
permit resurrection. Those of alignments other The greatcst change in this entry is in the area
than that of the blade suffer Id6 points of damage of purpose swords. The original list of victims for
every round they touch any part of this weapon, purposc swords ignored subelasses or (pcrhaps)
unless they are victims and suffer damage as assumed thei r inclusion with the major cla~ses.
detailed otherwise. The originallisl also lumped all monsters together
Soulseeker makes no pretense of its true goals, in Ihc same category. A new table divides mon-
but it is remarkably seductive to any chaotic-evil sters by type or major grouping. Several purpose
being that grasps its hih. h always tries to control abilities, as well as experience point and gold
its owner, urging the user to slay victims at every piece values for those purposes, wcre added to
possible turn, seeking all souls possible, though it the tables.
will encourage stealth and duplicity to keep thc Creating a table for languages spoken by a
killing spree going as long as it can. So ulseeker sword would be a monumental task. This is espe-
especially seeks vict ims of high level or high cially true since many monster descriptions in Ihe
social standing, gladly stealing the soul ofa great MONSTROUS MANUAL books and the MONSTROUS
wizard, mayor, priest, or general. COMPENDIUM indcxes do not say whether or not
Sou/seeker saves against attacks as rock +2 and monsters have a spoken language. Therefore, lan-
can be destroyed in any number of ways. Two guages may be assigned for magic swords in sev-
good-aligned churches, one assassins' guild, and eral wa ys, usi ng any or all of the suggestions
fou r adventuring panics are currently seeking below.
this weapon to destroy it-or to use it. 1. A language may be assigned to every creature
of at least low Intelligence. Most semi-intelli-
Special gent creatures have a primitive spoken lan-
XP Value: Variable G P Va lue: Variable guage of a few dozen words.
DRAGO~ Magazine 99 2. Creatures such as fiends and extraplanar crea-
The Magical Sword Tables in the DMG are morc tures have a common tongue capable of
than adequate for most purposes. There are, how- expressing most ordinary concepts. Othcr
ever, two problems with the magical sword cre- creatures possessing common tongues might
ation system. First, no experience point or gold include elementals, daemons, dragons, mod-
piece value is givcn for primary abilities, extraor- rons, and so fonh.
dinary abilities, purpose swords, or languages. 3. Sword languages can be assigned as the DM
Certainly, a sword with any of these characteris- sees fit , or may be rolled on the encounter
tics is wonh more than an identical sword without tables for the lands whcre the campaign is tak-
them- bUi how much more? Secondly, the list of ing place. This takes into account factors such
5743
/r----------------------------------~~
1398
p

as where the sword was made, where it was "'The sword can read magical writings as well as other
intended to be used, and the relative frequency languages.
of various creatures in the campaign. 'The sword can use ·either communication mode at will.
The encounter tables from the MONSTROUS with language used tike any speaking sword.
CoMPENDIUM appendices are the most up-to-date
yet published, and are admirably suited for use in Table 2. Swo rd Alig nment
generating languages for s words . A wizard
enchanting a sword for use in the tropics would Ro ll Alignment Roll Alignment
not bother e nc hanting the swo rd to speak the 0 1-05 Chaotic good 31-55 Lawful good
white dragon's tongue. Similarly, in the desert, a 06-15 Chaotic neutral 56-00 Lawful neutral
sword that spoke the language of unicorns would 16-20 Chaotic evil 61- 80 Neutral
have no great value. 21 - 25 Neutral evil 81-00 Neutral good
The personality of a sword snould be consid- 26-30 Lawful evil
ered. To begin with, each sword, wnether intelli-
gent or not , s hou ld have a name, preferably Table 3. Sword Primary Abilities
engraved on the blade or hi lt. All Intelligent
swords should nave a definite personality. A XP GP
random table for sword personality cannot be Roll Ability Value Value
created., because personality depends, for the 01 - 1 I Detect elevator/shifting
most part, on al ignment, abilities, Intelligence, rooms/walls, 10' radius 60 300
Ego, special abili ties, and purpose, if any. The 12- 22 Detect sloping passages,
language spoken would have an effect upon a 10' radius 60 300
sword's personality ; th us, a P ix ie-speaking 23- 33 Detect evil or good, 10'
sword should be different from a sword that rad ius 120 600
speaks Manticore. Magical swords have to be 3444 Detect gems, number and
played by the DM j ust as any nonplaye r charac- kind, 20' radius 240 1,200
ter would be played. 45- 55 Detect precious metals,
The benefit of a sword name should nol be over- kind and amount, 20'
looked. Compare Excalibur, Anduril, and Storm- radius 240 1,200
bringe r to " my gem detection sword +3 that 56-06 Find traps, 10' radius 240 1,200
speaks Ore." Name.~ should relate to sword powers, 67- 77 Detect magic, 10' radius 240 1,200
origins, or the original owners ifpossible, and they 78- 82 Detect secret doors, 5'
mayor may not give clues to their abilities. Each radius 120 600
DM's imagination must do the work. Under Sw·ord 83- 87 Detect invisibility, 10'
and Dagger are many examples of weapon names radius 240 1,200
thaI should your creativity flowing. 88-92 Locate object, 120'
The following are expanded and revised tables radius 180 900
for the random generation of magical swords. 93-98 Roll twice, ignoring
They derive from the DMG, I st Edition Tables. scores of93-98
99-00 Roll on Table 4 instead
Table I. Sword Intelligence a nd Capabilities
Note that the detect good/evil sword power is
Roll lot Abilities Communications one or the olher, according to the alignment of the
01- 75 None None None sword. (Evil swords detect good and vice versa.)
76-83 12 I Primary Semiempatny Neutral swords detect one or the other (50%
84-89 13 2 Primary Empathy' chance),
90-9' I' 2 Primary Speech' Iftbe same primary abili ty is rolled twice, the
95-97 IS 3 Primary Speechl radius of the power is doubled.
98- 99 16 3 Pri mary Speech' All abilities function only when the sword is
00 17 3 Primary Speech, telepathy drawn from its scabbard and held and the posses-
plus I extraordinary sor is concentrating on the desired result. A sword
power' cannot fight and detect at the same lime.
'The owne r rece ives a signa l (a throb or a tingl e) and The experience-point and gold-piece values in
retls urges when the ability functions. the above table are based on, among other things,
'The sword speaks its owner's language plus I or more the value of wands with similar powers, and the
other languages-indicated on Table 6. swords are much less valuable than the wands
'The sword can also read languages and maps of any non- (des pite the fact that the y have no charges to
magical son. exhaust) for several rcasons. First, few swords
S74l
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1399
...

/r------------------------------------~\
1400
Sword Speciar

"' have the detection radius o[the corresponding XP GP


wand (for example, a wand a/magic detection Ability
Roll Va lue Va lue
has a 3D-foot radius, while the corresponding 42-44 Hold person on contact.
sword has only a 10-foot radius). Secondly, the 2/day 420 2,100
swords' values derive primarily from the fact that 45--47 Hypnotic pattern , 21day 420 2,100
they arc , first and foremost, weapons- most 48- 50 CreOle illusian. 120'
detection abilities 3rc "icing on the cake." Thirdly, range, 2/day as a 1I.'lind
a sword is not exactly an innocuous detection nfillusion 480 2,400
device. (Ever try 10 slip one up your sleeve?) 51 - 53 Invisibility on self, 3/day 360 1,800
Thus, the gp values range from 300 to a of 1,200, 54-56 Levi/Ule, 3/day, one turn
based on perceived value to fighters and other duration 420 2,100
sword users. :57- 39 Lighrning boll, 8d6. l /day,
Extraordinary powers are, by definition, better 120' range 600 3,000
than primary abilities. The weakest extraordinary 60-62 Magic missile, 4 missiles,
swords are worth as muc h as 1,500 gpo and some 140' range, 2/day 420 2,100
of the mightiest are worth up to 3,000 gpo They 63--65 Mirror image , 2/day 360 1,800
come in three general types (offensive, defensive, 66-68 Paralyzation on contact.
and miscellaneous) and in low. medium, and high 2/day 80 2.400
levels of power. Gold pieee values assigned to 69-71 Protection from evil/good, 3/day,
each category are as follows: 16 round duration 360 1,800
72- 74 Ray ofenfeehlement, 2/day,
G PVa lues 35% Strength loss, 3O'
Power Low Medium High range 420 2. 100
Defensive 1,500 1,800 2,100 75- 76 Strength on self. I/day, 8 turn
Offensive 1,500-1 ,800 2, I 00-2.400 3,000 duration 420 2.100
Miscellaneous 1,500-1.800 2,100-2,400 2.700 77- 79 Silence on self, 3/day 300 1,500
80-82 Suggestion. 2/day on one creature
Table 4. S ..... ord E xtraordina r y Powe rs only, 5 turn duration 420 2,100
83- 85 Telekinesis, 250 lb. wI. . 2/day,
XP GP I round duration 420 2, 100
Roll A bility Value Value 86-87 Teleparhy, 60' range,
01--03 Add sword's plus to saving 2/day 420 2,100
throws, I/day, one turn 88- 89 Teleportation. IIday,600
duration 300 1,500 pound weight maximum.
04-06 Animate dead, I/day 420 2,100 Initiative modifier of
07--09 Charm person on contact, +2 to activate 540 2,700
3/day 360 1,800 90-92 Web, 2/day 360 I,SOO
10-11 Clairaudience, 30' range, 93- 94 X-ray vision, 2/day, I turn
3/day, one round duration 360 1,800 duration 20 2,100
12-14 Clairvoyance, 30' range, 95- 97 Roll twice, ignoring scores of 95- 97
3/day, one round duration 360 1,800 98- 99 Character may choose one power
15- 17 Color spray , 2/day 360 1.800 from this table
IS-20 Cammal/d. 3/day 300 1,500 00 Character may choose one power and
21 - 22 Cure lighl wounds on self, roll for a Special Purpose
3/day 300 1,500
23-24 Determine direction and Note that all spell effects. including those con-
depth, 2/day 300 1,300 cerning magic resistance, saving throws. and so
25- 27 Dispel magic. 2/day 480 2,400 forth, apply as if the spellv.·ere cast at Sth-Ievel.
2S- 30 ESP, 30' range, 3/day, If the same power is rolled twice, the number
one round duration 480 2,400 of uses of that power per day is doubled.
31 - 33 Fireball, Sd6, IIday, Powers function when the sword is drawn and
180' range 600 3,000 held and the possessor concentrates upon the
34-36 Fly,120'/round desired effect. Most powers require that the user
I hour/day 480 2,400 concentrate for at least a full round.
37- 39 Gaze ref/ection, 3/day 360 1,800
40-41 Heal self, I/day 600 3,000

5743

) \...
1401
, Sword. Special
r
Table S: Special Pu.rpose Swords-Purpose would not use its purpose ability to slay storm
giants, for example.
XP GP When a creature is struck by the swore;!. the
Roll Purpose Value Value sword will use its purpose ability if the creature is
01-04 Defeat opposite alignment 200 1,000 one the sword was meant to slay or destroy. The
05--07 Defeat law 200 1,000 victim gets a save vs. spell. The power operates
08- 10 Defeat chaos 200 1,000 only in pursuil of the special purpose, and a char·
11-13 Defeat neutrality 200 1,000 acter who fails to attack a creature the sword was
14- 16 Defeat good 200 1,000 created 10 s lay, o r who fail s 10 killihe creature
17- 19 Defeat evil 200 1,000 with the sword, will have at beSt a strained rela-
20-23 Slay priests 225 1,1 25 lionship with the sword-the weapon may, in
24 Slay druids 225 1,125 fact, refuse to use any of its powers for the master
25- 28 Slay fighters 225 1, 125 until the affront is settled.
29 Slay paladins 225 1, 125
30-31 Slay rangers 225 1, 125 Table SA: Spedalist wizards
32- 34 Slay wizards 225 1, 125
J5 Slay specialist wizards' 225 1, 125 Roll Specialist Wizard
36-39 Stay thieves 225 1, 125 1 Abjurer
40-41 Slay assassins 225 1, 125 2 Conjurer
42 Slay monks 225 1, 125 3 Diviner
4J Slay bards 225 1, 125 4 Enchanter
44-46 Slayavians 200 1,000 5 Illusionist
47 Slay baatezu 250 1,250 6 Invoker
48-50 Slay !anar'ri 200 1,000 7 Necromancer
51- 54 Slay demihumans 250 1,250 8 Transmuter
55- 58 Slay dragons 250 1,250
59-62 Slay extraplanar creatures 250 1,250 Table 58: Special Purpose Swords-Powen
63-65 Slay faeri e creatures' 250 1,250 XP GP
6~9 Slay giants 225 1,125 Roll Powcr Value Value
70-72 Slay humanoids 200 1,000 0 1--08 Ca use blindness for 2d6
73- 75 Slay insects 200 1,000 rounds 100 500
76-79 Slay magic-using creatures 225 1,125 09-15 Confusion for 2d6 ro unds 100 500
80-82 Slay mammals 200 1,000 16-25 Death 200 1,000
83- 85 Slay plant life 200 1,000 26-35 Disintegration 200 1,000
86-88 Slay poison-using creatures 225 1, 125 36-42 Cause/ear for Id4
89-91 Slay psionic creatures 250 1,250 rounds 100 500
92- 94 Slay reptiles 200 1,000 43-49 Feeblemind for I d4
95-97 Slay tanar'ri 225 1, 125 rounds 150 750
98-<10 Destroy undead 250 1,250 50-56 Insanity for I d4 rounds 100 500
'T he particular specialist wizard can be deter- 57-66 Maze 100 500
mi ned by rolling I d8 on Table SA I 67-75 Paralyzalion for I d4
' Faerie creatures are: brownies, centaurs, dryads, rounds 150 750
pegasi , pixies, satyrs, sprites, sylphs, unicorns, 76-85 Petrification ' 150 750
and [he like (perhaps including elves, g nomes, 86-93 Plane shift' 150 750
and haJnings). 94-<10 Quested 150 750
The purpose ofa neutral sword of " defeat Any sword determined to have a special pur-
opposite alignment" is to ruin or s lay creatures of pose is allowed one roll on Table 5A followed by
the extreme a lignments (LG, LE, CG, CE). one ro ll on Table 58 . However, a sword's pcw.-er is
With regard to the character classes mentioned always appropriate to its purpose-a sword that
in the above table, nOle that " f ighter" does not destroys undead would not have fear as a purpose
include ranger o r paladin, "wiza rd" does not power. In a case where purpose and power con-
include specialist wizards, and so on. flict, simply rero ll on Table 58 until a noncontra-
A purpose must suil the type and alignment of dietary set of characteristics is oblained.
the sword in question. Good-aligned swords only 'The plane shifting power th rows the victim to a
use purpose abilities on ev il c reatures, though random plane of existence.
neu tral and evi l swords a re not so restricted. 'The petrification pQW1:r does nOI cause the sword
Thus, a good sword Ihat was created to slay giants to become entrapped in the body oftbe victim; this
574)

.) \..
1402

...
S"",rd. Spellbinder,

effect may be undone by a stone 10 jlesh spell. Any Spectral


insanity caused will be catatonia, suicidal mania, or XP Value: 1,500 GPValue: 15,000
insanity involving constant hallucinations. Newszine 82
POlVIlfJ)RON
The spectral sword is a lightweight, well-bal-
Table 6. Number of languages anced weapon. Its hilt is encrusted with jewels
and has a skull on the pommel. The blade is non-
Number of XP GP corporeal and transparent in lighted surround-
Roll languages Value Value ings. However, in the dark the blade has a bluish
01-40 1 50 250 cast and smoke appears to dance along its edge. A
41 - 70 2 100 500 spectral sword can be used by any character,
71 - 85 J 150 750 regardless of a character's weapon proficiency.
86-95 4 200 1,000 The wielder suffers no proficiency penalties .
96-99 5 250 1,250 However, the sword can only be used against
00' 6' JOO 1,500 undead; all other creatures arc unaffected by the
noncorporeal blade. Undead struck by the sword
'On a rolJ of 00. the minimum number oflanguages avail- suffer IdlO points of damage. In addition, if the
~ble to the sW()rd is 6. The GP and XP values reflct:1 this weapon is in the hand of its owner, it gives that
minimum. When rolling twice on the table above, add the character a +4 saving throw bonus vs. undead
XP and GP values if the total is greater than 6. special attacks that have saving throws.
'or the lotal of two additional rolls (ignoring further
results ofClO). whichever is grealer.

Languages should reflect the type of sword and


its abilities.

Table 7: Sword Ego

Attribute ofsword Ego point~


Each "plus" of sword I I
Each primary abilit y' 2
Each extraordinary power 2
Special purpose 5
Each language spokenl If
Telepathic ability 2
Reading languages ability I
Reading magic ability 2
'A sword +1 has I Ego point, but if it has another
(higher) plus, the highest is also counted. In addi-
tion, swords which have no extra pluses but have
extra powers add double their "plus" rating for
Ego.
'If the ability is doubled, double the Ego points.
JRound up.

A sword with a neutral alignment can be used


by any character whose alignment in any part cor-
responds with {he nonneutral alignment of the
sword. However, a neutral good swo rd (for Spellbinder
instance) would dislike the lawfulness ofa lawful XPValue: 1,000 GPValue: 10,000
good character's actions jusl as much as a lawful DRAGOI' Magazine !80
good sword would dislike a neutral good charac- A warrior named Algor and a nameless, evil wiz·
ter's lack of orderl iness. The same would be true ard decided to end their feud of many years with
for a lawful neutral sword and a lawful evil char- a duel. Algor, realizing his magical inferiority,
acter, and so on. had a special sword crafted that would absorb
spells cast by an opponent. On the da y of the
duel, Algo r presumed he was now superior, but
he should not have trusted an evil wizard to fight
fairly. At a decisive moment in thei r battle, the
5745
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1403
(

wizard was joined by two of his evi l cohorts. matching the one Algor used against it years ago,
Simultaneous ly, all three blasted Algor with and it would like to obtain this weapon simply to
spells. Algor was annihilated, and his possessions add to its trophy collection.
were thrown across space and time. Several years
and many miles away, a farmer found Algor's Spcllblade
sword in his field, and traded the blade for ani - XPVallle G PVaiut
mals and equipment. The sword has c hanged I ,000+ IOO/levc 1 6,OOO+2,OOO/level
hands many times s ince. Spellbinder was once The Ruins ofU ndermountain
reported to have been offered as payment for a These slim-bladed swords were once plentiful in
glass of ale in a tavern. Most of its owners never the Realms. Recently, someone has rediscovered
realized Spellbinders full potential . Spellbinder the secrets of making them again; new blades have
was once known as Algors Weakness after its his- begun to appear in the Dragonreach area, probably
tory was made public by a wizard-sage. from a source in Scmbia. A spellblade is a +2 mag-
The extremely s harp, layered-s teel blade is ical weapon. A single wizard spell is cast as pan or
about 3~ feet long; overall, this we ll-balanced its making, and after that, the sword is inunune to
weapon measures just over 4U feet. The blade has and paramount over that particular spell. Anyone
a single blood groove and two bilateral notches carrying a spellblade who is attacked by the partic-
near the base. The handle is of deeply nuted ular spell that the blade is linked to is utterly pro-
dragon bone with a gold ring at each end of the tec ted against all of that spell's effects. This
flutes. The guard is curved toward the point and immunity applies even if the spell is magic missile
e nds in two claws, each grasping a crystalline or another 'unerring' spell, or one that a weapon
sphere. The face of the guard has two large trian- would nonnally be of no use against.
gular sapphires wi th their points together. The The blade-bearer can reflect an offensive spell
pommel is conical. If found, the crystal globes back upon its caster, choose to negate its local
will probably already be shattered or absent. effects entirely (a ll ow ing aftrebalf to now
Spellbinder is + 2 o n attack rolls and +3 on directly a round the wie lder wi th no effect), or
damage. It absorbs (as a rod of absorption) up to direct it at a target of choice. This decision must
12 levels ofwizsrd or priest spells (12' 1st-level be made the round the spell is cast, or the spell is
spells, six 2nd-level spells, and so on) and detects negated. There is no known limit to the negation
magic in a 3D-foot radius. It has an Intelligence of ability of a spellblade against its specific spell.
12, an Ego of I I, and a neutral alignment. It can This power does not preve nt normal use of the
communicate by empathy. weapon in the same round.
This sword can be wielded by members of any As an item, the spe/lhlade is usable by all
al ignme nt. It must be held by the grip to absorb classes; as a weapon, it is usable o nly by those
incoming spells; no part of the hand can touch the allowed to wield swords. To gain the protection or
blade or guard. The c rystal spheres absorb the the spellblade, it must be drawn from its scabbard
spells, each sphere absorbing s ix levels. If the with some part of its hilt or blade resting on the
wielder attempts to absorb more than this amount bearer's flesh (a warrior's hand or strapped to the
in a single round without discharging some of the leg of a wizard). Spellhlades guard against spe-
spell energy, the spheres shatter and the sword no cifi c spells and identical magical effects, such as
longer absorbs any spell levels until the c rystals the fireball spell and theftreball emitted by a
are replaced (they can be had at glassware shops ~and affireballs. They do not guard against
for rough ly 50 gp each, but enchanting each of merely similar effects; for example, a/irehall-
the spheres with the proper spells is quite a bit specific spellhlade would not guard against nOT-
more expensive, requiring a wizard of at least the mal fires , a wall offire, a meteor swarm, a
16th level). flaming sphere, or a delayed blaSI fireball.
Spe/lbinder is a bit of a snob and wan ts an Most spellhlades are crafted to protect against
owner that it cannot easily control. In the past, offensive spells such asfireballs, lighllling boilS,
Spellbinder has constantly kept on the move from magic missiles, or charm person spells; a rare few
owner to owner, forcing its user to trade it away if are made for specific purposes, and can breach
he did not measure up to the sword's standards. It prismalic spheres or walls offorce.
is currently seeking an owner who understands
the schools of magic, preferably a fighter-wizard. Spiritburner
The weapon wants to be polished often and kept XPValue: 1,200 GPValllc: 6,000
in a nice, gem-encrusted scabbard. Islands of Terror
The evil wizard who engineered Algor's death Spirilburner is a sword owned by Diamabel, a
has since become a lich. As a side interest, the chaotic evil fighter of 12th level. The sword is a
lith has begun to look into rumors of a sword flame tongue +3.
5741
/r----------------------------------~(
1404
become shadowy and semitranslucent before he
fades from sight.
Stalker does have a special purpose, but the
sword seems to have never told anyone or had a
chance to reveal this to its previous owners, nor
the nature of its special purpose power. Stalleer is
an intelligent sword with Intelligence of 14 and
an Ego of II; it communicates by en/pa/hy.

Sta rfa ll
XP Value: 1,900 GP Value: 9,500
PoLYHEDRON NcwWne 76
Slarfall is an exquisite s",""Ord that was forged from
the heart of a meteorite by an ancient elf weapon-
smith who had more than two centuries of experi-
ence in his trade. The blade is long and slender,
with remarkable balance and an exceptionally
kcen edge. This gives SIO/fal/ a +3 bonus to strike
opponents in leather, padded or hide armor and a
+2 bonus against opponents in metal armors. Its
deadly edge delivers an additional 3 points of dam-
age per strike. The unusual metal in the blade
reacts violently when it comes in contact with the
blood of a dragon, causing an additional 3d4
points of damage when used against dragonkind.
The strange and alien metal never dulls or corrodes
and receives a +5 bonus on saving throws. It is
Stalker immune 10 attacks from rust monsters.
Xt'Vallle: 2,000 GPVallle: 10,000
Howl From the North Stonefist
Sialker is an enigmatic and powerful weapon that XP Value: 1,000 GP Value: 5,000
reveals its full powers on ly in the hands of a Adventures
G REYHAWJ(
ranger. To anyone else, it is merely a long sword Also known as the Swo rd of Rage, this two-
+/. It has a slcnder, long blue steel blade, but its handed sword was enchanted during the reign of
hilt, pommel, and qui lions are made of a stark Vlek Col Vlekzed. No one is sure ifVlek wielded
black meta l that is as hard as adamantite. If it himself, though the wa rriors of the Hold of
Stalker is stared at for any length of time, it Stonefist stubbornly (and violentl y) maintain
seems to have wisps of shadowstuff moving thaI. No one doubts that the weapon contains the
silently across its surface, although this is just strength and ferocity upon which Vlek built his
illusory ... or is it? domain.
Slulker is a +3 neutral good weapon when used Aside from its normal +2 bonus to attack and
by a ranger. The ranger gains a + I bonus to Wis- damage rolls, the sword allows the wielder to vol-
dom and Intelligence while in possession of this untarily enter a state of mindless rage. While
blade. The ranger also gains a +20 bonus to all enraged, the character gains an additional + 1
bide in shadows and move silently attempts, and a auack, +3 damage, and an additional +2 hit
+4 bonus on tracki ng skills. points per level. (Note: The bonus hit points are
Slaiker bequeaths an afTin ity with dogs and lost to damage before the character's own hit
wolves on its owners for an unknown reason. The points, as a potion of heroism.) However, the
ranger has a Charisma of 18 when dealing with character also loses any Dexterity bonuses to his
dogs and wolves (not including worgs, tyrgs, win- or her Armor Class and cannot control the rage
ter wolves, or other canine monsters, such as hell until a save vs. spell is successful (one attem pt
hounds). While holding Statker, the ranger can per round).
speak with animals (dogs and wolves only) three
times a day. Stormbringer
The spells that can be used once a day each by XP Value: 8,000 GP Value: 40,000
Slalker's wielder are invisibility, invisibility to Gods. Demigods, & Heroes
animals, and invisibility 10 undead. In the process Chaotic in natu re, thi s sword has an Intelli-
of becoming invisible, Stalker's wielder seems 10 gcnce of 12 and lin Ego of 12, is +5 when strik-
nSI
/r------------------------------------.~
1405
(

ing, is a dancing sword, and drains energy lev- of the weapon is equal to a sword +2. Against
els. On a roll of I 1- 20 it will d rain a ll the evi l creatures, its bonus is +4. Against creatures
energy levels from any being if it hi ts, with a of the Negative Material Plane or those drawing
roll of7-1O allowing it to drain one-half of the power from that plane (such as certain undead),
energy levels. The energy leve ls gained from the sword inflicts double damage. Furthermore,
the battle are transferred to the user as Strength the blade has a special sunray power. Once a
o f 18/00. It also adds hit points by automati- day, upon command, the blade can be swung
cally rolling the pr oper die for the creature vigorously above the head \0 shed a bright yel-
struck. Ifa wizard is hit, rollld4 and mul tiply low radiance like that of full daylight. The radi-
the result by wizard's levels. The same is done ance begins shining in a 10-foot radius around
for all other classes and creatures. The sword the sword wielder, spreading outward at 5 feel
becomes sated after draining off 300 energy per round for 10 rounds after that. creating a
levels. in which case. after [0 melee rou nds, globe of light with a 60-foot radius. When the
the user reverts back to his or her former sw in ging stops, the radia nce fades to a dim
Strength and hit points. The sated state lasts for glow that persists for another turn before disap-
50 fulltums. at the end of which the sword will pearing ent irely. All sunblades are of good
take another 300 levels. alignment.

Sunsword
XP Value: 3,000 G P Value: 20,000
RA~~
The sunsworJ is a magical long sword. Its blade
is a form of crystal glassteel, held by a platinum
hilt and guard. It glows with dim blue light most
of the time. It is a s....wd +2 againsl all creatures
except undead. When within 30 feet of an y
undead, the blade suddenly glows a brilliant blue.
The blade is +3 vs. undead (to attack and dam-
age). When used against vampLres, the blade
flares and sparks when it strikes, inflicting 10
additional points of damage per strike.
Ages ago, Sirahd employed a powerful magi·
cian to destroy the sword . The first part of the
process required that the hilt and blade be sepa-
rated, then dest royed simultaneously. However,
before the hilt and blade could be destroyed. the
magician 's assistant stole the blade and attempted
to nee from Barovia. Though his body was later
found in the woods, the blade was never recov-
ered. When it was separated from the hilt , the
blade took on the appearance of a normal long
sword.
Though the hilt remained in Castle Ravenloft,
the blade has never been found. Strahd has always
lived in fear Ihat Ihe blade may be reunited with
Su n Blade the hilt. Currently, the blade has a nonnal hilt. If
XP Value: 3,000 GP Value: 20,000 the blade's owner finds the hilt, it will magically
DuNOEON MASTER Guide leap onto the blade, replacing the normal hilt and
This sword's enchantment enables the sun blade becoming the suns\\'ord.
to be wielded as if it were a short sword with
respect to encumbrance. weight, speed factor, and Surtr's Flaming
ease of use (the weapon appears to be a bastard XP Value: 1.000 GP Value: 5,000
s....,ord, and inflicts bastard sword damage, but the Legends & LOR
wielder feels and reacts as if the weaJXIn were a Surtr's avatar carries ajlaming sword + j that SClS
shon sword), Any individual able to use either a anything it touches ablaze (save vs. magical fire
bastard sword or a short sword with proficiency to negate) fo r Id I0 damage each round.
is proficient in the use of a .wn blalle.
In normal combat, the glowing, golden blade

/r------------------------------------,~
""
1406

...
,
Su rya's Sword of Light leader. Abadda was challenged by Di styl of
XP Value: 4,000 GP Value: 20,000 Nesme at the court of Alustriel, High Lady ofSil-
Legends & Lore verymoon, in Elminster's presence. During the
Any being within 10 feet of the avatar's fight that followed, Elminster and at least one
unsheathed sword o/light must save vs. petrifica- other- the adventure r Umen ofVartar- recog-
tion or be blinded for IdlO turns. The sword auto- niud the blade for what it was.
matically dispels all illusion and darkness spells Abadda was slain in combat, and Distyl right-
within 20 feet. fu lly took the blade. Shortly thereafter he was
foun d dead by his campfire on the Trollmoors,
Susa noo's Blue and Urnen was seen in Longsaddle not much
XP Value: 4,000 GP Value: 20,000 aflerward, brandishing a blade that was demon-
Legends & Lore strably Susk- to Umen's eternal dismay- when
Any being struck by Susanoo s blue sword suffers he let go of it involuntarily in the middle of a tav-
an additional 2dlO lightning damage (save for ern brawl, it hung in midair, beyond his grasp, as
"'IQ. he was dragged to the floor and stabbed to death.
A local bully, Usk Harpell, claimed the blade,
Susko the Silent but was found dead in a nearby alley within the
XPValue: 1,600 GPValue: 8,000 night, the blade gone. It disappeared from view at
DIWJON Magazine 74 that time, but rece nt reports from Shadowdale
Susk is a slim sword of fin e manufaclure and (some six winters back) and Mulmaster (two win-
nawless, oil-slaked steel. It is devoid of adorn- ters ago) suggest tha t the strange blade is still
ment and inscriptions. It does not glow or reflect "changing hands the hard way" among the adven-
light, so it does not appear to be metal from some turers and caravan merchants of the Realms.
far place. Its nickname comes from ils magical
silence--the sword never rings, claners, scrapes, Sylabra
or emits any sound. A blade struck against it may XP Value: 2,400 GP Value: 12,000
ring, but Susk itself remains silent. The silence in Hall of Heroe$
no way affects creatures, spells, objects, or any Sylabra is Merith's favored weapon. II is a silver
area about the blade. long sword +3 of chaotic good alignment, with
Susk is +3 on auack rolls, but does normal Intelligence 14 and Ego 6. It can detect invisible
damage (ld8/ ld 12). It has no apparent Intelli- Dbjects (I O-foot-radius), detect magic ( I O-fool
gence or sentience, and o nly one other magical radius), and glow with a silvery-blue radiance at
property- it levitates involuntarily. That is, it can the bearer's will.
never rise. fall, or move in any way by itself, but
always remains stationary when released, even if Syrar's Silver
in midair. It can be moved while so floating by XPValue: 1,000 GP Value: 4,000
being struck with other objects, or by magical The Magister
effects (such as telekinesjs), but will stop quickly This + I silver weapon employs a combination of
when such force is removed. spells devised by the Arcbmage Syrar. The magic
Susk canno t therefore be effectively hurled at allows the blade to breach the barriers between
an opponent or tossed away to prevent its cap- planes in much the same manner as a cockatrice
ture- it will stop mere inches from the point of and s imilar animals do. Thus, it can strike targets
release and hang in midair. The re is no known on the Astral and Ethereal Planes that are suscep-
limit to this ability and no known way to nullify tible to magical weapon a ttacks . But when
it. Any creature may hold and wield Susk without wielded for this purpose (user on the Prime Mate-
harm. It confers no magic res istance or spell rial Plane, target on another plane), it is treated as
immunities upon the bearer. a normal weapon attack . The +1 to damage
Susk is a blade mentioned repeatedly in tales applies in all eases.
and legends of the north. Its origin is unknown- Anyone holding the sword can see into either
and curiously, never mentioncd in any folklore-- the Astral or Ethereal Plane (one II a time) at will,
but it seems to ha ve always been around in the viewing a spherical area with a 30-foot radius cen-
hands of someone or another. Its present where- tered on the tip of the drawn blade. The user need
abou ts are a myste ry; the sage Elminste r can not employ the sword offensively in order to be
speak of its location with certainty o nly over a able to use the viewing power; th us, priests and
short span o f time beginning some 20 winters wizards can make use of this ability of the sword.
ago, whe n he recognized it in the hand s of However, viewing can only be maintained for a
Abadda, a northe rn prince of the Fallen King- number of rounds equal to the holder 's Intelli-
dom, who was then a proud wanderer and bandit gence, plus 1d4 additional rounds, and the viewing
,'"
,
)r--------------------------------------.~
1407
,S-""-Ord. Taraganh.lhe lJloodbrand
(

ability only functions once a day, regardless of the from ESP and delectiOIl spells ( including kllOw
length of time each viewing is sustained. 'lligilmelll). Such spells simply have no effect.
Only the sword itself. and never any part of the Th is protection does not affcc t charm , sleep ,
wielder, or physical obj ects. or o ther form of other control-related spells, or psionic attacks.
attack or spell, can reach into the olher planes. To Taragarth is believed to have been forged by Elf-
creatures residing on the other planes, the weapon gar of Silvery moon in the early days of the North
is clearly visible whenever it is drawn. and its and was given to the champion Aeroth when he led
bearer appears as a shadowy, indistinct figure the armies ofthe kingdoms orthe North agai nst the
whom the y may reach through the planes to trolls ofthc Evennoors. Thc might oflhe trolls was
attack, but at a -2 penalty. broken at the Long Battle (nine days' duration)
The viewing ability also works for users on the across the moors, and the bloody TO l'ago l'lh was
Astral and Ethereal Planes with respecl to their brandished aloft so often by thc valiant Acroth that
ability to see into the Prime Material Plane. it was dubbed the Bfoodbrand.
Much late r, when Aerolh was gray-bearded,
Rayuth of Silverymoon died, and the throne passed
to his son. Aeroth, grieving for his lord (and none too
fond of the sadistic, proud Tulven, Rayuth's son),
took ship west from Waterdeep, sailing first to the
Isle ofToaridge-at-the-Swl's-Sening and later to the
Moonshae isles. There, with his wife and six sons,
Aeroth founded thc City of VI an. His descendants,
the nucleus of a group swelled by other disenchanted
or dispossesscd mainlanders, were to become the
feuding merchant houses oftne Moonshae isles. But
Aeroth's sword was not seen on his voyage, and most
legcnds hold that he left it in Silveryrnoon, where it
has been lost in some concealed hoard or in one of
the many warrens of caverns beneath the city. A few
sages know that, in truth, Acroth hid the blade in a
ruined v.1:11 on the isle ofToaridge so that his argu-
mentative sons w'Ould not fight over it.
There it lay while ages passed, until an explo-
rat ion party of ilIithids found it and carried it to
their underground city on the mainland ncar what
is now Beregost. There it was studied for only a
short time be fore a band of adventurers plun-
dered much oflhe city and gained it.
The names of the band are now lost; one was a
fighter who later too k service in the Merchant
Guards of Amn and died battling bandits on the
Taragarth, the Blood brand banks of the Sulduskoon river. It seems likely that he
XP Va lue: 2,200 GP Value: 11,000 bore Taragarlh , but no word of it can be fowld after
Magazine 74
DRAGOI'! it (presumably) fell into the hands of the bandits,
Taragarth is a sword of stee! fire-blackened along wltil a wandering peddler offered it for salc in a mar-
the length of the blade so that only the sharpened ket at Berdusk. It brought 400 pieces of gold from an
edges gleam. On the base of the blade, just ahead adventurer who recognized it, but he mistakenly told
of the simple crossbar guard, a rune is etched into a companion what he thought the sword was, and
the metaL The rune is nonmagical and evidentl y was dead by the next morning. So was the compan-
the mark of the blade's maker, but the name of the ion, murdered in tum by the assassin Tur!'
maker was lost over time. Turl carried the blade north to the city ofScor-
Taragarlh requires strength an d stature to nubel, using it to payoff a debt to his guildmaster
wield, but while it is held unsheathed, the bearer lritan. Little is known of [ritan, who evidently
is protected from fire (effects equal a ring offire ruled thc guild with an iron hand for more than
resistance) and is protected by afeather fall if 20 winters. One spring Turl appeared in Waler-
descending 10 feet or morc precipitously. Tara- deep, dying of poisoned wounds, and gave the
garth strikes normally but does +3 damage. It blade, and more wealth, to thc wizard Marune.
does not glow and is not sentient. While gri pping Much of Marune's wealth was lost in subsequent
Taragarth (even sheathed), the bearer is protccted upheavals, and the Bloodbrond fell into the hands
,,~

1408
of an unknown person in Waterdee p. Where it two-handed sword +4. In addi tion to its fearful
trave led afte r that is not known, but four winters damage (l d IO+7), the sword possesses a Irio of
ago it was brought to Elminster for examination, special properties. First, it is fast . Santarian does
when he was v is iting Westgate , by a swart hy, not automaticall y lose initiati ve with this weapon.
scarred fighting man of Calimshan who gave his Second, he may slow an enemy five times a day
n3rne a s Vulph. The prese nt whereabouts o f (t he reverse of a Iwste spell). Third, he may haste
Vulph and of th e blade Taragarlh arc unknown . hi mself and up to sill allies for three turns once a
day. Timesweep is of elven manufacture and has a
Tarl Va novitch's Sun Blade grip of C lan Erendyl design (the current Royal
XPValue: 3,000 GPVa lue: 15,000 Clan of Al fheim). Though Santarian does not dis-
1992 Fanlasy Coll ector Card 23 cuss it, many guess that his family has owned the
This neutral good weapon is +2 norm ally and +4 blade for three centuries.
agains t any evil c reatures, but Tarl's blade does
triple damage agai nst all undead creatures. Once a Token
day, this blade can be swung over the head to create XP Value: 1.000 G PValue: 6,000
a bright light similar to that of the sun in a 6O-yard DIlAOON Magazine 54
sphere for IdlO rounds. This renders it a panicu- Un til needed, a token sword appears to be a sim-
larly effeclive weapon against vampires as well as ple token. When required, it can mag icall y grow
other exclusively nocturnal monsters. Tarl's weapon from a miniatu re blade in to a full size steel
lias an Intelligence of 12 (10 Ego points) and the weapon, e nabling the owner to smuggle a blade
abili ty to detect invisible objects in a 10' radius. into a forbidden area. The fu ll size sword lasts for
4 tu rns, then it va nishes. This token is highly
Tcfnut 's prized by assassi ns.
XP Value: 6,000 GP Val ue: 30,000
Legends & Lore Tri- Entity
In combat , Te fnu t 's avatar can command her XP Value: 52,200 GP Value: 26 1,000
sword 10 transform itse lf into a stroke of fight- New hem
ning. Anyone hit by this weapon suffers normal Widely known as a maverick, Jell is one of the
damage and the n mus t save vs. spell o r lake an most loathl>Cu!IIt: indi viduals any pany of adven-
additional 5d20 points of electrical da mage. turers co uld ever come ac ross. He never fig hts
fai rly, always has the upper ha nd, and generall y
Tideripper uses a squad of pennanently inl'isibie humanoids
XP Value: 2,000 G P Val ue: 10.000 to help him combat his opponents. Recently, Pris-
OIhcrtands mal has come to believe tha t Jell is actually the
This mig hty weapon was wielded by Drudarch ava tar of a devious god of death, though he has
Taka lurioll a nd is still used by Speakers of th e ye t to figure o ul which. One reaso n Prismal has
Moon to this day. Tideripper is a long sword +4 come to this conclusion, is th e great weapon of
that is usable only by a good·aligned warrior. The power that Jett carries wilh h im . (A t the ve ry
sword can a lso perform the fo llowing functions least, J ett is probably a "holy" warrior of this
twice per day--detect evil (60' radius), detect fie, unknown chaotic dei ty.)
dispel magic, heal, parr water, and strength. In This weapon, known s imply as Tri-Enlityor
ad ditio n, the sword vibrates with a nt ici pation Trlrbo, is a g real, unheal thy looking three-bladed
when an evil being of 12 or more Hit Dice or lev- sword. The central blade is the equivalent of a
els approaches w ithin 100 ya rds. long sword of sharpness w hi le t he two outer
The wielder of 7ideripper is unaffected by com- b lades are sim il ar in s ize to s hort swords of
bat res trictions that app ly to wa ter. T he w ielder sharpness. When Jett swings and hits, he causes
fights as if on dry land. There are some legends that 2d6+ ld 8 damage, with a +5 bonus for the
say that nine such swords were forged, onc for each weapon's enchan tment.
day o fSolinari 's quaner in High Sanction. If this is The two outer blades can be shot from thc hilt,
true, the re arc eight other swords like Tideripper anacking as arrows ofaccllracy + 4. If the arrows
scattered throughout Krynn. miss their target, the blades fl y back to the S\\'Ord
li ke a pair of boomerangs and reattach by the end
Timesweep of the current round.
XP Value: ],000 GPValue: 15,000 Across the hilt, th e sword has 12 small blac k
Top Ballista knives (abo ut the size of well-balanced pocket
Samarian Keltande r, the pcgataur Mayor of Ser- knives). T hese knives of lien om + I can be thrown
raine, owns a sword hc calls Timesweep. Samar- by the sword's owner, however they mus t be
ia n is never without Timesweep , his m agical fou nd and reattac hed in order fo r the knives to
,,..
/r------------------------------------.~
l409
The sword also has the following ab ilities: Twinkle
XPValue: 3,600 G P Va lue: 18,000
If the user says its name (usually unde r th e MENZOBERRANZANN Campaign SCI
breath), it will teleport into the user's hand. This scimilar, a defender +5, was given to Dnw
Jett usua lly uses this feature to gain a surprise by the famed wizard, MaJchor Harpel. The scimi-
attac k. tar was forged by th e surface elvcs and g lows
The sword has a refi llable " dart gun" in the with an eerie bluish light when enemies are near.
hilt. It holds a total of 20 darls . When acti-
vated by a small button, the dan flies from the Tyr's Sword of Sharpness
bac k of the hilt. The dar t has a range of XP Value: 9.000 G P Value: 45,000
25150/100 feel. Legends & Lore
Tho; sword can heal I d I 00 poims of damage Tyr's avatar carries a Sl1!ord of sharpness +3 that
each week (randomly rolled each week). Once also allows him to see invisible objC(:ts and know
these points are used, the wielder (and possi- alignmelll.
bly companions) must wait for the next seven-
day period to begin. Undead Slayer
The possessor regenerates missing body parts XPValue: 1,200 G P Value: 6,000
and heals all scar tissue. This process takes P DLYltf.ORON Newszine 76
one week per point of damage that caused the Th is is a lon g sword +21+5 vs. undead and
amiction. necromancers. [ts special powers inc lude the
If the possessor is struck with a let hal blow, abili ty to bestow upon its wie lder a +2 saving
the sword has a 45 % chance to teleport the throw bonus vs. undead attacks and nC(:romantic
wielder away in time (to a random hospitable spells. In addition, once a week, the sword can
location w ithin 1,000 miles) to save his or hcr summon a valkyrie.
life. This power can be used once a week.
If the wielder is killed in battle, the sword can of Underwear Snatching!
resurrect the user, without the usual necessary XPValue: - G PValue: 2,000
resurrection survival roll. This pc:I'NCI' can be used PO!.YIlIiDItON Newszine 76
four limes a year (at any point within that year). This is a rare and powerful sword of underwear
If nonevi l ind ivid ual s touch the hilt of the snatching. If you look closely, it seems the sword
sword, they suffer I d4 poi nts of damage w ielder on POLYHEDRON Newszine 70 isn't wear-
equivalent to the Negative Energy Plane touch ing any. Talk about chain mail teddy stereotypes!
of an undead creature. (The damage can be 'This item was part of a con lestto name the sword fea-
temporarily halted w ith the use of the Nega- turcd in issue 70 of POI..YIIEDRON.
tive Plane protection spell.)
Uranus's
Troll 's Bane XP Value: 6,000 GP Va lue: 30,000
XP Value: 2,600 G P Va lue: 11,000 Legends & Lore
PoLYHEDRON Newszinc: 82 Uranus' avatar wields a sword that cuts through
Many years ago, a warrio r of Wale rdeep was any nonmagical material as if it were cloth. Thus,
awarded an enchanted sword for helping stave off his enemy's AC is never better than 5 (unless due
a tro ll raid. The warrior took leave ofthc city, and strictly to Dextcrity).
rumors hinted that he disappeared during a battle
near Myth Drannor. Adventurers have been seek- Vain amoinen's
ing his sword ever since. XP Value: 10,000 G P Value: 50,000
s
Troll Bane is a sword with a hilt wrapped in Gods, Demigods, & Heroes
dyed-gnxn griffon hide:. The pommel is set with a Thisstt;ord +3 has a 12 Intel ligence and 12 Ego,
large emerald, and the blade is engraved with the speaks, slaY5 monsters, throws afear spell once
s
words Troll Bane. The blade is polished to a mir- per tum and is a sword ofsharpness.
ror-like finish and never tarnishes. Normally, the
sword is a magical weapon + I , but when it is Vainamoinen 's n
employed against a troll it is +4 on attack and dam- XP Value: 8,000 G P Va lue: 40,000
age rolls. In addition, the blade g lows when it is DEmES & DEMlooos Cyclopedia
within 40 yards of a trol l, and it emits a smoking Vainamoinen's avata r w ields an intelligcnt S\l.'Ord
stench when it strikes a troll. Trolls cannot regener- of sharpness +3. The sword speaks, and it can
ale damage caused by the sword. The sword com- cast afear spell once a day.
municates telepathically, and it can casl a heal spell
and strength spell once a day on its wielder.
S174

/r------------------------------------,~
141 1
~SWOfd Vampirie R~nenllion
r
I
Vampiric Regeneration Vorpal
XP Va lue: 5,000 G I' Value: 25,000 XPValue: 8,000 G P Value: 40,000
DRAGONMagazine 188 G REYtl,o.WK
Ha lf the damage inn icted by this sWQrd +2 is The vorpal blade d iffers from a sword ofsharp-
immediately beslowed on the wielde r, with all ness in several ways:
fractions rounded down. If the ta rget of the blade • Its attack roll bonus is +2.
is no t a livi ng creature (an extraplanar be ing, • It needs only 10% over the requi red score to
golem, or undead, for example), it functions only hit, o r an 18 through 20 to sever, and it always
as a normal magical sword. It cannot otherv.'ise severs the neck.
cause regeneration, no r will it restore life , limb, • It wi ll perform in t he hands of a ny lawful
or organ. The blade cannot increase the wielder's fighter, although it requires a paladin in order to
hit points beyond the character's normal maxi- act in ilS anlimagic capacity.
mum.
Vorpal n
Vanya 's Wrath XPValue: 10,000 G P Value: 40,000
XP Value: 4,000 G P Va lue: 20,000 D UNGEON MASTERGuide
lnlO the Maelstrom Similar but superior to a sword of sharpness, II
T his is a bastard sword +2, +5 vs. fiends. It is vorpal sword has II +3 bonus to attack and da m-
eng raved with r unes thaI say, The Strength of age ro ll s. C heck the ta bl e be low to determine
Va nya Protects th e Conquerors . T he sword, of whether an at tack roll is good enough to sever the
neu tra l-good a lignment, is intelligent and speaks head fro m the neck of an opponent, considering
Common, all elven tongues, any water elemental only the sword's bonus of+3:
language, and Storm Giant. It reads magic and
can detect invisible, detect crealllres with ties 10 Modified Score
the Negative Energy Plane or the Demiplane af Opponent is to Sewre
Shadow. It teleports back to Vanya ifits bearer is NormaVarmored 20-23
destroyed or ki lled. Larger than human size 21- 23
Solid metal or stone 22- 23
Vasgo
XI' Value: 1,200 G P Value: 6,000 Note that many creatures have no heads or can
Adventures in B LACKMOOR cha nge the ir fo rm, and therefore cannot suffer
Vasgo is a very special, lawful neutral sword +2 decapitatio n. T here are a lso creatures that have
with an Intell igence of 12 and an Ego of 10. Its heads but will not necessarily be killed by decap-
powers are find traps,find secret doors, and see italian (among these are dopplegangers, elemen-
invisibility. It can a lso read magic and is blessed tals, and golems).
with the exuaord inary power of le/eHll esis. It
speaks Common, Dragon, Dwarf, Elf, Gobli n, Warbringer
Halning, Og re, a nd O rc. Vasgo's j eweled scab- XP Value: 3,000 G P Value: 30,000
bard is worth 75 gpoT he small emerald mounted D ItAQONLANCE Adventures
in the buckle of Vas go's sword belt is worth 1,000 This gigantic two-handed sword, forged duri ng
gpo the Age of Might, was in the possession of the
half-ogre band it, Steeltoe. T he f ine qual ity and
Vergadain's Broad Sword wor kmanship of thi s sword means tha t it once
XP Value: 3,000 GP Val ue: 15,000 must ha ve belonged to a no bleman, possibly II
Monster Mythology Knig ht o f Sol amnia. Cara mon won the sword
T he ava tar's broad sword + 4 detects treasure when he slew the half-ogre. Caramon brought the
within 20 fee t. sword forward into the future wit h him. It remains
in his family, having been passed on to his eldest
Vhaeraun 's son. The sword has a +3 bonus on anack rolls and
XPValue: 3.200 GPValue: 16,000 does Id8+3 poinlSof damage.
Monster Mythology
The ava tar's jet-black long s .....ord +4 is invisible Warlord Bl ade of the
in darkness. When holding it, the ava tar can cre- Shield Lands
ate a 70-fool ra nge bladebell d once every six XP Valu e: 1,600 GP Value: 8,000
rounds; the blade of a nyone edged weapon cur- G REYItAWK Adventures
re ntly held twists abou t to strike its holder fo r This magical broad s word +2 increases its pos-
maximum damage. sessor 's leadership abi lity in combat. Thus, II
comma nde r's Charisma is considered to be 18,
''''
~,------------------------------------,~
1412

.... .
giving a +2 mo rale modifier to troops und er his lawful-good characters w ith an established repu-
command. The sword also doubles hi s or he r tation of honest y and loyalty can be so blessed,
co mmand radius and gives the commander's
troops a +2 discipline modifier. of the Wild Coast
XPValue: - GPValue: 1,000
Weasel GREYHAWKAdvcnlUrcs
XPValue: 900 GP Value: 4 ,500 This cursed two- handed sword was enchanted by
Adventures in B!.ACKMOOR a biner wi7.ard to expose the "true inner personal-
The Sheriff of Ran shead, Philo Holbytyn, wields a ities that all warrio rs possess." T h is weapon
lawful neutral s hort sword + / /+3 vs. undead, causes its owner 10 save vs. spell or become neu-
called Wensel. This sword has an Intelligence 0[9 tral evil and a lover of battle. Modifie rs to the
and an Ego of 5 and has the power to deleCI evil saving throw depend on the victim "s class:
and see invisible. Since it is we ll known from ear-
lier days, when it is drawn, all enemy forces wi thin Paladin +6
100 yards must make a morale check at - I. Ranger +3
Fighter or thief -3
Wh irlwind Blade
XPVa Jue: 500 CPVaiue: 2,500 If the sav ing throw fails, th e wie lde r w ill
DRAGON Magazine 126 always be looking for a fight and a lways fighting
This sword + / has fro m 8- 16 charges which , to the death. Ifhe or she sees a figh t or a drawn
once used, a re go ne for good . Whe never one weapon. the urge to enter battle beconles over-
charge is expended, the wielder of the sword may powering, Even the threat of combat causes the
launch a whirlwind attack in th e manner of an character to make a Wi sdom check or immedi-
II th-leve l kensai. All Strength bonuses and the ately attack. T he charac ter can be released only
like possessed by the character still apply. Even a by a remove curse spell. If a character dies while
kensai may use th is wea pon , provided that it is under the curse, the victim 's psyche travels to the
not a magical version of his o r her weapon of spe- Outer Plane of Achcron, never to return.
cialization. A kensai of I I th level or hi gher, if Any c h aracter c an attempt to w ie ld this
able to use this weapon at all, may use the abili- ....'Capon. but one who is not neutral evil does not
ties; the kensai may also use his or her own in nate rece ive its +3 magi ca l bonus. Also, a good.
whirlwind attack p o t e nt ia l. If the charac ter aligned charac ter takes I d4 points of e lectrical
ex pends a charge while conductin g an innate damage per use.
ability whir/wind allack; however, no additional
benefit is gai ned, the charge is wasted. Willow Wand ·
XP Value: + 1,000 GP Value: +5,000
White ORAQOl\l Magazioo 40
XP Value: 1,200 GP Val ue: 6,000 Willow wand swords are ro lled as ord inary magi-
Adventures in Bv.cK.\fOOR ca l swords ( Intelligence, Ego, bonus, possible
Bolitho is custodian of the famous White Sword. curse, and so on) and trea ted as such with the fol-
This powerful lawful-good sword + 2/ +3 vs. gob- lowing exceptions- they float and are immune to
lins, orcs, undead, alld dragons has an Inte lli- rust monste rs and other metal destroyers.
gence of 12 an d an Ego of 12. It was forged at the
command of a previous bishop to be the sword of of Wishes
champions and " the defense of the Church and XP Value: 1,800 GP Va lue: 9,000
the people" again st evi l. It has the powers to DuNGEONS & DRAGoNs Expcn Rules Sct
detect evil, detect magic, and see invisible. It can This sword will g rant td4 wishes once. A wish
also read magic and has the extraordinary powers can be cast by holding the sword and stating the
exIra damage. telepathy, a nd healing. It speaks wish. Once the sword is used in this manner, onc
Gnoll, Gnome, Goblin , Hobgoblin , Kob o ld, of the wishes is gone. Wishes are very powerful
Ogre, Orc, and Pixie. Unsheathed, th e sword magic and the DM should handle them with great
raises the morale o f all friendly troops within a care.
mile of the wielder by one. Though he cannot use
the weapon himself, Bolitho ass igns the sword to Wood hold
a champio n before a ny mi l itary campa ign in XP Va lue: 1,200 GPValue: 6,000
which High Church troops are involved. He has Adventures in B!..A.CK1otOOR.
also been known to place it at the disposal of per- The Lawful Sword, better known as Woodhald, is
sons carrying out especiall y dangerous and diffi- a nonnal sword + 2 in the hands of anyone but an
cult missions on behalfof the High Church. Only elf. When borne by an elf, it comes alive, having
,~

/r------------------------------------,~
1413
,Svo.wd of Wounding
r
an Intelligence of II and an Ego of 8. It then has during the Second Dragon War, but was given to
the power to detect evil and read magic and has the kingdom of Thor bard in and from thence to
the extraordinar y powers illusion and flying. In Ergoth. The sword's blade is etched with elvish
the proper hands, it speaks Dwarf, Dragon, Gob- script, and its crosspiece bears Ihe likeness of a
lin, Hobgoblin, Ogre, and Ore. All elves within falcon's beak.
100 yards of an elf bearing Woodhold adds 2 to Wyrmsbane functions as a long sword +2.
their morale. The sword's value to nonelves (by When wielded against dragons, draconians, ser-
reason of materials and workmanship alone) is pents, or lizard kin, it inflicts double damage;
1,000 gpo To elves, it is priceless. against serpent spawn of the sea and marsh (black
dragons) it causes triple damage. It cannot be
of Wounding hanned by wynn breath weapons, nor be trapped
XP Value: 4,400 GP Value: 22,000 in the stony form of a dead draconian. The sword
Dl}NGEON MASTER Guide can also locate objects if the object is known and
This is a sword of only + I bonus, but any hit within 180 yards. The sword points in the direc-
made with it cannot be healed by regeneration. In tion of the desired Object (if the item is not
subsequent rounds, the wounded opponent loses shielded by lead or gold). This power functions 3
1 additional point for each wound inflicted by the times per day.
sword.
Thus, an opponent hit for 4 points of damage
on the first melee round will automatically lose I
additional point on the second and each succes-
sive round of combat. Loss of the extra points
stops only when the wounded creature bandages
its wound or after 10 rounds (one lum).
Damage from a sword o/wounding can be
healed only by normal means ( rest and time),
never by potion, spell, or other magical means
short of a wish. Notc that successive wounds will
damage in the same manner as the first.

Wyrmcleaver
XP Value: 12,000 GP Value: 60,000
Po~"'IlEDRONNewszine 76
This magical blade is a vorpal sword +4 with
respect to all dragons. Agai nst any other foes, the
sword is +2, with no special abilities.

Wyrmsbane
XP Value: 1,200 GP Value: 6,000
Dragons of Triumph
Wyrmsbane is a two-handed sword +2 for most
nonnal situations. When used against dragons and
draconians, however, it inflicts double damage.
Against black and sea dragons it infli c ts triple
damage. The sword does nOI become stuck in the
statue when a Baaz draconian dies and petrifies. Wyrmslayer
Wyrmsbane can also locate objects three times XP Value: 9,000 GP Value: 45,000
a day. [fthe user desires to find something that he Tales of the Lance
or she knows well, and the object is within 180 This mighty blade was Ihe weapon of the ancient
feet, the OM should allow the f ind. elf hero, Kith-Kanan. It was forged in Silvanesti
during the second Dragon Wa r and remained in
Wyrmsbane II the royal house until Kith-Kanan led his people to
XPValue: 800 GPValue: 4,000 Qualinesti. He is said to have been buried with
Tales oflhe Lance the sword.
This sword has had many owners and many This weapon looks very much like U'yrmsbane
names, it is also currently known as Redeemer. (Redeemer), except that it is a little larger. It nor-
To most it is Wyrmsbane, sister sword to Kilh- mally functions as a two-handed sword +3. Like
Kanan's U'yrms/ayer. It was forged in Silvanesti U'yrmsbane, U'yrms/ayer is immune to the impris-

/r------------------------------------,~
'"'
1414
r
Sword, Zosh '5 Xebec of Doom

oning effect of a dying Baa z draconian . The Zinzerena's


sword causes double damage against any dragon XP Value: 6,000 G P Value: 30,000
or draconian. Monster Mythology
In addition, a character holding Wyrmslayer by She employs a magical short sword which ran-
the hilt gains a +3 bonus to all saves against domly changes enchantment between +I and +5;
dragon breath attacks and spells cast by dragons it is always magically enchanted with a paralyz-
or draconians. Wyrmslayer does have the discon- ing venom (saving throw is at - I to - 5 with a ran-
certing tendency to buzz aggressivcly whenever it dom variance; effect lasts Id5x5 rounds.
is brought within 30 fect of a true dragon (not a
draconian), This buzzing sound is loud enough to
be heard clearly and always awakens a sleeping
dragon.

Wyrmsvenin
XP Value: 1,200 GP Value: 6,000
Dragon Keep
This superbly crafted two-handed sword is an
arti fact from the Third Dragon War. It is similar
to the legendary sword Wy rmsbane and it was
also forged during the Age of Might. /JYrmsvenin
acts as a two-handed SVl!Qrd +2 against most crea-
tures. When used against dragons or draconians,
however, it inflicts double damage. Against black
dragons and sea dragons, it infl icts tri ple damage.

Xiphoid Xebec
XP Value: 8,000 G P Value: 40,000
The: Book of Marvelous Magic
This item appears and functions as a sword + J in
all respects. When immersed in water and the
comman d wo rd s poken, it turns into a three-
masted ship with sails (treat as a small sai li ng
ship). The xebec remains in ship form for as long
as desired, a second command returns it to sword
fom}. The xebec can only be damaged by magical
attacks or by physical attacks from creatures of
12 or more Hi t Dice. If damaged, however, it
never returns to sword form. Zosh's Xebec of Doo m
New [Iem
Yondalla's XP Value: - GP Va lue: 4,000
XP Value: [5 ,000 G PValue: 75,000 losh s cursed s .....ord - / is identical to a Xiphoid
MonSler Mylhology Xebec. If detecl magic is used, a fain t aura of
The avatar's short sword +4 is a vorpal wea pon magic is seen. If delecl evil is cast, it hides its
that glows silver when it strikes. alignment.
Zosh wa s an evi l w izard who once used a
Zenchoo Kata na xebec to escape the wrath o f a more powerful
XP Value: 2,000 GP Value: 10,000 rivaL Unfortunately, The spells her enemy used to
Rage oflhe RakaSla create a great sea Storm sunk the vessel, leaving
The zenchoo katana be longed to Hirameki, the losh stranded on an unchartered island. Upon her
First Daimyo, who long ago united the warring return, she created thi s sword. It creates a three-
rakasta clans under one supreme leader. It cannot masted ship that doubles the effects or magical
be used by anyone who is not of lawful al ign- attacks and creatures of more than 12- HD, and
ment. In ract, neutral or chaotic characters wi]] this ship is guaranteed to sink in three days. Now,
find that they cannot even lift: this mighty sword. if she could just get her rival to take delivery . .. ,
This s pecial weapon is a kalana +3 that also
gives its wielder the ability to cast a clairvoyance
spell three times a day. In order to invoke this
power, a fu ll turn of meditation is required.

/r------------------------------------,~ ""
14 15
~\.................................................................I1'

,r---------------------------------.~
~ 1416
made of wood. stand abou t 3 feet tall and
5 feet square. and usually have four legs.
Their encumbrance is 250 coins unless
otherwise noted.

of BanClu ets
XPValue: 1,000 GPValue: 5,000
The Book of Marvelous Magic
This item seems to be a wble ofplenty but may be
commanded to lengthen before creating dinner-
ware and food. It can be extended in 5_fool incre_
ments to a maximum of 60 feet . Thereafter, it can
create an additio nal setti ng per side for eaeh 5-
fOOl extension. feeding s ix at 10-foollength.
eight at 15 feet, and so on. Upon command to
shrink, it turns into a square table.

of Cont ents
XPVal ue: \,500 GPVaiue: 7,500
The Book or Marvetous Magic
This item appears and functions as a table of
plcllty: however. items may be put on plates, flu-
ids (such as a potion) in cups and all commanded
to disappear. The items are then stored, to return
when the table is recreated.

of the Elements
XP Value: 4,000 GP Value: 20,000
The Book or Marvelous Magic
Tabard ofthe Mystics T his table is ident ica l to II table of plenty but,
XPVa lue: 2,000 G P Value: 15,000 when commanded to create food, it creates small
The Magister e lementa l beings in s tead. A f ire ele me nt al
This garment is typically green wi th golden trim. appears on each of the two candles, an earth ele-
having a stiff stand-up. flared collar, and may be mental on each plate , a water elemental in each
worn over armor. Its construction is expensive cup, and a single air elemental in the center. The
(powdered go ld and serpentine, for examp le, tiny monsters (Ae 0; HO I ; MV 12: NAT I ; Omg
must be worked into the fibers of the cloth), diffi· Id6: ML 12: AL N) are hostile and attack imme-
cult, and known only to a few. diately. Tiny air elementals do not create whirl-
Tabards a/the mystics may be worn by any winds, although their minicyclones are 2 feet tall
class, and have the following properties: Ihey will and 6 inches wide and capable of s laying crea-
not burn, an d all fire damage suffered by the tures with 2 hit points or less unless the victim
wearer is reduced by I point per die. Wearers are makes a saving throw vs. death magic.
immune to the effects ora scarab a/insanity, and
gain saving throw bonuses of + I vs. a magic jar of Ple nty
allack, and +4 "S. all enchantment/cha rm spells. XP Value: 4,500 GP Val ue: 22500
A symbol m:ly be cast upon the tabard (typically The: BookofMarVC'tou< Magic
upon the breast), and rendered invisible (inopera- This plain, wooden table is 5 feet square and
tive) until it is touched and a command word spo- stands 3 feet tall. Upon command, it produces
ken, o r until the garment is removed from the tablecloth, candles, plates, cups. and eating uten-
weare r without a command word being spoken. si ls for four; a second command produces food
In any case, the wearer or owner is immune to the and drink on the plates and c ups and lights the
effects of the symbol. Wizards wearing a tabard cand les. It c reates th ree meals a day. All foods
may open a wizard locked or held door or ponal created are real , but the items disappear if taken
as though one level higher in experience. more than 5 feet from the table. A third command
causes everything on it (incl udin g leftovers and
Table
..
crumbs) to disappear; a fourth command wo rd
This piece standard of furnitu re may be of any turns it into a miniature table, J inch tall: and a
size and of any material. Most magical tables are fifth restores it to nonnal size.
,
/r----------------------------------,~
1417
r
Writin g
XP Value: 2,000 G P Value: 10,000 Tablet
The Book Qf Marvelous Magic Tablets are thick, flat pieces of granite, jade, or
When a quill, inkwell, and blank scroll or parch- other hard-Slone materials. Runes or other wrinen
ment are placed on the surface of this table and a information can be carved into them. Tablets are
command word is spoken, the writing table uses durable and able carry thei r messages over mil-
those writing tools to write one magic spell. The lenn ia . Eve n if bro ken, they can be pieced
tools need not be magical. A priest spell is written together to reveal messages.
unless the user is a wizard, in which case a wizard
spell appears. The exact spell level is determined Myrkul 's Tablet of Fate
randomly using the follow ing chart. The table XPV.lut: - GPV. lut:-
functions once a month-at most. Roll Id20: W.terdeep
Indestructible in the hands of anyone except Lord
Roll
0 1-05 ,,,
Spell Level Ao, each tablet offate is made of plain. weath-
ered slone, 2 feet high, with rou nded ends and
06-09
10-12 ".3,. edges. The sides are engraved with the names and
symbols of the gods and thei r divine portfolios.
13-15 4Ih However, no one hut a god can interpret anything
16-17 51h except the gods' symbols.
18-19 61h These tablets reflect all spells back (100010) on
'0 7th the caster, but are otherwise inert. No one can use
s
them offensively. Myrkul tablet offate radiates
Tablecloth strong magic, signs of the enchantments he has
Tablecloths are made of linen or lace that are laid placed on it. These spells let his denizens cross
over a table. They are decorative and make from the Oray Waste into the Realms, maintain
cleanu ps after mea ls easier. In earlier ti mes, an open gate to Oray Waste, so that their power
tableclot hs served to dec rease the numbe r of re ma ins strong, allowing Myrkul lo fi nd the
splinters people received while eating at rough- tablet wherever it is.
hewn woodcn tables and sideboards.
of Spirit Summoning
Augricro ne's XP Value: 4,000 GP Value: 20,000
XPValue: 1,000 GPValue: 5,000 OrienUil Adventures
PolYHEDRON News:.:ine 43 This item is a sma ll jade tablet inscribed wi th
When shaken and spread, this tablecloth miracu- characters. Upon uttering the command word, the
lously provides a fine feas t: meats, cheeses, hot character can cast stlmmon spirit, as the 9th-level
and cold dishes, exot ic fru its, fine wines. and wujen spell. The tablet is usable once a week.
breads, a fu ll banquet capable of serving 20. The With each use of the tablet, one inscri bed charac-
food mus t be eaten immediately; it can no t be ter fades magically from the surface. When all the
saved fo r later consumption, and it all vanishes characters have faded, the tablet is a smooth piece
after two hours. When fi nished, one may simply of j ade worth 10 ch ' ien. The tablet has 2d6 char-
gather the edges. fold, and store. It can he used acters inscribed on it when found.
only once a day.
Takht of the Jann
of Feasling XPValue: - GP V.lue:-
XPValue: 500 GPValue: 4,000 DRAOOn Magazine 190
DRAGON Magazine 145 Each of the instrume nts of the jann (the nay ofthe
A tablecloth offeasting is th ick, richly embroi- djinn, the riqq of the efreet, the 'ud of the marids,
dered, and difficult to fold and move-it weighs the rababah ofthe dao, and the qanun of the spir-
30 pounds. The tablecloth automatically adjusts its) is mi ld ly powerfu l in its own rig ht. but
to fi t any table on whic h it is placed. up to 900 brought toge ther inlO a single orchest ra, they
square feet in size. Once a day, a tablecloth of prove to be an extre mely powerful magical com-
feasting can create a meal equal to a heroes 'feast bination. If a takht (TAH-kt) of bards, rawun
of 15th level, although no furniture is created and ( rah-OON) or otherwise, all wield the jnstru-
the conj ured food bestows no magical effects. menls of the jann under the direction of a single
They are usually found with Id20+80 charges, sha'ir, the takht may summon into this plane an
and require a command word to function. If the army of genies. There will be four units of genies,
meal is interrupted, however, the food does not one of each of the four elemental genie races, and
vanish. each under the command of a nohle genie of the
~"
~r-------------------------------------'~
1418
, r
Tatisman of At 'Akbar

proper race-marid, daa, efrect, and djinn. Each the following potions: healing (S batches), sweet
unit consists of 100 members o flh e respective waler (3 batches), extra-healing (2 batches),
race. II takes an hour for all the troops to arrive elixir of health (I batch), o r vitality (I batch).
and assemble, and if anything interrupts the sum- Furthermore, the items gain the power of a resur-
moning players, the spell fails and those that have rection spell (I /day), effective only on good or
arrived will not be unde r any control (and likely neutral creatures.
will be irritated at the sha'ir as well). C urse: These items can only be used by good
If the summoning is successful, the genies will bumans and half-elves. When the powers of the
be under the command orlhe sha'ir directing the talisman o r the cup arc invoked, the owner ages
fOkJit, and will remain so for an hour and a day IdlO years. The aging is irreversible! Upon
(25 ho urs). During this lime they will bui ld. attaining maximum age, the owner is transformed
move, and auack at the whim of the sha'iT- they into a zombie guardian of the artifacts,
will even fight other genies if so instructed. After unraiseable by any means.
thei r time of servitude ends, they will return 10 Legend : The talisman and cup of 01'Akbar are
their own plane, and will not hann or act agai nst major holy relics. The two artifacts are always
the sha'ir who commanded them for the next 101 associated w ith a powcrful god or goddess of
years. bealing, although the DM must sclect exactly
This is an incredible amount of power to place which one is most appropriate from those in the
at the disposal of a single individual, and a com- campaign. In the FORGOTTEN REALMS" setting,
plete set of instruments is only held in the hands Lathander could be used, while in the GREYHAWK
(lfthe living Amir of the High Desen. There are campaign, PelOTwould be appropriate.
stories that a full set has also been collected and No matter what fa ith, according to the sect's
is in the hands of the G rand Caliph, but this is dogma, the talisman a nd cup were given by the
unsubstantiated. The genies are very aware of the deity after a g reat disaster that b rought untold
potential of mortals who acquire a full set, and as devastation and suffering to the land. The two
such, all genie servitors (including gen a nd the items appeared before the high priest in a dream.
like) are continually on the lookout for individu- When the clergyman awoke, the talisman and cup
als attempting to assemble a full collection of the were there, still sparkling with the radiance of the
instruments. C lever fakes, myste rious robberies, deity. Blessed with the items and knowledge of
and even disappearances of collectors have been their use, the holy man went out and cured the
reported in legend and tales of those atte mpting multitude of sick and injured.
to recreate the takhl oflhejann. Unfortunatcly, the miraculous powers of the
talisman and cup did not bring happiness to the
Talisman people or peace to the tcmple. When travelers
A talisman is any magical object that is worn . returned 10 their distant homelands with tales of
Amulets are talismans that arc usually worn these two wonders, emperors. kings, and warlords
around the neck. Phylacteries are talismans worn coveted the items. Driven by greed and fear, they
at the forehead, wrist, and occasionall y on the marched their armies and se nt thei r agents, to
upper arm or at the thigh. .eize the treasures.
Just what battles occurred and who won them
of AI' Akbar is lost along with the names of those who fought
XPValue: - G P Value: - for the artifacts. Perhaps one rose victorious over
Book of Artifacts the others only to have the two treasures seized
The talisman ofAI 'Akbar is an eight-pointed star from him. Perhaps they were stolen by bandits in
of hammered platinum. It is small, no bigger than the chaos of war. All that is known is that when
a lar]l:e pendant. and comes with a chain o f 20ld the wars finally ceased, the ta lisman and cup had
and pearls so it can be worn as a necklace. Each disappeared forever.
point of the star is tipped with a diamond that Even loday, though, the legend of their miracu-
sparkles in the s lightest light. From the points to lous power lives on in expressions as "cured by
the cente r run e laborate patterns of golden inlay. the cup" for any miraculous healing or " By the
It does not radiate magic. star ofAkbar," an oath to ward off disease.
Constant Powers: Anyone of good alignment The cup and talismol/ ofAt'Akbar, because of
touching the talisman receives the be nefit of a their powerful healing abilities, arc both excellent
remove curse spell. items for the player characters to acquire and usc,
In voked Powers: Once a day the talisman can and yet unbalancing deviccs that are best taken
cast a cure disease or cure blindness spell. Oul of player c haracters' grasp quickly in any
Resonatin g Powers: Once a week, the ta lis- campaign where they appea r. The talisman and
man and cup' can be uscd to create a nyone of eup can be immensely useful items in an iocredi-
~"
}
14 19
,Talisman Oflhc Beast
f

sary, the original deity can appear and claim the


items. Woe to the characters who would at this
point be foolish enough to refuse.
Suggested Means of Destruction:
The talisman must be placed in the cup, and
the cup fi lled with water from the river Styx.
The talisman dissolves and the cup is voided
of magic.
Ten thousand curse spells mus t be cast upon
the talisman. and the n it must be struck against
the cup, destroying both.
They must both be touched by the deity of dis-
ease and death.
(. Sec Cu p, ofAI-Akbar.)
In a DARK Sur; Ca mpaig n: These items do
not exist on Athas.

of the Beast
XPValue G PValue
Badger: 350 1,750
Brown Bear: 4,200 21,000
Deer: 1,200 6,000
Eagle: 1.750 8,750
Lynx: 1,750 8,750
Porcupine: ISO 750
Skunk: 350 1,750
Wolf: 1,200 6,000
bly dangerous adventure where the characters fre- PoLVIIEOItON Magaxine 19
quently face horrible injury and death. These two This talisman is crafted in silver, bearing an exael
artifaclS may be vilal for keeping the characters likeness of a forest creature. It hangs on a silver
alive long enough to have a hope of concluding ch ain with links styled as leaves and a rune
the adventure. inscription on the back.
At the same time, the DM should not use the The runes are the command words for the item,
talisman and cup more than- once in this manner. scribed in Druidic. One command is given for the
The powers of the talisman and cup allow the Common tongue, and the other for Ihe speech of
characters 10 naunt death (and Ihu s perform an animal. When the item is worn, the bearer
supremely heroic acts), but iflhis risk is removed need only speak the proper (Common) command
from all adventures, things will grow dull very to shape change (in one round) into the animal
quickly. whose likeness is on the talisman. The ability to
Ideally, the characters find the talisman, cup, speak with animals of the same species (at will)
or both as the prelude to an even more harrowing is also bestowed while in animal form. There is
task. The characters need the life-giving powers no limit to the duration. The wearer need only
of these artifacts in order to travel to the Outer speak the proper (an imal language) command
Planes (where their own magic will not function) word to return to nonnal fonn. The talisman will
and defeat a greal foe. The itcms may be needed function normally seven times a week. If used an
to ~ llrvive II perilous journey of great importance. eighth time, the talisman traps Ihe wean~ f' ill [lit
Furthennorc. the talisman and cup are of great animal shape. This effect is permanent until dis·
interest to nearly everyone. Follo,",,'Crs or thc orig- pelledby the Great Druid, or by a wish, as the cal-
inal deity will want their relics returned. Warlords isman was created by the firs t of the Great
will wanllhe healing power for their armies. Wiz- Druids. In addition, the talisman is not detectable
ards may covel the potion-maki ng powers of the as magical except by a druid's detect magic spell,
items. Characters must be ready to fight [0 keep a true seeing spell, or a wish.
the artifacts. Only eight talismans of the beast exist, each a
Once the need fo r them has passed. the arti- unique item. Each bears the likeness ofa different
racts should be removed. Ideally. the characters forest creature.
return the relics to their proper masters. or else
they finally fa ll prey 10 the relentless efforts to
buy. s[cal, or seize Ihe items. If absolutely neces-

,r--------------------------------------'~
--' 1420
TaHSITWI of Elemental T~r

"' of the Beast II of Drea ms


XP Vatue: 2,500 GPVaJue: 12,500 XP Value: 4,500 GP Value: 45.000
Old Empires DAAGOn Magazine 132
This item was created by the Beast Cults, which This item, which can ta ke any of several fo rms
were quite popular in Mulhorand and Unther al ( us uall y a s ma ll object o r p iece of jewel r y
the height of their second empires (circa I DR), ad orned by c urious runes) g ives the bearer the
bUI have since been forgotten. power of prophecy. Any new user wi ll require two
These talismans have two functions: first, they months minus onc day per point of Intell igence
enable their wearers to communicate with ani- and Wisdom of the learner. The talisman allows a
mals at will, and second, they enable the wearers 5% chance anyti me the bearer is asleep of having
lochange into the fonn oran animal three limes a prophetic dreams of impo rtant events that will
day. These animals cannot bI; monsters or ~ialll soon oco;;ur. Colltrol1ed or random ly. this foresight
size animals, simply nonnal beasts, from the size can operate once a ....-eek.
of a fly to that of an elephant, bear, or tiger.
While in animal fonn, the chamcter has the hit of Elemental Travel
points and Annor Class orhis or her human fonn, XPValue G PValue
but all the special abilities of the beast fonn. The Lesser: 750 1,500
weare r must revert to human form (or dem ihu- Greater: 1,000 10,000
man or humanoid form) before taking on the DuNGEONS & DRAOONs Rul es Cyclopedia
characteristics of an animal again. There are five types of these talismans. Roll I d 10
The talisman is a string of multicolored beads to learn the exact item found.
strung on papyrus reeds, which spin to form ani-
mal pictures. Only two of these talis mans are Roll Talisman Type
known to exist. 1- 2 Lesser Talisman o/Earth
3-4 Lesser Talisman 0/Air
of C haos Supreme 5-6 Lesser Talisman of Fire
XP Value: 3,500 G P Value: 32,500 7-8 Lesser Talisman o/Hater
GREYHAWK 9- 10 Greater Talisman (all elements)
A device that looks exactly like a talisman o/law-
foilless but functions in exactly the opposite man- Lesse r Ta lismans: These roun d amulets are
ner and has a total of six charges. usually found on chains; the re are correspondin g
types to e a eh o f th c four elements. They are
of th e C hime..-a engraved with a triangle in the center and a sym-
XPValue: 1,000 GPVa lue: 5,000 bol above it (one o f the 10 symbols of the ele·
The Milenian Empire mental ranks).
Typically worn on a silver nec kl ace, this talisman On the Prime Material Pla ne, a user may press
is the actual dra gon head of a chimera, shrunk en the central symbol while o;;asting a conjure ele·
to the s ize o f a wa lnut throu g h magica l and menla/ spell ; the talisman will reverse the effect,
alche mical procedures. T he talisman enables the sending the wearer into the a ppropriate elemental
wearer to breathe fire like a chimera- a cone 50 plane. While wea ri ng the tali sman, Ihe user can
feet long and 10 feet wide at the end that inflicts breathe elemental matter as if it were pure, clean
Jd6 points of damage. This can be do ne three ai r, and gains heightened vision (normall y in the
times a day. range of 120 to 1,200 feel, depending on condi·
tions).
of the Cockatrice Greate r Talisma n: These talismans are similar
XPVa lue: 1,000 G P Value: 5,000 to the lesser talismans in power, but their power
The Ml1enian Empire applies to a ll the elemental planes. They liTe
Made from a cockatrice's chicke nlike foot , this engraved with the four tria ngular symbols of the
talisma n is us ua lly wo rn at the wrist, da ngli ng planes, meeting in the center. The 10 symbols of
from a bracelet. If the ....-earer touches a creature all the eleme ntal ranks are inscribed around the
with the hand adorned by the tal isman, the crea· edges. If the proper comma nd words are known,
ture must roll a successful saving throw vs. petri. the wearer may also force an elemental being to
fication or be petrified, The talisman can be used obey instructions. This uses one charge; the ta lis-
once a day, mans can expend up to 10 o;;harges per trip into an
elemental plane.

).------------------------------------,~
''''
142 1
(

of the Faerie talisman always call s for th the kind or fiend.


XP Value: 1,000 GP Value: 5,000 Archfiends will be aware of improperly protected
The Milenian Empire talismans and they wi ll send someth ing to slay
This talisman is a small , holl ow piece of yellow those who have them if the talismans pertain to
glass or crystal. II is usually worn from a head- them or thei r plane.
band o f woven vines, dangling at the wearer's
brow. The owner can use eac h of these powers Fiend II
once a day: assume gaseous form ( like the XP Value: 3,000 GPValue: 15,000
potion), return to normal form (from gaseous), F1ENO FOL10"
and createfog ( IOO-fool square, 10 feet high, Greater fi ends have a s pec ial combination of
around the casler). inscriptions that will bind them to the wielder.
The employment of any fiend talisman requires
great care and caution. Merely looking at these
talismans is dangerous if not properly protected
by spells or a magic circle, study of a charm gives
a 10% chance of summoning the kind or specific
fiend to whom the talisman belongs. Speaking
the name on the talisman always calls forth the
kind or specific fien d.

Fire Pepper
XP Value: 500 GP Value: 2,500
Maztica Campaign Set
This talisman creates 4d10 tiny round objects that
can be used for a varielY of purposes. Each is bright
red, the size of a small pebble. They can be used 10
inunobilize (or worse) unsuspecting victims.
When dissolved in up 10 a gallon of drinkable
liquid, a fire pepper tali$man will ereate an odor-
less threat. When someone takes a drink of the
liquid, he or she is immediately immobilized for
2d6 rounds, gasping and choking and writhi ng on
the ground in pain from the hot bum of the drink.
The victim suffe rs I point of damage for each
round immobilized. If the character was merely
taking an exploratory sip, a saving throw vs. spell
is allowed. If successful, only half damage is suf·
fered , and half the immobilization time is
Fiend assessed.
XP Va lue: 2,000 G PValue: 10,000 If an individual can be tricked into ealing a
Monster Manual pepper whole, he or she must make an immediate
Eaeh type of lesser fiend has a special combina- system shock roll, or die. For each pepper beyond
tion of inscriptions that bind them to the wielder the first taken on a single bite, the character sur·
for the space of nine days, or at least prevent the fers a - 5% to the chances of surviving the system
fiends of that type from harming the user. Grealer shoc k. Even those characters who survive arc
fiends can likewise be commanded for nine hours immobilized for 3d6 rounds, and suffer an equi...·
or kepI at bay. Archfiend talismans wil l cause alent number of points of damage.
them to perform a single service or prevent the
bearer from being harmed by a particular duke of of the Golem
Baator when properly used. The employment of XPValue G PVaiut
any fiend talisman requires great care and cau- Amber: 900 9,000
tion. Sacrifice is required of evi l creatures using a Bone: 1,800 18,000
talisman. Bronze: 1,300 13,000
Mere ly lOOking at these talismans is danger- Obsidian: 1,000 10,000
ous. If not properly protected by spells or a magic Wood: 500 5,000
circle, study of a charm gives a 10% chance of The Milenian Empire
summoning the specific kind or fiend to whom There are five varieties of this talisman, each cor-
the talisman belongs. Speaking the name on the responding to a different kind of golem (amber,
~"
1422 \.
, Talisman. Medicine Bundl"...

bone, bronze, obsidian, or wood). Each talisman


looks like an inch tall golem, and is made of the
same material as the type of golem it affects (a
bone talisman affects bone golems, for example).
The wearer of the talisman can try to control one
golem of the matching type withi n 60 feet. The
golem is allowed a one-time saving th row vs.
spell. If successful, that golem can never be con-
trolled by that talisman. If the save fails, the
golem must obey the commands of the wearer. It
can be ordered to wal k, attack, guard, and so
forth. Once given a command, the wearer need
not remain within 60 feet for the golem to fulfill
its duties. Once a talisman is "attuned" to a golem
(meaning the golem failed its saving throw), it
cannot be used to control other golems until the
original golem is destroyed.

of the Griffon
XPValue: 1,000 GPVaIue: 5,000
The MiJenian Empire
This item consists of a griffon's feather and claw,
and is worn around the neck by a leather tho ng.
The wearer gains a +2 bonus on all saving throws
vs. fear effects. Additionally, all re tainers of the
wearer receive a + I to thei r morale while in the
wearer's presence.
Medicine Bundle
Hwesta 's Talisman of XP Value: 30 G P Value: 150
Memorization The Alruagin Clans
XP Value: 1,000 GP Value: 5,000 The Children of the Horse believe that all crea-
1992 Fantasy Collector Card 515 tures, good and evil, great and small, are imbued
Hwesta is a native of Greyhawk, but he and his by the Immo rtals with magical power. In some
companions found themselves banished across this power is weak, leaving the individual unable
the planes to Toril by a powerful wizard who was to harness the supernatural powers orthe uni-
incensed by Hwesta's theft of his talisman of verse. In others it is great, and Ihe spirilUal forces
memorization. Half of these amulets only affect or the world obey their commands. The former
memorization of spells oflevels 1-5, and Hwesta type of person follows a career Ihat requires little
has not risen to a level where he ean use 6th-level or no contact with the supernatural, becoming
spells, so he doesn't know if this one affects the fighters or thieves. The latter class of person
memorization of 6th-through 8th-level spells. seeks out the unknown and embraces it by becom-
Nevertheless, Hwesta is betting that only losing ing a wizard, priest, druid, or even shamani.
an amulet that affects memorization of spells of Those without great access to supernatural
leveis I d4 would make a wizard that mad. power do not forsake that which they cannot
wield, however. To do so would be folly. Rather,
of Lawfulness they seek the guidance of the tribe's shamani and
XP Value: 3,500 GP Value: 32,500 ask his help in the crafting of a makaki or medi-
GREYHAWK cine bundle.
This small, silver device will cause any Patriarch The making of a malwki begins with a hunt in
to have the ability 10 sink an Evi l High Priest to which the character must seek out his or her own
the center of the earth forever. It contains seven totem animal without the aid ofa shamani's mag-
charges. It may never be recharged . If an evil ical power. Once the animal is found, it is killed
priest touches it , it will deliver 5dl0 points of and the heart cut from the body. This heart is
damage, and any other persons who touch a talis- cured in such a way that it can be fashioned into a
man of lawfulness, other than lawful priests, take tough, leathery pouch. The rest of the carcass is
5d6 points of damage. burned in a special fire built by the shamani, and
a handful of the ashes are placed in the makaki.
They lay the spiritual foundation for the coming
5835
/r----------------------------------~~
1423
,Talisman of Memorization
(

enchantments. Mire
Once the makaki is fashioned and the ashes XP Value: 2,250 G P Value: 6,750
have been gathe red in it, the character bcgins to DRAGON Magazine 178
gather items associated with his totem spirit. For This is a 6-inch-diametcr silver disk on which is
example, if the character's totem animal is an elk, mounted a rather ugly, grayish green stonc. This
the character might gather a number ofwi1d flow- talisman allows the user to call up ground water
ers that are known to be a popular food for the to form sticky, unpleasant swampy areas, charac-
animal, or somc of its dung from a game trails teristical1y used to protect a camp or flank since it
that it frequents. As soon as six of these items takes so long to operate.
have been gathered, the character takes them and Such a talisman has Id20+40 charges and is
the bundle back to the shamani. rechargeable. One charge will tum a 40- by 40-
In a ritual that must be held under the light of foor area into shallow marsh, hindering move-
the fu!! moon, the shamani ca11s upon the Immor- ment on foot and mak ing mounted travel
tals to bless the makaki. Each ceremony will dangerous (both types of movement are at half
a110w the shamani to enchant one bundle per level speed). Attempts to ridc, run, or fight within the
of experience on each of the three nights of the area requires a Dexterity check on Id20 every
full moon. Thus, a 5t h-l evel shamani could round, or a slip and fall results. Two charges
enchant as many as IS makaki per month, make the area all but impassable to those on
although he would seldom be ca lled upon to horsebac k and very hard to traverse on foot.
undertake such a massive ceremony. Mounts must save vs. paralyzation at -6 or fall;
The ritual ends with the coming of the dawn as footmen attempting anything but the slowesl,
the character holds out his left arm to the most careful walk (one-quarter usual speed, and
shamani. With a slender bone knife, the shamani no combat) must check against Dexterity on
cuts the supplicant's flesh and allows the blood to I d20 or fall. Damage from fa lling off an animal
drip onto the ingredients assemblcd in the bundle. is only I point ; the soft mud will usually cush-
Enough blood is drained to deprive the charactcr ion any fall.
of Id4 hit points before the enchantment is com- After activating the talisman's magic, it takes
plete. IOd4 minutes for the water to rise and rcmains
With the makaki now fully empowered, the for six hours. In addition, the talisman will not
character lashes it around the waist in the same work in very dry areas such as deserts, or on
way that citizens of other lands might carry a shecr stone surfaces and areas wherc the water is
coin purse. Whenever a character with a makaki prevented from rising, such as areas having per-
is called upon to make a saving throw or ability mafrost. The effcct will not cause buildings to
chcck while wearing his makaki, the wearer gains sink into the ground, but will make them rather
a + 1 bonus. damp and dank for a while.
Further. the character can call upon the totem
spirit for protection in the event that the save or Modified Talisman of Zagy
check fails. [fthis option is selected, the die roll XPValuc: 1,000 GPValue: 10,000
for the saving throw or ability check is ignored 1992 Fantasy Collector Card 28
and the character is assumed to have successful1y This particular item is an experimental model of
overcome the hazard. Whatever caused the char- the famous talisman ofZagy. It allows the wielder
acter to attempt the saving throw or ability check one wish, but permanently turns him or her to the
will dcstroy the makaki, however, forc ing the lawful good alignment-only a remove curse
character to fashion a new one if he wishes to spcll will return the user to his or her previous
regain his + I saving throw and ability chec k alignment. Also, the talisman inflicts I point of
bonus. damage to the holder any time he or she comes
within 20 feet ofa magical weapon (only once for
of Me morization each new magical weapon encountered).
XPValue: 1,000 GPValue: 5,000
Tome of Magic Monkey Head Talisman
This talisman allows a wizard to memorize spells XP Value: 2,000 G P Value: 10,000
in halflhe normal time (five minutes per spell Mad Monkeyvs. the Dragon Claw
level). Half of these amulets ( 1- 5 on I d 10) affect The monkey head talismon was created by Hu
memorization of spe1Js only of levels 1-5. The Sen to aid individuals to quickly I.earn the fun-
remaining half affects memorization of spells of damentals of martial arts, in particular the Mad
levels 1- 8. Spells of 9th-level are nevcr affected Monkey style. The monkey head allows the
by this talisman. individual to learn up to three special maneu-
ve rs per week while wearing the amulct, pro-
S739
/r--------------------------------------,~
1424
r
Talisman oftbe 5pbtere

vided that activity appropriate to the maneuvcrs Sacred Bundle


is undenaken. XPValue: 30 GPValue: 150
The individual will retain the knowledge of the Legends & Lort
monkey head talisman as long as the talisman is A sacred bundle is a collection of Id4+6totemic
worn and for up to 24 hours after it is removed. items placed together in a pouch for the purpose
As the charactcr removes the talisman, he or she of imbuing magical protection on the wearer. To
is aware that the knowledge will be lost unless the create a sacred bundle, a warrior enters a trance
talisman is worn again in 24 hours. (usually with the help of a shaman) and contacts
The monkey head talisman is silve r with jew- his or her guardian spirit, asking for the spirit 's
eled eyes. As a particular skill or maneuver is help in creating the magical talisman. After care-
[carned, the eyes glow to show that the skill has fully considering the warrior's personality and
been mastered. nature, the spirit selects Id6+3 items that the war-
rior must collect. Usually, several of these items
of Orcas are difficult or dangerous to procure, such as a
XP Value: 5,000 GP Value: 25,000 bear's claw, a giant snake's rail Ie, or a feather
The Throne of Bloodstone from Ihe nest of an eagle.
This potent amulet was first devised by the lich- A fier the items are collected, the warrior goes
king Zhengyi . II makes the lich, and any other to the tribe '5 shaman and asks for help in mysti-
undead creature much lOugher for a priest or pal- cally binding the materials together. The shaman
adi n to turn. All turning attempts against the as ks the warrior to gather one las t rare item.
undead suffer a -6 penalty on the die roll. Almost always, the shaman chooses an item
needed for performing shamanistic duties, and
of Pure Good when the warrior procures it, takes part of the
XPValue: 3,500 GPValue: 27,500 item for personal use.
DUNG EO:>! MASTER Guide Once all the items are assembled, the shaman
A high priest who possesses this item can cause a perfonns a ceremony binding them into a sacred
flam ing crack to open at the feet of an evil priest. bundle, and from that point forward the wa rrior
The intended victim will be swallowed up forever wears the bundle at all times. The sacred bundle
and sent hurtling to the center of the earth. The bestows the following benefits upon the own!;:!";
wielder of the talisman must be good, and, ifnot +2 on all saving throws, the warrior is only sur·
exceptionally pure in thought and deed, the evi l prised on a natural roll of I, una rmored AC
priest gains a saving throw vs. death. becomes 2, and one point is subtracted from each
A talisman ofpure good has seven charges. It die of damage.
cannot be recharged. If a neutral priest touches If the sacred bundle is ever removed from the
one of these magical stones, he or she will suffer warrior's body, all of its benefits permanently
7d4 points of damage. If an evil priest touches vanish, and he or she can never crea te another
one, 12d4 points of damage are s uffered. Only one. A sacred bundle never benefits anybody but
priests can be affected by the device. the warrior who made it.

of Rahasia of the Sphere


XPValue: 4,000 GPValue: 20,000 XPValue: 1,000 GPValue: 10,000
Rahasia DUNGEON MASTER Guide
If thc back of the pendant is inspected, the single This is a small adamantite loop and handle that is
word RAHASIA can be seen. When the holder of useless to nonwizards. Cha rac ters of any other
the talisman says "RA HASIA," an invisible, 60- class touching a tal isman of this sort suffer 5d6
foot circle is created. No evil magic works in this points of damage. When held by a wizard con-
circle . Spe ll s cast by evil beings in the ci rcle centrating on control of a sphere 0/ annihilatioN,
aUlOmat ically fail , but existing spell effects or a talisman of th e sphere doubles the Intelligence
permanent items used by evil beings still work if bonus percentage for cont rol (2% per point of
removed from the c ircle. The circle will tem- Intelligence from 13- 15, 6% per poinl of Intelli·
porarily negate curses for its area and duration. gence from 16-18).
The ci rcle lasts 10 rounds and moves with the If control is established by the wielder of a tal-
holder of the tal isman. The talisman will function isman, he or she only needs to check for contin-
three times before di sappearing, theoretically ual control every other round thereafter. If control
tdeporting to its rightful owner. is not established, the sphere will move toward
the wizard at maximum speed (MV 16). Note that
a wand of negation will have no effect upon a
sphere o/annihilation, but if the wand is directed
,,«
)
1425

....
r
at the talisman it will negate its power of control
as long as the wand is di rected at it.

of the Statue
XPValue GPValue
Crystal: 500 5,000
Iron: 1,300 13,000
Rock: 800 8,000
The Milenian Scepler
There are three variet ies of this talisman, each
corresponding to a different kind ofliving statue
(crystal, iron, or rock). Each talisman looks like
an inch tal] statue, and is made of the same mate-
rial as the Jiving statue it affects (an iron talisman
affects iron living statues, for example).
The wearer of the talisman can attempt to
control one living statue of the appropriate type
within 60 feel. The living statue is allowed a
one-time sav ing throw vs. spell. If successful ,
that living statue can never be controlled by that
talisman. If the save fails , the living stalUe must
obey the comm.ands of the wearer. It can be
ordered to wal k, attack, guard, and so for th.
Once given a command, the wea rer need not
remain within 60 fee t fo r the living statue to
fulfill its duties. Once a talisman is "attuned" to
a living statue (meaning the statue failed its
saving throw), it cannot be used to control other ofZagy
living statues until th e o riginal statue is XP Value: 1,000 GP Value: 10,000
destroyed DuNGEON MASTIR Guide
A talisman of this sort appears exactly the same
of Tongues as a stone controlling earth e/emenwls. lis pow-
XPVaiue: 3.500 GP Va lue: 32,500 ers are quite different, however, and are depen-
Old Empires dent upon the Charisma of the individual holding
This medallion enabl es an individual to under- the talisman. Whenever a character touches a tal-
stand all languages both written and spoken, as a isman oflagy, a reaction check is made as if the
tongues or comprehend languages spell. The ta/- individual were meeting another creature. If a
isman oftongiles also enables the wearer 10 speak hostile reaction result is oblained, the talisman
these languages. Furthermore, it enables the will act as a slone of '",eight, although discarding
wearer to read magic and read Mulhorand magic, it or destroying it results only in 5d6 points of
at will. damage and the disappearance of the talisman.
Only one of these talismans is known to exist, If a neutral reaction results, the tal isman will
since the priests of Tholh have been hunting and remain with the character for 5d6 hours, or until a
destroying them to prevent foreigners from being wish is made upon it, whichever occurs first, and
able to decipher the secrets ofMulhomndi magic. it will then disappear. If a friendly reaction result
is obtained, the character will find it impossible
of Ultimate Evil to be rid of the talisman for as many months as
XP Value: 3,500 GP Value: 27,500 the user has points of Charisma.
DuNGEON MA5TEJ. Guide The device grants one wish for every six points
This device looks like a talisman ofpure good of the character's Charisma. It will also grow
and is exactly its opposite in all respects. It has wann and throb whenever its owner comes within
six charges. 20 feet of a mechanical or magical trap. (I f the
In Raven lort: Usi ng this item req uires a talisman is not held, its warning heat and pulses
Ravenloft powers check. will be of no avail.)
Regardless of which reaction result is obtained,
when its time period expires, the talisman disap-
pears. A base i'O,OOO gp diamo nd re mains in its
slead.

1426
Tapestry of Folded ExisteIlCf

In a DRAGON LANCE Campaign: The talisman of Ekbir


a/logy is called the talisman of Lunitari on XPValue: 1,250 GPValue: 12,500
Ansalon. GREYHAWI( Adventures
This 10- by IS-foot woven tapestry displays a
Talon scene of a dark rive r in a bleak, rocky landscape.
See Claw The tapestry was intended to be agate from Ekbir
to the lower planes for disposal of its worsl crimi-
Tanglefoot nals. It is rumored, however, that the tapestry
XPValue: 50 GP Value: 500 act uall y opens into a prev iously undiscovered
DRAGON MagWlle 2 plane, and not one of the Lower Planes, although
This small, synthetic fungoid rapidly expands to the landscape is bleak enough.
fill a 10- by IO-foot area with rubbery tentacles. The command word causes a branch o f the
II takes three turns to force through the mass, but river to enter the Prime Material Plane. The water
a giant size creature takes only one. The tendrils rushes out from the tapestry and forms a river 10
dissipate harmlessly in one hour. feet wide and 5 feet deep. It nows for 50 feet
before va nishing back into the plane that it nor-
Tanglevine Root mally occupies. The river exists in the Prime
XP Value: 400 G PValue: 2,000 Material Plane for three turns, and can only be
Adventure Pack I summoned once a month. The water is brackish
These roots start to grow when exposed to body and evil-smelling, and the current is swift and
temperature, and spro ut to fo rm a barrier of strong.
writ hing vines 10 feet wide. Any creature caught A character who enters the river must make a
by one of these vines becomes entang led and Strength check or be swept along wi th the water.
must be cut free . It takes five rounds to cut some- This check must be made every five rounds, or
one free. Oil loosens the vines' grip and a victim once per 10 feel of the river traveled by swim-
may be freed in two rounds. Fire and alcohol kills ming, whichever comes first . A character who
and dissolves tanglevines. fails the check in Ihe last 10 feet of the river is
carried through the gate and into the land beyond.
Tapestry There is no retum.
Tapestries are thick wall hangings made from
linen, wool, or other heavy materials. They are of Folded Ex istence
used to block drafts that whistle through badly XPValue: 7,000 GPValue : 35,000
constructed walls during winler, and to dampen Assassin MOUlltain
unwa nted sound. Tapestries in wealthy homes These tapestries always show an interior space
usually are ornamented wilh scenes ofbaule, por- such as a palatial room, the cavern ofa genie's
trai ts of leaders (both great and small), he roes hoa rd, or the interior of a ship. The viewer can
and heroines, pets, and idyllic landscapes. enter or leave the magical room of a tapestry oj
folded existence simply by speaking a command
of Disease Warding word and walking into or out of the tapestry. With
XPValue: 1,250 GPValue: 12,500 great delai l, the threads of the tapestry depict
Tome of Magic everything (including people) brought into or out
This is a 3-foot-square cOllon tapestry bearing the of il. They are generally used as treasuries, pris-
image of a rainbow. When hung in a bui lding of ons, or workrooms.
10,000 square fee t or less, it protects the occu- These tapestries always measure at least 6 feet
pants from nonmagical diseases. It has no effect by 10 feet and are of the finest craftsmanship.
on persons already suffering from diseases, but They requi re at least two people to carry. The
prolects healthy characters from contracting con- interior room can vary from 5,000 to 10,000
tagious diseases ranging from common colds to square feel. Creatures and items within a l!lpestry
deadly plagues. The tapestry offers no protection offolded existence requi re neither food nor drink
against any disease caused by magic or of a mag- and sutTer no aging effects while they remai n in
ical nature. the tapestry. These tapestries function only when
The tapestry oj disease warding is subject to placed on a wall or n oor. They arc items oj con·
rips, fire , and other da mage that could be sus- cealed Wizardry and cannot be discovered with
tained by a normal tapestry, alt hough it is detect magic spells.
allowed a saving throw. liS magic is permane nt
on ly as long as it remains intact. The tapest ry
may be movcd to a new location , but has no
effect ouldoors.

)
1427
r
of Rooms of others. Anyone carrying a tart attracts the
XP Value: 6,000 GP Value: 30,000 attention of monsters encountered; such beings
Castle GUYII"'WK will always try to attack the owner of the tart,
This tapestry is an amazing artifact that Voycux regardless of rcaction or Morale rolls. The tarts
stole from the tyrant of Elredd on Woolly Bay. can be removed in the same manne r as tarts of
The user of this tapestry can see any room (or rel- accusation.
atively enclosed outdoor space) he or she has evcr
been in, just by mentally commanding the picture ofa Summer's Day
to appear. The point of view given is one that the XP Value: 600 GP Value: 3,000
viewer previously occupied. Ifall the viewer has PoLYItEDIlOS Newszinc 23
done is to duck his or her head into the room and These pastries, tarts of a sumnrer s day. appear
out again, the view is from the door of the room. and function as tarts ofaccusation in all respects,
If the viewer is very familiar with the room and but have no effect on others. The owner of a tart
has walked evcry inch of it, the viewpoint is any may, on command, cause SlO rmy or cloudy
one desired. weather to change, becoming a brightly lit sum-
Like many artifacts, this one has its drawbacks. mer's day in but one turn. This usc causes the tart
In this case, it is a very subtle onc. The viewer is to disappear.
ever more inclined to just sit on a couch or in a
chair and watch the ta pestry- fo rsaki ng any Tathlum
activity to watch what is going on in places where XP Value: 1,000 GP Valuc: 5,000
the viewer has been before. D EITIES & DE."UOODS Cyclopedia
The viewer has only the basest instinct remain- This weapon of war with magical properties can
ing- the only time he or she will move is to be made by anyone of the Celtic religions. First,
obtain food. As soon as food is in hand, the vic- cut offthc head of an enemy and coat it with lime
tim races back to the tapestry, boping not to have from a lime pool in the former territory of the
missed any of the activity. Even the food is not dead person, allowing several coats to dry to a
savored. It is just shoved into whatever eating ori- rock hard ball. It takes one day to do each coat,
fice the viewe r has and consumed without any and each coat takes one week to dry. Whcn
real appreciation of its na ture . [t i .~ .~ !lid that thrown at friends of the fo rmer owner, under
Voyeux gained the arti fact by poisoning the tyrant bright sunshine, it has the effeet of doing damage
who had owned it. up to Yo of the original hit points of the person hit.
If the person hit is a relative of the head, ~ of the
Tart hit points are taken away. This weapon is usable
Tarts are pastries made from flaky dough and only once.
baked unt il lightly brown. BOlh sweet and sour
fruit stuffing is used in tarts, creating a tan taliz- Tea of the Zhakar
ing sensation on the tongue. XPValue: 50 GP Value: ISO
Dwal"\~n Kingdoms ofKr)'nn
of Accusation The Zhakar arc unique among dwa rves in that
XPValue: 600 GP Value: 3,000 they disdain potent drink. They prefer instead a
POLYHEDRON Newszine 23 watery tea made from a refined fungus powder, a
These pastries are tempting, anyone seeing them drink that is poisonous to any nondwarfwho sam-
must make a saving throw vs. spell or pick one up. ples a sip. Those who partake must successfully
Thcy cannot be eaten: anyone attempting to do so save vs. poison at +2, or collapse with Id6 hours
will merely put the taT! away in a pouch or other of gagging sickness.
container (no saving throw). The tarts are cursed;
anyone carryi ng a tart cannot hide in shadows, Tea Set of Skill and Grace
stay invisible, or otherwise remain unnoticed. A XP Value: 1,500 GP Value: 2,000
renrOl'C cllrse spell will cause the victim to eat the DRMiON Magazine 126
tart, requiring a saving throw vs. poison (or die). A This tea set, made of the finest materials, enables
dispel Cl-'iI spell from a caster of at least 26th level its owner to conduct a tea ceremony as ifhe or
will cause the tart to disappear. she had filled a slot with the tea-ceremony profi-
ciency. Possess ion of the set add s +4 to the
of Enticement chances of attaini ng uller concentration while
XPValuc: 1,000 G PValue: 5,000 conducting the ceremony; this benefit is the samc
Pot.YH~DROS Newszine 23 whether or not the character has regular profi-
These pastries appear and fun ct ion as tarts of ciency in the tea ceremony. The same +4 bonus
accusation in all respects, except for the reactions applies if the character uses the set when engaged
,...
/r--------------------------------------'~
1428
,

,
in a contest. If the c haracter used the set while area for other gear, and usually costs 25-50 gpo
learning the ceremony, he or she still has +2 on The act ofececting a tent is called "pitching" it.
the chance of contest-winning and attainment of The packing, cleaning, and othcr actions involved
uner concentration w ithout the set. in taking down a tent aTe collectively known as
"breaking camp ." Pitchi ng a tent usually takes
Telescope one to two turns; breaking camp takes the same,
Telescopes are made of two cylindrical pieces of plus Id4 turns for packing other items, cleaning
finely-crafted metal that tightly fil within each the area to avoid being tracked, and so forth.
olher, but are free 10 s lide in and out. The user Magical tents appear identical 10 ordinary ones
peers thro ugh a lens in the smaller end, where but are always of the highest quality canvas. They
another lens is fiued, toward the desired aren of ca nnot be damaged by nonmllgical wt:apons ;
viewing. By adjusting the tubes in or out, the user magic weapons and spells have standard effects,
can focus a nd sec objects clearly, even at g reat and normal or magical fire can destroy most tents
distances. (See also Scope.) in one turn. All magical tents have command
words.
of Fantastic Vision
XPValue: 1,500 GPValuc: 7,500 Roll Tent Type
DRAGON Magazine 179 01- 10 Bell Tent
This appears to be a telescope of true vision and 11- 20 Bundle Tent
functions as s uch fo r the first Id4 l imes. After 21- 30 Large Tent
this. the telescope reveals fanta stic and lurid 31-40 Pavilion
scenes, often the opposite of what it truly there 41- 50 Pyramid Tent
(for examp le, a merchant fl eet appears 10 be a 51-60 Small Tent
pirate squadron in the spyglass, a safc harbor as a 61 - 70 Tepee
monste r- ridden mirage, an upcoming city as a 71- 80 Wedge Tent
dark domain of evil). 81- 90 Wigwam
91-00 Yurt
of True Vision
XPValue: 2,000 G PValue: 10,000 of Captivity
Land of Fale XPValue: - GPValue: 1,200
This device appears as a normal spyglass bound The BookofMarveloUll Magic
in gold. It enables the viewer to see up to 50 times This tent looks and functions like a tent ofluxury.
farther than normal (a character may see some- However. if the door is locked, there is a 25%
thing a\ 5,000 feet as if at 100 fect) at distances of c hance it s ticks s hut. If the doo r sticks, th e
50 feet or more. Upon speak in g a command entrance to the tent cannot be opened by any
word, the spyglass fun ctio ns as a gem of seeing means except a wjsh; thosc within the tent are
for one round, reveali ng the lrue nature of whal is forced to leave by the "back door" into the Ethe-
viewed in the glass. The telescope of true visjon real Plane. The tent ofcaptivity cannot replenish
has 20 charges at its full power. lIS lens fractures its supplies while It is occupied.
and crumbles when the lasl charge is used.
Dew
Tent XP Value: 600 GP Value: 3,000
A tel'll is portable shelter made of canvas or ani- The Book of MarveioUll Magic
mal skins. Portable dwelli ngs, te nts appear to be When pitched and left standing for one night, this
rolls of fabric, and may be mistaken for ru gs. A tent attracts and collects morning dew on its sur-
tent mily be unfolded and ereCled for use by sup- face and channels it into a collection pouch in
poning it with poles and ropes. A small one-man one comer. The dew lem provides sufficient water
tent (3 by 6 fect whe n erected) weig hs onl y 5 for two human s and their mounts for one day,
pounds. The largest royal tents are made of sev- even in the desert and other arid regions.
eral parts. weigh over 5,000 pounds total, and
may cover an area 500 feel square. They require a of Luxury
large wooden or magical framework ; Ihe canvas XP Value: 1,200 GP Value: 6,000
is either hung from the framework or draped ovcr The Book of MaT\lelou s Magic
it. The most common adventurers'tent has a 10- This tent appea rs identical on the outside to a
foot-square base , tapers 10 8 feet square at a standard s ize adventurer's tent. It is much larger
height of7 fect, and has a peaked top; it is 10 fect inside, however. and opens into an extra-dimen-
lall overall. The ten t is supported by wooden sional space. The tent pitches itself on command
poles, has s leeping room for two plus a storage and can also be commanded (from the inside

/r------------------------------------,~ ""
1429
r
only) to lock itself (as a wizard lock from a 30th-
level caster). The area within the tent is 120 feet
square and contains supplies and accommoda-
tions for 10 humans and their mounts (horses or
creatures of similar size) for one day. It contains
comfortable si lken beds, a stable, a large water
basin, a food bush having fruits and tasty leaves,
magical light that dims on command, a window
through which the viewer can magically see the
area around the tent (on the Prime Material
Plane) from a point 10 feet above it, and a "back
door" through which those in the tent can pass
into the Ethereal Plane. The back door is very
hard to find from the Ether ( 10% chance when
using a detect invisible spell) and there is only a
1% chance every three hours (nol cumulative) it
will attract some Ethereal visitor. The back doo r
cannot be locked and Is best used as an emer-
gency exit. If a Ie", 0/ luxury is damaged while
occupied, however, all living creatures within it
are ejected into the Et hereal Plane. The tent's
contents cannot be removed by any means. All
the supplies replenish themselves every 12 hours,
but the tent must be folded up and then repitched
for this to occur.

Mist
XP Value: 2,000 GP Value: 10,000 If the flap is opened, the mist tent s walls, floor,
Tome of Magic and ceiling instantly become visible to outsiders,
A mist tent is contained in a small glass flas k. appearing as a thin, white mist. Additionally, the
Removing the stopper causes a stream of white mist te nt slowly descends, landing gently on the
mist to pour from the flask. One round later, the ground. If the stopper is removed from the flask,
mist shapes itself into the form of a 10- by 12- the tent d issipates, returni ng to the flask in a
foot tent with a single, open flap in the front. The stream of white mist; if the bottle is not stoppered
stopper must be replaced in the flask as soon as immed iately, the mist pours from the nask (0
the mist tent takes shape, or the tent wi ll dissipate form the mist tent again.
as described below. The mist len! is unharmed by any type of fire,
The mist tent has the density of a cloud when but does not offer such pro tection to its occu-
unoccupied. When one or more characters enter pants. The te nt is susceptible to other forms of
the mist tent, the flap can be closed; from the da mage. It prov ides no more protection to its
inside, the fla p has the de nsity of canvas. From occupants than a no rmal canvas tent.
the inside , the walls and ceiling of a mist tent The mist lent hasAC 10. If it sustains 10 points
appear as opaque white mist, and the floor is of damage, it dissipates in a shower of light and is
transparent. Despi te its appearance, the entire permanently negated. If th is occurs while it is
mist tent has the density of canvas once the flap is hovering, all occupants plummet to the ground. If
closed. When the flap is closed, the fo llowing the mist tent sustains less than 10 points of dam-
effects occur: age, it can be returned to its fl ask, then rere-
leased; all damage repaired.
The mis t tent and all occupants and items In Ravenlofl : The use of this magical item
inside become invisible to all creatures outside can be very dangerous in Ravenloft. There is a
the tent. A detect invisibility spell cast by a minimum 5% chance that the land will use the
creature outside the tent wi ll reveal it. te nt like the mists o f Ravenloft. If it is used
The mist tent rises 10 feet off the ground; it within the mists themselves, the chances rise to
continues to hover in place as long as the flap 25%. The occupants are tra nsported to some
remains closed. The tra nsparent floor allows other location in the misty borders of Ravenlofi.
occupants of the tent to clearly see the sur- If the DM needs to keep the characters in their
rounding area. The floor of the mist lent can origina l domain, this new location is in that
support 1,000 pounds without ruptu ri ng. domain, just at a new place along the border.

/r--------------------------------------'~
'M'
1430
"'
The miSIS have no compunction about transfer- color of its own acco rd once per round. The col-
ring the tent to a place above a lake o r into dan- ors aTe usuall y bright and easi ly see n at long
gerous terrain. range and will probably allraCI nearby creatures.

Polyc hromatic x
XPValue: 1,000 GPValue: 5,000 XP Val ue: 400 GPValue: 2,000
The Book. of Marvelous Magic The Book of Marvelous Magic
This white tent can be commanded to change its This tent appears to be a tent of dew. However, its
color. Any single color can be named, or the tent top bears a slight discoloration which is not visi-
can be commanded to blend. If so, it assumes the ble except from the ai r and at a distance of240
appearance of its s urro undings- grainy and yards or more. The mark appeau to be an " X"
sand-colored in the desert, green and brown in and may attract the allention of aerial passers-by
the woods-camou fl aged. The polychromotic (OM's choice of chances). The markings on the
tenl is always white when not pitched. tent are visible to infravision and can not be
removed by any means.
Poor
XPValue: - GPValue: 400 Thorn of Sleep
The Book. of Marvelous Magie XPValue: 100 GPValue: 500
This tent appears to be a polychromatic tenl in al1 The Complete Ranger's Handbook
respects. Each person who spends a night in the The Ihorn of sleep looks like the thorn of a piant,
lent has a 250/. chance of dreaming about some abou t 3 inches long. It is dry and smooth to the
detail of events to occur the following day. If so, touch. If pricked by the thorn, a c reature must
only certain creatures o r areas a re revealed; no make a saving throw vs. paralyzation. Failure
results can be portrayed, as that would depend on means the creature falls into a deep slumber. The
too mllny variables. In return for the dream, the creature will not awake until attacked or strongly
tent clluses a gem, cash, or other item worth roused. Noises. eve n those ofbatlle, can not
100-600 gp to vanish during the night. The poor awaken the sleeping creature. Each thorn can be
lenl must be slept in for one full night to give the used but once. Only Id8 thorns can be found at
chance of dreaming. anyone time. A thorn of sleep can be projected
by a blowgun.
of Shelter
XPValue: 1,000 GPValue: 5,000 Thread
Dragon Dawn Magical threads appear identical to balls of string
A tenl of shelter looks like a small canvas tarp. or spun spindles, but careful examination reveals
When placed on the ground and the command threads to be of finer mate ri al. To act ivate a
word spoke n , it forms into a shelte r large thread's magic. it either mUSI be unwound from
enough for two people and up to 200 pounds of the ball or spindle. touched against another magi-
gear. At the entrance to the tent a small brazier cal item, or sewn into a piece of cloth.
of glowing coals appears for cooking and heat-
ing, and enough foodstuffs for a moderate meal. of Aging
The tent provides no magical protection for its XP Va.lue: 400 G P Value: 2,000
inhabitants. The Book of Marvelous Magic
This item appears identical to a ball of string, but
of Standing careful examination reveals it to be of finer mate-
XP Value: 800 GP Value: 4,000 rial. It altunes itself to anyone who touches il. If
The Book. of MIll'V(!Ious Mllgie lhe victim thcreafter unwinds any of it, the unfor-
This tent needs no po les or ropes and pitches tunate one ages one year for each inch unwound.
itself when a command word is spoken. A second Elves may ignore the effects of the first 200 years
command causes it to collapse, but it cannot oth- of aging; dwarves may ignore the first 50 years,
erwise be taken down except by a dispel magic and hal flings the first 20 years. Otherwise, each
spell (treat as 30th-level magic) or a wish. 10 years of aging cost the victim I point of Con-
stitution- the loss is permanent. A wish restores
of Warning I point lost in this manne r, but less powerful
XP Value: 1,200 GPValue: 6,000 magic cannot affect the loss. Once the thread has
The Book. of Marvelous Magic attuned itself, it cannot be neutralized unless
This tent looks and functions like the polychro- remove curse is cast upon it by a 36 th-l evel
malic lenl. Howeve r, if a hostile creature caster; this makes the thread disappear along with
approaches within 240 yards, the tent changes all the victim 's magical aging. Otherwise, the vic-
5875
/r----------------------------------~~~
1431
"Thread of Commands
r
tim must guard the thread carefully because, if it can use and is subject to the powers of the throne.
is unwound by any means or creature, the victim It has the fo llowing abilities and penalties:
to whom the thread is attuned is affec ted. (See Clairvoyance
also Ball, of String). Telekinesis
Speak with dead
of Commands Read magic
XPValue: 1,000 GPVa lue: 5,000 Death spell twice per day
The Book of Marvelous Magic Charm monster with - 3 on saving throw twice
This thread is identical to a thread of aging How- a day.
ever, if unwound and placed on any magica l Teleport twice per day
cloth, it sews itself into the form of the command Relic gives off a gas that ren ders all within 30
words for that item. Ten inches of thread are feet unconscious for two hours (use saving
needed for each command word. Once a word is throw for poison).
sewn onto the item, the sewing disappears and Locates treasure as fo llows (select one):
cannot be seen unless detect invisible or similar I. Silver, gold within 90 feet
spell effect is used. 2. Gems withi n 60 feet
3. Magic within 10 feet
of Embroidery Has the power of a gem of seeing when held
XPValue: 300 G PValuc: 1,500 by the owner.
The Book of Marvelous Magic User may raise dead fully, once a day.
This thread is identical to thread of aging How-
ever, if placed upon any normal cloth , it sews of the Gods II
itself in beautiful patterns, and 100 gp value may XPValue: - GPValue: -
be added for every 10 inches of thread used. The Book of Artifacts
ball of thread contains Id IOOxl 0 inches of thread T he throne of the gods is an ornate chair, large
when found. enough to seat a storm giant. Scinti llating gems
and mosaics adorn its arms, back, and legs. The
Throne throne itself protrudes from the rear wall of a cav-
A throne is an orna te c hair made of wood or ern, I UO yards in diameter and sits upon a floor of
stone. Magical thrones are quite powerful and all billowing clouds.
the details about them should be studied be fore When the gods created the multiverse, they
adding a throne to a campaign. A throne is usu- needed a way to communicate with mortals on
ally 8 feet high, 4 feet wide and with deep, plush the many planes, SO they merged their powers and
furnishings and often ornately carved. Encum- created the throne. The wondrous chair exists on
brance is high, from 150 to 400 pounds or as all planes simultaneously, and it can be used by
given in the description. any god. Its existence has long since drifted into
the legends of many planes, but it is the one on
of Death the Prime Material Plane that is discussed here.
XPVa lue: - G P Va lue: 4,000 On occasion, an individual strives to preserve
The Book of Marvelous Magic and protect the gods' throne, but over the years
This th rone appears identical to a throne of most of them have banded together into a small,
power, but any creatu re sitting upon it d ies fanatical cult called the Seekers. In their quest for
instantly. Ten percent of the time, however, it the Ihrone, the Seekers have dispatched emis-
mere ly damages and ejects the victim, who is saries throughout the lands, seeking signs of the
severely wounded (down to I point). The throne artifact in ancient religious texts. Many oflhese
has no cffect on any creature forced to sit upon it, tomes describe a divine throne located at the cen-
only those who do so of thei r own free wills. te r of a mighty mountain, but as the religions
share no common geographical location, the
of the Gods Seekers believe the throne moves about in a man-
XP Value: 24,000 GP Value: 120,000 ner that is baffling to mortals.
Eldritch Wizardry On rare occasions, mo rtals have found the
This massive, gold-inlaid throne was crafted by throne, and Randyl the Bold was one of them. In
an ancient race in honor of their gods. It is carved a mountain reputed to hold great treasure ,
into the hean of a mountain and cannot be moved, Rand yl's party fought many battles in twisting
not even magically because it is still a part of the IUnnels for many months. Randyl was the only
mountai n. Anyone seated on the thro ne receives one to find the throne room, but he was tired,
at best one item of magic, but can only be a recip- bleeding from many wounds, and oblivious to his
ient once. Also, anyone who s its on the throne surroundings. He rested UpQCI the huge th rone,

~r------------------------------------~(
""
1432
..
,
artifact will react. lrand when a character sits
upon the thro nc, the OM should instruct the
player to declare what his character is thinking.
The PC's response determines Ihe invoked power
orsubsequenlcur.re.
One possible adventure might find the party in
a d y ing vi ll age. Approached by an elde r ly
shaman, they a re to ld of a migh ty wizard who
destroyed their holy idol. Eve r since its destruc-
tion, the village has been slowly wasting away.
Unable to face the ri gors of lhe journcy him-
se lf, the shaman gives the pes a drawing of an
idol. He tells Ihe pes t hat they mu st seek a
mighty throne, which lies deep within a nearby
moun tai n, sit upon the chair whi le staring at the
picture, a nd th e n think only of the idol. The
shaman warns the party that thinking of anything
clse will unleash the fury of the gods upon thcm
all.
Finding the chamber in which the throne lies is
slufT for an excellent adventure in itself, but the
addi tion of a powerful band of Seekers that zeal-
ously attempts 10 prevent the party from achiev-
ing its goal will spice up the scenario nicely.
C onstant Powers: An (lII/imagic shell radiates
from the base ofthc throne and fills the entirc
chambe r--only thc throne is unaffccted.
unaware of its true nature, wondering how he Im'oked Powers: A character sitting upon the
might be strong enough 10 escape, when he was throne wi th a clear, concise de!;ire in mind has an
engulfed in a bright, blue glow. Rand ylleaped 85% chance tha t the thro ne will fulfill t hat
from Ihe seat and watched in amaze ment as his reques t. The throne reads the character's desi re
arms, c hest, and legs ex pan ded with bulging and responds to it within one round.
muscles. Not understanding what had transpired, A single prime attribute score can be raiscd up
Rand yl fled the room and escaped the mountain. to 3 point s (not 10 excee d 20 points) if a PC
Years late r, the Seeke rs heard of Rand yl's requests it. The playcr must speak in character, (a
exploit and sent the wizard Zatar to question him eharacler cannot say " 1 want my Strength score to
about it. Although the Seekers normally collected improve." Rather, " I wan t 10 fight with t he
informa tio n about the throne to prevent power- endurance of a giant," (increasing Constit ution)
hungry despots from fin d ing it, Randyl's tale or "I want to be as strong as a giant"' ( increasing
spa rked a n as h of greed w ithi n Zalar; he was St rength). S imi larly, experience levels can be
overwhe lmed by the unlimited magical abilities raised to wi thin I point of the next level. but the
tha t might be his. request should center on the character dcsiri ng to
Secretly Zalar put together an expedition, and be better in his or her class.
after many long months of searching and many A magical item also may be granted to a char-
greal perils. Zalar and his company fou nd Ihe acter on the throne PCs requesting any itcm with
throne. G reedily he approached it, climbed upon variable bonuses receivc a + I magical version of
Ihe mighty seal, and sat there. running his hands the item. Olhers who dcsire a more potent version
over the treasu res Ihat protr uded t hrough the of an item they already possess add + 1 to it (to a
ivory a nd gold mosaics. Suddenly. an eerie blue maximum of + 3). Obvious ly, the exact item
glow radiatcd from the th rone. engulfing the wiz- should be clearly visuali zcd within the charactcr 's
ard and blinding his companions. When thc light mind.
receded, the party found a crumpled, whimpering C UrtI': The gods are offended when mere mor-
figure on thc throne. Zatar. now a babbling id iot. ta ls use the throne oj the gods. even if they have
attacked his compa'hions, who killed hi m in self· humble inte ntions. Nor mally, the thro ne gra nts
defense and quickly depaned. 85% of reasonablc requests. If the request is not
The throne oJthe gods is an artifact designed g ranted, the gods we re displea sed for so me
for high.level parties. While any character can sit unknown reason. The characte r suffers instead
on the throne, the trick lies in dccidi ng how the (dctemline randomly): a - I cursed item, - I to all
>ow

1433
,Throne. Ill idskialf
(

prime attributes, or is lefeported 10 miles away. within 120 feet who usually come to investigate.
Any character daring the throne for a second The throne has no effect on a ny creature forced
try immediately incurs a wrath to match the folly to sit upon it, only those who choose to do so of
(listed below). Those foolish enough to attempt a their own free will.
third try instantly find themselves alone, in a face
to face combat with a random god on its home of Power
plane. XP V.lue: 4,000 GP Value: 20,000
11Ie Book of Marvelous Magic
A character desiring godlike powe rs has a ll This large c hair is made of wood, meta l, and
prime attributes reduced by 2. stone and adorned by 100 gems. If any creature
Tfthe character wants a magical item or device voluntarily sits on the throne, the daring soul
belonging to a god, an item buried in the must make a saving throw vs. spell with a-4
throne, or a second magical item, the god penalty to the roll. Those of royal (nol merely
g rants the desire with a tw ist: The character noble) birth have no penalty to the saving throw
receives a ---4 ve rs ion that appears to be the and instead gains a +2 bonus. No other adjust-
item reques ted if analyzed by any and a ll ments of any type, magical or otherwise, apply to
means. the saving throw; the "base" saving throw for the
Should something not listed under Invoked class and level of the user is always applied.
Powers be desired, the character is teleported !fthe saving throw fails. the victim and carried
, in a random direction to some location Id l OO equipment are instantly transported to an unoccu-
mites away. pied room or corridor in the deepest part of the
Lacking a clear, concise desire in mind finds deepest dungeon on the planet. If the victim
the character entirely at the mercy of the gods. attempts to return 10 the throne by use of a tele-
One of the three above fates should either be port or dimension door effect or spell (regardless
hand-selected or randomly determined. of elapsed time between the ejection and the
attempted return), the throne immediately trans-
Suggested Means of Destruc:tlon : ports the victim in the same manner.
Force any major power, under pain of death, to If the savi ng throw is successful, the user is
unmake the throne not tran sported and may remain and use the
WISh it had never been built 1,000 times. throne properly. The throne may be used by any
Dissolve the entire mountain currently hous- race or c lass and telepathically instructs the suc-
ing the throne, usi ng 1,000 transmute rock to cessfu l user about all command words, spell
mud spells cast by fiends . powers, charges, and the proper use of each. The
throne can produce the fo llowing spe ll s, each
Hlidskialf once a day, as if cast by a 30th-level wizard :
XP Value: 12,000 GP Value: 60,000 charm person, derect magic. derecr evil, detect
Gods, Demigods, & Heroes invisible, hold person, protection/rom evil 10'
Hlidskialf is Odin's ava tar's magical all-seeing radius, dimension door, and remove curse. All
thrane. Treat as an unlimited duration crysral ball magical effects a re gained or di rected by the
with clairvoyance. user. In addition, while seated on the throne, the
user's charisma is 18.
of Incineration The throne grants 500 charges to the user and
XP Value: - GP Value: 3,000 disappears when they are spent; each spell cast
11Ie Book of Marvelous Magic from the t hrone drains one charge. The throne
This throne is identical to a throne o/power. a lso disappea rs afte r 1,00 I days, regardless of
When a creatu re sits on it , the usua l savi ng charges used. Any person of royal birth may use
throw is required; failure , however, causes the the throne with unlimited charges, but it still dis-
victim to catch (i re, taking 40 points of fire appears in 1,001 days. The day on which the sav-
damage per round (no protections or saving iog throw is made is counted as day one.
throws a pply) until dead . The fire can be The throne is immune to all attacks and dam-
quenched only by a wish , and the victim cannot age except the physical act of pry ing a stone
get up from the throne unless this remedy is loose, and this is difficult (roll IdS, I indicates
applied. The remains of the victim burn com- success). The 100 gems are worth 50 gp each, but
pletely, leaving only ashes. if even onc is removed, the throne loses its power
If the saving throw is s uccessful , the lucky forever. Magical attempts at loosening stones
victim is ejected from the throne immediately, have no effect.
and a loud laughing sound emanates from it. The throne cannot be moved except on com-
This noise attrac ts the attention of all creatures mand of the user after the initial saving throw is

/r------------------------------------,~
""
1434
, Timbcrbane'l ClockWOft Chopper.Ripper

made. The throne cannot be carried but leieporls the shapes of stars or spikes. Stars have three or
on command with no chance of error as long as more razor-edged points, ensuring that at least
the destination is well known to the user. II te/e- one will strike the vic tim when throw n. They
ports only while the user sits in it and only four come in a variety of sizes (here divided into small
times during the 1,00 1 days. and la rge). Spikes are large pins, tapering to
sharp points. Both are thrown by hand and have a
of Summoning limited range. Shuriken are easily concealed; they
XPValue: 2,000 CPValue: 10,000 can be hidden in folds of c loth ing o r tucked in
The Book ofM~lous Magic sashes. Spikes can even be worn in the hair.
This throne is exactly like a throne ofpower, bUI Magical shuriken, of course, possess a varielY
no saving throw is required to sit upon il. InSIClld, of other talent<:;.
a 36t h-level spe ll caster is summoned, who
appears within 120 feel and in sight of the throne Ro ll Star Type
allhe point mosi convenient for the wizard. This 0 1- 10 Caltrop
powerful wizard is of the same alignment as the 11-20 Chatkcha
throne user. He solemnly intones, " ] am com- 21- 30 Large Shuriken
manded to serve you once," and then disappears. 31-40 Shaken
The use r of th e throne is the n immediately 41- 50 Shuriken
ejected. When the user sits upon it again , the 51-60 Slashdisk
throne summons the wizard, who is e nraged at 61- 70 Small Shuriken
being summoned un less some qui te excellent rea- 71- 80 Tetsu-Bishi
son is immediately given. If the wizard is not a 81-90 Throwing Spike
player c haracter. he o r she has all due spells 91-00 Throwing Star
memorized and ready. The impending dea th of
the user is sufficient reason for summoning, but if orOj y·oo
a reasonable chance of survival exists, or if the XPValue: 1,000 GPValue: 10,000
user merely lacks courage or foresight. the wiz- Kara·Tur
ard directs most attacks at the user of the throne. The ninjas of Ojy-do, also known as the Fangs of
~ i ght, have magical shurikin. stars made of stone
of Transformation that always hit their mark. The victim must save
XPValue: 13,000 GPValue: 65,000 vs. death magic o r fall unconscious fo r one full
Crown of Ancient Glory tum . Whether the saving throw fails or succeeds,
This bizarre artifact is a special item in the pos- the vic tim suffers 2d4 points of damage. These
session of Ala, the Seawitch of Narvendul. With ii hurikin are carried by the five highest-ranking
use of the proper command words, anyone sitting warriors in the clan.
in the chair is transformed (polymorphed) into an
ocean osprey, a you ng gi rl, a n o ld man. an old or Returning
woman, a gaseous form, or a wolf. The tra nsfor- XPValue: [,000 G PVa lue: 5,000
mation is pure ly physical and the use r (victim) New hem
retains his or h~e r own personality and characte r If th rown and the attack misses, these shurikin
traits. In the case of ani mals, though, speech is always return to the owner at the end of the fol-
not possible. lowing round. If a shurikin of returning strikes a
By returning to the throne, the individual is target, it lodges itself into the target and cannot
able to return to his or her former condition. The return.
chair can only function once per day, renderi ng
one change only. Timbcrbanc's Clockwork
If a character takes the throne without employ-
ing the appropriate command words, Ihe transfor- Chopper-Ripper
malion occurs in a random fashion . Without the XPVa lue GP Value
proper command words, o nly remove curse, fol - Copies: 300 1,800
lowed by wish, can restore a person to his or her Original: 2.500 15,000
natural state. Polymorph spells cannot transform New Item
victims of the throne. This unusual tool looks like a s mall chainsaw
made of iron and wood bolted toget her. A wind-
Throwing Stars ing crank (cord and handle) juts out from the side
(S huriken) of the gear box. The gearbox. contains an inge-
Shuriken are small throwing weapons. They come nious spring- loaded mechanism driving the
in many sizes and shapes, the most common bear chainsaw. A famous tinker gnome by the name of
,...
)
1435
(

Springol Timberbane created the orig inal device. timepiece hangs from a slender chain, fash ioned
His creation was equivalent to a magical +3, fre- from the same indestructible alloy as the watch
anI-slayer wea pon. ( By /ream, understand a ll itself.
manne rs of " living" trees.) Timberbane earned The metal from whic h the wa tch was made
his notoriety from the chaotic architecture of the does not tarnish a nd cannot be harmed by any
wooden palaces he built. The values for both the known force. Thus, the watch looks today just as
original device and nonmagical copies are given it did when it was first created. Indeed, there is
above. some evidence to indi cate that the watch has
The cloch.ork chopper-ripper can be used as a actually become brighter and beller polished over
two-handed weapo n requi ring to be he ld by its the years, although th is might be an error caused
two handles. Over a period of several successful by the sparsity of accounts of its existence.
attacks, the weapon can de live r up to 40 points of T he cas ing itself is ornate and carve d with
cutt ing damage (not including damage bonuses many dark and sinister forms. Numerous shapes
due to magical enchantme nts) afte r which it must resemble the twisti ng and writhing figures of tor-
be rewound. Each round of rewinding resets the me nted souls, while others are clearly those of the
spring for Idl2 points. fiends that tonnent them through all etern ity. The
The weapon inflicts 2d4 +2 po ints of damage hi nges on the lid and the clas p that secure the
against small or medium foes, or 2d6+2 against cover when it is down arc fashioned in the image
large foes, a nd has a speed factor of 8. Against of skeletal claws.
wood, the weapon inflicts a nother lO po ints of When the cove r is ope ne d, t he face of the
damage, which does not cou nt agai ns t the 40 watc h is revealed. It is white in color- clearly
points limitation of the spring motor. It is consid- some fonn of crystal-although its exact compo-
ered a medium size weapon weigh ing about 10 sition is un known. A glass lens covers the face,
Ibs. Strength adjustments only apply to Attack but like the rest of the watc h, it appears to be
Ro lls (not damage). The weapon is totall y inef- impervious to any manner of damage. The face is
fective against rock or metal over ~ inch thick. It numbered, in an ornate script, from I to 13. The
requires a weapon proficiency to be used in com- movement of the hands is sharp and steady, pro-
bat, a nd fall s in the wea pon category of s ho rt ducing an audi ble click with the passing of each
sv,'Ords to determine the !'a\,;cs l}r chara\,;ter classes second. MYS teriously, the hands never seem to
that can use it. pass betwecn the hours of 12 and 13. Even if one
Na tural scores of 1- 2 on an Attack Roll cause watches the face of the timepiece carefully, the
the gears to jam (must roll every ti me it is used, hands seem to click from 12:59 to 1:00.
even against inanimate objects like trees or If opened in darkness, the white crystal of the
doors). The weapon itself is ACO and can take up face emits a soft glow so that the time may be
to 30 poin ts of physical baShing before it's easily read. No fonn of magical darkness can pre-
beyond repair. Jams or damage can be fixed after vent the holder from seeing the illuminated dial,
combat with a successful proficiency e heck and a lthough it cannot be used to shed light upon sur-
an hour of gnomish tinkering. Add an hour of tin- rounding objects in such a s ituation. That this
kering for each failed che<:k. The clockll'orlc chop- effect is magical cannot be disputed, for at least
per-ripper comes wit h a safety lock and a leather one person who was who lly blind is said to have
sheath for transport, bm no warranty. looked upon the face of the wa tch and saw it
qu ite c learly. It is said that even a blindfo ld or
Timepiece of Klorr simila r obstruction cannot prevent the watch's
XP Value: - G P Value: - owner from gazing upon its face.
Forbidden Lore The back of the watch is set with an inscription
This unus ual pocket watc h was brought into tha t is un readable unless viewed with a read
Ravenloft from an unknown world more than 200 magic spell. When this is done, however, the fol-
yea rs ago. Since that time, it has proven itself to lowing verse becomes clear:
be an instrument of g reat power and g reat evil.
Indeed, few who have ever learned of its ex is- By my po",'er the sands are stayed,
tence without owning it for themselves have lived The hour ofdeath is long delayed.
long enough to pass o n the story of its wond rous The grip of lime can be unmade,
nature. BUI beware the p rice thot spaid.
Description: The timepiece 0/ Klorr is crafted
of an unusual alloy of gold, si lver, and bronze. It History: The timepiece was created some 350
is circular in shape, roughly 2 ~ inches in diame- years ago by Klorr, a watchmaker in a strange,
ter, with a hi nged lid that snaps down to pro tect mysterious, and nameless land. KlOTT had always
the face of the watch when it is put away. The been fascina ted by clocks and timepieces of
,,~

/r----------------------------------~~~
1436
, Timepie<;c ofKloIT
r
learn to pace it with a timepiece. Eventually, he
explored the extradimensional magic of the Outer
Planes and sought the guidance of a diabolical
presence there to aid him in the last stages of his
efforts.
When Klorr had completed the construction of
his pocket watch, he found that it did indeed con-
trollhe beating of his own heart. With every rum-
ble of his pulse in his ears, the hands snapped
forward and a sharp tick would split the air.
Much to his own despair, however, he found
that the watch seemed to control the beating of
his heart to an even greater extent than he had
intended. Indeed, il soon became elear to him that
if the watch were not wound each day, ifit were
allowed to slow and stop, his heart would match
its gradual paralysis. In the end, when the watch
stopped so would his heart. He seemed to have
stopped aging as well. He needed no food, no
drink, and the passing of the years meant nothing
10 him. The watch was the master of his fate now,
not the fleeting fancies of time and many fates of
the universe.
Whenever he used the watch to invoke one of
its magical effects, he found that a third hand
appeared on its face. This hand would begin to
tick off the seconds between the 12th and 13th
cllery description. In fact, his love for these hour on the clock's face . Before that hour had
objects had passed the bounds of any reasonable passed, he was forced to kill someone in order
man and had become nothing short of an obses- to satisfy the hunger of the timepiece. He soon
sion. His whole home was filled with all manner found that he was unable to resist the urge to
of timepieces, each kept in perfect working order use the watch's magic. despite his desire not to
and synchronized so that they differed from each do so. He also learned that the hunger of the
other by not so much as a second. It is said that watch was directly related to the exact power
thc cacophony of an hour chiming in Klorr's shop that he employed and the vitality of the person
was nearly enough to drive a man mad. Indeed, killed.
perhaps that accounts for the creation of this Eventually. KlaTT found himself unable to hold
twisted chronometer. out against the overwhelming magic of the watch.
As Klorr grew older, he came to realize that He became locked in a cycle of killings. Each
there was one timepiece in his home that he could time he hunted, he would use the powers of the
not regulate or control: the beating of his own watch. This would, in turn, compel him to kill
heart. He was reminded of this his entire waking again. This vicious cycle became the pattern of
life, for Ihc throbbing in his chest seemed never his life.
to be in synchronization with the staccato click- Powers: Th e timepiece of Klorr gives its
ing of the gears and springs of his countless holder many great powers, each of which can be
clocks. [t may be that this drove him mad, for hc used as often as desi red. As soon as one is
vowed that he would nol permit his own heart to employed, however, the third hand appears on
betray the perfect rhythms of his many time- the face and the watch begins to count off the
pieces. seconds of an hour. If it has not been able to
Klorr spent years researching the magical pow- absorb sufficient life ene r gy to satisfy its
ers [hat he would employ to create his next watch. hunger by the end of that hour, it will drain the
~I e sought out a race of master metalworkers and energy of the holder, utterly and irrevocably
begged them to teach him the secrets oflheir craft destroying the unfortunate victim. Nothing, not
so that he might manufacture the watch from a even a wish spell , can restore life to one slain in
metal that no earthly hand could damage. He pur- this manner.
sued the foul and accursed magic of Ihe necro- Each time that one of the watch's powers is
mance r and sought to gain knowledge over the used, the holder of the timepiece of Klorr is
functioning of the living heart so that he might moved to seck out and kill others of its race. The
5889
)r------------------------------------,~
1437
" 'Timt:pi~ of Klorr
(

number o f people that mus t be s lain is deter· knowing the euct time. As wit h the previous
mined by the power required to invo ke a given power, th is o ne is free of any obligation on the
spell effect. Each power of the wa tch is followed part o f the holder.
with a parenthetical number that indicates the The C u rse : The watch has no power over
number of leve ls of life energy that the watc h someone unti l one of its abili ties is used. This
m ust drain . T hus, if it we re used to invoke a might be any o f the s pe ll s or magical powers
featherfall (I) spell and then a haste (3) spell by except for perfect time and Yisihility. Even the
an elf, the owner would have to seek out and kill automatic power to s uccessfully r oll saving
four Ist- (or 0-) level elves, two 2nd-level elves, throws counts as a deliberate use, although the
or some other combination that would total four holder of the watch does not actually invoke this
levels. The use of any of the watch's s pells or ab ility.
spell-like abilities precludes taking another action Upon usi ng one o f the watch 's abi lities, the
in the same round. holder becomes bound to it. From that point on,
The magical spe ll s that are available to the the ind ividual's heart beats at a perfect 60 beatS
holder of the timepiece are as follows:featherfall per minute. Like the watch, the heart has become
(I),feign death (3), haste (3), hold person (3), a perfect timepiece.
hold undead (3), slow (3), extension I (4), dis- Once bound to the watc h, the holder must per·
tance distonion (5), extension 11 (5), hold mon- sonally kill the people required to repay the time·
ster (5), alensiOl/1II (6), temporal slasis (9), and piece of Klorr for any used powers. If the owner
time Slap (9). All of these spells fun c tion as fails in this effort, the watch claims the owner as
described in the PH. victim instead.
In addition to its general magical abi lities, the The timepiece of Klorr is a very difficult bur-
watch has severa l unique powers. As with the den to rid oneself of, for once it has been taken
spell abilities, each of these has a cost associated up, the only time that an individual can attempt to
with it. discard it is when the watch's h unger has been
S uccessful Saving T h rows (3): A nyone hold· sated. That is, when the third hand is not showing
ing the watch automatically succeeds on any sav- and the owner of the watch is not under an ohlig-
ing throw that he or she is called upon to ro ll. ation to claim another victim.
This requi res no thought on the part of the watch', At this time, (I rcmoyc curse or similar spell
holder, it just happens. In fact, the holder of the has a chance of breaking the watch's bond to its
watch cannot even opt to fail a saving throw. If owner. When the spell is cast, the recipient must
the person holding the watch has not yet been roll a saving throw vs. spell. If the roll succeeds,
bound to it, the use of this ability links that per- the watch may be discarded s imply by puuing it
son to the timepiece of Klorr. This is the only down and walking away from il. Other, more dra-
power of the watc h that does not count as an matic methods include sealing it in an iron box
action for the holder. The only eltception to this and casting it into the sea, tossing it into a vol-
ability is the saving throw required to discard the cano, or anything else that might satisfy the for-
watch, as detailed below. mer owner that the timepiece of Klorr has been
Heal Damage (5): At any time, the watch may destroyed.
be called upon to heal damage that its holder has Of course, the timepiece cannot be so easily
taken. When th is is done, the effect is similar to unmade. Those who granted Klo rr the ab ility to
that of a cure critical wounds priest spell, save create th is great artifact wil l allow nothing so
that it can only be used on the keeper of the time- simple to destroy it. It is rumored that only the
piece. fires of the Outer Planes can cause the timepiece
Perfect Time (0): This ability of the timepiece to be reduced to the e lemental evil from which it
of Klorr is an element of its nature and need not was forged.
be invoked or "paid for" by the use r. Nothing can
upset the watch's abili ty to kee p perfect track of Tome
the passage o f time. Eve n if it and its owner are Books, Libra ms, Ma nua ls,
placed in a state of temporal s tasis, the watch Spell books, a nd Tomes
keeps working. No known force can cause the In the AD&D game system, each of these terms
timepiece to lose so much as a second. has a uniq ue definition:
Visib il ity (0): Anothe r side effect of the
watch's existence is the fact that its face cannot Books may be used o nl y by priests and some-
be hidde n from its owner. So lo ng as one is able times ra ise a specific character statistic.
to nip open the cover to reveal the watch's face . Libra ms a re books used only by Wizards, and
no magica l or physical blindness o r obstruction occasionally boost stats.
can prevent the owner from looking upon it and M a n u a ls may be used by bothftghters and

~r------------------------------------~~
""
1438
, Tome ofDogmalic Methods,

thieves, and some include boosts to slats. Canon of Changes II


Spell books contain spells and surprises. Most are XP Value: 24,000 GP Value: 120,000
restricted to priests and wizards, but a few may be Legends & Lore
used by any class. This book allows the reader to draw on the mystic
Tomes may be used by all classes and some grant Oneness of the universe to change the nature of
boosts to slats. matter to fulfill his own desires. Essentially, any
nonliving object weighing up to 50 pounds can be
All magical books, librams, manuals, and lomes converted into any, nonliving, nonmagical object
appear to be normal works of arcane lore. Each is of similar mass.
indistinguishable from others by visual examina- Ifused in conjunction with the Analects 0/
tion or by magical detection. Magic (see LibTam), the conversion can be done
A wish ~pcl1 can identify or classify a magical with up to 500 pounds of mass. In addition, thc
work. Other spell s, notably alter reality, com- object may be converted into a magical weapon,
mune, contact higher planes, limited wish, and armor, or shield with a bonus of up to +5, with
troe seeing are useless. A wish reveals the general one power based on any wizard or priest spell of
contents of a book, telling what classes or charac- up to 5th-level. Alternatively, the object could be
teristics are most affected (nol necessarily bene- converted into any monster of up to IO-HD.
fitted) by the work. A second wish is required to Only a being of at least 18 Constitution and 18
detennine the book's exact contents. Wisdom can read this book. Even for beings pow-
After being studied by a character, most magi- erful enough to employ the tome, it requires 72
eal works vanish forever. However, one that is not hours of constant reading before he can execute
beneficial to the reader may become attached to the change, and he forgets everything he has
the character, and he or she is unable to get rid of learned from the book after the transformation is
it. If the work benefits another character align- completed. A being may read the book as many
ment, the owner is geased to conceal and guard it. times as he wishes, but he loses 1 point ofConsti-
The DM should exercise judgment and imagina- tution each time he uses the knowledge gained
tion when deciding exactly how these items are to from it.
be treated. Any being who attempts to use this book while
lacking the proper Constitution or Wisdom per-
of Bodily Health manently loses Id6 points of Constitution. This
XP Value: 5,000 GP Value: 50,000 book may not be used to alter living beings,
DUNGEON MAsrER Guide attribute scores, or to create magic items except
The metal-bound Manual 0/ Bodily Health as described above.
appears to be an arcane, rare, but nonmagical
book. If a detect magic spell is cast upon it, the of Clear Thought
manual will radiate an aura of magic. Any char- XP Value: 8,000 GP Value: 48,000
acter who reads the work (24 hours of time over DUNGEON MASTER Guide
3- 5 days) will know how to increase his or her A wo rk of this nature is indistinguishable from
Constitution by I point- this involves a special any nonnal book. Any single character who reads
dieta ry regimen and breathing exercises over a a Tome o/Clear Thought will be able to practice
one-month period. The book disappears immedi- mental exercises that will increase his Intelli-
ately upon completion of its contents. gence by one point. Reading a work of this nature
The point of Constitution is gained only after takes 48 hours time over six days, and immedi-
the prescribed regimen is followed. In three ately thereafter the book disappears.
months the knowledge of the secrets to bodily The reader must begin a program of concentra-
health will be forgotten. The knowledge cannot tion and mental disciplines within one week of
be articulated or recorded by the reader. The tome reading the tome. After a month of such exercise,
will not be useful to any character a second time, Intelligence goes up. The knowledge gained from
nor is more than one character able to benefit reading the work can never be recorded or articu-
from a single copy. lated. Any further perusal ofa Tome o/Clear
Thought will be of no benefit to the character.
Canon of Changes
XPValue: 24,000 GPValue: 120,000 of Dogmatic Methods
Gods, Demigods, & Heroes XPValue: - GPValue: 5,000
The Cannon 0/ Changes is book of the gods that Tome of Magic
deals with redistribution of matter and motion. It This silver-bound book, studded with jewels,
allows the reader to create any non ma gical appears to be a tome of considerable value. The
object. book is actually cursed, although this is not
'"~
)r--------------------------------------,~
1439
=

,Tomtof 1)()gm;lI ic Melhods II


(

immediately obvious. The manual bas the power page, a list of actions, most of them highly ritual-
to provide advice on any action that its owner istic, appears to insure the success of any action.
might consider taking. The owner needs only The owne r immediatel y fo rm s a dependence
open to any page in the book, and there before upon the book, and refers to it before taking even
him will be a list nfactions, most of them ritualis- the most mundane ac tion s. The book recom·
tic in nature. to insure the success of any project. mends extre me ly time cons uming operations.
The first lime the book is used, the owner is Furthermore, the owner will not share the book
suddenly struck with the idea Ihal he or she now with anyone and will f ight to keep il. A remOI"t
owns a SOUTce of information thai can give valu- curse spell, or si milar magic, is required to neu-
able advice on any matter. It becomes a guide for tralize its effects.
life. The owner will not share the book o r let any-
one take it away. I f anyone tries to remove ii, the
character wilt fight to keep the book.
Fo llowing the first use of the book, the owner
canno t do anything witho ut first checking the
book. The information in the tome is complete ly
worthless, but the owner of the boo k does not
rea lize this. The pages in the manual c hange con-
stantl y, offering its owner an obscure (and usually
rid iculous) ritual to perform be fore doing any-
thing. Thus, if a c haracter is about to go into bat-
tl e, he m ig ht check the book and find severa l
exercises he should undertake to loosen his mus-
c les. Ifhe is going to speak to a duke, he might
find inst ructions for the co lo r of his clothing
according 10 the d ay of the year and the time of
day of the meeting. Ifhe or she is going to pray
for II spell , the re may be six pages of cleansing
rilnllls Ihlll should be performed rirst.
The manual 's instruct ions are aimosl ne ver
harmful, but they might delay the owner's actions
at a crucial moment.
Whe never a chara c te r is in a si tuation that
requ ires ha s ty actio n (for example, he is
attacked). the book will delay its owner by I dB
rounds. If the owner is preparing for a lengthy
activity (a long trip, for example), he or she will
be busy for I d4 days getting ready for the event.
The DM should be creative in detailing the tasks E'soa Ho-chi
the owner must perfonn before comfortably com- XP Value: 6,500 G P Value: 65,000
mitting him or herself to a goal. Kara-Tur
The compulsion to follow the man ual 's instruc- E soa Ho-chi, "t he H e rald," was given to the
tions can be ended with a remQI'eCllrse spell. Fol- lamas of Ko'Chung by Mei Lung as a c hronicle
low ing th is, the n ext person to open the book to verify history in case the dragon had an unfore-
becomes its new owner. Jfan owner sho uld die, seen accident. The tome is very large and th ick
the book becomes the property o f the next person and it is a lways open, with writing o n the right
to open its cover. side and unfinished script appearing magically on
If possible, the OM should hint that the charac- the left. A lama must stand vigil and rum the page
ter is actually gaining bonuses for using the book, 10 keep the magic fl owing, but anyone might do
while allowing the other characters in the group the job. Th is book records history as the events
to ligure OUt the effects for themselves. unfold. The person WAO turns the page can direct
the book's recounting of current events to the
of Dogmatic Methods II people and places about which the reader wishes
XPVa lue: - G P Value: 5,000 to learn, or he could read the book 's reports on
1992 FanlaSy Colle.::tor Card 625 the important events of Kara-Tur as de cided by
This si lver bound, gem-studded book ha s the the book. Occasionally, mentions of the western
power to provide ad vice on an y actio n that its barbarians appea r on Ihe page s. The herald
owner m ight consider taking. Opened to any weighs more than one man can lift and is adorned

/r------------------------------------,~
""
1440

.
....
Tome. Herald ofMei Lung,

in gold and blue and green jades, read with the aid of a comprehend languages spell.
Clearly, this is a very powcrful instrument of At the birth of the world, the great and wise
the magical Celestial Heavens. The guards are dragon Mei LUllg was given the task of recording
fanatical about its safety, wi lling to die protect- all that has, is, or will transpire in the world. Sup-
ing it. Shou ld it bc stolen, all of Tabot (along posedly, should the great dragon fail in his dUlies,
with inte rested parties of T 'u Lung and Shou the universe would end, To prevent this dire fate
Lung) would seek the tome. Some would seek to from occurring, Mei Lung created the Herald.
return it to the Gompa. Others would only want Mei Lung was not me rely satisfied to create
it fo r their own use, Once word of the theft was the Herald, although many would view this as
out, there would be virtually no peace for the protection enough. Aware that disaster might
thieves. befall not just him but his entire household (for
dragons of that far eastern land lived in a style
of the Fool much different from the wynns of the west), Mei
XPValue: 8,000 GP Value: 40,000 Lung entrusted the magical volume to a sect of
DRAGOS Magazine 134 isolated and devout monks fa r away in the fast-
This book is a 9"x 12" leathe r bound book of ness of the highest mountains of the world. There
approximately I 00 pages. The Tome of the Fool the book has ever been, watched over by monks
radiates a hot-pink glow that is visible for up to who now live only for its protcction,
100 yards around. By careful study of this tome The Herald of Me; Lung is one of the few truly
over one month, a jester may gain enough experi- beneficent artifacts, possessing no harmful pow·
ence points to achieve the midpoint of the next crs, As such, it can be a useful aid in a parlicu·
level of experience . The tome works only once larly difficult adventure, providing answe rs to
before disappearing, and tha t jester may never mysteries and clues about the futu rc, The player
again use any tome of this sort. Any person other characters can never actually own the artifact.
than a jester who reads this book immediately Instead they must go to it . This by itself is an
becomes a jester of I st level (no saving throw adventure as the group treks across a hostile
allowed). wilderness similar to the Himalayas 10 find the
ancient monastery. Even then, dealings with the
of Gainful E xel'ci!le monks must be role-played, and Ihe return jour-
XPVaiue: 5,000 GP Value: 50,000 ney survived.
DUNGEON MASTER Guide Constant Powers: Thc Herald of Me; Lung is
This work is simi lar to the Manual of Bodily wondrous in that it writes by itself the history of
Health, but its reading and prescribed courses of every major and virtually every minor event in
action will result in the addition of 1 point to the the world. Since this history starts with the cre-
reader's Strength. ation of the world, finding information can take a
long time. For every day spent reading the book,
of Garden Flowers there is a I % cumulative chance of finding the
XPVa!ue: 1,500 GPValue: 8,500 correct infonnation. What is revealed is the truth,
DRAGON Magazine 30 although often one-sided in its presentation.
Anyone reading the Book of Garden Flowers is The book records more than just the past, how-
immediately able to identify all garden flowers ever. Any event occurring in the present can also
and plants from a seed, leaf, or blossom, be read about. Thc character needs only turn to
the final penned pages and read. It is even pos-
of Glowing Pages* sible to read about future events on the final
XPVaiue: +2,000 GP Value: + 10,000 pages, although since the tales are still forming
Baltron's Beacon themselves, there is only a 20% chance of gaining
The pages of this book magically glow when useful info rmation, and even then it may be
touched fo r easy reading. incomplete.
The Herald is protected wilh a powerful spell
Herald of Mei Lung that automatically telcports the tome back to the
XPVaiue: - GPValue: - monastery if it has been absent for more than 12
Book of Artifacts hours.
The Herald of Mei Lung is a large tome, roughly Suggested Means of Destruction:
the size of a small shield and 6 inches thick, but is If the universe ends, the book also ends.
otherwise of nondescript appearance. Its pages are One must go back in time and prevenl Mei
of the th innest paper and each is covered in an Lung from becoming the Celestial Historian.
elaborate script penned in golden ink. The lan- Mei Lung must be convinced that knowledge
guage is unknown to any who view it, but can be is meaningless.
"'"
/r----------------------------------~~
1441

_ _ _ _ _ _ _ _~~~~=_~===_~~----_ _ _ _ 4
Tome of Hopeful Deeds

of Hopeful Deeds Roll Page Contents


XP Value: 700 GP Value: 5,000 01- 30 Blank page
New Item 31--60 Priest spell
After one week of study, a good character suffers 61-00 Wizard spell
a - 3 penalty on all saving throws. This effect is
permanent until a restoration or limited wish If a spell is written on a page, determine the
spell is used to counteract it. spell level by rolling I d 10 for a priest spell and
Id12 for a wizard spell. If the result is 8- 10 (for
of Hopeless Deeds priest) or 10- 12 (for wizard) make a second die
XP Value: ~ G P Value: 5,000 ro ll~ I d6 for priests', I dB for wizards' spells.
DRAGON Magazine 82 Once the spell level is known, the DM can select
When evil characters study this book fo r more particular spells or determine them randomly.
than a week, they suffer a - 3 penalty on all saving Record page contents secretly, and do not reveal
throws. This effect is permanent until restoration this infonnation to the holder of the book.
or limited wish negates the penalty. Once a page is turned, it can never be flipped
back~paging through a book of infinite spells is
of Humorous Perspective a one-way trip. When the last page is turned, the
XP Value: 4,000 G P Value: 20,000 book va nishes. The owner of the book can caSI
DRAGON Magazine 134 the spell to which the book is opened, once a day.
This book looks exactly the same as the tome of ([fthc spell is one thallhe character would nor·
thefool, and it is usable only by jesters. Like the mally be able to cast by reason of class and level,
tome of the fool, anyone who is not a jester and however, the spell can be cast up to four times a
who reads it immediately becomes a 1st-level day due to the book's magical powers.)
jester. When read, this book enables a jester to The owner of the book need not have the book
attain a diffe rent outlook on things~one in on his person in order to use its power. The book
which death and other morbid topics are merely can be stored in a place of safety while the owner
punch lines in the great game of life. The jester, is adventuring and still allow its owner to cast
because o f h is calm control of the situation, spells by means of its power. Each time a spell is
receives an extra + 10% modifier to his morale- cast there is a chance that the energy connected
changing ability. The same jester may castfriends with its use will cause the page to magically turn
and charm person once a day in addition to nor- (despite all precautions). The owner will know
mal spellcasting abilities. Finally, the reader of tllis and possibly even benefit from the turning by
this tome is forever immune to emotion-changing gaining access to a new spell. T he chance ofa
spells involving fear, hate, despair, discord, hope- page turning is as follows:
lessness, and ra ge, as received from symbol or
emotion spells. Spellcaster employing spells usable by
own class andlor level 100/.
of Immoral Sanity Spellcaster using spell foreign to own
XP Value: 1,000 G PValue: 600 class andlor level 20".4
Magazine 82
DRAGON Nonspellcaster using priest spell 25%
A good character who studies this book has a 5% Nonspellcasler using wizard spell 30%
chance per day, cumulative, of contracting some
fonn of insanity. Treat eac h spell use as if a scroll were
employed, including casting ti me, spell fa ilure,
of Infinite Spells and so on.
XP Value: 9,000 G P Value: 45,000
D UNGEON MA STER Guide Juia Lo'tanu
This magical work bestows upon any character of XP Value: 6,000 GPValue: 30,000
any class the ability to use the spells within its Kara-Tur
pages. However, upon first reading the work, any This tome is bound with the time-blackened skin
character not al ready able to use spells suffers of a giant eel, smooth and glossy. On its cover is a
5d4 points of damage and is stunned for 5d4 painting of a red and white spOiled carp, the sym-
turns. After that, he can examine the w riting bol of hard work and success. Inside are 20 pain!-
without further hann. The Book of Infinite Spells ings done on transparent silk that has been
contains Id8+22 pages. The nature of each page stiffened with clear lacquer. The paintings can be
is determined by random die roll. Make a per- viewed from either side of the page. They are of
centile ro ll and consult the following table: tranquil subjects with hidden, deeper meanings.
Examples of the subjects are: two k ittens watch-
'''''
/,-------------------------------------( 1442
Tomc, Juia Lo'Tan~

ing swimming carp in a pool with water lilies; the


sun selling behind a picturesque mountain; three
girls fanning in the rice-paddy. The book has no
magical wards or traps, as it was designed to be
accessible.
This very beautiful work of art was painted by
Da'u Ching Tso wilh the magical paints given to
him by the pigfaced spirit from the Heavens. It
was inspired by the teachings of the wu jen Kor-
sanna the Orator, who infused his magic into
Da'u's expressions of art. The thoughts, feelings
and knowledge of the student and master are
gained through study ofthis tome.
Korsanna took this treasured book through-
out the land, using il as a teaching 100 1. This
was in the years 1240-1280, and many great
speakers are known from this period, most of
whom followed Korsanna for a while. Then
Korsanna died mysteriously in the village of
Sou Tu, now ruins in southern Noka Jui Dis-
trict. The Juia Lo 'tanu passed through a few
hands who admired it only as art, then came 10
rest in the hands of the Wai clan about the year
[425. This lome was held and studied by the
Wai family, and many believe thai its magic
enabled the Wai men to gain their power and
stature in the communi ties of southern Shou.
By the year 2000, the Wai clan was one of the on to the reader. It gives the character a magi-
mosl powerful noble fam ilies of southern Shou cal ability to influence any group he addresses
Lung, well known for their imaginative and toward his position or conclusions, often sway-
engaging public speaking. ing a crowd's support. The player must speak
Just before the Moon Feast Festival in the fo r a half-hour or more. The effectiveness of
year 2065, the Wai clan fortress and compound this ability is situationa l, and entirely depen-
was raided by a band of marauding j ungle bar- dent on the OM 's interpretation . It is not a
barians, who succeeded in breaking through the mass hypnotism or suggestion, because it can
main gate wi lh afireball from their leader's be learned by any character class and it is not
magic staff. Th is group of fools stole many of as powerful as a true wu jen spell. A magical
the fami ly hei rlooms. but also took the Juia speech will add 10 percent to the morale of fol-
La "anu . The ancestral home was located east of lowers or troops in the speaker's command. It
the modern city of Ha'chou, and the escaping also increases the courtly abilities of poetry
brigands rode easl to the Henai River, crossing and Noh by increasing their base chance of
at Tarepi. Here they were caught midstream by success by 2.
the Shou posse and many of them were killed For example, if the magical orator is address-
by arrows. Only the wizard leader and five men ing a group of friends, or any neutral crowd, they
eluded the law. Historians speculate thai these may be easily convinced that the speaker's pur-
barbarians were the same group that raided pose or meanings are correct and true, and action
We'noa and Chin a year later, and were ulti- may be expected. However, a speech before an
mately captured at Cufa Twi Caverns. The Juia angry Emperor or a lynch-mob may only save the
Lo "anu and the rest of the Wai heirlooms were character's life, with a quick trip to the local
lost. Gossip and legend place the treasure in a prison or a public flogging the punishment- the
citadel deep inside the caverns, but this is only situation will dictate the outcome. A low-classed
hearsay. bushi warrior can only expect a magical speech to
Ifa character has an Intelligence of 15 or get gentlemen to listen and maybe reflect on his
higher, he will gain from intense analys is of words. A good benchmark is that 15 percent of
this tome. Alignment is un important for the any neutral group will be swayed to action or
magical lessons. After Id4 months of scrutiny, belief by magical oratory.
the tome gives insight into the art of magical
oratory, a fantastic gift, and the skill is passed
5907
/r----------------------------------~~
1443
-
""Tome of Leadership and Influence
r
of Leadership a nd Influence Seven Fin gers
XP Value: 6,000 C P VaJue: 60,000 (The Life ofTho rsta g)
DUNGEON MASTER Guide XPValue: 2,500 G P Value: 25,000
This leather-and-brass-bound book is similar to a DRAOON Magazine: 69
Tome o/Clear Though/, but upon completion of This memoir is a thick bundle of vellum sheets
reading and practice orwha! was revealed therein, bound about with two leather straps and enclosed
Charisma is increased by 1 point. in a leathe rn bag. A recent owner, the merchant
When read by a bard, thc character increases Zephrum Nelagul, noted in his ledgers that Se\'ell
by one level. His or her experience points become Fingers had 278 s heets, but also noted that it
equal to the minimum required to attain thc new ended precipitously and seemed to have gaps in
level. the narrati ve, whic h s uggests that some pages
have been lost or deliberately removed.
of Psionic Inter action The book was written by (or at least under the
XP Value: 5,000 GP Value: 50,000 supervision 01) the adventurer Thorstag "Seven
Saltron's Beacon Fingers" Amareh , a fighting ma n who rose to
This tome tells how to build ps ion ic powers. If take the lordship of a tiny northern dale, where he
the reader cannot use psionics, the tome has no died some 70 winters ago, Thorstag's nickname
effect. I r the reader is psionic. the study confers and the main title o f this volume come from his
25 more psionic sirength points immediately, and habit of severing the fingers o f important ene-
(at the usual rate, with level progression) one new mies whom he slew, and storing these in an iron
attack mode, one new d efense mode, and one box . There were seven such enemies, and
minor discipline. If the reader is not psionic but Thorstag evidently put the fingers to some sort of
has psionic potential, the study permits a check magical use, but the ir present location is
for them at double normal chances, even if a pre- unknown. The volume recounts Thorstag's report-
vious roll for psionics has failed. However, if the edly boring and trivial life ("wearisome pages of
roll is more tha n 30% under the minimum needed dreams, underhanded schemes, and malicious
to gain such abilities, the victim is struck by cata- violence," Zephrum records), but contains three
tonia ( insanity) that can only be cured by a heal passages of special note.
spell. The tome vanishes either after proper use or The f irst is a detailed and exactin g descrip-
after causing three cases of catatonia. tion of the selection of a card, void, from a deck
a/many things , so complete that a nyone who
of Q uickness of Action reads th is sect ion could immediatel y recognize
XP Val ue: 5,000 G P Val ue: 50,000 the same effects if they occurred in his or her
Guide
D UNoF.oN M ASTt;II, presence.
The heavy covers and metal bindings of this com- The second is a rec ipe or description o f the
pilation will not di stinguish it from other non- making of Keoghtom S ointment, which mayor
magical texts of small value. This work contains may not be correct. Curiously, no owner o f the
secret formulae and prescriptions for unguents memoir has made any mention of the accuracy of
and exercises that e nable a single reader to assim- the recipe, but only of its inclusion; this hints that
ilate the text (three days of uni nterrupted study) they have not attempted the process because it is
and then practice the skills detailed therein. obviously incomplete, or too difficult in execu-
If thi s pract ice is faithfully don e for o ne tion or the procurement of the ingredients, or the
month, the charac ter will gain I point of Dexter- writing itself contains some mag ical trap or
ity, The manual will disappear immediately after guardian they would prefer not to disturb.
reading, but the conten ts are remembe red for The third is a detailed inventory of the
three months, However, the reader cannot articu- dowries o f the princesses Elmyra and Hlassela
lale or otherwise record the information he of Cormyr, which Thorstag took part in guarding
retains. Only afte r the month of tra ining is the on an overland journey from Suzail, Ihe capital
Dexterity bonus granted , Further perusal ofa ofCormyr, to Arabel, a c ity some distance to the
s imilar text will not add to the same character's north and east. The journey was safe, the
Dexterity. princesses married, and set out forthwith east-
ward with t heir (royal , but not identified by
of Saintly Sa nity Thorstag) husbands, Neither Thorstag nor the
XP Value: 1,000 G PVa luc: 6,000 sage Elm inster has heard o f their fate , but in
DRAGON Magazine 82 some eastern tomb or treasury the greater part
An evil character who studies this book has a 5% of these dowries must now lie . Thorstag's list
chance per day, cumulative, of contracting some includes weights and identifying marks of jew-
fonn of insanity. elry (since he had to guard against forgery and
~"
/r--------------------------------------'~
1444

b
substitution of the pieces), and adventurers or Suggested Powen:
historians will surely find it a source of inspira- Feebiemind
tion, if not a path to wealth. Lore (treat as a legend lore spell)
The present whereabouts of the memoir is Mapmakillg (duration one tum; Treat as a map
unknown. It was last seen in the hands of an of mapping)
unidentified man "with the clothes and manner Repair Normal Objects
of a southern merchant," according to Zephrum Open Locks (70% success rate)
Nelagul, who sold it to said merchant at a bazaar Memoriz e + 5 spell levels (five 1st-leve l
in Waterdeep for 900 pieces of gold. Zephrum spells, one 2nd-level and three 1st-level spells,
attests that he obtained the book from an igno- and so on)
rant baililT in Longsaddle, who sold it as part of Suggested Handicaps:
the contents o fa dead man's house. The dead When first used the user suffers a --6 penalty
man , one Borwyn, was a trader in hides and to Strength score.
leather goods who covered much of the north in Body part change: The user becomes hunch-
his trade, and had acquired, in Zephrurn 's words, backed, and suffe rs a + 4 penalty 10 Armor
~an odd assortment of keepsakes and valuables." Class and a -4 penalty to all THACO rolls
One can only conjecture that somehow Borwyn because of Ihis deformity.
the trader visited the dale where Thorstag had Suggested Penalties:
ruled and was buried, or got the book from User involuntarily assumes gaseous form.
anot her person who was given it by Thorstag for Memory lapse: The user immediately forgets
safekeeping, o r who too k it after Tho rstag's any 1st-level spells memorized.
death. If any reports come to light of the pos- Se rvice: The user is suddenl y compelled to
sible missing pages, more might be said of how map an enti re level of a nearby dungeon (or
Borwyn got the memoir, and of its orig ina l; country side), using the tome, and will assem-
complete contents. ble an ex pedition to do so, leav ing within
three days. This effect ends when the map is
of Ssu-Ma completed.
XPValue: - GPValue: -
DuNGEONS & D RAGONS Master Set of Understa nding
The immortal hero Ssu-Ma is said to be the father XP Value: 8,000 GPVallle: 43,500
of written knowledge, bringing mankind from DuNGEON M"STf:1I Guide
barbaric chaos to civilization. His great tome is Identical to a Tome of Clear Thought, this work
said to gather knowledge of all sorts from the increases Wisdom by I point .
yery air itself, and is thus able to provide infor-
mation on anything in existence. Vacuous Gr imoire
This large, bulky book is 5 fe et square and XPValuc: - G P Valuc: 1,000
nearly a foot thi ck. Its covers are each half an D UNGEON M ASTER Guide
inch thick, fastened securely by a built-in lock. A book of this sort is identical to a normal one,
The covers are not marked in any way. although if a detect magic spell is cast, a magical
The lock on the book cannot be opened magi- aura will be nOled. Any character who opens the
cally, and open locks attempts suffer a +5 0% work and reads so much as a single glyph therein
penalty to thc roll. Anyone who fails to pick the must make two saving throws vs. spell. The first
lock can neve r succeed in opening it. The con- is to determine if I point of Intelligence is lost or
tents of the book cannot be examined until the not; the second is to find in points of Wisdom
lock and book are opened. The first page of the are lost. Once opened and read, the vac uous gri-
book explains all of its powers and the page refer- moire remains; to be destroyed, the book must be
ences where the command words and instrUClions burned and a remove curse spell cast. If the tome
for each power can be found . The tome can be is placed with other books, ils appearance will
read easily by anyone. instant ly alter to conform to the look of these
The tome 's contents explain how the use r, other works.
drawing on the power of the tome, can produce
the effects of the given powers. The pages of the Tool Set
book cannot be used as materials for the elTects "Tool Set" is a generic term for a set of imple-
(such as mapping). me nts and devices craftspeople use when practic-
ing their professions. It covers everything from
pliers to saws, from vices 10 sets oflockpicks.

/r--------------------------------------,~
""
1445
,Toot Sel, Gemcuner'sTootsofSunndi
r
Gemcutter's Tools of Sunndi els, files, and other tools was created for a car·
XP Value GP Value penter in the City of Oyvers, and though he paid
- I: 3,000 25,000 much gold for it, the set eventually brought him
- 2: 6,000 50,000 great wealth. II allows a character with carpentry
-3: 9,000 75,000 proficiency to build very sturdy wooden con·
GREYHAWK Adventures Slructions with 150% of normal defensive poinl
This magical set of vises, hammers, blades, and values. Consequently, the carpenter receives dou·
chisels was enchanted by the mountain dwarves ble to triple the usual fees, or a weekly average of
who work the gemstone mines in the County of 50 to 75 gpo
Sunndi. They help any character with a gem cut-
ting proficiency to increase the value of his or her Tooth
work. For individual stones, the cutter can make a These body implements allow creatures to chew
proficiency check to gain a modifier to the Gem their food. Many enchanted teeth come in sets;
Base Value Table found in the DMG. The OM most of the values below are for a single tooth. If
rolls Id8to determine the modifier: a whole set is desired, muhiply the values by the
num ber of teeth in the set to de termine the total
Roll Modifier value.
1-6 -I
6-7 -2 of Dahlver-oar
8 -3 XP Value: 40,000 GP Value: 200,000
DUNGEON MASTER Guide, 1st Edition
The tools are also useful for finishing stones in If any priest was more powe rfu l than the
a mine; the cutter can add 20- 50% to the fi nal renowned Dahlver- nar, histories do not tell us.
average value listed on Table 34: Gemstone The gods themselves gave specia l powers to
Quality in the Dungeo/leer's Survival Guide. A him , a nd these have passed on to others by
gem cutter with these tools can demand up to means of the great relics of Oahlver· nar- his
four times the nonnal fees for services. teeth. Each of the teeth has some power, and if
one character manages to gain a fu ll quarter,
T hieves'Tools of Stealth hatf, or lIo ll of them, other ~r.!.IId benefits accrue,
XPValue: 750 G P Value: 7,5000 the additional powers and effects being cumula-
PoLYHEDRON Ncwuine 82 tive. In order to gai n the power of one of these
These magical thieves' tools are a great boon to teeth, however, the character must place it into
any thief or rogue. They do not appear to be made his or her mouth, where it will graft itself in the
of metal, but instead appear to be constructed of a place of a missing tooth. The teeth can never be
very dark, hard substance, perhaps obsidian. removed once emplaced, short of the demise of
While they are magical, no means of detecting the possessor. The DM is encouraged to decide
magic can reveal this fact . The tools confer a the powers fo r the fo llowing (use the Artifact
+ 10% bonus to a rogue's open locks and remove Rules in Volume I ).
traps rolls. Each of the 32 teeth.
The greatest power of the tools is revealed The 8-tooth sets of 18, 9-16, 17- 24,25- 32.
when they are placed inside their case, and the The 16-tooth sets of 1- 16, 17- 32.
case is touched to the user's skin. The case magi- The complete set.
cally melds into the individual's body. There the
tools safely remain, until the owner concentrates of Dalhvar-nar II
on bringing them to the surface. If a rogue is slai n XP Value: - GP Value: -
while the tools are melded with his skin, the tools Book of ArtifllCt.'i
reemerge. The teeth of Dalhvar-llur are a set of 32 ancient
A thief's tool set usually includes the fo llowing red dragon teeth : four 6-inch incisors, two 18-
equipment: one set (universal lockpicks, prybar, inch uppe r fangs, two 12-inch lower fangs, four
waxed cord with two hooks and six thi n stee l 8-inch canines, eight 6-inch canines, four 4-incb
spikes, whipsaw, cullers, two small black velvet bicuspids, and eight 2-inch molars. They are car·
bags, black leather gloves and mask, iron grapnel ried in a deep, coppery red dragon-hide bag.
with 2·foot shank and end-ring), and 30 gpo Long ago, as the ancient red dragon Incendax
sought to increase his territory, he chanced upon
Woodworker's Tools of Dyvers a large group of young mages and their teacher
XPValue: 2,000 GPValue: 24,000 gathering spell components, and he murdered
GREVHJ"WK Adventures them all. The guild's archmages were so outraged
This set of magical hammers, spikes, axes, chis- that) 3 of their greatest members banded together
>Ow
/r------------------------------------\~
1446
, Toolli of Dalhvar·nar IIr

to kill the dragon. They tracked Incendax to his


lair and collectively attacked him with magic so
potent that a massive explosion resulted. When
the dust settled, all that remained of the two
forces were the teeth orthe dragon.
Dalhvar-nar was a young priest of some wi t
and ability, whose path to fortune look him to that
cave centuries later. With a bit of magical guid-
ance, he found a patch of loose shale and cleared
it away, expos ing a dark passage. Dalhvar-nar
crawled through, found a huge chamber, and was
amazed as he looked upon scorched walls and
blasted boulders, the remains of the great baulc.
Dalb searched through the cavern and eventually
discovered the dragon's teeth. He then gathered
them up and stuffed them into his pack, figuring
a wizard might pay a handsome sum for them.
On the way back to town, Oalh heard some-
thing heavy fall to the ground behind him . He
turned to see what it was and found that one of
the large dragon fangs had fallen out of his back-
pack. In amazement, Oalh watched as the tooth
buried itself into the earth, whereupon the ground
trembled, and up sprang a mighty monster! Oalh
quickly readied for battle, but instead ofatlack-
ing, the beast kneeled at his feet awaiting his
command. In stead of selling the teeth, Oalh
decided to experiment with them. Invo ked Powe rs: These powers are released
The priest's friends thought it quite odd when on ly if the teeth (not including the molars) are
the once generous Oalh suddenly grew extremely thrust point-first into the ground. If the surface is
preoccupied with his possessions, constant ly any form of soil (clay, dirt. sand), the teeth sink in
itemizing them and angrily demanding the return and a monster emerges in Id4 rounds. On any
of everythi ng he had ever lent to another. Then other surface, or if dropped on their sides, the
his order disowned him, having heard reports that teeth just lie there until picked up. After being
he was raidi ng traveling caravans. At last, Oalh used, they magically reappear among the rest of
vanished afte r taking up residence in a remote the teeth in I d2 + I days.
mountain cave. It is rumored that he was last Summoned monsters serve the owner of the
spotted in the clutched talons of a giant gold teeth for 30 rounds and follow all other guide-
drngon. hnes specified in monster summolling I. Each of
The curse associated with the teeth of Dalhvar- the IS-inch upper fangs su mmons one 7- HO
nar suits this item more to be uscd by soon-to-be remorhaz or three 15-1,10 fire giants; the l2-inch
villainous NPCs, rathe r than one of the player lower fangs each summon three 7-H D wyverns or
characters ... unless the OM wants an antisocial, four 8-headed, 8- HO hydras; the 8-inch canines
treasure-hung ry, miserly PC wreaking havoc each summon six 4-HO fire toads; the 6-inch
upon the entire campaign. canines each s ummon Id lO 2· HO lizard men;
An adventure might begin when the player and the 4-inch bicuspids eac h create a 60-
characters enter a town to rest and recuperate. foot-diameter lI'all offire 20 feet high and lasting
That night, the quiet town is attacked by a group 20 rounds.
of monsters led by a "mad old hermit" who lives The eight molars work in the following man-
on a nearby mountain. ner: The tooth must be physically planted in a
Constant Powers: A character holding any of the hole 2 inches or more in depth. which takes Id4
teeth is able to detect the exact number and type of rounds. After the dirt is palled nat (one more
all gems and precious metals within 60 fecI. Having round), a puff of smoke issues forth, engulfs the
any of the teeth on his or her person also allows the character, and endows him or her with its power.
character to speak and understand the language of The OM should roll IdS and consult the follow-
red dragons, and the tongue common to all evi l ing table:
dragons. Finally, possessing any of the teeth grants a
character immunity to all fonns of f 1J'e.

/r------------------------------------.~
1447
r
Roll Effect without explaining what you're do ing.
I The user can teleport without error. Bathe the teeth in the breath of 32 different
2 The owner can invoke from his palm a types of dragons in 32 days.
6-foot long cone of magical fire, grow-
ing from 3 inches at the base to 3 feet at Dragon
the end. XP Value: lOOiHD GPValue: I,OOO/HD
3 The owner can fly (as the spell) for 25 DRAGON Magazine 98
turns. What do yo u do with a dragon once it's dead?
4 The c haracter can make a suggestion Dragon claws strung as a necklace make a nice
with a duration of 21 hours. souvenir. The teeth can be used to make unusual
5 The holder can invoke domination with handles for swords or daggers, or, if big enough.
a 200-yard range. they can be made into drinking horns. An enter-
6 The owner can transmute rock to mud prising adventurer will find wizards quite willing
(orthe reverse) in a I OO-foot cube. to pay for genuine dragons' blood and body pans,
7 The wielder can invoke improved invisi- to be used in experiments. Some wizards have an
bility with a I O-round duration. even better use for a dragon s tooth than making
S The user can invoke disintegrate. a n ale c up out of it. With the proper spells and
mate rials, t he tooth can be used to c reate "the
All powers of the molars have a casti ng time of children of the dragon."
3, once the character is empov.lered. Magical abil- s
A dragon tooth can be enchanted so that,
ities can be interrupted and wasted. just like nor- when planted in the ground and given a command
mal spells. word (usua lly "grow!"), t he tooth sprouts an
C u rse: The characte r possessing t he tee th armed warrior of an Armor Class and alignment
immediately becomes chaotic evi l in al ignment appropriate to the dragon from whose tooth it
and canno t bear to be separated from the teeth. grew. Each d rago nma n w ill also have special
The victim wi ll immediately ret rieve any teeth abilities, unique to its type.
that fa ll upon an impenetrable surface, ignoring Classical Greek myt hology describes two sepa·
anything happening around him or her. rate incidents in which dragon s teeth were used
After possessing the teeth fo r one week, the for this purpose. Jason, as part of his quest for the
character begins to hoard possessions, developing golden fleece, had to prove himself worthy of the
accura te lists and going so far as to spend vast sacred golden fleece to King Aeetes of Colchis.
periods of time counting them- valuable or not. His test was to harness the fiery bulls of lhe king,
In the third week, the owner searches for a large plow and sow a fie ld with the teeth of a dragon,
cave extending deep within a mountain, to dwell a nd then f ight the crop or men that grew after·
in solitude. In the fourth week, anyone approach- s
wa rds. The dragon teeth spro uted armed war·
ing the character or his or he r possessions is per- riors, ready to fight at the slightest provocation.
ceived as a t hief. The character receives a - 5 Jason quickly tossed a stone at the back of one of
reaction adjustment to fonner friends and imme- the d ragonmen, who tho ught h is s ibling had
dia tely attacks approachi ng strange rs. Once the struck him and so returned the blow. Soon, all the
cave is established. the character assumes the warriors were figh ting each other; at length, they
habits and attitudes of an anc ient red dragon. were destroyed.
They maintain a haughty and condescending atti- Cadmus, founder of the Greek city of Thebes,
tude, and enjoy survey ing the surrou nding coun- slew a foul serpe nt tha t had killed all of his men
tryside from their caves. A f ierce ha tred of gold with its poisonous brealh. Obeying a divine inspi-
dragons develops, and the owner aspires to estab- s
ration, he gathered the dragon teeth and planted
lish a large territory. the m. Up sp ra ng a host of fully armed and
When the teeth are out of the possession of the armored warriors, who Immediately began to
owner for I d4 + 2 weeks, the character returns to fighl among themselves until only five remained.
his or her original alignment and loses the traits The five survivors made peace, and they agreed
of the dragon (in reverse o rder) over a period of 10 fo llow Cadmus, to help him build and populate
two weeks. At the DM's option, the side-effects of his city.
alignment change remain wit h the character. When discovered as part of a treasure trove,
Suggested Mea ns of Desl.ruclion: drogons 'teeth may be found in collect ions of
Allow the tee th to soak in 32 doses of sweet Id20, usually contained in a leather bag. A single
water for 1,000 years, whe reupo n they ro t s
dragon tooth is usually between 3 and 12 inches
away. in length. Dungeon Masters may use the follow-
Pull all the teeth ofa conscious, ancient red ing table to detenni ne the type of teeth found:
dragon and re place them wit h t he art ifacts

/r----------------------------------~( ""
1448
Roll Dragon type Should advent urers decide to pull the remainder
01-{}4 Silver of the teeth for sale to a wizard, then each remain-
05-12 Blue ing tooth must save as bone vs. crushing blow
13- 20 Green during the extraction . Failure to save means the
21- 35 Brass tooth is damaged during extraction and is useless
36-50 Black for enchantment. Player character and NPC wiz-
51-65 White ards who wish to create enchanted dragons ' teeth
66-80 Copper may use the following method 10 do so. After a
81- 88 Red tooth has been prepared for enchantment, using
89-96 Bronze the s pell enchant all item, it is immersed in a
97-00 Gold crystal basin containing a broth composed of a
mixture of the parent dragon's blood and at least
Sometimes (10%). a bag may contain a mixed one of the following ingredients, according to the
asso rtment of teeth. the different types deter- type of tooth being enchanted:
mined usi ng the above percentile rolls. In such
cases, the teeth migh t be color-coded or marked Dragon Ingredient
in some fashion tha t the player characters may Black Black dragon acid, giant slug spittle,
puzzle out for themselves. Dragonmcn will either bombardier beetle glan ds, or large
obey or attack the person who caused the teeth to quantities of strong acid.
grow. depending on the alignments involved . Blue Several crushed electric eels. dust or
Dragonmen of an alignment opposite to that of ge ms from the body of a s hocker,
the possessor of the teeth (such as lawful good vs. umpleby hair or skin, volt barbs, or
chaotic evil, or chaotic good vs. lawful evil) will the skeleton of a boggart.
refuse to obey the owner of the dragon teeth and Brass T he sleep eye of a beholder, teeth
attack at once. from a homunculus, sprite sleep oint-
If the owner's alignment either diffe rs in only ment, glands from the leopard head of
one respect from the dragonman's (lawful good a kamadan, sandman sand, two hand-
vs. lawful evil, for example) or is neutral, then the fuls of black lotus pollen , or bark
dragonman mU$t make a saviug lbww vs. spell to fi"om a black willow.
determine if it obeys the owner. Faiture indicates Bronze A crushed chunk of pure amber (trans-
the warriors obey. albeit reluctantly and without parent gold in color) the size of two
enthusiasm . Daily saves arc made to determine human fists, storm giant blood, behir
continued fealty. A successful save allows the blood, or the lightning eye of a
dragonman to desert, and it may. if the opportu- retriever.
nity is there. injure or discomfit the owner of the Copper The slow eye from a beholder, chips
tooth in some way. Dragonmen of the same align- from a stone go lem , mustard jelly
ment as the possessor of the tecth are loyal to the venom , or a large amount of sloth
death. (Dragon men continue to " live" until blood.
killed.) Being magical constructs, they and all Gold Refer 10 the ingredients fo r red and
their apparel and items disintegrate when slain, green dragonmen. A mixture of one
with no possible chance of resurrection or saving. ingredient each from the red and green
The dragonmen Jason faced grew from teeth lists will guarantee immunity to both
that were enchanted in the normal fashion. It is fire and poison attacks. Either ingre-
likely that Aeetes himself spoke the command dient alone onl y results in immunity
word to ensure that Jason would have to fight the to fire or poison.
dragonmen. In the case of Cadmus. the Greek Powdered ghas t bone, scent glands
gods caused the teeth to sprout, since Cadmus from seve ral giant skunks, a large
couldn't enchant them, and they also caused the amount of wolverine musk, a large
dragonmen to fight among themselves. for the amount ofuropygi (giant pedipalp)
purpose of selecting only the best warriors to scent, vapo r ral blood, retch plant
serve Cadmus. juice, large amoun ts of fatty excretion
s
To be worthy of enchantment, a dragoll teeth of tacr, or one cup of flumph spittle or
must be in perfect condition-without chips, of witherstench musk.
cracks, or splits due to age, careless handling, or R,d Chi me ra blood, bell hound blood,
extraction. A dragon, according to one source has sa lamande r blood, magman blood,
64 teeth in its mouth normally. After being slain phoenix blood (one drop alo ne will
in combat, there will be 2dS teeth damaged from s uffice), a pyrolisk eye. fire drake
fighti ng or lost during the beasl's death throes. blood, firenCWI or fire toad blood.
""
1449
-
r
Sih'cr As with the gold dragon tooth, a silver with two javelins and a short sword. This warrior
dragon's tooth also requires one ingre- is lawful good with an Intelligence and Dexterity
dient from the white dragon list in order of 16, and is immune to e lectrical attacks. Once
to achieve the dual immunity to cold per da y, he may cast a lightning bolt for 2d6
and paralysis. Venom from a carrion points of damage to a distance of40 feet (save vs.
crawler, giant Portuguese man-a -war, spell for half damage).
giant wasp, crystal ooze, drider, lene- Copper Drago n: An AC I warrior ap pears,
braus worm, assassin bug, fi re snake, wearing co pper-colored plate mail with s hield
ga rhug, grell (a large amo unt), le nta- and armed with a morning star. He has a Dexter-
mon, or female tiger fly is also needed. ity of 15 and an Intelligence of 14. Like the brass
White Ice load blood, hoar fox blood, ice drago nm a n, he te nds toward avariciousness
lizard blood, o r a frost man's eye (the despite his chaotic good aligrunent. He is immune
one covered by the patch). to slow spells and can cast that spell o nce a day
A fier a n appropriate ingredient is found and with a 4-round duration.
put into the basin, a low fire is kept burning Go ld Drago n: A n AC - 2 warrior ap pears,
under the basin, and the tooth is a llowed to steep wearing gi lt-edged plate mail and carrying a
for one hour. The wizard must then cast a limited shield. He is armed with a knife, a brace of six
wish over the tooth and let it sit overnight in the darts, and a sho rt (4 ') fisherman's tride nt. He is
mixture. Then the wizard may re move the tooth lawful good with an Intellige nce of 17 and a Dex-
and perform an identify spe ll to determine if the terity of 18 (+3 10 strike wit h missile weapons).
enchantment was a success. He may be immune to fire (45% chance), poison
Some of the possible results of us ing teet h gas (45%) o r both ( 10%), and he can cast one
from each of the 10 major dragon types from the fla ming sphere spell a day, of 3 rounds duration,
MONSTROUS MANUAL are described below. Each for 2d4 damage.
tooth can create a fighter who possesses a level of
fighting ability equal 10 half the nu mber o f Hi t Roll Immun ltiH
D ice the parent dragon had (round fractions up). 01-45 Fire
Each warrio r a lso has hal f the number of hit 46-90 Poison gas
poi nts that the parent dragon once had (again , 91-00 Fire and poison gas
round frac ti ons up). The warri or will make all
saving throws as a fighter or wizard o f equal level Green Drago n : A n AC 2 warrior appears,
(whichever is more advantageous). A dragonman dressed in scale mail covered over with green
is of the same sex as the parent dragon. vestments and carrying a bow, a full quiver of 20
Blac k Dragon: An AC 3 warrior a ppears, arrows, and a hand axe. This lawful evil warrior
dressed in black cha in mai l w ith shield and has a n Inte lligence o f II a nd a Dexterity o f 18
armed wi th a black long sword. Chaotic evil in (+3 10 strike with missile weapons). He is immune
a lignment, wit h an average Intelligence of I 0 and to poison gas attacks and can cast a stink/ng cloud
a Dexterity of 15, the warrior is immune to all spell of2 rounds duration once a day.
acid-based a ttacks and can cast a Melf's acid Red Dragon : An AC - I warrior appears,
arrow s pe ll once a day (I d4 + I damage from dressed in red plate mail with a shield and carry-
arrow, 2d4 damage from acid with saving throws ing a broad sword. Chaotic evil in alignmenl, this
applicable, + 1 on attack rolls). warrior has an Intelligence of 16 and a Dexterity
Blue Dragon: An AC 2 warrior appears, accou- o f 17. He is immune 10 a ll fire- and heat-based
tered in blue plate mail with shield and armed with attacks, and can perfo rm a burning hands spell
a mace. Lawful evil in aligrunent, with an average once a day for Id6+ 1 damage.
Intelligence of 12, th is wa rrior is immune to all Silver Dragon : An AC - I warrior appears,
electrical attacks and can perform a shoc/dng grasp acco utered in si lve r- gi lt plate mail wi th shield
spell (ld8+3 damage) once a day. and carrying a sabre. Lawful good in alignment,
Brus Dragon: A n AC 2 warrior ap pea rs, wi th an Inlelligence of 16 and a Dexterity of 17,
armored in brass plate with a shield a nd fl ail. th i s wa rd or may be immune to col d (4 5%
Chaot ic good with some neutra l tendencies like chance), paralysis (45%) o r both ( 10%), and he
its sire, this warri or has an Intelligence of 14 and can cause paralysis for Id6 rounds by loueh, once
tends to be verbose and often selfish, just like a a day.
brass dra go n. The wa rrior is immune to sleep
spells and can cast a sleep spe ll once a day (the Ro ll I mm unities
spell has a duration of5 rounds). 0 1-45 Cold
Bro nze D rago n: An AC 0 wa rrior appea rs, 46-90 Paralysis
wearing bronze plate mail with shield and armed 91-00 Cold and paralysis
,.,
/r--------------------------------------'~
1450
Ton;ofthcGoddm,

White Dra gon: An AC 3 warrior appears, of Craftsmanship


dressed in white splint mail with shield and car· XPValue: 4,000 GPValue: 20,000
rying a battle axe. This is a chaotic evil, berserker Van Riehten's Guide 10 !he Lieh
warrior with an Intell igence of 8. In bailie, there This cursed ncek-ring cannot be removed by any
is a 50% chance he wi ll go into berserker rage means short of a wish, except by a lich. While the
and gains + 2 on anack and damage rolls for wearer Jives, he or she receives a +2 bonus to sav-
offensive attacks and a - 2 penalty on all saving ing throws vs. spell of the Necromantic schooL
throws and Armor C lass. He is immune to cold. When the wearer dies, however, the tore automat-
Once per day, he can do 1d 10 damage with his icy ically absorbs all of the nonweapon proficiencies
slare (save vs. spell for half damage), similar to the person possessed in life. When the ring is, in
the attack of a frost man. turn, worn by another person or by a lich, the
skills it absorbed become available to the wearer.
Sweet Only nonweapon proficiencies are available for
XPValue GPValue absorpt ion; spells and weapon proficiencies are
Respite: 1,000 5,000 excluded. However, the skill to read, write, and
Stamina: 1,500 6,000 speak foreign languages and scrolls are absorbed
POLYHEDRON Newszine 23 and can be used by the wearer. (A conversation
This is an artificial molar of human type, made of generally constitutes a use , as does reading a
a ceramic material. It must be placcd in the user's scroll or sign.) The ring cannot enhance a skill
jaw to have effect, in place of a natural tooth. already possessed.
Several different types may be created, includ ing Central to the functioning of the tore is a ruby
the following. set in its center. Should the gem be taken from the
lore, all of the skills are lost and the ring becomes
Roll Tooth nonfunctional.
1- 3 Respite: When the user deliberately The tore may be used to perfonn up to 3D func-
bites down on this item, it produces a tions. After the 30th task is performed, il becomes
time slop e ffect, which lasts for one jewelry of 500 gp va lue. The tore cannot be
full round. The sweel looth of respile recharged, but it can be put on a different victim,
may be used three times per week. whose skills nre then absorbed into the neck-ring.
3--6 Sta mina: When the user deliberately The wearer has no method of knowing how many
bites d own on this itcm, it cures the proficiency uses the torc contains unless a careful
user of nearly all damage sustained, record is kept.
leaving I d6 points un c ured. It has These torcs are quite commonly employed by
effect even if the use r is diseased, liches when they have the opportunity to capture
poisoned, or suffers any othe r spe- live people. Note that the torc does not deprive
cial effect that would normally pre- the living person of skills, but merely copies what
vent magical curing. The sweet tooth is within the person.
of s tamina may be used once a
month. of the Goddess
XP Value: 3,000 G P Value: 15,000
Tore Hall ofHerocs
A torc is a band of precious metal that is worn The torque of th e goddess is a silver band worn
around the neck. Torcs are onen decoratively about the neck. It is commonl y used by druids
worked and many have gems o r precious inlaid and other members of the Ffolk . This torque
stones. functions as a ring of proJeclion +2 and can be
used in conjunction with any other magical rings
Belenus's except other rings of protection. Additionally, the
XP Value: 3,400 G PValuc: 17,000 torque provides its weare r w ith immunity to
Legends & Lore lycanthropy, though not damage suffered from a
Belenus's avatar can bl ind any living creature lycanthropic attack. The wearer receives a +2 10
within sight by making his magical tore shi ne all anack and damage rolls against a lycanthrope.
with the brightness of the sun. He can also focus Although the torque does not allow a weapon that
the light for one ro und, inflicting 3d I 0 damage would not normally hann a lycanthrope to harm
provided he hits his mark. one, the wearer can harm a lycanthrope with his
or her hands or teeth. The leaders of hunting dog
packs used to Irack lyca nthropes are often
equipped with such collars.

5926
/r------------------------------------,~
1451

,4
of the Gods tional powers. It a llows the wea rer to function
XP Value: 5,000 G P Value: 25,000 as a 10th-level druid, adding the capabil ity to
Gods. Demigods. & Heroes cast the extra spells after the tore is worn for a
A magical device made by Goibhnie that allows the fu ll mo nth. In addition, the tore causes all veg-
holder to shapeehange at will. It appears as a short etation within a 240-yard radius of the wearer
neck-plate with a large gem ofany type in its center. to attack any targets the wearer designates as
the entangle s pell . This power may be used
of the Gods U once a day.
XPVa lue: 5,000 G P Value: 25,000 However, the to rc's powers o nly function if
DEmES & DEMIGODS Cyclopedia the wearer dedicates him or hersel f to the
This magical device, made by Goibhnie, allows restoration and preservatio n of the dru id's tern·
the holder to sJrapeeJrange or polymorph others. pie at th e Tor. The wearer must give up all
This is similar 10 the other druidic tores, but it is adventuring as lo ng as the torc is owned, or else
made of rare metals and bears a large gem (of a give the tore to anot her druid who will carry on
random type) set into the center. the task. Taking the to re with the intent to use it
on adventuring, or hiding the tore without giv-
of the Gods In ing it to a nother druid, is cause fo r divine pun-
XP Value: 6,000 GP Value: 30,000 ishment; the DM may cause the offending druid
Legends & Lore to lose all spellcasting powers until such time as
The lore of the gods was created by Goibhniu amends are made. Note tha t a PC druid who
himself and is only bestowed upon the mOSt brave keeps the to rc may do so with the willi ng per-
warriors of the tribes. The tore allows the wearer mission of the NPC druids in the a rea regard.
to shape change or polymorph others at will, for less of the level of the possessor-so long as he
any duration desi red. The tore is forged of ra re or she agrees 10 stay and protect the druid's
metals and has a gem set into the front. te mp le. T he tore at the Tor grants its wea rer
protection +1.

of Stability
XP Value: 500 GP Value: 2,500
DAAOON Magaz ine \79
The wearer cannol be moved, except under his or
her own power. This includes faili ng, dragging,
pushing, carrying, or impact from a weapon. The
wearer can walk, run, jump, and climb normally,
but no outside force can. Any attack that would
throw or push the ....'Carer does IdJ points of dam-
age instead. The wearer cannot walk on walls or
upside-down.

Torch
A burning torc h can illuminate a 40-foot radius
under optimum conditions. Although very light-
weight , a torch can be used as a bludgeoning
weapon that causes approximately one-half club
damage (ld3 points of damage). Flaming torches
can be qu ite effect ive weapons against highly
opponents such as mummies.

of Co ntinual Fire
XP Value: 1,000 GPValue: 5,000
Realmspace
These small wooden torches can light up a 15-
foot radius sphere , providing warmth fo r all
of the Gods at the Tor within 20 fcct of the torch's light. The item has a
XPValue: 10,000 GPValue: 50,000 comman d word that, when spoken, instantly
DRAGON Magazine 102 ignites the top of the torch. Saying the word again
T he lore oflhe gods at the Tor has al l the abil i- douses the fire. At no time does the tip of the item
ties of the lore of the gods plus several add i- heat up. The item possesses 1,000 charges. Each
"n
~r------------------------------------,~
1452
Transponalion. Chemcl\caux T(lcpon Pa~

charge can last as long as two hours, unless the The artifact must be lit for any powers to func-
command word is spoken again during thaI time, tion, issuing forth from the flames, on command.
turning the torch off. S uggested Powers : (All spell.like abilities are
cast at 20th-level.) Meteor swarm , obliterat e
Continual (Range 60 '; effect kil ls all 7-HD or fewer crea-
XPVai ue: 1,000 GP Val ue: 5,000 tures unless they save vs. spell at -4, all others
DRAGON Magnine 181 take 6d 10 points damage or save for half damage.
Everyone has had trouble with torches burning Tllrn (as 20th-leve l priest), spell damage bOrilis
out o r going out when d ropped. I f you want to (+ 1 to a ll spell attacks and damage dice), deleel
spare player characters Ihis problem but don 't invisible, teleport
want to give them wands ofillumination, the con- S uggested Handicaps: When the fi rst power
tinualtorch is the answer. This is an enchanted is used, Constitution score permanently drops 5
to rch whose flame will never go o ut. Tho ugh points (minimum score of 3). When turn IIndead
often a vital advan tage in dungeon fighting, it can is first used energy drain-user loses three lev·
be inconvenient if you are try ing to hide the light. els. When spell damage bonus is firs t used to
Because of the magic that Ix)Y{ers it, the continual augment meteor s warm , doom is sent. User and
lorch needs no oxygen a nd c an operate equally artifact ullerl y vanish, but all equipment carried
well underwater or in a vacuum. It a lso gives off is lost, ei the r whe n user is ne xt struck by any
nothing in the way of smoke. As to what makes it undead creature, or whe n spell damage bonus is
different from a wand of illumination, the light it applied to the meleor swarm a third time.
sheds is no more than that of an o rdinary to rch
(20-foot radi us). The flame can burn wha t it Suggested Penalties:
touches, like ordinary fi re, so the to rc h may be Cause critical wounds , affects user; save ys.
used as a weapon in the same manner as a nonnal spell for half damage.
torch (treat as nonmagicaJ firc) . Enchanted mon- Auract wrdead: If adventuring underground or
sters cannot be harmed unless they are specifi- outdoors after dark, 2d4 undead arri ve in Id6
cally vulnerable to fire. rounds. All are of o ne type; roll I d 12 to fi nd
Hit Dice type.
of Control Operating COM: User loses 20"10 of all treasure
XP Value: 400 GP Value: 2,000 owned, not counting magic.
DRAGON MagaziM 30 Die: User drops dead in s tantly, no saving
The torch of control was designed to save Orlow throw. (Can be normally raised.)
the trouble of putting out the torches in his house Poison gas: Al1ifacl releases 20,000 cubic feel
at night. Though lighting a nd burning like a nor- of purple gas (roughly a 30-foot cubic cloud).
mal torch, the torch ofcontrol extinguishes itself Each living c reature with in it must make a
upon command. Saving throw vs. Po ison, wi lh a - 2 penalty, or
die. User is not affected by the gas.
Fiery Brand of Masauwu
XPValue: - GPValue: - G ruumsh's Evcrburning Torch
o.,n.;G£ONS & DRAooNs Master Sel XP Value: 800 GPValue: 4.000
The legendary Guardian of Death, Masauw u is Monster Mythology
greatly feared. [t is rumored that he walks across T hi s eyer-burnin g torch cannot be dimmed (by
the entire earth every night, appearing as a dark- fi re quench, darkness, and the like).
skiMed giant clad in animal skins and carrying a
fla ming torch. This device is sometimes left for Transportation
others to use, especia lly if they can fu rthe r his This section detai ls mIscellaneous transportation
purposes. II has horrible and awesome powers, devices thai caMOI be categorized elsewhere.
but if the user impresses Masauwu by employing
it often and with diligence, he may g rant even Chemchcaux Teleport Pad
greater ones. XP Value: 80,000 GP Value: 400,000
This is a club-like torch, 4 feet long. It is not PoLYHEDRON Newszi nc 63
normally burning when found. If lit, it can only These pads are found only in Chemcheaull Magic
be extinguished by water. Shops. By specifying a number, the person stand-
The artifact is act ive whe n found . Each time ing on the star-shaped pad is instantl y teleporled
the user slays another creature by using the item, to the pad at the specified Chemcheaux.
knowledge of one power is granted (maxim um If a teleport pad is slo len, Prismal and se\'eral
two per day). T he artifact may be wielded as a of the strongest mages in his e mploy teleport
club. themselves to the stolen pad. The mages simply
S937
/r------------------------------------,~
1453
-
,Tramponation, Teteportalion Chamber
(

stand on any of the remaini ng leleport pads, use of one charge. Teieporlalion chambers generally
the number of the Chemcheaux from which the ha ve between Id20 +8 0 c harges and may be
pad was stolen, and appear at the sto len pad, recharged.
wherever it is. In Rave nloft: These arcane dev ices cannot
The mages who come to retrieve the item are teleport anything outside of a domain when the
never under 18th leve l, and all carry items of domain's borders are closed. If they are not, then
extreme power. If the wizards do nol ex perience the chambers funct ion nonnally.
hostilities when they arrive, they merely pick up
the teleport pad, and teleport themselves, v ia
spell, to the appropriate shop to return the item. If
they meet agg ression, they do not hesi tate 10
obliterate the opponents as quickly as possible.

Teleportation Chamber
XPValue PValue
l 'x l 'x l ': 2,000 20,000
2'x2'x3' : 2,500 25,000
3'x3'x6': 3,000 30,000
3'x5'x6': 3,500 35,000
5'x5 'x lO': 4,000 40,000
lO'x lO'x lO' : 10,000 100,000
Tome of Magic
These devices are used to teleport matter (as the
5th-leveltefeport spell) and vary in size from a
box a foot square to a IO-foot-square room. They
are usually made of ornate wood, but can be fash-
ioned of stone or metal. In any case, the inlerior
walls are always covered with mirrored tiles,
much like disintegra tion chambers. A s mall,
green sphere is fastened to the outside of the
chamber near the door, and another sphere is
positioned on an inside wall.
To ac tivate the device, a creature must touch
one of the spheres while concentrating on a men-
tal image of the destination. The chance of error
is exactly the same as that described in the PHB
for casti ng the 5lh-levelteleport spell, with o ne Transporter Pad
except ion. If the contents of the c hamber are XP Value: 5,000 GP Value: 25,000
being sent to anot her teleportation chamber, the Infinity Sphere
chance o f a mishap is 0010. Used in conjunction with crystal ball 1/, teleport
The number of people or objects that may be pads allow gro ups of up to five individual s to
teleported is limited only by the size of the cham- transport to a lmos t any location in a c r ystal
ber. The size of any given chamber can be deter- sphere. Those locations magically protected from
mined from the table below. scrying, however, are immune to the teleport pad.
The teleport pad can be used once a day.
Roll C ha mber Size
I I ' cube Trap-Springer
2 2'><2'><3' box XPValue: 1,000 GPValue: 5,000
J 3'x3'x6' box PoLVIfEl)lt()N Newsrine 82
4 3'x5'x6' box This coi led steel spring is prized by adventurers.
5 5'x5'x I0' box II is a precisely wound spiral of flattened wire, 6
6 10 'x IO' xlO' box inches in diameter and 6 inches talL When the
appropri ate comma nds arc spoken, the trap-
All trave lers and material s in t he cha mber springer performs the following services for its
arrive at the same desti nation, which is de ter- owner:
mined by the ac tivator. Distance is not a factor, When the firs t command word is given , the
but interplanar travel is not possible by means of device springs end over end up 10 50 feet along
this magical machine. Each use drains the device any straight passage, counting paces aloud as it

/r------------------------------------,~
""
1454
TrceofLif/

goes. When the second command is given and a


race is named (human, e lf, dwarf, and so on), the
/rap-springer magically alters its we ight to
approximate an average weight for the racial type
named, thus triggering any pressure plates or pit
traps along its course. A third command word
calls the device back to its owner. A final com-
mand word extends the trap-springer vertically or
horizontally up to 50 feet , making the device
rigid and allowing its owner to measure the
depth, height, and length of any straight passage,
or to use the coil as a ladder. The trap-springer
cannot turn corners.

Tree
Magical trees often grow, change with the sea-
sons, and require light, soil, air, and water to live,
just as normat trees do. Each magical tree has at
least one special magical ability that can be used
by those who live near it or attend it.

Great
XPValue: 20,000 G PValue: 100,000
Gods, Demigods, & Heroes
The fragments of this t ree can make va rious
magic items or are in themselves magical. The
branches provide I d I 0 magic a r rows or one
sword.

of Life
XP Value: 40,000 GPValue: 200,000
The El~5 of Allheim
Most elf clans have a "Relic" called the tree of
life. Elven life is built around this tree. Among
othe r things , it is the s ource of many of the
unique magic ofthe elves.
Like other demihuman relics, each tree of life
has a Keeper with 2d4 acoly tes. The Keeper is
given a domination power which a llows him to
give unquestioned orders to any clan member
except the Clanmaster. The Keeper also commu-
nicates with the tree by using ESP spells.
The tree has an o ngoi ng aura with a turn
undead power similar to that of a 5th-level priest.
This aura normally has a 360-foot radius, but is
diminished by 5 feet every time one of the magi-
cal abil ities described below is used . Once the
aura is reduced to 0 radius, the powers cannot be
used until the aura's radius is nx:overed at a rate
of Id6-l feet (minimum of one) per day.
The Keeper can also have a tree oflife use five
magical abilities: cure blindness, cure disease,
neutralize poison, cure serious wounds, and iden-
tify item. The tree can a lso be used in rituals to
create many magica l objects. Creation of the
elven lightboat and the oil ofsunlight is described
elsewhere . Other items that can be c reated
include:
,~,

)
1455

Elven boots: These boots are soled with the for about five years. That is the critical period for
treated bark of the tree oflife. any attempt at an elven settlement, the time when
Elven cloaks: These cloaks are made from the most such attempts have fa iled, if they did.
other leaves of the tree of life (not the ones used A tree of life grown in this way is spiritually
for making oil of sunlight). They are pul ped, dependent on the tree its branch was taken from.
drawn into fibre, and ,-"wen into cloaks. [fthe old tree withers and dies, SO does the new
Healing porion: Distilled, from the sap of the one.
tree a/life. To remove this dependency, a treekeeper per·
Magical bows and arrows: The wood of II tree forms an "adoption" ceremony that takes over a
0/ life can be used for making magical bows and century to preparc. The newer trce becomes inde·
arrows. pendent of the old tree and effectively becomes
Elven long swords: Very small quantities of lhe the proper home of the ava tar of IlsundaL The
sap of the tree of life are used in the tem pering other daughter trees of the old tree are now the
oakwood imo magical ei ven long swords. daughters o f this new tree. Of course this cere·
All of these magical items ta ke a long lime to mony has to be performed with the approval ofall
manufacture. The need for the item must firs t be the daughter trces of the original tree. Though the
establi shed, then the tree must be prepared with ceremony has been devised, it has never had to be
extensive ceremonies to give up II part of itself for perfo rmed in the known history of the elves of
the item. Strangely enough, it takes less time to Alfheim.
gain the wood for bows and arrows than it does This dependence conti nues through every tree
for any of the other objects. generalion. Thus, if Grandmother tree is stricken,
The tree of life is intelligent, like a !Teant, but then mother tree is also stricken, and baby tree is
normally immobile. Keepers also know a ritual likewise affected. Considering the wanderings the
that allows a tree of life to move, but the ritual is elves have done over the centuries, finding the
dangero us to the tree (75% c hance the spell source ofa tree of life's illness can be an incredi·
works minus 5% for every level of the tree· ble quest.
keepe r's below 20, otherwise the tree dies) and All subsi diary trees have the same powers as
the tree's movement i.~ I!looriou.';. It can travel no their ancestors. No two trees can exist within 50
more than a mile a day. miles of one another without both sickening. In
The original tree of jift was created by the game te rms, they cannot regain their magical
Immortal Ilsundal shortly a fter he became an abilities aft er they've been used and soon lose
Immortal of the Sphere of Energy. The tree is an their immortality and nonnal invulnerability tn
avatar of IIsundal. The First Tree is still alive in plant diseases. Elf sages think that they take too
the Sylvan Realm. much out of the basic magical esse nce of the
Since the emigration of Mealiden Stuwatcher world when too close together.
from the Sylvan Realm, there have been 10 equal
frees of life. Each is an avatar of llsundal. Each of of Life n
the major clans of Alfheirn has one of these trees XP Value: 60,000 GP Value: 300,000
oflife except Clan Feadiel, which has a daughter D ARK SUN Campaign Set
of the original tfee of life. All other trees of life in A tree of life is a mighty, magical tree, enchanted
and outs ide of Alfheim are " daughte r" trees, by a powerful priest or wizard. The magical life
dependent upon the existence of their "mothers." forces of trees of life make them virtually eternal.
Should a mother tree die, all the daughters wither The greatest trees of life are ancient- many soli·
too. tary trees predate the villages around them and
No Alfheim elf clan can take root in any place others stand in entire groves, a quiet testimony to
without a tree of life. When a clan has grown too the great wizards of a bygone age. Present day
big for its inunediate area or must move for some priests and wizards still create new trees to enrich
other reason, a living branch is taken from the old the world or, in the case ofthe defilers, to pervert
tree of life to move with the clan. Some of the their powerful life forces to further their destruc-
clan members stay to guard the original tree until tive, evil ambitions.
the move is completed (often many years). A tree of life is, in essence, a living magical
When the emigrating clan finds an area tha t item. It stores and channels energies from all four
looks appropriate for the elven way of life, the elemental planes. Thus, though wizards can cre·
trcekeeper finds an oak tree and grafts the tree of ate a tree oflife, only priests and druids can tap its
life brunch onto the oak. In a matter of months, special powers.
the tree of life effectively remakes the oak into Special Powers: Any priest or druid in contact
anot her tree of life. However, the new tree of life with a tree of life receives from the tree four
gai ns none of its magica l powers and attributes spells, each of which can be cast once a day. The

~r--------------------------------------.~
""
1456
,

spells gained are heal, augury, di ...inalion, and


magic/onto
Destroying a tree of life: A tree of life has two
distinct parts, its physical form and its life force.
The stump. branches, roots, or leaves of a tlTe of
life make up its physical form, and are nOI inher-
ently magical. The same things thai would destroy
a normal tree will destroy the physical ronn of a
tree of life (chopping it down, burning it) with
one exception. Neither climate nor terrain affect a
lree of life. One will flourish in the middle of the
desert or on a rocky mountain face, regardless of
drough t, severe weather, natural lightning, earth-
quakes, and so forth.
Destroying the trec's life force is much mOTC
difficult. A tree of life at any stage of growth
(even sprouts) has 100 hit points (10 levels of
[0 bit points each) that can only be affected by
life-draining magic. The wizard spells lIompiric
tou ch, enervation, trap the soul , and energy
drain can each drain hit points; death spell,fin-
ger of death, limited wish , and raze can each
snuff out three levels of the target tree; and a
wish slays the tree. The priest spells that affect a
tree 's life force are raise dead (and its reverse
slay being), restoration (and its reverse, energy
drain), and resurrection (and it s reverse,
destruction) . Undead creatu res that have an
energy drain attack can affe<:t the life force ofa
tree of life.
Defiler magic also affects a tree's life force.
Every level of defi ler magic cast within 100
yards of a tree oflife drains one level of life force
from the tree. This negates the effect the spell
would otherwise have on surrounding vegetation.
The life force ofa tree of life is completel y
snuffed if it falls below 0 levels or hit points. The
life force cannot regenerate if either of these
numbers falls below 0, in which case both the life
force and the physical fonn of lhe tree die.
Regeneration: Both a tree of life s physical fonn
and its life force regenerate. If the tree's physical
fonn is damaged or destroyed, il will grow back,
to full size. The tree will regrow at a rate of one
quarter of its full size each week. A sprout will
appear in one day, grow to a sapling in one week.
It will grow to a young Iree in two weeks, then to
a full sized ad ult tree in three. After four weeks,
the tree of life wi ll revert 10 its true form: an
ancient and mighty tree . No matter how many
times the physical fonn of the Iree is destroyed, it
will always grow back in four weeks.
The life force ofa tree of life regenerates one
level (10 hit points) per hour. II regenerates even
jfthe life force reaches 0 points, but not if it goes
belowO.
Though o riginally created by w iza rds to
combat the destruct ion of nature, trees of life
,~,

/r----------------------------------___
\457
~

...
(

are now heavily exploited by defilers, who use must successfully save vs. paralyzation or fall
the trees' powerful life forces to charge their prey to the lamentation and join in the weeping. If
defiling spells. Sorcerer-kings often have large the tree is destroyed or the people are pulled
ga rdens within their cities, even within their away, they return to nonna!.
palaces, w he re groves of trees of life are
te nd ed and maintained . Thus, defilers can
exercise evil magic from their citadels without
decimating the cities below- a desperate mea-
sure to keep their tiny verdant belts as plenti-
ful as possible.

of Malice
XP Value: 2,000 GP Value: 10,000
Islands of Terror
This is a mulberry tree. Anyone who eats the fruit
of this tree becomes filled with evil thoug hts.
Those who eal the fruit must successfully save vs.
spell or become chaotic evil for four days. A save
vs. spell should be made immediately, and then
again for each truly evil act the character com-
mits while under the influence of the new align-
ment. A charac ter who fails a saving throw
becomes chaotic evi l permanently. The fruil is
considered delightful by chaotic evils, but does
not otherwise atTcctthem.

of the Ravenous
XP Value: 2,000 G P Value: 10,000
IslandsofTerl"O!"
This appears to be a cherry tree. Th ere are a
dozen warriors who fight eternally under this
tree, for anyone who eats the fruit of this tree
becomes so enamored with its taste that they of Venom
want nothing but to eat it, and they will fight to XP Value: 2,000 GP Value: 10,000
the death wi th anyone who tries to stop them. Islands ofTcrror
Those who allempl to lake and eat a cherry are This grove is fill ed with the scent of oranges so
not prevented. However, anyone who tastes the sweet that it is overbearing. However, the fruit of
fruit must successfully save vs. poison or join this tree is highly poisonous. Any who eat orthe
the battle. The tree resurrects anyone slain in fruit must successfully save vs. poison with a-6
this battle, so the war is e ndl ess. Over the penalty or die immediately, and even those who
course of the years, the warrior's weapons and successfully save permanently lose Id6 hit
armor have become broken and useless, so now points. The many skeletons under Ihe tree are the
this battle has degenerated from honorable corpses of those who have ealen the fruit over the
combat to the pure savagery of naked barbar- centuries.
ians punchi ng, wrestl in g, and gouging each
other like animals. Cherry blossoms continually Triad of Betrayal
fall upon their fight ing forms. The sight is dis- XP Value: - GP Value: -
gusti ng enough to require a horror check when Book of Artifacts
it is first seen. Th ere are three elements in the Triad of
Betrayal: a coin, a golden circlet, and a dagger.
of Unending Lamentation The coin appears as a common copper piece,
XPValue: 2,000 G PValue: 10,000 both sides depicting a fat-jow led merchant. One
Islands of Terror face smi les cajolingly and the other sneers
This is a willow tree. There are several dozen scornfully. The circlet is simply an unadorned
people here weeping pitirully. They arc so over- circlet of beaten gold. There are no other identi·
whelmed with grief that they cannot move. They fying marks to be found on the circlet, not even
stay alive, without aging, by eating the leaves of the runes or marking typical of other powerful
this tree. Those who come within 90 feet of it magical items. The dagger is double-edged, with
,...
/r------------------------------------,~
1458

b
, Triad of Bctrayar

a nasty barb at its lip and a blood groove that linual darkness 15' radius. Once per turn, the
runs the length of the blade. The hilt of the dag- bearer can also cast suggestion on anyone, but
ger is wrapped in monIed snake sk in, though only to sow discord. Finally, it can cast curse and
none can say for certain what type of serpent it bestow curse (the reverse of bless and remove
came from. The pommel bears a bright (some curse).
would say flaming) red garnet. If the dagger is used for vengeance, it can be
The Triad of Betrayal was created for the god used to backstab at +4 to strike. It inflicts I d4 + 2
Hiddukel by Ihe mastersmith-god Reorx. Then, points of damage and requires a successful saving
Hiddukel imbued each of the artifacts with his throw vs. poison with a - 2 penalty to avoid death.
essence and set them free in the world, to thwart On a ro ll of 18- 20, the dagger injects a second
the will of the goddess Mishakal . The Triad of dose of poison, requi ring a seeonn save vs. poi-
Betrayal was Hiddukel 's answer to Mishakal's son at-4.
Circle of Love, and each of the evil artifacts fol- The circlet can be used to heat or chill metal at
lows its good counterpart. wi ll and to cast modified command spells of
The Triad first appeared in the Age of Might, seven words or less. It also adds +2 to Charisma,
when Hiddukel convinced Reorx that these items but subtracts -2 from Wisdom.
were necessary for the world. Trusting his fe llow Random Powers: The coin can create a 20-
god, Reorx did as he was asked, not foreseeing foot antimagic shell at Hiddukel's whim, which
the other's evil intent in the mailer. When Hid- he does to place the bearer at a disadvantage so
dukel enchanted the items with evi l and set them that he must bargain even further for his life. In
free in the world of Krynn, he placed them where this way, Hidd ukel ensures that no bearer of the
they would be sure to auract attention. The coin will escape his grasp. The dagger and circlet
malevolent deity knew that the Triad would even- have no random powers.
tually end up in the hands of those who would use Resonating Powers: The Triad has no resonat-
them for evil , and Hiddukel was ready to push ing powers. True to the name of betrayal, each of
them along that path. these items works separately only. While they
The three pieces of the Triad a re the coin of might be used by the same person, the items can
luck (also known as the coin ofgreed), tbe dagger never add their powers together, for cooperation
of vengeance, and the golden circlet (also known is not in the nature of Evil.
as the circlet ofpride). C urse: Anyone invoking the coin of greed's
Since the Triad of Betrayal was created to powers must make a successful system shock roll
counter items created by the goddess Mishakal, or become scarred and lose I point of Charisma.
the pieces of the Triad constanll y follow in tbe The user of the coin eventually becomes more
path of the Circle of Love. Hence, the Triad can corrupt, greedy, and jealous, until he precipitates
become involved in the campaign by having the his own downfall or until Hiddukei can betray
PCs discover one or more parts of the Circle of him in a fashion befitting such an evil god.
Lo~. The dagger slowly gains control over its wield-
Constant Powers: The coin acts as a luck- ers, especially those who harbor resentment or
slone, sometimes adding a bonus of +2 to any die jealousy. With each use, the dagger gradually
roll (rolll d6: even'" +0; odd '" +2). shifts its user's alignment toward chaotic evil (as
The dagger functions as a dagger of venom, follows: lawful good, neutral good, chaotic good,
but secretes its own extremely potent venom lawful neutral, neutral, chaotic neutral, lawful
(successfully save vs. poison with a - 2 penalty or evil, neutral evil , chaotic evil). The dagger ren-
die). ders the user suspicious, paranoid, and tempera-
The circlet can command up to 8 HD of crea- mental. Anytime a PC or NPC does something
tures, once per tum. Commands must be only one the bearer might consider a threat, the bearer
word, spoken in a tongue that can understood, and must make a Wisdom check, minus the number
each lasts for one round. (Alternatively, the user of times the character has used the dagger. If the
can focus on a single creature of up to 4 HD and check fails, the character flies into a rage and
within 60 feet, and control that creature as long as must attack the offender. Finally, the dagger calls
concentration lasts.) When this power is used, out to its previous owners. Any owner who has a
Hiddukel places into the mind of the user an offer combined Intelligence and Wisdom of less than
of great power in exchange for an oath of service. 27 pursues the dagger fanatically, seeking to pos-
If the person accepts, the full range of powers sess it again.
becomes available. Anytime someone uses the major powers of the
Invoked Powers: After the coin has revealed circlet, they lose I hit point permanently. How-
itself as a tool of Hiddukel, the user can cast con- ever, these hit points can be recovered by attack-
ing someone wit h bare hands, feet, or teeth-a
, ~.

/r------------------------------------,~
1459
,Trimia's CaUlIog~ OfQulCf Planar AnifaclS
r
successful hit drains 2 levels from the target and the oUler planes and can return them to their point
restores 2 hi t points, up to the user's o ri g inal of departu re on the Prime Material Plane. Each
max imum . Howeve r, each t ime this power is transport device brings a person or persons to the
used, the user must make a s uccess ful systcm upper layer of an outer plane. The point of arrival
shock roll or permanently lose I d3 Constitution. in the plane is Icft to the OM and usually changes
[fthe Co ns titution score falls to 0, the use r each lime the device is used.
becomes a mindless spectre and the circlet moves Each device has a command word tha t is
on to another owner. a lways the name of the plane associated with the
This artifact ultimately corrupts the user, leav- device. Unless otherwise nOled, anyone touchi ng
ing him or her conceited, arrogan t, and boastful. the device or touchi ng the person who holds the
Only then can the user attract minions who share device is tra nsported 10 the Upper Plane of the
the user's prejudices and hatreds. Outer Plane named.
Each transport device can be used once a day.
Suggested Means o f Destr uct.ion : Wi th each use, there is a 5% chance the device
Coin : Place it atop its counterpart in the Cir- will malfunctio n, send ing the characters to the
cle afLove,the Hands ofthe Healing Spirit. desi red plane, but with the d evice itself disap-
Dagge r : C lash it against its counterpart in the pearing.
Circle, the Armband ofTrueheart S Warding. A byss: Pazunia, the uppermost layer of the
C irclet : Place the Ring of Nature's Love, the inn umerable layers of the Abyss. can be reached
circlet s opposite, within the boundaries of the t hrough the use of a circular black cloth that
circlet. looks like a portable hole. The cloth is 3 feet in
Return any part to the god Reorx, who wishes diameter and can be folded to fit inside a pocket.
to atone for the evil hi s creat ions have When the cloth is spread on the ground and the
wrought. command word is spoken, the cloth becomes a pit
C oin: Remint it in the fires of the i3 volca- that leads to the plane. The cloth exists as a pit for
noes around Sanction. I tum, then returns to its state as a piece of cloth.
Dagger : Throw it t hrough a portal in to the It does not follow travelers to the Abyss.
Abyss, where Takhisis reigns and tolerates no Ac heron: The dev ice used to reach Acheron is
meddling from Hidduke l. a 2-inch cube of black onyx. The cube always
C ircl et: Place it upon the head of a com- appears as a puzzle inside a black sack. The puz-
pletely pride-free individual of law ful good zle is made up of 43 sma ll pieces, which must be
alignment, where it shatters into 1,001 pieces. fit together to fonn the cube. When complete. the
command ....,ord must be spoken. Solving the puz-
zle require an Intell igence check at half a crea-
Trirnia's Catalogue of ture 's In te ll igence score. Each attemp t to solve
Outer Planar Artifacts the puzzle requires Id6 turns. Once the cube has
XP Value: 12,000 CPVa lue: 120,000 been used to teleport, it falls to pieces. The pieces
Tome of Magic all reappear in the sack, wherever il might be. To
Thi s magica l device is a la rge book bound in use the device again. the pieces must be reassem-
heavy wooden covers that do not reveal the title bled.
or nature of the work. Upon opening to the first A r borea : T he device used to reach the Plane
page, the owner finds the title of the book a long of Arbo rea is a s ilver chariot. T he c hariot can
with a table of contents listing the various outer comfortably hold four passengers and their gear
planes. or e ight passengers without equipment. A team of
Upon opening the book to the desired page, the four horses must be anached to the chariot; when
owner finds either a blank page (25 % chance) or the chariot is in motion and the command word is
a description ofa magical device (75% chance) spoken, the horses, chariot, passengers, and gear
that provides transportati o n to that particular arc conveyed to Arborea. The c hariot arri ves in
plane. Along with the description of the device is motion.
a price ranging from 1,0 00 to 20,000 g p Arcadia: Arcadia's tra nsportatio n device is a
(ld20XI,000). If the a ppropriate sum is laid on palm size metal sculpture representing the out-
the open book and a I'anish spell is subsequently lines of geometrical shapes. T he largest shape is a
cast on the coi ns, (he transport device s hown six-sided c ubi c c age made of 12 silver rods.
appears in place of the cash. The page then imme- Wi th in thi s c ube is a four-sided pyramid, also
diately goes blank and the catalogue disappears, made of silver rods. Inside the pyramid is a circle
teleporled to a ra ndo m locat ion o n the Prime of silver.
Material Plane. Baator: Baator can be reached by using spe-
The transport device can deliver characters to cial pieces of blood-red coal. When one of these
SI'S)

/r------------------------------------.~
1460
r
Trimia's Calalogue of Oluer Pl anar AnifaClS

with a seawonhiness rating of 950/0. If anyone


touches the ship's mast and speaks the word Ely-
sium, the boat, its passengers and crew, and all
cargo are transported to the Oceanus River in the
plane of Amoria.
Ge he nn a: Characters who wish 10 travel to
Gehenna must gather in a small, enclosed room
with this magi cal urn of si lver and bronze. A
flame must be lit wit hin the urn using materials
that cause a great deal of smoke. When the room
is so choked with smoke that breathing is almost
impossible. the command word may be spoken.
This transports everyone and everything in the
room, including the urn, to Khala, the uppcnnost
layer ofGehenna.
The G ra y Wa ste: The device used to reach
The G ray Waste is a n iron keelboat. When any
character on the boat speaks the command word,
the keelboat and a ll its passengers are transported
to the river Styx in Oinos, the uppermost layer of
The Gray Waste.
Limbo: Limbo is reached th rough the use of
a magical mirro r. When a person stands before
the mirror, he or she sees a normal reflection.
The reflected world in the background, how-
ever, is in utter chaos- the bricks from the wall
behind the character float in the air, flames drift
coals is lit or dropped into a flame, a ball of fire across the room, gold and s ilver pieces break
flares out rrum lht: coal. It does no damage, but apan and wande r aim less ly. If the command
transports all creatures and objects within 20 feet word is s poke n as a character looks into the
to Ave rnus. No command word is needed for the mirror, he is transported to any of the layers of
effect to take place. Limbo . The mirror does not travel to Limbo.
T he Beasllands: A leaf sculpted or gold is the Another means ofrelUrning to the Prime Mater-
dev ice used to arrive in The Beastlands. The leaf ial Plane must be found.
is about 2 inches long a nd is wroughl in fine Mechanus: The device used to transport to
detail. the Plane of Mechanus is a small pockct watch,
Bytopia: This device appears to be a feature - a device of unspeakable rarity. The watch keeps
less cube of silver measuring 3 inches on a side. pcrfect time according to the yearly cycle of the
If it is carefully examined, four small, nearly sun and never needs winding. The timepiece is
invisible bunons will be visible. If the four but- sol id gold and has two long, thin gold c hains
Ions are pressed in t he correct o rder, the cube that run through a metal loop at the lap of the
splits in hal f. (The correct o rder can be deter- watc h.
mined through the use of legend lore and similar Mo unt Celestia: A featureless sphere of gold
spells.) The device will teleport to Bytopia when is used to travel to Mount Celestia. The sphere is
half the cube is held in each hand and the com- 3 inches in diameter and would appear to be noth-
mand word is spoke n. The travelers arrive in ing more than a valua bl e bauble if not fo r the
DOlhion, considered the topmost plane. The two golden glow it always radiates. The glow has the
halves of the eube must be reassembled before it properties of a continual light spell.
can again be used. Pande monium : This device is a jar perpetu-
Carceri: This device is a necklace of dull, red- ally filled with black pitch. When the pitch is
dish pearls. A character who wears the necklace spread on a stone wall and the co mmand word
and speaks the command word w ill be trans- spoken, a portal forms in the wall, leading to a
ported (along with anyone touching him) to Oth- cavern in Pandesmos. The pitch evaporates after
rys, the topmost layer of the plane. five rounds and magically reappears in the jar.
Elysi um : The device used to reach this plane is Ysgard: The device used to reach Ysgard is a
a sturdy eurrach, a primitive vessel made from prism approximately 3 inches in length. To oper-
thick hides stretched over a wood-and-wicker ate the device, the prism must be used outdoors to
frame. This device function s as a normal ship, create a rainbow on the g round. When the com-

/r------------------------------------.~ ""
1461
(

mand word is spoken, the rainbow grows out of of Lard


the ground and rises up into the sky. The ra inbow XP Value: 400 GP Value: 2,000
lasts fo r one turn. Anyone who sleps onto t he The Book of Marvelous Magic
rainbow is whisked up the colored path and inlo When this tub is touched and commanded to
the Plane ofYsgard. function, it creates I cubic foot of greasy lard.
In Rave nlo ft : The catalogue works almos t as Anyone handling Ihe lard must wipe it off care·
described. The sole exception is that the re is fully afterward or have a 75% chance of dropping
almost always an additional item required besides any item picked up or used (weapon, wand. any·
the money to acquire the device. Some sample thing solid ). The lard may be smeared on 100
items are a drop of vam pire's blood, a feather square feel of surface; any creature crossing that
from a wereraven, a stone from t he temple of area thereafter muSI move at half nonnal rate and
Gehenna, and so on. Ifsome money and the ilems musl make a saving throw vs. spell or fall. A
are placed upon the book, the magi cal device fallen v ictim cannot rise by physical effort but
appears. may crawl off the larded area in one round. The
The device that appears is one of the few ways lard vanishes in one hour; Ihe tub may be used
to leave the Demiplane of Raven loft. However, in once a day.
Ravenloft there is a 20 % chance of a malfunction,
far g re ater than the normal 5% chance. The of Sailing
device vanishes when used, whether successful or XP Value: 1,000 GPValue: 5,000
nO I. If unsuccessfu l , the character remains in ~ Book of Marvelous Magic
Ravenloft. This tub is identical to a tub of lard, but cannot
create anything. If placed in any liquid, it floats
Tub and can support up to 500 pounds of weight with-
A magical tub is 3 feet in diameter, has s ides 18 oul s inking. If a creature sits in the tub and com-
inches high, and rope handles. It is made entirely mands it to sail, it moves at a movement rate of
of plain, unmarked wood; encumbrance is 30 18. It is nol affected by wind bul is easily dam-
pounds. aged (5 hull points, AC 9).

Bath Taryn 's


XP Value: 1,000 GP Value: 5,000 XP Value: 1,000 GPValue: 5,000
Wizard's Chall enge POLVtllIDRON Newszine 43
This large oval tub is made of fine wood trimmed Although thi s item a ppears as an ordinary
with brass. At the pronunciation of the command wooden buckel, when the command word is spo-
words "bath lime," the tub fills with warm water. ken it expands into a woode n tub filled wilh
When the user says "bath over," the water drains comfortably hot water capable of holding up to
away. It can be used three times a day. six people. Twenty-five percenl of Ihe time , a
wooden shelf also appean, it is attached to the
of Fat tub and has chilled goblels of white wine resting
XP Value : 300 G P Value: 1,500 on it. The tub shrinks back. into a wooden bucket
The Book of Marvelous Magic upon command.
Thi s tub appea rs identical to a tub oflard, but
when commanded to produce lard it causes the of Washing
user to increase in weight by 50% instead. The XP Value: 800 GPValue: 4,000
weight appears simply as extra pounds of flesh. The Book of Marvelous Magic
The extra weight breaks the straps of any armor Upo n command, Ihis lub magically fi ll s with
worn, causi ng il to fall offimmediatelY-lhis soapy water. Any items placed in the water and
does not harm any enchantments and repairs are removed immediately are completely clean and
easily made by a leatherworker for a moderate dry; Ihe waler removes stains or dyes, even if
fee. Clothing worn beneath the armor bulges but magical. and works on creatures and objects. The
is not harmed. The extra fat can be removed tub functions once a day; the water disappears
quickly only with a heal spell, a wish, or a remove one hour after its creation.
curse from a caster of 26th level or higher. The
fat may also be removed by fasting for one week, Tunic
but the character's Strength, Dexterity, and Con- A tunic is a simple, straight garment similar to a
stitulion d rop to 3 during this time; he or she modem ''T-shirt.'' Usually sleeveless, tunics were
regains I point per day of ful l rest thereafter unlil worn by all classes of Roman and medieval soci·
back to normal. eties, chiefly differenced by the oslentation of the
embroidery work embellishing them.

/r--------------------------------------~~
1462
"' of Glory ofTusmit
XP Value: 4,000 GP Val ue: 40,000 XPValue GPValue
Twilight Calling Brown: 500 2,000
The tunic ofglory has the powers of an anlimagic Gray: 1,000 3,000
shell (as the spell), useable three times a day, and Black: 1,000 2,000
haste (as the spell) useable twice a day. Red: 1,000 2,500
White: 1,500 3,000
Wiza rd's GREYIlAWK Adventures
XP Value: 500 GP Val ue: 3,500 These colorful garments have been used for
The Emirates ofYlaruam many purposes in Tusmit. Some of these tur-
This elegantly embroidered tunic was created by bans have brought their owners great wealth
a master craftsman and wizard for a sultan. Its and fame, while others have caused their own-
power is to reveal the silhouette of one's perfect ers terrible suffering. Each turban can summon
male. The tunic was stolen from the craftsman by one o f the geniekind each week. The genie's
the sultan'sjealous vizier, who subsequently dis- reaction and the course of the action is decided
appeared. in play. There are five turbans, each of a differ-
ent color:
Turban
A turban is a long strip of fabric wrapped around Ro ll Color Turban Type
the head. It is common in the Land of Fatc . If 01- 20 awwn Turban of Jann Summoning
wrapped around a skull cap, a turban fanns a flat- 2 1-40 Grny Turban of Djinni Summoning
tened sphere. If wrapped around a fez or other 41-60 Black Turban of Dao Summoning
support, the turban is taller, rounder and morc 61-80 Rod Turban of Efreeti Summoning
impressive. A turban wrap is often held in place 81--00 White Turban of Marid Summoning
with a pin or brooch, particularly if the wearer is
wealthy or powerful. The summoned genie must obey the first order
of the turban wearer. From then on there is a 5%
Feather cumulative chance per additional order that the
XP Value: 900 GP Value: 4,500 summoned genie may ignore the order and attack
Secrets of the L.amp the summoner. There is no way to tell how many
This magical turban, made of woven peacock t imes a turban has been used. If the genie is
feathe rs, can create a gust a/wind up to three killed, the turban is useless.
times a day. In addi tion, it allows the wearer to
assume the form of a wind shadow once a day Turret
and to summon a wind carpet once a month. XPValue GPValue
Light + I: 800 4,000
of Multiplication Light +2: 1,600 8,000
XP Value: 400 GP Value: 2,000 Light +3: 3,200 16,000
Assassin Mountain Medium + I: 1,000 5,000
This turban is permanently enchanted to create Medium +2: 2,000 10,000
mirror images of the user once a day as if Casl by Medium +3: 4,000 20,000
a 12th-level wizard. Heavy + I: 2,000 10,000
Heavy +2: 4,000 20,000
of Silence Heavy +3; 8,000 40,000
XPValue: 600 GPValue: 3,000 War Captain's Companion
Assassin Mountain Somewhat rare items, magically enhanced tur-
This turban is enchanted to radiate a pennanent rets are a highly desirable addition to any ship
silence, 15' radius, around the wea re r. Silence or stronghold. About 10% of all magicallUrrels
can be activated up to three times a day and can are magically stabilized. They are nonprotec-
be canceled by the wearer's mental command. tive, but give a bonus to the attack roll of the
weapon.
Most magieallurrets are protective turrets.
These turrets add a magical plus to the standard
-4 AC bonus that nonmagical protective turrets
provide. For example, a turret +2 would give the
crew a total AC adjustment of -6; an AC 7 crew
would be AC I.
Secondl y, the turret takes the brunt of any
5971
/r--------------------------------------~~
1463
""'Tvashtri's Pinwheel (

magical attack, If it makes its saving throw, then


the protected weapon is unharmed and the crew
saves fo r half damage or none, with a bonus of
+4. If the turre t fails , its protective value is
destroyed and the crew and the weapon save nor-
mally. Magical turrets use the same amount of
space as nonmagicai turrets.
The table above assumes the magical turret is
ceramic. Subtract 25% from the values if the tur-
ret is bone or thick wood. Add 25% if the turret is
metal. Stone turrets are possible only to races that
can manipulate stone (such as xom and pech).
Turrets are usually used wit h ballistae, cata-
pUlts, and jettisons.

Tvashtri 's Pinwheel


XP Value: 7,000 GPValue: 35,000
Legends & Lore
The avatar carries a pinwheel that negates magic
within 100 feet when he blows on it (as an
antimagic she/l).

Tzolo 's G ua rdian


XP Value: 16,000 G PValue: 80,000
DUNGEON Magazine 37
This powerful, sorcerous, human size creature, a
gift to Tzolo from evil elementals, is a deadly
adversary. It wields a bastard sword +2 that tums pates in two rounds). It is immune to all illu-
those it st rikes to s to ne on a natural 20. The sions and has a magic resistance of 50%. A +2
guardian has 18/99 Strength (+2 to attack rolls or better weapon is needed to hit the guardian,
and +6 to damage with the sword). It attacks with and it regenerates 3 hp per round. After it is
the blade for I d8+8 points of damage (including slain, the guardian conti nues regenerating and
Strength and magical bonuses), and a combina- revives when il reaches 50 hp to seek out and
tion bite/tusk attack for 2d6 points of damage. destroy its attackers.
These attacks can be directed at two separate s
Tzolo guardian can be permanently slain only
individuals simultaneously. if burned by magical fire after it is reduced to 0
The guardian can survive in both carth and hp. Until it is permane ntly slain, none of its pos-
water elements. At will, it can cast detect good, sessions can be removed; they are attached to the
detect invisibility, water breathing (on anot her), creature. When it has been permanently slain, the
and dispel magic (at the 16th level). Three times a creature and its possessions arc turned back into
day it may cast fly (12th level), passwall, water marble. At this point, the oval stone may be taken
walk, and ice storm. Once a day it can cast con- from Tz% S guardian.
jure elemental (eanh or water, 12-HO), transmute
rock 10 mud, transmule mud to rock, stone shape,
and stone tell. The oval stone it possesses allows
it to cast a sink spell once a week and wall of
stone spell twice a day.
The guardian is not affected, either directly
or indirectly, by any earth or water, therefore it
is unharmed by certain spells (transmule rock 10
mud,flesh to SlOne , earthquake), cannot be
drowned, and cannot be attacked by creatures
from the Elemental Planes of Earth or Water or
the Paraelemental Plane of Ooze. The guardian
takes half or no damage from cold, acid, and
electricity. If poisoned, it is unaffected and can
return the toxin in a spray through its trunk (a
cloud of poison 8 feet in diameter, which dissi-

/r------------------------------------,~
""
1464
Urn

to have very superstitious crews. When-


Universal Solvent ever the ship comes into port, the crew
XP Value: 1,000 GPValue: 7,000 often speaks of ghosts manning the
Unearthed Arcana sails, throwi ng a life preserver over-
Also known as the ultimate so/vent, this strange, board to a fallen comrade (whether to an unseen
magica l liquid appears to be nothing more crewman or a real one), or looking out from the
remarkable than some sort of minor oil or crow's nest.
potion. In fact, upon first examination it seems
to have the properties of both oil of slipperiness Urn
and a potion of delusion. However, it is applied An urn is a vase wi lh a rounded bottom and a
to any fo rm of adhesive o r sticky material, the wide mo uth. Urns have round or fluted bases to
solvent immediately dissolves it. Thus, for keep them upright. Most urns also arc equipped
insta nce, th e effects of sovereign glue a re with tigh t-fitting covers. These vases tend to be
immediately negated by this liquid, as arc those highly decorative, a nd usually a re made of pre-
of any other forms of cement, glue, or adhesive. dous materials or heavily ornamented or both.
The area of effect of Ihis liquid is I cubic foot
per ou nce, and a typical container hold s 27 of Ashes
ounces. Irthe liquid is carefully disti lled to XP Value: SOO G P Val ue: 4,000
bring it down to half of its original volume, then The Book of Marvelous Magic
each ounce will actually dissolve I cubic foot This ornamcntal containcr is 18 inches tall and 4
of material, o rganic o r inorganic , just as if a inches in diameter. When found, it contai ns
disintegrate spell had been employed. To find if ashes, the remains of some creature or another
a target is affected by this concentrated solu- (determined at random). If the ashes are burned
tion, a successful attack roll is required, and the in reverse by usi ng blackjlame, the immolated
subject is then also entitled to a saving throw creature reforms and awakens. It understands and
'Is. spe ll . Inanimate objects are automatically obeys the user for a month and a day, or until
affected by the solutio n; however, for such slain.
items of magical nature a saving throw 'Is. spell
applies. of Awakening;
XP Value: 1,000 GP Value: 5,000
Unseen Ship Crew The Book of Marvelous Magic
XPValue: 2.500 G PValue: 25,000 This urn is identical to an 11m of ashes, but when
War Captain's Companion the ashes are restored by blackflame, they fonn a
When activated, this magical item (often a bosun's liquid. This magical nuid can awaken any sleep-
whistle) summo ns an unseen crew that increases ing creature, even if powerfully cursed or forced
!he size ora ship's crew by 50%. The unseen crew to sleep. The urn then becomes nonmagical but is
are effectively unseen servanlS that perform worth 1,000 gp if sold. If the ashes are removed.
sailors' tasks (manning sail booms, working rud- they are useless.
ders, manning oars, scrubbing decks, and the
like, depending upon ship design). The item can of Curses
be used once per day for I d4+4 turns, but cannot XP Value: - G P Value: SOO
be activated in the phlogiston. The Book of Marvelous Magic
Though the unseen crew is invisible, some of This urn appears \0 be and functions as an urn of
them ca n be seen occasionally as they pa ss ashes. However, any priest within 30 feet loses
through the magical currents of the spelljamming some ability to turn undead. Any result of"T"
helm. Though these sightings may occur as often (an automatic T o r a successful roll for a num-
as once per turn, the glimpse is only for a brief ber) has no effect; o nly " 0" results apply nor-
second. mally (see Tabl€' 47 in the DMG). If the ashes
The unseen ship crew works stations that are are recovered by blackj1ame, an undead creature
not currently manned. If an oar is unused, the (determined at random) is created and attacks
unseen crew mans Ihe oar, but if a three-man the user.
oar was currently manned by only one individ-
ual, they would lei it alone, manning something of Hindsight
else instead. The unseen crew take s propor- XP Value: 4,000 CP Value: 20,000
tiona ll osses as if they we re I HO sa ilor s Wonders orLankhmar
(including area effect weapons) , but can be This urn allows the holde r to see into the past of
used the next day. all those who are within a 10-foot radius. The
Captains who possess this magical item tend glimpse is so compl e te ly accurate that the
,,~

/r------------------------------------,~
1465
"Urn ofWa!er Purifiea!iOll
(

holder can even smell the odors and taste the leasll,OOO gp but not more than 50,000 gpo If the
tastes of the past being viewed. These feelings spoon is stolen, a curse of bad luck falls upon the
from the past are so vivid that the holder is able baby, and all money and items owned are lost.
to recall all of them as long as he is in contact
with the urn. of Cleanliness
The urn, unfonunately, has a side effect. While XP Value: 50 GP Value: 250
the possessor has it, there is a cumu lative 1% DRAOON Magazine 73
chance per use that the user goes insane. This This item may be any utensil or plate. When left
insanity manifests itself as egomania and acute in a bucket overnight, the object sheds all dirt,
paranoia. The user eventually believes that even a which gathers on the bottom of the bucket to be
spouse or dearly loved partner is out to steal the discarded. While in the bucket, the object cannot
magical item, or is Out to kill him or her. The side be reached by insects, and no odor is emitted.
effects wear off in the number of weeks equal to
the number of times the item was used. In other of the Cultured Palate
words, if the item was used ten times, and the XPValue: 400 G PValue: 2,000
use r became insane, it would require 10 weeks POLYHEDRON Newszine 90
for the user to become sane again, once the urn These eating utensils are usually of the highest
was taken from his or her possession. quality workmanship, though they may be made
of almost any material. They consist of a cup,
of Water Purification knife, fork, and spoon, nonnally very ornate and
XPValue: 2,000 GPValue: 10,000 usually carried in a special pouch or box.
War Capuin's Companion When used, the utensils make any food or
This magical copper urn purifies all water placed drink-no matter what its quality or age-taste
into it. It has the capacity to hold 30 gallons of like any food or drink the consumer desires. The
fluid, which it purifies at the rate of one gallon food is as nutritious and satisfying as the imag-
per lurn. (In the phlogiston, the purification rate ined meal. The quantity of the food is not affected.
drops to one gallon per hour.) The urn removes
all trace of pollutants, disease, alcohol, poison, of Etiquette
salt, dirt, and every other known and unknown XPValue: 700 GPValue: 3,500
thing from the water. All that is left of 100% pure DRAooN Magazine 73
water- the urn even turns milk or juice imo pure This item is an ordinary-appearing set of cutlery
water. that enables the user to eat in accordance with the
The urn looks much like a large jar, with sev- standards or manners of any group with whom he
eral brass bands reinforcing its curving sides. It or she shares a meal.
has a copper lid which is used primarily to keep
excess din out, and to keep the waler from evapo- of Eati ng
rating too quickly. The lid is nonmagical. XP Value: 100 GP Value: 500
DRAOON Magazine 30
Utensil Perhaps to avoid tasting the food, Orlow also cre-
Utensils are a general group of items that are ated the spoon of eating that enabled him to eat
used during meals. an entire day's rations in one bite without indiges-
tion.
Ro ll Utensil Type
01-20 Butter Knife of Medication
21-40 Carving Knife XPValue: 1,000 GPValue: 10,000
41--60 Fork The Book of Marvelous Magic
61 - 80 Serving Spoon When filled with honey and served to any crea-
81-00 Sipping Spoon ture, this spoon removes any and all ordinary dis-
eases afflicting the recipient . It does not cure
Birth Spoon lycanthropy or magical diseases. The spoon may
XPValue: 1,000 GPValue: 5,000 be used magically once a day.
The Book of Marvelous Magic
This silver spoon functions only when placed in of Mixing
the mouth of a baby not more than one day old. It XPValue: 1,500 GPValue: 15 ,000
may be immediately removed but must be kepi in The Complete Wizard's Handbook
the dwelling where the babe was born. Sometime This spoon increases the chance of successfully
in the first year of tife, the lucky baby inherits combining magical potions to create a new
from a long-lost, forgotten relative a fortune of at e ffect. When combining potions as per the
""
1466
,
Poll on ru les in the DMG, the percentile dice of Stirring
roll on Tab le 111 is mod ifi ed by +10 when XP Value: 100 GP Value: 500
using the spoon a/mixing. Treat all resu llS DRAOOI'! Magazine 30
grcaler than 00 as 00. Note that by using the The spoon a/ stirring was developed to aid in
spoon a/mixing, there is no chance thaI the baking. On command, this spoon stirs any sub-
combined potions create an explosion, a lethal stance up to the consistency of bread dough until
poison, or a mild poison. ordered to stop.

Murlynd's of Stirring II
XPValuc: 750 CrVaJue: 4,000 XPValue: 500 GrValue: 1,500
D UNGEO:-l MASTER Guide Unearthed Arcana
This unremarkable eating utensi l is typically Appearing as a normal spoon of an unremarkable
fashioned from horn. It radiates a dim aura of sort, this instrume nt does not radia te magic
conjurat ion if detection is performed success- unless it is dipped into a magical potion. Immedi-
fully. I f the spoon is placed in an empty con- ately upon being inserted into a magical liquid.
tainer, a bowl, cup, or dish, the vessel will fill the s poo n gives offa burst of the alteration
with a thick, pasty g ruel. Al lhough Ihis sub- magic. The liquid is then magically altered into
stance has a flavor similar to warm, wet card- some other potion, and the spoon seems to be
board, it is highly nouri s hin g. It contains normal again. The spoon can be take n out of the
everyth ing necessary 10 s us tain any herbivo- liquid and used repeatedly. If the same potion is
rous, omnivorous, or carnivorous creature. The treated thus more than three times, the liquid
spoon will produce sufficient gruel each day to loses all o f its magical properties, becoming a
feed up to four humans. noisome liquor of no value whatsoever. To find
In a DRACON L ANcE Cam paign: Murlynd's the type of potion produced by the spoon, use the
spoon does not exist on Ansalon. random tables in this encyclopedia or those in the
DMG. If the result is the same as the previous
Musical contents, then the appearance of the liquid has
XPValue: 100 G rValue: 1,000 changcd and the st rength of the stuff is twice
The Book of Marvelous Magic (01 - 50) or half normal (5 1-00).
This item is useless by itself, but when two musi-
cal spoons are rapped together, they have several of Sugar
effects: xr Value: 100 Gr Value: 500
• Ali within 30 feet of the noise are immune to The Book of Marvelous Magic
magical songs and other sound-based effects Upon command, the spoon of sugar fills with
(such as the charming song of a harpy). magical sweetener. The sugar attracts the atte n-
• The user may d is pel anyone silence 15' tion of all normal and magical insects within 30
radius priest s pell effect within 120 yards if feet. Giant-sized insects are permitted a saving
desired, even if the spoo ns are used within throw vs. spell to resist the effect, but with a -4
silence. penalty to the roll. When attacking an attracted
• The user may cast a silence 15' radius spell to insect, the attacker gains a +4 bonus to the first
a range of 180 yards. attack roll , but the insect is then free from the
The spoons function as long as they are rapped magical attraction and its effects, even if the
together, but only one silence speli may be cast or attack misses. An attack on one insect does not
negated each tum. disturb the others. If sugar is removed from the
spoon, it lasts for one tum. If the sugar is eaten by
of Sticking insects while in the spoon, the spoon is destroyed.
XI' Value: 50 GP Value: 500 The spoon produces the magical sugar once a
The Book of Marvelous Magic day.
This cursed spoon appears and is used as a spoon
of medication. However, in addition to curing dis-
ease, it also sticks in the recipient's mouth and
cannot be removed until a remove curse is applied
by a caster of at least 15th level. The victim can-
nOi speak or cast spells with verbal components
until the spoon is removed.

/r------------------------------------.~ ""
1467
'\\-__________________________________________________J(

/r------------------------------------,~
1468
aId Ri ve r. Asterius, though , cleverly
Vainamoinen's Tears foiled some of the sheath's restric tio ns.
XPVa] ue: 1,000 C PValue: 5,000 By reciting ce rtain spe lls backwards ,
Gods, Demigods, and Heroes Asterius provoked Ihe sheath's move-
When and ifVai namoinen's avatar cries, he spills ment back in time- and that, in turn, repeated
2d lO tcars that turn into 5,000 gp value blue the recitation of Ihe spell forward, triggering ils
pearls. You will not find them JUS! lying around effects.
Lapland though, for he collects these "gems."
Vane of Location
XPValue C PValue
Greater: 2,000 10,000
Lesser: 1,000 ',000
War Caplain's Companion
This divination device is usually mounted on the
foredeck, in the vicinity of a spel/jamming helm,
or in sight of the navigator. To activate the greater
vane, the helmsman merely needs to ask it whcre
a certain location is- crystal sphere, planet, or
simi lar celestial body, and the vane of location
points in the immediate direction (even up or
down).
The vane points in th e d irection of the body
last requested until the ship arrives at that loca-
tion; at which point it spins around slowly, wait-
ing fo r its next command. The 1'01l1! o/Ioca/ioll
cannot be used to fin d the location o f a specific
individ ual or item. If the vane is sct for a specific
location, and a new location is wanted. a dispel
magic spell mus t be cast on the vane to make it
ready to receive the new command.
If a location specified cannot be detcrmined
from another (two bodies with the same name),
the crystal sphere name must be give n as well.
Lesser vanes, of half value, are keyed to the coun-
tries and cities o f specific spheres.

Vampire Sheath Veil of X-Ray Vision


XPValue: 25,000 CPValue: 125,000 XPValue: I ,()()() CPValue: 5,000
NighlSlorm Thic\'es of Lankhmar
This dev ice can only be created by Ultimate-level This appears to be a strip of fine , diaphanous
Immortals; Tha natos is the only Immortal known cloth abo ut 18 inches long and 4 inches wide. If
to have used it. bound over the eyes like a blindfold it endows
The sheath can imprison an Immortal victim. It any weare r wi l h the abili t y to see clearly
draws on the victim's own power to trap the pris- through objects as though those objects we re
oner in a pocket dimen sion, accessible only clear glass. The thickness through which the
through the Time Stream. Whenever the v ictim wea r er can s ee depends on th e ma t erial
tries to exert power, the sheath feeds on the power observed through.
and shifts the victim back a few seconds in time
to the poin! before he or she decided to usc the \1atcrial T h Ick ness
power. Thus the victim remains perpetually on Lead U inch
the verge of ac lion, without acting. Other metals 2 inches
To an onlooker in the Time Stream, the shift Stone 2 inches
backward in t ime makes the sheath appea r to Wood 6 inches
recede. A ll objects that move forward in time Other common building materials 6 inches
appear to approach the observer. Flesh 12 inches
T hanatos trapped the Immortal Aste rius in
this s heath shortly after the othe r Immortal s It also gives the wearer the ability to see clearly
were lured back to the headwate rs of the Emer- in fog, smoke and other visibility-reducing

~r----------------------------------
1469
___.," ~
" 'Vest of Attrnction (

conditions (w hether natural or magically


induced). The veil has a number of obvious
uses for a creative thief: seeing through walls
or into locked boxes, and the like. It also gives
thieves a 30% bonu s to their Open Lock ro11s-
to a maximum of 98%- whether the locks are
key or combination (the thief can see the tum-
blers within the lock). It gives nonthieves a
10% chance to pick a lock (they still require
suitable tools, however). The veil can be used
for a maximum period of 20 minutes ( two
tu rns) pe r day after which time it ceases to
function for an entire day.

Vest
A vest is a close-fitting, waist-length piece of
clothing. It is sleeveless, buttons tightly at the
midriff, and opens at the chest to display a bit of
shirt, and, perhap s, a neckerc hief or cravat
beneath.

of Attraction
XP Value: - GP Value: 1,200
The Book of Marvelous Magic
This cursed vest functions as a vest of missile
protection but also causes all incoming missiles
to score maximum damage per hit (each arrow
automatical1y inflicting 6 points, a sling stone 4 junction with other protective devices and magic
points, and so on) The vest cannot be removed items.
until a remove curse is applied. Lesser Vestments: The wearer receives a +3
Armor Class bonus, and a +4 bonus to all saving
of Missile Protection throws, while wearing the vestments. No attack
XPValue: 1,000 GPValue: 5,000 or damage bonuses are gained. The vestments
The Book of Marvelous Magic also provide the wearer with protection equiva·
This cloth vest is of quite normal appearance but lent to the 3rd-level wizard spell protection from
absorbs 10 points of damage per round from nor- normal missiles, the 1st-level wizard spellfearher
mal missiles. Excess damage affects the wearer fall and a ring offire resistance.
normally. The vest is useless when worn under Greater Vestments: These robes provide all
metal armor and cannot fit over it; it functions the powers and protections oflesser vestment and
normally when worn under leather armor or in two additional powers, both usable three times in
addition to normal clothing or robes. It has no anyone-day period. These powers are true seeing
effect on Armor Class. magical attack forms, or and dimension door. The former power is equiva·
enchanted missiles such as magical arrows. lent to the 5th-level priest spell (no ointment is
req uired), while the latter power is equal in effi-
Vestments of Power cacy to the 4th-level wizard spell, as if cast by a
XPVlI.lue GPValut' 10th-level wizard (the one-round recovery period
Greater: 3,000 30,000 is retained).
Lesser: 1,800 18,000 Greater vestments possess a secret command
Halls of the High King word. If spoken when the robes are touched but
Priests of many faiths in the Realms possess cere· not worn, the robes will become invisible, and
monial robes. Almost 25% of all 7th-level or levitate in place, not moving unless physically
higher priests encountered in their homes, tem- snatched from their waiting location. The com·
ples, or holy places will have access to magical mand word must be spoken backwards within
robes. In most cases, these are vestmen ts of 60 feet of their present location (they may have
power. Appearing only as unusual1y fine religious been moved from their original location by any
garments of the style, fabric, and hue normal to number of disturbances) to make them reappear
the faith, these robes possess magical powers as and cease levitation. Invisibility and levitation
detailed below and may be worn and used in con- can continue for centuries if not commanded to

/r------------------------------------,~ "'"
1470
cease. Note that the protective powers of a (unless they desire otherwise). They reappear in
grealer veSlmenl do not function while it is the nearest open space large enough to hold
invisible and levitating. them , and they have immunity against subse-
quent captivity in that vial. The former captives
have no obligation to their caplor or to those
who freed them.
Durance vials are intrinsically evil and there-
fore quite tare. Good heroes o ften feel honor-
bound to free their captives and destroy the
via ls. If so ld intact, the via l is wor th about
3,000 gpo
Koresh Teyd received his vial from Thanatos.
However, evil alchemists in the Known World
have been known to manufacture them, so the
vial doesn 't necessarily imply Immortal magic.

Violets of Pain
XP Value: ~ G P Value: 100 Per petal
New Item
ViolelS ofpain are wildflowers that arc commonly
found on all worlds. They are deep purple in
color, and very pleasing to the eye. Violets ofpain
arc prized by evi l wizards as ingredients for cer-
tain spells, and by the ruthless for the properties
of its refined poison-colorless, odorless, and
taste less, it cannot be dctected by any known
methods.
When they are picked with bare hands, ."iolels
ofpain secrete a virulent toxin that immobilizes
unprotected picke rs for I d4 rounds (0 onset
time), causing severe agony and I d6 points of
Vial of Durance damage each round. A successful saving throw
XP Value: 3000 G P Value: 15,000 vs. poison reduces the damage by half, but a cure
Nightrage serious wounds spell must be east in order 10 heal
This small iron vial, 3 inches long and I finger's the damage.
breadth in diameter, can confine one or more
magical creatures indefinitely. The tube contains Violin
no opening, but the silver runes engraved on it See Stri nged Instrument
often include the words of command necessary to
lrap and release a captive. It often appears as an Violin Rack
ornament on a necklace or bracer. See Stringed Instrument
When the user holds the vial within 6 feet of a
magical creature and speaks the command word
of trapping, all magical creatures in the vicinity
must make a saving throw vs. spell. A failed roll
means the creature is absorbed into the vial. The
user and all nonmagical creatures are immune to
the elTect.
When empty of captives, the vial of durance
can be destroyed easily. Whi le the vial holds its
captive, it has an AC equal to the captives' best
AC, and hit points equal to the combined total of
all captives. Damage to il damages all the cap-
tives as well. If the vial is destroyed, all captives
reappear, dead.
Captivity lasts until the user holds the vial
and speaks the command word of release. At
once all creatures held in the vial are released

).------------------------------------.,
...
1471
y~~~--=,
==
.J 1472

...
q

Wand of Arc

the person holding t he wa nd or by his


Wands employer. The wand cannot detect any
Wands are I V. feet long and s lender. They animal over the horizon.
are made of ivory, bone, or wood and are
usually tipped with something- metal, crystal, or of Animation
stone. They arc fragile and tcnd to break easily. XP Value: 2,500 GP Value: 15,000
Because of this, they are often kept in cases. PoLYHEDRON Newuine 47
Wands perfonn al 6th level of experience with These rare wands are crafted of crystal and tipped
respect to the damage they cause, range, duration, with a small golden orb with a faceted emerald in
area of effe<:t, and so on, unless otherwise staled. its cenler. When the command word is spoken,
At the OM 's o ptio n, 1% orall wands can be the wand enables the owner to animate any non-
trapped to backfire. living object within a 20' radius, with the follow-
Wands are powered by charges, each uses cost- ing effects:
ing one or more charges (depending on the item). Animate dead: When this power is used, ld3
When created, a wand typically contains 1d20+80 corpses in the wand's area of effect will be ani-
charges. Captured wands taken from a defeated mated for 3dlO rounds. The animated creatures
foe often have far fewer charges. Wands never have I Hit Die and can follow simple orders. This
have a greater number of charges than those ability drains one charge.
listed. Most wands can be recharged according to Animate object: I d3 objects less than 3 '><3'><3'
the rules for making magical items. can be animated through this abilit y for 3dlO
When a wand ru ns out of c harges, it can no rounds. One charge is drained when this power is
longer be rec harged. Alternatively, the OM can used.
rule that the wand immediately crumbles into Animale Weapon : T hi s abili ty causes one
dust (settling the issue) or it has become a useless weapon of the wielder's choice to become ani-
stick. mated for ld6+9 rounds. The animated weapon
Comma nd Words (Optional Rule): Like rods will dance (as a sword of dancing), allacking as a
and staves, wands can require the utterance of a 5th- level fi ghter. Weapons he ld by unwilling
command wo rd or phrase to operate and, like creatures cannot be animated. This ability drains
those other items, the key is seldom found in the two charges.
lock. The OM can ru le that the command word is The wand is rechargeable and is usable only by
etched in magical writing on the wand (requiring wizards.
read magic to trans late) or require the characters
to use such methods as commune spells or expen- Anything
sive sages. If the OM chooses not to use this XPValue: 2,500 GPValue: 12,500
option, ignore refe rences to command words in Unearthed Arcana
the item descriptions below~a ll items simply This device will perronn as if it ....'Cre an ordinary
_k. wand of wonder, although it will have no more
than 50 usages before being totally expended. In
Almen's Wand of Illumination addition, it has three othcr special uses: Upon
XPValue: 2,000 GPValue: 10,000 command, it will perform as ifit were any other
]992 Fantasy Collector Card 262 sort of known wand, but it can only duplicate the
s
A/men wand was bestowed on him by Lath- effects of any give n wand once. Ifit is com-
ander as a scourge to all undead. It has o nly one manded 10 duplicate a single kind of wand more
power of a wand ofilluminatio n~it wields an than once, the second or third such command will
enhanced version of the sunburst effect. When have no effect- and afte r three such dema nds,
Almen holds th e wand above his head and successful or not, the wand will be totally drained
speaks its command word, the tip o f the wand and useless. The itcm cannot be recharged.
ignites w ith a brilliant, greenish-white light,
effectively creating sunlight in a 120' radi us. of Arc Lightning
Any undead within 40 ' of the wand suffer 6d6 XPValue: 5,000 GPValue: 40,000
points of damage per round; the wand continues PoLYHEDRONNewszine 82
to glow for Id6 turns. The wizard Tesla created these wands. They have
all the powers of normal wands of lightning.
of Animal Location However, they have additional powers when used
XPValue: 1,250 GPVa1ue: 10,000 in matching pairs. Whe n commanded, a pair of
DRMlON Magazine 73 wands generate an arc of lightning 5 feet wide
A wooden wand. When used w ith t he prope r that j umps from o ne wand to the other. Every-
words, the wand points toward any animal losl by thing in the area of effect suffers 6d6 points of
",.
}
1473
r
One used in a ta vern brawl in Waterdeep many
years ago had the command word " Plessendar";
the tome High Magic of Mirabar lists among
the treasures o f that c ity a wand of armory
(since gone missing) with Ihe command word
"Skulpin." Elminster suspects tha t the parch-
ment found behind panel ing in the throne room
at Suzail, which bears only the word or name
"Ailun," preserved the command word of Azoun
II -s vanished wand afarmory.
When touched 10 a target creature (or activated
upon the wielder's person), this wand envelops
the recipient from head 10 fOOl , and on all sides,
wi th an invisi ble, magical field afforce which
slows and deflects physical attacks, affording the
equivalenl of Armor Class 0 protection.
Thisfield afforce can be destroyed by dispel
magic, limited wish, disintegrtlle (which docs not
affectlhe protected person, however), or simi lar,
stronger spells; otherwise it lasts for six rounds.
During this time it absorbs magic missiles and all
eleclrical attacks (including magical ones) so Ihat
they do no harm to the wcarer---or anything else
coming into contac t wilh the field- bul olher-
wise does not affect spells cast into, or out of, its
confines.
The "force armor" ma y be cast ove r and in
electrical damage (save vs. wand ror half dam- addition to real, physical armor worn by a target,
age). One use Oflhis feature drain£ two charges and completely covers any size M or S cre~tnre
from the initiating wand and one from the receiv- (who need not be conscious, living, or even will-
ing wand. The length oflhe arc is a minimum of2 ing to be so protected; no saving throw allowed).
feet 10 a maximum of 30 feet. Size L creatures have only their heads and torsos
protected by the fie ld offorce. All classes may
of Armory usc this wand, which cannol be recharged. Each
XP Value: 600 GP Value: 3,000 use of the wand drains one charge.
Curse o f tile Azure Bonds
When touched to a target individual, Ihis wand of Banishment
provides the target with an invisible field afforce, XP Value: 5,000 GP Value: 30.000
providing AC 0 for six rounds. The field absorbs Watcrdeep and the: North
all magic missile attacks and all electrical-based SavengrifT was a young magic-worker of Water·
attack s (includ ing magical ones). Other spells deep who fell in with a band of reckless advenlur-
will affect the larget normally. A dispel magic, ers and was sla in in battle with a beholder. His
disintegrtlte, or limited wish will bring down the corp se wa s found by the Archmage Khelben
field, not affecting the person behind it. " Blackstaff" Arunsun, who arranged for his res-
urrection. SavengrifTbecame a loyal apprentice
of Armory II but has devoted much of his time since Ihen to
XP Value: 600 G P Value: 5,000 devising means of avoiding fearsome beings-
TIle Magister and anot her death like his first.
The long-ago w izard Hosta worked on thi s The wand ofbanishment was one result. Saven·
device for many years, and he had many appren- grifT made over a dozen of thesc before he van-
tices; not a few of them carried the knowledge ished into other planes than this; most passed into
of making the complete and final item away at the hands of good wizards across the Nonh, one
his dea th. The sorceress Myschanta of Arabel is Savcngriff took with him, one he gave to Khel-
known to possess one; others are in the royal ben , and he is thought to have hidden away at
treasuries of Cormyr and Aglarond. Many other least one. Elminster gives the command word of
s pecimen s o f thi s wand are be lieved to s ur- one he examined as "Baerlaguth" bUI has not
vive- most (s ince Hosta lived in the North) revealed in whose possession the wand was (or is
probabl y now lie in tombs or dragon hoa rd s. now).

/r------------------------------------,~
1474
,
This wand is usable only by wizards; it cannol wand, if a n ini tial attac k fails. Subsequent
be recharged, and each use (effective or nOI) attempts wi ll merely was te charges; a creature
drains one charge. Upon command, a needle-thin that has saved once against the wand (or
ray of fl ickering green light shoots from the endured one successful attack) ca nnot be
wand's lip up 10 a distance of 40 feel , striking a affected by the wand again until the dweome r
single larget creature (the target is allowed a save built up around the creature by the wand dissi-
vs. spell at - I ; a successful save means the ray pates (which takes 12 houn).
missed), Creatures struck by the ray are affected
as follows: of Beauty a nd Uglin ess
A summoned creature (from another plane) is XPValue: 6,000 GPVaiue: 30,000
instantly banished back to its own plane; it Pot.YIlEDROJI Newszine 89
must save vs. wand at -4 to remain. Ifit does These two wands were fashioned using lava from
remain, it is held for one round. a volcano and are virtually indestructible. The
A creature summoned from elsewhere on the wand a/beauty can provide I point of comeliness
Prime Material Plane (by monster summon- for each charge expended, but it can be charged
ing, call woodland beings. or the like) is dri- o nl y by beating someone with the wand 0/ ugli-
ven away; it will leave instantly at a normal ness. Each strike by the wand a/ugliness pro-
movement rate, stopping only to defend itself vides one charge on the wand 0/ beauty and
if anacked, and not retum. reduces the victim's comeliness by 1d6 points,
A hosti le creature of 2+2 Hit Dice or less though it does no other physical damage. Using
(including enemy fam iliars and homonculi) is the wand o/ugliness is a chaot ic evil act , and
affected as ifby a repulsion spell , for four continued use eventually changes the wielder's
rounds. The target is allowed a save vs. wand; alignment to chaotic cvil.
if successful , the repulsion lasts for only two Each strike with the wand o/beauty adds I
rounds. point of comel iness. When a person attains a
A hostile creature of more than 2+2 Hit Dice comeliness of 18 , it requires 20 charges to
must save vs. wand at -4; if successful, it is increase comeliness another point, so a character
slowed for Id4+1 rounds (if save is success- with a comeliness of 18 must expend 20 charges
fully made, target creature is unaffected). to attain a comeliness of 19.
By draining six charges at once (the power History or the Wa nds: When an evil sorceress
will not work if less than six are left, but any c reated them centuries a go, the wands were
attempt will exhaust the wand anyway), the thought to be indestructible. However, a group of
wielder of the wand may try to repel any good wizards and priests worked for months
other wands within 4 0 feet. Any affected finally to fashion a method for dealing with the
wands (all wands are allowed a save vs. foul magical items. They constructed a magical
lightning on the saving throw matrix for container from thc volcano's lava. The container
magical and nonmagical items at -3; if suc- consists of five parts: a sturdy box open on the
cessful , they are unaffected) are instantly, top, a red velvet cushion with indenlations for the
an d violently, telekinesed away from the wands, a glass lid, and two metal fasteners. When
wand a/banishment for Id6xlOO feet of dis- the wands are sealed within the container, all of
tance, and held there for 1d4 rounds. Wands their effects are immediately reversed. The con-
carried in the hand or belt tear free; wands in tainer is not only indestructible but also sen-
backpacks and chests will drag the owner or tient- it wants to contain the wands.
item with them-unless ve ry heavy or bulky,
in which case the wand will smash about Bisselite Wand of Peace
within the item , perhaps being destroyed XPValue: 3,000 GPValue: 15.000
(save vs. crushing blow) . Note that wands in GREYHAWI( Adventures
extradimensional spaces (such as a bag 0/ This item has se r ved the priests and border
holding or that produced by a rope trick) are guards of the March of Bissel. Once a day it can
immune from this effect. cause all mortal beings in a 50-foot radius to save
Only one c reature can be attacked with a vs. wand or become calm and unwilling to fight.
wand 0/ banishment per round; the ray will only Calmed beings will defend themselves against
affect one creature at a time, although it may attack but will not attack or otherwise take hostile
affect any nunlber of wands. Any given c reature ac tio n. However, those affected do not necessar-
can be affected by any particular wand 0/ ban- ily become friendly. The duration of the effect is
ishment o nly once every 12 hours; a creature three turns.
cannot be repeatedly attacked, or attacked a sec-

I ond time or with a different functi o n of the

)r-----------------------1-47-5-----------------------,~
""
(

Bonewand a c harge. Unfortu nately, Cluny could not spell.


XP Value: 2,000 GP Value: 12,000 The wielder of a ....,ond of Cluny can wri te his or
luz the Evil her name in a colorful script on any nonmagical
Usable by priests, warriors, or wizards, this black sur fa ce by speaking a command wo rd and
wooden wand may be recharged by the joi nt expending one of the wand's charges. However,
efforts of a priest of l uz and a wizard, bot h of the wand will never spell the wielder's name cor·
12th or higher level. When a charge is used, a vol- rectly. A wand afCluny is fou nd w ith 20d20
ley of sharp bone shards flies from the wand, fi ll- charges, and the glowing script it writes lasts for
ing a cone-s haped a rea 60 feet lo ng, with a 24 hours.
IO-foot radius at the terminus of the cone and a 1-
foot radius at the tip of the wand, where the effect of Cold
originates. All creatures within the area of effect XPValue: 5,000 GPValue: 40,000
suffe r 6d4 points of damage from the fl ying OUNGEONS &. D~s Rules Cyctopedia
shards. Damage is halved with a successful sav- This wand creates a cone of cold, 60 feet long and
ing throw vs. wand. The user of a bonewand may 30 feet wide a t the far end. All wit hin the cone
also create an animate dead spell , requiring the take 6d6 points of col d damage, but they may
expenditure of two charges, but th is funct ion is make a saving throw vs. wand for half damage.
only usable by II priest or wizard.
or Color
Buckler· XPValue: 1,000 GPValue: 7,000
XP Value: 1,000 G P Va lue: 5,000 Inside R,WEN'S BtUl'F"'. TilE LMNG Crrv
Unearthed Arcana This item, usable by all classes and races, allows
This is a short, thick wand aboul I}!; feet in length the user to change the color of cloth as the color
with an exceptionally sharp point on one end and spell. Shaped like a fine: painter's brush, the wand
a tri gger mecha nism built inlo Ihe o pposite end, allows greater precision than a normal casting of
which is blunt. The wand is usable by any charac- the spe ll. T he wand was c re ated 10 be easi ly
ler except one of the priest class and can be acti- recharged, and a simple casting of the color spell
va ted with an initiat ive modifier of one. When will add another c harge, up to the maximum of
the thick e nd is grasped f irmly, and the trigge r 100 charges.
pressed the tip of the wa nd becomes the equiva-
lent of a dagger + I and the rest of the shaft blos- of Conjuration
soms into a round shield of buckler size having a XPValue: 7,000 GPValue: 35,000
+I magic val ue. The whole becomes equal to a DuNGEON M"STER Guide
spiked buckler + I. Because of its dweomer, it can Gras ping this device enables a wiza rd to recog·
be employed by wizards, but no spells can be casl nize any cast or written conjuration/summoning
when it is in buckler fonn unless the possessor is spell (unseen sen 'ant, monSler summoning, con·
a multiclassed character with fi ghtcr abilities in jure elemental, death spell, invisible stalker, lim-
addition to wizard abilities. A thief who employs iled wish. symbol, maze, gate, prismatic sphere,
the wand's powers cannol climb walls o r perform wish). The wand also has the following powers,
other abi li ties req uiring the use of his or her which requ ire expenditure of one chargc each:
hands while holding the device. • Unsee n servant
• Monster summoning'
or Burdening ' A maximum of s ix c harges may be expended,
XP Value: - G P Va lue: 2,000 one per level of monster summoning, or six mon-
PoLYHEDRON NCWS'.tine 4 3 ster summoning I, th ree monster summoning ll,
This wand emilS a gray beam up to a maximum two monsler .)·ummoning Ill, or any combination
range of90 feet . Any creature struc k by the beam tOlaling six. The wizard mUSI be of a suffi cient
who fails to make a saving throw vs. wand imme- experience level to cast the appropriate summon·
diately fee ls as encumbered as if tryi ng to carry ing spell.
200 pounds in addition to normally carried items. A wand of conjuration can also conjure up a
curtain o/blackness- a veil of total black that
or Cluny absorbs a li lighi. The c urlain oJ.blackness can
XP Val ue: 120 G P Value : 600 cover a maximum area of 600 squ are feet
POLYHEDRON Newszine 82 (60'x I0' , 40'XI5' , 30'x20'), but it must stretch
A dozen of these wands were created by the wiz- fro m ceiling 10 floor, wall to wall . T he curta in
ard Cluny [he Great. They were supposed to write takes two c harges to conju re. The veil of Iota I
his name on any surface in bright glowing letters lightlessness can be penetrated only by physical
in a color specified by him, simply by expending means o r magic.

1476
, Wand(lf~r

The wand also enables ils w ielder to construct lains to hu nt down the anc ient enemies of his
a prismatic sphere (or wall), one color at a time, race. The wand is a specialized ve rsion of the
red to violet, at a cost of one charge per color. 'wand of enemy deteclion. The range of the wand
Each funClion of the wand has an ini t iative is 10 miles per charge cxpended . The wand has
modifie r of +5, and only one function per fou nd two functions.
is possible. The wand may be recha rged. First, it can be used to diseover the direction of
the nearest drow o r drider. The user simply so
Continual Light commands and pivots until the wand reacts.
XP Value: 500 GP Value: 2,500 Secondly, the wand can bc used to observe a
1be RLiins of Undennountain drow or drider. When pointed in the proper direc-
This nondescript, unshaped stick has one simple t ion and commanded, the wand will create an
spell cast on it: continual light. The light cannot illusory image of the nearest draw elf pr drider in
be dimmed, so the user must either cast dispel that direction and his or her immediate surround-
magic on it or sheath it in a dark tube.shaped bag. ings. The wand user receives a vague impression
(Often these wands are found with such a bag.) of distance (such as, w ith in a mile, within five
miles, far away). The image lasts one turn and
of Corridors reveals whatever t hat drow or drider is doing in
XP Value: 4,000 GP Value: 20,000 some detail, but not enough for the user to be able
Tome of Magic to read a scro ll be ing read by the subject , for
This wand allows its user to clear short corridors example.
througb the Pl ane of Elemental Earth and the
Quasielemenlal Plane of Minerals. II does no t of Darkness
function on any other p lane, a lthough it radiates XPValue G PValue
magic. It is especially useful on the Plane of Min- Greater: 5,000 30,000
erals since travelers need not contact the sharp Lesser: 4,000 25,000
edges of the minerals. One charge clea rs a The Magister
to'x I0'x50' path. T he corridor is completed in Human and drow w izards act ing at the behest of
one !Urn. The wand has no effect on animals or the powerful forces of evil that inhabit the Lower
Jiving creatures. Thus, if the wand clears a path Plan!;:s an; bdk:vt:d tu IUl V\: Illude II lese Cdlmlgi-
through a space occupied by an earth elemcntal, cal devices. They enable th e weakest servants of
the creature is unharmed but is alerted to persons evil 10 hold their own, and can be found through-
in the corridor. The wand can be recharged. out the Rea lms. They are made of ebony or
carved and polished bone, and a few have small,
Dalamar's Wand of Lightning ornamenlal claws at one or both ends. Elminster
XPValue: 4,000 GPValue: 30,000 warns that they are dangerous to those of good
DRAOONLANCE"' Ad~=rures a lignment. Demons, devils, ill ith ids, an d other
Thoug h there have been many wands aflight- creatures of evil seem attracted to the use of such
/lillg, this particular wand carries its own c urse. wa nds. From sources he does nOI reveal, Elmin-
Because th e wand was used by Da lam ar to kill ster reports s ix known command words for such
Kiliara, the dead Dragon Highlord unceasingly wands: "Orgu l," "Meth," " Kulmur," " Druu,"
hunts for the wand and ils current owner. "Ulgukh," and "Ssleer." After the command wo rd
This device works o nl y for spellcaste rs. The is spoken, choice of Ihe wand funct ion is by men-
wand casts lightning bolts at 15th-level. It nor- tal concentration of the bearer.
mally carries seven charges and recharges itself at A wand of darkness has fo ur separate func-
the rate of one c harge fo r every week in whic h lions. It can be wielded by any inlelligent, speak-
there is a local thunderstonn. ing creature of neu tra l o r evil a lign m en t.
Eac h t ime a character uses the device, there is Creatures of good align ment cannot make th e
a S¥o chance that his location is noted by Lo rd wand function , and suffer I d2 points of damage
Soth, who comes to take the wand to his mistress, per cOnlact with th e wand-or, if they grasp it
Kit iara. The death knight appears in IdlO rounds continuously, Id2 points of damage per round. It
to claim the prize. c an be recharged. The powers o f the wand are
these:
Dark Wand of the It can cause darkn ess 15' radius, lasting four
Sulhaut Mountains rounds an d centered on the tip o f the wand, at
XP Value: 1,500 G P Value: 8,000 a cost of one charge. The bearer of the wand
GkEVllAWK Advenrures (and anyone else, while touching the wand)
This ebony wand was enchantcd by an elf wizard can see perfectly in any darkness produced by
\\tlO traveled from Lofiwick to the Sulhaut Moun- the wand.

Jr------------------------------------.~
.'"
1477
""Wand of Ocilh (

animated anew by the expenditure of four


addi tional c harges. Attempts to animate
incomplete skeletons fail but still drain four
charges. The wand cannot be used to control
existing undead but only undead creatures cre·
ated by the wand.
In addition, 10% of these wands aregrealer
wands of darkness, capable of summoning a
shadow when so ordered. This function has a I in
3 chance of success (2 in 3 if in deep caverns or
ancient ruins) and expends 4 charges if successful
or nol. The shadow arrives in three rounds and
does not attack any creature holding or touching
the wand.

Roll Wand Type


01 -90 Lesser wand of darkness.
9 1-00 Greater wand of darkness.

of Death
XP Value: 20,000 GP Value: 100,000
Eldritch Wizardry
Orcus holds the wand of death (also known as
Orcus:S wand) that is a rod of obsidian toppd
with a skull. This instrument causes death (or
annihilation) to any creature, save those of like
status (other fiends, godlings, and similar crea·
The wand can be commanded to summon a tures), merely by touching their flesh.
nightman: at a cost ofthrtt chargts. TIle sum-
moning has a 4-in-6 chance of success; the of Defo liation
charges arc lost even if it fails. The nightmare XP Value: 1,000 G PValue: 6,000
is brought from an evi l Ou ter Plane and Unearthed Arcana
appears in an explosion of black smoke and a This wand is never constructed of any sort of
brimstone stench within three rounds, where- wood; instead, ivory o r bone is typica11y th(
upon it immediately knows and serves its major component. It has the following functions:
summoner. It can be commanded to fight on When one charge is expended, all chlorophyll
the summoner's behalf, or take the summoner in a 30-foot radius from the wand is destroyed.
into the Astral or Ethereal Plane. It so serves Thus, leaves tum to autumnal colors and drop
for nine turns at a time, and then vanishes. If off, grass becomes brown and dry, and so
the summoner is then astride it, he or she is forth.
taken along for the ride or flung off, usually to When two charges are expended, al1 normal
be hurt when landing. plant life within the 30-foot radius area of
By touch, and at a cost of two charges, a wand effect withers and dies. Sentient plant crea·
of darkness can break a protection from evil tures and other unnatural sorts of plants will
circle or deal any creatures of good alignment not necessarily be kil1ed, but they wi11 each
Id4+ I points of fiery damage. Creatures suffer Id6 points of damage. If so desired, the
immune to fire, or creatures of neutral or evil possessor of the wand can direct the force of
alignments. arc unharmed, but the charges are this power into a cone-shaped area of 30-foot
lost. length. widening to 10-foot diameter at the
By touch, and at a cost of four charges. a farthest point from the wand. Effects are the
wand of darkness can animate a single corpse same as for the spherical area of effect, except
of a size S or M creature. A zombie, skeleton, that sentient and abnormal plant life within
or animal zombie is thus produced and can be the cone suffer 6d6 points of damage instead
commanded by the wand wielder as though an of only Id6 . A ny plant-crea turc or oth er
animate dead spell had been cast. The undead abnormal planlthat lies partially within the
creature servcs until destroyed or until six conical area of effect is entitled to a saving
turns have elapsed, then it collapses. lfit is throw vs. wand and if successful takes only \01
still intact, a corpse or skeleton can then be damage (3d6).

/r------------------------------------,~
1478
r
Wand of Element Tnnsmogrification

of Displacement objects. The wa nd cannot move objects from


XP Va lue: 3,500 G P Valuc: 25,000 plane to plane.
The Magistcr Each wand has six set and unchangeable com-
This wand is exceedingly rare; probably on ly a mand words; up to s ix items can be simultane-
dozen or so exist, and most arc in the possession ously carried or held ready to teleport. Teleports
of thieves' guilds in large cities. T he inventor is can be made in any order; the first word need not
thought to be the long-ago wizard Schollus, who be spoken a second time before the second, third,
made a few (which he sold for vast s ums of or fo urth is spoken. The teleport will not work,
money) before disappearing forever into o ther however. if a location is touched before the item.
planes. He alone knew the secret of their making. Dispel magic cast upon the item does not negate
These wa nd s are among the most c lose ly or foil a not-yet-completed teleportation; only
gua rded (and eage rl y sought ) treasures of magical imprisonment (see above) of the item
dweomercraft. The Guild in Baldur 's Gate is can preven t the leleportation. Once teleports are
known to hold one, and it is thought that another wasted by failing to work or used successfully,
lies in the hands of thieves in Hills far. Several are the command words corresponding to them are
rumored to be in the rich cities o f the South (due freed again for reuse. Know ledge of only one or
to the number of inexplicable thefts there), but two command words permits simultaneously car-
the precise whereabouts of none can be heard or ry ing only one or two items. This wand may not
read. Elminster can only give a partial set of com- be recharged, and each teleport, successful or not,
mand words for but a single wand (w hich o ne is drains one charge. This wand may be used by all
not known), from all his books oflore; three o f elasses.
the six words for that wand are: "Tamyr," "Urem-
born," and "Lairu" of Earth and Stone
A .....and of displacement can leleport wilhoul XP Value G P Value
error single pieces (or several pieces fastened Normal : 2,000 10,000
together in some way) of nonliving mate ria l Powerful : 3,000 15,000
(which may be o rganic or fo rmerly ali ve) up to DUNGEON MASTER Guide
160 feet away from their in itial position. The A wand of this sort is typically short and tipped
wielder must touch the material to be tdeported with some form or mineral. It is imbued with the
with the wand whi le speaking a command word, following powers:
and later touch the intended new location of the Dig Mcharge per use
mate ri al while s peaking the same co mmand Passwall I charge per use
word. The material willihen be Ieleported from Move earth 2 cha rges per use
one locat ion to the other within one segment.
Once the teleport has been accomplished, the In addition, 50% of these wands have the fol-
command word can be used for another object. lowing powers:
Magical i tems (or any items bearing a Transmute mud (0 rock I cha rge per use
dweomer) may be transported without affecting Transmute rock to mud I charge per use
their magic in any way, but the following limita-
tions apply: If the material is of over 30 cubic feet of Element Tran smogrificati on
in volume (weight does not maile r), o r is con- XPVa lue: 2,000 G PValue: 10,000
tained within a magical prison (such as a protec- Tome of M allie
tive circle. protection from evil, aforcecage. This wand changes a quantity of one element into
imprisollment, and so on), or the intended new an equal amou nt of another element (water into
location is over 160 feet distant from its location fire, eanh into ai r, and so on ). The element to be
at the time the wand wielder speaks the command affected must be withi n 60 feet of the wielder,
word a second time, the te leport does not wo rk who merely pomts the wand at the element and
and the magic is to st. The command wo rd is speaks the command word. For every 10 cubic
again free for use. Material that is destroyed, con- feet (or portion thereot) transformed, one charge
sumed, or made living (such as a resurrected is drained from the wand.
corpse) cannot teleport. \ The transmogrification is permanent unless a
The wand may touch the intended location any succe ssful dispel magic is cast on the element.
numbe r of times without ac tivating if the com- Elements created by this wand have special char-
mand word is not spoken. A magi6al prison (such acteris tics. Fire requires no fuel to burn. Water
as a petrifie d creature, magic j ar, or the like) never evaporates. Air is abso lutely pu re, but
could itself be teleporled, and the teleportation unless contained the air mingles with the atmos-
circumvents any physical or magical barriers phere and is lost forever. Earth can appear as soil,
arou nd the new location- o r between the two sand, clay, or stone, at the wielder's option. It is

/r------------------------------------~~
1479
"",wand of Enemy Detection
r
not possible to create treasure such as valuable of Fear
metals or gemstones with this wand. XP Value: 3,000 GPValue: 15,000
This wand has no effect upon creatures of any DUNGEON MASTER Guide
kind, except those from the Elemental planes. By When afear wand is activated, a pale amber ray
changing such creatures into their clement of spri ngs from the tip of the wand in a cone 60 feet
opposition (fire into water, air into earth, and the long by 20 feet in base diameter that flashes on
like), the creature is obliterated. Thus, transmut- and instantly disappears. Each creature touched
ing a water elemental into fire disintegrates it. by the ray must roll a successful saving throw vs.
A creature attacked by the wand is allowed a wand or react as per afear spell (1st-level priest
saving throw vs. wand. If the save is failed, the spell, remove fear reversal). In other words, crea·
elemental is destroyed. If the save is successful, tures affected by the wand turn and move at
the creature is not obliterated outright but suffers fastest possible speed away from the wielder for
6d6 points of damage and retains its true form. six rounds. Each use costs one charge. It can
In attacking an elemental, the number of Hit operate just once per round. The wand can be
Dice of the elemental determines the number of recharged.
charges used: one charge for an 8-HD elemental,
two charges for a l2-HD elemental, and three of Feathers
charges for a 16-HD elemental. It is not possible XPValue: 3,000 GPValue: 15,000
to use this wand to change an elemental into POLYHEDRON Newsrine 82
another type of elemental. The wand may be used These wands are approximately 18 inches long,
once per round and can be recharged. made of rune-carved wood, and ti pped with a
small clump of multicolored feathers, making
of Enemy Detection them look much like feather dusters. A wand of
XP Value: 2,000 GP Value: 10,000 feathers casts four different spells and usually has
DUNCEON MASTER Guide with 10dlOcharges.
This wand pulses in the wielder's hand and points Gust of wind, two charges.
in the di rection of any creatures hostile to the Tasha:S- uncontrollable hideous laughter, one
bearer of the device. The creatures can be invisible, charge.
ethereal, astral, out of phase, hidden, disguised, or Unsee'l Servant, one charge (lasts two hours).
in plain sight. Detection range is a 6O-foot sphere. Cantrip, one charge.
The function requires one charge to operate for All spells are cast as if the wielder were a 6th·
one turn. The wand can be recharged. level wizard.

of Eyes Fire Wand of Suloise


XP Value: ],000 GP Value: 20,000 XP Value: 4,000 GP Value: 35,000
The Magister GREYHAWK Adventures
This wand emits a wizard eye (see the 4th-level This wand may have been the device that caused
wizard spell ) upon command; each such use the destruction of the Suc\ Empire, or it may have
drains one charge. The range and duration of the been created to reproduce the event. No scholar
eye are as if cast by a 6th-level wizard, regardless doubts that its creator was a wizard of great
of the level of the wie lder. Any use r who has power and violent tendencies. The wand is rarely
never employed a wizard eye spell before typi- boughror~~d, since few wizards dare to use it.
cally requires I d2 rounds to master moving Often it merely-fa lls into the hands of an unsus-
about, focussing, and comprehending what is pecting spellcaster who never realizes its fu ll
seen by an eye. The wand can also cure bl indness powers and dangers until too late.
by touch and command (at a cost of four charges The wand can summon a deadly "fire" to rain
per use). If touched to the eyes of any one crea- down in a 60-foot cube from a range of up to 80
ture (including the wielder) and properly com- yards. The "fire" inflicts five points of damage
manded, the wand can confer the ability to see per round to all creatures, regardless of protec-
invisible creatures and objects within the affected tions, resistances, or immunities to normal or
creatures' normal range of vision for the follow- magical flame. Such damage cannot be cured by
ing round only, at a cost of three charges. Note any spell less powerful than a heal spell. Further·
that this ability is not x-ray vision; items and more, the fire will destroy buildings of less than
beings concealed behind solid barriers cannot be stone construction, and evaporate freestanding
discerned. This wand functions only once in a liquid to a depth of one foot per round. Objects
round regard less of how it is wielded, and not exposed to the "fire" must save vs. disintegration
once for each of its functions. No known method or be destroyed. Note, however, that matter is
of recharging these wands has yet been perfected. burned to dust and ashes, not vaporized. Though
.,"
/r------------------------------------'~
1480
, Wand of FIiUT1e Eltlinguishi~

Fireball: The wand coughs forth a pea size


sphere that streaks Oul lO the desired range (to
a maximum of 160 feet) and bursts in a fiery,
violel-red blast, jusllike Ihe fireball spell. The
initiative modifier is +2, and this expends two
charges. The f ire ball inflicts 6d6 points of
damage, but all I s rolled are counted as 2s
(that is, the burst causes 12- 36 poinls). A sav-
ing throw vs. wand is app licable.
Wall offire: The wand can be used to draw a
fiery curtain of purplish-red flames 1,200 feet
square (IO 'X I20', 20'x60', 30'x40', and so
on). The flames las\ for six rounds and cause
2d6+6 points of damage if touched (2d4
points if within 10 feet of the fi re, I d4 if
within 20 feet). The flames can also be shaped
into a ring around the wand user (but the cir-
cle is 25 feet in diameter). The initiative modi·
fier is +3, and its use expends two charges.
The wand of rire can operate just once per
round. It can be recharged.

of FirebaUs
XP Value: 2,000 GP Value: 16,000
Unearthed Arcana
Thi s wand simply enables the wielder to cast a
fireball spell as if he or she were a wizard of 6th
the wa nd itself is never affected by Ihe (ire, the level. Damage is 6d6 points, with saving throws
wand has a 5% chance of a malfunction, in which applicable for hair damage. The wand can be
case the effect is centered upon the wand user. recharged by any wiza rd of at least 8th level.
The fi re requires three charges to operate and
has a minimum duration of six rounds. After this. of Fi reballs II
the caster can end the rain by concentrating for a XP Value: 2,000 GP Value: 16,000
round and making a saving throw vs. spell . Each DuNGEONS & DRAGONS Rules Cyclopedia
round the wand continues to operate will drain This wand creates afireball effect (as if using the
one more charge. If the wand is emptied, then the wizard spell) up to 240 feet away. All victims take
fie ry rain vanishes and the wand explodes , 6d6 points of fire damage, but they may make a
engulfing the wizard and everything within 10 saving throw vs. wand for half damage. The wand
feel in a blast that inflicts 3d 10 points of damage. cannot be recharged.
The wand can be recharged, but o nly in the
Quasielemcntal Plane of Ash, which lies between of Flam e Extinguishing
the Elemental Plane of Fire and the Negative XPValue: 1,500 G PValue: 10,000
Energy Plane. DUNGEON MASTt:!1 Guide
This sort of wand has three separate runctions:
of Fire Nonmagieal fires of normal size can be extin-
XPValue: 4,500 GP Value: 25,000 guished without using any charges. Normal
OUNGEON MASTER Guide size includes anything up to the size of a bon-
This wand can function like the following wizard fire or a fire in a regular fireplace-equalto
spells: four to six billets ofwood burning hotly.
Burning hands: The wand emits a fan-shaped To extinguish large nonmagical fires, flaming
sheet of fire 10 feet wide at its end and 12 feet oil in quantity equal to a gallon or more, the
long. Each creature touched suffers 6 points of fire produced by a fie nd, aflame longu e
damage. The sheet of fire appears instantly, sword, or a burning hOlrds spell, one charge is
shoots forth dark red flames, and snuffs out in expended from the wand. Continual magical
less than one second. It expends one charge. flames, such as those of a sword or a creature
Pyrotechnics: This function duplicates the able to ignite, will be extinguished for six
spell of the same name. It has an initiative rounds and will flare up again after that timc.
modifier of + 2 and expends one charge. When applied to large magical fires such as
..n
/r------------------------------------,~
1481
(

fromfireboll,flame strike, or wolf offire Secondly. a wand afforce can be employed W


spells, two charges are expended from the create a wall afforce duplicating the 5th-level
wand as the flames are extinguished. If the w izard spell of the same name as ifcast by'
device is used upo n a crealUre composed of 10th- level wizard. This functi on expends one
flame (a fire elemental, for instance), a suc- charge per wall created, and a single usage peT
cessful attack roll inflicts 6d6 points of dam- round is possible.
age upon the creature. Thirdly, a wand afforce can be employed to
create a nearly invisible plane of energy which
of fog performs as if it had been created by the casting
XPValue: 1,750 GP Value: 8.000 of a Bigbysforceful hand spell. The wand U$tt
DuNGEON Magazine 14 must.actually be a wizard in order to activale this
When act ivated, this wand creates 1,000 cubic function, and regardless of his or her level, one of
feet of fog per round fo r Id6+6 rounds, like the the various Bigby 's hand/ fi st spe ll s must be
1st-level illusion spell wall offog. Such usage recorded for study (not necessarily for casting) ill
drain s the wand of one charge. The initial the spell books of the wand wielder. Use ofthi!
10'x I0'xI0' fog cube can be centered on any function expends ~-charge per round.
area within 60' of the wand user and within his or Fighters of all types are able to use the first and
her range of vision. On subsequent rounds, addi- second functions of the wand. The device can be
tional cubes of fog can be created in adjacent recharged by a wizard of 16th or higher level, and
10' xI0 ' xI0' areas as willed by the wand user. in addition it can draw sufficiem energy to regain
Each fog cube persists for one turn after its cre- a single charge by being touched to any of the
ation. The wand is usable by all classes and may following: a manifestation of one of the Bigby's
be recharged by illu sionists of 12th or higher hand /fi st spell s, a manifestati on of the Mor·
level. denkainen s sword spell, or a manifestation oft
wall offorce. Touching any of these things with
of Fog Control the wand causes the effect of a disintegrate spell,
XP Value: 4,000 GP Value: 20,000 destroying the spell manifestation instantly, and
Newszine 79
Pol,VItEl>RON enabling the wand to absorb power equivalent to
Usually made of hardwood, a wand offog COn/rol a single charge.
looks like a discarded twig. Appearances are
deceiving, however, as this is a powerful magical of Freshness
item. When a charge is expended, the wand cre- XPValue: 1,500 CPV.lue: 7,500
ates a bank of fog that encompassed 60,000 cubic Newszinc 79
Pot,VltEDRON
feet. The fog obscures normal sight and infral'i- These wands arc always a bright color and are
sian beyond four feet. A second charge allows the usually deco rated with etchings of flowers . By
wielder to shape the eloud. Another charge cre- expending a charge, the wielder is able to turn
ates a path through the fog that is 6 feet high by 6 rancid, spoiled food into fresh, delicious fare. A
feet wide and follows a course d ictated by the single charge will cover one cubic fOOl of food.
wielder. The duration of the fog is 10 minutes Wands offreshness are found with IdlOO charges
unless the wie lder expends another charge to and can easi ly be recharged.
remove the fog earl ier. Wands offog cOn/rol are
found with Id I00 charges. of Frost
XP Value: 6,000 GP Value: 50,000
of Force DUNGEON MASTER Guide
XP Value: ],000 GP Value: 30,000 Afros! wand can perform three fu nctions that
The Forgotten Temple ofTharizdun duplicate wizard spells. The wand can function
Although it is rumored that the idea of sueh a once per round and may be recharged.
wand has taken many form s, the one which has Ice storm: A silvery ray springs forth from tile
been standardized so to speak, is a trifunetion wand and an ice (or sleet) storm occu~ up to
device which requires considerable operator 60 feet away from the wand holder. This func-
knowledge only in the application of its third tion requires one charge.
function. Wall afice:The silvery ray forms a wall ofice.
First, a wand afforce enables the wielder to six inches thick, covering a 600-square-foot
cause a shaft of nearly invisible, blue-white area (I 0'x6O' , 20'x30', and so on). lIS initia·
energy to spring forth from its tip. This shaft of tive modifier is +2, and it uses one charge.
energy extends 4 feet and is equa l to a bastard Cone afcold: White crystalline motes spray
sword +5 with respect to attack rolls and damage. forth from the wand in a cone with a 60-foot
This usage expends one charge per IUrn. length and a terminal diameter of 20 feet. The

/r------------------------------------~~ .."
1482

b
-
Wand of IIlumirunio"...

"' initiative modifier is +2, and the effect lasts ible to the wa nd- wielder when the wand is acti-
just one second. The temperature is - IOO(DG) vated. No known physical or magical barriers can
F and da mage is 6d6, treating a ll 1s rolled as stop the wand's effect, which is silent and does
25 (6<16, 12-36). T he cost is two charges per not affect or alert surroundings-such as a crea-
use. A saving throw vs. wand is applicable. tu re holding the item- at all. No actual physical
blow is dealt, but rather there is a magical assault
Gremlin on the internal structure of the item.
XP Value: 3,000 G P Value: 10,000 The wand can be used by any class, and is
Top Ballisl& rechargeable. One charge is expended per ham-
This wand is often a stout shaft of mahogany or merblow, regardless of the blow's effectiveness. It
ebony some 18 inches long, lipped with a .....'OOden is not possible to hit an alternate item by acci-
claw into which is set a sphere of quartz. It has dent- the intended targe t is chosen mentally by
three uses. First, the wand can detect gremlins. It the wand-wielder, and ir it is missed nothing at all
does this automatically wi thin 120 feet (ifthcrc is occurs.
mo re than one gremlin in range, it detects the
nearest). Withi n the sphere. a small blue glow of Highfolk
shows the direction of the gremlin, and the closer XPVa!ue: 4,000 CPValue: 18,000
the gremlin, the stronger the glow. This docs not GII. EYII",WK Adventures
use any charges from the wand. A favorite weapon of high elves in the northwest,
Second, the wand provides protection against this wand causes dissension between humans,
the chaotic aura effects of gremli ns. The wa nd demi-humans, or humanoids of evil alignment in
holder gains +4 on any saving throws he must a 30' x30' area. Any of these creatures that fail a
make for himself or his equipmenl. If none would saving th row vs. wand will become unusually
normally be allowed, he gets one anyway (but factious and qua rrelsome, convinced that thei r
without the +4 bonus). This funct ion uses no allies are in fact dangerous enemies. This may
charges. lead to open fighting: those affected by the wand
Third, if a charge is drawn from the wand, all must make a saving throw vs. spell at each signif-
gremlins in a 30-foot radius from the wand must icant provocation to avoid comi ng to blows. If the
save vs. wand or flce in fear for Jd4 turns. They OM de si res, anacks by commo n e nemies or
will not willingly approach within 300 feet of the strong leadership may improve the saving throws,
spot from which they were fo rced to n ee for whi le malicious insults or actual blows may
\d4+4 weeks. Once all charges have been used worse n them. The effect of the wand lasts a maxi-
from the wand, it decays to dust. mum of Id6 turns, less irone faction has been
slain.
of Hamm erblows
XPValue: 1,000 CPV.Jue: 8,000 of Ice Storms
The Magister XP Value: 2,500 G P Val ue: 20,000
The wizard Phultan recently developed thi s Unearthed Arcana
device, and has used it to shatter potion via ls, This device enables the wielder 10 cause an ice
delicate jewel ry, brittle parchment maps and storm j ust as ir he or she were a wizard of 7th
scroll s, lante rns, mirrors, ladde r rungs, and level. Either damaging hail or sleet and slippery
even the material components of rival spe llcasl- conditions are possible (see the ice storm spell
ers. It can't direc tly affect livi ng creatures, and explanation). The wand can be recharged by a
is thus little sought a fter by rival wizards, but wizard of 9th level.
Phultan has sold several to thieves and assassins
in Westgate , Amn, the Vilhon Reach, and the of rnumination
Kingd oms o f the South, wh o have see n its XP Value: 2,000 C P Value: 10,000
potential. Elminster has examined one that was DuNGEON MASfER Guide
found on a thief slain in Waterdeep, and sets This wand has rour separate func tions, three of
dow n its powers below. Its command word, he wh ich app roxi mate wizard s pe ll s, and one of
reports, is " Dessoul" which is uniq ue. The wand can be recharged.
This wa nd, when acti vated by a whi spered Dancing lights: The wand pr.w:iuces this effect
command, causes objects to be affected as if by a at a cost of one charge.
"crushing blow" (forcing a saving throw to be Light: The illumination wand sends forth light
made at par on the item savi ng throw matrix). at an expenditure of one charge.
Targets must be nonliving items, of any size, but Continual light: This ru nction requires two
at least some portion of them must be within 60 charges.
fect of the tip of the wand- and they must be vis- Sunburst: When this effect is called forth, the
.,,,
/r--------------------------------------.~
1483

.
r
Iron
XPValue: 19,000 GP Value: 95,000
Gods, Demigods, & Heroes
This device makes alt invisible things appear if
within 30 yards of it. It can make objects disap-
pear as disappearing dust, it acts as a staff of
striking, and will grow to any length and become
roughened for easy climbing.

Karelia's Wand of Illusion


XP Value: 2,750 GPValue:
1993 Collector Card 495
Karelia's wand generates audible glamer and
phantasmal force spell effects just as any wand
af illusion would. However, Ka relia has man·
aged to modify this particular one so that any
visual effect created has a large amount of pink
in it, which us ually appears very odd. Ka relia
once created a fountain in the midst of a flower
garden, but the trees and the fou ntain'S spray
were pink.

of Knock
XP Value: 2,500 G P Value: 15,000
The Magister
This rare and unusual type of wand has a variety
of powers. It can perform only one such funclion
wand delivers a sudden flash of brilliant, in a round, and so operates only once in that
greenish-white light, with blazing golden rays. round. lis most common function is to open all
The range of this sunburst is 120 feet maxi- no rmal locks at a louch, noiselessly and within
mum, and its duration is \{. of a second. Its one round per lock. This drains one charge per
area of effect is a globe with a 40-foot diame- lock but does not alert the wielder to, or deacti-
ter. Any undead within this globe suffe r 6d6 vate, any traps or alarms associated with such
points of damage, with no saving throw. Crea- locks. Magically held or wizard locked portals,
tures within or facing the burst must roll suc- doors, and hatches can be passed through freely
cessful saving throws vs. wand or be blinded al a touch of this wand. The hold on held things is
for one rou nd and be unable to do anything negated, at a cost of one charge per level of the
during that period. (Of course, the creatures in caster who put it there; a wizard lock is opened
question must have sight organs sensitive to for six rounds, not destroyed, for the same cost in
the visible lig ht spectrum). The function charges. This process takes one round for magical
requires three charges. holds, and Id3 (determine randomly) fo r locks;
once begun, the wand wielder need not keep the
of Illu sion wand in contact with the door and can turn his or
XPValue: 3,000 G PValue: 20,000 her attention elsewhere.
DUNGEON M ASTER Guide The wand can alert creatures up to 60 feet dis·
This wand creates audible and visual illusions tant, when grasped and soundlessly directed. This
(audible glamer, phantasmal force). The wand func tion does nol expend charges, and takes the
emits an invisible ray, with a 140-foot maximum form of either an audible, faint but distinct
range. The effect has an initiative modifier of +3. "knocking" sound or a soundless tap on one crea-
The wand wielder must concentrate on the illu- tu re- a fo rce insufficient to deal damage or
sion in order to maintain it- the user may move affect balance or spellcast ing- as the wielder
normally but can 'I engage in combat during this chooses. At a cost of one charge, this wand can
time. Each portion costs one charge to effect and also operate as a shatter spell (see 1st-level wiz-
one per roun d to cont inue. The wand may be ard spell; 60-foot range, nonmagical glass only).
recharged. This wand can be recharged.

.,,"
/r------------------------------------~~
1484
, Wand of l.LOlh,

of Light long from that point. The victims take 6d6 points
XPValue: 50 G P Value: 250 of electrical damage, but they may make a saving
Needle throw VS . wand for half damage.
This odd and flexible wand is mad e of an
unknow n substance. I f struck against any hard Lightwand
object , it glows to 30-foot radius for one tu rn , XP Value GPValue
then goes dark. It can be used as often as desired Ring: 200 2,000
and has no charges. Wand: 30 100
PoLYHEDRON Maguine 26
of Lightening A /ightwand produces so ft light to a 30-foot
XPValue: 1,000 GPValue: 7,500 radi us when struc k agai nst a hard object. This
DRJ.<iON Magazine 35 effect lasts for one turn per strike. The wand can
This wa nd, whether directed at an opponent or be used as often as desired, and uses no charges.
oneself, will cause the operator to gradually A lightwand can also be fitted with a special ring,
become weightless. Once the wand is activated it abo ut 2 inc hes ac ross. T he ring focuses and
cannot be stopped until the process is complete (5 ampli fi es the light, creating a damaging beam
rounds). Treat as gaseo us form to see jf the victim whe n the ring is slid along the wand. The maxi-
is blown by air currents, although the victim wi ll mum rate of fire is two shots per turn. The ray has
obviously not be able to pass through cracks or a ra nge of 120 feet and can infl ict 2d8 points of
holes. damage to a ta rget creature with a successful
attack roll. Any target is treated as AC 10, modi-
of Lightning fied only for magic and Dexterity bonuses. The
XP Value: 4,000 GP Value: 30,000 victim may make a savi ng throw vs. wand for
DuNGEON MASTU Guide one-half damage. There are no class restrictions,
This wand has two functions that closely rescm- but weapon profic iency applies. Fog or other
ble wizard spells: obscuremcnt cuts the range to 10 feet or less. The
• Shock: Thi s does I d I 0 points of damage to a ring uses one charge per shot (whether hit or
target struck in combat, with no saving throw. miss), and has 20 charges when new.
Characters wearing metal ar mor and shields are
treated as Armor Class 10. Plain leather and of Lloth
wood work normally. Magic bonuses on metal XP Value: 3,000 GP Value: 25,000
armor do no t affect Armor Class, but a ring of MENZODERRANl.AN Campaign Set
protection does. The shock uses one charge. This is a tiny device, no more than 8 inches long.
, Lightning bolt: The possessor of the wand can It can be employed for several different purposes:
discharge a bolt of lightning. The stroke can be Web: The wand can launch the equivalent of
either a forked or straight bolt (see the wizard one web spell per round, creating the effect up to
spell , lighlning bolt). Damage is 12- 36 (6d6, 120 feet away from the wielder.
trea ting Is as 2s), but a saving th row is applica- • Rope: The wand will lau nch a thin, but very
ble. This func tion uses two charges and has an strong, rope. The rope will travel up to 240 feet ,
initiative modifier of +2 . to a secure location indicated by the user (or,
The wand may be recharged . It can perfo rm allernate ly, it ca n hang straight dow n without
only one function per round. being attached to anything). Once fastened, it
remains affixed until the wielder commands it to
of Lightning Bolts release. The rope cannot be affected by fire or
XPV.l ue: 2,000 G P Value: 16,000 nonnal weapons; if attacked by magical weapons,
Unearthed Arcana it is assumed to have an AC of -4 and 12 hit
A wand of this na ture enables the possessor to points. However, it can be cut by the wielder of
cast a lightning bolt as ifhe or she were a wizard the wand with any knife or blade, by the use of a
of 6th level. Damage is 6d6 points, with saving command word.
throw applicable for half damage. Either fonn of The wand, when new, contains a full 240 feet
bolt (forked or single stroke) is possible. The of rope. If the rope is saved after each use (drawn
device can be rec harged by a wizard of 8th level. back into the wand) the full length is available the
next time. If any is lost, however, it is lost perma-
of Lightning Bolts II nently.
XPValue: 2,000 G P Value: 16,000 Sting: The wand extends into a scorpion-like
DUNGEONS & D RAGONS Rules Cyclopedia scimitar that functions in all respects as a poi-
This creates a lightning bolt (as if using the wiz- soned long sword +4. The user needs no pro-
ard spell), starting up to 240 feet away and 60 feet ficiency but must know a command word to

/'------------------------------------.~
"'"
1485
"Wand, Mace-Wand of Lightnin,
(

activate the stingsword. Damage is inflicted round of continuous use, there is a 2% cumulative
normally (l d8+4 agai nst human sizc foes), but chance per round that the wand tcm porarily mal-
anyone struck with it must also make a saving functions and indicates nonmagical items as magi-
throw vs. poison. If the save fails, the charac- cal, or vice-versa. The wand may be recharged.
ter is paralyzed for 3d6 turns.
of Magical Mirrors
Mace-Wand of Lightning XPValue: 3,000 GPValue: 20,000
XP Value: 4,000 GP Value: 40,000 The Magister
Egg of the Phoeni~ These wands were made by the Archmage Glendar
This is a special combination weapon, it acts as a who, though good and noble in life, became a lich
mace +2 and as a wand of lightning. The wand and was later des troyed. The knowledge of their
(handle) can be recharged. Once the wand uses its construction is now lost. Perhaps 20 were made,
last charge, the weapon loses its magical abilities. and most survive about the Realms in the p0sses-
sion of powerful wizards, or in treasure caches.
Elminster has found four known command words
in his researches: "Phasral," "Talusta," "Ormduth,"
and"Resshemma." To which wands these apply-
and indeed, where specifically any of these wands
are-is not known.
Activation of this wand creates an opaque, sil-
very, and reflective circular shield offorce. The
shield appears wherever the wand is pointing, to
feet distant from the wielder of the wand, facing
outward. Its surface reflects images (i ncluding
the gaze of the catoblepas and basilisk) like a
mirror; the wand wielder can look through the
mirror as though it was a window without suffer-
ing any harm from such attacks-a nd when
viewed through the shield. things appear as they
truly are: iltusions are invisible; creatures or
items disguised by magic, mUlable form, or invis-
ibi lity (such as dopplegangers, shapechanged
individuals, leprechauns, farastu gehreleths, and
batezzu) arc revealed in their true forms; and so
fo rth. The mirror-shield lasts for Id6+2 rounds
(at random, not at the wielder's command) and
moves as the wielder moves the point of the
wa nd. Each wand can only have one shield cre-
ated from it in existence at a time (the first shield
instantly disappears if the second is activated).
The caster need not concentrate on the shield to
of Magic Detection maintain its existence and can even put the wand
XP Value: 2,500 GPValue: 22,000 down or pass the wand to another (who thereby
DuNGEON M,\STEJt Guide assumes control of the shield's location) to
This wand is similar in operat ion to an enemy engage in spellcasting or other activities.
delee/ion wand. Ifany form of magic is in opera- The shield has no tangible physical existence;
tion, or a magical item exists within a 30-foot it can neither ward off attacks nor be used as a
radius, the magic de/ec/ion wand pul ses and weapon. Creatures pass through it as though it
points to the strongest source. Note that the wand does not exist. It does, however, reflect color
will point to a person upon whom a spell has been spray spells striking it from any direction directly
cast. back at the caster and harmlessly dispel darkness
Operation req uires one round, and successive and prismatic spheres, walls, and sprays upon
rounds will point out successively less-powerful cOnlact. Dispel magic, limited wish, wish, or alter
magical radiations. The school of magic (abjura- reality destroys such a shield; it cannot otherwise
tion, alteration, and so on) can be determined if be affected. Each creation of such a shield drains
one round is spent concentrating on the subject one charge from the wand., and such wands are
emanation. One charge is expended pcr turn (or not rechargeable. Wizards, illusionists, priests,
fractio n thereof) of use. Starting with the second and druids may use this wand.

/r------------------------------------,~
1486
r
Wand of Misplaced Objects
'\
of Magic Missiles cific metal or mineral (gold.. platinum, quartz,
XPValue: 4,000 GPValue: 35,000 beryl, diamond, corundum, and so on). If the spe-
DuNGEON M ASTER Guide cific mineral is within range, the wand will point
This wa nd di scharges magic missiles similar to to any and all places it is located, and the wand
those of the 1st-level wizard spell of the same possessor will know the approximate quantity as
namc. The missile causes Id4+ 1 points of dam- well. Eac h operatio n requires one round. Each
age. It always h its its target when the wand is charge powers the wand for two full turns. The
wielded by a wizard; otherwise an attack roll is wand may be recharged.
required. The wand has an initiative modifier of
+3, and each missile costs one charge. A maxi- Mirynda 's Wand of
mum o f two may be expended in one round. The Polymorphing
wand may be recharged. XP Value: 4,000 G P Value: 30,000
1992 Fan\8$)' Collector Card 261
Meriadar's Mirynda s wand is a bit more efficient than others
XP Value: 4,000 GP Value: 30,000 of the like; she is not limited to polymorphing her
Monster Mythology vic tims into small, inoffensive animals- she can
Meriadar's avatar carries a wand ofsize alleration change them into rocks, plants, or monsters with
with which he can reduce hostile creatures down Hit Dice e qual to the victim's level. If she uses
to 10% of their normal size to negate their offen- the wand as a range weapon (60' range), then the
sive capability. effects are temporary, lastin g Id6+6 hours: tar-
ge ts are entitled to a saving throw, with success
of Metal Command indicating a miss. If she rolls a successful attack
XPV.lue: 2,500 GPValue: 10,000 roll and to uc hes her victim wi th the wand, then
Unearthed A= t he effects are pe rmanent ; unless the victim
This wand appears to be nothing more useful than makes a successful saving throw, in which case
a wand of me tal and mineral detection, but in the the effects are temporary, as above.
hands of a dwarf or gnome, its exceptional pow-
ers become operational: of Misplaced Objects
[fone charge is expended, the wand call trailS- XPVltlut:: 2,000 G PVa lue: 10,000
mute gold to lead, or lead to gold. The range of Tome of Magic
this power is 30 feet , and the amount of metal This wand emits a multitude of golden orbs that
converted is Id6 pounds. rush toward a target creature. The orbs surround
If two charges are expended, the user can heal the victim, swirling wildly for one round. During
metal in the same fashion as the druid spell of the this rime the victim is confused and can take no
same name. Range is 30 feet, and only a s ingle action.
larget area of 3-foot-diameter can be affected, At the end of the round, the orbs vanish and the
causing up to 60 pounds of metal within this area victim is free to act. The escapee discovers, how-
to become heated. ever, that all objects on hi s or he r person have
If three charges are expended, the possessor of been moved. Some items are inconveniently
the wand can cast anyone of the following spells located, while others are nowhere to be seen. A
just as if he or she were a n 18th-level wiza rd : warrior might fi nd his magical ring on one of his
crystalbriule, glassee, or glossteel. toes, his sword in his pants, his gold pieces in thc
sheath o f his sword, and his breastplate o n his
of Metal Detection head. The more possessions a vic tim owns, the
XPVa[ue: 1,500 GPV.lue: 7,500 more confused the situation becomes. The DM is
DuNGEONS & DRAGONS Rules Cyclopedia encouraged to be devious.
This wand will point toward any type of metal Because of the chaotic placement of items, the
named if within 20 feet and if 100 pounds or victim suffers several penalties. Movement is
more in weig h!. The user ca n not detect the reduced by half. Armor Class of characters ,,"'Car-
amount of metal. ing armor is reduced by 2, since pieces are not
worn properly. Attack rolls made by the vic tim
of Metal and Mineral Detection arc made at a - 2 penalty. These penalties are
XP Value: 1,500 GP Va lue: 7,500 eliminated if the victim devotes Id4+ 1 rounds to
D UNGEON M ASTER Guide rearranging all gear.
This wand has a 30-foot rad ius range. It pulses in A character requ iring an item ca rr ied in a
the wie lder's hand and points to the largest mass backpack, pouch, pocket, or other comainer must
of metal within its effective a rea of operation. spend 2d6 rounds searching for the item. The
However, the wielder can concentrate on a spe-

~r------------------------------------.~
penalty is cance led if three turns are s pent

1487
.".
(

unpacking and repacking all gear. glowing path and issues a high-pitched shriek as
The DM must define the locations of objects it streaks toward its target. Various missiles have
any time a character reac hes for them o r if they a different color of flamin g path, and the sound
impai r motion or sight. When deciding locatio ns each make is slightly different, much as various
of objects, the DM s hould s tate the obvious firework s sound and appear unique during a
effects of impaired sight and movemem immedi- pyrotechnical display.
ately, such as boots worn on hands or a cloak over
the face. of Negation
Items held wit hin a bag of holding, Heward 's XPValue: 3,500 GP Value: 15,000
handy haversack, or other magical contai ners are Dl.rNGEO~ MASTERGuide
unaffected. However, the containers the mselves This device neaates the spell or magical functions
are subjec t to relocation. The wand uses o ne of rods, staves, wa nds, and other magical items.
charge per attack. It may be rechargcd. The individual with the negation wand points the
device, an d a pale-gray beam shoots fort h to
Mistletoe touch the target device or individual. This totally
XPValue: 1,500 GPValue: 15,000 negates any wand function , and makes any other
DRAGON Magazine J 87 spel l or magical function from a device 75'/.
This wand is created by druids who expec t to likely to be negated, regardless of the level or
spcnd extended periods of time away fro m their power of the spell. The wand can function once
native g rove. When manufactured, a mistletoe per round, and each nega tion drains one charge.
wand has exactly 80 charges (if fo und, it has 80 The wand cannot be recharged.
- 2d20 charges). The wand transforms into a shil-
lelagh (as the 1st-level spell) at no expenditure of Nidus's Wand of E ndless Repetition
charges. Fo r one charge per round, the druid may XP Val ue: 3,500 GP Value: 25,000
use it to east any one of these spells: invisibiliry to DRAGO~ M agazine 40
animals , locate animals or plants, detect snares Named for the legendary wiza rd who by its use
and pits, and pass without lrace (wielder only). gave us the oath "Nidus's Curse! ", examples of
The most imporlant power of the wand, however, this device typically have but4dl2 charges when
is its use as a substitute for greater mistletoe. Any found. The art of its fabrication is lost and has not
spell that req uires mistletoe as a material compo- yet been rediscovered. Upon command, such a
nent may be cast with this wand as the compo- wand emits a gray cone of light that reaches a 40-
nem instead (one charge is expended if the wand foot diameter at its maximum range of 15 feet.
is used this way). To do so, the druid grasps the The cone may be continually maintained at a cost
wand and speaks a command word; these actions of o ne c harge per round. Creatures caught in its
do not delay the casti ng of the spell (there is no light are allowed a saving throw. Any victi m not
initiative pe nalty to use this wand). The wand having special magic res istance who is physically
cannot be recharged. If the wand is buried in the touched by the wand gets no saving throw.
grove where it was made after its c harges have Anyone affected by the wand is forced to end-
becn depleted, the amount of mistletoe available lessly repeat actions ta ken during the preceding
for harvest from that grove during the next fu ll two rounds (or at least mimic them, as in the case
moon is twice normal. of a spellcaster, who would continually try to cast
the particul a r spe ll eve n after hi s magic is
Mystic exhausted). This a utomation-style cycle of two
XPVa lue: 1,000 GP Value: 6,000 rounds of action, two rounds of the same actions
DRAGON Magazine t39 in reverse to the starting position once again, and
Th is 6- inc h glass wand becomes the hill of a so on will continue until dispel mOf{ic, removt
sword of light when a command wo rd is spoken curse, o r a wish is cast upon the victim. Even if
The weapon may be wielded by a nyo ne and the victim s hou ld die from lack of food and
causes Idl O points of damage. Another command wate r, o r from damage infl icted by passing crea·
word shuts off the weapon. tures, the corpse endlessly completes the cycles
until it fa lls apart.
Nabil 's Wand of Magic Missiles
XP Val ue: 4,000 GP Value: 35,000 of Obliteration
1992 Fantasy Collector Card 296 XPVal ue: 2,500 GPValue: 12,500
Nabil's version of the wand of mag ic missiles The Magister
shoots forth up to two magical missiles in a single The origin and means of making these rare and
round each inflicting Id4+1 points of damage to powerful wands are now lost. Six were discovered
targets. In addition, each missile leaves a bright

/r------------------------------------.\
in a chest on the island realm of Ruathym over
...
1488
9
" 'WandofOchalor's Eye
(

[00 years ago. One is now thought to be in the H.it Dice Save Penalty
treasury of that nation- the finders sold the 6 -3
others at enormous prices and their descendants 7 -2
are now wealthy merchant families of that nation. 8 - I
I f any others have been found since, no one 9+ Nonnal
knows about it. The whereabouts of all are
unknown. Elminsterbelieves that only about 10 Creatures that are afraid are frozen to the spot
have ever existed in the Realms; he can find no unless the gem is hidden from their view or they
hint of even a single command wo rd for any of are physically struck, upon which they break fret
them. The wands are said to be dangerous; some- of their trance and flee blind[y, screaming in ter·
times they tum back upon the user. ror, for fi ve rounds (or longer, if they are not OUt
This wand can harmlessly erase and dispel of sight of the wand by that time).
symbols, glyphs a/warding, and other written It is said that those who look into the lighted
messages and runes (such as a wizard mark). It gem see the manner of their deaths, endlessly
can obliterate scrolls and even pages from spell replayed. Others speak of some cold and malig-
books, but all such items (regardless of how writ- nant intelligence which seems to know alltheil
ten and on what) gain a saving throw vs. "magical hurts and fears- and laughs contemptuously at
fire" on the Saving Throw Matrix for Magical them. Few afterwards remember what of this is
and Non-Magical Items, as if they were "parch- true, but their fear and hatred of Oehalor seye
ment or paper," with bonuses and penalties as fol- remain. Any creature who has suffered the effects
lows: of the wand is 50% likely 10 attempt to destroy
Nonnal, nonmagical writing: - 3 any wand of this type they subsequently
Wizard mark, identifying rune or sigil for encounter, regardless of whether it is held by
magical person or thing, command word, mes- friend or foe
sage concealed by unreadable magic: + 1. Each wink of the gem expends one charge.
Symbol, glyph a/warding, protective circle or Upon draining all charges, the gem shatters. The
other magical rune: +2 wand cannot be recharged.
Single written spell (such as a scroll), seeret
pngf! mileic: +3. Odin's Rune
Spellbook page (or scroll ifin close proximity XP Value: 10,000 GP Value: 60,000
to other scrolls or spell books); includes all Gods, Demigods, & Heroes
mu[tispell scrolls, but not secret page spell This wand is golden with etched Nordic runes of
book pages: +4. power upon and around its surface. Every lime
Messages and marks deeply cut into stone can- this wand is used the particular rune that repre-
not be destroyed by this wand. Only one message sents the power being used will shine. The wand's
(regardless of extent), spell, or magical rune can many powers are
be affected with the wand per round, and the fad- Acts as a Rod of Rulership.
ing (if successful) takes a full round. If an erasing Summons the Elements. ( 1d4 Elementa[s of
attempt is unsuccessful, there is a 5% chance the the user's choice).
wand will explode, doing 4dl2+6 points of dam- Conjure or Dispel fiend. The user may sum-
age to all within iO feet. The wand cannot be mon or dispel a fiend once a month.
recharged, and each use, successful or not, drains Emanates a cont inual anrimagic spell. The
one charge. Only wizards, illusionists, and incan- user's magic can work through this shell.
tatrixes can use this wand. Stores 12 spells of the user's choice.
Causes instantaneous death to any mortal or
of Ochalor's Eye nondeity who handles it.
XPValue: 3,500 GPValue: 15,000 It cannot be detected by deleel magic spells.
D RAGON Maguine 40
This wand is topped w ith a fiery orange gem, ofOrcus
known as Ochalor s eye, or the eye offear. It XP Value: 20,000 GP Value: 100,000
pulses with li ght, and when glowi ng acts as an Eldritch Wizardry
extra-strongfear spell; all creatures within its 6- The wand ofOrcus, also known as the wand of
yard range (cone-shaped area of effect as infear death, is a rod of obsidian topped by a skull. When
spell) drop anything in thei r hands and quake in used by any other than Orcus himself, the wand
fear, rootcd to the spot. They stare at the eye gem has a 50% chance of annihilating any creature
in a trance, oblivious to all else. Creatures of (except ficnds, godlings, and the like) merely by
under 6 Hit Dice get no saving throw; creatures of touch, but subjects the user to one of the curses
6 Hit Dice and over get a saving throw as follows: stated below each time this is tried. In addition, it

~.------------------------------------,~
.""
1490
.....--------------------------------------------------------------...
:1
Wand of Prime Material Pockel
"\ r
bestows the following abilities/penalties: wielder may opt 10 turn the victim into a snail,
Move at double speed. frog , insect, or other creature, as long as the result
Cure lighl WQunds once a day. is a small and inoffensivc creature.
Speak with animals. The possessor of the wand may e lecl to lauch a
Cause serious wound; user receives 2d 12 creature with the device instead. Unwilling crea-
points of damage. tures must be hit and are also entitled to a saving
throw. If the touch is successful, the recipient is
Orgel's Wand of Earth Passage surrounded by dancing motes of sparkling emer-
XPValue: 6,000 GPValue: 45,000 ald light, and then transfonns into whatever crea-
1992 Fantasy Collector Card 626 ture-shape the wand wielder wants. This is the
Orgel's wand is basically the same as a wand of same magical effect as the polymorph seifspell.
co"idors: it allows its user to clear short corridors Either funct ion has an initiative modifier of
through the Plane of Elemental Eanh and the Qua- +3. Eac h draws one charge. Only one funct ion
sielemental Plane of Minerals. One charge clears a per round is possible. The wand may be
lO'x\O'x50' path through either plane. The wand recharged.
does not affect living creatures, so it cannot be
used to attack an earlh elemental, for example. of Portraiture
Orgels wand has an additional ability, though. The XPValue: 10,000 GPValue: 25,000
expenditure oftwo charges will open a portal to Inside RAVEN'S BLUFF, TilE L IVING CITY
the Ethereal Plane, allowing the user and his com- Late in their brief adventuring career, Jantz and
rades to exit the planes of Earth and Minerals. Joli discovered the wand ofportraifllre and a small
crystal ball set in an ornately carved wooden case.
of Paralyzation These items were near the remains of an ancient
XP Va lue : 3,500 GPVal ue: 25,000 wizard in an old tower. The wand showed no signs
DUNGEON MASTER Guide of use, but signs of research were nearby. With
This wand shoots forth a thin ray of bluish color to some sage he lp, they discovered how to operate the
a maximum range of 60 feet Any creature touched wand. It functions by being pointcd at thc person
by the ray must roll a successful saving throw vs. or object, the command " Ready" causes a sphere
wand or be rendered rigidly immobile for 5d4 of light to leap flam the wand, centering at a dis-
rounds. A save indicates the ray missed, and there tance detennined by the wizard holding th e item.
is no effect As soon as the ray touches one crea- With hand motions and pronunciation of the words
ture, it stops-the wand can attack only one target "bigger" or "smaller," the caster changes the size
per round. The wand has an initiative modifier of and focus of the ban. A sphere 10 fcct in diamctcr
+3, and each use costs one charge. The wand may or less costs only one charge, while spheres up to
operate once per round. It may be recharged. 100 feet in diameter costs two. A ban can be made
as large as 1,000 feet in diameter with the cxpendi-
Phandore's Wand or Fire ture of three charges. With the pronunciation of the
XPValue: 4,700 GPValue: 30,000 word "flash," the caster causes the image su r-
1992 Fantasy Colle<:tor Card 263 roundcd by thc sphcre to bccome embedded in a
Coming from a family of elf blacksmiths, Phan- cryslal ball, which the wand wielder must hold in
dare has imbued h is wand with an extra black- his other hand.
smith-l ike quality. He can expend two charges If a crystal ball is not held, the image appears
fro m the wand, then it to touch a weapon and briefly before dissipating, wasting the charges.
temper that wea pon as if it had passed through Worried that the wand would run out of
the smithy 's forge many times. This operation charges, the couple hired a well-known young
adds +2 to the weapon's attack and damage for its researcher caned Darsson Spellmaker. With the
next 10 attack rolls. After that, the weapon reverts fragmentcd notes from the site of the discovery,
to its fanner status. The wand also performs all of and a great deal of work, Darsson was able to cre-
the functions of a wand offire. ate a reasonable duplicate of the spell, which he
calls ponrail. The wand can be recharged as often
or Polymorphing as necessary with this spcll.
XPValue: 3,500 GPValue: 25,000
D UNGEON M ASTER Guide of Prime Material Pocket
This wand emits a thin, green beam th at darts XP Value: 5,000 GP Value: 28,000
forth to a maximum distance of 60 feet. Any crea- Tome of Magic
ture touched by this beam must make a saving This wand allows a spherical pocket to be created
throw vs. wand (success indicating a miss) or be in any plane. The conditions within the pocket arc
polymorphed (as the polymorph other spell). The similar to the environment of the wielder's Prime
.,"
}
1491
"'"Wand of Revealing (

Material Plane. The pockeltypically contains Robin Goodfellow's


ground, air, a nd a controlled temperature. The XPValue: 3,500 C P Value: 25,000
lower third of the sphere is usually occupied by Tall Tales of the Wee Folk
land and water, while the upper portion of the Robin Goodfellow (also known as Puck) has per-
sphere is usually occupied by atmosphere. fectcd the art of polymorphing others, and has
The surface of the pocket is semipermeable, placed this abi lity into a wand. He can, with the
allowing creatw'eS to exit and enter the sphere, while use of this wand, polymorph opponents 10 the
keeping the elemental conditions ofthc pocket com- extent that he is able to transform just parts of
pletely separate from the Elemental Plane. another being, ifhe so wishes; fo r example, 1M:
One charge creates a sphere 10 feet in diameter. has been known to change a man's head into that
If the wielder wishes, multiple charges can be used of a n ass. He can also cast s uch a partial poly.
to create larger spheres. Thus, a 30-foot-diameter morph, with limited duration, as a curse. Each
sphere could be created using three charges. use of the wand that panially polymorphs an indio
The conditions inside the pocket a re of the vidual costs one charge from the wand.
wielder's choosing, although they must be similar
to an area that naturally exists on the Prime Mate- Runestick
rial Plane. The pocket cannot contain bui ldings or XP Value: 4,500 CP Value: 40,000
human-made items. Moonshae
The pocket lasts I d6+6 hours on any plane The nmestiek is a kind of magical wand that can
other than the Plane of Fire, on which Ihe pocket be created by a druid of at least 7th level, but a
will last Id6 hours. The wielder may choose 10 Dexterity of at least 14 is required. The runestia
use the wand before the pocket di ssipates to is a short piece of oak (about 12 inches long),
extend the life of the existing pocket. The pocket carved with a detai led pattern of runes and then
can be des troyed through the use of a dispel wrapped in mistletoe o r holly. It can be used 10
magic spell. The wand is not rechargeable. store up to five spell-levels of druidic spells.
The stick takes I d4 hours to c reate for each
of Revealing spell leve l cast into it (roll separately for each
XP Value: 3,000 CPValue: 25,000 spell). Upon completing the runes/ick, the druid
CARDMA!>TER Adventure Design Deck must cast upon it the spells he or she wishes 10
The wand locates secret doors (50% chance) and Slore. The runestiek crumbles to dust one month
identifies traps (75%). after its creation; it cannot be recharged.
The spells stored in the runestiek are cast at the
level ofthe druid who enchanted the runestick. It
can be used by a ny dr uid who knows the com-
mand word. It can also be used by any maiden or
pure heart ( use the unicorn test to decide this)
who knows the command word. However, when
used by a nondruid, the effects of the spells
(radius, range, damage, and so on) are halved and
the v ictim receives a +4 modifier to saving
throws.

Rust
XP Value: 6,000 CPValue: 35,000
DRAOON Magazine 126
This wand, which may be used only by wu jeo, is
a potent weapon against armored foes . Every
time a charge is expended, a pencil-thin ray of a
rusty red color streaks oul. Any metal object hit
acts as though a metal to rust spell had been cast
on it. Note: because the beam is so thin, a save vs.
wand means that the beam has missed and could
thus strike something else. The beam will travel
100 feet before dying out if it hits nothing. As
with the spell, the wand may also transform rusl
10 metal. If one c harge is expended while the
wand is swirled around in a pile of rust (here the
..,
rust may be due to any cause), the affected item is

~r------------------------------------,~
1492
, r
Wand of Secret Door & Trap Location

restored as per the spell. If less than 90% of the continues arcing between each object struck, end-
item's rust is in that spot, the spell will not work, ing when a sixth object has been struck for I d6
but the one charge will still be expended. The points of damage.
wand may be recharged . Influence weather is similar to the spell control
weather, but can be used only to increase cloudi-
of Salt ness, rain/snowfall, andlor wind velocity.
XP Va lue : 5,000 G P Value: 40,000 Each time the wand is used, the general weather
Old Empires conditions over a broad area can become unex-
This evil wand is used by the followers of the pectedly severe. The chance for and type of
Cull ofTiamat. The wand produces powerful severe weather depends on the original effect that
crnmps lind thirst pllneS in any who lire sIm ek hy the ca~ter has attempted to summon:
its beam, so they suffer 2d6 points of damage per
round (half if a saving throw vs. wand is success- C hance for
ful, with a new saving throw app licable each Effect Severe Type of C harges
round). This continues until thcy spend one fu ll Attempted Weather Weather Drained
round dri nking water, in which case the cramps Wall of fog 10% Thick,
stop. This wand can also render a 50-x50-foot persistent fog J
section of land infertile. The wand is made of Precipitation 10% Rain or snow
sallsleel, a magically hardened salt whose manu- squall J
facture is known only to the wizards of Unlher. Gust of wind 20% Gale or tornado 4
The surface is overlain with sand 10 give it a Cloudburst 20% Hailstonn or severe
spark ling a ppearance. O nly two of these cruel snow 4
weapons are known to exist. Chain
lightning ]0% Lightning storm 5
Sathallarin's Wand of Wonder Influence
XPValue: 6,000 G PVa lue: 10,000 weather 30010 Heavy rain or
1992 Fantasy Collector Card 299 blizzard 5
Sathallarin's magical wand is s im ila r in many
ways to a typical wand of wonder--each time a The charges drained for severe weather are
charge is ex pended, an unusual event occur s. immed iately los t from t he wand if the severe
When Sathallarin uses his wand, however, not one weather occurs. The wand can be recharged.
but two and sometimes three (10% chance) dif-
ferent effects are created simultaneous ly, produc- of Secret Door Detection
ing some even more bizarre occurrences. XPValue: 3,000 GPVaiue: 25,000
DUNGEONS & DRAGONS Rules Cyclopedia
Scant Wa nd of Storms The user may find any secret door within 20 feet ,
XP Value: 6,000 GP Value: 40,000 using one charge per secret door found.
GREYHAWK Adventures
This wa nd was created in the cap ital ci ty of of Secret Door & Trap Detection
Onnwa l, and has been used against raiding war- XP Va lue: 5,000 GP Value: 40,000
ships from the South Province. Its creator was The Hidden Shrine ofTamoachan
undoubtedly influenced by observing the fu ri ous This wand will point at the location of a trap or
weather in the Sea ofGearnat. secret door or in the general direction; range 15' for
The wand is usable only outdoors and creates secret doors and 30 ' for traps. It will not identify
various weather effects with the follow ing expen- how the door or tra p works. [t can only be com-
diture of charges: manrled to detect one of the two choices at a time.
Wall of fog I
Precipitation I of Secret Door & Trap Location
Gust of wind 2 XP Value: 5,000 GP Value: 40,000
Cloudburst 2 DUNGEON M ASTEl!. G UiOE
Chain lightning 8 This wa nd has an effective radius of 15 feet for
Influence weather 3 secret door location, 30 fee t for trap location.
Chain lightning is similar to the wizard's spell, When the wand is energized, it pu lses in the
but wi th a range of 70 yards. The bolt strikes the wielder's hand and points to all secret doors or
first object targeted for 6d6 of damage (half dam- t raps wi thin range. Note tha t it locates ei ther
age if a saving throw vs. wand is successful) arcs doors or traps, not both during one operation. [t
randomly to another obj ect w ithin range for 5d6 requires one round to function and d raws one
of damage, then to another for 4d6, etc. The bolt charge. The wand may be recharged.
.,,'
/r------------------------------------.~
1493

....
",Wand of Size Alterati on
(

of Size Alteration charged again at the same opponent if the user


XP Value: 3,000 GP Value: 20,000 wishes to cause morc damage. The cffect is lim·
DUNGEON MASTE~ Guide ited to one victim, who gets the benefit of a nor·
A wand of this sort cnables the wielder to cause any mal saving throw. If the victim makes the save,
single creature of virtually any size to enlarge or the initial damage is halved (2d4 points) and the
diminish. Eithcr effcct causes a 50% change in size. hold does not take effect.
Relative Strength an d power incrcascs or The device will hold up to 100 charges, one
decreases proportionally, providing the weaponry charge being expcnded each time the device is
cmployed is proportionate or usable. For humanoid used, and can be recharged. It requires a com·
creatures cnlarged, Strength is roughly proportional mand word to operate and may be used only by
to that of a giant of corresponding size. For exam- the priest class ( including druids, and paladins
ple, a humanoid enlarged to 9 feet tall is roughly and rangc rs of high enough experience level to
equivalent to a hill giant (19 Strength), a 13-foot- cast priest spells).
tall humanoid cquals a fire giant (22 Strength).
The wand's powcr has a range of 10 feel. The of Steam and Vapor
target creature and all it is wearing or carrying is XP Value: 4,500 GP Value: 25,000
affected unless a saving throw succeeds. Note Unearthed Arcana !
that a wi ll ing ta rget need not makc a saving A wand of this sort has two separate functions,
throw. each of which requires the expen~iture of one
The effect of the wand can be removcd by a dis- charge:
pel magic spell, but iflhis is done, the target must Steam: The wand will spout fo rth a jet of
roll a system shock check. It can also be countered superheated steam in a cone lO ' x30 ' x50'.
if the possessor of the wand wills the effcctto be Any creature within this area takes 6d6 poinlS
canceled before the duration of the effcct expires. of damage. The cloud persists, slowly cooling,
Each usc of the wand (but not the cancellation of so that on the second round it infl icts 4d6
an effect) expends one charge. It can be recharged damage, and on the third and last round it
by a wizard of 12th or higher level. causes 2d6 damage. Saving throws apply for
hal f damage in all cases. Naturally, fire-
of Sleep dwelling or fire-using creaturcs will not be
XP Value: 4,000 GP Value: 20,000 harmed by the steam- unless rhey are hanned
Old Empires by dampness.
Thi s wand is construc ted from green willow • Vapor: The wa nd wi ll gout forth billows of
vines from Ganathwood that a re entwined and warm, steamy vapors. These vapors are equal to
enchanted to become hard as stone. When the afog cloud of 40-fOOl depth, 60-foot height, and
command word is spoken, the wand emits an SO- 80-foot breadth. This vaporous cloud persists
foot-long cone of sleeping gas, 10 feel wide at its for six rounds, remaining stationary unless
base and 30 feet wide at its end. All caught in this moved about by magical or non magical breezes
cone must roll successful saving throws vs. wand or winds. Cold-using creatures will suffer I
or fal l aslecp for 3d4 rounds. Creature s w ith point of damage per round while inside the
immunities to sleep have their normal resistances vapo r cloud, and cold-dwelling creatures will
against the effect of this wand. This wand may be take twice that amount of damage.
uscd only by a wizard.
of the Sun
of the Squid XP Value: 4,000 GP Value: S,OCK!
XP Value: 5,000 GP Value: 20,000 A Dozen and One Adventures
The Final Enemy This wand discharges a shining golden ray up to
This is a device peculiar to high-level sahuagin 30 yards long, similar in effect to the 3rd-Icvel
pricsts. A slendcr wand about 11 inches long, it fire spcll sunscorch. The luminous beam strikes
may be made ofa va riety of materials- bone, its target une rringly, baking t he target for 6d4
coral, stone, silver, a lmost anything. If it is points of damage plus an additional 2d4 if the tar-
pointcd at an opponent and the command word get is wearing metal armor or touching any metal
spoken, the wand emils a thin, gray ray up to a weapon or item larger than a sword. Each use
range of 60 fcel. The victim suffers 4d4 points of expends two charges.
damage in the first round and is held (as the spell The wand of the sun, a favorite weapon among
hold person cast at the 12th-level of spell use, so powerful members of the Brotherhood of True
the effects last for 16 round s). After the first Flame, can be wielded by both fire mages and wiz-
round there is no further damage but the hold
effect continues. The wand can, of course, be dis-

/r------------------------------------,~
...
ards skilled in fire magic. However, it can only be
recharged by a fire mage of 12th level or higher.

1494
, r
Wand of Trap Deleclioo

it fires are daggerlike wedges or blades of force


that coalesce out ofnothingncss within one sec-
ond of activation. (Actually, Elminster believes
they are drawn from material and kinetic energy
from the Pos itive Energy Plane.) In the next seg-
ment they flash arrow-straight from the tip of
the wand to the extent of the wand 's range, pass-
ing through everything in their paths except
spheres 0/ annihilation , prismatic spheres,
shield spells, and walls or cubes o//orce, all of
which swallow or absorb them . Aforcecage
spell, o r an existing armor (as in the 1st-level
wizard spell or that caused by the wand of
armory) denects a tooth.
A strike by a tooth does 2d6+2 points of dam-
age (save vs. spell reduces the damage by half)
and strikes (as though a hand weapon directly
wielded by the wand-wielder) at +2 on the attack
ro ll. Solid rock deflects a tooth; any other mater-
ial is struck and damaged by it, although magical
items cause any plus they possess to be sub-
tracted from the tooth's attack roll. Wind wall and
gust of wind spells, and simi lar air disturbances
(such as those caused by windwalkers or ai r ele-
mentals) have no effect on the flight of a tooth.
All classes may employ this wand.

of Teeth Thithion's Wand of Fire


XPValue: 3,500 GPValue: 15,000 XP Value: 5,000 GP Value: 3U,UOO
The Magister 1993 Collector Card 495
Lantan of Peimarin, that sinister and rotund wiz- Thilhion s wand functions just like a typical wand
ard notorious for his ruthless domination of the offire, allowing the user to create the burning
wizards of the South through poison, subterfuge, hands, pyrotechnics,fireball, and wall offire
and awesome magic, is said to have looked like a spell effects. Thilhion s wand, however, generates
pomegranate in death. "Full of holes," said the the vilest , blackest flames of pure darknes s.
merchant Zuste1 of Amn, who viewed the body, These flames bum j ust as hotly, inflicting just as
"holes right through!" Lantan came out the loser much damage as normal ones, yet they discharge
in a battle with the bard Tamshan, a grim but gen- no light whatever. In fact , they absorb light from
tle man who possessed a spell Lantan wanted. all sources, dimming the light level in a 60-foot
Tamshan still holds the cause of Lantan's area and creating the effects of afear spell.
demise- a wand of teeth , one of the only seven
known to exisl. Titania 's
The origin and method of manufacturing these XPValue: 15,000 G PValue: 75,000
devices is lost in antiqui ty, and the few remaining MonSler Mythology
wands are all thought to still possess only a few Titania's avatar's wand functions as a slaf! ofpower
charges each. Anczibul of Neverwinter spent with the diamond atop it a gem ofbrilliance. It also
muc h of his apprenticeship to the Archmage gives +2 protection and radiates both protection
Khelhen " Blackstaff" Arunsun studying Khel- from evil 30' radius and a prayer effect. From her
ben's specimen of the wand, and from his diaries wand, Titania 's avatar can create the following
Elrninste r has decoded the hidden command effects twicc per day each: create food and water,
"''Ord of Khclben's wand, "Neverretha." The Book heroesfeasl, and p1lrify food and water.
of Bulgo, written by the Southern merchant of
that name, attests that Elzir ofCalimshan pos- of Trap Detection
sessed a wand of teeth and that its word of com- XP Value: 3,000 GP Value: 25,000
mand was "Orlethar." DUNGEONS & DRAGONS Rules Cyclopedia
This wand is not rechargeable; it calls forth a This wand will point at all traps .within 20 feet ,
certain number of "teeth" (one per charge), fir- one at a time, at a cost of one charge per trap
ing at targets up to 70 feet d istant. The missiles found.
6H2
/r--------------------------------------,~
1495

.t!
,Wand ()fthe Undcrdark
(

of the Underdark fall) and will not be glued to the solid surface be
XPValue: 2,000 C P Value: 19,000 comes in contact with, but may be frozen in posi.
MENWBERRANZAN Campaign Set tion and unable to move--which could be a seri·
This wand can be used once per turn, to perform ous problem for someone whose water breathing
one of the fo llowing effects: spell is about to expire.
Darkness 30' radius: This expanded sphere of Dispel magic will cause a glob to vanish, and
darkness will remain for a time period (up to ordinary alcohol will dissolve a glob; a flask of
pennanent) specified by the caster at the time wine contains enough liquid to undo the effects
of the casting. It can be cast up to 120 feet of two globs. The effect of the globs is not cumu·
away. lative; a character already contained within one
Silence 30' radius: This effect works within cannot be further affected by repeated applica·
the same parameters as darkness, above. tions of the magic.
Detect Magic: The wand can be used to indi-
cate an object or area (up to a medium size of Warding
roo m or 60 feet section of corridor). It will XPValue GPValue
indicate whether the item is under any sort of Good-aligned version: 4,000 20,000
enchantment, though it will not provide any Evil-aligned version: 4,000 20,000
further definition. The Magister
This device is not rechargeable. It can perform a
of Viscid Globs variety of magical functio ns, one at a time and
XP Value: 4,500 CPValue: 25,000 only once per round. All such spells are cast as if
Tamms by a 12th-level wizard, rather than operating at
Thought to be of drow manufacture, the wand 0/ the 6th level of expertise. All such effects emanate
viscid globs is used as a delerrent or as a way to from the wand and protect the wand wielder
keep prisoners inescapably bound. When it is only- protection/rom evil (two charges), push
activated, a sphcre of magical energy- appearing (one charge), shield (one charge), wall offorce
as a "glob" of some unknown substance--is pro- (four charges), guards and wards (six charges),
jected toward an intended target within 60 feet. A repulsion (five charges).
target tllal is able to move is allowed a sav ing Tell percent uf tht:st: wands t.; a ~1 prulecliutJ
throw vs. wand to dodge the glob, but someone or fro m good rather than protection/rom evil but are
something that is bound or otherwise immobile not themselves aligned and otherwise operate
cannot prevent the glob from striking. The wand identically.
can be used once per round.
Solid items within the 5-foot-diameter glob Roll Wand Type
when it strikes its target are permanently bound 0 1- 90 Good wand 0/ warding
to one another- hands to weapons, armor to bod- 9 1-00 Evil wand o/warding
ies, and so on. The specific effect on any charac-
ter qr creature struck depends on the position and of Water Finding
orientation of the character'S body at the instant XP Va!ue: 2,000 GP Value: 10,000
when the glob makes contact. A standing charac- Old Empires
ter wi ll be rooted to the spot, but if he was hold- This useful item has saved many travelers in the
ing his weapon away from his body (and if the desert heat. If this wand is activated within 50
attachment of armor or clothing to skin does not miles of any source of drinking water, the wand
completely hinder movement) he may still be able begins to vibrate; the closer the wand is to water,
to use his weapon to defend himsel f. Globs are the stronger the wand vi brate s. If water lies
most often used to firmly bind victims who have beneath the surface at a depth of 500 feet or less,
already been trussed up by ropes or chains, mak- the wand shoots a beam into the earth that draws
ing escape virtually impossible. water to the surface. The water found by this
No amount of struggling will enable a trapped wand is always drinkable; it may not be pure, but
character or creature 10 be free of a glob; all that it generally does not adversely affect the health of
will happen, if the victim tries hard enough, is the character.
minor damage (I dJ poin ts per attempt) from
strained or torn muscles. The magic of a glob of Whips
negates any contrary magic that might have been XPValue: 2,500 G PValue: 12,000
available to or in effect upon a targeted character The Magister
or creature (such as a ring o//ree action). A char- Fi rst used by the fell Wizards ofThay, whose
acter struck while flying or swimming will sink wands create red, barbed whips (and have never
slowly to the ground (taking no damage from the been known to pass out of the wizards' posses·
6\\8
/r------------------------------------,~
1496
, r
Wand of Wooi.Xr

not made after each successful strike.


Once a whip has bound an opponent, the wand
wielder cannot release it to strike again. The whip
cannot change targets. A whip may follow an
opponenlthal it has struc k at least once, beyond
70 feet, moving with the targe t. even if the target
leleports , blinks, plane shifls, or enters a rock or
plant. The whip can strike invisible and ethereal,
but not as tral, creatures without penalty. The
wand 0/ whips may be recharged. Only wizards
may wield it.

Wilch
XP Value: 2,000 GP Value: 10,000
DRAGON Magazine.5
This wand can execute up to 10 charges each day.
doing so until the wand 's charges arc expended. It
is capable of the following spclls, all of which
func tion as the wizard (or priest) spells of the
same name:
I Charge per use: charm person, continual light,
cure lighl wounds, darkness, hold person, locale
objecl, and remove/ear.
2 Charges per use: charm mOllSler. curse (reverse
of remove curse), neutralize pOiSOIl, plant door.
planl growth, polymorph others, polymorph self,
and remove curse.
sion); the secrets of making such wands were 3 charges per use : change self, commune, dis·
passed west through unknown means (probably a missal, hold monster. res/oralioll, summOll de-
renegade appre ntice, such as the Adept of Mul· menra/ (as summoll shadow), and wither'.
master or onc of the Cowled Wizards of Amn). I Wither is a magical power that causes all living

Wizards such as Nelver and Tusprun of the Ten plants with in a 50-foot radius (centered on the
Smokes arc known to usc such devices. One is wand-use r's locat ion) to rapidl y age and die,
thought to have been lost in the Vast Deeps when much like Ihe effect of a defiler's spellcasting in a
the sorcerer Alamantb was slain in battle aboard a D ARK SUN Campaign.
ship off of Port Lias!. The wand has additional powers. It acts as a
Alamanth set down precise details of the pow- medallion 0/ ESP and as a permanently cast pro-
ers and means of using his wand-save for the tectian/rom lIormal missiles spe ll. The wand
command word, which is thought to have died shields the holder from Iycanlhropes, undead, and
with him- and il is from his records that Elmin- elementa ls, acting as a rillg o/prolection +3
ster passes on all details or lhis type of wand. against their attacks.
This wa nd shoots forth a whip-shaped field of
white, shimmering magical force to a maximum of Wonder
(horizontal and vertical) ra nge of 70 feel. The XP Value: 6,000 C P Value: 10,000
wielder of the wand names, looks at, or concen- DuNGoow MASTER Guide
trates upon a specific target creature or automa- The wand of wonder is a s trange and unpre·
ton (so lem , undead, homoncu lus, a nd even dictable device that gencrates any number of
invisible targets), and the whip attacks that crea- unusual effects, randomly, each time it is used.
ture and that creature only. The whip remains in The usual effects are shown on the table below.
existence for fou r rounds; if the target is beyond but you may alte r these fo r any or all of these
70 fee t from the wand whe n it is cast, the whip wands in your campaign as you see fit. Possible
flashes instantly (in one segment) to the limit of functions oflhe wand include
its range, and hangs motionless, waiting, at the
point closest to its target Otherwise the whi p Roll Effect
strikes once per round, as a Quaal sfeather token 01 - 10 Slow creature pointcd at for one tum
docs: at + I on attack and damage rolls, doing Id6 11- 18 Deludes wielder for one ro und into
points of damage per strike, and bindi ng fast an believing the wand functions as indi-
opponent for Id6+1 rounds if a save vs. spell is cated by a second die roll.
"'.
1497
" ,Wand Qr Wonder II
(

Rolle Effet:t
19-25 Gus/ of wind, double force of spell.
26-30 Stinking cloud at 30-foot range.
31- 33 Heavy rain falls for one round in 60-
foot radius of wand wielder.
34--36 Summon animal:
01 - 25 Rhino
26-50 Elephant
51-00 Mouse
37-46 Ligh/ning bolt (70'x5') as wand.
47-49 St ream of 600 large butterfl ies pour
fonh and flutter around for two rounds,
blinding everyone (including wielder).
50-53 Enlarge target if within 60 feet of wand.
54- 58 Darkness in a 30-foot diameter hemi-
sphere centered at a 30-foot di stance
from wand.
59-62 Grass grows in area of 160 square feet
before the wand, or grass existing there
grows to 10 times normal size.
63-65 Vanish any nonliving object of up to
1,000 pounds mass and up to 30 cubic
feet in size (object is ethereal).
66-69 Diminish wand wielder to ~, height.
70-79 Fireball as wand.
80-84 Invisibility covers wand wielder.
85- 87 Leaves grow from target if wit hin 60
feet of wand. by the DM (heavy rain might make some surfaces
88-90 IOd4 gems of I gp base value shoot forth vcry slick, wash away small items, and ruin
in a 30-foot-long stream, each causing I books and papers). Summoned creatures disap-
poillt of damage to any creature in path- pear if slain, and summoning effects otherwise
roll 5d4 for number of hits. conform to Ihe monster summoning spell of the
91 - 97 Shimmering colors dance and play over level appropriate to the type of creature produced.
a 40'x30' area in front of the wa nd- Nonliving items that are produced are pennanent
creatures therein blinded for Id6 and cannot be dispelled.
rounds. These wands use only one charge per usage, and
98-00 Flesh 10 slOne (or reverse if target is they can never be recharged. It is highly recom-
stone) if target is within 60 feet mended that the OM roll all of each wand's effects
in ordcr to keep the nature of the roll-up tables a
The wand uses one charge per function. It may secrel; the number of charges in each wand should
not be recharged. Where applicable, sav ing also be kept secret so players do not overuse them
throws should be made. (this is true of any rod, staff, or wand).
Note that, in the hands of a leprechaun (see
of Wonder II Wand, o/Wonder IV, effect 85- 87), a wand of
XPValue: 6,000 GPValue: 10,000 wonder is very dangerous, as any desired effect
DIlAOON Magazine 147 can be created on command.
The guidelines for the wand o/wonder state that
the DM may see fit to change the wand's effects. Roll Effect
This has been done for three new wands of won- 01- 10 The wand fires a web (like the spell; the
der. It should be no ted that all of these wands' wand acts as one anchor point).
magical effects are at the 6th-level of magic use 11- 18 The wand shocks the wielder as per a
with regard to damage, range, duration, area of shocking grasp spell; the wielder must
effect, and so on, as applicable. Saving throws are make a Dexterity check on I d20 at - 2
applicable for Ihe spell effects in question or as to keep holding the wand.
stated in each wand's effects. Most effects should 19- 25 Reverse gravity affects the target and all
be removable with a dispel magic spell . cast wi thin a 30-fool ~adius (including the
against the 6th-level of use, unless otherwise caster, ifcJose enough) for Id4+ 1
noted. Special game effects should be determined rounds.
6121
/r--------------------------------------'~
1498
9
, Wand of Wonder II"

Roll Effect domly detennined potion offire breath·


26--30 Tasha s uncontrollable hideous laugh- ing (only one breath use is anowed).
ter affects the target creature. 98-00 The targe t is dislnlegrated as per the
31-33 800 small rubber balls (each 1 inch in spell.
diameter) rain down for I d4 rou nds
withi n a 30-fool rad ius of the wielde r, of Wonder In
causing all in the area 10 make a Dex- XP Value: 6,000 GP Value: 10,000
terity check on Id20 or trip and fa ll . DRAGON Magazine 147
The balls remain in the area, causing Roll Effect
further checks allhe start of each round 0 1- 10 Scare is cast at the target.
of combat, untill hey arc carried or 11- 18 The wielder is affected by an irritating
swept away. rash for I d4 rounds, reducing Dexterity
34-36 The wand swnmons: to 3.
01-25 Large dove(AC7;MV I, FI36(MC 19-25 Darkness affects the target every other
D); HD ~; #AT I; Omg I;AL N). round for Id8+2 rounds.
26-50 Large rabbit (Ae 6; MV 18; HD ~; 26-30 Fumble affects the target at double nor·
IIAT 1; Omg 1; AL N). mal duration.
51-00 Large iguana (Ae 4; MV 18, Sw 16; 3 1- 33 The wand begins to gripe about the
HD3; #AT I; Omg Id4;AL N). wielder's treatment of it, loudly complain--
37-46 The wand casts chain lightning at the ing about the bad working conditions, the
target. lousy pay, the long working hours, etc.
47-49 The target creature and the wielder are (Ihis effect is similar to that of a magic
covered in liquid chocolate. mouth; the wand is not actually sentient).
50-53 Haste affects the target. 34-36 The wand summons
S4-l8 The wand casts hold monster at the target 01 - 25 Buzzard (AC 6; MV 3, FI 27 (MC
19-62 Suds flow from the ground in a 9O·foot E); HD 1+1 ; NAT I; Omg Id2; AL
radius around the wie lde r fo r I d4+1 N).
ro unds, al 3 cubic feel per round. The 26-50 G iraffe (AC 7; MV 24; HD 5; NAT
suds are eithcr from: 2; Omg Id411d4; A L N).
01-25 Soap. 51-00 Largekinen (AC6;MV5; HD ~; hp
26-00 Beer. I ; NAT 3; Omg 11111; SA rear claws
63-65 The target creature is polymorphed as for III ;AL N).
per a wand ofpolymorphing into: 37-46 A delayed blast fireba ll takes effect
01-75 A random c reature; DM selects any from the point o f casti ng, with a delay
random· monster tab le a nd roll s time of I d4 rounds.
there. 47-49 The target and wielder are "exchanged"
76-00 Non livi ng item ; DM selects from the - thai is, the wielder takes the place of
Ra ndo m Ta bles, this volume. the target, and the target takes the place
66-69 The wand wielder spins: of the wielde r, exc hang ing clothes,
01 -50 C lockwise equipment, etc., but otherwise retaining
51-00 Counterclockwise fo r Id4 ro unds and their normal physical appearances.
must make a Dexterity check in order to 50-53 Confusion affects the target.
move or act each round thereafte r for 54-58 Mirror image affects the target.
Id4 rounds. 19-62 T he ta rge t begins to recite ve ry ba d
70-79 The wand heals the widder for Id8 hp poetry for 2d4 rounds, taking no other
ifcurrently wounded. action unless attacked, as if requested to
80-84 The wand fires a magic missile as per a do so under a charm spell.
wand of magic missiles. 63-65 A dust devil is sum moned (AC 4; MV
85-87 The target inflates like a balloon fo r 18; HO 2; fiAT I; Omg 1d4; AL N) and
Id4 rounds and deflates for another Id4 aUacks the target as per the dust de'l'il
ro un d s; only living materia l of up to spell.
1,000 pounds is affected (the object 66-69 Jump affects the wielder randomly.
will nOl float in the a ir). I Forward 10 feet
88-90 The wand stretches out and fl ics at the 2 Left 10 feet
target for 2d6 points of damage (treat as 3 Backward 20 feet
6+4· HO c reature; max imum range 90 4 Right 30 feel
fect). 5-6 The w ie lde r can jump only 10
91- 97 The wand wielder breathes fire as a ran· feet backward.
.m
/r----------------------------------~~
1499
(

70-79 Aforce cage affects the target. duration is reached (at which point the
80-84 The wielder is affected by a strength wielder falls) .
spell. 70-79 £va rd 's black tentacles takes effect
85-87 The target's weapon becomes: around the target.
01 - 25 A teddy bear 80-84 The wielder is affec ted by a stoneskin
26-50 A leg of mutton spell.
51-75 A ladle 85-87 The wand summons a leprechaun (AC
76-00 A herring 8; MV 15; BD I- I; hp Id4+1;#ATnil;
If the target has no weapon, choose anothcr SA/SD spells, theft, 80% magic resis-
possession. I f the target has no possessions, tance AL N). The DM should play the
roll again, ignoring this result. leprechaun to the hilt, it will try to gain
88- 90 The wa nd spews colorless sl ime in a control of the wand that summoned il
co ne 30 feet w ide and 6 fe e t long , and cause complete chaos for as long as
affeeting the area as a grease spell. possible.
9 1- 97 A spell effeet affects the target. 88-90 A randomly chosen item on the target's
01 - 50 Fear. person sprout s wings and attacks
5 1--00 Faeriefire. another enemy target for I d2+ I rounds
98--00 An incendiary cloud affects the target as a 6+4- HO creature. Only small hand
area. held objects are so affec ted, and the
OM should deeide what the item is and
of Wonder IV what its combat stati stics are (see the
XP Value: 6,000 GP Value: 10,000 animate object spell).
DRAGON Magazine 147 9 1- 97 The wand fiz zles for Id4+ 1 rounds,
01 - 10 A chromatic orb affects the target. the n causes a hypnotic pal/ern to
11- 18 The wi e lder is affected as ifhe had a ppear, affecting all within range who
imbibed a philter of stammering & stut- gaze upon it.
tering. 9~ A cone of cold affects the target area at
19- 25 Th e wand creates aflaming sphere double normal damage.
which allbcts the target.
26-30 A ray ofenfeeblement affects the target. of Wonder V
31- 33 The wand causes on of the following : (Altemative Wand of Wonder)
01- 25 A pillow XP Value: 1.200 GP Value: 6,000
26-75 A small table Pot.YHEOIION Newsrine 58
76-00 An anvil
The p ill ow causes no damage ; the tabl e
causes Id6 points of damage (as a club); and
the anvil causes 3dlO points of damage, and
the target must ma ke a ConstitUlion check at
-4 or be knocked unconscious for 2d6 turns.
34-36 The wand summons 02
01 - 25 An ugly painting 03
26-50 Bellows 04
5 1--00 A storm giant's boot 05
37-46 The wand affects the target as per a ring 06
ofthe ram (3 charges expended at once).
The wand fire s Id4+2 cream puffs at 07
the target, doing no damage.
The target is imbued with improved 08
invisibility. 09
Fas cinate affects the target, who 10
focuses on the wielder.
The wand causes the target's nose to
grow 10 times its normal size for Id4+2
rounds.
"
12
The target is affected as if a potion of
gaseousform was imbibed. 13
The wielder levitates unco ntrollably,
always heading upward until the spell
"
1500
, r
Wand of a Wonder

shoulders. 4<>-41 Target grows a large moustache in one


15 Target's hair turns into snakes. round (possibly with goatee).
I' II rains in a 30-fool radius centered on
the wielder for ldlO rounds.
42-43 Thousands of horseflies fill the area
within 10 feel oflhe wielder, interfering
17 Target is polymorphed into a dog. wi th concentration and preventing spell
18 The ta rget's nose grows two inches casting and combat. They remain for
longer. 5d4 turns but will nol leave the area
I' A meteor swarm deto nates o n t he
wielder, as the 9th-level spell. 44-48
except to follow honey.
Target is affected by Olto S irresistible
20 The wielder magic jars into the target's dan ce for three rounds (no saving
body. throw),
49-52 Stream of acid shools out to 10-foot
ora Wonder range, inflicting 3d8 points of damage
XP V.lue: 6,000 GPV.lue: 10,000 (as if dragon brealh; save for half dam-
The Temple of Elemental Evil age).
Quile s imila r 10 ils cousins, the ever-popu lar 53-55 • Band instruments appear between the
wands of wonder, this item produces strange and wielder and the target. They play loudly
unpred ic table results for users of any class or and march back and forth for Id4+2
type. The exact effect produced in any single use rounds, as ifused by invisible musi-
is determined by a random IdlOO roll, with refer- cians, then vanish. Anyone trying to
ence to the followi ng chart. The wand uses one interfere takes 2d6 points of damage
charge per function. It may not be recharged. and is hurled back 10 feet .
Allow savi ng throws wherever applicable, vs. 56-57 Tree grows under the wielder, lifting 10
wand unless the effect suggests another category. the ceiling or 50-foot height, whichever
The wand perform s at 6th- level of experience, is less.
and all physica l c hanges produced (growths, 58-62 One hundred dead and putrid fish rain
polymorphs, and so forth) can be dispelled. down within 30 feet of the wielder.
63-68 Target glows for five rounds (as if dou-
Roll Effec:t ble-intensity faerie fire), but thereafter
01-02 Target loses all hai r, fur, or feathers . the wielder vanishes (invisible, not dis-
03-07 Pit 10 feet deep (any necessary width) pellable) for Id4+ 1 rounds.
opens under target's feel. 69~70 The sound of rin ging bells peals from
OHl9 Target gains + I attack bonus for the the wand, drowning out all noise and
next three rounds. speech for 1d4+ 1 rounds.
10- 11 One Hundred small bats appear, swarm 71~75 Dispel magic e ffe c t on everything
around the wielder's head for one round, within 20 feet of the wand, as if an
then flit away. II th-Ievel caster.
12- 13 Target grows wings, arms, or tentacles. 76-77 Wie lder is polymorphed into a mule-
14-15 Cage of heavy iron bars (IO'X IO'X IO') centaur.
surrounds the wielder. 78....84 Monster summoning IV spell effect, as
16-17 Each piece of headgear within 20 fee l ifcast by the wand wielder.
(including helmets) changes to a skull- 85- 86 Target gains 3d4 hit points that remain
ca p topped by a bladed dev ice, the for six turns (cannot be dispelled; dam-
blades turning in a breeze. age taken is first removed from added
18-22 Target's color turns to hot pink. hit points).
23- 25 AU gold within 10 feet of the wielder 87-90 Wielder floats 10 feet up (as iffeather-
turns to lead. fall in reverse gra"ity) , hovers f?r
26-29 Target is covered with a thick laye r of I d4+2 rounds, then drops suddenly.
honey. 91-95 Eight fiery spheres of ditTerent hues
]0-32 In each of the next five rounds, 2d4 sp shoot forth at one-segment intervals,
shoots forth from each of the wielder's striking the target and seemingly caus-
ears. ing great amounts of damage (aclUally
33- 34 Target is garbed in a beautiful, wen-tai- only I point from each).
lored, embroidered s ilk coat (2,000 gp '6-99 All weapons held in hand within 30 feet
value, but magical and dispellable). tum into bunches of flowers.
35-39 Target is polymorphed into a giant rab- 00 Death magic directed at target (6O-foot
bit (as the polymorph other spel l: check maximum range).
for mental change).
6125

.J 1501 "-
..Ii
»

Dexterity or be paralyzed for 20 rounds


minus Constitution score).
06 Brightly colored flashing lights cover a
15 ' radius around target; all creatures in
the area save vs. wand o r are stunned
Id4 rounds.
07 Attack dog ( HO I; hp 2; AC 6; #AT I;
Oms I; THACO 19).
08 Attack cat (HO I; hp 2; AC 6; IIAT I;
Omg I; THACO 19).
09 Darkness spe ll (5' radius) on ta rge t
creature (save vs. spell or it moves with
creature).
10 Enlarge target crearure to twice nonnal
size (double damage), no save.
II Slow spell o n one target creature, no
save.
12 Attack rat ( HD I; hp 2; AC 6; IIAT I;
Omg I; T HACO 19; SA infects target
creature with leptospirosis on an attack
roll of20).
13 Faeriefire on one target creature, no
save.
14 Popcorn sprays from wand at ta rget
creature.
15 Lightning boll 10' wide and 40' long, 2
points of damage.
of Wondrousness 16 Attack chicken (HD I; hp 2; AC 6; IIAT
Xr Value: 6,000 GPValue: 10,000 I; Dmg ili l; T HACO 19; SA target clt:a-
PoLYIIEDItON Ncwszine 4 8 ture is - 4 on attack rolls and saving
The wand's effects are rarely decisive, sometimes throws while chicken attacks).
helpful, and usually fun . It is besl introduced 17 Whiskey sp rays from wand at target
when a hostile wizard uses it against the adven- creature.
turers. Each time the wand is used, the player 18 Ten fake gems shoot from wand at lar-
rolls IdlOO to detennine what happens. The wand get creature, no damage, each worth I
often backfires, so the user rolls 1d4, and if" ' " is gpo
ro lled, the effect is reversed. CrealUres conjured 19 Redu ce target creature to half normal
obey the U SC T (or opponent if the effect is size (half damage), no save.
reversed); they disappear after six rounds. Inani- 20 Mag ic missile at target creature (one
male objects lasl unt il dispelled. Magical effects missi le, Id6 damage).
last for the listed duration or for six rounds. Max- 21 Attack viper (HO I; hp 2; AC 6; IIAT I;
imum range is 60' unless noted otherwise. The Omg ni l; THACO 19; SA hit causes
OM is free 10 decide how often the wand can be save vs. poison or lose 1 hp per round
used (no more than once a round please), whether for four rounds).
it has charges, and whether it can be recharged. 22 ConfUSion spell on o ne target creature.
23 Thin ray of cold (2 points of damage).
Roll Wa nd Effects 24 Meleor ( automatically strikes target
01 User develops hiccups, no aClion next creature for 2 points of damage, then
round (no possibility of reverse effttt). explodes for 2 points of fire damage in
02 Gust of wind, 60 ' long. from wand 10' radius).
toward target creature. 25 Swarm of a ttac k wasps covers target
03 Fireworks; everybody with 80' of target creature, save vs. petrification or flee
creature blinded and disoriented for two unl il they go away.
rounds (-4 o n atlack roll s and sav ing 26 Flowe rs s hoot from wand at target
throws). creature.
04 Miniature s nowstorm appears over tar- 27 Acid shoots from wand in a 60' stream
get creature. (save vs. Dexterity or take 2 points acid
05 Paralysis ray at target creature (save vs. damage).

/r------------------------------------,~
".
1502

....
,
, WandofW~r

28 Attac k g ri zzly c ub {HD 4; hp 6; AC 6; wand, no damage.


II AT 3; Dmg I / l / ld 6; THACO IS; SA B lack pudding (HD 3; bp 6; AC 10;
hug for additional Id6 poi illS if both
paws hit).
" IIAT 1; Dmg Id4 ; T HACO 16; SA dis-
solves wood and metal ; SO immune to
29 Attack butterflies (no effective attack). cold, bl ow, or lightn ing spe lls, fears
30 Attack shark (HD 6; hp 12; AC 4; IIAT fire) shoots from wand, any target must
1; Omg 3d8; THACO 13; SA swallows make a successful Dc)(tcrity check or
human size creatures whole on an attack be covered.
roll 0(20), not much good out ofwaler. 52 Gray ooze (same as black pudding, but
31 Fireball (radius 20 ', damage, 2 points). immune to most spells, lightning and
32 Attack skunk (HD I; hp I; AC 6; IIAT I; blows do full damage).
Omg nil; THACO 19; SA stinking cloud 53 Ochre jelly (same as black pudding but
on one c reature, fl ees after de liveri ng weapons, cold, and fi re do fu ll dam-
cloud). age).
JJ Levitate target creature (save vs. spell 54 A ttack gia nt an t ( HD I ; hp I ; AC 8;
to avoid; if dropped, the target feathe r fiAT I; Dmg I; T I-IACO 20; SA success-
falls). fu l bite allows sting attem pt, if stin g
34 Ta rget c re ature turns a random bright hits, target must save vs. poison or have
color. Dexterity lowered to 3 for 20 rounds).
Jl All o f target c reature 's nonmagical 55 Target creature's sex changes (duration
equipment teleported back home (save one day).
vs. wand to avoid). 56 Creeping bugs cover target creature (as
36 Target c rea fure 's fee t cove re d with creeping doom , bUi only four deadly
chewing gu m; successful Stre ngth bugs).
check to move, slowed if check fa ils. 57 Target c rea ture po/ymorphed into
J7 Attack p ugi list (HD 2; hp 10; AC 8; berserk ogre that attacks anyone it can
fi AT 2; Omg 111; THACO 16; SA hit reach (save vs. spell to avo id transfor-
c au ses save vs. c ru shin g blo w or be mation.)
stunned Id4 rounds). Stream uf bhu.;k peppe r shoots at target
J8 Colo red candies shoot from wand at
targe t crealUre, no damage.
" (successful Dexterit y check or sneezing
causes - 4 to a ttack rolls and sav ing
39 Burning hands (2 points damage). throws.).
40 Oil shoots from wand (target creature 59 Improved invisibility covers target crea-
must save vs. wand or fall). ture.
41 Score spell allarget creature. 60 Target creature grows thick hair all over
42 Target creature's mouth fi lls with chew- body (or loses il all if hairy, people will
ing gu m, must spend o ne round ta ki ng be mistaken for werewolves, duration
it out prior to using verbal spells, breath one day).
weapon, biting. 61 Target creature becomes intoxicated (-6
43 Phantasmalforee of hideous monster 10 Inte llige nce, Wisdom, Dexterity, and
(OM 's choice), poorly executed, docsn't Charisma unless target makes a Consti-
fool anybody. tut ion cheek), duration one hour.
44 Mud sprays on farget creature; success- 62 Attack tyrannosaurus rex (HD 2; hp 15;
ful Dexterity check or be blinded until AC 6; fi AT J; Dmg Id8 ; T HACOI 6),
wiped off. just a baby.
45 Attack canaries (no effective attack). 63 Squirts ink at larget creature (success-
46 Positive energy roy (basic damage two, ful Dexterity check or be blinded until
- 6 vs. undead or evil extraplanar crea- target washes its face).
tures, save vs. spell for half damage). 64 All magic items carried by target crca-
47 Negative energy ray (damage 2, 6 vs. ture glow a random bri gh t color.
paladins or good extraplanar creatures, 65 Dancing lights (glowing g lobes of ran-
save vs. spell for half damage). dom color).

"
49
Arrow +1 ( Ra n ge 120 ', THACO 14 ,
shatters whether it hits or misses).
Shadow monster fight er ( HD I ; hp I ;
66 Any normal fires or flames within 60'
of target creature produce pyrotechnics
(both smoke and fireworks).
AC 10; #AT I; Dmg I; THACO 20; SA 67 Miniature rain storm over targel erea-
looks really dangerous). t=.
50 Fool's gold ( 100 pi eces) s hoot fro m 68 Wet ice covers floor in a path in front of

.)
"'.
1503
\...

......
"Wand. Yalil Waoo of Zooming
r
the wand user 5' wide and 25 ' long. make a Wisdom c heck or spend next
Everybody in the path must make a round driving away the cultist.
Dexterity check or fall down. 93 Target creature makes a successful
69 Sounds of reinfo rcements, o ppone nts C harisma c heck or goes i nsane for
check morale. Idl2 turns.
70 All leather items within 60' of ta rgel 94 Target creature covered with polka dots
creature glow a random bright color. (random bright color, no save).
71 Grease s pell , where it would do the 95 Sheriff appears and serves subpoena on
most hann to target creatures. target creature.
72 Dig spell (if possible) under target crea- % All me tal items within 60 ' of target
ture. creature glow a random bright color.
73 Pape r-mache c rown appears o n target 97 Attack lowlifes (ld4+ 1 appear, HD I;
c reature 's head ( looks impress ive) ; hp I each ; AC 10; #AT I ; Dmg ld4 ;
trumpet fan fare . THACO 20; AL lawful evil).
74 All normal fire s and flames within 60' 98 Attack lowlifes (ld4+ 1 appear, fl O I;
of larget creature go out. hp I each; AC 10; #AT I ; Dmg Id4;
7S Attack mouse (no effective attack). THACO 20; AL; neutral evil).
76-77 Insane priest of target creature's align- 99 Attack lowlifes (ld4+ 1 appear, HD I;
ment(HD l ; hp8; AC 10;#AT I; Dmg hp I each; AC 10;#AT I ; Dmg Id4;
Id8; THACO 20; no spells) appears and THACO 20; AL; chaotic evil).
begins preac hing. 00 User is transfonned into a fighter (only
78 Target creature saves vs. wa nd o r flees if a wizard); double hit points, strength
for I d6 rounds. 18101 , AC 0, attacks twice a round for
79 Attack rabbit (no effective attack). ld4 +S, THACO 20 minus level, dura-
80 Insane dwarf appears and attacks target tion o ne da y. In any case, the wand
c realUre ( HD 2; hp 6 ; AC 6; #AT I ; becomes a dagger +2 for the rest of thc
Dmg battle axe; THACO 19). day.
81 Bounc ing rubber ba ll (AC 0 , hp I)
attac ks target creature; successful Oe!'l- Yatil Wa nd of Zooming
terity check or be stwmed Id4 rounds). XPValue: 3,500 GPValue: 17,500
82 S tring of en tanglement binds target G RfiYHAWK Adventures
creature, successfu l Strength cheek to This item was created by moun taineers of the
break free (try eve ry round until s uc- Yatils to ease their trave ls be tween the jagged
cessfu l). slopes and ledges. However, the wand has since
83 Rel-erse gra vity on all within 10' of tar- become a device of mischier, and the cause of
get creature, no save. many deaths.
84 COllon balls Slream from wand. The wand can affect one object or creature at a
85 Neo n sign correctl y declaring alig n- time , zooming up to 200 pounds weight per
ment of target c reatu re appears in the charge expended, to a maximum weight of 6oo
air. pounds. Zooming move ment is in a straight line,
86 Neon s ign misrepresen ting alignment and any creature moved in Ihis fashion is respon-
of target creature appears in air (roll sible for its own landing. The maximum distance
randomly for alignment displayed). is 100 feet, though a shorter distance can be spec-
87 Blessed crossbow bolt shoots from end ified by the wand 's user. An unwilling creature
of wand and automatically hits (1 point can save vs. wand to avoid the effect.
of damage, kills rakshasas). An object or creatu re can be hurled horizon-
88 Wall of peanut brittle appears between tally through the ai r and accelerated as if falling
target creature and wand user. vertically if twice the no rmal number of charges
89 Attack octopus (HD 8; hp 8; AC 4; #AT a re expe nded . A creature t ha t hilS an o bstacle
8; Dmg I each; T HACO 12 ; S A hit takes I d6 points of damage for every 10 feet trav-
causes save vs. c r us hin g blow o r be eled; items save vs. fall . A 30-foot zoo m, for
squeezed fo r I point per round by each example, infl icts a total of 3d6 points of damage
tentacle), not much use out of water. upon a character s triki ng a solid surface. Note
90 Loud waltz music plays. that a creature hurled over the edge of a cliff takes
91 Target creature grows feathers (duration no damage from the zoom, but does suffer normal
si!'l turns). fa ll ing damage . If in s uffic ie nt c ha rges are
92 Deme nted c ult membe r ap pears a nd e!'lpended, the results will be correspondi ngly
solicits donations; target creature must s light.
6121
~r------------------------------------,~
ISo.

...
, r
Wax of Fabrication

purify food and drink used this way can only create
Water half a gallon of holy water. Therefore, ror every
Magical water usually maintains its magical two extra priests, one to cast each of those two
propenies until imbibed, or splashed on a target. spells, an extra half-gallon c'an be created. Nine
If magical water is polluted, it may have to roll a priests together can create four gallons.)
saving throw in order to retain its magical proper- The tremendous expenditure of magic and the
ties, time involved are the reasons a single dose of
ho ly water costs 25 gp to the adventurer. Obvi-
Blessed ously, any three priests can create holy water "for
XPV.lue: .5 CP Valut: 25 free" so long as they are 2nd level or higher,
DR.o.ooN QuEsT Game priests of the same god.
This is a small glass bottle filled with water that
has been spec ially prepared for use against Waterskin of Pouring
undead monsters. Ifil is splas hed on any undead XP Value: 500 GP Value: 2,500
creatures (like ghouls, mummies, skeletons, vam- Mazlica Campaign Set
pires, wights, wraiths, or zombies), it causes Id6 This is a feathered waterskin that is always full. It
points of damage. can be used to pour water at one gallon per round.

Golden Wax
XPValue: 1,000 GPValue: 5,000 Ifpure, costly wax is mixed with powdered gems,
City of Delights it may be of sufficient q uality to be made magi-
Golden water is a special lype of liquid that can cal. It may be found in any size, shape, or color
actually create a tiny rift into the Elemental Plane but has a glitter to it. Freshly made magical wax
of Water. Placing even a s ingle drop of golden is formed into bricks, each 4 in ches long , 2
",ater somewhere creates a small, permanent inches wide, and I inch Ihick.
founlain.
Golden water is nonnally found only in springs of Careful Hearing
tha t are connected to the E lemental Plane of XP Value: 450 GP Value: 1,250
Wllt!; r, and those places are carefully monitored The Book of Marvelous Magic
by marids. If it is placed in a bowl made of pre- When ro lled into small balls and placed in the
cious metal, it maintains its properties. For exam- ears, this wax adds a +4 bonus to saving Ihrows
ple, if a maid put golden water into a silver bowl against magical sounds; hcaring is otherwise nor-
and carried it to her home, the bowl would create mal. It confers the same bonus against all charm
a perpetual fountain, and the wa ter insi de the spells. One bric k of wax may be rolled inlo 10
bowl wo uld st ill be golden water. If, however, balls (for five creatures with IWO ears each). liS
golden water is placed somewhere else, such as a protection lasts for one week. Nonmagical wax
rock, it will shoot a fountain into the air, but the used in the same way confers a + 1 bonus to mag-
water in it will no longer be golden water. ical sounds bUI also preve nts normal hearing and
If a very small drop is placed within a waterski n, increases chances of being surprised.
it will continually fill the waterskin (even to over-
flow ing). In Huzuz, there are several drinkin g Ceiling
fountains created using golden water. XP Val ue: 100 G P Value: 500
The Book of Marvelous Magic
Holy This wa x appears to be sealing wax but whe n
XPValue: 5 GPValue: 25 used indoors it causes the cei li ng to falt, as if
The Complete Priest's Handbook from an earthquake. The falling stone or earth
Holy . .mter, that bane of vampires and many other inflicts at leaSI3dl0 points of damage to all
monsten, is created in the following way: In a tem- wit hin 30 feel of the ceiling wax , a nd may be
ple of the god, three priests o f at least 2nd level severe enough to bury the v ictims. The wax. is
stand over an empty water-basin and perform a rit- destroyed when the ceiling falls.
ual of prayer. They pray for the god's blessing and
protection for an entire hour. At the end of that of Fabrication
time, they each cast a spell, and do so simultane- XP Value: 100 GP Value: 500
ously: One casts create water, the second casts The Book of Marvelous Magic
protection from evil, and the third casts purify food This wax may be molded into the form o f any
and drink. Ha lf a gallon of holy water is created. other item of the same approxi mate s ize. To
(The create water spell can create up to four gal- o btain a n exact duplicate, the original must be
lons of wate r, but the protection from evil and copie d and the comma nd g ive n. The duplicate
,,~

/r--------------------------------------.~
1505
(

appears to be made of the same material as the the wielder is aware of its magical properties-
original and may be magical if the original pos- the light property of a weapon should never be
sessed some dweomer. The duplicate has no spe- used as an excuse to identify a magical item.
cial powers, but gains the same resistances as the Note that the flame lOngue,frost brand, holy
original. A dispel magic spell may return the avenger, life stealing, and sharpness swords ha~"e
duplicate to a lump of wax (treat as 30th-level special properties with regard to light. These are
magic). dealt with in the individual weapon descriptions.
When the Random Tables in the back of this
of Hearing volume are used, the OM should roll on the table
XPValue: 300 G PValue: 1,500 below in order to determine which enchantment
The Book of Marvelous Magic is gained for the weapon. Once rolled, rerer to the
This wax appears to be wax ofcareful hearing but specific entry below for full details.
confers a -4 penalty to the saving throws applica-
ble. Once in place, it cannot be removed until a Roll Enhancement Gained
remove curse spell is applied by a caster of 15th 01 of Adaptation·
or higher level; this destroys the wax. 02 Agoraphobic·
03 Antistoneskin·
Sealing 04 Anything
XP Value: 200 G P Value: 600 05 Aquatic·
The 8 00k of Marvelous Magic 06 Aquatic with Free Action·
This wax can be placed in any crack or hole. 07 of Balance·
Afterward it can neither be removed except by 08 Bloodfearer·
magical weapons nor melted except by magical 09 Boneiron·
fire. One brick can fi ll any hole of the same vol- I0 Bonewood·
ume or a thin crack up to 20 feet long. (It is ideal II with Bonus vs. Opponent·
fo r sealing a vampire's coffin when used with 12 of Breathing·
wizard lock.) 13 Brittleblade·
14 of Charming-
of Waning 15 or Clairaudicncc-
XPValue: ISO G PValue: 500 16 of Clairvoyance·
The Book of Marvelous Magic 17 Claustrophobic-
This wax appears and functions as wax of careful 18 of Concealed Wizardry·
hearing in all respects. However, wax of waning 19 of Deceiving·
also shrinks the user at the rate of I inch per day. 20 of Defending-
It cannot be removed un t il remove curse is 21 of Deflecting·
applied by a caster of at least 15th level ; this 22 of Detect EviVGood-
destroys the wax. The shrinking is permanent 23 of Detect Gems-
until dispelled (treat as 30th-level magic) and 24 of Detect Magic·
cannot be affected until the wax is removed. Any 25 of Detect Metal-
victim vanishing entirely from the effect is tele- 26 of Detect Shifting Walls & Rooms·
ported to an Outer Plane in normal form . The 27 of Detect Slopes-
immortals may then decide the victim's fate. 28 of Detection-
29 of Disruption-
Weapon Enhancements 30 of Draining-
All the enchantments that can be added to al most 31 of Enchantment-
any weapon, are to be fou nd here. The re are 32 of ESp·
exceptions, however, bUlthe OM shou ld reroll 33 of Extinguishing-
these. 34 of Extra Damage-
Light Generation: As a general rule, magical 35 of Find Secret Doors-
weapons, armor, or items should not shed light 36 of Find Traps-
when drawn or being used. This makes it too easy 37 of Finding-
for the players to determine if a weapon is magi- 38 of Flame·
cal, unless the item's description states that it 39 ofFlaming-
sheds light. However, if the OM chooses, he or 40 of Flying·
she can rule that magical weapons (particularly 41 of Flying II-
swords, daggers, and +3 or greater items) shed 42 of Forgetfulness-
light and can't be concealed when drawn. In this 43 Fossilized-
case, a magical weapon should neve r glow until 44 of Healing-
61)1

/r------------------------------------,~
1506
,
45 of Healing II · Roll Construction Malerial
46 ofHiding* 01 Adamantite
47 with Hilt of Conj uring- 02-10 Bone
48 of Holding* 11- 20 Copper
49 of illumination* 21-00 Iron
50 of lIIusion- 61 - 70 Obsidian
Intelligent- 71- 75 Silver
52
53
" Intelligent II·
Invisible-
76-85
86-95
Steel
Stone
54 ofLevilalion* 96-00 Wood
II of Lighting-
56 Lightweight· of Adaptation·
17 Living- XPValue CPValue
58 Miniature- Cursed - 2: - + 1,000
59 Narcissistic· Nonna! + 1: +900 +5,400
60 Petrified- Normal +2: + 1,500 +'),000
61 Polymorphed* Nonnal +3: +2,100 + 12.600
62 of Proficiency· Nonnal +4: +3,200 + 19,200
63 Purple-Lea£- PoLYHEDRON Newszine 82
64 Quirk· These magical weapons, which initially appears
65-67 Racial- to be short walki ng sticks, are prized by fighters.,
68 of Returning- although they can be used by any c lass. When
69 of See Invisible· grasped and the name of a weapon spoke n, such
70 Shivering· as " bardi che," the s ti ck tran sforms into that
71 ofSilencc* weapon. The wielder can change melee weapons
72 ofSilcncing* merely by utterin g the name ofa different item.
7J ofSlaying* Weapons of adaptation cannot assume the form
74 of Slicing* of missi le weapons or bows, nor do they g rant
15 ofSlowing* weapon proflclenc les to their w ie lders. The
76 ofSpecialization* wielders su ffe r nonproficiency penalties if they
77 Spectral- use weapons with which they are not familiar. All
78-80 of Speed weapons of adaptation have magical pluses
81 of Speed n · except those cu rsed. To determine the type of
82 of Speeding- adaptation found, consult the chart below.
83 Stoneiron*
84 of Surrender* Roll Bonus
85 of Telekinesis· 01- 50 +1
86 ofTelepathy* 51 - 75 +2
87 ofTeleponation* 76-90 +3
88 ofTranslating* 91-96 +4
89 Unbreakable- 96-00 Cursed, - 2
90 Uncharged-
91 ofVcnom* Agoraphobic·
92 of Watching- XP Value: - GP Value: + 100
93 Weighlless· [MAGINE Magarine [4
94 ofWishing* This weapon is the exact opposite of the claustro-
9l Woodiron* phobic weapon. It must be talked or forced out of
96 of X-Ray Vision· its scabbard. Once it is OUI, it figh ts like a nonnal
97- 99 Roll twice, ignoring 97--00 results magical item bul causes double damage in order
00 Roll three times, ignoring 97"'()O results to get back into its scabbard as qui ckl y as pos-
sible. If its wielder is struck in combat, there is a
As an added feature, OMs may choose to roll percentage chance equal to the number of points
on the table below to determine the construction of damage sustained that the weapon will take
mate rial o f a weapon . Oft e n, the weapon 's advan tage of the s ituation and escape into the
description states what the weapo n is made of, security of the scabbard.
but this can be superseded by choosing a material If the wielder does not fight during a round, he
or rolling on the table below. or she must do nothing but concentrate on keep-
ing Ihe weapon Oul of its scabbard. otherwise it
6119

1507
r
will return to where it feels safe, Note that con- Anything
centration does not precl ude usi ng the weapo n's XP Value: 2,500 GP Val ue: 12,500
special abilities. Unearthed Arcana
When the agoraphobic weapon result is rolled An anything weapon appears to be a weapon of
on the Ra ndo m Item C ha r t, the OM should roll + I enchantment. Upon command, however, it can
another effect and combine the results. change into any desired type of magic weapon of
any power (for instance, from a short swam +J to
Antistoneskin * a whip +5). The weapon remains as commanded
XPV. lue: - G P Value: + 1,000 for onc day (24 hours) or until it performs a spe-
New Item cial, highly powerful function such as draining a
Tired of having his warriors fighti ng his enemies level o r severing some body part. The weapon
(who y,.-ere, consequently, protected by staneskin can be commanded to assume anothe r form no
spells), King Damien of lslemaine offered Pris- more than th ree times, and each form is singular
mal a great sum of money to provide an enchant- and may no t be repeated- thc weapo n can be a
ment for edged weapons and those with pommels dancing sword only once, a matlock o/Ille titans
s
that wo uld ignore the stoneskin defenses. At but once, or a vorpal blade just once.
first, Prisma l pondered the worth of such an After changing upon command for a third time
undertaking, wonde ring what his wiza rd friends and then reverting to its origina l form , the any-
would think of him should he succeed. Realizing Ihing weapon loses all of its dweome r and is
his monarch is the type to perform some rathe r thereafter an ordinary sword. This type of weapon
chaotic edicts agai nst those that do not serve him can never have intelligence, ego, communication
without reserve. Prisma l agreed. Afte r all, he power, or any other sort of special ability.
would be in rather deep trouble if he were found
dead or worse: withou t hi s property where he Aquatic*
stored all his anna ls and equipment. Damicn See E nchanted Enhanceme nts in Volume I
as ked for resu lts wi th in the week, but Prismal,
knowing that this was impossible, asked for a n Aquatic with Free Action*
additional month. He was given two weeks. See E nchanted Enha ncements in Volume I
In order 10 have peace and quiet (and a tOlal lack
of intcrrupt ion from fledgling wizards looking for a of Balance*
master 10 teach them the arcane arts), he transferred XP Value: +80 GPVa lue: +800
himself and his laboratory to a friend's house on Oriental Ad\'cntures
Kodiak Island and began work. Seventeen days and When carried, this weapon gives the c harac ter
the loss of most of his facia l hai r later (eyebrows exceptional ba lance. Ninjas and thieves ga in a
included), his work was completed. He teleported bonus of 10% to their tightrope walki ng ability.
his lab back to his house in lime to hear an inces- In other s ituations where balance is important
sant banging on his front door. (teetering on the edge of a pit, fo r example) the
Speaking a command word as he walked down character is automatically allowed a saving throw
the spiral staircase, the door swung open to the vs. death magic 10 regain his balance. If success-
amazement of a page. Stuttering in nervousness ful, the weapon shifts its weight or pulls the char-
(partially d ue to the wizard's unusual appea r- acter the fraction of an inch needed to regain sure
ance), he informed Prismall hat Damien of Isle- footi ng. If the savi ng throw fai ls, the character
maine wanted an audience immediately. After suffers the normal consequences.
what seemed like a lifetime of Damien's snarl ing
and spit-ridden accusations, Prismal informed the Bloodfearer*
monarch that his work was finished. Damien was XP Va luc: - G P Value: + 100
happy that the wo rk was fu lfi lled, but he fe lt it Magazine 14
IMACill'lE
necessary to notify Prismal that he was foregoing Blood/earing or haemophobic weapons will
the mandatory flogging for de lay. Prismal half scream (those that have the power of speech) and
smiled, knowing full well t hat Damicn fea red fa int upon drawi ng blood. The scream attracts
him, and shuddered at the horrid vengeance for any wanderi ng monsters that happen to be nearby.
which Prismal was known. The faint lasts I d4 rounds and strips the weapon
The work that Prismal labored over a llows a of any bonuses that it may possess while it is
blade to ignore the defenses of t he Sloneskin unco nscious. In extreme cases (5%), the weapon
spell. Oddly enough, the potency of the spell (thc ceases to be a rigid object, becoming completely
numbe r of hits that the stoneskin wi ll protect flexible (and useless as a weapon) until it regains
against) does not dim inish with repeated, suc- consciousness.
cessful stri kes. These weapons are unafraid in combat against
614]

/r--------------------------------------'~
1508
, Wcapoo with Bonus "5. Opponcnr
crealUres that have no blood (u ndead or s ham- Roll Additional Modiner
bling mou nds, for example), or when fighting in OJ - 57 +1
the dark (they cannot see the blood). Hardier 58- 73 +2
weapons of this type (15%) are rhanophQbic and 74--82 +3
only raint upon seeing a dead crearure. 83- 85 +4
When the blood/earer "weapon result is rolled 86-00 +5
on the Random Item C hart, the DM should roll
another effect and combine the results. The DM should feel free to add more cate-
gories of opponents as appropriate, taking care
Boneiron'" not to upset the balance of the game. Opponent
XPValue: - GPValue:- categories are listed on the table below.
DAAGoN Magazine 191
These weapons are similar to woodiron ....'eopons. Roll Opponent Roll Opponent
except thai they are made of bone. Chitin weap- 01-06 Bugs 59--67 Reptilcs and
ons are also covered in this category. As with tbe 07-09 Constructs dinosaurs
other two classes of weaponry, these weapons act 10-- 15 Dragonkind 68- 70 Spell-immune
as ordinary metallic weapons, having no penalties 16-24 Enchanted monsters
in baltle, and they are unbreakable. Since bone is Monsters 71- 76 Spellcastcrs
the best of the nonmetal lie substances used in 25-36 Giantkind 77- 88 Undead
weapons creation, a wizard does not need to 37-48 Lycanthropes 89-94 Water-breathing
expend so much magical energy in its transfor- 49--52 Planar Beings monsters
mation. Thus, the experience point val ue in mak- 53- 58 Regenerating 95-00 Weapon-using
ing a boneiron weapon is only 15 time s the monsters monstcrs
gold- piece value of a re gular metal weapon. A
boneiron trident is thus wort h 225 XP whi le a Bugs include all normal and giant size fonns
boneiron baule axe is valued at 75 XP. of arachnids (spider, tick, scorpion), insects
(ant, beetle, fly), and chilopods (centipedes).
Bonewood* Constructs include all created monsters such
XPValue: - GPValue: - as living statues or golems. Gargoyles are also
DRAGON Magazine: 197 included in this category.
These wooden weapons have been enchanted to Dragonkind includes all dragons of all colors
have the properties of those of bone. Apart from and sizes pius draconian monsters such as the
being fireproof, there are no additional benefits chimera, hydra (ali types), salamander, and
to weapons normally made of wood, s uch as wyvern.
clubs a nd quarte rstaves, but all other weapons [nchanled monslers include those creatures
have their attack and damage penalties reduced that cannot be hit by normal or silver weapons.
from - 3 and - 2, respectively, to - I in both cases. G ia ntklnd inc ludes ali giants and ali giant-
These wcapons still break when a 20 is rolled. As type crcatures such as ogres, cyclopes, and
with petrified weapons, boneK"ood weapons are other humanoids that are larger than human-
more common than thei r e ffect ive ness would size (including characters who have consumed
seem to warrant, due to the relative ease of their a po/ion a/growth).
construction and the practice they provide for Lycanthropes includc ali types of werecrea-
magical apprentices. These weapons are worth 10 tures, whether in animal form or not. Thi s
times as many ex perience points as the gold- includes all characters affiicted with lycan-
piece cost ofa nonnal iron weapon (a bonewood 'i>ropy.
gloive-guisarme is worth 100 XP). Pla nar monsters include those creatures that
come from the Elemental, Ethereal, Astral, or
with Bonus vs, Opponent* Outer Planes. Ali types are included, but
XP Value: +200/plus G P Val ue: + I ,OOO/plus Immortals do not count as planar monsters.
DuNGEONS &. DRAGONS Rules Cyclopedia Regenerating monsters include all creatures
This weapon modifier is an additional attack and that regain more than I point per day by rest
damage bonus when the weapon is used against a or other means. Thi s includes any c reature
specific opponent (for example, a sword +11+2 vs. wearing a ring 0/ regeneration.
enchanted monsten). The amount of the bonus may Reptiles a nd d inosaurs include all normal
be from + 1 to +5 greater than the nonnal magical and giant size fonns of lizards, snakes, turtles,
bonus of the ....>eapon, according to the table below. crocodiles, and dinosaurs.
(A sword + 1 with a +3 bonus against lycant hropes Spell-immune monsters include those crea-
would be a sword +//+4 vs. /ycanthropes.)

/r------------------------------------,~
tures that are immune to I or more spelllevo
....
1509
" 'Weaf'O'l of Brealhing
r
e ls, as specified in the monster descriptions air (such as a gas trap), and so forth ; however, it
(such as drakes). This does not include crea- cannot negate the effects of any breath weapon.
tures that are immune merely to certain spe-
cific spells (such as the undead immunity to Brittleblade·
sleep, charm, and hold). XPValue: - GP Value: + 100
S pe llC8sters include all priests, elves, wiz- iMAGINE Magazine 14
ards, and other creatures able to use spells An affl iction of ancient weapons, due to their fear
(such as paladins o r spirits, for example). o f hur t ing themselves, manifests itself as an
Undea d includes aillypes of undead creatures, adjustme nt of the attack roll bonus of the weapon
both land and water, from skeleton to lich. depending upon the Armor C lass of the oppo-
nent. Agai nst opponents with an AC of 7 or
Water-breathing m o nsters include those crea- worse, the blade gains a + 1 over its normal attack
tures able to breathe water, including characters bonuses. Between Armor Classes 4 and 6, the
under the influence o f a potion or ring of water weapon gains its normal attack bonuses. For
breathing. Note that aquatic mammals (whale, every one Annor Class lower than 4, a progress-
dolphin , and so on) breathe air and are not ing - I attack roll penalty is accrued.
included in this category. Dexteri ty bonuses or adjustments due to items
Wea po n-u sing monster s include those crea- that are not pieces of armo r (such as rings a/pro-
, tures that have weapons in hand (not claws) at tection o r a cloak of displacement) are not
the time of a melee. For example. a wererat included in determining the effective Armor
wieldi ng a sword would be affected by this Class of the opponent.
add itional bonus, but the wererat would not be When the brittleblade weapon result is rolled
affected if it \\--ere attacking only with its bite. on the random item chart, the OM should roll
another effect and combine the results.

of Charming·
XP Value: +300 G P Va.lue: + 1500
D UNGEONS &: DRAGONS Rules Cyclopedia
The ta leut ClUJ ..:r":lItl: one churm person spell
elTect per day to a 120-foot range (as the 1st level
wizard spell).

of Clairaudience*
XP Value: +300 G PValue: + 1,500
DuN<;EQNS &. 0Iv.00Ns Rules Cyclopedia
As with the potion, the user may hear all noises in
one area within 60 feet through the ears of a crea-
ture in that area.

of Clairvoyance*
XPValue: +300 G PVa lue: + 1,500
D UNGEONS & DRAGONS Rules Cyclopedia
As with the potion, the user may see any area up
to 60 fee t away th rough th e eyes of a creature
there.

Clau strophobic·
X PVa lue: - GPVaiue: + lOO
iMAGINE Magazine 14
T h is magical weapon is no rmal except that it
of Breathing· refuses to enter its scabbard. A character attempting
XP Value: +300 G P Value: + 1,500 to sheath the weapon must talk it into the idea of
D UNGEONS & DRAGONS Rules Cyclopedia going into a closed space (see Morale in the DMGJ.
The weapon with this talent can create either one The character can foree the weapon into the scab-
water breathing spe ll effect per day or one air bard, but the PC's Strength must be greater than the
breathing effect per day. Air breathing su pplies weapon's Ego. Failure means that the weapon must
only the user with pure air for I tum, and it can be be carried in the open, wh ich can be inconvenient
used to counter the effects of airlessness, poisoned when a peaceful appearance is required. Putting the
61S2

15 10
Weapon of Delection,

"
weapon down does not solve the problem, because of Detect Evil/Good1\'
it may not like being left on its own. XP Value: + 100 GP Value: +500
When the claustrophobic weapon resu lt is DUNGEONS & DRAGONS Rules Cyclopedia
rolled on the modom item chart, the OM should The sword is able to detect one of these intentions
roll another effect and combine the results. up to a 20-foot range. No sword can do bOlh; the
DM must determine which alignment the sword
of Concealed Wizardr y'" possesses, it cannot the n detect the opposite
XPValue: +300 GPValue: +1,500 alignment.
Land of Fale
This weapon's magical nature is concealed by of Detect Gems1\'
enchantments desianed 10 cloak its true nature. XP Value: + 100 GP Value: +500
The weapon does nOI respond to detect magic or DuNGEONS & DRAGoNs Rules Cyclopedia
similar spells, but a legend lore or identify spell, The sword can detect a ll types of gcms and the
or the legend [ore ability of the rawun or ha rber, amount of each within a 60-foot range, pointing
can reveal some of its magical nature. Any type itself in that direction.
of weapon may be a weapon of concealed wiz-
ardry, including special weapons. If, in ro lling, of Detect Magic*
the DM gets the weapon of COl/cealed wizardry a XP Value: + 100 G P Value: +500
second time, any special weapon may be chosen. DuNGEONS & D RAOONS Rules Cyclopedia
T he sword can cause all magic within 20 feet to
of Deceiving'" glow (as the spell effect) up to three times a day.
XPVa lue: +400 GP Value: +2,000
DuNGEONS & OltAooNs Rules Cyclopedia of Detect Metal*
The weapon with this talent can be commanded XP Val ue: + 100 GPVal ue: +500
to change the appearance of the use r. The size DuNGEONS & D RAQONS Rules Cyclopedia
cannot be changed, but facial feat ures, equipment The sword can detect metal of any type requested
carried, and other details can all be modified. up to a range of60 feet. It will point in the direc-
This is only an illusion; the use r remains intact. tion of the material , but it can not detect the
The weapon must be held to create the disguise amount.
(unsheathed in the case of edged weapons), and it
cannot disguise itself. of Detect S hifting Walls & Rooms*
XPValue: + 100 GP Va lue: +500
of Defending* DI.nIGEONS & DRAGONS Rules Cyclopedia
XPValuc: + 100 GPValuc: +500 The sword can find these items if within 10 feet.
DuNGEONS & DRAGONS Rules Cyclopedia
The Strength of the weapon may be used nonnally of Detect Siopes*
(applying to atlacK and damage rolls) with this tal- XPValue: +100 GPValue: +500
ent or as a bonus to the armor class of the user. A D UNGEONS & DRAOONS Rules Cyc lopedia
missile weapon cannol have this talent (roll again). The sword can locate all sloping passages within
a 10-foot range.
of Defl ecting*
XP Value: + 1,000 GP Value: +5,000 of Detection*
DUNGEONS & DRAOONS Rules Cyclopedia XP Val ue: + 100 GP Val ue: +500
If the user is hit by a blow that would cause an Orienlal Advenlures
energy drain, the abi lity of these weapons can This weapon is able to detect one type of thing or
automatically defleci the blow. After the opponent situation, selected from the table below.
hits, the user may decide whethe r to deflect the
blow. If used for deflecting, the weapon absorbs Ro ll Ikteets
the effect of the energy drain but at the cost of 01 Evil, IO-foot radius.
one magical bonus , which is drained from the 02 Good, 10-foot radius.
weapon for each energy drain negated. If an 03 Poison, touch.
energy drain deflected reduces the bonuses to 04 Lifefonns, 10-foot radius.
below 0 (such as a sword +J deflecting a specter's 05 Back. auacks, one-foot range.
attacK, which causes a double energy drain), the 06 Invisible creatures and objects, 10-rool
weapon disintegrates; the exira drain does not radius.
affect the user. Lf a missile weapon has this talenl, 07 Traps, 5-foot radius.
it must be held in hand to deflect the blow (and 08 Secret doors, IO-fool radius.
cannot be used at combat range).

/'------------------------------------.~
""
1511
(

For the power to function, the character must planes, and the missile launchers can provide
hold the weapon and utte r the command word. their owners with a virtually unlimited supply of
Should the result be positive, the weapon indi- "magical" missi les. Just remember that the dam-
cates this by a gentle tug in the direction of the age done is the same as for ordinary weapons.
thing detected. The magic doesn'l add to the weapo n's attack
capabilities; il negates the monster's defensive
of Disruption* capabilities.
XPValue: +1,000 GPValue: +6,000
Oriental Adventures of ESP'"
The weapo n functions identically to the mace of XP Value: +400 GP Value: +2,000
disruption. DuNGEONS & DRAGONS Rules Cyclopedia
As with the pOlion, the user may listen to the
of Draining* thoughts of anyone living creature within 60 feel
XP Value: +2,000 GPValue: +10,000
DUNGEONS &. DRAGONS Rules Cyclopedia of Extinguishing*
Upon command, the weapon with this talent can XPValue: +300 GPValue: +1,500
drain one leve l or Hit Die when it strikes an DUNGEONS & DRAGONS Rules Cyclopedia
opponent (as if a wraith), in addition to normal A weapon wit h this talent is cool to the touch.
damage. The command may be spoken after the When used against a fire-using creature (such as
attack roll is made. The weapon can drain Id4+4 a red dragon or fire elemental, for example) the
levels or Hit Dice in all ; il then loses this ability magical bonus of the weapon is doubled. In addi-
forever. Energy drain cannot affect any creatures tion, the weapon will douse a normal fire if thrust
that have energy drain powers (wight, wrait h, inlo it. II has no effect on magical fi re. Ifa mis-
spectre, and so on). If a missi le weapon has this sile weapon has Ihis talent, it applies to all mis-
talent, it may be applied to any missile shot, but siles fired .
each level drained also drains one magical bonus
from the weapo n. If the weapon becomes non- of Extra Damage'"
magical because oflhis loss, it loses the ability to XP Value: +500 GP Value: +2,500
energy drain as well. DuNoEONS & DRAGONS Rules Cyctopedia
This power las ts for IdlO rounds when com-
Drow manded. The user may inflict four times the nor-
See Drow Treasure in Enchanted [nhll.ncements, mal damage on each s uccessful hit. This power
Volume I. may be generated more than once; each duplicate
roll increases the multiplier by I (to 5 times, 6
of Enchantment* limes, and so on).
XP Value: + I ,000 GP Value: +5,000
DRAGON Magnine 18 t of Find Secret Doors'"
These magical weapons possess a dweomer that XPValue: +100 GP Value: +500
allows them to penetrate the magical defenses of DuNGEONS &. DRAGONS Rules Cyclopedia
creatures that can be struck only by enchanted The weapon can locate all secret doors within a
weapons. No bon uses for attac ks or damage IO-foot range up to three times a day.
occur; such a weapon has the same chance to suc-
cessfully attack a highl y magical monster as an of Find Traps'"
ordinary weapon has to strike a plain, flesh-and- XPValue: +100 GPValue: +500
blood creature , doi ng damage as a norma l DlJN(iEONS &. DRAGONS Rules Cyclopedia
weapon. The weapon can detect traps of all types within
Missile weapons are a bit different. While 10 feet up to three times a day.
ac tual missiles of enchantment (bolts, arrows,
sling bullels, etc.) are the same as combat weap- of Finding'"
ons, bows, crossbows, and slings of enchantment XP Value: + 100 GP Value: +500
cast a magical aura on any mundane ammunition DUNGEONS &. DRAGONS Rules Cyclopedia
with which they are loaded (no bonuses for using The talent can create one locale object spell
missiles and bows ofenchantmenl logether). effect a day to a 120-foot range (as the 2nd-level
For all weapons of enchantment, the XP cost is wizard spell).
that ofa regular +1 version of that weapon type,
or whatever other official magical weapon exists
of that type that is of low value. These weapons
do not lose their abilities when taken to olher
6172
/r--------------------------------------'~
15 12
Weapon of Hidiny-
"\

ofFlame* forgetfulness includes everything the viewe r has


XP Value: +200 G P Value: +1,000 seen in the past three rounds, the round of use,
Oriental Advcntun:s and the following three rounds. The viewer may
Upon uttering the command word, the weapon make a saving throw vs. spell at a - 3 penalty to
bursts into magical flame. This flame causes 2d4 avoid the effect.
points of additional damage on a successful hit. It An attack. with such a blade entitles the victim
ignites combustible items 40% of the time. It to another saving throw with a +3 bonus to shake
casts light out to a 15-foot radius. The weapon the effect entirely. These blades are very useful
remains flaming unlilthe characler utters the for bypassing guards, bodyguards, servants, and
command word again. The flame does no damage sentries.
to the weapon, regardless of the weapon's mater-
ial. Fossilized""
XPValue: - G"PValue: -
of Flaming* DRAGON Maguine 197
XP Value: +200 GP Value: +1,000 Technica lly s peaking, these should be ca lled
IJut.lGEOWS & DRI<OONs Rules Cyclopedia ''reverse fossilization" weapons, butJossilized is a
The point or edge of a weapon that has this talent much shorter term. The weapons are made of
will blaze with flames upon command. The stone, whether fl int, obsidian, or some other rock,
flames do not harm the weapon or the user, but that has been permanently enchanted to have the
they will add a +2 bonus to attack rolls against properties of bone weaponry. This gives them an
hippogriffs, pegasi, roes, and trolls and a +3 attack penalty of only - I, instead of thei r original
bonus against IreanlS and undead monslers. The - 2; damage is the same for both bone and stone
bonus applies to both attack a nd damage rolls. weapons. These weapo ns, unfortunately, still
The flames may easily be used to light a torch, break in baltle if a 20 is rolled, but at least they
lantern, or other fl amma ble item. If a missile give aspiri ng young wizards some defense until
weapon has this talent, it ap plies to all missiles they are ready to handle serious enchantments.
fired. The experience point value forfossilized -weapons
is five times the gold piece value of a normal
of Flying"" mctal weapon; afossili;:cd footman s mac. is thus
XP Value: +300 GP Value: + 1,500 worth 40 XP.
DuNGEONS & DRAGONS Rules Cyclopedia
As with the potion, the user may jly in the air for of Healing""
a maximum of three turns per use. XP Value: +300 GP Value: + 1,500
DuNGEONS &: DRAOO~S Rules Cyclopedia
of Flying II "" A weapon with this power can heal up to a total
XP Value: + 1,000 GP Value: +5,000 of 6 points of damage per day, at the rate of I hit
DUNGEONS & DRAGONS Rules Cyclopedia point per rou nd. This power may be generated
The weapon with this talent canjly in the air and more than once; dupli cate rolls increase the
attack by itself. In battle, it must firsl be used nor- amount o f healing by 6 points each (to 12, 18,
mallyat least once. If then commanded tojly, it and so on, per da y), but the rate of healing
wi ll continue to attack the same opponent for remains the same.
three more rounds, returning to its master after
that time (or when commanded to re turn). Its of Healing U ""
attack rolls are made as if it were wielded no r- XP Value: +400 GP Value: +2,000
mally, based on the class and level of the user. lfa DuNGEONS &: I>RAcloNs Rules Cyclopedia
missile weapon has this talent, it c reates normal This abil ity can create one cure serious wounds
missiles as it shoots; the owner does not have to spell effect per day. curing the user only of 2d6+2
supply it with new missiles, and cannot supply it points of damage (as the 4th-level priest spell).
with magic missiles to shoot.
of Hiding*
of Forgetfulness"" XPValue: +300 GPValue: +1,500
XPValue: + 1,000 GPValue: +5,000 DUNGEONS & DRAGONS Rules Cyclopedia
Assassin Mountain A weapon with this talent can create one invisibil-
These weapons vary in size from scimitars to ity spell effect on only the user when commanded
jambiya and katar. T hey g ive the w ielder no to do so. In add ition, the weapon ca n itself
bonus on attack or damage rolls, but anyone who become invisible three times per day.
weaves the blade in a figure-e ight pattern can
induce amnesia in those who view it. Amnesic
6181

/r------------------------------------.~
1513
",Weapon with Hill of Conjuring
(

with Hilt of Conjuring· proficiency. that character is in serious trouble.


XPValue: +100 G PValue: +500 The weapon 's dweomer is permanent. All melet
DRAGON Magazine lSI weapon types are eligible to become all types of
These are plain weapon hi lts, axe or mace han- weapons of illumination.
dles, or polearm hafts without their bladed heads.
When the appropriate command word is spoken, of Illusion ·
the head or blade of the desired weapon will mag- XP Value: +400 GP Value: +2,000
ically appear from the hilt, handle, or haft, doing DuNGEONS & DRAGONS Rules Cyclopedia
the same amount of damage as a regular weapon The user may create a phantasmal force. as the
of its type. No magical bonuses attack or damage wizard spell.
rolls are granted, though the weapon counts as
magical for attack purposes against certain mon- Intelligent·
s ters . Weapon hilts ca n proj ect any type of XP Value: Varies GP Value: Varies
weapon blade reques ted; handles can be used for D UNGEOIoI M ASTER Guide
hand axes, horseman's ....'eapons like small maces, One of the rare r and more significant properties
or fo r battle axes and footman's weapons; any of a magical weapon is the chance that it is intel·
type of pole arm head can appea r on a haft of con- ligent. The fea ture is m os t common among
j uring. Each type of item of this sort may be used swords, but there are occasional instances of
three times a day. I f not "turned off" by another other weapons pos sessi ng intelligence. The
command word, any item that appears lasts for a chance of intell igence varies according to the
full 24-hour day. type of weapon. Swords have a 250/. chance of
some form of intelligence. Other melee weapons
of Holding· (axes, spears, poleanns, and the like) have a 5%
XPValue: +300 GP Value: + 1,500 chance of inte ll igence. provided they do not
DUNGEONS & DRAGONS Rules Cyclopedia already possess special powers. Missile weapons
This tale nt can create one hold person spell effect (including bows, crossbows, arrows, and bolts)
a day to a 180-foot range (as the 2nd-level priest neve r possess intelligence. Single-use items and
spell). those items that do nOI have an attack bonus
(~ uch a ~ II magical net) never possess intelli.
of Illumination· gence. If you determine that a weapon is intelli·
XPValue PValue gent, it will have one or more special powers. It
Alternating: +2,000 + 10,000 may also have a special purpose or limitations on
Lesser: +500 +2,500 its use.
Greater: + 1,000 +5.000 The following tables should be used to deter·
DRAOON Magazine 181 mine the properties of an intelligent weapon: the
These items come in three basic versions: Lesser number of powers, unusual properties, alignment,
weapons ofWumination operate usi ng a fixed and special purpose of the item (if an y). Such
number of charges, like wands. When a charge is weapons arc useful to give higher-level fighters
expended, the weapon glows with a 5-foot radius some additional tactical options and limited-use
for Ihe same length of time as a wand of ilium ina- special abilities.
tion but has no combat bonuses. These weapons The DM is encouraged to de sign unusual
have I d8+8 charges and cannot be recharged. magical weapons along special themes and for
Greater weapons of illumination nee d no s pecific campaign purposes, using the tables
charges. They glow on command, just as their as guidelines and for inspiration. Just because
lesser counterparts do, but this power may be a power is ro ll ed does n 't m ea n it m us t be
used indefi nitely. Again, they have no combat g iven. If the OM feels a co mbinati on is too
bonuses. bizarre or powerful, it can simply be changed
Alternating weapons o/ illumination can or ignored.
serve as either weapons + 1 or glOWing weap- The first step in creating an intelligent weapon
ans, but not both at the same time . A simp le is to determine its general capabilities. These are
command word switches dweomers instantly, found by rolling Id lOO on the first table. Then,
presenting many owners with a cruel dilem ma. move onto the olher tables until all the capabili-
If the weapon is a PC's only means of light in a ties of the weapon have been specified .
dungeon fight, a choice may have to be made
between seeing what is to be fought and having
greater combat ability. If a creature that can be
s truc k on ly by + 1 or better weapons attac ks a
character who does nOI have the bl ind fighting
""
/r------------------------------------~~
1514
1
, Weaprm. lntelligenr

Weapon Intelligence a nd weapon.


Capabilities Table Weapon Abilit ies: Using the number o f cap a-
bili lies determi ned by the roll on the Weapon
RoD Int Communicates Capabilities Int ellige nce and Capabil iti es Tab le, the
01-34 12 Semi-empalhic' I primary ability weapon's specific abilities arc determined by
35-59 13 Empathic 2 primary abilities rolling on the appropriate tables below.
60--79 14 Speech' 2 primary abilities
80-91 15 Speech' 3 primaryabilitics' Weapon P rimary Abilities
1}2-97 16 Speech' ) primary abilities'
98-00 17 Speech & 3 primary abilities, I Roll Ability
Telepathyl extraordinary power' 0 1- 11 Detect "elevator"' shiftina rooms/walls
'The owner will receive some signal (a throb, tin- in a 10' radius.
gle. or other sensation) and feels compell ing 12- 22 Detect sloping passages in a 10' radius
urges when its ability functions. 23- 33 Detec t traps o f large size in a 10 '
%e weapon speaks the charneter's native tongue radius!.
plus one or more other tongues as indicated on 34-44 De/ect eviYgood in a 10' radius
Spoken Languages Table below. 45-55 De /e ct precio us metals, ki nd. and
'The weapon can use either communication modc
at wi ll ; wi th language use as any s peaki ng
weapon.
,..... amo unt in a 20' radius
Detect gems, kinq, and number in a 5'
radius.
'The weapon can al so read languages/maps o f 67- 77 Detect magic in a 10' radius.
any non magical type. 78- 82 Dctcct secret doors in a 5' radius.
'The weapon can read languages as well as magi- 83-87 Detect invisible objects in a 10' radius.
cal writings. 88- 92 Locate object in a 120' radius.
93- 98 Ro ll twice on this table ignoring scores
Intelli gent Weapon Alignm ent: Any weapon of93 to 00.
with intelligence has an alignment Note that holy 99-00 Roll on the Weapon Extraordina ry
avengers have alignment restrictions. All cursed Powers Table instead.
weapons are absolutely neutral.
If the same abi lity is rolled twice or more, the
Weapon Alignment Table range of the power is doubled, tripled, and so on.
All abilities fu nction only when the weapon is
Roll Alignment of Weapon held, drawn, and the owner is concentrating on
01-05 Chaotic good the desired result. A weapon can perform only
06-15 Chaotic neutral' one function at a time , and thus can fig ht or
16-20 Chaotic evi l detect but one thing at a time. Other abilities can
21- 25 Neutral evil' be created by the OM .
26-30 Lawful evi l
31 - 55 Lawful good Wea pon Extraordinary Powers
5~0 Lawful neutral'
61- 80 Neutral (absolute) Roll Power*
81-00 Neutral good ' 01-07 Charm person on contact, 3 times/day
'The item can a lso be used by any character 08-15 Clairaudience 30-yard ra nge- th ree
whose al ignment corresponds to the nonneutral ti mes/day, one round per use.
alig nment portion of the weapon 's alignment 16-22 Clairvoyance 30-yard range- three
(chaotic, cvil, good, or lawful). Thus any chaotic ti mcs/day, one rou nd per use.
character can use a weapo n with chaotic neutral 23- 28 Determine d irect ion and dep th. 2
alignment. times/day.
29-34 ESP 30-yard range- three times/day,
Any character whose alignment does not corre- one round per use.
spond to that of the weapon, except as noted in 35-4 1 Flying 120 feetltum--one hour/day.
foo tno te # I above, sustains points of damage 42-47 Heal-One time/day.
equal to the numbe r of ego points (see Table 11 9 48- 54 Illusion 120 yards ra nge-2 times/day,
in the DMG) of the weapon . The damagc is suf- as the wand.
fered every time (or for every round) the charac- 55-61 Le vitation one turn durat ion- 3
ter touches any portion of the weapon unless the times/day, at 6th level of ability.
\.\upon is in the grasp or possession of a charac- 62-67 Strength one lime/day (upon wielder
te r whose alig nmen l is com patible wi th the only).

)r------------------------------------,~
"u
151 5
",Weapon, Intelligent
(

68--75 Telekinesis 250 pounds maximum- 2


times/day, I round each use, 56-65 Insanity for I d4 rounds 1.
76-8 1 Te/epa/hy 60 yards range---2 times/day, 66-80 Paralysis for Id4 rounds I.
82--88 Teleportation one time/day, 600 pounds 8HlO +2 to all saving throws, - I to each die
maximum, casting time 2, of damage sustained.
89- 94 X-ray vision 40 yards range- 2 'Upon scoring a hit with the weapon, unless the
times/day, one turn per use. opponent succeeds with a saving throw vs. spell.
95- 97 Roll twice on this table ignoring scores
of95- 97. La nguages Spoken by Weapon: The DM should
98- 99 Character may choose one power from determine languages spoken by the "'eapon based
this table. on his campaign and the history of the weapon.
00 Character may choose o ne power from Thus, an intelligent 'K'Qrhammer fashioned by !he
this table, and then roll on the Specia l dW3lVes would certainly understand Dwarf.
Purpose Weapons Table.
·Saving throws apply as usual. Roll La nguages
01-40 I
If the same power is rolled twice, the uses per 41 - 70 2
day are doubled, etc. Powers func tion only when 71-85 3
the weapon is drawn and held and the possessor is 86-95 4
concentrating upon the desired effect. Most pow- 96-99 5
ers require that the character stop and concentrate 00 6'
for a full round. 'Or the total of two additional rol1s ignoring a
score of 00, whichever is the greater.
S pecia l Purpose Weapons
A: Purpose: A weapon's purpose must suit the Weapon Ego
alignment and type of the weapon in question. Only after all aspects of a weapon have been
Ki lling is always restricted to evil victims when determined and recorded can the ego rating of a
the weapon is of good alignment. Weapons dedi- weapon be found. Ego, along with intelligence, is
cated 10 slaying monsters are either good and slay a factor with regard to the dominance of weapon
neut ra l or evil monsters, or evil and slay ncutral over character, as detailed on the Wea pon Ego
or good monsters. Table below:

Roll P urpose Weapo n Ego Table


01 - 10 Defeat/s lay diametrically opposed
a lignment'. Attribute of Weapo n Ego Points
11 - 20 Defeat priests (of a particular type), Each + of weapon' I
21 - 30 Defeat fighters. Each primary ability I
3 1-40 Defeat wizards, Each extraordinary power' 2
41 - 50 Defeat thieves. Special purpose S
51 - 55 Defeat bards. Each language spoken 1
56-65 Overthrow law andlor chaos. Telepathic abi lity 2
66-75 Defeat good andlor evil. Reading languages ability I
76-95 Defeat nonhuman monsters. Reading magic abili ty 2
96-00 Other. 'A sword + 1 has one ego point, but ifit has
'The purpose of the true neutral version of this another (higher) plus, these are also counted. For
weapon is to preserve balance (see Alig nment in example, aflame tongue + 1 has a maximum plus
the DMG) by defeating/slaying powerful beings of 4, so it is + 1/+4 for fi ve ego poinls. In addi-
of the eXlreme alignments (lawful good, lawful tion, weapons that have no extra pluses but extra
evil, chaotic good, chaotic evil). powers (like a holy avenger, of sharpness) add
double thei r + rating for ego.
B: Special Pu rpose Powe r : These specific pow- ' If double ability, double ego points.
ers operate only in pursuit of the special purpose.
Weapons vs. C harac te rs
Roll Power When a weapon possesses unusual characte ris-
01 - 10 Blindness for 2d6 rounds'. tics, it has a personality, which is rated by com·
11 - 20 Confusion for 2d6 rounds'. bining its intelligence and ego scores. The weapon
2 1- 25 Disintegrate l . is, of course, absolutely true to its alignment, and
26-55 Fear for I d4 rounds I.

/r------------------------------------,~
.."
if the character who possesses the weapon is not,

15 16
, Weapon, Intelligent I f

personality confl ict- weapon vs. character- hannonious. However, the weapon might wish to
results. have a lesser character possess it SO as to easily
Similarly, any weapon with an ego of 19 or command him, or a higher level possessor so as
higher always considers itself superior to any to better accomplish its goals. All magical weap-
character, and a personality conflict will result if ons with personalities desire to play an important
lhe possessor does not always agree with the role in the success or activi ties, particularly com-
lIo'e3.pon. bat. Such weapons are rivals or each other, even ir
or the same alignment They will be aware orthe
The personality score of a character is: presence or any similar weapon within 60 reet,
Intelligence + C haris nla + Experience Level and try the ir best to lead a possessor into missing
NOle that the personality score is reduced by or destroying the riva l unless Ihis is totally inimi-
one for every group of points of damage taken caIto its nature--a holy avenger, ror example,
eq ual to the character's average number of points or
would certainly not allow destruction any other
per leveL Divide the character's total hit points by lawrul good weapon and might encourage their
his or her level (round up). For example, a fighter discovery, even at the risk or grim odds.
of 7lh-leveJ has 53 hit points; 53x7 - 7.6. Thus Weapons or this nature can neve r be totally
for every 8 points of damage, the fighter's per- controlled or silenced by the characters who pos-
sonality score is reduced by I. sess them, even though they may be heavily out-
Whenever pe rsonality con fli ct occurs, Ihe weig hed by personality rorce . They may be
weapon will resist the character's desires and powerless to enrorce their demands, but they will
demand concessions such as: be in there plugging. Even a humble + 1 weapon
Removal of associates, henchmen, hirelings, or unusual nature can be a vocal martyr, denigrat-
or creatures of alignme nt o r personality dis- ing its own abilities and asking only that the char-
tasteful 10 the weapon. acter on ly give it the c hance to s hatter itse lr
The character is divested of all other magical against some hated enemy.
weapons. OM 's Note: Most playe rs will be unwilling to
Obedience rrom the character so weapon can play weapons with personalities they way the per-
lead the expedition ror its own purposes. sonalities dictate. It is up to the DM to ensure that
ImmedIate seeking and slaying or c reatures the role or the weapon is played to the hilt (so to
hateful to the wcapon. speak) with the DM assuming the persona or the
Enc ru s tation or pommel, hilt , scabbard, weapon if necessary.
baldric, or belt with gems and a special con- In Ravenloft: T he ego of an evil , intelligent
taine r made or precious s ubstances ro r its weapon rises 5 points in Ravenlofl. (Weapons or
sarekeeping. good or neutral alignment not affected.) Ir an evil
Magical protection and devices to protect it weapon dominales its bearer, the weapon has a
rrom molestation when not in use. 50010 chance or delivering itselr to the lord orthat
That the characler pay it handsomely ror all domain. Eac h week a character wields an evil,
abilities and power the weapon is callcd upon intelligent sword, a Ravenloft powers check must
to exercise in behalr o r its possessor. be made.
That the character carries it on all occasions. In Kara-Tu r: The weapon has Intelligence
That the character relinqu ishes the weapon in and capabil ities as irit were an Intelligent sword,
ravor or a mo re suitable person due to align- although il can never have communication ability
ment differences or conduct. beyond semi-empathy. Intelligence is I d6+ 11.

Any time the persona lity score ora weapon Intelligent 11*
exceeds the personality score or the character XP Value: Varies GP V.. lue: Varies
who possesses it, the weapon will domi nate its DuNGEONS &. DRAGc:lNs Exper1 Set
possessor, and it can rorce any or all or the above Certain magical weapons may be intelligent and
demands o r actually cause any or the rollowing have other special abilities, as well. The DM can
actions: create special intellige nt mag ic weapons or roll
Force its possessor into combat. them randomly, using the rollowing procedure.
Refuse to strike opponents. An intelligent weapon should be played by the
Strike at its wielder or his associates. DM ,just like an NPC.
Force its possessor to surrender to an opponent.
Cause itselrto drop rrom the character's grasp. Rolling up an Intelligent weapon:
I. Find out ir the weapon has a special purpose
Naturally, such actions are unlikely where the (Optional Id20).
character-weapon al ig nment and purposes a rc 2. Determine Intelligence score ( ld20).

/r------------------------------------,~
""
1517
(

3. Find la nguages known (ldlOO). Languages


4. Detennine weapon's alignment (Id20). Speaking weapons talk aloud, usually telling the
5. Find primary power (ld IOO). user what is desired. Any weapon that can read
6. Roll extraordinary power, if any (ld IOO). magic can read written information in any Ian·
7. Roll ego score ( l dI2). g uage it can speak. A talking weapon always
knows the number of languages rolled. The OM
Special Purpose has to choose which languages are known.
A weapon will have a special purpose if a roll of
20 on I d20 is made (the DM may choose to omit Roll Number of Languages
this ro ll, carefull y placi ng all specia l purpose 01-50 I
weapons, as they are both very powerful and very 51- 70 2
rare). Any weapon wi th a s pecial purpose has 71- 85 J
Intelligence and Ego scores of 12, as well as one 86-95 4
special purpose. 96-99 5
Special purpose is given to some rare weapons 00 Roll again twice and add the results
by their creator. The following list gives some
special purposes that may be used, or the DM Align m ent
may invent others. Only one special purpose may Determine the alignment of the intelligent
be given to anyone magic weapon weapon (rollld20):
Slay wizards (or elves).
Slay priests. Ro ll Alignment
Slay fighters (or dwarves or haltIings). 01 - 13 Lawful
Slay monster (roll for one type randomly). 14- 18 Neutral
Defeallaw (or chaos). 19-20 Chaotic
Defeat good (or evil).
When used for its special purpose, the weapon A weapon's alignment cannot be detected until
gains one added ability, according to its alignment it is handled. If the creature handling the weapon
Lawful weapons paralyze c haotic opponents is of the same alignment, there are no adverse
unless the victim saves vs. spell. effects. However, if the alignment is different, the
Neutral weapons add + 1 10 all of the user's user takes some damage in each round in which
saving throws. the weapon is touched or held, according to the
Chaotic weapons turn to stone a lawful oppo- following chart.
ne nt upon a hit unl ess the victim saves vs.
spelL User's Weapon's Damage
Example: A lawful weapon with a special pur- Alignment Alignme nt per Round
pose to s lay wiza rds will paralyze only chaotic Lawful Neutral Id6
wizards, and only if the saving throw is failed . Chaotic 2d6
Neutral Lawful Id6
I ntelligence Chaotic Id6
Each intelligent wea pon has an Intel li gence Chaotic Lawful 2d6
score, one or more primary powers, possibly an Neutral Id6
extraordinary power, and a method of communi-
cation Empathy means that the user of the weapon Primary Powers
somehow knows what the weapon's powers are Roll IdlOO to find any primary powers a weapon
and how 10 use them. might have . T he number of primary powers
depe nds on the weapon's Intell igence score.
Die Int Method of Duplicate results should be rerolled.
Roll Score Powers Communication
01- 14 None None None Ro ll Primary Power
l5 7 I Primary Empathy 01- 15 Detect shifting walls and rooms
16 8 2 Primary Empathy 16-30 Detect sloping passages
17 9 3 Primary Empathy 31-40 Find secret doors
18 10 3 Primary Speech 41-50 Find traps
19 3 Primary + Speech 51-60 See invisible objects

20
"
12
Read Magic
3 Primary + Speech
6 1- 70
71-80
Detect evil/good
Detect metal
Read Magic + I 81- 90 Detect magic
Extraord inary

/r------------------------------------,~
91- 95

15 18
Detect gems
".
,
Weapon. tntelli genl1,...

"'
96-99 Roll for onc extraordinary power (see As with primary powers, the user mUSI have
Extraordinary Powers below) the weapon in hand and be concentrating on the
00 Roll twice more on this table power. Any extraordinary power is only usable
three times a day unless specially noted other-
Unless otherwise noted, one primary power may wise.
be used each round, once per round. The user must C lai raudi e nce: This power allows the user to
have the weapon in hand and be concentrating on hear noises (including speech) in an area up to a
the power in order to lise it. Duplicate results range of 60 feet through the ears of a creature in
should be rolled again unless noted otherwise. that area (unless blocked by lead). The user must
Delect shifting walls and rooms: The weapon concentrate for one tum in order to hear what the
can find shifting wa lls and rooms within a range creature hean;.
of 10 feet. C lairvoya nce: This power allows the user to see
Detect sloping passages : The weapon can a n area up to 60 feet away through the eyes ofa
locate sloping passages within a 10-foot range. crealUre in that area, unless blocked by lead. The
Find secret doors: The weapon can locale all user must concentrate for one turn in order to "see."
secret doors within a 10-foot range. This power ESP: The user of the weapon may listen to any
can only be used three limes per day. one Jiving creature's thoughts. The user must con-
Detect traps: The weapon can detect traps of any centrate in one direction, and can only "hear"
type within 10 feet, but only three times per day. thoughts within 60 feet (unless blocked by lead).
See invisibl e objects: The weapon can see The user can understand any thoughts "heard."
invisible and hidden objects (but nOI secret doors) Telepathy: This power allows the user to per-
within 20 feet . form th e same powers as ESP (above), but also
Detect evil (good): The weapon is able to detect gives the ability to "send" thoughts to the crea-
one of these intentions up to a range of 20 feet. ture contacted (as a helm o/telepathy). Of course,
(Ani mals and traps are neither evil nor good.) the creature may refuse to answer.
Det«t metal: The weapon can detect metal of Telekinesis: The user of the weapon may move
any type requested up to a range of 60 feet (unless up to 200 pounds of weight by co ncentration
blocked by lead). It points in the d irection of the a lone. See the wizard spell of the same name for
material. more infonnation.
Detec t magic : The weapon can detect any Teleportatlon : This power allows the user of
magic spell or item wi thin 20 feet, and causes the the weapon to teleport (as the wizard spell).
magic item (when commanded) to glow. This X- ray vision: This power produces the same
power can only be used three times per day. effect as a ring 0/ X-ray vision (the ability to see
Det«t gems: The weapon can detect any type through anything, except gold or lead).
of gems (and tells the ir number) wi thin a range of Illusion : This power allows the user to create
60 feet ( unl ess b lock ed by lead). The weapon one phantasmal/orce spell (as the wizard spell).
points in the direction of the gems. Levitation : The user of th e weapon may levi-
tate as if using the wizard spell of the same name,
Extraordinary Powers for a maximum of three turns.
I(the intelligent weapon has an extraordinary power, Fly ing: The user of the weapon may fly as if
roll I d I 00 on th e table below. Duplicate resu lts using the wizard spell o( th e same name, for a
should be rolled again lU1less noted othetWise. maximum of three turns.
Hea ling: The weapon can heal up to 6 points
Roll Extraordinary Po",,·ers of damage at the rate of I point per round. This
01- 10 Clairaudience power may only be used once per day. Duplicate
11- 20 Clairvayance ability rolls increase the Amnunt of ilpnling And
21- 30 ESP the time required by six.
31-40 Telepathy Extra damage: This power increases the user's
41 50 Telekinesis Strength when striking for I d I 0 rounds. During
51- 59 Teleportatian this time, the use r inn icts four limes the normal
6O-<i8 X-ray vision damage on each successful hit (but has no better
69-77 lJ/usion chances to hit). Each dup licate roll of this power
78-82 Levitation inc reases the multiplier by one (to five times, six
83-87 Flying times, etc.).
88-92 Healing (duplicate allowed)
93-97 Extra damage (duplicate allowed) Ego
98-99 Make two more rolls on this table To detennine the ego seorc of an intelligent (non-
00 Make three more rolls on this table special purpose) weapon, rollld l 2. The ego of
,,~

/r----------------------------------,~
1519
""Weapon, Invisible
(

the weapon is a measure of the force of its per- or until the situation that caused the control che<:k
sonality. A weapon with high intelligence and ego has passed.
may try to control its user. The OM should make
a control check at certain times. Invisible·
Control checks: An intelligent weapon must XP Value: +1,000 G P Va lue: +5,000
be checked to see if it is controlling its user in DRAGON Magazine 169
five different situations: This weapon does normal damage but appears
When the character first handles the weapon. only as a hilt; its blade cannot be seen. Blood or
When the character is wou nded to a point d irt can outline or betray the location of its blade,
where half of his or her original hit points are but even striki ng a creature does not make the
gone. metal itself appear. An invisible blade can there-
When the character acquires any other magic fore be concealed in a person's grasp and carried
weapon. where weapons are not per mitted. An invisible
When a character of a different aligrunent tries weapon is always silent when striking, even if it
to use it. fa lls or is thrust against stone or metal. It never
When a situation arises where the special pur- reflects light, but it can be normally affected by
pose of the wcapon (if a pp licable) can be heat metal and similar spells, and it can be read-
used. ily seen by creatures able to see invisible objects.
To make the control check, the OM must find When grasped (it need not be drawn), an invisible
the will score of the user and of t he weapon. weapon allows its wie lder to see as if using a
When the will scores are found, the being wi th detect invisibility spell.
the highe r total score, either character or weapon, Detect invisibility, invisibility, gaze reflectioll,
controls the actions of the character. and some fo rm of magical silence are required
for the enchantment of such a weapon. The magic
Will Score must be worked on the weapon as it is forged and
An intelligent weapon's will score is fo und by tempered.
adding the weapon's I nte ll igence, ego, a nd
bonuses. The weapon gets a bonus of + I to the of Lefth andedness*
will score for each extraordinary power it has, XP Value: - GP Value: 50
plus IdlO points jfthe weapon is ofa different New Item
alignment than the user. A character's will score A variety of these weapons were created by the
is found by adding the character's Strength and wiza rd / warrior S leedak the Curmudgeon.
Wisdom scores and subtracting any adjustments Sleedak was left-handed, and he grew tired of the
due to wounds, as fo llows: barbs and slights of "righties." Weapons of left-
I f the character is damaged, but has lost no handedness may be found wi th any conceivable
more than li the original hit points, I d4 points enchantment, and the enchantme nts do work-
are subtracted. but only when the weapon is in the left hand. If
If the character has lost more than ~ of the he ld in the right hand, the enchantment either
original hit points, 2d4 points are subtracted works against the would-be user or reverses with
from the will score. double effect. If, for example, a right-handed
figh ter uses an invisible axe of left handedness,
the axe shines with a brilliant white light and can-
Weapons in Control not be concealed.
If a weapon controls a character, the OM must
decide on the actions of the weapon in certain sit- of Levitation*
uations. These may include: XP Value: +400 GP Value: +2,000
Leading the user past o the r magic weapons DuNGEONS & DRAGONS Rules Cyclopedia
found, or to discard other weapons. As with the potion, the user may float in the air
Forcing the user to charge into combat to win for a maximum of three turns per use.
glory for itself.
Forcing the user to surrender to an oppo- of Lighting*
nent-either one more worthy of the weapon XP Value: + I 00 GP Va lue: +500
or one easier to control. DUNGEONS & DRAGONS Rules Cyclopedia
Forcing the user to spend most of his or her A weapon that has this talent can create one light
money on items for the weapon (jeweled fit- spell effect per day to a 120-foot range and last-
tings, fancy scabbards, special magical pro- ing for 61urns (similar to the Ist·level wizard
tection, etc.). spell).
The control lasts until the weapon is satisfied
6193
/r------------------------------------,~
1520
,
Lightweight* may be turned as undead, with the same chance
XPValue: + 10 G PVaJue: + \00 as of tuming vampires.
DRAOOI'I Magazine lSI Living weapons are guardians. They have an
For thieves, mountain climbers, fast scouts, and attack range of 120 fect from the spot where they
others on the go, these items are extremely use- we re bound. They are o f low intell igence and
ful. Weight and encumbrance may be reduced by obey simple commands from their masters.
half (rounding down) when these weapons and These weapons are highly evil; they prefer to
armor are used instead of ordinary ones. No addi- feed on the blood of sentient creatures, but they
tional advantages a re given in combat, though attack anything that gets wit hin their attack
they do count as magical for auack purposes range.
against cenain monsters.
Living Weapon
ClimatefI'errai n: Any/Subterranean
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Blood
Intellige nce: Low (5- 7)
Treasure: None
Alignment: Chaotic evil
No. Appea rin g: I
Armor Class: - I
MOl'emenl: FIl S
Hit Dice: 6
THACO: 15
No. of Attacks: 2
Damage/Attack: By ...."eapon +4
Special Attacks: None
Special Defenses: + I or better
Magic Resista nce: 20%
Size: M (5' long)
Morale: Elile (13- 14)
XP Value: 2,000

Miniature*
See Enchanted En ha ncements in Volume 1

Narcissistic*
XPValue: - GPValue: + lOO
Living* 1101.0.011'111 Magazine 14
XPVaJue:+l,OOO GP Value: +5,000 This weapon believes it has a magnetic personal-
Wild Elves ity. As a resul t, once the weapon's ego has been
Living weapons are conjured spirits that are bound calculated normally, it is increased by 50%. Natu-
into weapons by powerful magicians. They are rally, because it is so lovely, the blade has a mag-
highly evil creatures, capable of animating these net ic effect on any metal near it. The wielder
weapons and attacking with them. They are typically must have a Strength of 18 or the weapon sticks
used as guardians by the wizards who made them. to any metal elements of his or her armor, and no
U",;ng weapons are swiFt in combat. They fly allack or damage bonuses are applied.
through the air hilling targets with a +4 bonus to Against foes in metal armor, the weapon acts
their attack and damage rolls. The weapons they as a normal magical weapo n, but causes double
inhabit are otherwise normal; once the living damage. However, the wielder must spend one
....-eapon has suffered full damage, the bound spirit roun d unsticking the weapon from the target, dur-
is dispe rsed, and a no rmal weapon fall s harm- ing that time she or he can do nothing else.
lessly to the ground. The weapon is not magnetic, it just likes metal-
Living weapons are usually swords, but they especially when it can sec its own reflection.
can be any melee weapons. In a ny fOfm t hey When the narcissiSlic weapon result is rolled
inflict the base damage of the weapon, with a +4 on the Random hem Chart, the OM should roll
attack and damage ro ll bonus. Living weapans

/r------------------------------------,~
1521
another effect and combine the results.
.".
-
,weapon, Petrified
r
Petrificd * of weapons he could use. Ifa fighter discovers
XPValue: +100 GPValue: +500 too late that he or she should have invested in a
DRAGON Magazine 197 missile weapon instead of specializing in melee
These items are wooden weapons that have been weapons (or if a bow was simply too expensive),
permanently enchanted with petrification spells, a bow ofproficiency would give the missile capa·
making them equivalent to weapons made of bility of an ordinary fighter who was trained as
Slone (flint, obsidian, etc.) instead arwood. The an archer. Naturally, Ihe owners of such weapons
weapons may still break in battle, but until they would have to take very good care of them; once
do, they strike with attack and damage penalties those magical items are gone, so go the pes' abil-
of - [ and - 2 instead of the - 2 and - 3 penalties of ities to use such weapons, at least until training
nonnal wooden weapons. These weapons are also time comes around. The same goes with noncom-
fireproof. Wooden weapons such as clubs or bat gear such as thieves ' tools , musical instru-
quarterstaves are also limited to being fireproof ments, and riding gear, unless such skills are
as a benefit. These weapons hardly seem worth assumed to come with the class.
the trouble of enchanting, but the process is good
practice for apprentice wizards , so petrified Purple-Leaf'"
weapons are fairly common. Besides, when fight- XP Vaiue: - GP Value: -
ing an opponent with a torch- a common event DRAGON Magazine t 97
in the arenas of Athas- it's a comfort to know These magical knives, daggers, and swords are
that a wooden weapon won't be burned into use- created from the razor-sharp blades of the purple
lessness. It is also possible to bury petrified items grass that grows in the Athasian wilderness. Each
for use as hidden markers, as they do radiate a weapon is made from an individual blade of grass
dweomer that can be located by a detect magic that has had one or more plam growth spells cast
spell. upon it. The type of weapon gained depends on
how many castings were used in the process of
Polymorphed* enchantment: A knife rates one casting; a dagger
See Polymorphed Gear in Enchanted two; a short sword three; a long sword, broad
Enhancements, Volume I . sword (the latter created by trimming off the tip a
bit), or ba5tard ~word four ; and a two-handed
of Proficiency* sword five. Because of Ihe shape of the grass
XP Value: +50 GP Value: +500 blades, only straight-bladed swords may be cre-
DRAGON Magazine lSI ated in this manner; no curved weapons such as
In order to use someth ing properly, whether a khopeshes or scimitars are possible.
weapon or a tool, one has to learn how to use it. A purple-leaf blade does the same damage as
However, a clever wizard can get around this by its regular steel counterpart. It does not break in
creating magical weapons and enchanted items combat, but if a natural 20 is rolled upon hitting
that magically impart skill in their use to the an opponent, the blade bends out of line. It takes
owner, but only when using those specific items. one round of effort to straighten the blade out,
If a poor fighter doesn 't know how to usc any after which it may be used as before. These weap-
weapon but a short weapon (the only type he or ons are both fireproof and rustproof. They are
she could afford at the start), a broad weapon of worth 10 XP per casting of a plant growth spell
proficiency found by the character is perfectly required in their creation; a knife is worth 10, a
usable, just as if he of she had trained in broad dagger 20, a short sword 30, etc.
weapons. However, if another broad weapon is
found (whether magical or mundane) and the Quirks*
fighter tries to use it, fighting takes place with the XPYalue: - GPValue: -
standard nonproficiency penalty. Note that in the DRAGON Magazine 163
case of weapons ofprofjc jency , there are no The quirks of magical weapons are detai led in
attack or damage bonuses; a fighter can merely most of the major entries. We include a generic
use them competently in battle even though he or weapons' quirk list here for those entries, such as
she has no training with that weapon type. Blowgun, that do not have these optional tables.
These weapons are mainly useful for increas-
ing a character's combat ability, but all standard Roll Quirks Present
weapon restrictions still apply (a wizard cannot 01- 86 No quirks
use a broad weapon of proficiency ). Since so 87- 94 One quirk
many people complain about how helpless a I st- 95-98 Two quirks
level wizard is; for instance, a staffor dagger of 99-00 Three quirks
proficiency would effectively double the number

~r--------------------------------------,~
1522
.....
, Weapon of See l~iblcr

Roll Result slip s. A n attack roll must be made


01-05 Weapon glows (as per faerie fire) in against any ally in a 5· foot radius (or
normal darkness. agains t t he w ielder, if no allies are
Weapon is lighter than normal. The near). A successfu l h it on oneself or a
wielder has a - 1 bonus on any reaction friend docs half damage.
or initiative rolls using the weapon. 76-79 Weapon is not a ffected by acid.
[0-14 Weapon is unable to harm Jd4 types of 80-85 Weapon cannot be broken by any means
creatures. s hort of divine power o r a near irre·
1.5... 18 Weapon must be used two-handed in sistible force (such as having JO tons of
order to gai n ils magical bonus. If the roc k dropped on it).
we apon is very short (8 dagger or 8.... ' Weapon is immune to the effects ofrusl
knife), is already a two-handed weapon, (i ncluding the attack of a rust monster).
or Ihis result does nOI otherwise apply. Weapon is invisible whenever drawn or
disregard this result and the roll. wielded in combal.
19-23 Weapo n 's finish cannot be marred, 95- 97 Weapo n 's blade or head exists in the
stained, or scratched in any way. Ethereal o r Astral Plane (50% chance
24-28 Weapon hums whenever enemies come of either) , and is ab le to hit c reat ures
within 30 fee l (and the sound negates that can " phase out," become ethereal,
any chance of surprise). and so forth when in an alternale plane.
29...32 Weapon must be baptized in flame after ,8-00 Weapo n is in te lli ge nt- t wice, wi th
combat, or it loses its magical bonus vastly differing personal ities and ali gn-
until it is p laced w ithin a fire for at least ments. The OM should roll twi ce on the
one ho ur (wea pon is immune to t he Sword I.ntelligence Table (see Sword,
effects of normaI fire) . Special) and disregard any resuh of no
33-37 Weapon is twice as heavy as no rma l. intelligence. The weapon has two egos.
The wielder suffers a + I penalty to all Though it te lls its owner of th e powers
reaction and initiative rolls. it offers, it never di scloses the number
38-43 Weapon a p pea r s beat up , notc h ed, of c harges il possesse s. No te that an
s cratche d, s tain ed, a nd d e nt ed. No intelligent weapon neve r wi lli ngly UM:;S
amoun t of polishing can alter its its last few charges. These weapons can
appearance. a lways be rec harged, regardless of type.
44-46 Weapon's magic functions only at night. The wea pon switches personalties every
Also , the weapon is evilly a ligned and Id4 days.
radiates th is alignment.
47-49 Weapo n 's magic functions only du ri ng Racial·
the day. The weapon is go od ali g ned See Racial Enhancemenls in Enchanted
and radiates this alignment. Enhancements, Volume I.
50-54 Weapon has a command word on il that
sh rin k s il as wou ld an item s pe ll . To of Retu rning*
return the weapon to normal size, speak XPValue: + 1,000 GPValue: +5,000
th e command word backwards. DUNGEONS & DAAOONS Rules Cyclopedia
55- 59 Wea pon exhibits no magical properties This type of hand· hurled missi le weapon returns
until a certain condition is met (a bless to Ihe user if it misses its targe t; it is sometimes
spell is casl upon iI, a cerlain type of called a " boomerang" weapon. Ifil misses, it
creature is killed with it, elc.). returns a t the end of the same ro und and may
6<Hil Weapo n co ndu cts elect r icity. As a automatically be safe ly caught by the character
resu lt, the wielder suffers a - I penalty throwing it (unless the user is paralyzed, co n-
on all saves vs. electri city o r light ning fused, immobile, or incapacilated).lfit hits a tar-
and takes + I point per die of damage. get, the weapon does nOI return.
64-68 Weapon radiates no nd eleclion; thus a
detect magic spell cannOI register it. of See Invisible*
69-72 Weapo n is si lent ; it makes no no ise XP Value: +300 GP Value: + 1,500
when dropped or struck. DUNGEONS & DRAGONS Rules Cyclopedia
73- 75 Weapon 's magic makes it dangerous to This item can find a ll invisible and hidden objects
w ie ld in combal. If the wielder misses or creatures (but not secre t doors) in a 20·fool
an attack against an intended opponent, radius.
h e or s he must roll under his or h e r
Dexterity score on Id20 or the weapon

""
/r----------------------------------~~
1523
(

Shiveri ng* Roll Creature Roll Creature


XPValue: - GPValue: +100 02 Bajang 13 Ninja
]MAGINE MagazillC ]4 03 Bushi 14 Ogre Magi
This magical weapon is so afra id of figh ting that 04 Dragons 15 Ogres
it shive rs with fright during melees. This causes it 05 Elementals 16 Oni
to have 12 attacks per round instead of its normal 06 Giants 17 P'oh
allowance. but all the attacks are at - I instead of 07 Hengeyokai 18 Samurai
its norma l bonus. An attack or Streng th bonus 08 Hu hsien I. Shukenja
due to the wielder only applies to the first attack. 09 Kalau 20 Sohei
Any ot her abilities the weapon possesses are 10 Kombokuru 21 Spiders
una ffec ted. Each attack onl y causes I point of II Kuei 22 Spirit folk
damage. 12 Nats 23 WuJen
When the shil'ering weapon result is rolled on 2. Yiliwo
the random item c ha rt , th e OM should roll
anot her effect and combine the results. of Slicing*
XP Value: +500 GP Value: +2,500
of Silence'll DUNGEONS & D RAGONS Rules Cyclopedia
XP Value: +300 GP Value: + 1,500 This talent applies only to edged weapons (swords,
Oriental Adventures daggers, and knives, though axes may qualify). If
When held. this weapon cloaks the character in a any other wcapon type indicates this talent, roll
muming field, deadening but not totally stopping again. If the edged weapon's attack roll is 19 or 20
all sound emanating from the character. The char- counting the weapon's magical bonus but no other
acter can still hear all sounds nonnally. This field bonuses, the opponent struck must make a saving
improves the ninja's and thief's chance of moving throw vs. death magic or be struck dead with one
silently by 15% and increasing the chances of hid- blow. If the saving throw is successful, the victim
ing in shadows by 20%. Sonic-based attacks are still takes triple normal damage. These special
reduced to halfor no damage (depending upon the damage bonuses do nOI apply when the weapon is
success of a saving throw). The fie ld extends over used against constructs or undead.
the wielder and all carried possessions only. Should
something be dropped or ifan object is knocked ofSlowin g*
over, it makes the normal noise. Thus the weapon XP Value: +300 GP Value: + 1,500
does not protect against clumsiness. DUNGF.ONS & DUGaNS Rules Cyclopedia
When a successful hit is made, a weapon with
of Silencing* this tale nt can cause the oppo nent st ruck to
XP Value: +JOO GP Value: + 1,500 become slowed (as the reverse of the J rd-Ievel
DuNGEONS & DRAooNS Rules Cyclopedia wizard spell haste) for I turn (no saving throw).
This talent can create one silence, 15' radius spell The user may decide whether or not 10 use this
effect a day to 180-foot range (as the 2nd-level effect after the swing hits.
priests spell).
of Spec ialization*
of Slaying'" XPValue: + \00 GPValue: +1,000
XP V.lue: +1,000 GP V. lue: +5.000 DUGON Magazine 181
Oriental Adventures Items 0/ specialization behave the same as those
This is a weapon +3, marked or made in some of proficiency, but they act in the owner's hand as
distinctive way found in the lands of Kara·Thr. Its if the user had training in weapon specialization,
ap pea rance makes it easy to pick Oul from a as opposed to mere proficiency. Unlike items oJ
group of similar weapons. Its markings also serve proficiency, only weapons may be enchanted for
to identify the type of creature affected by the specialization. Only single-c\ass fighters can use
weapon. If the weapon is used against the type of weapons a/specialization. Unlike weapons oJ
creature identi fied by the markings, it slays the proficiency, these weapons do give attack and
creature insta ntly on a successful hit (saving damage bonuses, but the bonuses are granted to
throws applicable). Once successfully used, the the user and are not inherent in the weapon; thus
weapon loses all its magical properties. Below is they are nOI effecti ve against creatures that can be
a list of some of the creatu res that might be struck only by enchanted weaponry.
affected by the slaying power (roll 2dI2). Obvi- Remember, too, that the specialization bonus only
ously, many other creatures could be includcd on comes with that particular weapon; skill in using all
this lisl. The DM should create, modify, or limit weapons of the type in the specialization mode does
weapons of slaying as best fits the campaign. not come from mere use of that one item.

1524
1
" Spectral· rou nd will attack o nce before any othe r action
XP Value: 3,000 GP VaJue: 6,000 takes place, and then (because of poor initiative
The Ruins of Myth Drannor rolls or other factors) takes his or her remaining
Tbese eerie weapons were once very popular. two attacks at the very end of the round.
Fashioned from the bones of creatures who died There is a 25% chance that the weapo n wi ll
violently, they appear only as hilts carved of have a bonus of something other than +2; if this
bone. When grasped by a living or undead being. occurs, roll percenti le dice and refer to the fol-
a weapon of g lowi ng white corpselight appears lowing table to determine the appropriate bonus:
from the hill.
The spectral weapon is insubstantial , and Roll Type
passes through solid objects: consider targets to 01 - 50 +1
be whatever Armor Class they naturally possess 51- 75 +3
(counting Dexterity bonuses and magical protec- 76-90 +4
lion but not physical annor, unless it is magical). 91-00 +5
For example, a knight of average Dexterity in
nonmagiea] full piate armor is AC 10 to Ihis of Speed [1 *
blade, not AC l . XP Va lue: + 1,000 GP Value: +5,000
Whenever a spectral weapon hits Jiving flesh, Oriental AdvenlUfCS
it affects it as a chill touch spell does (t he v ictim If the weapon is a bow (induding crossbows and
must save vs. spell or suffer 1d4 points ofdarnage pellet bows), the weapon allows the uscr to fire at
and loses I point of Strength for an hour, or if not double the normal fire rate. Fu rthermore the
rated for Strength . loses I o n its attack roUs for weapon automatically nocks or cock s itself,
every second successful attack of a spec tral allowing the use r to automatically fire one shot
weapon). first in the melee round. If surprised, the charac-
If th is sort of weapon is wielded by an undcad ter is unable to react quickly enough. However, in
creature, it automatically docs 2d4 points of dam- situations of complete surprise, the character is
age. (Strength loss still occurs only if the victim's able to fire one shot wilh an initiative of two.
save fails). Undead creatures cannot be harmed in If the weapon is a throwing weapon, it vi rtually
any way by this weapon. 1eap!S from the character's hand and darts toward
the target at incredible speed. AI the beginning of
of Speed any round that the character has the weapon in
XPValue GPVa lue hand, he or she may automatically make the first
+1: 2,500 9,000 attack, provided the weapon is thrown.
+2: 3,000 12,000 For martial arts weapo ns, a weapon of speed
+3: 3,500 15,000 allows the character to make twice the normal
+4: 4,000 18,000 n umbe r of attacks allowed by the martial arts
+5: 4,500 21 ,000 style when fighting with the magical weapon.
Unearthed Arcana The character must know a martial art style that
A weapon of speed is a magical weapon, usually teaches the use of the weapon to gain this benefit.
+2, that enable s its wielder to always make the
first attack in a me lee round, even though some of Speeding*
magical effect might have otherwise s lowed his XP Value: + 1,000 GPVaiue: +5,000
or her speed and reaction time. This initial attack DuNGF.oNS & OIUoOONS Rules Cyclopedia
comes in the first segment of the round, ahead of T he lalent will, on command create a haste spell
any other action that may a lso take place in that effect on the user only. The user may then move at
segment. The weapoll of speed also allows more double normal speed and attack twice per round
than o ne strike in some rounds; it increases the for one turn (similar to the 3rd-Ievel wizard
wielder's figure for attack per melee round by spell).
one place, so that if one attack is normal , the
improved figure is 312, and if 312 is nonnal, then Stoneiron *
the improvement is 10 two attacks per round. This XPValue: +0 G P Value: +0
increase in attacks is cumulative with any other D RAOON Magazine197
bonus attacks (such as those prov ided by a haste These weapons are similar to lI"oo<iiroll weapons,
spell). T he order of anacks in the round is deter- in that they have the strength and normal combat
mined normally after the wielder of the weapon abi lities of regu lar iron weapons. However, these
of speed has made his or her first attack to begin weapons are made of stone. Effectively unbreak-
ac tivilY in the round. It is possible, for instance, able, they a re a no the r mea ns of giving selected
tha t a wielder en tit led to three attacks in the Alhasian warriors weapons as good as steel arms
6213

)
1525
F

r
without cutting into the world's scanty supplies of must roll a saving throw vs. spell or immediately
iron. Because stone is a better beginning material surrender to the forces of the enemy, whether it is
than wood, stoneiron lW!oponry is less valuable in one meek kobold or the complete denizens of the
experience points as are woodiron weapons, the Abyss. If the savi ng throw is s uccessful, the
experience point lotal being 20 times the price of ~apon reacts as a normal magical weapon.
a normal iron ",-eapon in gold pieces. For exam- When the surrendering ""'f!opon result is rolled
ple, a stoneiron "'Orhammer is worth 40 XP. on the random item chart, the DM should roll
another effect and combine the results.

of Telekinesis·
XPVaiue: +300 G PValue: +1,500
DuNGEONS & DRAGONS Rules Cyclopedia
A user carrying one of these weapons may move
up to 200 pounds of weight by mere concentra·
tion, like a ring a/telekinesis.

ofTelepathy*
XPValue: +400 GPValue: +2,000
DUNGEONS & DRAGONS Rules Cyclopedia
This is the same as ESP, bUI with the abi lity to
"send" thoughts to the creature contacted (as a
helm a/telepathy).

ofTeleportation*
XP Value: +500 GP Value: +2,500
DUNGEONS & DRAGONS Rules Cyclopedia
The user may teleport once a day as the wizard
spell.

ofTranslating*
XP Value: +400 GPValue: +2,000
DuNGEONS & DRAGONS Rules Cyclopedia
The weapon that has this talent can, on command,
enable the user to understand any and all lan-
guages heard. The ability lasts for 6 turns.
of Surrender*
XPValue: - GPValue: + 150 Unbreakable*
IMAGINE Magazine 19 XP Value: +1,000 GP Value: +5,000
This weapon was made for a once-powerful king Oriental Adventures
by his court magician. It is a powerful weapo n This weapon cannot be broken by the weapon
with sundry interesting characteristics, whatever breaker martial arts special maneuver. There is a
is suitabl e for a particular campaign. Unfortu- 75% chance that the opponent's weapon is broken
nately, the magician was a traitor, and was bribed instead, should he or she attempt this maneuver. If
to make the weapon lum against his master. The the weapon ever has to make a saving throw against
day came when the king faced his enemies in a breakage or crushing blow, it fails only on a 20.
battle he was sure to win. A soldier, nol knowing
what harm he did, delivered a message 10 Ihe king Unc harged·
containing a strange word. This was Ihe com- XPValue: ~ G P Value: ~
mand word for the king 10 become aware of Ihe New lIem
geas upon the weapon; he was to surrender to his Let's fac e it . With the tragedies that can occur
enemies. His advisors watched in horror as he when using permanency spells, not every wizard
crossed Ihe fie ld to yield to the leader of the is willing to make a sacrifice for someone else.
opposing host. His army began to lay down its To counter this, many wizards just "forget" to
arms and shuffie, broken, from the fi eld, behind cast the much needed permanency when they ere·
them, the king suddenly recovered his wits, and ale a weapon.
found himself ringed by spearmen. Only then did In this case, the weapon literally becomes a
he realize what befell him. charged item. When a wizard does not cast this
When this weapon is used in combat, the user vital spell on a weapon, it is assumed to have
6220

1526
...
,
[diDO charges. Luckil y, these charges are not of X-Ray Vision*
used whenever the weapon misses its intended XP Value: +300 GP Value: +I ,500
target. Whenever the warrior (or whoever is usi ng DUNGEONS & DRAGONS Rules Cyclopedia
the weapon) strikes a target, one charge is used The user may see through objects as though ",-ear-
up, whether the weapon caused maximum dam- ing a ring ofx-roy visiolT.
age or just 1 point of damage. Once the last
charge is used, the weapon becomes non magical. Weed
Magical weeds are wild plants that have magical
ofVeno m* or quasimagical effects. A saving th row vs. spell
XPValue: +2,000 GPValue: +\ 0,000 is allowed to negate the weed's effects unless oth-
Oriental Adventures erwise stated in the accompanying text.
These weapons are identical to daggers o/venom.
Raptu re
ofWatching* XP Value: 150 GPV.lue: 900
XPVa lue: +200 CPValue: +1,000 The Final Enemy
DuNGEONS & DRAGONS Rules Cyclopedia Also known as submarinum in/oxicalus morbido or
A weapon with this talent may be commanded to rapture weed is an uncommon variety of seaweed
watch fo r anyone monster type or race. The found only at ocean depths of2oo feet or mOTe. It is
weapon can then sense the presence of the crea· a pale green color and has fronds edged in pale
tures specified, and it will vibrate slightly if one gold. Rapture weed is virtually unknown to land
or more of the named creatures come within 60 dwellers though well known to marine races who
feet of it. The vibration silently alerts the user. A use it as land dweJters would use wine.
specific creature cannot be named, only a race or lis taste is extremely pleasant and its effects on
monster type, and the weapon can only sense one marine peoples are mildly euphoric; it produces
race or type per day, even ifnone are sensed. in them a slight inebriation and a feeling of weJt
being. However, when it is chewed by land-
Weightless* dweJters, the inebriation soon gives way to drunk·
Sec Weightless Item in Enchanted e nness whic h is followed rapidly by
Enhancements, unconsciousness, a State lasting I d2 houn;.
Volume I . Furthe rmore, any land dweller who chews
Ihree or more fronds ofthe weed within a 24-hour
ofWishing* period becomes hopelessly addicted and exhibits
XP Value: +900 GP Value: +4,500 all the horrible symptoms of addiction to strong
DuNGEONS & DRAGONS Rules Cyclopedia narcotics. The addict will sell every last posses-
This tale nt w ill grant I d3 wishes to the user sion in order to purchase more of the plant; he or
(identical to the 9th-level wizard spell). s he w ill lie, cheat, steal , and even murder to
obtain it, regardless of alignment or profession.
Woodiron* The addict's death will occur in Id4 +2 months.
XPValue: +0 GPValue: +0 The only known cures for this terrible condition
DRAGON Magazine 197 are neutralize pOison followed by exorcise, heal,
These arc wooden weapons whic h have been limited wish, wish , or alter reality.
given the properties of metallic weaponry through Unfortunately these facts are as little known to
enchantment, thus eliminating all penalties for land dwellers as is the nature of the plant itself,
attack ing and damage. They arc also fireproof while the marine races are equally ignorant of the
and unbreakable. Weapons normally made of plant's effects on land dwellers and of the remedy
wood, such as the club and quarterstaff, are now for addict ion to it ; the plant simply does nol
+ I on attac k and damage rolls; they do not have affect them this way. However a few human sages
this bonus otherwise and cannot hi t creatures that do have knowledge of the plant, its properties and
can onl y be harmed by weapons of + I or better. the remedy against addiction, as do a few
Multiply the gold piece value of a nonnal weapon alchemists and high-level assassins. The latter
or shield by 25, and that is the experience point gentlemen have been known to pay as much as
value of these weapo ns for the wizard creating 500 gp for a single frond.
them- fo r example, a woodiron shorr sword is
worth 250 X P. These weapons are invaluable on of the Witch
At has, though they would no doubt be disdain- XP Value: 1,000 GPValue: 5,000
fully sniffed at elsewhere, as they give fighters Old Empires
good weapons wi thout cutting into Athas's woe- Th e foul fume s of this weed (also known as
fully small supply of iron. witch weed) alTect all wizards. When burned, it
6227
/r--------------------------------------.~
1527
",Well of All Heals
(

produces a vaporous cloud, 30 feet in radius. Any


wizard within its vapors begins to coug h vio-
lent ly, is una ble to cast spells, and suffers two
points of damage per round. The weed bums for
I d6+ 10 rounds. This long, green weed is grown
and used frequently in LUlhcheq, a c ity in
Chessenta where wizards are forbidden. When
burned, it produces a foul stench similar to bum·
ing tobacco. Witchweed is typically bundled in
shipments of 13 stalks.

Well
Normal wells are nothing more than sto ne-lined
holes in the gro und. They penet rate the water
table and create a place where water can be drawn
out with a bucket or pump. Magical wells can be
as simple as a stone·lined hole o r as elaborate as
a piece of cloth that can be folded and placed in a
pocket.

of All Heals
XPValue: - GPValue: -
TIlla.J;ures ofGREVHJ\WK
As the go/den door opened. we beheld a wonder-
ful sight-a room ringed with ornate spouts that
shot a splendid aqua-colored water that caught
the light in a thousand roinoow hues. A beautiful
swan floated upon the water. one coin, the one of the highest value counts. If
Upon our en/ranee into the room, the .fwan any cha rac ters clltcr the well, they discover the
beckoned us to come swim with her. We com· walls are smooth and algae·covered. The well's
pletely submerged. one a minute and we found all wate r begins about 30 feet down from the rim ,
our wounds began healing. After 10 minutes. the and the water is 200 feet deep. Characters who
healing was complete. are submersed in or drink from the water gain no
The well 's powers are stro ng-even the dead benelilS.
can be brought back to life (system shock roll is Effects caused by the coins are instant and per.
voided in this case). Even those who have been manent. Charactcrs tossing a coin should roll 1d8
reincarnated return to thei r original form. Unfor- and ld 12, total the numbers, and refe r to the
tunately, the well also inflicts a form of tota l tables below.
amnesia that c rases all of the me mo ries of the
past 24 hours. In this way, the well is able to pro- Pla tinum a nd Gold Coins
tect itself from people who would continually
abuse its powers. Ro ll Effect
02 Raise ability score of choice by I.
of Dreams 03 Lower ability score of choice by 1.
XP Value: 1,000 GP Value: 6,000 04 Advance to I XP below the next level.
PoL.YHEDRON Newszine 69 05 Small, i nsect wings g row from the
Deep within an elven glade, in the shade of a par- character 's back. The i nsect wings
ti cularly la rge, s tringy bark tree, rests a stone allow leaps upward o f 5 feet a nd for-
well. An old wooden sign pro pped up against it ward [5 feet once every three turns.
reads: "This be the Well of Dreams. One gold, one 06 A third eye appears on the character's
silver, or one Copper. Fate awaits." forehead. The third eye lowers the char-
The well is an ancien t magic item of great acter's Charisma score by I. It has no
power. It grants an ability, disability, or boon to a beneficial effects.
player character who tosses a coin into its depths. 07 Two-foot-lo ng beard grows from the
A c haracter can make use of the well but once a character's chin . The beard is always 2
yea r. feet long; it does not grow. If the char·
To make the well operate, a character must toss acter already had a beard. the beard is
a coin into it. If a character tosses in more than now 2 fee t longer. I f the character is
""
/r------------------------------------~~
1528
-
WcllofManyWorlw;,
\

fema le, Charisma is lowered by 2 until takes flight from the well.
she shaves. 09 Some of the character's go ld disap-
08 New, brown leather boots appear on the pears. One half of all carried gold
character's feet. pieces vanish.
09 Three gold pieces pop out of the well. to Nothing happens.
10 A pouch fi lled wi th 14 gold pi eces 11 A pouch , with the thrown coin in it,
drops on the character's head (1 point of appears in your hand.
damage). 12 Five coins, of the same kind thrown in,
II A purse filled with 30 platinum pieces come back out of the well.
appears at his or her feet. 13 Nothing happens.
12 A loud burp comes from the well. 14 A pile of 15 platinum pieces falls at the
\3 The character's coin flies out of the character's feet.
well, with a bite out of il. 15 Characte r gets younger. Humans
14 Two*fool- Iong beard grows from the regress Id20 years; elves 10dIO years;
chin. The beard is always 2 feet long; it dwar ves IOd6 years; hal flings Id20
does not grow. If the character already years; and gnomes IOd6 years.
had a beard, the beard is now 2 feel 16 Hands and feet become webbed. Char-
longer. If the character is female, Cha- acter automatically gains the swimming
risma is lowered by 2 until she shaves. proficiency, swimming movement rate
15 The hand le of his or her weapon is 18.
becomes coated with honey. 17 One saving throw number of the char-
16 Gain one nonweapon proficiency of the acter's c hoice increases by I , wh ile
character's choice. another decreases by I .
17 Character is struck by a miniature light- 18 For the next 24 hours, the coin tosser is
ning bolt, I d8 damage. a colorless, odorless gas. This acts the
18 He or she becomes invisible-perma- same as apolion 0/gaseous/arm except
nently. The character and all gear are that the character cannot reform for 24
invisible, per the 2nd-level wizard spell. hours.
The invisibility lasts until broken (see 19 A voice from the we ll says, "A wish
spell description) or dispelled (treat the wi ll come your way when you least
well as a 20th-level caster). expect it." Sometime in the future,
19 The character's primary edged weapon when the character desires something,
is now vorpal, or his or her blunt the wish will be granted.
weapon will now re turn when thrown. 20 Nothing happens.
An edged weapon is now the same as a
vorpal sword +3; a blunt weapon acts The well should prove to be a popular ~ale
like a boomeran g, re t urning on the for PCs, once the y learn its secrets. Of course,
round fo llowing each throw. various ferocious monste rs probably will grow
20 The cha rac ter is cursed with lycan- fond of the well, too.
thropy: 1- 2, werebear; 3-4, weretiger;
5-6, werewolf. of Many Worlds
XPValue: 6,000 GP Value: 12,000
Silver and Copper Coins DUNGEON MASTER Guide
This strange interdimensional device looks just
Roll Effect like a porlable hole. Anything placed within it is
02 Character lurns inlO a drow. immediate ly cast to another world- another
03 The skin turns green, hair turns black. planet, a different campaign setting, or a different
Charisma drops by 2. plane at the DM's option or by random determi-
04 The character gains maximum points nation. If the well is moved, the random factor
for the level. again comes into play. It can be picked up, folded,
05 A weapon of choice becomes + I. and functions, just like a portable hole. Things
06 There is an instant of darkness, then from the world the well touches can come through
everything is as it was before. the opening, just as easily as from the initiating
07 Hands and feet become webbed. Char- place.
acter automatically gains the swimming In Ravenloft: In Ravenlofi, this item looks like
proficiency, swimming movement rate il simple, seamless piece of black cloth. It radiates
is 18. strong magic, but does not funct ion in the demi-
08 A trum pet blares, then a lone swan plane.
62]0
/r------------------------------------.~
1529

4
(

Sum bar O racle T he s ac ri fice is irrelevant; the oracle will


XPVa lue: 12,000 G PVa lue: 60,000 answer the questio n rega rd less of whether Ot
Pirates of the Fallen Stan not a sacrifice is made.
"/ visited that oracle once. Asked what my life s The sacrifice is required, but its value is irrel·
collin 'was. Got some mumbo-jumbo about 'man s evant; if the supplicant asks a question with·
greatest/ailing' and "weeping and wailing.' lt s all out sacrificing something, even if it is a single
hooey, if'n yer ask me, and I knows ya didn ~ but copper piece, an imp flies up from the well to
I'm a ~eJlin' ya anyways, Threw my best throwin' attack the questioner.
dagger down that slimy o/'well, too, I did, and As above, but the val ue o f the sacrifice is sig-
coufdn 't get it back neither. Shoulda tossed 0/ ' nificant. For each 1,000 gp value of the sacri-
Teldar in there- maybe then I'd 'a got an fice, the Intelligence of the entity is increased
answer! " by one. Thus, a 2,000 gp sacrifice is treated as
if the ent ity had an Inte lligence of 22. (For
The island of Sumbar is the contact point for a magic-heavy campaigns, the DM may wish to
powerful and mys terious o racl e. Thi s being, begin the oracle's Intellige nce at 0.)
know n as the Sumba r Oracle or t he Oracle 0/
Nasmen, will answe r a single question fo r each Wheel
questioner who comes to it. Often, the answer A whee l is normally mounted to tu m on an axle,
will be unclear, b ut no one has ever found the a rod connected to the wheel's center. Mag ical
oracle to lie, once the prophecy was understood. whee ls are no different and may be found
To use the oracle, one must first reach Sumbar. mounted on devices of va rious sorts. The turn ing
This is more difficult than it would first appear, of the w he e l cause s any number o f effecU-
as the island is surro unded by treache rous reefs noise, light, heat, the movement of o the r parts,
that move between visi ts so that no one has ever and so forth. Whecl sizes vary according to use; a
been able to plot a permanent safe course through magical wagon wheel, for example, would appear
them. Once as hore, t he seeker must make his or identieal to an ordinary one.
her way to the ridge from which the oracle (that
takes the form of a large well) may be addressed. of Burning
Before addressing the oracle, it is customary to XPVA lue: - GPValuc: 1,000
toss a valued item down the well as a sacrifice. The Book of Marvelous Magic
The more val uable the item, the more acc urate This wheel appears and function s as a wheel of
and clear the reading, according to legend; no one lighting. However, if any creature enters the
has ever confirmed or denied it. Afte r the sacri- lighted area ahead of the wagon, the light d isap-
fice , the questioner s imply ca ll s the question pears and reappea rs on the wagon. In addition,
down into the wel1; a voice drifts up from below, the light becomes quite warm and inflicts I point
conveying the response. of heat damage per round to all wit hin the area of
T he oracle tends to respond in ridd les and effect, which is 30 feet in diamete r. Oddly, the
poetry that are not clear until after the fact. It also heat cannot damage objects; only c reatures are
tends to mislead, providing answers with two pos- affected. The hot light cannot be extinguished by
sible inrerpretations-at least initially, command once it has begun to heat, but a remow!
For game p urposes, treat the oracle as a con- curse o r dispel magic spell (treat as 15th-level
tact other plane spell for an Outer Plane entit y magic use) makes the light and heat disappear.
with an Intellige nce of20. If the oracle does nOI
know, it will g ive a mi sle ading or ambiguous Faerie's
answer. Only if the knowledge and veracity rolls XP Value: 1,000 GP Value: 5,000
are both made will the oracular prediction be at The Book of Marve lous Magic
all clear. This small, ornamental wheel enables the user to
The c hance o f insanity has a ve r y s pecial levitate, but in an odd fashion. When held in hand
meaning for this o racle. Rathe r than giving the and the command wo rd spoken, the wheel lifts
chance that the character will go insane after the the user upward and forward, as ifit were attached
reading, instead it gives the chance that the char- to the ri m of a wheel 120 yards in diameter. The
acter will act as a res ult of the prophecy in pre- user reaches the highest point, 120 yards directly
cisely the way to bring himself the greatest doom. above the starling pos ition, in three ro unds and
The oracle will word its prediction in such a fash- re tu rns in another three rounds. A second com-
ion that the seeker will respond with an ac tion mand causes the wheel to stop func tio ning and
that ful fills the most horrible interpretation of the drop the user. Obstructions in the w heel's path
prophecy. Regarding the sacrifice, any of the fol- may damage the user. If the wheel is used indoors,
lowing may be true at the GM's discretion: the user hits the ceiling as iffalling upwards, tak-
(2)3

/r------------------------------------,~
1530

b
.,
, r
Whttt of Fonune

ing 1d4 points of damage per 10 feellravelcd, and


remains there until the wheel is commanded to
cease functioning. The user then falls from the
ceiling and again takes damage unless protected
by other means. The wheel can be activated three
limes a day.

of Fire
XP Value: 1,800 GP Va lue: 9,000
Oriental Adventures
These magical items are always found in pairs and
look like large, ornately decorated chariot wheels.
When mounted on a chariot and the command
v.urd spoken, they burst into magical flame. The
flame does not hinder the movement of the chariot,
nor does it harm the vehicle, animals, or occu-
pants. However, all creatures within 30 feet of the
chariot suITer 2d6 points of damage from the
intense heat (unless immune to fire), Furthermore.
the chariot leaves flaming tracks behind it wher-
eve r it goes. Saying the command word a second
time causes the flames to disappear.

of Floating
XPVa lue: 1,200 GPValue: 6,000
DuNGEONs &:. DRAGONS Rules C)'(;lopcdia
This item is identical to a norma l wago n wheel,
but it enables any wagon upon wh ich it is ing at one of the wedges (ei ther black or white with
mounted to flollt on Willer. One .....heel offloating equal chances for each). IIowever, a chot1l1ed crea-
allows a wagon to be towed across a fiver or ture call1lot move the wheel, and each user can spin
stream, carrying up to 1,000 pounds weight with- the wheel only once a day.
out sinki ng. Each additional wheel offloating If the wheel has spun freely for three rounds ,
allows 500 pounds more weight to be carried, to not touched or interfered with in any way, a mag-
th e normal maximum for the wagon of 2,500 ical effect occurs, determined by the result of the
pounds. Swamp travel is also possible, but at a spin. The wheel ca nno t be affected by magic of
very slow movement rate u nl ess some kind of any kind, including lelekinesis, and it ca nnot be
water draft animal is avai lable. damaged in any way, A wish used 10 alTect the
A cursed wheel o/floating will, when reaching wheel w ill cause the wheel to vanish, regardless
the ce nt er of any river or stream, become stuck at of the wish. The wheel cannot be moved except
tha t point and cannot be moved un til a remove by a creature of26 or more levels (or Hit Dice).
curse is a ppli ed by a 15th-leve l caster. Thi s The wheel we ighs 2,000 pounds. For each white
allows progress to co ntinue, but the cu rse will or black wedge that appears, roll Id6 and consult
return again at next use until the whee l is the following.
destroyed.
White Wedge
of Fortune I 1,000 gold pieces appear.
XP Val ue: 2,500 GP Va lue: 12,500 2 10 garnets appear.
DUNQEONS & DRAGONS Rules Cyclopedia 3 I brooch appears.
This strange device is 10 feel in diameter, mounted 4 I miscellaneous magical item appears.
on a stand or wall fixture, and easily rotated. It is 5 1 ability score r ises by I point (maximum
decorated with a black-and-white palter n of score 18).
wedges, all intersecting al the center where a green 6 Prime Requisite or Const itution rises by 1
arrow is mounted; the arrow does not tum with the point (maximum score 18).
whecl. Near the rim, each black wedge is adorned
by a wh ite sk ull and each while wedge by a red Black Wedge
heart. If the wheel is spun (easily done by any crea- I I ability score drops by 1 point (mi n imum
ture on Strength or greater), it rotates for 3 rounds score 3).
and then CQITlCS to rest, with the green arrow point- 2 Prime Requisite drops by 1 point.
om
/r------------------------------------,~
1531
(

3 Constitutio n drops by I point. Square


4 Least valuable magical item carried dis inte- XPValue: 400 GPValue: 2,000
grates. DUNGEONS & DRAGONS Rules Cyclopedia
5 All non magical items, except for norma l T his odd " wheel," the size of a normal wagon
clothing, disintegrate. wheel, is use less on roads and other flat terrain
6 Die (no saving throw). because it is perfectly sq uare. However, when
mounted pro pe r ly on a wago n, it magically
The DM may select or randomly determine the a llows movement through mountain and desert
results of the spin. If desired, the ""'edges may be terrai n where there is no road. A wagon with one
numbered from 1- 20, 1-100, or some other con- square wheel can be pulled by two horses and can
veniently determined number, and a chart may be move at 20 feet per tum with two wheels, 30 feet
made with more varied results. per turn ; with three, 4 0 fee t per tu rn; and with
fOUf, the normal rate of 60 fee t per turn is pos·
Hasty sible.
XP Value: 1,000 G P Val ue: 5,000
The Book of Marvclow Magic Wind Fire
T his wheel appears to be and functions like an XPValue: 2,000 GPValue: 10,000
ordinary wagon wheel and must be mounted nor- Gods, Demigods, & Heroes
mally on a vehicle with other wheels for proper There are 25 of these wheels and they shoot fire
functioning. One hasry wheel increases the move- and wi nd at the same time as a staffa/wizardry,
ment rate of the vehicle by 50% and may be used whenever turned.
for any length of time. There is a 20% chance that
a hasty wheel will also function as a wheel 0/ Wheel of Maneuverability
floafing. See Ship's Wheel of Maneuverability

of Keening Whip
XP Va lue: 900 GP Value: 4,500 A whip is a ropelike device, often wi th several
POl.YHEDRON Newszine SO leather tails o r thongs. The tails on some whips
This enchanted sharpening wheel makes a pleas- have metal barbs, knots, broken glass or crySlaI,
ani, almost musical sound when used. A ny blade or other sharp object attached to their ends; these
s harpe ned on this device ga ins a + 1 bonus 10 whips are commonly called scourges. The com-
attack rolls and damage for o ne round when next mon whip is not so much an effective weapon for
used in battle. The magic lasls one day or unlil combat as it is a means of inflicting great pain.
the blade is used for no rmal c Ulting o r carving.
The blade itself does not radiale magic, nOI even Roll Whip Type
while the bonus is in effeci. 01-08 Bullwhip
09-15 Chain
of Lighting 16--23 Com
XPValue: 500 GPValue: 2,500 24-31 Crescent Whip
The Book of Marvelous Magic 32-38 Garoue
This wheel looks exaclly like a normal wagon 39-46 Kau-sin- ke
wheel and must be mounted for proper use. When 47- 54 Lasso
commanded to function, it projects a light spell 55-62 Manrik.i-gusari
effect 30 yards ahead whic h moves along at the 63-69 Master's Whip
same rate as Ihe wagon. T he wagon itself is not 70-77 Rante
lighted, only the path ahead is clearly seen . If 78-85 Scourge
those traveling with or near the wagon avoid the 86--92 Tailrazor
lighl, creatures attracted to the light may be sur- 93--00 Whip
prised (-Ito surprise rolls).
of Amatar
of Misfortune XPValue G PValue
XPValue: - C PValue: 1,000 Normal: 650 6500
The Book of Marvelous Magic Rare: 950 9500
This item looks and functions like a wheel o//or- Dwarves Deep
tune but wit h one major d i ffe rence: a black Named fo r the famous dwa rf smith who first
wedge is the result of the spin 80% o f the time, devised them , these rare weapons are long,
and a white wedge o nly 20%. The wheel 0/ mis- coiled, fl exible whips of lovingly crafted metal,
fortune is otherwise identical in all respects. usually adamantine. They look like giant metallic
624S

1532

...
,
centipedes, with ringlike segments. In baUle, they Roll E ffect
do damage as a nonnal drove r's whip ( ld4+ 1 plus 01 Target suffers (no save) a frost result, or
the victim must make a Strength check or be lash ofcold of 3d6 damage.
knocked down, dropping held items or \.\Ieapons), 02 Fire burns the target (no save) for 3d6
but they have several additional useful properties. damage.
The metal whip resis ts being cut or broken (it 03 T he victim suffers fear as a wand 0/
wilt suffer up to 36 points of damage on a single fear (save negates).
round before parting- if it does, its magic is 04 Target suffers (no save) a frost result, or
10sl). Moreover, its touch can acl as a stone 10 lash ofcold of 3d6 damage.
fles h spell by utterance of a sec ret command 05 Fire burns the target (no save) for 3d6
word, affecti ng both petrified thinKS and natural damage.
stone (creat ing afleshy cylinder, as the spell) as 06 The victim suffers/ear as a wand of
though the wh ip was a 12th- level wizard. Thus, fear (save negates).
108 cubic feel of stone can be affected per touch. 07 Target suffers (no save) a frost result, or
This special power can only be called upon once lash ofcold of 3d6 damage.
a turn, and only three times in a ll a day (any con- 08 Fire burns the target (no save) for 3d6
tinuous 144-tum period, even underground). damage.
Some 10% of these wh ips can function as a 09 The victim s u ffers fe ar as a wand of
flesh to stone as well , if t he com mand word is
"""',. 10
fear (save negates).
Two tentacles (determine types ran -
dom ly) strike a single targe t; both deal
Balor their usual damage.
XP Value: 1,000 G P Va lue: 5,000
Outer Planes Me Appendix of t he Furies
The true tanar'ri known as balor use a great whip X P Value GPVai ue
with many " tails." These whips inflict b ut Id4 Alecto's: 4,000 20,000
poi nts o f damage per hit. However, they magi- Megarea's: 4,000 20,000
cally wrap around the victim, allowi ng the balor Tisiphone's: 4 ,000 20,000
to draw the victim into its fiery body of flames. Legends & Lore
Once dragged into the flames, the vic tim suffers The wh ips of the furies st r ip away a tt ribut e
4d6 points of damage per round. Escaping the points:
whip requires a successful ~ S trength c heck. A hit by Alecto's whip, the persevering anger
While one victim is held in the whip, it cannot be (on a priest), strips away Id4 points ofWis-
used in other attacks. dom
s
A hit by Megarea whip , the j ealous (on a
of Feathers wizard), strips away I d4 points of Inte lligence
XPValue : 800 G P Va lue: 3,000 A hit by Tisiphone's whip , the blood avenger
Mordenkainen 's Fantastic Adventure (on a warr io r) , s trips awa y I d4 points of
This 6-fool -10ng whip is fashioned from many Strength
cockatrice feathers. Upon each successful hit, the
victim must make a saving throw vs. petrification Kh urgorbaeyag's
or be turned to stone. The whip is made from a XPValue: 3,000 G PVa lue : 15,000
rare technique of preserving cockatrice feathers , Monster Mythology
thus mak ing it usable as a weapon. The avatar's whip + 3 can fly up to 30 feet as a
rope ofentanglement and a blow from it acts as a
of Frost, Fire, and Fear symbol o!hopelessness. the effect lasting for a
XPValue: 10,000 G P Value: 50,000 number of days equal to 20 minus the Wisdom of
ShadowdaJe the creature struck.
Th is wand is a powerfu l rechargeable item
favored by ev il priests in Ihe Realms. Nine 4- Moloch's
fOOl-long fl exible electrum tentacles are attached XP Value: 2,000 G PVa lue: 10,000
to a foot long steel shaft. Wheneve r g rasped and MOOSIC!" Manual II
unsheathed, it is active. Any strikes on an oppo- Moloch carr ies a si x- tail e d wh ip made of
nent drain it of charges and confer damage. unknown, pliable metal. This device delivers I, 2,
Roll I dlO to determine strike effects, if a suc- or 4 points of damage per tail striking, depending
cessful hit occurs. on the charges Moloch expends. He may expend
up to 20 charges per tum (10 rounds). Damage is
e lectrical in nature and so greatly feared by less
ml

)
1533
(

powerful fien ds. The whip itself has no charges.


When the whip strikes an opponent, Jd4+2 tails
will strike a n opponent whe never a successfu l
atlaek roll is made.

Purpose
XPVa lue GPVa lue
Slay fiend: 4,500 22,500
Slay ava tar: 9,000 45 ,000
Slay lawfully aligned: 900 4,500
Slay evi lly aligned: 900 4,500
Gods, Demigods, & Heroes
There are four purpose ·whips. When they strike the
specified type of opponent on an attack roll of 19
or 20, the victim must roll a save ¥s. spell or die.

Roll W hip 1)tpe


01 -25 Slay fiend
26-50 Slay avatar
51 - 75 Slay lawfully aligned
76-00 Slay evilly aligned

of Summon in g
XP Value: 900 GP Va lue: 4,500
Gods, Demigods. & Heroes
This whip, when cracked, summons a superhero
dwarfin mi thral a r mor with a hammer +3. He
appears in a puff of smoke and serves the wielder a metallic golem, it was
of the whip un lil his mission is conSidered com- given special powers when freed, a nd is said 10
pleted or he is killed. He may polymorph himself reside in far northern reaches, ei the r alone or
and ifhe dies the whip is no longer functiona l. with ils current master.
The wife appea rs to be a metal s tatue of an
Tar's Chaotic C reature extremely attractive human female clad in robes.
XP Va lue: 1,200 GPValue: 6,000 The entire statue is made of a sparkling mixllIrc
1992 Famuy CO llet:tor Card 302 of gold and s ilver.
Tar's magical whip is normally a +2 weapon, bUI The wife is always active. The powers of the
against any creature with a chaotic alignment, it wife of IImarinen are used by the artifact alone,
functions as a +3 weapon. not granted to the user. The wife can speak any
language it hears, and will explain its powers to
of Zeif any who ask (unless ordered not 10). However, the
XP Value: 800 G P Value: 5,000 artifact cannot be controlled un til a special com-
GREYI1AWK Adventures mand word is ullered. Once the command is spo-
When wielded by a character proficicnt with the ken , the w i fe obeys eithe r me ntal or verbal
whip, this weapon strikes wi lh a +3 bonus to commands from the user.
attack and damage. It can also be cracked in the The command word can only be obtained from
air to produce a deafening sound, causing all I1marincn himself (by using a commune or con-
creatures under 8 Hit Dice (excepl lhe wielder) in tact other plane spe ll), from a previous user of
a 20-foot radius to save vs. spcll o r be deafened the artifact, or by a wish.
for I d 4+ I turns. T he sound can be heard up to Suggested Powe rs: (All magical abilities are
1,000 feet away. cast at 20th level.) Ice breath (Effect 30'xI0')
damage is equal to the user's current hit points
Wife of IImarinen with saving throw applicable; Ice storm.
XP Value: - G P Value: - S uggested Handicap: When control is gained,
DuNGEONS & D RAGONS Master Set t he use r becomes aware that the wife cannot
The legendary Immorta l craftsman Ilmarine n recharge itself. It can eat gold or sil ver. Each time
once used his great skills to create a companion a power is used, the user must feed the device
entirely of gold and s ilver. However, the result 5,000 gold pieces.
was too cold to even be approached. Appearing as S uggested Pena lty: (1 in 6 chance of occur-
6251
/r------------------------------------,~
1534
, Wind Howdah r
rence whenever a power is used.) Instead of comprehend, one for it to act on the information,
attacking as d irected, the wife aims her attack al and o ne to gain the necessary 60 feet of alti tude).
the user; normal saving throws apply, but the user Whe n not in use, a wind howdah hovers 12- 18
gains a +4 bonus for the second and subsequent inches off the ground, waiting to be boarded by a
appearances of this effect. pilot and loaded with cargo.
Though extremely lightweight, each wind how-
Wifeofllm a rinen: AC - 20; hp 100; #AT 1 power; dah can safely carry 1,500 Ibs. Weight over the
Omg by power; MV 24; AL N. T he w ife will not 1,500-pound limit is likely 10 rip the weed matting
attack by any means other than its powers. free of its frame or break the erdlu bones durin g
l1ight. If this occurs, it suddenly loses alti tude and
Winch of Power disappears into the silt o r crashes to the ground.
XPVa!ue: 4,000 GP Val ue: 32,000 There is a 1% c hance per 5 lbs. of we ight over
PoLYHEDRON Newsxine 43 1,500 Ibs. of crashing a wind howdah. (For exam-
An intricate mechanical device 3 inches high ple, a wind howdah is loaded with the maximum
with a load ing capacity 0£200 pounds. II includes 1,500 Ibs. of goods. Therefore, a SO pound halfling
100 feet of unbreakable thread and can be wound pilot has a 10% chance of crashing, a 450 pound
and unwound with thumb and forefinger, no mat- thri·kreen has a 90% chance of crashing, and any-
ter how much weight is at the other cnd. The one weighing more than 500 pounds has a 100%
winch is sel in place with a command word, and chance of crash ing.) Ro ll for cras hes once pe r
the co mmand word is needed to re move the flight. If a wind howdah can handle the load, no fur-
winch from its place. ther rolls are necessary until more weight is added.
Ifa crash is indicated. it occurs Id6 rounds after the
Wind Howdah wind howdah is loaded with the excess weight.
XP VaJue: 3,000 G P Vaiue: 15,000 Wind howdahs are not graceful fl iers and have
DUNGEON Magazine 44 bee n designed more for handling weight than
Using Mindlink and othcr telepathic sciences and aerodynamic stabilit y. Therefore, wind howdahs
devotions, the Chanth tau ght their slaves how to are limited in speed. Because they levitate, they
construct wind howdah. Eac h wind howdah is move at the speed o f the w ind when the sai l is
constructed fWIll a stifT, Wl;t;lImc,sh carefully and raised. Da ily wind direc tion is left to the OM 's
int ricate ly wove n aro und a polis hed frame of discre tion. Average daily w ind speed is dete r-
erdlu bone. The weed used is akin to stiff bamboo mined by rolling 2d20, but the OM should allow
but grows in several shades of brown from ve ry for calm periods (0 wind speed) and storms (wind
light tan to almost black. The weeds for each speeds of 2d20 + 30).
wind howdah have becn care fully chosen and The maximum safe speed of a wind howdah is
woven into comp lex geometric designs, m an- 25 miles per hour. Speeds in excess of the maxi-
da las, and eve n a rtistic scene s d epicting th e mum cause the wind howdah to pitch and buck,
island's daily life. The erdlu bones arou nd which tossing cargo, passenge rs, a nd even the pil ot
the wecd is woven are chosen for their whiteness ovcrboard. For every I mph over the maximum,
and flaw lessness. They are then rubbed and pol - the howdah has a 5% chance to pitch or yaw so
ished wit h sand unti l they literally g leam. much that the pi lot a nd passengers must make
The C hanth then empowers the wind howdahs Dexterity checks or be tossed overboard. Passen-
with the ability to levitate. Each wind howdah has gers make Dexterity checks at -2. The pilot, who
an Inte llige nce score of 12 and communicates by is holding the sail, makes his at -4. Falling dam-
sem i-empa thy. (See pages 93- 94 of the COM- age is determined nonnally, but PCs fa lling inlo
PLET£ PSJONfCS HA NDBOOK for details concerning the Sea of Silt must be quickly rescued or die of
em.fJO'K''ered items.) suffocation. The fate of th e cargo is left to th e
A wind hO'wdah is controlled by the pilot who OM 's discret io n. Unsecured lightweight objects
handles the sail. Semi-empathic, the wind how- are easily lost if a wind howdah begins to pitch
dah gains or loses altitude (maximum 1 foot per and roll, while a heavy box of weapons might not
second or 60 feet per round) as the pilot desires. shift an inch, even in thc wildest of barre l-ro lls.
Semi-e mpathy is s lo w and does no l a llow for Aerial combat is difficult using wind hawdahs,
urgency. The wind howdah takes one round to because they a re not ma neuve rab le enough for
compre he nd a comm and (either gain altitude or action, even agai nst g round-based targets. Mis-
lose altitude) and anolher round to act on a com- sile fire is possible, but considering the difficulty
mand.lfa pilot must gain 60' of altitude to avoid and number of pena lties incu rred, il is virtually
crashing in to a cliff, he must g ive the comm and useless except at point-blank range. Magical and
to the wind howdah at least three rounds before psionic combat are still possible between wind
getting to th e cl iff (one for th e wind howdah to howdahs, so long as they are within range.

)r------------------------------------.~
1535
""",Wind Instrument, Bagpipes of Confusion
(

74-75 Recorder
Wind Instruments 76 Sackbut
This category of musical instrument concerns 77- 78 Serpent
those that make music from the movement of 79 Shakuhaci (flute)
wind over reeds, tubes, or pipes. Refer to Perc us- 80-8 1 Shawm
sion and Stringed Instrument sections for other 82 Sheng
musical instruments. 83-84 Side hom
85 Slide hom
Roll Wind Instrument Ty pes 8&-87 Straight hom
01 Alphorn 88 Syrinx
02-03 Animal Hom 89-90 Tibia
04 Atrakha (flute) 9l Transverse fl ute
05--06 Aulos 92- 93 Trombone
07 Bagpipes 94 Trumpet
08-09 Bamboo pipe 95- 96 Whistle
to Bugle 97 Whistle flute
11- 12 Clarinet 98- 99 Zampogna
13 Coiled Hom 00 Zulkoon (organ)
14-15 Conch Shell
16 Comet Flute Bagpipes of Confusion
17- 18 Coronet XP Value: 4,000 GP Value: 20,000
19 Crumhom The Book of Marvelous Magic
20-21 Curtail These bagpipes cause every creature within 60
22 Double fipple feet to make a saving throw vs. spell with a-4
23- 24 Dudy penalty to the roll, or immediately attack the bag-
25 Fanfare horn pipes, believing them to be a creature hostile to
26-27 Fipple fl ute their user. If the bagpipes are not drop ped, the
28 Flageolet user is the target of half of the attacks. All attacks
29- 30 Flute cominue until the bagpipes are destroyed.
Jl Gemshom
32- 33 Hannonica Cymboli 's Pipes of Sounding
34 Hautboy XPValue: 1,500 GPValue: 15,000
]5- 36 Heralding hom 1993 Colle<:tot Card 354
37 Hom Cymboli oS pipes ofsounding funct ion much like a
38- 39 Hunting horns typical set of bagpipes. Many diffe rent sounds
40 Hydraulis can be created, from runni ng water to the cry of a
41-42 Jiccal (gourd hom) baby to the footsteps of marching soldiers. Once
43 Kuoo a week these pipes can also produce the sounds of
44-45 Kh" creatures' calls that have a magica l effect on
46 Lu, those who hear it. For example, the pipes can be
47-48 Mijayrah (recorder) made to sound like the cry of a harpy, with the
49 Mitbiq (double-clarinet) accompanyi ng charm affecting all within range.
50-51 Mizwid (bagpipes) The piper is immune to any effects.
52 Nafir (trumpet)
53- 54 Nay (flute) of Doom
55 Nightingale XP Value: 2,000 GP Value: 10,000
56-57 Nose flute D UNGEON Magazine 28
58 Obo< These bagpipes are a minor artifact of evil cre-
59-60 Ocarina ated by Grintharke's forme r master. Anyone pro-
61 0"," f icient in the use of bagpipes or who has innate
62-63 Panpipes musical ability is able to use these pipes in two
64 Penny flute different ways. First, the pipes enhance musical
65-66 Pipe flute abilities or skills, such as a bard's ability to influ-
67 Pipe organ ence reactions or the ko rred abi lity to make
68--69 Pipes people dance. This function of the pipes results in
70 Positive organ doubled areas of effect and a - 2 penalty to any
71 - 72 Posthom applicable saving throws. But the re is a second
73 Rackett a nd much more destructive use for the pipes.

/r------------------------------------~~
""
1536

.
-
, r
Wind tns!roment. Bagpipes of Feline Attrar;:tiQR

The final power of this artifacl is to control


weather, as the 7th-level priest spell. The pipes
give this abi lity at full power, so it is possible to
adjust the weather by two steps as indicated by
the spell description.
If any good or neutrally aligned person who is
not a bard or a creature with innate musical abili-
ties (such as a satyr or korred) attempts to use the
pipes of doom , h is or her alignment begins to
shift toward evil. Each shift takes one week to
complete. so it takes two weeks for a good char-
acter or creature to become irrevocably evil. The
strength and ev il of this artifact can be deter-
mined by any approp riate d ivination spell, and
the casting of such a spell should also instill a
strong desire to destroy the pipes.
The pipes 0/ doom may be destroyed by drop-
ping them inlo molten rock of any kind, by sub-
jec t ing them to red dragon flame doing a
minimum of 90 points of damage, or by sending
them to the Elemental Plane of Fire.

of Droning
XPVa lue: 4,500 GP Va lue: 22,500
The Book of Marvelous Magic
T hese bagpipes cause each creature within 60
feet to make a saving throw vs. spell o r fall
When the pipes of doom are played properly (the asleep, lulled by the constant, unvary ing sound.
musician knows instinctively what tones and tem- Sleeping creatures may be easily awakened by
pos arc necessary), they cause the listener to suf- physical means hut do not wake to any noise and
fer severe mental anguish and terror. continue to sleep for three turns at most.
For nonnal gaming purposes, the pipes' area of
effect is a 36O-fool-long cone that widens from 10 Dugal's Bagpipes of Fear
to 180 feet. (For BATILESYSTEM- rules purposes, XPVaiue: 2,000 G P Vaiue: 10,000
the area of effect is a cone 1 2~ long and 6n wide at New Item
the end.) All creatures in this area of effect must Dugal created these si lver pipes of/ear shortly
save vs. spell or suffer insanity so severe as to per- afte r his conversion to pacifism. When properly
manently incapacitate them, causing them to col- played, the bass drone instills confusion, and the
lapse and mumble incoherently, unable to anack or two tenor drones issue to nes of/ear and dispel
defend. The piper rolls 5d 12 attack dice (against magic, as the spe ll s, affecting all c reatures
which armor has no effect), and all surviv ing smaller than L size. The piper cannot be attacked
enemy units in the area of effect must ma ke a while the pipes are being played.
morale check or rout. Units that succumb to the
effects of the pipes may be easily slain. of Fear
The pipes become more powerful when the XP Value: 5,000 GP Vaiue: 25,000
piper becomes more proficient or powerful. Each The Book of Marvelous Magic
level or Hit Die of the user above 10 subtracts one Wben these bagpipes are played, each creature
from the saving throws of affec ted individuals within 60 feet must make a saving throw vs. spell
when used to cause mass insanity. In addition, at or run away in terror for one turn. All characters
16th level and above, the pipes can' be made to (PCs and NPCs) gain a + 1 bonus to the roll for
destroy nonlivi ng structures by increasing the each level of experience.
en.tropy in each structure so that it simply falls
apart into its. component pieces. T hus, a wall or a of Feline Attraction
building- or even a person's cloth ing or weap- XPValue: 750 GPValue: 17,500
ons-could be brought to ruin, but a living crea- The Book of Marvelous Magic
ture, a plant, or a natural stone hill would not be These bagpipes attract the attention of all cats
affec ted. Magical items receive a nonnal saving and catlike monsters within 120 feet. T hey
throw vs. disintegration. approach but do not attack. The fclines sit within
""
/r------------------------------------" 1537
(

30 feet of the instrument and wail in concert for know the command word.
as long as the magical playing conti nues (one
turn maximum). They are merely distracted and of Reviving
suffer no penalty to surprise rolls. If auacked. XPValue: 1,000 G PVa!ue: 5,000
thcy can ignore the pipes' cffect. If a charm mono The Ilook of Marvelous Magic
ster spell is cast at any feline thus attraCled, it suf· This bugle is used as a bugle o/waking. Howc..-er,
fers a -4 penalty to its saving throw, along with all dead creatures within 120 feet arc also wak·
any other applicable bonuses or penalties. ened, rising as skeletons or zombies as though
animate dead spells were used and attacking the
of l:Ieadaches person commanding the bugle. The undead may
XP Value: 5,500 GP Value: 60,000 be the remains of any once.living creatures.
The Book or Marvelous Magic
These bagpipes cause each creature withi n 60 of Sleeping
feel 10 make a saving throw vs. spell or suffer a XP Value: 700 GP Value: 3,500
headache and double vision (innicting a - 4 The Book of Marvelous Magic
penalty to Wisdom, Intelligence, and all allack This metal bugle can be played normally. When
rolls). The effects last for three turns. The user is commanded, it will play Taps softly, by itself. The
not affected. tune takes 3 rounds to fin ish and, if interrupted
has no effect. At the tune's conclusion, every liv·
of Shattering ing creature within 60 feel must make a saving
XPValue: 1,000 GPValue: 5,000 th row vs. spell or fall asleep. The bugle can be
The Book or Marvelous Magie interrupted only by a dispel magic or silence
These bagpipes cause all nonmagicai glass and spell, but its effect may be negated by some other
ceramic objects within 30 feet to break. Although magic item, such as a choirbell.
potions are magical, their ceramic containers nor·
mally are not and can be affected. There is no of Waking
effect on magical objects such as magical mirrors. XP VlI lue: 600 GP Value: 3,000
The Book of Marvelous Magic
Bugle of Collapsing This IIIl::lal bugk has no magical effect if played
XP Value: 1,500 GP Value: 25,000 normally. When commanded, it plays "Reveille,"
DuNGEON MASTER Guide loudly, by itsel f. As soon as the song begins, all
This horn appears to be a normal musical instru· creatures within 30 feet awaken (unless curnd),
ment, a bugle of some unu sua l sort. If it is even if magically asleep. However, the bugle con·
sounded improperly (without first speaking the tinues 10 pl ay for 3 rounds, attracti ng the atten·
proper command word) or 10% of the ti me in any tion of all creatures with 120 feet, who probably
event, the following will resul t: dislike the noise (- 3 penalty to reaction rolls).
Qut.o(·doors: A torrent of fist size rocks will The bugle o/'....aking can be interrupted only by a
strike Ihe individual sounding the bugle, 2d6 in dispel magic or silence spell.
number, each causing Id6 points of damage.
Indoors: The ceili ng overhead will collapse Dugal's Musical Instruments
when the device is blown. The character suffers XPValue GPValue
3d 12 points of damage. Alter self: 300 3,000
Underground : The area immediately above the Blur: 300 3,000
character sounding the bugle will fall on top of the Change self: 250 2,500
bugle blower. The damage is 5d4 points base per Comprehend languages: 250 2,500
each 10 feet of height that the material above drops Conlinual light: 300 3,000
(twice damage if a 20·foot ceiling, three times Detect invisibility: 300 3,000
damage ira 30·foot ceiling, and so on). Detect magic: 250 2,500
Proper use of a bugle ofcollapsing enables the Dispel magic: 350 3,500
character to sound it while it is pointed at the roof Gust of wind: 350 3,500
overhead from 30 feet to 60 feel beyond the user. Knock: 300 3,000
The effect is to collapse a section of roof up to 20 Tongues: 350 3,500
feet wide and 20 feet long (a 10·fool radi us from Whispering wind: 300 3,000
the central aiming point) that inflicts damage as PoLYHEDRON Newszinc S6
ooted above if indoors or underground only. Myriads of tiny runes are etched into the wood of
Bards have only a 5% chance of sounding the these instruments. Most customers see the runes
bugle improperly. Dwarven chanters (a bard kit) onl y as decorative additions to already finely
never use this instrument imp roperly once they crafted inst ruments. However, wizards who
6274

/r------------------------------------,~
1538
, Wind Instruments. Djinn Nay,

ex.amine them immediately notice a similarity crly played and commanded, those within 60 feet
between these runes and ones found on magical who hear the music gain a +2 bonus to saving
scrolls. throws against/ear and may make a standard sav-
The runes are part of a unique process to enchant ing throw vs. spell even when the/ear would nor-
musical instruments without using high level mally permit none. NPCs affected gain a +2
spells. Each special instrument is endowed with bonus to morale. Theflute 0/ courage may be
onc magical spell of Isl through 3rd levellhat can used once a day. for up to fonr hours. Its effects
be cast up to three times a day by playing a melody last for as long as it is played.
to which the instrument's runes are attuned.
The enchantments require only verbal and Damh's
somatic components. The runes on the instrument XP Value: 2,000 GP Va lue: 10.000
are inscribed versions of a particular spell, and the Monster Mythol ogy
melody is a repetitive musical rendition of the ver- This flute belongs to the avatar and can summon
bal component. When the melody is played, which 2d4 korreds or satyrs if within a mile or create a
takes a full turn, the instrument resonates and acti- /orcecage (each effect three times a day). Damh
vates the runes, thus serving as the somatic compo- must spend one full round playing the instrument
nent and in effect casting the spell. to generate the effect.
Dugal's enchantments are limited to those spells
in his spell book. Of these, he uses only defensive
or benign spells. A devout individualist and recent
pacifist, he never uses a spell such as charm that
infringes on the freedom of another, or a spell like
magic missile that causes hann to others.
The spell on an enchanted instrument can be
invoked by any musician who plays the appropri-
ate melody. Dugal teaches the melody to the
buyer at the time of purchase. He also explains to
customers that, except for casting time, the capa-
bilities of a spell cast using one of the instru-
ments a re as if Dugal cast it- so all spells are
cast at 5th level.

Bone Flute
XP Value: 500 GP Value: 2,500
The Book of Marvelous Magic
This unusual flute is entirely made of carefully
carved bone. When the command is spoken and
the flute played, its music can be heard by all
within 60 feet. This music is of quite an unusual
sort. The musical tones form airy words, because
the bone flute speaks with the voice of the crea-
ture from whose bone it was made, telling its
name and the story of its death. Its tale is always a
sad one of greed, treachery, or reckless acts; only
by those means can a bone flute be made. With a
second command the flute is silent, but if it is Djinn Nay
allov.'ed to finish its tale, the bone flute describes XP Value: 4,000 GP Value: 20,000
the location of the rest of the creature's remains. DRAGON Magazine 190
These remains are in habited by a neutral ghost The nay provided by the djinn of the Plane of
seeking aid. If the bone flute is interred with the Elemental Air looks like any other reed flute.
other remains, the ghost is put to rest. The flute However, the reeds are metallic, the perfcet speci-
carries no charges. mens of a gold-bearing plant that only survives in
the terrible mountains of the yak-men. Many
. of Courage brave djinn (and many more of their mortal
XPValue: 1,000 G PVa lue: 5,000 agents) lost their lives recovering these wondrous
The Book of Marvelous Magic metallic plants, called golden wands in the ver-
This flme produces a high, shrill note. It has no nacular.
magical effect unless used outdoors. When prop- The nay 0/ the djinn allows the player to cast
6278
/r------------------------------------,~
1539
-
,,~--------------------------------------------------~(

/r------------------------------------,~
1540
, Wind Instruments. Flute ofLlICl;r

an enlhroll spe ll , as the 2nd-level priest spell of call woodland beings, conjure animols, creeping
the same name. Duration is as long as the nay is doom, insect plague, monster summoning, Mor·
played, but the spell ends when the player stops or denlwinen ~ faithful hound, summon insects, sum-
is in terrupted. The nay may be used in this man- mon shadow.
ner once per day, twice a day if the user is a bard. A different melody is required for each item,
A bard a lso may use the nay to "whistle up the monster, or spell to be affected by the flute . The
wind": or to summon an air elemental of 8 HD. as first time the owner of a flute attempts to dismiss
tile 5tb-level spell conjure elemental, once per a certain object or spell, a poor rendition of the
week. The elemental is under the control of the melody is necessarily produced--even assuming
user for as long as the nay is played, h ut if the that the user of the flute knows which melody 10
music is interrupted, the elemental returns to its usc in a given situation. Any user's first try at a
home plane without attacki ng its former con- certain melody takes rour rounds to play and has
troller. a 25% chance of being successfully reproduced.
The second try (regardless of the outcome of the
of Danger first try) takes two rounds to play and has a 50".4
XPValue: 1,200 GP Value: 6,000 chance of success. On the third and subsequent
The Book of Marvelous Magic attempts, a fair amount of expertise is achieved,
This flu te looks exactly like afaerieflute. How- so much so that the melody takes one round to
ever, the woodland beings it attracts arc of the play and is always successful.
more dangerous sorl and a f C hostile. The flute Even when a melody is successfully played, the
summons IdS creatures, which arrive after one object of the melody is allowed a saving throw (if
lurn. They all attack immediately (no reaction applicable) vs. paralyzation. A check against
roll), by surprise if possible. The flute of danger magic resistance must also be made in cases
may summon mo re than one race of dangerous where the object of the flute playing has such
1I-"OOdiand beings, such as bas ilisks, cockatrices, protection. The flu te operates at 10th level for
owl bears, trolls, will 0' wisps. or wyvems. Crea- purposes of determining the magic resistance
tures appearing may be individually selecled or saving roll. It is suggested that a side record of a
delennined randomly, bUI basilisks should not be character's attempts with the flute be kept. The
frtely mixed with others, as their gaze tlttucks can flute can be played an unlimilecl numner ortimes.
be dangerous to all. The flute may be played mag-
ically only once a week at most; howeve r, if the Faerie
use r is s lain o r turned to stone by the creatures XP Value: 1,5()() GPValue: 6,500
summoned, the flute disintegrates. The Book of Marvelous Magic
This flute has no magical effect unless played in
of Dismissing woodlands. It summons IdS woodland creatures,
XP Value: 4,000 GP Value: 30,000 which arrive after one tum of playing. The wood
DRAGOS Magazine 47 folk are not hostile but are cautious and may
The flute of dismissing pOSSesses the power to choose not to reveal themselves. Funhcr friendly
dis rupt the magic that binds conjured or sum- actions or offers a re needed to assure them of
moned monsters in their enchanted states. Thus, the ir safety. Any attack causes them to summon
such creatures wi1\ simply disappear when cenain others of their kind, perhaps hundreds if the dan·
special tunes are played on the flute. The device ger is great: but if properly entreated, and if there
can also send creatures from other planes back to is need, they might help the user. The faerie flule
the plane the y came from . It is usable by all may summon mo re than one race of woodland
classes of characters. The magic items., spel ls and beings, such as centaurs, dryads, e lves, halflings,
creatures the flute affects are as follows: pixies, sprites, and treants. One or more races
Magic items: Bag of triCks, bowl commanding might appear, and those responding should be
water elementals, brazier commanding fire ele· selected, depending on the area. The flute plays
mentals, censer controlling air elemen/als, efreeti once a week.
bottle, horn of valhalla, iron flask, pipes of the
sewers, ring of djinni summoning. stone of con· of Luck
trolling earth elementols, wand ofconjuration. XP Value: 2,000 GP Value: 10,000
Mo nsters: Aerial servant, djinni, efreet, e le- The Bool; of Marvelous Magic
mental, fiend, ghost, hell hound, invisible stalker, This flute may be used only o nce a week. When
night hag, nightmare, salamander, shadow, spec- played for one turn, it confers upon the user the
tre, thought eater, triton, umber hulk, vampire, benefits bestowed by a luck potion; the player
water weird, wight, wind walker, wraith, xorn. may declare anyone die roll (suc h as an attack
Spells: Aerial servant, animal summoning, roll, saving throw, initiative roll, or any other) to

/r----------------------------------,~
""
1541
r
have the best possible result. The flute 's effect is • Pacify, as if cast by a 12th-level shukenja.
not count ed as a pot ion for combination pur- In the hands of a shukenja, the flute provides I
poses. Ifnot used, its exceptional effect vanishes bonus to purification rituals, as follows, depend·
one hour after playing. The flute's melody can be ing upon the type of flute found:
heard by all within 120 feet , regardless of obstruc- •
tions, nnd may att ract monsters. Roll Bonus
01-09 +5%
of Playing 10-15 + 10010
XP Value: 1,000 G P Val ue: 5,000 16-19 + 15%
DRAGON Magazine 7] 20 +200/0
An ebony flute. When a magic wo rd is spoken,
the flute plays a haunting tune (something like Silver
Greensleeves ) fo r five minu tes, without hu man XP Val ue: 1,200 GP Value: 6,000
participation. The Book ofMarvt:lous Magic
When the command word is spoken, this flute
of Puppies' plays itself and is easily heard by all within 60
New Item feet. It causes all normal weapons withi n range to
XP Vallie: 1,200 G P Value: 6,000 change to silver and ma kes them usable against
When played by any charac ter, this flu te immedi- Iycanthropes and certain other creatures. Unfor-
ately polymorphs I d4 attacking creatures, of 4th tuna tely, it al so causes slings, bows, and other
level or less, into neutral puppies. Whe n a bard flex ible weapons to turn to silver, making them
performs wi th this flute, IdlO attacking creatures unusab le (a s ilve r bow cannot bend to fire
(4th level and below) arc polymorphed into neu- arrows). The items remain silver as long as the
tral puppies. flute plays and return to normal when taken out
'This item ,,-as created by William Moots. who lias since of the 60-fool range or when the music stops. The
passed from the Prime Material Plane. We "'CTe asked to fl ute may be used once a day for up to one hour
include it as a tribute to him-and so we have . Ed. per use; it stops playing on command.

Shakuhaci of Peace of Wind Dancing


XPValue GP Value XP Value: 1,000 GP Value: 5,000
+5 Bonus: 2,000 14,000 Dragons orTriumph
+ I0 Bonus: 2,500 17,500 This item can on ly be used by a character who
+ 15 Bonus: 3,000 21,000 knows how to playa flute or other type of similar
+20 Bonus; 3,500 24,500 wind instrument . While playing this flute , the
PoLYHEDRON Newszine 82 use r summons and controls small breezes. After
Many centuries ago, Chujenko, a flute-maker on two round s of playing, the user ca n create a
the island nation ofWa , s howed extraordinary zephy r and after three rounds, a gust of wind. If
hospitality to a wandering priestess. The priestess an entire turn is s pent playi ng the flu te, a dust
was in reality a local greater nature spirit, and she devil can be created in a 30-fool-diameter area,
was so impressed with Chujenko's kind ness that blowing up dust an d leaves and acting as an
she taught him to create shakuhaci fi lled with the obscure spell . The dust devil dissipates gas and
peace of the woods. Chujenko produced a num- mist in the area of effect. The winds created start
ber of these flutes for the priests of the sect of at the playe r and move outward (al 10 feet per
Eigh t Million Gods. The nute s can be fou nd round) up to 60 feet away. They die down the
throughout Wa, and more rarely in Kozakura. In round after the playing stops.
all respects, these shakuhaci look like any other
oriental bamboo flute ; there are four sound-holes Airolis's Shining Horn
on the top and one on the bottom, and it is played ofTen T housand Winds
held vertically down from the mou th. Anyo ne XPVal ue: 1,500 GPValue: 12,000
holdi ng the n ute can p lay it as if he had the The Book of u.in II
appropria te proficiency. Characters w ith the Airoliss Shining Horn ofTen Thousand Winds is a
musical instrument proficiency gain a +2 bonus unique magical item aligned wi th the forces of
when playing the flute. chaos and good. Once a week the horn can sum-
The magica l abilities of the flute can only be mon up a permanent storm until the storm is dis-
invoked by those who revere peace and nature. pelled with dispel magic or by the hom's user. On
Each ability corresponds to a different tunc. command the horn grants the power of feather-
Calm, as a shukenja of 6th-level, once a day. fa/l, and allows the bearer to wind walk once a
Protection from spirilS, Jj ' radius 21day. day. The hom prevents some changes in the user.

/r------------------------------------,~
""
1542
r
Wind Instrument. Hom or the Barrier ~ab

"'
The possessor can neither age nor improve abili-
ties (rise in level) . Even learning new spells is XP Value: 750
of t h e Azure Sea
G P Value: 5,000
prohibited. T he dead do not decay in the area o f GREYIIAWt; Adventures
effect of the horn . The possessor on ly can part This magical horn was c reated by an evil high
with the hom when a remove curse spell is cast. priest who sought a source of undead to befriend
and control. The mention of this item causes all
of Ampli fication sailors and ocean-faring merchants great distress,
XPValue: 1,000 GPVa)ue: 5,000 and they refuse to sai l with a c ha racter whom
The Complete Bard's Handbook they suspect of owning the hom.
This horn is nol hollow as one would expect. Once a week, only at night on the open sea, the
Rather, it is sol id and resembles the horn of a rhi- hom can summon a ghost ship. The ship appears
noceros. It is used by touching its base to the in Id4+ 1 rounds, materializing from the Ethereal
forehead. It magically attaches and conveys its Plane into the Border Ethereal, whe re it can be
special power. At this lime, the one wearing the seen from the Prime Material Plane. The vessel is
horn has his or her voice amplified from,two to usually large and multidecked, with two or three
Icn times in volume. The exact increase is up to masts and taltered sails. It is white and transpar-
the charac ter using the horn. T he horn has no ent, and it makes no sound. For 10 turns, it floats
other func tion. It can be removed by anyone who beside the ship upon which the summoner stands,
lightly pulls on it. then vanishes back into the Deep Ethereal.
This horn increases the range of all songs, Any character who sees the g host ship must
jokes, rhymes, and other fonn s of verbal eommu- save vs. spell or be struck with fear for one tum.
nication proportionately (all amplification of five The su mmone r him se lf is immune from thi s
increases the range by five times the nonnal dis- effect. The ghost ship appears to be deserted, but
tance). is actually ha u nted by t he following types of
The character can also yell. A yell causes 2d 10 undead:
points o f damage to everyone except the user
wi th in a range of 5 feet times the amplification Roll Undead
(setting two has a 10-foot range, setting five has a 1- 2 I d4 apparitions
25-foot ra nge, and so on). A successful saving 3-4 I ghost
throw vs. petrification reduces damage by half. 6-7 3d4 shadows
Only one yell per encounter can be attempted. 8-0 I d4 spectres
Each time th e horn is used, there is a 1%
chance that it permanently affixes to the user's These undead do not norma ll y make the m-
forehead and loses a ll magical abi lity. It can then selves known, but there is a 75% chance that one
be used as a weapon for head bults, causing I d3 of them will transfer to t he s ummo ner's ship.
points of damage. However, the oddity of having Thereafter it reluctantly obeys the orders of the
a hom growi ng from the character's head results summoner for the rest of the summoner's life or
in a - 2 Charisma penalty. A wish must be used to until it is destroyed.
remove the horn.
of the Barrier Peaks
of Animal Call s XPVal ue: 3,000 G PValue: 18,000
XPValue: 1,200 GPValue: 6,000 GRIiVHAWK Adventures
The Complete Ranger's Handbook This iron instrument was enchanted by a dwarf
This wooden instrument, painted bright red with smith to cement the friendship between demihu-
tiny s ilhouettes of va rio us animal s along the mans and giant eagles. It is not used often out of
sides, resem bles a recorder about 6 inches long. respect to the great birds, but has found occa·
The instrument can duplicate the cries and calls sional use in desperate times.
of any animal . With closed eyes, the user men- The hom is usable only o nce a week. In areas
tall y pictures an anima l, t hen blows into the where giant eagles dy.-eli, it can summon Id6+6
instrument. The sound is indistin guishable from giant eagles, and they arrive in Id4+3 rounds. If
the cry of the actual an imal. The instrument can dwarves, elves, or hal fling s are in danger, the
be used to ca ll particular animal s o r frig hten eagles wilt attack whatever is threatening them or
them away. The DM determines the effect of any carry the demihumans (and the ir companions) to
parti cular use of the horn; fo r example , sum- safety. The eagles do not fight to the death or risk
moning 2d4 animals might be 80% like ly in an their lives uselessly, but can call reinforcements if
ani mal 's home te r rain, with an a rrival time of more humans or demih umans need to be rescued.
Id4 rounds. To ensure that the eagles continue to answer to
the horn 's call , all those rescue d must accept a

/r------------------------------------,~
""
1543
",Wind Instruments, Hom of Baubles
r
geas to perform some service for the eagles, Fail- time it is used to magica l effect there is a 2%
ure for a ll those rescued to do so bre aks the cumulative chance of the instrument self.destruc-
ancient pact and causes the hom to shatter. ting. In the latter case, no damage is inflicted on
the character blowing it.
of Baubles Bards are beller able to play this instrument, SO
XPValue: - GPVal ue: 1,200 that there is only a 5% cumulative c hance per day
The Complete Bard's Handbook that the ho rn exp lod es. Fur thermore, the 2%
When Ihis instrument is blown, 25 cubic feet of cumulative chance of the instrument self-destruc-
useless baubles spew out of it pe r level of the ting is reduced to 1%.
blower. Although this is usually rathe r comical, it
can be da ngerous in a limited space. The instru- of Bubbles
me nt can be safely blown once every hour. I f XPValue: - GPValue: 1,200
blown more frequently, there is a 10% cumulative D UNGEON M ASTER Guide
chance that the horn backfires, s uck ing the This cursed musical instrument radiates magic if
blower into it and spewing the character out as a detect magic is used. It appears as a nonnal horn,
collection of useless baubles. It is impossible to or possibly any of the magical ones. It will sound
resurrect or reiflcamate a creatu re in th is state, a note and call forth a mass of bubbles that com·
although a wish can be used to recover the victim. pletely surround and blind the indiv idual who
blew the horn for 2dlO rounds, but these bubbles
Blac k Ivory appear only in the presence o f a creature actively
XPValue: - GPValue: 20 seeking to slay the character who played the hom,
Black Courser so their appearance might be delayed for a time.
When blown, this horn makes no sound audibl e Bards are actually able to use this cursed magi·
to human ears. Ten rounds later, however, an ca l item to their advan tage (once they detennine
ancient bronze dragonne arrives, searching for its what the horn is). When properly bl own by a
long lost master. When it finds whoever blew the bard, the ho rn emits a cone of b ubbles 30 feet
hom instead, il attacks. long with a 30-foot diameter end. Anyone caught
in the bubbles is effective ly blinded for 2dlO
of Blasting rounds unless hc rolls a successful saving throw
XPValue: 5,000 GP Value: 55,000 vs. breath weapon. However, there is a 5% chance
DuNGEON MASTER Guide that the hom backfires and sucks the bard through
This magical horn appears to be a normal trum- it, emining the hapless minstrel as a mass of bub-
pet, but it radiates mag ic if detect magic is cast bles. Once all of the bubbles pop (taking 2dl0
upon it. It can be sounded as a normal hom, but if rounds), the bard is irrevocably dead. Jesters (8
the correct wo rd is spoken and the instrument is bard kit) have only a 1% chance of being turned
then played, it has the fo llowing effects, both of to bubbles.
which happen at once:
• A cone of sound, 120 fect lo ng and 3 feet wide of Change
at the end, iss ues from the horn. All within th is XPValuc: - GPV.lue: -
area must roll a successful saving throw vs. spell. Book of Artifacts
Those who successfull y save are stunned for one The horn of change is quite ordinary looking, as
round and deafened for two. Those who fai l the far as artifacts go, so much so that it is indistin·
saving throw sustain IdlO points of damage, are guishable from other mag ical horns. The horn is
stunned for two rounds, and deafened for four. made of polished brass and is shaped like a curv-
o A wave of ultrasonic sound I-foot wide and 100 ing ram 's horn. Sigils are stamped a long its rim
feet long issues from the horn. Th is c auses a and a chain of golden links is the carrying strap.
weakening of materials such as metal, Slone, and The origins of t he horn of change are quite
wood . The weakening is equal to the damage clear and can easily be learned by those who ask.
caused by a hit from a missile hurled by a large or Several hu ndred yea rs ago (give or take a few
heavy ca ta pult . (See S ie ge Damage i n the decades), a rogue named Eustos was spend ing an
DMG-victims suffer an additional - 2 penalty to evening at the gaming tables. He had been suc-
the die roll described there). cessful in the market that day, and his luck con-
If a horn a/blasting is used magicall y more tinued with the dice; he won throw after throw. As
than once a day, there is a l OOk cumulative chance th e eve n i ng wore o n and E us tos drank and
that it explodes and inflicts 5dlO points of dam- thought less, he fooliShly bragged that he must
age upon the person sounding it surely have won the favor of the gods of luck, for
There are no chargcs on a horn, but the device no odds were too impossible for him that night.
is subject to stresses as noted above, and each Well, such a boast cannot go unheard and in a
om
/r------------------------------------,~
IS44
'\
Wind Instruments. Hom. Fog Hom llr

short time a charismatic stranger came to the negates Ihis effect (but only for that individual).
table. Suddenly no throw did the stranger miss, The person using the horn may direct the com·
nor any could EuslOS make. Finally EuSIOS mand at a single being (giving a penalty of - 3 to
offered the greatest and only treasure he had the saving throw) or at all of the beings within the
remai ning- hi s very so ul. Against this, the radius (each gets a saving throw). The suggestion
stran ger put up a plain brass horn. Eustos made must be in a language the affected beings under-
the cast- and won. stand.
I! is said that the stranger smiled and told the
rogue that the horn could bestow great power or Death's Head
immense woe, for each sounding was a roll of XP Value: 1,400 GP Value: 7,000
chance. Perhaps this is true, for after gaining a POLYHEDRON Newszine 58
rtputation for wonders, Eustos vanished one day This magical horn can bc sounded oncc a day,
and was never seen again. and acts as a symbol of hopelessness when used
The horn of change is a purely chaotic anifact. in battle against goblinkind.
Thus, it is a wonderful item to give to the player
characters. While there is no predicting the bal- of Dolphins
ance ofils powers, the horn will provide many XP Value: 750 GP Value: 3,250
opportunities for role-playing, as its unpre- Otherlands
dictable powers come into play. This conch shell can be blown as a horn. It sends
Constant Powers: Any character who picks up out a deep booming thrum that can be heard in a
tile horn is instantly awa re of its possibilities. ten-mile radius. All do lphins in its range will
Show or explain the table below to that player. swim at top speed toward the user. anxious to
Invoked Powers: When the horn is sounded, heed the summons. The horn cannot command
roll on the table below to find the result. The roll the dolphins to obey the summoner's orders.
cannot be influenced in any way. Roll on the Whether the dolphins obey or not depends on the
appropriate Artifact Table in Volume I to deter- merits of the horn's owner. The horn can be
mine what power immediately takes effect. winded nine times a week.

Roll Power Fog


01 - 10 Table 1--02: Combat XP Value: 400 GP Value: 4,000
11- 25 Table I - II: EnchantmentlC harm DUNGEON MASTER Guide
26-40 Table 1--03: Conjuration This small device allows its possessor to blow
41 - 50 Table 1--00: Abjuration forth a thick cloud of heavy fog equal to that of a
51-75 Table 1- 15: Major Powen fog cloud spell. Each round spent blowing it cre-
76-95 Table 1--04: C uned ates a I O-cubic-footfog cloud. The cloud lasts for
96-00 Table 1--0 1: Cataclys m 2d4 rounds after the last round of blowing the
instrument. Note that should it stop being
C urse: Each day that a character owns the sounded for a round, a new fog clOlld will have
horn, there is a 1% (cumulative) chance that the begun, as the initial one has a life expectancy of
character wi ll be seized by a gambling fever so but2d4 more minutes, and will have drifted away
intense that no honest wager can be resisted, from the individual sounding it. The device
regardless of the odds. This only passes when the makes a deep, hornlike noise, the note dropping
character gives up or loses the hom. abruptly to a lower register at the end.
Suggested Means of Destruction: When this horn is blown, bards are able to
• The powers of luck must be gambled with to create the typical fog, or they can creatc a
destroy the hom. region of magical rain. Rain can be very useful
• The gods ofjustiec must be cheated, an ulti- as a source of water, to put out fircs, or to fill
mate gamble. the bottom of a room with water. The rain accu-
mulates at the rate of I inch of water per round
of Command in a 10-foot square.
XPValue: 2,000 GPValue: 20,000
Old Empires Fog II
This hom amplifies the sound of one's voice so that XP Value: 400 GP Value: 4,000
it can be heard three times farther than normal. C... RDMASTEIl Adventure Design Deck
The greatest ability of this item, however, is its When blown, this instrument allows the party to
suggestion power. Once each day, a person using escape from a monster. It can be used once a day.
the horn can issue a suggestion 10 all within a 60-
foot radius. A successful saving throw vs. spell
~"
/r----------------------------------~~~
1545
~Wind Instruments. Hom ofOoodnesslEvi t
(

of Goodness/Evil unforgiving and cruel. Subsequently, the ustr


XP Value: 4,000 GP Value: 20,000 will neve r accept an opponent 's surrender,
DuNGEON MASTER Guide donate money or items for any cause, nor agm
This magical instrument adapts itself to the align. to any favors requested. If any loans made by
ment of its possessor, so it produces either a good the use r are as yet unpaid, the user will, iflaw.
or an evil effect depending on the alignment of its fully poss ible, demand their immediate repay·
owner. If Ihc possessor is ahsolulely neutral, the ment. The effect may be removed by a remOI't
hom has no power whatever. If the owner is good, curse spell from a caster of 26th level. The hom
then blowing the horn has the effect of a protec· of hard hearts can be used only once a day at
tionfronl evil spell in a 10-foot radius, which most.
lasls fo r 10 rounds. Each friendly or allied crea-
ture within this area is affected as if gramed the of Plenty
spell . If the horn is of evil alignment, then the XPValue: 2,000 GP Value: 20,000
rcversc of the noted spell occurs within the area The Book of Marvelous Magic
of effect. The hom can be blown once a day. When properly commanded and played, this hom
Unfortunately for many bards, sounding this produces enough food to feed 120 humans and
instrument might produce an alignment change. 120 horses. The horn of plenty cannot produce
There is a 50% chance that the bard become s liquids. It may be used once a day.
neutral evil , otherwise he becomes neutral good.
If the bard is already one of these lwe alignments, of the Sacred Grove
the hom functions normally. XP Value: - GP Value: -
Castles Forlorn
Gjallcr This druidic artifact is true neutral in alignment
XP Value: 6,000 GPVa lue: 30,000 Created by Gregory (who worshiped Daghdha)
Gods, Demigods, & Hcroc:s and Dori nna (who worS hiped Belenus), it draws
Heimdall 's hom, Gjaller, is the alen system for upon the powers of each god. Many of lhese ))0\\"
Asgard as much as Hcimdall is the alen er. Heim- ers can only be used by a person who knows the
daU's avatar will blow a blast upon it to announce correct sequence of notes to play. Other powers
the coming of the Frost Giants and the gods, and are only effective if the horn is in the hands ofa
their hosls will issue out to fi ght the last battle at druid.
Ragnarok . This horn al so is blown to proclaim Major Powers
visitors. When blown, all creatures within 1,000 Once a week, at night only, the horn can be
miles, regardless of mundane andlor magical [im- uscd by a druid (or a priest of either Oaghdha
itations, can hear the hom. or Belenus) to summon the Wild Hunt.
Every other day, the horn can be used 10 cast
of the Cray Waste the 7th-level priest spell sunroy. A beam of
XP Value: 4,000 GP Value: 20,000 sunlight up to 200 feet long and 10 fe et in
D RAGON Magazine 28 diamete r at its far en d emerges from the
This magical horn, wh ich looks like any other, mouth of the hom.
calls bring forth Id4 lesser tanar'ri or one greater Every other day (alternates with Ihe sunroy
tanar'ri, when soundcd. The tanar'ri wi ll obey the powe r) , the horn can be u sed to create a
commands of the horn holder for Id6 hours but heroes 'feast (as the 6th-level priest spell) that
have free will if attacked or ifasked to give over will feed 12 people.
any treasure they may cany. For a good priest or a Minor Powers
paladin to command a tanar'ri to service requires The bearer of the horn is completely immune
an otol/ement, though they may give the horn to 10 nonnal fires and gains a +4 bonus to saving
tIlt; t<lllac'ri and command it 10 be go ne. The throws vs. magical fire.
tanar'ri will bear the holder no ill will and will per- Once a day, for three rounds, the horn may be
fonn the required task- though it may require a used as a listening device (the mouthpiece is
cut of the profits (60% likely for a lesser tanar'ri, held against the bearer's ear) to understand the
90% likely fo r a grealer tanar'ri). The horn can speech of a single an imal or plant, like the
only be soundcd once by anyone character. 4th-level priests' spell speak with plams or the
2nd· level priests' spell speak with animals.
of Hard Hearts Once a mek, the hom may be used to conl1ul
XP Valu e: 500 GP Value: 2,500 winds, per the 5th-level priests' spell.
The Book of Marvelous Magic Four times a day, kissing the horn in the hands
Thi s horn appears and function s as a horn of ofa druid results in the benefit s oflhe 1st·
blasting. However, the user i n ~tantly becomes

/r------------------------------------,(
level priests' spell cure light wounds.
...
1546
, r
Wind 11I$1n.Imc:nu:, Hom ofmc, TritonS

Corrupti ng Effects
The first time the horn is blown, the sounder
must successfully save vs. spell or suffer an
alignment change to true neutral.
• If the bearer of the hom is a nondroid and blows
the hom at night, there is a cumulative 5% chance
per sounding tha t the hom will call the Rave nloft
Wild Hun t. The bearer oflhe hom automatical ly
becomes the prey. T he Pack simply seeks to sur-
round or tree the sounder, whereupon the Master
silently steps fonh and holds out his hand, expect-
ing the bearer to give him the hom. If refused, the
Wild Hunt attacks.
Weaknesses: The horn o/the sacred grove was
created by powerful mag ic, a nd it cannot be
destroyed by ordinary means, desp ite the fact that
it appears fragi le. Normal ly. the horn would be
destroyed o nly if re moved to a plane where the
Celtic gods have no influence. Because the gods'
connection wi th the Domain of Forlorn is so ten-
uous, though, the horn loses power if a ll of the
groves are destroyed or defiled.

September
XPVal ue: 1,000 GPValue: 10,000
The Book of Marvelous Magic
This horn appea rs and fu nct ions as a horn 0/ of the Tritons
plenty. However, except fo r the hom itself, it also XPValue: 2,000 CPV.lue: 17,500
causes atl magical items worn or carried to van- DUNGF.ON MA STfi~ G"i<ie
ish. T he ite ms are no t d estroyed, but me re ly This device is a conch-shell hom that can be blown
return to the user's home. T he September horn once a day (except fo r tritons, who can sound it
can be used once a day. three ti mes daily). A horn o/Ihe tn·tons can perfonn
one oflbe following functions when blown:
Shoo Calm rough waters in a one mile radius. (This
XP Value: 500 GP Value: 2,500 has the effect of dispelling a water elemental
The Book of Marvelous Magic or water weird.)
When properly commanded and played, this hom If the character is in a body of water in which
creates a magical cone 0/ sound 60 feet long and such crearures dwell, it summons:
10 feet wide at the far end. Each victim wi thin the
cone must make a savi ng th row vs. spell o r be Roll Number C reature
knocked over and pushed away until oUI of range 1- 2 5d4 Hippocampi
or until stopped by an obst ruction. Those affected 3- 5 5d6 Giant sea horses
but stopped take damage as if they fe ll the dis- 06 Id lO Sea lions
tance; so a creature blown over by the ho rn and
pushed 30 feet before hining a wall would lake The c reatures s ummoned a re friendly and
3d6 points of damage. The cone 0/sound must be obey, to the best of their understanding, the char-
heard to have effect, and can be negated or acter who sounded the hom.
blocked by a silence spell. The hom can be used Panic ma rine creatures with animal or lower
three times a day. Inte lligence, causing them to flee unless each
saves vs. spell. Those who do save must lake a
of Signaling - 5 penalty on thei r attack rolls for 3d6 [urns
XPValue: 1,000 GPV. lue: 5,000 (30-- 180 rounds).
The Book of Marvelous Magic Any sound ing of a horn 0/ the tritons can be
This no rmal size horn only functions outdoors. heard by a ll tritons wit hin a three-mile radius.
When properly commanded and played, it can be Bards are able to sound this horn even [hough
heard at a distance of eight miles. lfused from atop it isn't normally usable by rogues. Meistersingers
a mountain, its range increases to 24 miles. The and ha1f1ing whistlers (bard kits) are able to use
horn o/signoling may be used as often as desired. this magical hom twice a day.
6)11
J.------------------------------------.~
1547
,Wind Insoumenu, Hom ofUncontroll.ble Striding and Springing
r
of Uncontrollable Striding Any character whose group is unable to employ
and Springing a particular horn of Valhalla will be attacked by
XPValue: 2,000 G P Value: 20,000 the berserk fighters summoned when the charac-
DuNGEON M.guine 30 ter blows the hom.
This magical wind instrument looks like a nonnal Summoned figh ters are Annor Class 4, have 6
hunting horn but rad iates abj uration magic. Its hit points per die, and are armed with sword and
effects become apparent as soon as it is sounded, spear (50%) or battle axe and spear (50%). They
as everyone except the person using it must save gladly attack anyone the possessor oflhe horn
vs. spell or jump madly about the place for one commands them to, until they or their opponentS
full round. Jumps are magically lengthened to let are slain, or six turns have elapsed, whichevcr
someone leap up to 20 feet from a standing start, occurs first.
or 30 fet:l if running or walking. The direction of Fully 5U% of these horns are aligned and sum-
the jump is detennined at random by the OM and mon only fighters of the hom's alignment. A rnd·
may be vertical, horizontal, diagonal, or any other ical alignment difference will cause the horn
direction, as circumstances dictate. blower to be attacked by the fighters.
The area of effect of the horn is a circle. 60 At 5th level, bards can sound the brass hom, at
feet in radius, centered on th e horn . Those 10th level the bronze horn, and at 15th level the
within the circle who save vs. spell are immune iron horn. Skalds (a bard kit) can play any of
to the effects of the horn unti l it is again winded. these horns without penalty.
Due to the quickness of movement of a viclim, In a D RAGON LANC£ Campaign : The horn of
Armor Class actually improves by I (for exam- Valhalla is called the horn of Kiri-Jolilh on Ansa-
ple , a character with AC 10 becomes AC 9 Ion. A ll warriors summoned by the horn arc
while affected by a horn of uncontrollable Slrid- chaotic good.
ing and springing), but anacks made by a vic- In Ravenloft: As usual, the horn blower sum-
tim are at - I to - 10, based on a rol l made by the mons berserkers from Valha ll a, who fight . In
OM on IdIO. Ravenloft, however, the berserkers break free of
The hom holds five charges, one of which is the enchantment afte r six turns. They cannot
expended each time the hom is blown. It may be return to Va lhalla unless they fin d a normal
recharged at a cost of 1,000 gp per charge, by any escape. The berserkers are never pleased about
wizard of I I th level or greater using ajump spell. the summons. But if they have battled for a "wor-
thy" cause, the newly freed figh ters do not attack
of Valhalla the hornblower or his or her companions. Instead,
XPValue GP Value they simply leave as a group, in search of a route
Brass: 1,000 15,000 home. If they have been ill used, or forced to act
Bronze: 2,000 30,000 in a manner they find distasteful, the berserkers
Iron: 3,000 45,000 attack the grou p.
Silver: 1,000 15 ,000 When the hornblowe r and all companions
DuNGEON MASTER Guide leave Rave nloft, they still may have to answer
There are fou r varieties of this magical device. for their actions. For each berserker summoned,
Each appears to be a nonnal instrument until its there is a I % cumulative chance that a greater
command word is spoken. Then, each swnmons a power from Valhalla wi ll appear before them-
number of berserkers from Valhalla to fight for the that power de mands they j ustify thei r actions.
character who summoned them by blowing the The power condemns them for manipulating the
hom. Each variety of horn can be blown just once berserkers and causing their entrapment in
every seven days. The type of horn, its pov.-ers, and Ravenloft. The characters must make repara-
who is able to employ it are detennined by making tions to the greater power, or suffer the conse-
a percentile roll and CQrlSulting tilt; table below. quences.
For every 25 fighte rs called, the re is a 1%
Horn Berserk Fighters cumulative chance that the greater power appears
Roll Type Summoned Usable by to the wielder in Raven loft. The greater powers
01-08 Silver 2d4+22nd-level Any are not bound by the laws of Ravenloft. It claims
09-15 Brass 2d4+ 1 3rd-level Priest, its fighters , takes the horn and vanishes back to
wizard, Valhalla. If the fighters were ill used, it may even
rogue punish the wielder of the ho m .
16-18 Bronze 2d4 4th-level Priest,
warrior
19---20 Iron Id4+1 5th-level Warrior

/r--------------------------------------'~
1548
, r
Wind [nstf\lml:n1S, Hom of WIl

of Valor or lose control of the toads and be attacked by


XPVa]uc; 5,000 GP Value: 25,000 them. Each use of the horn causes the sum-
Tome of Magic moner to save vs. spell o r permanently lose
This golden horn is indislinguishable from any three Wisdom points. The s ummoner will no t
other magica l born until it is sounded. When notice the change until the Wisdom score drops
souDdcd, each unit hearing it, that is allied with or to 0 , when he o r she becomes a giant toad. The
loyal to the character sounding the hom gains the cumulative changes are:
followi ng benefits. First , the unit gains a +2
bonus to its morale for 1d4 BATTlESYSTEM rules Total Wisdom
turns. Second, any routed friendly unit who hears Points Lost Effect
it immediately makes a rally check with a bonus 03 Glassy eyes, warts
of2 to its morale (for that check only). The check 06 Light green hair
is made when the horn is sounded-du ring the 09 Froglike facial features,
magic phase-rather than in the rally phase. If croaking voice
this additional check fails, the unit is entitled to a 12 Dark green skin
second check in the rally phase, as normal. 15 Bloated body, hunched back
Enemy units who hear the hom are also affected:
they suffer a - 1 penalty to morale for Id2 B AT- of Voices
nESYSTEM rules ' turns. XP Value: 500 GP Value: 2,500
Unde r normal condi t ions, the sound of the Reahnspate
horn can be heard at a range or240 feet. Unusual This item is used by the various cultures on the
conditions, such as a raging storm, can decrease planet Coliar as a way to projeci the voice to a
this range, but the hom can always be heard at a la rge area without the necessity of screaming to
range o f9O feet (unless the character blowing the be heard. Everyone capable of hearing is able to
horn is w ithin an area of magical silence, of hear the speaker from a distance up to one mile.
course). The voice is not overbearingly loud to those near-
The horn of valor can be sounded only once est to the hom. In fact, they hear the voice with
per BATTLESYSTEM rules turn, and no more than the same clarity a nd the same volume as those
three times in any 12-huu r pl:rioli. l fblow n a one mile away. The hom needs only to be placed
fourth time within this period, it becomes totally to the lips and spoken through. There are no com-
nonmagical for Id6 days, and any effects remain- mand words to activate the item. The only prob-
ing from earlier soundi ngs immediately termi- lem is that un less the horn is kept in an airtight
natc. Effects from multiple soundings arc not sack or box, it projects all noises to a distance of
cumulati ve. (Instantaneous effects such as the one mile without the owner's realizing it, making
automatic rally check for friendly units take place it impossible to s urprise a nything. Horns are
each time the hom is sounded.) priced at 1,250 gp on Coliar, and 5,250 gp every-
In Rave nloft: In Ravenlo ft, this item functions where else.
as described for mobs a nd crowds of villagers.
Th ey recei ve a + 2 bonu s to their mora le for of War
Id4xI0 rounds. Hearing it also enables a fleeing XP Value: 1,000 GP Value: 41,000
mob to roll a new morale check. If successful, the DRAGON Magazine 145
mob rallies and may once again approach mon- A horn of war is over 5 feet long , made of
sters and the like. If used for a group that stands roughly carved, gOld -colored stone, weighing
opposed to the mob, it lowers the mob's morale 120 pounds, and covered with thousands of
by I for Id lO+IO rounds. magical symbols and glyphs related to the arts
of summoning. Only a nonelf fighter of the 9th
of the Vast Swamp level or h igher (or a ranger of the 11th level)
XPValue: 1,000 GPValue: 2,500 with Constitution and C harisma scores of 14 or
GREYH,o.WK Adventures higher may sound a horn of war; a fighter of
This conch shell was enchanted by a renegade substandard level or with less than 14 Constitu-
wizard who was banished by the Count of Sun- tion passes out from the strain of attempting to
ndi for criminal behavior. The wizard sought to sound ii, and an elf or a fighter with substan-
gain power over the inhabitants of his new dard Charis ma is unable to command the crea-
home, though he paid a heavy price for it. The tures the horn summons. The great ca ll of a
horn summons Id6+6 giant toads. Any sum- horn of war carries for 5d4 miles in any weather
moner can command the toads for a number of conditions. It magically summons an army of
rounds equal to twice his or her level. A nonevil 1Od20 quaggoths, with 10 hp each, in 1d6 turns.
summoner must make a saving throw vs. spell The frenzied, battle-crazed mob may be com-
6311

1549
"",Wind Ins'ru~n'. Kantete
(

manded only 10 attack, which the mons ters do listened to and learned with joy the songs of the
until destroyed. If not slain in baltle, the quag- elves. His fcllow humans, though, had no time or
goths serve for one hour per level of their sum- interest in such graceful skills. Determined to
mone r be f ore disap pearing. Quaggoths teach humankind the genteel arts of composition
summoned but not controlled run amok for 2d6 and song, the great Heward spent his years build·
turns, attacking everyone, before leaving. Three ing a device that would bring joy and wonder to
years must pass between each sounding of a the world. At last he fi nished his great creation-
horn o/war. Regardless of whether the quag- Heward's Mystical Organ.
goths are commanded or not, they will slay all It is said that the music Heward played on the
elves they see while carrying out the ir other organ was stolen from the voices of nightingales
tas ks. and that no man or woman who heard his airs
could remain unmoved. Even the reclusive elves
Kantele and the dour dwarves were lured from their hid·
XP Value: 8,000 G P Value: 40,000 den dens when Heward's fingers bent to the keys.
Gods, Demigods, & Heroes Of those who came to hear, some among them
This instrument, when played by Vainamoinen's we re inspired to spread the wonder they had
avata r, will summon to him all those lawful in heard. From Heward they learned the arts of haT-
nature withi n hearing distance. Let it be noted many, composition, and more-all the skills to
that the music will travel throughout Lapland in a make beautiful music. These men and women
period from 2d4 days and any hearing it have to went out among the people and so Heward
come (save vs. spell applicable). Also, all evi ls inspired the first bards. It is even said thaI when
that hear the music automatically fall asleep for Heward played, blighted soil blossomed, rain fell
Id4 days (save vs. spell applicable). Only in spe- upon command, and even the sun lingered a little
cial situations will the avatar play his kante/e. longer in the sky.
Heward's work did not pass unnoticed in the
Heward's Mystical Organ heavens, and among the divine powers some
XPVa)ue: - G PVa lue: - grew jealous of his skill. These gods spoke to
Book of Artifacts the m ice of Heward's hail , saying "Greal
s
Heward Mystical Organ is a massive mush.:al Heward will !:Iume day call you vermin and U$e
instrument fashioned to look like a partic ularly his music to drive you from this place. Go and
sublime pipe organ. The cabinet is a great horse- gnaw on his organ before this can happen," and
shoe arc with three full sets of keys; one of ivory the mice with their foolish little brains did as
and obsidian, one of jade and lapis, and the third the gods suggested. Perhaps, as some say, it was
of steel and brass. Arranged in three banks, one to the elven gods who, fearful that their own songs
each side and anothe r ac ross the fro nt, are the would vanish, sent the mice- perhaps it was
organ's ivory stops, nine to a bank, 27 in all. Nine another. And so the songs of the organ changed
rosewood pedals sound the deepest o f the bass and as the soured notes were keyed, evil things
notes. stole their tones. T hus the harpies found their
The organ is more than just the cabinet though, voice and the sirens gained their power to lure.
for without t he pipes it would have no voice. Enraged at the treachery of the mice, Heward
Each pipe is sounded by a n ele mental s pirit. played one last song on his organ that forever
Made of gold a nd silver, some pipes are only cursed them to be lowly and meek. Then every-
inches in height while others stretch three stories thing disappeared without a trace. O r so the
high, almost to the ceiling. story goes.
Because the organ cannot be exposed to Ihe Heward's Mystical Organ is one of those arti-
elements (and it is in no way po rtable), il is facts best suited to a mUltipart adventure, since
always found housed in a cathedral-like building, several elements must be brought together before
not necessarily the same o ne each time. Some- the organ can be used. Because it is not a particu-
times the o rgan is discovered in the rui ned shell larly practical device (being impossible to trans-
of a temple, other times in a soaring cavern deep port and difficult to use), most characters are not
beneath the earth. Just how th is occurs is one of likely to seek out the organ of their own accord.
the mystical properties of the device. T herefore, the OM mUSI provide them with a
In a time long ago, when the Age of Elves was strong enough rcason, a threat tha t can only be
fad ing and the new Age of Man was just being foiled by the correct use of the device.
born , Heward, Patron of Ba rd s, despai red. Given the history and musical nature of the
Heward was a man more than a man, barely less artifact, a peril such as the loss of all bardic lore
than a dem igod, for it was a lime when men could or the evaporation of music throughout the world
rise to such greatness. For centuries Heward had is particularly appropriate. Once faced with the

/r------------------------------------~~
""
1550
, r
Wind Instruments, Heward 's Mystical Org"iUl

problem, the characters must learn how the Organ The stops are noted by a coded sequence.
can help, find the correct tune to play on it, prac- There arc 27 stops lettered A-Z and one more
tice that tune (for it must be flawless), discover labeled "1." Each stop has e ight settings (1
the location of the organ, and finally, get there. through 8). The settings are noted as a combina-
Of course, the agent or agencies behind this plot tion of letter and number. For convenience, any
are not going to leave the characters unhindered. stop all the way in (set to I ) is ignored. Thus the
Ever-increasing efforts will be made by the stop sett ing for a particular song might be A 7,
enemy to stop tbem. Of course, along the way the G2, H3, IS, R6, 86, V2, and !3. The last sctting (!)
characters gain hints to a few songs that just is important for, ifsct incorrectly, the organ's
might be useful to them. curse is automatically triggered. Once all the
At the end of the adve nture, the characte rs stops have been set, the song can be played. A
could experiment with the organ, although this successful p roficiency check mUSt be made by
would be most foolish. Alternatively, if the DM one skilled in playing s uch an instrument. If it
wants to remove the artifact, it can simply vanish fails, the character has erred during the course of
as soon as a song is poorly played. playing, potentially triggering a bad effect.
Invoked Powers : To use the organ properly, The effects of the organ's 23 songs are quite
characters must know two thi ngs; the exact song varied. A suggested breakdown is given here, or
to be played and the settings for the stops of the the OM can create an effect that matches the goal
organ. Only specific combinations of a panicular of the adventure. The tables referred to are found
song and exact stop settings have any effect. in the Artifact Tables in Volume 1. Roll on each
There are at least 23 powers of the organ, requir- of the tables listed below to find the abilities of
ing 23 different songs. (More can exist if the DM the 23 songs:
desires.) DMs can create their own list of tunes
based on their own tastes in music. (It can be par- 5 abilities from Table 1- 21 : Persona l
ticularly effective to choose classical organ works Enha ncements Roll 5x
and then play them o n a stereo just as the pes 6 abilities from Ta ble 1-00: Abju ration Roll 6x
attempt the same.) It is generally a good idea to 6 abilities from Table 1- 11 :
mix up the selections so that players cannot guess Enc ha ntment/C harm Roll 6x
com:ctly, based on their knowledge of the OM. A J abilities from Table 1-01; Cat aclys lII Roll Jx
form is provided at the end of this entry for the 3 abilities from Ta ble 1-03 : Conju ration Roll3x
DM to record the settings.

mo
)
1551
"Wind Instruments. Heward's Mystical Organ II
(

Iflhe song or selling is incorrect or if the play- 18 Create/ood/water (i /day)


ing is poor, the OM should roll on the table 19 Planar 1- 22
below, Bad Reviews. for a result. 20 Movement 1- 17
21 Death spell (llweek)
Bad Reviews 22 Power word, stun (llday)
Roll Result 23 Enchantment/Charm 1- 11
01-07 No result 24 Symbol offear (l/day)
08-09 Curse 25 Enchantment/Charm I- I I
10 Random effect 26 Power word, blind (l /week)
27 Portrait of Magus
Curse: It is said that only Heward cou ld play
the organ without fail. Should any character Suggested Means or Destruction:
trigger the curse, all those within the hall must • The King of the Mice must be convinced to
roll a successful saving throw vs. death with a lead his people in an attack on the organ, for
-4 penalty or be stricken mad, to rt ured by the only they can destroy the instrument's inner
screeching tones of the pipes. Those driven mad workings.
forever wander the world, unable to bear the • The worst composer in the entire world must be
slightest sound, yet unable to tolerate silence found to play the instrument. The cacophony
either. Mad characters lose all class abilities that results causes such a titanic explosion that
except saving throws and hit points and are con- the organ. its hall, and the surrounding area for
trolled by the referee. The madness can only be a half-mile radius are destroyed.
cured by a wish spel l. • The organ must be burned in a fire kindled
There is also the risk that a character will with a copy of every work that Heward ever
play the organ 100 well. Should the proficiency composed.
check be a 1 (or less), the keyboardist has
played with near divine inspiration, worthy of
Heward himself. At the end of the piece, the
musician is instantly struck with melancholia,
knowing that this performance is never likely to
be matched. Those listening must roll checks
against their Wisdom, with those who fa il com-
ing to the same conclusion. (Wiser characters
are able to rouse themselves from depression.)
Stricken characters take no joy in life, for they
have heard the most sublime beauty and gradu-
ally waste away, unable to even motivate them-
selves to cat or drink.

Suggested Powers

P# Power or Table (Table #)


I Divination 1- 06
2 Minor Powers 1- 16
3 Conjure elemental (I /week)
4 Divination 1-06
5 Conjuration 1-03
6 Personal Enhancements 1- 21
7 Personal Enha ncements 1- 21
8 Shapechange (l /week)
9 True seeing
10 Major Powers 1- 15
II Mino r Powers 1- 16 Heward's Mystical Organ II
12 Divination 1-06 XPValue: 25,000 GPVa]ue: 125,000
13 Pcrsonal Enhancements 1- 21 DRAGON Magazine 29
14 Abjuration 1-00 As an answer to the limited information that
15 Offensive Powers 1- 18 Eldritch Wizardry gave on this wondrous artifact,
16 Offensive Powers 1- 18 a reader designed his own way of determining the
17 Divination 1-06 effects and the songs of Heward s Mystical

~r------------------------------------"
""
.. 1552
, Wind tnstr\1l1lenll, Heward's Mymcal Organ ",-

Organ. His design is unique enough to warrant a 32 6th-level priest spell reversed:
separate entry> 33 2nd- level priest spell
He designed the organ with 7 usable stops and 34 6th-level wizard spell
6S working keys ( 15 black keys and 50 while 35 User shrinks 12 inches
keys). For the stops he used a simple binary code. 36 3rd-level druid spell
Each stop represents a number, the number of 37 2nd-level wizard spell
possible combinations for stop positioning is 128. 38 User polymorplled
This range is from ze ro to 127. See the example 39 4th-level wizard spell
given below 40 I st-Ievel priest spell reversed'
I • the stop is in 41 Table 4 monSler
0 .. the SlOp is out 42 7th-level priest spell
43 Power recharge'
64
o
32
0
16
0
8
0
•o 2
o
I
0-0
44
45
1st-level wizard spell
Organ plays itself
o 0 0 0 o o I- I 46 4th-level illusionist spell
o I I [ o o 1- 57 47 3rd-level wizard spell reversed'
J 0 0 0 o o 1- 65 48 User's charisma - 10
r r I I I 1- 127 49 2nd-level priest spell
50 8th-level wizard spell reversed'
Once the stops have been set, find out what the 51 7th-level wizard spell
results are. I f the player sets the stops at: I 0 0 0 52 User teleporterP
100, the result is 68. Referring to the stop result 53 10-80% users money gone
table indicates thaI 68 is a random 5th-level priest 54 4th-level priest spell
spell. 55 1st-level illusionist spell
56 Power recharge'
Stop Resu lts Table 57 5th-level wizard spell
o Attacked by five tanar'ri 58 6th-level wizard spell reversed'
15th-level priest spell 59 Table 4 monster'
2 User killed instantly 60 2nd-level illusionist spell
3 3rd·1evcl wizard spell 61 Gas clolld (roll lype)
4 I51-level wizard spell 62 6th-level wizard spell
5 Organ plays itself 63 1st-level priest spell
67th-level wizard spell reversed' 64 Table 3 monster'
7 1st-level priest spell 65 4th-level wizard spell
86th-level druid spell 66 Teleport to other plane'
9 Table 4 monster' 67 Organ plays itself
10 2nd-level druid spell 68 5th-level priest spell
II Power recharge' 69 Random teleport'
12 3rd-level priest spell 70 3rd-level priest spell reverse'
13 7th-level priest spell reversed' 71 2nd-level druid spell
14 3rd-level illusionist spell 72 Table 4 monster'
15 Organ plays itself 73 5th-level wizard spell
16 Table 6 monster' 7. Power recharge'
17 5th-level illusionist spell 75 Creates I magic itcm ( 1/wk)
18 User loses one level 76 3rd-Ievel wizard spell reversed'
19 1st-level wizard spell 77 4th-level druid spell
20 6th-level priest spell 78 User takes 3d 12 damage
2 1 Table 3 monster' 79 2nd-level wizard spell
22 Power recharge' 80 3rd-Ieve l priest spell
23 Table 2 monster' 81 Table 5 monster'
2. 4th-level illusionist spell 82 6th-level illusionist spell
25 1st-level priest spell 83 User takes 3-24 shock
26 Table I monster' 84 9th-level wizard spell reversed'
27 5th-level wizard spell reversed' 85 9th-level wizard spell
28 7th-level illusionist spell 86 I sl-level druid spell
29 Table 5 monster' 87 User gels I d8 jewels (1 /~l:ek)
30 Organ plays itself 88 Table 6 monster'
31 3rd-level wizard spell 89 7th-level druid spell
"',
/r--------------------------------~~~
1553
"Wind Instrument , Pipes of Animal Ann.ction
(

90 Organ plays itself Copper


91 Use r takes 6d 12 damage XP Value: 200 G P Value: 2,000
92 3rd-level druid spell The Book of Marvelous Magic
93 5th-level wizard spell These pi pes ap pea r ident ical to pipes ofpa~ .
94 2nd-level priest spell reversed' However, when played, all metals withi n 10 retl
95 Table 3 monster' turn into copper. Magical items are not affected
96 2nd-level wizard spell but all nonmagical co ins, weapons, and other
97 Table 2 monster' forms of metal are immediatel y changed. They
98 J st-Ievel wizard spell are nonmagical in their new copper forms, and
99 7th-level wizard spell cannot be restored. The copper pipes are usable
100 Organ plays itself once a day.
101 1st-level druid spell
102 4th-level priest spell reversed' Damh 's
103 User gets Id8 j ewels (l /wk) XP Value: 1,900 GP Value: 9,500
104 4th level wizard spell Monster Mythology
105 Table 5 monster' These magical pipes can cast charm person or
107 6th-level priest spell mammal. feor, or sleep in a 60-fool radius (at
108 Organ teleports' will). The a ... atar must spend one fun round play·
109 3rd-Ievel illusionist spell ing the instrument to generate the effect.
110 4th-level wizard spell reversed'
I I I 5th-level priest spell Ga,
11 2 User teleported' XP Value: 250 G P Value: 2,500
113 3rd-level wizard spell The Book or Marvelous Magic
114 User loses 2d3 - I hp permanently These look and func tion like sewer pipes. How·
115 Power recharge' ever, whe n the creatures arrive, a green gas poul'$
116 4th-level priest spell out of the pipes. The use r mus t make a saving
117 Table 7 monster' throw vs. poison with a -4 penalty to the roll; ifil
118 Organ plays itself fa ils, I d 10 points of damage are inflicted, and the
J 19 8th-level wizard spell summoned crealUres allack the user. Ot h erwi~ ,
120 1st-level illusionist the creatures may be ordered about nonnally. The
12 1 6th-level wizard spell reversed' pipes may be used once a week.
122 2nd-level wizard spell
123 5th-level druid of Haunting
124 loses I statistic point XPValue: 400 GP Value: 4,000
125 6th-level wizard spell DUNGEON M ASTER Guide
126 5th-level priest spell reversed' These magical pipes appear to be a small set of
127 Attacked by five baatezu pan pipes. If checked, it fai ntly radiates magic.
'Power recharge mea ns the organ draws in al1 Whe n played by a person s killed in music, the
magical and priestly force within 100 fee t of it. pipes create an eerie, spellbinding tu nc. A listener
Allieamed spells are lost (no saving throw). will thin k the source of the music is somewhere
' Reve rsed spell s are to be used as if a hostil e within 30 feet of the musician. Those hearing the
caster was directing them at the user. tune and not aware of the piper must make a sa...·
'The stops that produce teleport are to specific ing throw vs. spell. Those who fai l become ner-
places in the campaign. The OM should adj ust vous and scared . A ll mora le checks are made
these as he or she sees fit. wi th a - 2 penalty and the listeners suffer a - I
' W here a tab le mons ter is ind icated, use the penalty to all surprise rolls.
dungeon mo nster tables. The attack is with sur- When these powerful pipes are blown by a
prise from behind. bard, those who fai l their saving throws vs. spell
are affected as if s ubject to a fear spell. Those
Pipes of Animal Attraction w ho succee d on the roll s till s u ffer the - 2
XP Value: 400 GP Value: 2,000 penalty to mora le chec ks and a - I penalty to
D RAGONMagazine 73 surprise ro lls. The bard can choose to use the
A short hollow wooden tube with a slot cut out of pipes normally.
it. This whi stle attracts all animals o f a give n
type, usually some herd animal, wi thin heari ng.

~.

/r------------------------------------,~
1554
, Wind I"$!rumenl. Pipes ofSowldi"&r

of Pain Sewer
XP Vllue: - GPValu \!: 1,250 XP Value: 2,000 GPValue: 8,500
DUNGEON MASTER Guide DuNGEON MASTER Guide
These appear to be like any other standard o r These wooden pipes appear ordina ry, but if the
magical set of pipes with nothing to reveal their possessor learns the proper tune, he or she can
Irue nature. When played by a character profi- attract Id6xlO giant rats (80%) or 3d6xl0 nor-
cient in music, the pipes c reate a wondrous mal rats (20%) if either or both are within 400
melody, surpassing any sound ever heard. All fe et. For each 50 feet distance the rats have to
within 30 fect, including the piper, must save vs. travel, there is a one-round delay. The piper must
spell or be enchanted by the sound. So long as the continue playing until the rats appear, and when
pipes are played, no one will attack or attempt they do so, they are 95% likely to obey the piper
any action if affected. so long as he or she continues to play. If for any
As soon as the piping stops, all those affei:ted reason the piper ceases playing, the summoned
are stricken by intense pain at even the slightest rats leave immediately. If they are called again, it
noise, causing Id4 points of damage per round. is 70% probable that they come and obey, 30%
The pain lasts for 2d4 rounds. After that, the least thai they tum upon the piper.
noise causes the victim to wince, reducing the If the rats are under control of a creature such
character'S attac k and saving throw roll s by - 2. as a vampire, the piper's chance of taking over
The effect can be negated only by a/orget or control is 30% per round of piping. Once control
remove curse spell. is assumed, there is a 70"10 chance of maintaining
Because of the musical skills of bards, all wi thin it if the other creature is actively seeking to
60 feet are subject to the magic oftoose pipes when reassen its control.
played by a bard. Saving ~s are rolled with a - I When played by bards, these pipes actually tele-
penalty per three levels of the bard. port the rats from some unknown location. Thus, a
bard can summon rats even if located in an area
Pan completely devoid of rats. Meistersingers (a bard
XPValue: 3,000 G P Value: 30,000 kit) can select whether giant or normal rats arrive,
The Book ofMarvclous Magic and have a + 10% bonus to any control rolls.
This nrrc itcm summons 3d6 woodland creatures o f
various types, both humanoid and otherwisc-<:en- Sewer II
taurs, elves, and the like-who appear after one XP Value: 1,800 G P Value: 8,000
tum of playing. If the command word is spoken, the The Book of Marvelous Magic
pipes may be played again to produce one charm These pipes have no effect unless played within
monster spe ll per round, directed as the user 120 feet of a cave entrance or ruins and cannot
desires. Up to three spells may be cast per sum- function in daylight. Their music summons 2dl0
moning. The pipes may be used once a day. giant rats, 2d4 giant bats, and I d4 giant vampire
bats, which arrive afte r one tum of playing. The
of Panic c reatures understand and obey the user of th e
XP Value: 3,000 GP Value: 30,000 sewer pipes and will travel far if so ordered. They
Tall Tales of the Wee Folk serve for three hours at most and then return to
These appear to be a norma l set of shepherd the cave, vanishing utterly when within its con-
pipes. But when p roperly played (requiring a fines. The creatures vanish before that time if
music skill check, if the skills system is used), slain or if struck by sunlight. The pipes function
they may be used to the same effect as a wand 0/ once a week.
/ear, e)(cept everyone within 120 feet ofthe musi-
cian is prey to the effect, if they fail their saving of Sounding
throw- it is not selective between friends a nd XPValue: 1,000 GPValue: 10,000
foes . DuNGEON M"STEl Guide
A faun us ing pipes 0/panic need not use them When played by a character proficient in music,
solely for the evocation of fear, and can direct the these pipes can be used to create a va riet y of
pipes' effects at specific individuals (wi th in sounds. To a listener, the so urce of the sound
range). The magic ofthe pipes combines with the seems to be anywhere within 60 feet of the piper.
fau n 's ability so tha t targe ts must save at - 2 The possible sounds that can be created are: wind
(cumulative with any o ther positive or negative blowing, laughter, whistling, bird calls, moaning,
adjustments) to avoid the intended effect. footsteps, crying, mumbled voices, screams, run-
ning water, or creaking. (Note: The OM can rule
that other, similar sounds are possible.)
Bards are able to generate any sound with
~"
/r--------------------------------------,~
1555
,""Wind Instruments, Pipes of Speaking
(

Ihese pipes, up to and including the volume of reed wit h 10 holes drilled into it. Unlike a flute, it
eight yelling men. The only limit is that the sound is held vertically and played by blowing into the
can't imitate any form of understandable, ve rba l open end.
communication. Charlatans (a bard kit), however, O ver a century ago, the re lived an elf named
can generate clear speech. Ye'Cind. During the course o f his life he traveled
throughout the country, comp il ing and creating
of Speaking ballads and songs to tell the rich history of hi!
XI) Va lue: 320 GP Value: 3,200 beloved land. In lime he became rcnowned in all
The Book orMarveious Magic of the lands. During a festi val in o ne small king-
T hese pipes enable the user to speak to and dom, Ye'Cind was ret urning to hi s bed late at
unde rs tand the speech o f all norma l a n imal s night when he witnessed the brutal slaying of the
with in 30 feet. Gian t size and magical animals king in the courtyard below. T hough he had seen
are not affec ted, but all others wi th in range are the crime, he could not identify the assailant By
calmed if hosti le, and attracted if frie ndly. They morning, Ye'Ci nd had vanished, leaving behind
can speak with the user of the pipes for up to one only blood on his sheets.
turn, olTering what information they can. They Twen ty yea rs la ter, a t the an nual Festival of
suITer no penalty to surprise rolls, however, and Life, Ye'Cind reappearcd in the fateful kingdom
are free to ignore thc pipes if attacked or threat- with a recorde r in hand . He played strains of
e ned in any way. The pipes may be used three music to amuse and please the crowd. Lovers
times a da y o Uldoors, or o nce a d ay i ndoo rs held each o the r dearer when tcnder melodies
(whichever comes first). were played. For a crying child, Ye'Cind played a
tu nc that brought laughter to its lips. Making his
Water way to the center platfonn , Ye'Cind came face to
XP Value: 200 GP Value: 2,000 face with the king and began to play for him. A
The Book of Marvelous Magic look of astonishment crossed the king's face as 20
These appear identical to pipes ofpan and sum- years me lted away, and the king saw himself
mon IdlO of the same creatures. However, they stand ing in the courtya rd over his brother's dead
also summ o n rai n, which arrives at the same body, a bloody kn ife in hand. A smile crossed
time, s uddenly drenching the user and all wit hin Yt:' Cind 's face as he watched the guards drag
30 feet. The rain clogs the pipes, which cannot be away the struggling king.
used for on e turn th e rea ft e r. The creatures This arti fact can be used by a ll character
rcsponding may be hostile (-I penalty to reaction classes . A possible adven tu re mig ht revolve
ro lls), The wmer pipes may be used once a day. around a band of prophets taking the recorder to a
monarc h for delicate negotiations with a neigh-
Recorder of Recording boring kingdom. En route, the caravan is attacked
XPValue: 1,200 GPValue: 6,000 and the recorder stolen.
The Complete Bard's Handbook Co nstant Po ..... e rs: The recorder emits an ear-
This recorder has two magical functions. If, after piercing note anyti me anything of the PC's (includ-
a melody is played, the bard says, " Play it again ing the recorder) is stolen within 30 feet of it.
when X happe ns," the recorder will magica lly Invoked Po ..... ers: The recorder c an be com-
play the entire song over again any time condition manded to play complicated melodies upon itself.
X occurs ("When Tarnak comes withi n 20 feet ," Playing a sustained G reveals a sing le and impor-
for example). tant trut h about a subject of the user's choosing.
The othe r magica l function is ac t iva ted by This truth is fC\.·ealed in the form of a shimmering
speaki ng the wo rd, "record," before play ing a image, completc wi th visual and audible effects.
tune. At any later time, the bard can say, " play The truth is usually something o f profound sig.
back," and the recorder produces all sounds that it n ifica nc e i n the subj ect 's life , althoug h the
recorded within 30 feet duri ng the song. Further- recorder does not reveal the same image more
more , these sound s a re played back as if th c than once for a single subject ( l/day).
recorder hadn't been making any noise at the R a ndo m Powe rs : Three from Ta bl e I - II:
time. The recorder d oes not reproduce special Enc ha ntm e n t / C h a r m (notes A , C , and E),
sound-based attacks of any sort. three from Ta ble 1- 16: M Inor Po.....ers (notes B,
0 , and F).
Ye' Cind's C urse: The music is so beautiful that the user
XPVal ue: - GPValue: - becomes unabl e to hear anything e xcept the
Book of Artifacls recorde r withi n 2d4 weeks. All of the standard
The Recorder ofYe 'eind is a musical instrument penalties for deafness are suffered.
made from an IS-inch piece of ho llowed-out lake
""
1556
, Wind lnslrumenU. Whistle. Dngoo WhiSll~

Suggested Means of Destructio n:


It must be bathed in the liquid essence of 100
windchimes.
The holes must be plugged with sovereign
glue.
It must he cast back into the lake where the
reed from which it is made originally grew.

Doom Tr umpet
XPValue: 900 G P Value: 5,000
DIt.o.GoN Magazine 91
This item is a magical hom, similar in appearance
10 a horn of Valhalla. Some specimens of Ihis
item appear to be battered, a few seemingly about
to fall apan: I(the doom trumpet is blown all
human, dcmihuman, and humanoid skeletons and
corpses within a 60-fool radius about the horn are
brought into unlife, as the spell animale dead. All
of the undead will obey the bearer of the horn
without question, to the utmost of their ability.
The grealer the number of undead animated,
howeve r, the shorter the time that they remain
active. If only one ske leton or zombie is ani-
mated, it remains active for 60 hours under the
horn blower's control. If two are animated, they
are active for 30 hours, three are active for 20
hours, and if 4 or more skeletons or zombies arc
activated, they are animated for only 10 hours If they stay, a good-aligned human or elf maiden
before they collapse again. The undead crealed by of pun: heart can ~ Tl emr' 10 l:lme one of them for
the doom trumpet may be commanded to "go use as a steed. To the base 25% chance, add 2%
down!" (at which they disintegrate into dust) if for each point of the character's Intelligence, Wis-
the use r of the horn wishes it; o the rwise, the dom, and Charisma over 15. Also, add the follow-
undead serve until destroyed, dispel/ed, or their ing cumulative modifiers:
time runs out. Use of a doom trumpet is not con-
sidered to be a good act, though sound ing it to The maiden is a ranger or priest + 10'.4
test its prope rties is not evil. The doom trumpet She is not alone - 5% per companion
may o nly be sounded once per momh. Using it She was oncc evil-aligned - 20%
mon: often will produce no resu lts.
Thus, a maiden ranger with an 18 Charisma
Axcwood Whistle and one companion would have a 36% chance to
XP Va lue: 3,500 G P Va lue: 32,000 tame a un icorn (25 + 6 + 10 - 5 .. 36).
GREYHAWK Adventures
This silver instrument was created by elf wizards of Deafness
for use by young human and elf maidens. Anyone XP Value: - C P V.lue: 1,200
who successfull y uses the whistle gai ns the The Book of Marvelous Magic
respect of the demihumans of Axe wood, while This item appears as a whistle ojtraining in all
any rumor of its misuse will draw the wrath of respects. Howeve r, there is a 30% chance that it
many angry elves, gnomes, and hal flings. also makes the user deaf. This affliction resuhs in a
Once a month the whistle can summon Id4+ I - I penalty to surprise rolls and difficulty in com-
unicorns. The unicorns make a reacti on check munication. Hearing can be restored by a remQ1.'e
with the following cumulative modifiers: curse spell applied by a caster of 26th level.

The summoner is good-al igned + 10% Dragon


The summoner is human or elf + 10% XP Value: 200 C P Va lue: 2,000
The summoner is a sprite, dryad, etc. +30% Dragon Dawn
A dragon whistle is used by dragon knights to
Ifa summoner or companions are evil or if the summon their mounts and give fl igh t and fonna-
reaction is poor, the unicorns leave immediately. tion cues in aerial bailie, where the wind might

/r--------------------------------------.~
""
1557
"",Wind Instrument s, Whistle, Gateway Whistle
(

whip verbal commands away unheard. The device of Stopping


is a mundane whistle, enchanted with a dweomer XP Va lue: 950 G P Va lue: 7,(0)
that lets its sound carry for exceptionally long The Book of Marvelous Magic
distances. The pitch of a dragon whistle cannot be This whistle can be heard to 120 feet. If any mov·
heard by human ears, although sympathetic ing vehicles are within range, they stop for three
vibrations can be felt by anyone who is also car- rounds before resuming thei r original course and
rying one. Each dragon knight has one o r two speed. Both magical and nonmagical vehicles can
such whis tl es. They a re not essential for the be affected (cart, wagon, flying carpet, and so
knight to work with his dragon, but are a consid· on). Mounts cannot be affected but may be forced
erable help. to make the "whistle stop" ifpulling a vehicle.
A dragon whistle is carved of bone. It does not The whistle can produce its magical effect once a
compel any dragon to answer, although a panieu- day and only on command.
lar dragon might appear when its knight's whistle
is sounded. Such whistles have only curiosity of Summoning
value to persons who are not dragon knights. XP Value: 800 GP Value: 4,(0)
The Book of Marvelous Magic
Gateway The sound produced by this whistle cannot be
XPValue: 6,000 GP Val ue: 40,000 heard by human or demi human ears. It summons
Dragon Dawn one an imal of a spec ific ty pe, if the animal is
The gateway whistle is a dragon whistle crafted wit hin a one-mile range. The crealure summoned
of crystal and enchanted with a special power. ap pears as soon as possible, approaching to
When this device is blown, a d ragon in flight, within 50 yards; reactions are then determined
with its rider, can pass between planes. The normally. Fantastic creatures are not affected. The
whistle must be blown by the knight for one full type of animal affected is different for each whis·
round preceding transition to another plane. At tie (bal, bear, boar, camel, great cat, crocodile,
the end of that time, a shimmering gateway elephant, horse, rat, or wolf). The whistle may be
appears in the air before the flying dragon. Only used once a day.
one dragon and knight can pass th rough th e
portal opened by a gateway whistle. If Ihe pair of Training
does not fly through immediately, the gateway XPVa lue: 400 G PValue: 2,000
closes after one round. The Book of Marvelous Magic
The whistle functions as an amulet of the The sound produced by th is whistle cannot be
planes, giving random access to the Outer Planes heard by human o r demihuman ears. It enables
un ti l the person blowing it experiments long the user to train a charmed animal. T he animal
enough to know what notes open which gateways. affecte d must be within 10 feet and must be
A person with a musical proficiency can figure out charmed before training is possible. Once acti·
the logic ofthis after three random resu lts. Other vated by the command wo rd, the whistle is
characlers must get 3d4 random results before they blown and a one-word instruction given; the ani·
can control the gateway whistle. mal understands and remembers the instruction,
obeying each ti me the word is spoken or when-
of Herding ever the whistle is heard thereafter. The whislle
XPVa lue: 700 GPValue: 3,500 can be heard for a range of60 feet . If the whislle
DRAGON Magazine 73 can produce more than one note, the animal can
A hollow wooden tube, closed at one end, with a be tra ined to respond to as many as five simple,
sIal in the side. This is a herding whistlc. Each type one-word commands, such as attack, defend,
attracts a different herd animal and has a distinctive felch , threaten; one command is keyed to each
notc. Whcn an animal of the appropriate species note or word.
hears the whistle (which is quite loud), it moves to
wi thin 25 feel of the whistler and maintains that Window
position, followi ng him or her if necessary. A magical window is si mply a small square or
rectangular wooden frame lacking glass, which
Rat ap pears identical to a normal window frame
XP Value: 500 GP Value: 2,500 except for its size. II may be as small as I inch
The Northern Reaches square or as large as 2 feet across. All magical
This item originally was used to summon pet rats, windows enlarge on command to a maximum of
but now summons wild rats (50% chance of IdlO 5 feet square and shrink back to original size with
giant rats). a second command word. A window may be held
in place for up to one hour per use. A window

~r----------------------------------~(
""
1558
,
cannot be removed for at least onc round after use of Spying
or it will vanish. Windows have no effect on mag- XP Value: 2,000 GP Value: 10,000
ical doors or walls. The Book of Marvelous Magie
When he ld 10 Ihe surface ofa wall or door, this
Display window allows the user to see through the barrier
XPVaJu e: - GPValue: 1,000 into the area on the other side. It has no effect on
The Book of Marvelous Magic magical walls o r doors, can be blocked by any
This window appears to be and function s as a metal, and can see through up to 2 feet of wood
window o/peeping in all respects. However, if or stone at most. It reveals no sign of its use to
used to gaze upon a nonhuman creature hostile to those on the other side. The window of spying can
the user (predetermined by a reaction roll ), the be used three times a day.
user becomes paralyzed (nv lI'ayin~ throw) a nrJ
stands holding the window. The paralyzed vic tim of Visiting
does nOI fall over or lei go. Once the window has XPValue: - CPV.Jue: 1,000
trapped a victim, it cannot be damaged or moved 1be Book of MlITYeious Magie
but wi ll re lease its v ictim one turn later. The This window functions like a window ofpeeping
paralysis cannot be removed unless a remove in all respects. However, if used to gaze upon a
curse is applied to the window (nol lhe victim) by nonhuman creature hosti le to the user (predeter-
a caster of 15th level. mined by a reaction roll), the user and the win-
dow are d rawn through the wall or doo r and
of Dressing appear in the midst of the creatures seen (no sav-
XP Value: 1,500 GP Value: 7,500 ing throw). Only the user is affected.
The Book ofMarvelou5 Magic
This odd window allows the user to pUi on armor, Wine of Eternity
equipme nt , and other possessions in only two XPValue: 1,500 GPValue: 10,000
rou nds. When enlarged and viewed, the window The Ruins ofUndermountain
reveals a sma ll, other-dimensional cubicle. The This extremely rare, fell vintage was devised by a
user may step through while carry ing equipment, cabal ofrenegade illithid wizards an age ago.
take the time to put on the equipment (armor, They are all dead now; the secrets of enchanting
shield, weapons) and step back out of the cubicle, this dri nk are thought to have died with them. The
fully c lad, one rou nd later- regardless of t he values given above are for a single quart flask.
ac tual time needed to dress, Magic items do not The wine tastes fruity, like fermented cherries.
function wit hin the cubicle, and spells cannot be If even the slightest drop of this fine , dark-red
studied or cast. The window can be very useful wine passes the lips (or is spilled into a wound, so
during outdoor travel, as a c ha racter does not that it mixes wi th the blood) of a living creature,
wear armor while sleeping. that creature falls instantly asleep.
Seven days after imbibing the wi ne, an affected
of Opacity being is allowed a special saving throw. Ifit suc-
XP Value: 1,000 CP Value: 5,000 ceeds , the being awakens a nd is forever after
The Book of Marvelous Magic immune to the effects of the wine of eternity. If it
This window does not permit viewi ng, instead fails, the next saving throw is allowed a year (to
producing the o pposite effect. When held to any the minute!) later. If that fails, another year must
normal or magical window or mirror, it causes pass, and so on. This cycle can theoretically con-
part of the other window's transparent or reflec- tinue for ages and beyond.
live surface to become misty and unusable. O nly The saving throw is a special one, calculated
the part covered by the window of opacity is as fo llows: add the vic tim's c urrent Strength,
affected, and only while the two wi ndows touch. Constitutio n, Intelligence, and Wisdom IIbility
The window may be used only once a day. points. Roll percenti le dice; if the roll is equal
to or less tha n the abi lity point total, the sleeper
of Peeping awakens.
XP Value: 1,600 CP Value: 8,000 No known means short of a limited wish can
The Book of Marvelous Magic end the slumber early. The sleeping being does
This wi ndow looks like and functions as a win- nOI age, or even require food, water, o r air-
dow of spying, but both the window and the user al though breathing (and snoring) continues. Hair
can easily be seen by those in the room. continues to grow, but nails do not, and most
other bodily processes (except healing) also seem
to cease. Cenain sleepers have even been known
to regenerate lost limbs and the like, without the
63S3

/r--------------------------------------,~
1559
r

use of a spell- something normally beyond the of Flying


powers of mere rest! XP Value: 750 GPValue: 7,500
This vintage is believed the cause of many sleep- D UNGEON M~STER Guide
ing knights found in tomhs throughout the Realms. A pair of these magical wings looks like nothing
Allegedly, the illithids tried to dose many of their more than a plain cloak of o ld, black cloth. If the
foes-and after a time, sold the vintage to humans, wearer speaks a command word, the cloak turns
to use against rivals; the victims were eventually into a pair of gigantic bat wings (20-foot span)
laid to rest by those helpless to awaken them. and empower the wearer to fly as follows:
Mind flayers, beholders, and drow are known 2 turns at speed 32
to be immune to the slumber-causing agents of 3 turns at speed 25
this magical wine, as are all undead. To drow, it 4 turns at speed 18
functions merely as an intoxicant; to mind flayers 6 turns al speed IS
and beholders. it functions as a powerful, regen- 8 turns at speed 12
erative healing draft, yielding ld12 resto red hit After the maximum number of possible turns
points per cup. flying, the wearer must rest for one hour-sit·
No known written instructions exist of ils mak- ting, lying down, or sleeping. Shorter periods of
ing, and, accordin g to Elminslcr, many powerful flight do not requi re full res t, but only relative
wizards searched long and hard for a ny mention quiet such as s low walking for one hour. Any
or clue of it in all the libraries of the Rea lms. flight of less than one turn's duration does not
require any rest. Wings o/flying can be us ed
Will!!S j USI o nce pe r day regardless of the length of
Wings are magical devices iliat generally allow the time spent flying . They can SUPPO" up to 500
.....earer to fly just like a bird. The user often cannot pounds weigh t.
levitate or hover (unJess specified in the tex!), but
must flap and move forward to stay a loft. Some Sigh Danovitche's Wings of Flying
wings g raft themselves to the shou lders while X'PValue: 750 G PValue: 7,500
others must be strapped on like a backpack. 1992 Fantasy Colla:IOI" Card 27
These magical wings a re ab le to support up to
Dragon 500 pounds of weight. The character who we~rs
X PValue: 10.000 G P Value: 50,000 them may continue to fly as long as he or she
Dragon Keep likes without tiring. The ir movemen t rate is a
Just prior to the Age of Might, a band of magic- constant 9. Sigh Danovitche swings 0/flying are
us ing silver dragons c reated dragon wings to not effective in combat si tuations-the wearer
share the g ift of flight with thei r huma n fri ends. can do nothing but concentrate on flying while
Dragon wings look like miniature si lve r dragon wearing them. If the flyer 's train of thought is in
wings about 2 inches long. any way interrupted, the wings convert back into
To ac tivate the dragon wings, the owner must a cape and the flyer fall s.
be in close physical contact with a silver dragon
o f the sa me sex (traditionally, the dragon Wo-ha Ui-jllll!! .
embraces the owner while pressing the wings XP Val ue: 1,200 GP'Value: 6,000
again st the owne r's back.) The owner fee ls a Kalll-Tur
burning se nsation that spreads from the neck The Wo-ha Ui-jung are 10 magical vessels that
through the shoulders and down the spine as the were fash ioned with arcane powers by the Han.
dragon wings are absorbed into the body. Each is carved in the s hape of a different ani·
The burning sensat ion continues for a full mal, and their powers have played a major role
minute, then a wracking pain shoots through the in Koryo·s past and present . There is a legend
owner's body. A Constitution check must then be that the man who gathers all the Wo-ha Ui-jung
made. If the c heck fails, the owner s uffers Id6 together again will be the first emperor of the
points of damage. If the check succeeds, he o r world! Here are the s tati s tic s and s lat us of
she takes o ne point of damage. each:
The pain subsides in Id4 minutes, after which Standin g Monkey: This vessel cures blind-
a pair of g littering silver dragon wings blossoms ness, allows commune with lesser spirit to the
from the owne r's shoulders, spanning 12 feet unskilled, and handling it causes the spell of/ace
when fully extended. The wings are totally func- to be cast on the holder, as if it rubs off on the
tional ; with them, the owner can fly at the same wielder. Its magic is called by filling the deep cup
speed as II silver dragon. The wings remain in with ros e petal s. The king now possesses the
place for 24 hours. They can be used only once. standing monkey, and he led an expedition to col·
lect three of these vessels.
.m
/r------------------------------------,~
1'60
, r
WorId-Sbield Ore

the hero Niofu Sangto, who defeated the Koza-


kuran navy in the Battle ofWui Eyong (Koryo
812). Obscure records list its powers, but there
are confusing accounts; it might cause baldness
and cure stricken crops or it could give the abi l-
ities to start fires wi th a gaze and sing a hyp-
notic song. The hero Niofu Sanglo had a fortress
on the coast somewhere east ofTu Pe, but it is
lost as well .
Standing Bear: This vessel too, is lost. II was
held for years by a powerful yakuza clan in 1'0
na 'ehee, Ihe YIO Dufong. It gave any drinker
from the chalice the strength of a bear (19) for
three hOUTS and a flushed, excitable nature. The
Yio Dufong would all drink from it before a bat-
tle, and to this day, they are st ill kn own as the
" bears." T he treasu re was sto len and has not
resurfaced.
Leaping Fis h: This one was last used by the
shukenja, PilaUa, whe n he cured mo'Ki of the
ivory plague infestation. It is thought he carried
it to Su'un and left itlhere. When this vessel,
the fish's mo uth, is filled with fine o il and lit, it
g lows pa le blue and the user can ask fo r one
wish to be fulfilled, as in the 9th-level wu jen
spell.
Laughi ng Hare: This is aClually a cup. It must
Squatting Toad: This one calls creeping dark- be filled with saki and drunk to initiate the
ness, makes the user grow Id4 inches taller, adds magic. The wielder's hearing increases, and he or
+I to Strength, + I Dexterity and - I Charisma, she can see objects twice as far away for haifa
and permanently bestows the ability to swim on day. The drinker can also conjure one earth ele-
the wielder. It happens upon drinking anything mental during that time. This cup only works dur-
from the cup. This only happens once, no matter ing the full moon.
how long the wielder attempts to recreate the cer- Dancing Harl : This figure holds a cup wilh its
emony. The king possesses this vessel, a gift from antlers. It is a losl relic and ils powers are
the people of Saishu. unknown, hut certain arcane records call for fill-
Sitting Monkey: The user must follow a regi- ing it with the blood of an enemy. Some believe it
ment of nightly ceremonies to keep the powers of is in the treasures ofToranu Gang-po.
this vessel. Incense must be burned in its cup al Coiled Drago n: A dragon surrounds this huge
midnight , and a peculiar chant is requi red. It vessel I foo t in diamete r, wide and shallow. It
raises the user's level +2, adds +20% to all char- must be filled with liquid silver (mercury) and
acters' ability to climb walls, and allows the han- one drop of blood from the user. Then that person
dIe r true seeing, the 5th·level shukcnja spell, can usc Ihe little pool as a mirror to view any
once per day. If the ceremony is continued over scene in Kara-Tur or the Heavens above. As long
six months, the manipulator's toes become pre- as the viewer concentrates, the little window may
hensile, making shoes uncomfortable, but allow- be moved anywhere on the wo rld the user wanls
ing the I,;haractcr to hold on 10 ledges, ropes, and to see, spying or searching. This relic was last
branches like a monkey. This change is the only carried by the Chin han people, hut it has been
permanent one. The sitting monkey is in the trea- losl for 2_000 years.
sure rooms oflhe king.
S itting Bull : This cup instills sure/ife in any World-Shield Ore
drinker of the cup, as in the 8th-level wu jen XPValue: - GPValue: -
spell, and a blanket protection from all disasters Nightroge
exccpt physical blows from anothe r character. This ore is not magical, rather it is st rongly
The cffect lasts one hour. The king possesses this an timagical. Still, its properties me rit discussion
object, and many believe he uses it. It can only be here. The metal forged from this ore can absorb
used once a day. magical energy harmlessly. Furthermore, it holds
Sitti ng Dog : This vessel is lost, lasl used by the magic intact on its surface, affecting those

/r------------------------------------.~
""
1561
r
healing magic, magical rings, and girdles are all
simil arly futile. Scrying and comm un ication
magic such as COfllacl OUler plane. legend lore,
and clairvoyance also don't work . The wearer
cannot east magic from within the annOT, though
he or she can usc magical items held outside of
the annor.
In theory thi s armo r should even protect
against Immortal magic, since the world-shield
itself resists the Immortals. However, this could
easily prove too powerful for a campaign, so the
DM has the final ruling on the effects of Immor-
tal magic on world-shield ore. (Note: If the armor
were built by an Immortal, it would be effecti vely
an artifact, and wo uld protect against Immortal
magic.)
When the armor is attacked magica lly, the
attack's magical power "collects" on the ore's
surface, suspended . This powcr automatically
attacks thc next pcrson or object that the armor
touc hes. This target is affected just as if the
spell had been cast directly on it. If the armor
touches nothing for six minutes (s ix rounds),
the suspended power dissipates harmlessly. If
the armor collects and suspends magic from an
area-effect attack. it st ill on ly inflicts its dam-
age on a single ta rget, by tou ch, and only as
who touch it. much damage as the armor's wcarer would have
The ore's unique propert ies derive from its taken from the spell .
source-the world-shield at the center of Mys- No te that world-shield armor is unstable
tara's crust, which is impenetrable by any magie, (unless an anifact). A month or so after forging,
even that of the Immortals. The world-shield may its properties wear off, and the metal crumbles.
be a "zone of influence" as opposed to an actual So even if they manage to fil into Ihe armor suits.
barrier of rock; this remains unclear, for the evi- the PCs can't be pennanently invincible.
de nce is conflicting. Perhaps its eons in the zone Apparently only one factor governs the armor's
of influence have bestowed on the ore its strange instability- the prese nce of a living wearer. The
power.;- act of being worn apparently saps the armor's
The world-shield ore, once forged, exceeds all power. Armor forged and stored unworn may last
other minerals in strengt h and hardness. It is indefinitely, until wo rn. After one wearing, the
essentially indest ructible. Though conventiona l armor inevitably decays within a month. (At the
hard materials are also brillle, this ore is not. Few DM 's discretion, other factors can also make the
blows can shatter it. However, its strength makes annaT unstable, such as exposure to light or cor-
the ore extremely hard to forge. Nothing but the rosive acids.)
heat of the planet itself, as in a live volcano. can
melt it.
For game purposes, assume annor forged from
this ore gives the wearer AC - 2. Yet because of its
lightness, it weighs no more than ordinary banded
mail.
The are, and items made from it. completely
blocks, negates, and neu tral izes all magical
e ffects. (This includes magical liquids poured
through cracks in the armor; the liqu id simply
refuse s to work.) The armor totally sea ls the
",-carer from the effects of any magic, for better or
wo rse. For instance, the wearer cannot become
invisible, be liftcd by telekinesis, travel through a
gate, be Ie!eported or charmed. Bless spells.
.,,,
/r------------------------------------,~
1562
of Boar Harnessing
XP Value: 800 GP Value: 4,000
Moonshae
These rare devices are of druidic design and can
be used to harness a pair of boars or giant boars
to the will of the user. The boars can be harnessed
to a chariot, cart, plow, or carriage. Alternatively,
the harness can be separated into two pieces,
mastering two boars for riding purposes. Crea-
tures larger than dwarves or e lves can ride only
giant boars.
The harnessed boar responds to all of the com-
mands of the user, but it does not receive any
magical increase in Intelligence. Thus tasks that
could normally be learned by the creature can
automatically be performed while under the har-
ness, but the boar cannot perform unusually com-
plicated tasks.

of Flight
XP Value: 600 GPVa tue: 3,000
Moonshae
This large yoke can be used to harness a pair of
horses, When in use, the horses have the power of
flight and can pull a chariot through the air at a
speed of36.
To take off, the chariot must race in a straight
line at a speed of at least 12. When the command
Xylograph word is spoken, the vehicle lifts off the ground
XPValue: 1,000 GPValue: 5,000 and soars into the air. It must travel at least 12 per
The Book of Marvelous Magic tum to remain airborne; at a slower speed it auto-
This is a wooden slab, I-inch thick and a foot matically crashes. The chariot flies with Maneu-
square. Upon command, it transcribes the words verability Class E.
orthe user, carving them backwards as grooves in Landing requires a straight path at least 60
the wood. Upon a second command, the words yards long. It takes two rounds to slow down
fill with ink and the xyJograpn can then he enough to maneuver freely on the ground.
pressed against a wall , parchment, or any recep-
tive substance, printing its message on the sur- of Irritation
face. Once the words are primed, the xylograph XPValue: - GPValue: 1,200
returns 10 its original featureless state. After the The Book of Marvelous Magic
inilial command word, the user may also inscribe This item is placed on a beast's neck. Rather than
a drawing of some sort simply by using onc fin- controlling the animal, however, the yoke enrages
ger to trace the lines desired. The xylograph func- it and it attacks the user as best it can, The crea-
tions on ly once per day, and can become ture is nearly invulnerable wh il e wearing the
noomag ical if damaged by fire or if anything is yoke; only damage to the yoke is counted (treat as
carved or written on its surface without the use of AC 2, hp 20), and only magical damage applies.
the first command word. When the yoke is destroyed, the beast returns to
normal. A remove curse does not affect the yoke,
Yoke but a wish makes it disappear.
Yokes are devices that are used to harness large
draft animals to the will of the owner. A yoke is of Obedience
often attached to a plow, farm implement, or XP Value: 2,500 GP Value: 4,000
vehicle to harness a team of animals for labor. The Book of MarvelOlls Magic
When this yoke is placed on a creature's neck, the
victim is charmed and thereafter obeys the user's
spoken commands for as long as the yoke is
worn. The yoke disinteg rates 30 days after its
6172
/r----------------------------------,~
1563

...
,YOke. Practical
r
first use. Onl y the user can remove the yoke
while the creature is alive.

Practical
XPValue: 1,200 GP Value: 5,000
POLYHEDRONNewszine 23
This item is used in the same manner as a yoke of
obedience. However, the user soon discovers Ihe
curse that comes with it. Anything the user sits
upon makes noise; the user's teeth tum black after
drinking liquids; and other similar effects may
occur (as created and applied by the OM). When
the yoke is removed, the curse departs , but it
returns each time the yoke is used.

of Underwater Action
XPValue: 2,000 GPValue: 10,000
Moonshae
This yo ke, like the yoke offlight, enables a pair of
horses to carry a char iot through a medium it
could not normally enter. In this case, the envi-
ronment is water. The horses can pull the chariot
at no rmal movement rates. The horses have no
difficulty breathing , nor do any riders wh o
remain in the chariot.

Yo-Yo of Fate
XPValue G PValue Roll String length
3 inch: 1,500 18,000 01-60 3 inches
5 inch: 2,500 30,000 61 -80 5 inches
9 inch: 4,500 54,000 81 - 90 9 inches
13 inch: 6,500 78,000 91 - 95 13 inches
17 inch: 8.500 102,000 96-98 17 inches
20 inch: 10,000 120,000 99-00 20 inches
D RAGON Magazine 134
This yo-yo looks like any normal yo-yo; it is a If a yo yo's string is too short to pennit the size
bright che rr y-red color, and its string glows of the die-roll bonus asked for (a 2-inch string
faintly yellow. The yo-yo offate, however, adds a cannot allow a +5 bonus on a die roll), then the
+1 to all of a jester's (bard kit) saving throws and yo-yo grants the maximum bonus it can allow (in
+2% to all normal jester abi lities when carried . the above case, a +2 bonus) and vanishes forever.
Most of the time, it functions as a normal yo-yo. No jester can usc or own more than one of these
Howeve r, when the jester desires, the yo-yo yo-yos at a time.
allows its owner to alter fate during the course of
a day. A particu lar Id20 die roll , made for that Zwieback of Zymurgy
jester's combat or saving throw purposes, is cho· XPValue: 100 GPViiue: 500
sen and altered (but only before the roll is made). The Book of Marvelous Magic
The jester then uses his yo-yo to "get lucky" This dry, crusty bread is magically useful in wine
When used to alter fate, the yo-yo's string perma- production. If dipped inlo a wineskin filled with
nently shorte ns by I inch for every + 1 bonus inferior wine, the liquid changes to an excellent
added to the die roll 10 be altered. Note that the beverage, which can be sold ror 10 times the orig-
yo-yo offote does not guarantee that a die roll inal price. The piece of zwieback disin tegrates
w ill succeed; it merely adds to the chance when used. Each package of zwieback contains
involved. The yo-yos come with strings of vari- 2d I0 pieces when found, which will keep indefi-
ous lengths. When such a yo-yo is found, roll on nitely unless moistened.
this chart:

~r------------------------------------,~
1564
",................................................................~,-

/r--------------------------------~~
1565
~\ __________________________________________________..Ir

T he Lastword An Abbreviated Bibliography


And lien: "-e IU. four volu me •• lixt«n IwOOred .nd , ixty_ four Uneanbod Mu"""",, .•..... .. Ongon 191
plgu. and 4,032. 306. 315· magi~.1 itemiliter. We hl>pe you Norunagical ilemll of value:
have enjoy<:d uading and u,ing the Encydl>JKdil Magdl- vGI- A Magici l Personality . . ..... Dragon 191
ume, as much .. we have enj<>yed bringing tllem tG you. A few Rokplaying hinu Ind idel. fl" spec;. list mages
word. need tG be !!l id in cGnclusiGn. so ifyou'll bear with us, Sorcery ol Siralegy ..... ' .. .. Dragon lSI
mysteOlIS will be unveiled. Magical loctics OIIlhe flUllasy-gamc battlefield
Thi. figure, give or takea few hundred mous.nd. iu lalk'1 esti- Magi<:: Mansling Made Easy ... . .. Dragon 17)
male Gfthe 101<11 number I>fi tems that niSI or can be CUlled Don't act n....t at IopCllcastert ... acl even
by using tile Iabla and altcmlliVQ. Treasur<:$ More Real _. . . . Dragon 168
00 away wilb borilll draaon hoards.nd make players think
TItow C .. rto .., JUIC.... W,zanl Klta . . . .. _ 11100 c."oIropiete 1Y<:.<U1U HallliRlook
ThrouaJoout llie encyclopedia lliere are items muIted with aster- Magiealltem a ulion ............... .. T_ofMllJic
isks. and many hive wrillen 100 called to m:
whal arcane lruth i. The ;"" OUII, and ~oonal NCrificcs of making magical itemS
contained within IMm . Qujte simply.IMy arc -C'ouythina items,- lledac W~ ,.. . Dragon 163
Any item 10 ma.ked " n be tnnsilled intI> any other item. For The I"",-Ievel maga ,,1lo make things ......,n:
nample, I rillg offolly COIIld become a ~roffolly. I plir Gf Magic Gone Hlywi l'e . ..,. Dragon 16)
slippers. I brooch, . gem. or anything elM: a OM cares tG make Gf Magkal ilcm misfiring, in Ihe ADolD game
it. This was done tG enable the OM II' ~USIGmi,.e ilem, spec ific 10 Magic for Bcgillnert ........... _ ............ Dra8011 149
• n mpoign in which a lisled item mil)' not be appropriate. Create I II -new weapons- for ISI-lcvt"1 ~h:tral'tert
The o".,k GfManyThinp •..•......•... , ..... Dragoo 148
UapublbMd Works A canl-Slock i!\SCn Ortlle dc<;k II> be u.sed by playen.
T S R. loc . wonl Gn. two-year lead-limc . Occuionally Jdven- Variety, The Spice ofMlp c. ... . .. Dragon 147
t.. us.nd I«'cssoriu an: wrinen Gnly II' be canceled when lbe Alternale spell componenll
neccb Dr l sp«ific product line: chl nge_Tltosc who _.e ~ery Gue IntO My Cryst.l B.II ..•...•..•........ .. Dragon 141
lien may ha\'e $pOlled item. from a I ~ SI'I'.U.J.O.MMElaccCUOf)' A look at tmpc., ~ devices and spell.
called IlIftlliry SpJ,tre. Don'I look fOl' it al )'OIIr k>clIl store, '"Pllry Where Wizards Meet . . • . . • . . ... Dragon 139
~ '""as dropped from thc: schcdule-bul ita ma,ical itcms arc Magc""lm; A Wiurcb ' Guild
within Iho:JC pa,CI. TrclSlIlHDftheWild .•......•... ....... Dragon 137
Natural treasurn in lhe AOolO pme
Etrltl The Golem's CnA . . . .... DragOli 136
Glen Orbik was inadvertenlly left Dfflhc lisl DfcDlor plale art;". The expense and ri sk, involved in gGlem-makillJl
in vGlume 11. JGhn and Laur. Lakey were lisled in vGlume JI tl> Bener Living Through Alchemy ........ Dragon 130
e~llho: f.o;Il h.tthey . hould have been HOled in volume I. We Alchemists I nd their magicallrade. from potions 10 poi'lOttl
apoloai~e for lUIy ron f""il>n Ihi. may have cau.sed. The Mystic CGlIege ..... . ..... , .. Dragl>n III
Magicll ocadcmiq fOl' ADd: O game !IOI"Ceren
NOI Ern" Fin: fOl' Effect ....... . ..... Dralon 123
Plu" nole Ihilihe (1Cllhal an item Ippcl" in mo.e lhan One Magical fi m I n: a 101 honer lhan you'd think
place in IbelC volumes i. _ an error. In order to make th is pro- Good Sluff. for I Spell........... , ... Dragon III
j«! more USC1 frie ndly. cemoin itcmt wcn: duplicaled. FOI' Ulm- Magic_fOCllSin, ilems
pie. £'I"~I ilemS IP~" u everylhing from earrinll lD Inkle Welcome II> Malachi . .. . .. . . .•. Dragon I II
bracelcu. A single 1i5lina would have been more dilfocuh to find. A game city designed with mask in mind
10 we liSied £'IlilU under caeh oppIicabic Iype: . A few il<'nl'-...:re Blades with Pl:=rsona!i!y ... . •.. Dragon 109
jullaed to be: important enough II> waTTllntliSlinglMm 'i na ly and Maaical s\O'Oi'd, ,hou ld have more than just statistics
in cltegories. and some. lih Quirh. were rcdel ianed II> ma ke The Well_Equipped ViClim .. , ............ DragGn lOS
lhem fil ' pecinc calegorie•• A ","dom lreasure system forO-IC\lel encounters
Cha'llingl, n't Cheap ....... . .... ... .. Dragon 101
Sputa l Thl nkl Ideas for crealing and fixina magical itenu
To LD.rain e Will i.ms for the format cGncept, which ;'" Vist Tailor-MalkTrc3Suu .... . ....... Dragon 98
improve menl o n Ihe o ne s lade and [ ha d cnv;.il>ned; II> T im A draaon~ Mar<! ofVlluabies should be variable
Brown, Rlllcr Moon:, 5Ie\'e Wintcr. I nd Bruce Hu .d for l id Creati~ Magic Items_ . . . . • • . . • . . • . . . . ....•. Dragon 98
under fin:; to Arnie S.." kd for hi. wondertulillustratoons Gflbe Encnanted obfcctJ don't h'"'' 10 come from a book
items Ind scenn in .1I fGII. vGlllmu; tG Ihe ADolO ProdUCI The Legacy I>f Horus . . . . . ..... Ora&on 17
Group fOl' proofrnding on short notice wilh even shorte. Ikarl- A harvest I>f unutua1 pl.nls
lina; tG I'qf,y Cooper fOl' fttTCIina 0111 obscure and Ind em color The Many F8CCts of Gems . . • Ora&on S3
art; II> Bob OibiOn. whole criliq ue: of s lade 's I>r.Aoot< MIIIUiM ~ and fDlklore about snauy Slnnes

I rticle IIeI~d make tbe fGllowing lables belief Ihan Ihey wen:; Taking lhe Sling OUI Df Poison .... Ora&oo 81
Ind tG. II GfYGU whG have wrilten and ci ll ed II' CXpn:1I Yl>ur A new poison system
Ipp=il11on for Ihis pro;""I, we thank you. You. kindnel-l made
an impossible project mculy difficult.

/r--------------------------------------.~
1566
~~ __________________________________________________.J'-
Appendix
Magical Item Random Determination Tables
Whenever possible, ex perienced OM ,
1<1«1 1M mqical itetm thaI are 10 be u$ed
in lMi. campaisnl. Then:.", limel, how-
ncr, whtn , . ndom cha't. un be of
sided dice, col1alin&lhe ",.uhs logt,he.,
and coming lip with. num1M:r from 001
(one) 10 000 (one thousand). h is JUI'
gesled llIal thue different colored dice be
,.
102- 10l

IOS- I06
101- 108
of the Blxk Arts
BoItom 12<1
Bruno'tC_
Buddha Type I
~ help, especially ..+.en ",!\Sid, U$Cd to make 1M rollin, easier. 10')-110 Buddha Type: II
mn"lI. facl .hal 1his encyclopedia con· Mill)' ;'..... li5lCd on tho: ",fermce tables 111- 112 Buddha Type: III
Ilins more lhln four bil/jo~ ilem •• tIM: on osu:risk I ftU the name. Ifill,s ~11 113- 114 of Bug RqlCllcncc
indllding all onbc varian! items. weaponl, is rolled. the OM iscncouraged 10 roll again Bull~
Jnd gUt lisled in Ihe pagt s and on Ihe
tables On11 four volu.m:s.
on Ihallable, combining 'h. entries in'o a
unique item. This can be done any number
'"
116-117
118- 119
ofBuoyal>Cy
Caloric Shield

.
1011"), ,,(,hc ;'cm, listed below ore;n or,;",.... bu, the OM mAY wi'" to I;m;, ,he 120 121 C,,",A';on
beIcIlypc. Tbe$c ~ unique itans and Ini. numberofrerollll101hree. 122- 123 ChorolalC
facts !hal fil no specirlC ca1C~ so. 124-125 Cintronell.
... i!'llmed lhem u!>der ..".,. un......1e....
.. rlCl1ioM. This sySlcm nol only 111~ Toble A: Moclul Llq lld, "
127- 128
Civil
Cleo May
lOS 10 indllck every item. bUI also addJ I 129-130 of Cloaking
fie tor of true randomnen- be careful Roll Item J)lStO\-.rn 13 1- 132 of CorrunandinS
Enohanled Enhucc muI,· 133- 134 of Concen'ration
....... , you wish for, you mighl noI like """"'
)ou sct. For exa mp le, under OeCi nle n
)'011 wi ll find Disimegm liOlt C/ramlJtr. and
"
02"'{)3 Arune Formul ae ror .
On colkh
13S-136
137- 138
of Confusion
of Conqoeril\fl Glory
Horw a/Plewly illisted under Pollo ns. Of
rourse lhe I.>M ilalwayl free 10 throw OUI
"'-",
,...., Arta ne }'ormul ae ror . Lloh
Cordial orthf O.,.. d Elll ln
'39
140-141
Controlling
CrabApple
In)' resu lt he or s he feel s would innie t 03-09 of Addilional Weaponry 142- 143 ofCro$sing
..we harm than sood to !he: campl'i",. 10-11 of AII.1'utpoJc Hming 144-145 Cumin Seed
To randomly oelccl I ma,icll i'em. ",11
OIITabie I btlow. Tobie I direcls Ihc: OM to
the specific calcgorics listed in Tlbltl A
"
U- 14
1S-16
Di5lillale of'AA>lfobanc
GlilZ I! Klax 's
of Health
146-147
143-149
'50
""""
..- ""'
of Damnation

""""gh T. 17-18 of HtrOic Action 151- 152 Desi ... Emc 's
Tlble I i, al~1 idcnl;c. IIO T. ble 81
in the: DMG, exccpl lhal il inellllk. enlriel
,0-"
21-22
ofKindncn
of life
15)_[54
155- 156
ofo..xlm.y
of Di""ncbanllllcnl
for humorous ilcmo. , n ifact •. w relict. oflllCk 157- 158 Doas b ay's
Please note that Tobie T, which tonllin! "
24-25
2(0...27
of Madney 1!l9- I60 Doo.tble CIOI5
the complete Jill ofanifac:IJ. is ucluokd
I'rom Table I d~ to tilt unique nature w
IK"''" of InifllCts. AnifKcs should never
28-29
30-31
Ne~Tonic
No••"
of Obscuremen.
'"
162- 163
164-165
of Dragon's Blood
o"".,m
of!he: Dryad
be ,iven II ranOom treasure . Tl bl e T i. 32-33 of PlKMosynthc$i. 166-[67 of Elasticity
ilH:luded in order to give )'(MI • lil1 of the
. rlif.ell ,vlil.ble in the ENCYCt..Ol'~1)IA
MAGlCAIIC«UOf)'. We do not recommend
"
35-36
31-38
Physical EnIwtccmcnt
Quirb·
Rainbow Bridge
168-169
170-171
of Elcmcmal h.vulnmbilicy
of Enc:hanllnenl
of Enchantment II
ils use II. random table. 39-<0
41-42
ofRedllttion
ofRevivka!ion
'"
173- 174
175- 176
ofElcmal Fin:
ofEthen:alness
Table I, ~1a,IoIJ Itfms 0 -" ofS.nily 171- 178 Eucalyptus

...
"" Rdcrm<e
~hckai llt .. Cllrpy T"'"
,
'5-<6
....." ,
"'-"
Skunk Wi ler
ofSunli&hl Resistance
ofWeakntll
179-180
181- [S2
183- 184
of Eve
oflhe: Evil Eyo:
Excisemml

....... '"
GI-~ Miciell liquids R ofYOUIh of Exodus
11-35 52-53

.. -
of!he: Feasts
...... SaO"
C
"'-"
ofloobo Fingm
UHlIH . r Da rkncss
186-187
IS8- I89 of Feather Fallin,
.,"
.
0 5<-" lehor or " " odel tloD 191>-191 of Fiery Bumin,
.,.., w,... ,
E
,~
" Liquid I"'D
I.Iquld Rood
192_193
194-195
of Fire Slillins
Five Finser Oray

41-48
MiscelLaIlOOllS: Books
Miscellaneous: Gems&. kwt:lry
G
, "'''
H
6 1 ~2 MI.t ofRl pt ure
"
197- 198
Frangi Pani
ofFumblins
.~'" Miscellarieow: C1o!ltillj 63-<9 Absinthe: 199-200 G~lanaak's
" - S2
JJ
Miaccllaneouf: Boots A GIcMI
Miacc[Lanews: G~ A Helms ,,
J
.,....
..
.>-66 of Acid Rc,i5lance 201-202
20).-21)4
Ganlmia

"-JJ MiJcdLanews: Bapl! Bon'"


"'-"
AfriCIII Ju JII
of AII"Ieunes.s 20S-206 """'
G.,. "
~

""
MitttlLanews: Dull a SIonu
Mitctlllncoos: HousthoId IlCms
M
N 12- 13
ALlSJlict
Allspice II '"
208-209
ofGrw~ion
of Hair Replacement
,.., Mitctllaneous: Music ImtlVll"ltfttJ
Misccllanr:ous: Weird SlUff ,
0 74-75
76-71
Anser
Animation
210-211
212- 213
of High Conquerina
oflhgh John lhe Conqueror
,
...."
Mis<;cllaneo:>Q: HtmlOIOW Ilems' Q '8-" Anioe 214-215 HinduGra"
61-77 AmI\lI" and Shiekl$ Aphrodi.ia 216- 217 Honey.uc kle

""""
'Thi s ItsUI! may be IC",lIed iflhe OM llal no
_of humor.
S
.....""
81-82

,5-06
Arabian Nights
of Ariet
of Armor
'"
219- 220
221 - 222
of HorridlltOli
Hypnotic
H",po
87-38 of Armor II 223-224 oflmrtl<Mlt>ility
Once Ihc: senenl CllCgOf}' is dctmnined, 8>-.. A".-..;Iion 22S-226 oflmpacr
cboo$e. specific item from the reference 91-92 Anrxtivencss 227- 22g !"",sibilily
~ giwn btl_. Elch i,em on the: refer-
mce lablet is glYm • die roll number 10 thal
the OM can WIec1 items randomly.
"
,....,
"-',
Bard's Aphrodisiac Inspiralion
BIIs' Blood
oflkaut)'
229-230

'"
232- 233
of Invulnmlt>ilil),
Jatnlk.
Jannis's Arom. of Nightmare.
The die ",III for ,he"" tabln Ire dlOOO. ,8-99 BendOVi:r's H4- 235 Ja:!pcr's of Permanent
Thil muns Ihe OM must roll three 10- 100-101 Berpmot's EtllCrealneH

) \..
1567

....
r
" Oils 374.--375 or Far Seeing (Blue) 510-511 Cloy
236-237 k.£ebd 376-377 of Far Seeing (Bluish) 512- 513 Clean and Dry
238-239 of Jinx R~moving 37&-379 of Far Seeing (Clear) 514-515 Clearwat ....
516-517
240-241

'"
243-244
10', Liquid Road
KhKlde
Lavcll<kr
'"'
381- 382
383- 384
offar Seeing (Copper)
of Far Seeing (Golden)
of far Seeing (Gmy)
".
519--520
"fClimbing
of Controlling Damage
of Cold Resistance
24S-246 ofLir. 385-386 of Far Seeing (Silver) 511 - 522 ,,(Confusion
Magical LIquids 387-388 of Far Seeing (White) 523- 524 of Contact Disruption
247_248 "flighting 389-390 "fFlying 52S-526 of the COITQ,;ve Touch
"f Healing 527-528 of Craftsmanship
249-250
251 - 252
of lightning BoilS
Lily of the Valley '"
392- 393
394--395
of Healing II
'" ofC"'.tion
"feu,," Disease
'"
254-255
256-257
of Lorn
"fLuminescence
Magnolia
3%-397
398-399
Keoghmm)
of Mage Smelling
Poison
530-53 1
532- 533
534-~35
of Curing Lycanthropy
of Danger Detection
258-259
26(>-261
... fManpower
Maybel's I""""t Charm
"",.."
."
of Recovery
of Sear Removal
536-537 Dark Draft of the \obodoo
Mastors
262- 263 of Mercury 403-404 of Scarring 538-539 of Deafness
".
265- 266
ofMctal Fatigue
Mojo
405-406
407-40S
of Second Sight
of Soothing ""
541 - 542
of Defense
ofDefiness (De ~ 17)
267- 268 of MOllSter Repul$ion 409-410 Tannins 543- 544 of Oeftn= (Dex 18)
269- 270 Moo" 411-412 Padrlac', Porlable Pu rveyor 54S-S46 ofDefiness(Dex 19)
271-272 M. . Pu fum .. 547-548 of Defines« (Dex 20)
273-274 Narcissus 413-414 Aromaof~nt5 549-550 of Deftness (Dex 21)
of Neutral Seent Curdled Death 551 - 552 of Delusion
27S-276

'"
278-279
of New life
Nine Mystery
'"
416-417
418-419
Elyas
Essence of Darkness '"
554-555
of Digestion
of Digging
280--281 Obo,' 420-421 Murdod,'s Inse<:l Ward 556-557 of Diminution
282-283 of Obedience 422-423 Starella's Aphrodisiac 558-559 ofDir=tion

,..
284-285 Olibanum PhHten 560--561 of the Dracolich
286-287 of Permanent Disenchantment 424-425 Aleese's ofOve'whelming U:we 562- 563 of Dragon Breath
of Petrification ofBeauty of Amethyst Dragon Breath
289-290
291 - 292
of Phosphort:_nce
of Phosphorus
'"
427-428
429-430
of Drunkenness
of Drunkenness 1J
'"
565- 566
567- 568
of Black Dragon Breath
ofBI"" Dragon Breath
293-294 of the Pickpocket 431-432 Durimal's Merry Blend 569-570 of Brass Dragon Breath
295-296 of Power 433-434 Durimal 's Potent Draft 571-572 of Bronze Dragon Breath
297- 298 of Preservation 435-436 Durimal's Sovereign Tonic 573-574 of Brown Dragon Breath
of Glibness m of Cloud Dragon Breath
'"
300-301
302- 303
Primrose
Reptilla's Curdled Death
of Revt:rsibility
"7
438-439
~H< '
,''-
of Persuasiveness
576-577
nS-' 79
of Copper Dragon Breath
of Crystal Omgon Brealll
304-305
306-307
308- 309
of Romance
Rosemary
R~
.......,
442--443 Quirks·
of Stammering and Stullering
Pi gmu lf (Pain,,)
580-581
582- 583
584-585
of Deep Dragon Brealll
of Emerald Dragon Breath
of Gold Dragon Breath
of Green Dragon Breath
'"
311-312
313-314
of Rust Proofing
Sandal",ood
ofSeent.
446-447 Bell's Palene of Identity
~. of Black moor (Red)
449-450 of Black mOOr (Blue)
'"
587- 588
589--590
of Mereury Dragon Breath
of Mist Dragon Breath
315- 316 ofSeril>es 451-452 of Blackmoor (Green) 591 - 592 of Red Dragon Breath
317- 318 ofSe')'i ng 45}-454 of Blackmoor (Black) 593-594 of Sapphire Dragon Breatb
319- 320 of Sharpness 455-456 of Blackmoor (White) 595- 596 of Shadow Dragon Breath
321- 322 of Slipperiness 457-458 ofBlackmoor (Brown) 597- 598 of Silver Dragon Breath
m
324--325
326-327
Snake
Solomon's
Spikenard
459-460 of Longevity
." Nolzur 's Marvelous
462-463 Yellow Kohl
'"
""'-",
602-003
ofSt""l Dragon Breath
of Topaz Dragon Breath
of White Dragon Breath
328- 329 Spirit Potio ns "'-'0' of Yellow Dragon Breath
330-331 of Stillness
""-'" of Absorption -">7 of Dragon Control
332- 333 of Slone Passage 466-467 of Advanced Meditation 608-609 of Dragon Control n

'"
335-336
of Sulfur
of Time
468-469 of Agility
470-471 of Ageing
."
611-612
of Dragon Control 111
of Dragon Sight
of Alt.rnate Profession 613-614 Dragon's Blood
337- 338
339--340
341- 342
of Timel essness
Trinity
of Unlocking
'"
473-474 of Ambrosia
475-476 Amalg"mollS Type I
61S-616
617-618
of Dreaming
of Dream speech
343- 344 Verbena 477--478 Amalgamo". Type II 619-620 of Drunkenness

'"
346-347
348- 349
35G-351
of Vibration
Virgin Olive
of Vision
,,,,,<>do<>
.,
479-480 Amalgornous Type 111
481-482 of Animal Control
Antidote
41>4-485 of Anti-Magic
486-487 Anti_Sleep
'"
622-623
624--625
62H27
of Elasticity
of Elasticity JJ
of Elemental Conlrol
of Elemental form
of Enlightenment
J52-3~3
354-355
of Will Power
Wintergreen
ofWishin8
....." of Areane Comprehension
of Archrnagcdom
628-629
630-631
on
of ESP
of Ethereality
'"
357-358 Witch's
X"
"'-'"
92-493 of Black Sight 633-636
637-638
of Explosions
Vial of Explosions
359--360
361- 362 YlanllYlang
363- 364 Zodiac
'" of Blending
495-4% of Blindness
497-498 ofBounei"g
6J9-64G
641--642
of Extra-Healing
of Fin: Breath
365- 366 Zula Zula 499--500 of Bubbles
5GI - 502 of Chameleon ro.,,'Cr "'_ of Fire Resistance
of Fire Vulnerability
Ointments
367- 368 of Blcssing
Counesan's Cream
5GJ- 504 of Childishness
50S-506 of Clairaudience
'"
""-"7
,,8-6<'
of FI~idness
ofFlying
'"
370-371 of Far Seeing (Ashen)
372- 373 of Far Seeing (Black)
5" ofClairv<oyanee
508- 509 of Clarity
650-651
652-653
of Forewarning
of Foq;etfulness

.J 1568
\..
, r
PoIluDI ".. of P,in Suppreuion 937-938 nfT",gic Heroism
65c4-(i55 of Forgetfulncn II 79S-796 of ~,,"ption ofT... asun: Finding

'" ofFonitudc 797-798 OfPeslilen~ ""'"


941-942 of Truth
6S7-(iS8
"..., Foul Water
ofFreedom
""-800
801-$2
"fPetrificltion
''". -..,
...
,<3
,"..,..,
,"
Truth Drug
of Ugliness
..,....
661-662
..,....
offn:sh Air
of Fright
,,'-""
",
of Plant Control
of Plant GrowIh
of the Undead
,,( Undead Comrol

.....,
offrost Resistance
off..,.Qrowth ......,
806-801 ofPoiIOll
of Poison Negation
9S0-9~1
952-953
of UncJer&n>und Awarmeu

'"
67G471
of Gaseous Form
of Genius
81H]]
812-$13
ofPol)'lTK.ll'ph Self
of Wizard Pcower
".
9SS-9S6
OfUKful Appendqes
orVampirism
ofVerlOlll
672-473 ofGhos!li""ss 814-81S of Priest Power 951- 958 nf~ntriloquism
614-675 of Giant Control 8" ofROIIuC ~r 959-960 of Visions
616-677 of Giant Conlrolll 817- 818 of Warrior Power 961 _962 ,,(Vitality
,,...,,
818 of Giant SlT<:nglh
(lli",& Kl &>.~ ·
819-820
821-822 ""
"r 1'ru<<CI1on fh.>m Immiscibi~ty
963- 964
,,~""
Walloc5 of Speedcu1inS
of Water Ad""nlUI'ing
..,....
681~2

..,.....
of Gluttony
ofOolden Silence
823-824
82>-826
oflhe Ptcudo Treant
of Psionic Abilily
Psionics 800IIing (Gray)
"7
"'-969
of Water Breathing
of Waler Bradli.. II
of Waler BlQlhilll III
of Good Humor 821-328 970-971
"'-<&I
"'-
Gray Slumber
of Greensprouling ,,...,,
'" Psionics BoosIin, (GfttII)
Psionic& Boosling (Rod)
972-91)
974-915
of Waler MOI\~mmI
ofWIZlU'dry
of Worm CaUing
ofGrowIh 832-833 Psionic& Boos!ing (Silver) 976-977
'"
692--693
"'-",
of Ilea ling
of Heroism
8J4.-335
836--$37
Psionic, Boos!ing (VIOlet)
Psionie, Boosling (While)
978
97~80
Zak's oflJMJI .... rabilily
Zombie Blood
696-<97 Hom of Plenly 838-839 Psionicslloosling (Yellow) 981-982 Zombie Brolh
69'-'" of Housecal Conlrol ...0 of 1M Psycholic Killer S. I ,~,

100-701 of Human Conlrol 841-842 ofPutsuil 983-984 ofF,.,. SeeinS


702 Humminsbird N«Ur ...3-8« Quirks' 985-986 of Healing

-, "' ....
703- 704 of Immunity ,,7-8<6 of Rage 987-988 ofSar Rm.....al
~7-'" of IlI'IJIUIfIinIion From 847-848 Dr Rainbow Hues 98'
Lycan!hropes .....70 ofRean Scn~rd8a Glut
707- 708 of lnfnwision of Ref1edion 992-993 U.I'~rsal Soh"ut
109-710 of Inner Sumgth '"
852-853 of Regenoeralion Watt r
111- 712

'"
714--715
716-717
oflnsulation
of ln!ensity
of Invisibi lity
of InvulnerabililY
8S4-85S
856-857
85S-8S9
860-a61
of Regeneralion II
of RejuvCfUllion
orRest
of RCSIDnllion
-'"
9%-997
998- 999
000
Blessed
Golden
Holy
Wlnt of [ ternlty
71&-719 of Iron HIlIIIIedneN of Rcsuscitation
720-721 l$lar's Trulh '"
",....,
",...
of Revene Ventriloquism

",.....
122- 723 K_ of Ropo: Wisdom T. ble B: Strolls
".
7U-726
727- 728
729-730
731 - 732
Kur~ Drink
of Language Leamin,
of Lethargy
of Levita!ion
...."
&71-872
873-87~
of Safe Consumption
ofScmI N.... lnIliZlllion
of Saying
of Seeing
of StnlOl)' Enha .... cment
Roll
01 - 10
hp<.
11- 20
Item

nfForms
DlKO\~rtd
Enehanttd [.hln«nttnls·

733- 734
735-736
ofLichdom
of Life Slealing
of Life SUSpens'OIl
'"
876-S77
878-879
of Shadow
ofSh.. pE)",s
21- 30 of Writing
Pflrthments
m of Lightning Form 881)-881 ofSi",! ,,-" of Looping
738-739
740-1~1 .....
of Longevity 882-$83
884-885
Sin.....
Skeletal
41 _ ~

,,-'"
of Monster HoIdin&
nf Sc:le<;tivc Readi"l

,......
742- 143 61- ro Sc:lf.Pro!ecti...
7#-145
746-147
of Luck
of Lyeanlhropy
MaaeWinoe
'"
8V-888
ofSI«p Bestowing
ofSI«p Breathing
Sleq!ing
,,-80
Scroll,
of Spell Sewi...

'"
7~!1-7~
7SI _752
of Magic Blocki...
of Magi<: Enhantcmcn!
of Magi, Peas
891-892
893-894
of Sleepy Bmuh
of Snake: Crawling
ofSobrie!y
"....
91 - 100
of Animal Growth
Balllnt's
101 - 110 of Communi calion
895-896
153- 754 of Magic ResiSlance of Soul-Chilling 111- 120 ofCrta!ion
755-756 of Magic Resistance II '"
S9S-899 of Speech 121- 130 (ura!e"
m - 7S8
77'
760-161
762-163
764-765
766-767
of Magie Shielding
of Magnetism
of Magnirw;ation
of Muter Thievery
of Merging
of Metal Immunity
--..,
900-90,
902-903

906-907
'"
"'-1"0
of Speed
or Spclljamming
of Spirit Binding
of Spirit flip!
ofS. ..... Form
ofSlrength
131- 140
141 - 1~ ""'"
""'" "
151- 160 Cuncd of Amber
161- 170 of !be lXath Servant
111- 1110 OrOd 01
1&1 _ 190 Domina!ion
76B-769 oflhe Midas Touch 91 1-912 ofSupnbcalins 191 - 200 of!be Efreeli
770 of Mind Dampening 913-914 of Superheroism 201 _210 ofEquipmem
771 - 772 of Mind Focusing 915-916 of Superheroism II 211 - 220 of Eras ins
773-774 of Mind Restoration 917-918 of Superior Animal Control 221 - 230 ofFivc PrieS! Spent
775-776 Mirage 919-920 of Superior Healing 231 - 240 ofFi~ Pries! Spent II
777- 718 of Mirrorcd Eyes of Sus!en.aoce 241 - 250 of Fi~ Wizard Spell'
779-7"
781 - 782
ofMiuile Prof«tion
of Monster Creation
'"
922-923
924-925
SwtdW.ter
of Swimming
25 1-260 of Flame Map:
261- 270 of four Illusionist Spells

-.
783 of Neutralization 926-927 Tclepona!ion 27 1- 280 Gry,h
784-785 of Noxious Rcsisla ..... 928-929 ofThievery 2&1 - 290 ofHa Rahni
716-787 of Nutrition 911)-931 ofThinneu 291 - 300 of Illumination
788- 789 on Toad Skin 301- 31Q of Mapping
790-791 of Open Mind 933-934 ofTonsues 311- 320 ofMappin& II
792- 793 of Opposite Alignment 935-936 ofToughening 321- 330 of Mixed Priell Sphere, Spells

)
1569 '-
"..,.
,

'\ (

Strolls
131- 340
,.., Admundfort orLadmbrp 285-287 ofFeaIher Falling
of fire !Wi_
Mond..so'sAutomated Spell 08-" of "miction 288-291
l41 - 3SO
JSI - l6O
N.""
ofPootals
12_ 14
15-18
of Anwi,
of Ani~l Control
292- 295
296-298
of Fire Starling
of flying
361 - 370 !"rial of M i~ed Sphcm 19-22 Animal Friendship 299-302 Flynn's of Fire
371 - 380 Pries! ofMj~ed Sphenls![ 23- 25 Animal Magnetism )OJ- 306 ofFoUy
381 - 390 of Priest Spells 26-29 Ann ~lment 301- 309 ofFoniludc
391-400 of Prorection from At id 30-33 Anyth ing 310-3 13 of Free Action
4(11-410
411 ...... 20
of Protection from Air
of ProIoction from Baatezu ,'-',
34-36

,,-
of Apalhy
of Appcamoce
31 4- 317
318-321
of Freedom
of Gargoyles
421 ...... ].0
4)1-440
441 ...... 50
of Protection from Cold
of l'roIection from Divination
of Prote<:Iion from 0rag0f1
.....,
48- 51
of Aquatic Dcplh Location
of Arxhnid Control
Armor ofEclix
122- 324
325-328
329-3)2
ofGwie Summoning
ofGIypIu
Gold Sal of A1-K.Jim

.,-..,
B_ !l2- $S of Armoring 33J-33S Golden of Healing
of Protection trom Earth
4S1-460
461-470 of l'n.IIection from Electricity "-"
60-<1,
of ">'ian Control
A~
336-339
14U-141
Gonion's Magic
oflhe Grasshclppn
471....ao
431-490
of l'roIection from EIcmmtaI.
of l'ToI«tion from felines 67- 10
' od •
ofBQuly
J<<-J<<
J.t7- 3SO
Halaster" Ttkponatiorl
of Hannlessness
491 - 500 of l'rocec:Iion from Fire 71 - 73 8errvrwT...... it..... '$ Sil ..... 3Sl- 3S-4 of Health
SOI - 510 of Proctttion from Gas 14-77 of Detect Lies 35S-357 of the Hin.,pl..,!!
511 _52(1 of Protection from Qc,nics ofThitf Negation 3SS-361 of!he: Eanh Hianphanl
521 - 5)0 of Prvtcction from Hcal 82-'< Bl.oouming 362- 365 0(11... Air Hierophant

...
Sll - S40 of Prlllcction from Illusion. 85-38 Bl ink 366-369 or ille fi n: Hierophant
S41- S50 of Protection from Ly<:anthropes 89-92 Bl inking 370-372 oflhc Waler Hieroplwll
551 - 560
S61- S7G
of Protection from Magic
of Mlgial Weapons f'roIoction ,...,
93- 95 ofBoccob 313- 376
377- 380
Hoin~'s ofTl\lth
of Ho liness
571 - 580

S81-S90
of NOIIITII.gkat Wu,pon$
ProIC(1ion
ofPtvlcctlon from ~
100-103
\04- 107
108- 110
Browdow's o( Weapon Harm

'""""
of Bureauocratic WLZIldry
381-383
3&4-387
388-391
..
ofthc Holy Slayer
.".,
of Human ConIJOI
S91~ of I'nlIecUon from Peuif>eatian 111- 11<4 ofCantrips 392- 394 of Human Innuence:
601-610 of ProIecrion from Plants 1IS-1I8 Cal's E~ 39S-398 of Hunan Innuence
611-62(1
621-630
6)140
ofProl«lion from Poison
of Protection from Possession
of ProI~ion from
119- 121
122- 125
126-129
ofClwneIcon Power
ofCirulon
Cilidarius's ofWaardry
'''"''''
..HIlS
<06-<09
orlor
oflccboll$
of lmmWlity
Shapcchansen 13G-tJ2 of Clairaudience 4]0-413 of Impcnonalion
641"";SO or l'roCedion from Spirits 13)-1)(1 of Clear Thought 4 14-416 oflntnvision
6S1-660 of ProIcdion from Tana, 'ri 137- 14(1 ofCIoUC<I WIUI'dry and 417-420 orlnfiavi'ion Ntg.Ilion
661-671) of I'roII/CI;OO from Traps Invi,ibility 421-424 Intier's ofShooIing Stan
671-680 of Protection from Mechanical 14 1- 143 of C1 ~msil\e$$ 42s-428 of lnvisibili ry
Traps 144-1 47 o fthcComd 429-43 1 ofl nvisibil iry Neg.uion
681-690 of l'rolccIion /rom Magical Tripi 148-\S I Command 432-435 of hwulnm bility
691 - 700
701 - 710
111- 720
ofProteclion from All TI1Ipi
ofProtcclioo from Ulldead
of I'roIcction from Water
l Sl-1~
IsS-IS8
159-162
oreGnl in ...' Churning
of Contrariness
of Coolness
.......,
436-439

«3-<<6
orl zmllf
of Jasmine Odor
JhesW l's Silver
721 - 1)0 ofQues;lionina 163-166 Corkitron's of Hu.man 447-4SO of Jolting
731 - 14(1

.,,-
Quirks ' Infl~nc:e 45 1-45) of Jwnping
141 - 7500 of R«OYery 167- 169 of Courtly Eliquene 4~57 on,.,.
1S1- 760 of Repdilion nO-I13 en", 4SS-461 of Kings
761 - 770 ofRelum 174-1TI CursocI of Ibe G~ Kingdom
........ ""'-'
TII - 780
781 - 790
' '-<00
&01-310
Rhialle"

"'"
S..
ofSc<:in8
17&--180
18 1- 1&4
185-188
189-191
ore-.
0.1_" of Hcaling

""
of OdusiOl\
..... "
473-476
4TI-479
orl.anguages
Lanolin" of ""-r
...,,=
of Life
811-320 of Seven Druid Spells 192- 19~ of DepetriflCation 480-483 of Life ProIection
821 - 830 of Seven Wizard Spc: ll. 1%-199 of Disguise 484-487 of Light
831 - 840 of She her 200-202 of Oi stl'Ktion 48&--490 ofLightin8
841-3~0 of Six Priest Spdls 203_206 ofDi u ines. 491-494 of Lighting Resistance
851-36(1 of Six Illusionist Spells 207- 210 of Djinni Summoni n8 495-498 of Limited Telepathy
S61-370 of Six Wiuom Spells 21 1- 214 Draupnir 499-'01 of Liquid Identification

",-<00 -=.
871-3&0 of Six Wizard Spc:lls lJ 2lS- 217 Draupnir 11 S02- SO' ofthc Lin le Pwple
881-390

901-910
of Spell Clotching
or the SICllar Path
218- 221
222- 22'
226-228
orlbe [)row
oflbe Eilglc
or the Ear
-""
5 10-512
31]-316
orLolth
or ....
Lu<l<y orlbe Wild 0 . -
911-920 of the SICl1ar Path II 229-232 of &lix ' 17- '20 of Lycanthropy
921-9lO S\lggcstion 233- 236 o'&lix II 521-523 of Magic Detection
931-940 Tattoo 237- 239 of EIcmemal Adapwion 524-527 of Magic Resistance
941-9SO ofTrattilmUl.llion 240-243 ofElnnentol CO!nI1laDd 523-'31 of Mammal ConlrOl
9~1-960 of Tnopping
,.
2-44-241 of Earth Command 532- 535 of Many W~shes
961-970
97\- 980
98 1- 990
of Truth
of Wind Magic
Wizard
'"
251 - 2S4
255-258
of Ai r Command
off;", Command
of Water Command
536-538
'39-S42
' 43-S46
of Marking
of Matcrialiuotion
or Mernor}'
99H'OO ofWiurds 259-261 of Elemental Metomorphmi' 547- 549 M ~II<
262- 265 ofEn<:'lIY 550-553 of Mind Shielding
266-269 of ESP SS4-SS1 Moodarvian of Sigh I
Table C: Rlngl 270-273 of Faerie SS8-S60 Moodarvian of Smell
274-276 Famulus 56\ - S64 Mooda.r\·ilJl of Sound
Roll
0 1-03
ilf m OIKO>Cnil
Ea.:hantfd Enba~ m tnls ·
277- 280
281 - 2&4
of Fashion
of FcarlC$$IlCSI
,,'-'" MoodarvilJl ofTllSIc

./ 1570
\..

.....
, r
RlDI I
569-571
!n-m
Moodarvian ofTOUC:h
Mordmorpn'l ofWomnb
. ,.....
......
79&-800 Samandcr'l
Saurian
ofSecina
228- 242
24J-257
258-272
oflX~!h
Diplomacy of Furyondy
ofDi$tortion

..
J76-S79
SIO-S8l
"'-,
lf1- S90
591 - 594
ofMO"I'efrIetII
Moo
ofMuhiple Wishes
ofNature'l t.ove
of the Necronlllnc<:r
"'-'II
112-815
816-122
823-826
827-330
Scrten's Spell Immunity
ofServiu....
ofShapechln,;na
Sherry '" of Anima1 hiendship
Shield
273-287
288-303
lO4-318
319-333
334- 348
DiviDCrofLife
of Divining
of Dominion
of Electrification
of Elemental Fire
595-597 ofNeutraliution 831 - 833 ofShockin8 Grasp 349-363 ofEnU'apment

-
'9HO'
602-'"
orllle Nib<:h,ml"n
of Niglu
834-831
838-84]
ofShooIin8 Stars
ofSilenc:c
364-378
379-393
of Equutria/15
Elcellcm of Enlincering

....." ,'Ook
606-608 Noon'lofDjinn Summoning 842-145 ofSilencc II
"'-
_SO
of bpeditious Transport

_.
Nugpn'l~or~ of Spenbllt~ 410- 424 E..!endabIe Hand ofEnjoymml
61~16 S49-aS2 of Spell Elling 42S-439 offlailin8
61HI9 Onyx of Nepli"" Plane 8S}-8S6 of Spell Holding of G<:nen.llhip
Protection 857-859 of Spell Storing 455-469 of Glyph C""li""
62(Hl13 of Opposition 860-863 of Spell T\Jmins 476-434 ofll~aJtb
624-627 864-t167 ofStonc 48s-499 of Indestructibility
62~3O
631~14
'x""'"
'x""'" ......"
871-874
ofSIfen&Ih
ofS..mv..1
SOO-SJ5
SI6-S3O
oflncnia
Iron ofParn
63S-638

.,...,
of Plant Control
.,.....,
87S-878 of Sustenance S31- 545
......""
of Justi«

......
639-642 of Plant Control II of Sustenance II ofladenhip
of Plant Control III 882- &85 of Swimming ~1-S7S Usbtnin,
of Ice Panw:lcmenlal Command 886-a89 Tassleholf's Magic M~ 576-590 of Lordly Mi,bt
6~53 of Ooze Panlc: lemental 891)..S92 ofTelekinesis S91~ Malice'.! of R.incarnation
C"""""" 89.l-896 ofTe10p0rtatlon 607~21 ofManyTltings
6~56 of Magma PataclementaJ 897-900 Thai 's of Mind Shieldin8 622-636 of Melling
~,..., """"""'"
of Smoke I'anc:kmentaJ .......,
901 - 91}4 of TIne WIShes
ofTlne Witches
637~51
652-666
Monadic DevI
oftbc Monolith

......., """"""'"
..... 11 ofThunckr 667-081 ofQnn ....lIl
"'_ of PtwlIom Form 912- 915 To.,.'.! 682~96
,'''''''
...."
672~75
of the Phoenix
of the Pomarj
of Projeclion
916-918
919-922
923-926
ofTon8ucs
ofTrobriand
Tltrobriand'l Master of lhe
Sa,"'"
697- 712
713- 727
728-742
of Parry in,
ofPassase
Quirk.!·

..,-
676--678 of Pro,i«1ion II 743-757 Ranike

.......
."..., of Prolection
of Protcctiort from Channing
of Pmtcction &om tbc Elemerus
927- 929
930-933
934-937
ofTruth
ofTrutlIll
ofTrutlIfull1C$l1
758-772
773-787
788--8(l2
ofRaslinon
of Resurrccrion
ofRuienhip
691~3 of Protection from Stone 9384W ofTruthlC$S1ICSI 803-818 of Security

-, Guardians
of Protection From Undead
90'-9«
90'-".
oftbcYalilnl
of Vapors
819-833
834-848
Segojan EatlhcalltT's
ofSingi"g

.-
698-701 P)'l'03'sofSpell Storing g.(9-952 V.,-lo's of FealMr Falling 849-863 of Smiting
102- 704 of Ash, QuuielementaJ 9Sl--9 55 of the Vizier 860-878 of Smiting 11

-'" """"""' of Dusl, Quuielemental


C""""""
-,
.......
956-959 ofWmting
of StoncJkin
of Warmth
.~,

91~24
ofSplcndor
ofTem:w
of Victory
709-712 of Lighming, Quuidemtal
Command
967-970
971 - 974
of Water Adipll.lion
ofWalerWIlkin8 .....,,,
925-939 ofWeapooll)'
ofWelkwood
713- 715 of Mineral, Quasielemla l 975-977 of WalCrWalking !l 955-969 Whisper'.! Lcssc:rof
Command 978-981 ofWukneu T111n!IpofI.IItion
716-719 of JUdi. lI«!, Q!,IaJidemtai
,.......
982--985 While Copper of Fire 970-984 Whisper's Gra.ter of

720-723
C""""""
of Salts. Q!,IaJklcmmtal ",.."
99_
of Windwarding
ofWinlC1' . "S-<SOO
TnnsportIlion
of the Wynn

724-726 """"""'"
c_""
of Steam, Quuielemental "'...,
w~ 's orcoml"'lsions
ofX.RayVilIion
Table E: SI"'H
727- 730 ofVaeuum, Quasielemlal
Command Ta ble D: Rods Roll h em D I KO\~ nd
7JI- 734 Ring of Quick Aerion 0[--07 [ndlanlW E nhanument.·
7)5-73g of Qukknc$s Roll Item DlKO\~nd Co."
739-74 1 Quirts · 01-15 E..,hntnl E. h net ....."· "-10 of Ale
7.(2- 7.5 of!he Ram M oto Moia Rods 15-2 1 ofArmamcnt
7-46-7.(9 of RandomnH.s 16-30 of Beguiling 22- 28 of Blindntu
7SO-7S2 of Ran8e ElclCruion 31-45 of Concealmenl 29- 35 ofDcIC<'tion
753-7S6
7S7- 760
761- 763
764-767
of Rapid Re8cneration
of Readiness
of Regeneration
of Remedies
....
'6-60

,_
61 - 75
OfSlrtngth
ofTltullderins Complian<:e

of Abtorplion
J..,J
-50
Cllf.
,......
SI - S7
of StiITness
Wernick's of Striking

ofDoo:kinl
768--771 of Resiswx:e 91 - 106 oftbcAerdiSea ofGalfn
m -n4 of Resistance 10 Breath 107- 12 1 ofAImness 65-71 Gno ~ ~kfr

775-778
W""'"
ofRevenion
122- \36
\37- 151
Bample's of Distonion
of Beguiling
"~79
Sta,,..
Ph araoh 's C rook

779-782 of Reversion II 152- 166 Blacutick 80-86 of Air and WIler


783-785 of Reversion III 167- 181 of Blind Wilking 87- 93 Alar Cb'Aranol 's
786-789 ofRhymillj 182--188 ofBuiklinl 90- 100 of Aquatic Wizmhy
79<>-79' Rocckoe'l. of Burtlocntic 189·197 of Cano::elbtion 101- 107 Arclor's ofSwarmin8 1BSC<:IJ
Wizardry 198-2 12 of Cancellation !l HI8-IIS Ari<:'IofPowcr
_79' ofSafery 2\3- 227 ofOimbins 116--122 of Bank:

.J 157 1 "-
.....
"
(

St., tII
12l-129 ofBanlc I[
691-697
698- 704
of the Priest Kings
Quirks '
257- 264
265-273
,'''''
offellbm
IlO-Il6 8 ~l:slaff 70S-711 of~tI 274-28 1 Fire of SuloiS<'
137- 143 Caduceus 7 12- 119 Rmiloc 282-290 offill!
.....- ISO ofCaracanomlJ05 72(}-726 of Recording 2<.11 - 298 of fireballs
151- 158 C.tslaff 727- 733 Rep!il.~ of!be Set-pcm 299-307 of Fireballs II
1 5~ 1 65 C.tsU!tT ll 734-740 Rheddrian'l 308-3 15 of Flame Ex.ingui$hing
166-[72 Cenlo:od ) 741- 747 Rilanraver'l ) 16-324 of Fog
173- 119 ofCirulon 748- 7S4 Rohalan 325- 133 of Fog COlllrol
180-186 of Human influence 755-762 of the Sands 334-341 of for«
181- 194 of MamrnaliAnimal Cootrol 763- 769 of Sa ....... 342- 350 of Freshnes.<;
19S-:ro1 of PlInt Control 770-776 of Scrivcning JSL - J58 ofF""1
202- 208 of Commanding 777- 783 oftMSea 359-367 Gremlin
209- 215 ofConjuruion '8<-790 of 1M SerpCnI )6$-)75 of Harnmerblows
216-222 of the COliaII 791 - 798 Shant-Ii . 376-JS4 of HWUolk
223- 230
23 1- 237
238-244
245-lS1 ""' ..
ofCurina
of ewing II

oflkv<Mion
....."
799-10,

SI3-S19
820-826
l.c:sserofShock
~atcrofSboxk
Sbou Hsing's Walkins Slick
ofSi1encc
JaS-J92

..,--
393-40 1

410-<4IS
of 1« SIorm5
orlllwnination
of itluslon
,~

252- 258 Dionysus's 827-334 ofSk.ll. 419--421 Kareli.'s of illusion

".....
259-266 of Disjoining 835-841 Skull·Staff of Hepmonaland 428-435 of Knock
267- 273 of Dispelling 842-848 of Slinging ofLigln
274-280 of Displace menI 849-855 S"", 445-452 of Lightening
28 1- 287 of Divergence 856-862 Snlke II 453-461 ofUghtning
288-294 Divi.-.cfof Lifc 863- 869 of Spell Focusing 462-469 of Lightning Bolts
295- 301 Dolmar's of Wilhering 870-871 ofSpberes 470-478 of Lightning Bolts II
302- 309 Druid 878-884 Staff·Mace 479--486 Lighlwand wilh Ring
310-316 of the Dnaids 885-891 Staff·Spear 481-495 Li&h ....-and wilboul Ri"i
117- 325 ofiUI Elemenl 892- 89S ofSlrlking 496-SO) ofLlOlh
326-334 oflhe ElemenlS:Eanh 899-905 ofSlT.kin, and Curing S04-5 12 MaWWand of Lighlnina
335-343 of lhe ElcmmlS: Air 906-91) of'Snmtins 513-520 of Magic- Detection
J.4.oI-352
353-~1
~2-)73
)74-)81
382- 188
oflhe ElemmlS: Fi~
of lhe EkmmlS: W.la
ofEIherWA(1ion
of lhe FIles
Fimd
914-920
92 1-927
92S-934
935-941
942-949
.
ofSurpri_
ofS wuminglnsccu
"".
ofl'h.ncIer It LighminS
U.has's
52 1- 529
530-53S
539-546
547- 555
556-563
ofMagital Mirrors
of Magic Miuiia
Meriadar's of Size AIIenIio.
of Metal Command
of Metal Deteclion •
389-395 of Flames 9SO-956 of Vision 564-572 ofMeul and Mineral ~
396-402 Fru·Urb- luu 's 957-963 War cJNyrund 513-580 Mirynda 's of Polymorphin.
403-409 of Fury 964-970 of!he: Whilc~lI 581 - 589 of Misplace<! Objects
410-417 Gcb's Quarterslaff 971 - 977 oh""Winds 59(1-597 Mi Sl leloc
418-424 ofCi lyph. 978-985 ofWi~ring 598-606 Myslie
425-431 ofCinmmarsh 986-992 of Wil;lrdry 607-614 N.bil's of Magic Missi les
432-438 of lla""ing 993-000 of II", Woodlands 615-623 ofNeg:alion
439-445

-" ,
453-460
461-467
....
oOIe. ling
of Hom wood

IXll ill",,'s
T.blt F: Winds
624-63 I
632-641)
641-649
.,.....
.,..."
Nidus' of EndICS15 Repelilion
ofOblilenllion
ofOehalor's Eye
Odin's Rune
"'-'7<
475-481
,;"
ofKilSyml1
.,'
,,-"'
Item DI,.,...~~
t:l.chnln1 E.hI.DHm t nu· 667-674
,"3_
Orgel 'J of Eartb Passagc
482-<488
489--496
K..... Vin .. ~ff
K'uej l!SinS's "-"
18-25
Alrne.'s of IUumi .... tlon
of Anmal Loation ........ ,
675-683 of Paralywion
J>handorc'sofFi~
491- SOJ
5(14-510
K -"", fII·!Zu'J
KW1IOkami 's
,'-"
)5-42
of Anmalion
Anything
692- 700
70 1- 708
of Polymorph,ng
of Ponrailure
SI I- 511 Ky Tn:ncha Ubng 43- 51 of Arc Lightning 709-717 of Prime Material Pocket
518-524 LaoTzu 's 52- 59 ofArno<y 718-725 ofRt~aling
525-S32 oftke Magi ofAIT.IOl')' 11 726-734 Robin Goodfellow's
5)3-539 Mngical Quarterslaff 60-<>'
6!1-76 ofBaoishmem 735-742 Runeslkk
540-546 of Magius 77-85 of Be.uty and Ugli""", 143- 751 ,~,

,,..,.,
547- 553 of Magius 11
of lhe Magius
.6-93
94-102
8i _~1eofPeacc
~nd
152- 760
76 1- 768
ofS.1l
Salhallarin's ofWoodor
561- 5611 MMadar's Quanemaff 103-111 Buckl:r 769-777 Seatolof Slonns
m-575 ofMiracia 112- 119 of Burdening 778-785 of Scert'l Door Dc1ection
Mirandos's of 1r1SC'd CommanCI 12U-12~ ol' Clwry ofSccm DIu &. Trap DeIoaiaa
'76-'82
583-589
590-596
597-6/)3
ofMishabJ
ofMishabJ II
Monkey's
129-1)6
137- 145
146-1S3
of Cold
of Color
of Coajurallon
'86-",
79>-80'
803-811
.......
ofSecm Door andTrap

ofSizcAllmnion
""-'" of II.. Moonglow 154-162 of Coolinual Ughl 812-8 19 of Sleep
612-618 oflbe Necromancer 163- 170 of Corridors 820-828 of!he: Squid
619-625 ofNiglu 171- 179 J)aJamar's oflighlfling 829-836 of Slum and Vapor
626-632 of 1"" Ninja 180-187 Dm<. of lhe Sulhaul Mounlailll 837-845 of!he: Sun
633-639 Oberon 's 188- 196 ofDarlmess 846-854 ofTeclh
64()-647 ofOccalls 197- 204 ofDellh 855- 862 l'hilhion 's ofFi",
648-654 O. Kuni·Nushi .. 205- 213 ofDekllial;on 863- 871 Tilania ~
655-661 orOsiris 214-222 of Displacement 812-879 of Trap Deteclion
Osmal 's of the Woodlands

-
662- 668 223- 230 of Earth .nd Slone 880-888 of lhe Underdark
669-675 PalUuriti's Quarterstaff 231 - 239 of Ele.,...nl Transmogriticalion 889-896 of Viscid Globs
676-683 Phar'llOb's Ruling
,'-
240-247
248-2S6
of E... my [)eleclion
ofEycs ....,n
897-905 ofWl!'ding
of Wacer.Finding

.J 1572
\..
, r
lI'Indl j\bnu . J ~ 445-447 DilplacemcnlJ.nd Modding
914-922
92J-930
ofWhip5
Witch
197- 200
201 - 203
Grim Orimoire
of Puissant Skill .. Arms
443-451
452-455
.....
DWimuL:llion and Obsturalion
Ooon and Pa.uagcs Panlltl

....-,"
931-939 ofWonOer 20<-20' ofStnhhy Pilfering
of Wonder II 208- 211 of SlntagtmS 456-458 Dylan I.on&branch's Spellboo1=
of Wonder III l\bps 45~2 I'.cro .l R.e!oftan;x: of o.a. \bid
ts1- %S of Wonder IV 212- 214 Dane ", Version 463-465 Epic Saga of the Greal
966-973
974-982
983- 990
of Wonder V (Altt,run e)
ofa Wonder
of Wondr<>IISMU
215- 218
21~222
2ll-l2S
ofDi'lonion
oflilusionl
oflilusions.nd &e.-et Ooon
-,
471)-473
Coojurm
Evolution of An;ane Will
wiled Book of Etbnic: Humor

"'- Y'Ii1 of Zooming 226-229


230-232
233-236
oflllusiom.ndTraps
of Magic:
of Ml.jlc and Illusions
474-476
477-480
481-484
ExImTlC F't'Jo,as ofObocrvation
E)'ft Vision and AreatII: Sithl
Frendomiroft on".'il ...
TlbIt C: Boob 231- 240 o(Ml.jlic.nd S«m Doon 485-487 FOJg~len Arts Oratory
24] - 243 ofM3.JIlic.nd Traps Magnclilom
II f<:worth< names in this ~lion are 244-247 of Mapping 48&-491 Foundations of Secrt:! Authority
lborteMd 10 fit the formal. These lilies 248-251 ofMawing and Illusions 492-495 Gal.d.>Jler's Orizon
252- 254 of Mapping .nd Mogie Gazelle oflbe NOf5C ClimateS
may easily be found by using 1M indt~ Of
~hing Ibe section .wlying 10 thai pu- 255--258 of Mapping and Seem. Doort '''''''
499--502 Glandar's Grimoin:
~ Iype book. 259--262 ofMappina and Trops S03-SOS Glanvyl's WorItbook

Roll
01..(13
H. mDi..,....'c~
Enchanled Enh lnte mt nlS"
26)-265
266-269
270-273
ofMisleadinJ
ofNavi&ation
of Scad Doon
-""
510-513
514-516
Glyph Spdlbooks
Grell P.rovosual Ema"..tioN
fbnd ofllelm
Boo •• 274--216 of Sec rei Doon "ndTraps 517_520 Hillery of Evil Mages
0<-<>' ofBindingSoub 277- 280 ofTro." Appn:ncices
08-" Disks of MiJ/uIkal S~lIbooks 521 - 524 HiSlery of Good Mages
11-14 Disks ofMishaul 1i 281 - 283 The Akai'l.... App'efllica
15--18 of !be Enliglm:ncd Go<B 284--287 Alokkair. 52S-527 Book of Hopeful Deeds
19--21 of Euhcd Docd$ 288-291 Alcemi ..... oflbe Imrinsic: 528- 5JI Idioms ..t RN'e Cl)'JllOgraphs
22- 25 ofGoIems Absolutes 512- Sl5 lnexplicabk RenCdions
,'-"
30-32
ofMySlie.l Equations
of lhe Planes
292- 294
295--298
Allentions ofT.ngibles
Arn:ient Cryptomancy
536--538
539-542
Inn!>l:nce on Solid Corpu.s
I nn!>l:nce~.nd Suggestions
H - l6 Ravenloft Golem 299--302 Anisht.'s 543- 546 Inccl1igenc:e Intuiti""
".... Thuba's of Vile Oarkness 303-305
_309 Arcanabull of Jumc: Dominatioo
41-43

....
~,

UbnlllJ
",
of T"",I\"e Se. ls
of Vile Darkness
Cut..cll ot Ntplh u 110-11J
114- 1 16
.....
Arcane: Manipulations of
"'
Arcane Puissance of Mernof)'
Arcane ResiSWlCe of I>warv(:,
547- 549
550--553
554--556
557- 560
lrid Newkar's
JaIUSlC'f's Orizon
Kerr's Book oflnfinite Spells
I.xnol's libram
51 - 54 A"",lcc' or Map 317- 320 A",hi'_ure $6t - ~ Laey1\dr~ Hook of

,,-',
SS-S8

62~5
of the Black Hean
Boccob~ Blessed Book
Codex of the Infinite Planes
321- 323

324--327
An of CommWli~tions and
Sigils
Ashakat's
565-567
563--571
Mct.morpho&es
Utn:th~
of Lathinl.1
"-" of ConsuuI:u 328-331 Aubavrttr's Workbook 572- 575 Legendary of Great Arms
70-72 of Deslruetion 332- 334 A,'tlII GrcensIrider's S76-5711 l.qJendary ofPhamoms;and
73-76 of Evalu.otion J35--Jl8 Sarrit's G_
n ... of Gainful Conjuration J)9-}42 Buhal's 5?9--5g2 lnicon of Spirits

.....,
11-83 ofGolems 343-345 Boot. Oraatl 583- 586 life or Nature h$ ,Secn:ts

.........,-,
Cursed of Golems 346--349 Bigby's 587-589 Lord Yaros's
88-91 Gollwn Construc:k2ion 350-353 Book of Slack Ci",les 590-593 Lore of Fiendkind
",,.,.
.... Grimoire of Arehaic Alchemy
of ldentiT",. tion
354--356
357- 360
Blessed Book of Cures
Book of!hc Blind
594-596
597~
Lon: of Subtle Communication
Luminescence.nd COloralion
99--101 of Ineffable o.mn..tion 361- 364 Bosero "'" Orunlwd's Mad Docof"'" Dest.1's
102- 105 ofKttpinJ l65--l67 Bowgentk's Book or. M.gil:-U..".
1()6--11)9 of Lawful Good Legends 368-37 1 Bricb of the Spiritual ""-'" The M.gistC'f
10-112 of Lawful Neutral Legend! Fortification 612-ti15 M.gnetic and Electric Wa'o"et
113- 116 of Lawful Evil legends 372- 374 Briel's Book of Shadows 616--618 Manor's ManuII of Sight
117- 120 orNeuh'81Good legends 375- 378 Book oflht Bright Ages 619-622 Man",,1 of~rs Beyond Life
121- 123 orNeutral Legends 379-382 Brother Rkhard the Flying 62)~26 Mefllallmprnsionsoftne
12.... 127
121-131
1l2- 134
ofNcutral Evil Legends
ofOlaolie Good Legends
of a.-ic Neutral Legends
111)-385 """".
Spellbook of(;abaJi$lK: J>ro.
t_ions
627-029
.ro-6l3
Relilll
Minds of~U~
Mordenbinen's Spellbook
11S-1l8 of a.-ic Evil Legends 186--389 Cldcleiyn's Workbook 6}4--{;37 MuhipLeApplic.ation
139--141 Libmn Orlne Planes Cham~lcon

-~-
390-393
142-]45
146-149
1~IS2
Mhuntul 's Runes
of R.o""nloft GolelnS
of Recording ........,.....,
394-396
397-400
Chief Shaman's Spel1book
Book of Clouds and Fog
Collap$ing Spellbook
638-640

,,5-«,
"'-
Mylsibil's Code~ of
Contenlion
Nalhlum
153- J56
157- 160
161- 163
164-167
ofSil\"tI" M' lIie
of Study (Clu"uma)
of Study (Con5litulion)
of Study (Dexterity)
....."
412-414
4tS--4 18
Components of Phosphorus
Cosnqony ofMagnr:tic: FlWds
Book oflbe Covtnant
Crealion and Modirlwion of
6411~51
652-655
.S<-'"
NchascT's Elyromancia
Nonsub$tancc Encyd"pacdia
Book of N.... chc Mad
OenIunagit
168-171
172- 114
175--118
orStudy (Intelligence)
of Study (Strength)
of Study (WiWom)
419-422
423-425
MaltC'f
Cud~p.
Cursed TOnie
.,,-'"
659-662

667-ti69
Occult Magnetism
o.:cult Observations on Fluids
On:Iinary Necromancy
179--182 of Tedium 426--429 Oaimos's 670-673 Origins of Hour Glass
183- 185
186--189
ofTelep<>rtalion An::hes
ofThoch ,,...,,
43G--433 Book of lhe ~rk Ages
Oark Sides of!hc Memory 674-fJn
S""."."
OIj.lun's ArMtel
190-192 ofTranslalion 437-440 Deq:I Fears of Humanity 678-680 PereJrin's Treatise on Filled
ofT_I",,~.I,
193-196 Detho's Librlm
""""
~,~

.}
1573
\..

.....
(
""
Spe ll books 925-928 of Dogmatic Methods Jl 100-101 of Ptrperual Youth and
681 -684 Plants of AO!lmaner 929-931 E'soa H~hi ]II<xl""rienc:e
68S--<i87 Polson Pages 932- 935 of the Fool 102- 103 Phclthong's
688~1 Powers ofthc Spiritual Will 936--939 ofOainful Exercise 104-105 of the Planes
692--095 Raj"li"'s 940-942 of Garden Flowers 106-107 of"""~
696-698 Raisllin'sll 943-946 of Glowing Pages· 108- 109 of Proof VI . Detection ond
699-71)2 ofRalhdaen 941-950 of Hopeful Deeds Loxalion
703-706 Red Book of War 951-953 of Hopeless Deeds 110-111 of Protection
707- 709 Rep«1oire of Illustrious 95~57 of Humorous Ptrspec1ive 112-113 nf Protection \'$. Alignm<nl
710-713 Repertoire nf Subcorucious 958--%0 oflmmoral Sanity Change
714-717 Representations of Senlienl %'-OM oflnfinile Sl"'lI. 114-115 ofPrOleclion "I. Crystal Balls
Plane %>-968 luiaLo"tanu 116-117 of Protection from Good
718- 720 Riggby's %9-971 ofU,admhip and ["nuenC<l 118-119 ofProleclion from Sleep
721 - 724 Runo:s ofNorzahk 972-975 of Psionic lnteraction 120-12! of Prote<:lion from Turning
725- 728 RunC5 of Possession • 976-979 of Quickness of Action 122- 123 of Psionic Interference
729-731 Sabiline's Specular 980-982 of Saintly Sanity 124--125 of Psionic Refleclion
732-735 Scalamagdrion 983-986 of Seven Fingers 126-127 of Psychic l'roIe<:IiOll
736-738 Scie""" of Met.enchanln,ent I 987- 991 of Understanding 128- 129 of Recall
739-742 Science of Mctaenchannnent II 992- 995 Vacuous Grimoire 130-131 Shakti
743- 746 Selvar'.! Ineffabl. Conjuration~ 996-<>00 Trlmla's C.tl lGgut of 132- 133 Shell of f'rote<:tion fi'om
747- 749
750-753
754-757
Sahtha'.!
Serpin Lexicon
Senshock's
Arti facts
134-135
136-137
'""'"
Shield
of Sleeplessness
758-760 Serinda~ T. bl. II: Gems and Je..·tl ry 138-139 of Spinecasll.
761 - 764 Seven Skies of The Universe 14{J-141 of tile Spirit
765- 768 Shadowtome Roll Item Dbcon red 142- 143 Thtl ofPuh
Shandaril's Workbook
769-771
772- 775 Sptllbook ofShangalar the "
Amu lets
02-{l3
Enchanted Enhan« ments' 144--145
146-141
ofTimexceping
of Transformation
Two Fingers
Slack
116-178 Book of the Sighted
779-7S2 Book of the SilverTalon
"...,
of the Abyss
Against ESP & Crys",1 San$
Against Disease
'"
149-150
151- 152
of Undersea Friendship
ofVadarin
06-0'
783-786 SirCeledon Kierney~ 08~ of Amiability 153- 154 Vulture
787- 789 Sir Oll,,),n Forest!riend'.! 10- 11 of A=hnid Control 155- 156 ofWeaktning
790-793 Slack's Seamless 12- 13 Silveroft!te Seast Ankhs
794-797 Spell s Written in Code' 14-15 Ivory of the Seas! 157- 158 ofUfe
,,8-800 SpherogCll(:sis of tile 16-1 7 of the Cairn Hills 159-160 Nithian (lxion)
Multiverses 18-19 Canograpller ~ 161- 162 Nithian (Kagyar)
801-s04 Studies on the Founh 20-21 of Caterpillar Control 163- 164 Nithian (pflarr)
Dime",i"" 22-2) "rCI"",,, Re.i,llIl""" 16:";-166 NitlLi411 (R...!j""IU»
805-808 Subconscious Repercu .. ioru l4-25 ofChamting 167- 168 Nithian (Yaleriu)
8()1)..811 Sublimated Oneiromaney 26-27 of Cheetah Speed 169-170 off>o,.o.~
812- 815 Sulphur Influenc. and Actions 28- 29 171- 172
816-819 Talel.1 Hareidhin's
820-822 Tasso's Areanabula
30-31
32- 33
of Communication
of Dragon Warding
of Dramatic Death
173-174
Badgn
""
T~

823-826 Thoradodus's 34-35 Drasldlion'sofUfe 175-176 of Freedom


827--829 Thesi~ on Conditional Ruptures 36-37 of Elemenul Command 177- 178 of Monster Control
831)-833 Theories on Con''''rging
Transitions ...... ,
38- 39 of Emotions
of Extension
Bracelets
79-180 of Charms
834-837 Theory ofth. Invisible Forces
838- 840 Theory of Occult Visual Shock
841 - 844 Theories on Petteplion
845-848 Book of Thoms
....,
42-43
~,

'8-49
of Far Reaching
Fiend
of Finding
Furyondy's
181- 182
183- 184
185- 186
187- 188
C"""
Dalamar'i
Equus
ofHog-Tyin8
849-851 BookofTime of the Golden Collar 189-190
852--855 Tomorast's
856-859 Trance o(the Intcllect
"
5H2
53--54
Greenstone
Hands of the Healing Spirit
191- 192
193--194
'"
Medegian of Lost Ships
IvyofScaly Command
860-862 Transccndental lmpmttrabiliries 5:";-56 Hardwaler 195-1% IV)' ofWisMs
863-866 Tyroessul 's Enchiridion of 57- 58 Healtb Brooch"
Travel ,'-'" Abhor AI:t's ofWarnin8
S67--869 800k of Unicorns
87O-S73 Unique Mageries
61-62
6>-6<
Cursed Health
of the Hero
of Holy Thming
'"
19S-199
200--201
of8egoing
of Bones
874-877 Universal Astronomy 65-66 of Hunling 202- 203 Equus
878--880 Unknown Movements of 67-68 Cursed of Hunting 204-205 of Falling
Universe 69-70 of Immunity to Charm 206-201 oflmog
881 - 884 Vaerendroon's Ineffable 71 - 72 of Inescapable Location 20S-209 oflmog 11
Enchants 73-74 of Insect Repellency 210-211 L_
885-888 Vampire Book' 75-76 Kal,,<,n ~ Undead Stone 212- 213 of Number Numbing
889-891 Variations on the Visual 77- 78 of Lathander 214--215 ofOhsidian Sbattering
Petteption '9-80 ofLeader.ihip 216-217 Pin of Communication
892-895 Weapons of tbe Ether 81-82 of Life Protecrion 218- 219 of Shielding
896-8~ Whi!e ~ Codicil 83-84 of Magic. Resistance Clmeos
900-902 Wiutd~ Workbook 85- 86 ofMetaspell [nflue""" 220-221 of Appearance
903-906 Wyvemwater Cire l. 87- 88 ofNeulrllllity 222-223 Equus
TO nles 8'-'0 N== 224-22S of Incompetence
907- 910 of Bodily Health 91-92 Orcish Charm s
911 -9 13 Canon of Changes 9,-" Cursed Orcish 226-221 of Boot Rcstoo:ation
914-911 Canon of Changes II 95-% Palm Sign 22S-229 of Distrac.tion
918-920 of Clear Though! 97- 98 of the Papyrus Scepter 230-231 of Favor
921-924 of Dogma\ic Methods 99 of Perpetual Youth 232- 233 Hunling

.J [574 ~

It..,
, r
CWm.
n<-m L~k
3n- 378 ofPettir~I;OII
379--380 ofTraldu
.,.,....
518-519 of Uoocrv,ater Sight
","D' orOpen Doors 3&1- 382 ofVcc/lll 520-521 Troppenribbi
:!JI- 239 of Pesll"roIeelion 38)- 3114 Wink;", Ilurn
240-241 ofProlectioo from [)i5("aK EYfllauei 522- 523 Beat,nl
241- 243 of~ion from Fin: 385- 386 of Areanis! 524-525 Chicken
244-245 of Proteetion from Spirits 387- 388 of Arcanis! II 526-527 of Hearing
'"
241-248
149--2SO
1l1- 2S1
253- 254
lH- 2S6
of Protection from Theft
Rabbit" Foot
of RelOUrte
of Sym".tlletic Healing
Tree Oimbi"l
Wolfspaw
389-390 of "reanist J!l
391-392 ofEnhll>l'edVision

'"
394-395
396-397
G<m.
ofSi,ht
ofT.... Seeing
Eyepllch ofTenh
528- '29
Sro-SJ l
S)2- SJ3
Sl4-S)S
Sl6-S17
HS- Sl9
..,.,
,~

of Knproth
Lk",
Shckinester's Crystalline
of Stone
Cl~"'"
lS7- 2S8 Black of Aenly .,....,
398- 399 of Atooanent
Bimbomushi ,.. 0";,"....
lI oly Symbol.

"'-'" of Blackmoor 402~J of Bri&hlnCSl:


"""'''"'s 's
s-I1 - S42
UH62
,.,..". "'"
"'-".
267- 268
1~210
H
_
of Corruption

EmpC'fOl' 'I

oflmperium
~,

.,...."
"',-<09
410-411
4]2-413
Boapu'l; Emerald
8 1... Cin<krgem
G.ftn Cindergem
Indigo Cindergem
Orange Cindergem
",..'"
,,3-,.. Cclestiatl
S47- S48
S49-SSO
SSI- SS2
fIwI ..."",
Lathander ..
P'ladi.....
Si lvanus "
nI- 272 Iron oflile Bandit Kingdom 414-41S VlOlo:l Cindcrgem SH- SS4 of Raven kind
21}-274 of Leaden hip 416-417 Yellow Cindergem 5SS-5S6 of Ravcnkil>d 11
m - 276 Nonnal Nap 418-419 of Cu. in II I.ons
277- 278 Aherinll Nlp 420-421 oflklusion H7- 55S ofChemos.h
279-280 Te!cpOninll Nap 422-423 Clear of Detedion 559-S60 oflile Raven
211 - 282
2&3-284
lU-286 ....""
of Rulef$hip

Sil= of Ve!""",
424-425
426-427
428-429
43()..<4)1
~ Red ofDctWion
Pale Olue of Detection
Pale O=n of Detection
S61 - S62
S63 -~
,,3-'"
ofTmth
ofTmth II
lroll Pin oftht ley Stl
m - 2"
~'" of Soul,
291 - 292
"""'" 412-4))
Pale ~ of Dctedlon
Puny White of Detection
Pink and (men of Detcalon
.S61- S68
",-,ro
J acint h of In.sllmablt
IIHllty

N,..'"
of Sou Is II
ofSIII'I
4~35
436-437 Pink ofDtledion Lo~
Kua ..... Damns

-", '" oftheSws


of Swnmatlon
43S-439
"'-",
Sclrkt and Olue ofDttec!ion
Vibrant Purple Prism of
S71 - S12
H 3-S74
Book
of Colon
"'-m of tile Unicorns Detedlon S7S-S76 of Crumbling
_301
302- 303
WIVl:1
of the Void
."
« 3-«<
ofo""ion
ElvensW"
S77- S7S
579-580
En<;h&nted
ofConvikTree
304-305 ofYarus «3-«, Fire 5S I- 582 oOlilTree
Cryllal$ 441-448 of Foresight 5S3- 584 of KemisT=
306-307 Abelnl 449-450 0 ......1011'1 of Infravisioo SS5- S86 of Mis Tree
308-309 of Awareness 451-452 of ldeu 587- 588 of p.jonT=
111)...31 ] of Dc:ath Scryi ng 453-454 oflnoome
'" of F.ning

-
112- 31) of the EbOIl Flame 45S--456 oflnsigh1 59G-591 N~
314-3 15 PbQin& 451-458 Ionian Mask. 592-593 ofWarmlh
316-3 17 SiJIIIlin& .,9-460 Ionian Nonnal Lo,_
EanillP
318-3 19
320--321
322- 323
324-32S
of Alipunml Detection

...
orB~n,
of Defense
~
..........
'61-'"

..,-<68
Jewe-l of Artacks
Jewe-l of Artacks Upon tho
<>mo
J~I
J~I
of Flawlessness
of Nevuwintcr
594-595
596-597
.......,
598-599

602-603
of Activit)' DtIedlon
of Bli""in,
of Charming
of Detection
of tile Eaale
326-321 of l'anr.lyt ;' <69-<70 Jewel ofObseuion 60<-60, Eye of I"" Easle
328-329 of Protection 471-472 Kuathoth 'II J~I 606-60, Evelyn'll ofSpWhuding
330-331
332- 333
of lhc St.
ofSumanship
473-474
47S--476
"m.
ofU fe
60'_
61!)..611
of FIT Seeing
orU shting
334-H5 ofUnderslanding 477-478 of Magic Missile Protection 6]2-613 of Minute Seeing
336-3)7 Eidolon ofKh. lk' RII 479-480 ofMk1$ini 614-615 of ~trificalion
481-482
''''
38-339 ofAoxUJKY
ofArik
4U-484
48S--486
Niah~ewel
Opal ofOlfKtCJry Illusion
of Protedion
616-617
618-619
620-621
of~lrifiCl1 ion II
of Renedion
of RelllOU Viewing
J«>-'<I
,.. .....,
342- 343 AllllSlin's 487.....88
......"
Purple of the VesVl: Forest
ofR,eW;'tlon
622-623
624-025
of Seeing
ofSpccd Reading
3<3-' "
347- 348
Blac:kOp.1
Blac:kOp.1 1I
."
492-493
ol lttlllnUnl
of Scroll Reading
tl2t>-{121
628-<i29
or Subtitles
ofTrlnSfonnatlon
'632-633
J0-6J'
349-3S4l
351- 352
3H- JS4
3SS-3S6
3S7- )S8
ofCejilwoe 'll Il.&
ofClwminc
ofDonoq;i
"""".
of tho Eaale
494-495
496-491

..,..",
' 98-499
ofSeein,
of Shielding

"'"
Khan·Pew Star
S(t2- S4l3 Mo- Pelar Star
"" ...
634-635
636-637
of UIIn,ilion
ofV.lllltlon

of the Gmlt Kingdom


or"",
359-360 ofthc Immortals
"'-'" Shah·Pelar Star OJ, ofNataw
361- 362 of Infnovision
""-'" ofWi,hes Medalllon i
J63-3"
36S-366
367- 368
of levilthan
oflhe Leviathan
Magical
Gil..
S4l8-S09
SI().-~11
Enla'li ng
or Dis1ant Vision .........,.....
639-640 of theAltlic
641-642 ofJ)efense
of F..mpathy

.
369-310 Melli ncur'llleft Gem S12_513 Joal" of Preserved Words Equ ul
371- )72 Mellineur" Right Gem 514-515 Loupe of Conna.: 647-648 of ESP
373-374
)75- )76
of Minute Seeing
ofNiaht
516-517 of Preserved Word, '-""
651-652
orEST
ofF,ith

.J 1575 \..

-""
"'\ (

M«hllions Peril pll 926-921 ofElemcntaJ T..v~1


65),,(;54 HolyofAlmor 792- 793 of foul Rotting 928-929 orlhe Flerie
655-656 Locke's of Though I Projection 794-795 ofHc:allh 930-9Jl Fiend
657..(;58 ofMalog 796-797 of Proof Agli nst Poisoo 932 Fiend JJ
659-660 of the Mirror 798-199 of Proof Apinst Sound 933-934 Fire Ptpper

.
..,.....
661~2

"H
,.....
..
ofMissileAnraction
Pu's ofSpdl Exchlnge
of~ion
SoulseaR:he,
.,..."

.......,
(If Prophecy Protection
802-303 of Protection VI. Vampiric
biluchill
of Wound C1osun:
93S-936
931-
9) 938
___

94 1-942
orllle Amber Golfm
of Ilw: s.- Golem
of!he Brome GoIcm
orlbe Obsidian Golcm
"'-""
671-672
Soulscan:hcr I[
Species Enemy
Phy laC:lerin
."'-"', ofB!1Iv(:ty
",.....
"S-'"
of the Wood GoIem
orille Griffon
673-674 ofSpcll Exchange ,,'-'" of faithfulness 941-948 H"",s,a's ofMemonutioo

,-.
615-676 Slar of Celene 810-811 Il aroiJlem's of Faithfulness 949-950 of Lawfulness
677-618 of Steadiness 12-813 ofl...ongYean 95H152 Medicine Bundle
",...,
..
of Though I Projection 814-i15 of Monmous Auention 95)-954 of Memoriu tion
681-682 ofTi .... 816-317 of Rigllteousness 95S-956 Mire
Tusmil's Bail ie C~", Prisms 951--958 Modiroed ofZqy
"HU M.... kinc Bandit 81HI9 ofOislrxtion "..., Monkey Htad
,
Monodes

688-689
fire-Eyt:
ofM38ic
820-1121
822-32J
824-325
ofOreyhawk
ofKushk
ofLia,h1 Splilling
961-962
",....
,,'-'"
0""''''
of Pure Good
of Rahasia
i"i .. klat" 826-327 Sim'l of LiSI" Splitting 961-968 Sacred Bundlt
""-", of Adaptation 828-829 P'Yfhometron ofi"it.ad 969-970 om>!: Sphere
692-693 of Air B"'3thing s.,a •• b. 971 - 972 of the Cry .... 1StalUC
"'-69,
.,..."
ofAhoor
of Alteralion
830-83 I Benson 's of Uncertain
f riendship
973- 914
97S--976
of the Iron Staille
of the Rock Statue
69.-699 of BadTlSIe 832-8)) of Death 977--978 ofTongue5
""-'"7(13 C05(:lIe'l .J< of DccepIion ",-"" ofUlti.... te Evil

-'" .... ".",


7(12- of Elegance
frigga's 8Lack Opal
835-836
831-838
of EnnIging Enemies
To~'" ofz,,1)'

-'" Glittering
" of Golem ProtCClion

.......
9&2-983 8denus's
"'-m of Greed 841442 of l..... nity 9S4--98S of Craftsmanship
710-7 11 of Harmoni. of Life 986--987 of the Goddeu
712- 713
714-71S
of Lilith
Marv'sofMcmory
Displacement
845- 846
847-848
849-1150
Mark 's Ofl'rolecTion
Mazrikoth 's of Death
Mortot's Go1cm
m-,,,
988-989

992-993
of the Gods
of the Gods II
of the Gods III
716-717 of Memory Enhancemenl 85 1-852 of ~SI Protection "'-", of the Gods It the Tor
718-719 of Missiles 853-854 of Protection "'-", of Stability
72G-721 of Mystic EidoLons ",...,. of Protection 11 ,,0-000 Valnamolnu's Tta.

".....
722- 723 ofNigl!t Seeing 8S7-858 CWICd of Protection II
724-725 Noj'sofNot.so-Smart o(Uncertainty
M'Hi!es 861-862 o(Venom Table I, ClodoJdg
726-721 of~lrir..:alion Sotpl." Roll h em Dbco'... ~
728-729 ofl'ra)'t'r Beads. 863-864 Blast OH)6 [""ha nled [ nhnttmnt,'
730-731 of Protection +1 86S- 866 of Defense Cap..
732- 733 of Protection +2 867- 868 of Entrapment 07- 12 ofDi.sgui se
734-735 of Protection Against Charm 869-870 of the forgolltn City 1l-18 ofGoodH~

'"
137- 738
139-740
S~"
of StrangJinJJ;
ofSlI'Iniulation
871-872
873-874
87S-876
Jade of Defendi",
Jade of Defending II
o f Life
19-24
25-30
31-36
oCthe Homet
ofHort\I
,~,

741 _742
74l-744
745-746
741- 748
Syranila's Opal
ofUgJ,ncss
VC1pdain 's
of Water Breath,ns
811-87S
."...,
881-882
."
..
ofLia,hl
"
of_
~
of Truth
)1-42
,,..,,
,,...,
of ProIection
,,-<0 ofRcck;ns
S""""
Chlplet ofC..,ature
Pelfl. Recogn ition
149- 750
751 - 152
Black
Dragon
"""
884-885
886-887
orCelcJli .. l Analysis
RcdAirQwolity Lens
ClodlS
,,-" of Appearance
753- 154
755-756
757- 758
of the Ebbin8Tide
of Enuance"",nt
offlying
888- 889

."-", "",
Yellow Ambient Tempcnlture

Blue Sentient Life Lens .........,'--",,


67-73 of Arachni(!'
Anemus 'l ofOilplKemcnt
AtlnOSflherie
759-160
161- 162
163-764
765-766
Giant Black
GOd
KaIhcna's of Wisdom
of _
......
g92-893
."-">,,
.,..."
ofSceins
S ~ ..d ofShleklinl
Spygl ...
Stir of the Bright Desert
92--91
98-103
104-109
IbnvarC1oabhadow 's
of~8al
Banle
Bear of ~ SulhaUl Mountains
767- 768 ofP",,'cr 11 T. lismans 110-115 of the Bquiltr
769-77(1 ofl'rotection from Fi", 000-00, Badger Beast 116-121 of Black name
11 1- 712
773- 774
775- 776
'"
ofd", Risina Tide
5efpcnt Spirit
-,,,
902- 903 Brown Bear Beast

....,,' Decr Beast


E.oigJe Beast
122- 121
128- 133
134- 140
Bolder'. ofthe Rogue
ChamelCOll
Chans·ling
117- 718 oflhe Sirincs ""-'" Lynx Beast 141 _146 Cheetah of Amcdio
779-780 Storm Rider's 910--911 Porcupine: BeasI 147- 152 of the Clouds
731 - 732 Travele,'s 912-913 S"'"'" .... 153-158 ofCamf....,
73)- 734 of Ultimate Wi$dom 914-915 ""f .... 159-164 of Deli&1M

'"
786-781
I"I'ndlntl
of Wisdom
Cursed of Wisdom
916--917 of the 8easI
918-919 of Chaos Supreme
920-921 of the Chimera
165-110
111- 116
177- 182
DispLacer
ofOispLaccment
Black Dnlaon
788-789 Equus 922- '123 of the Cockatrice 183-18g Bluc Onson
790-791 Rahasia's 924-925 MOrea"", 189-194 B1'I.$lI Ongon

.J 1576
I...
~
, r
Ciol ks Go ..'n. 31)..)5 of Sinking
195--200 Bro~( Dragon 6"),,6" Lorieli's 36-41 of Sure FOOling
201~207 Copp« Orngon 646-651 Sehaninc's 42-47 of Walking
203-213 Gold Drngon 652-657 Ncmean U()Il Skin Armband.

,....
214-219 Green Dragon R,,", 48- 52 ofComfonofSleep
221)...225 Red Ong<ln 658-663 Aba orlh. Desen 53- 58 ofDealh
226-231 5i)"". Dragon "'-", Aba of D i.'lpll cement ofHoal;ng
232- 237 While Dragon 670-675 Aba of Protection 65- 70 ofSalotation
238-243 ofEchO($ 676-682 Evil orlb. Archmagi 71-76 of Snake Changing
244--249 EI",," 683-688 Good of the Archmagi 77-82 ofS[re"gth
2»-255
256-261
Elven 11
ofElvenkind
".-
695-700
Neutral of the An:hmagi
of Blending UJ
83- 88
89-'14
Troche,,!'. Warding
of Variable Sirength
262-267 of Etherealness 701 - 706 Caftan c>f Protection BandS
26&-274 l'3J1gs 707- 712 Diirinka's ,'-" Oflh.Arachnid
275-280 firebane 713- 718 of Drying lOO-IOS of Sir<! Restraint
281-286 of Flame
287-292
293-298
GargQYle
Guarding
719-724
72S-730
731-736
G"'_
ofEres

of Holding
106--1 1I
112-117
oflXnial
Familiar Prntec1ion
Enhancement
299-3(14 of Heal ing 737-742 I[,V~k'$ (>flmmediatc Access 118-123 Iron (>f Bilarro
305- 310 of the Hdlfumaces 743-749 Jellaba of Concealment 124-129 of Might
311- 316 Ka1dair Swiftfoot's 750-755 Jel1aba nf EylS \30-135 of the Serpent
317-322 K.alnaKaa's Black 756-76 1 Jellaba of Scintillating Colors Boo ts
323- 328 of lathandar 762-767 Kaftan of Ogrishness 136-141 of Aura.lion
1~334 (>fLordliness 768-773 Marion's (>f Blending 142- 147 of Balance
lJS- 341 (>f the Manta Ray 774-779 Mellifleur'sofStaJll 148- 152 of Carrying
342- 347 (>f the Manta Ray 11 780-785 of Powerlessless 153- 158 ofClunlil\eSS
348- 353 Mantle of Cdeslian 786-791 OfPr01e<:li<>n 159-164 of Cloudwalking
3S4-159 Manlle of Mist 792-797 (>f Repetilioo 165- 170 of Comfort
360-365 Manl1e OClhe Mundane 798-803 Rock 171- 176 ofConC<'aling
366-371 of Many Colors 804-809 ofScinli11aling Color 177-182 Cyria's Winged
372-377 Midnighl Slash..', 810-816 ofScinti11ali.g Colors 183-188 of Dancing
378-383 Mummy'$ Clo;>ak 817~22 of Serration 189-194 De<:eplOr ~
384-189 ofthc One Plume 823~28 ofSt"'" 195- 199 Elven
390-395 ofPassa8e 829-834 SlOne 200-205 Elven 11
396-401 of Plenty 83S-840 Sulmish of Magical 206-211 ofElvenkind
402-408 of Poisonous~ss Enhancement 212-217 (>f FeatherFalling
of Prolec1ion 841-846 Tvashtri~ Gol<J.n 218- 223 Featherweigh1
"""'''
4 15-420
421-426
of Relleclion
Rhun's H<>med
847~52
8S3~58
or Useful hellll;
of Useful hems 11
224-229
230-235
(>fGemle Thievery
of Gentle Thievery 11
427-432 $had"",cloak 859-864 of Useless Items 236-241 (>f J<>gging
433-438 Shaman~ Mantle 86>--870 of Vanishing 242-246 ofLevitali<>n
,,"-'" of the Shield 871--S76 of Vel una 247- 252 L<>I;i's
445-450 of Stan Type 1 877~83 of Vermin 253- 258 Midnight Slasher's
451-456 of Stars Type 11 884-889 (>fWarmlh 259-264 M<>eeasins of Free Movement
457-462 of Stars Type 111 890-895 Wizard~ 26S-270 of the North
463-468 of Strength 896-901 Yama'$ 271 - 276 of Pinching
469-475 Sumpko's Mantle S hirts 277-282 Runjoye's Winged
476--481 of Survival 902-907 War{AC I) 283-288 Shalandain's of Starslriding
482-487 of Symbi<>tic Protection 908-913 War(AC 2) 289-294 ofSp"ed
295 - 299 Spider's of Stealth
....."
488-493
,500-S0S
Tiger of Chalyik
Theodolus's of Arachnida
ofWarmtb
914-919
920-925
926-931
War(AC 3)
War(AC 4)
War(AC 5)
300-305
106-31!
ofSlar Striding
of Stomping
506-51 1 of Weather 932-917 War (AC 6) 112- 311 ofSrridiog and Springing
512-517 Wi ngs oCthe Rakers Siockings 318-323 of Tracks
SI8-523 White of Charming 938-943 ofElfSumrooning 324-329 of Traveling and Leaping
524-529 WolfofWegwiur 944-950 ofMySlery 330-335 of Varied Tracks
Sl0-535 Zinzerena'$ 951-956 Tabard of the Mystics 336-341 Winged
Cloth Tunk. BrlCe n
536-542 of Cleanliness 957-962 ofGI(>ry 342- 346 of Archery
543-548 Merchant~ 963-968 Wizard'$ 347-352 of AuraClion
549-554 ofl'ufe<:1 Fir 969-974 Veil of X-ray Vision 353-358 of Blasting
SSS-560 of Polishing \'elIll 359-364 (>flhe Blinding Strike
561 - 566 of Polishing II 975-980 (>f Anraclion 36S-370 of Brachiallon
567-572 Shekinesler~ 981 -986 of Missile ProteClion 371 - 176 of Brandishing
573-578 Steel Ve.lment. 377- 382 of Cleanliness
eCHo IS 987-992 Greater of Power 383-388 oflXfense
579-584 Fare ~ of ProteClion "3-000 Lesser of Poo.-er 389-393 of IXfensclessness
58S-59O Invulnerable of Am 394-399 of Defle<:tion
591-596 Invulnerable of Amd 401J..-.405 (>f IlWUlnerability

".-
597-602

60_
610-615
(>f the Scas

of Amazement
of Protection
Tl ble J : Boot.. Clo,'e$., andAc«IOIIriu

Roll
01-05
lIem Discove red
Enchl nled Enh ancemenls*
406-411
412-417
418-423
CI...·•
424-429
of the Mermen
Noj's ofBraodishing
P""ndoorl~

'""
616-621
622-627
Anagakok
ofElscwhere
Anklets
11&-11
12-17
Equus
(>fGrowth
430--435
436-441
ofM aSic Stealing
ofNezram
Noj's of Magic E~chao8c
628-633 of Waml1h 18-23 ofHobbhng 442-4% Taloo Oflhe Dlnse Macabre
634-039 Zambi'$ofWanmh 24-29 of Levitatior, 447-452 TalOll ofZal1e<:

.J 1577
\...

.1111
r
" 0 ...',
453-458 Tw;slM
871-a76
Sh~
o(Wllking 250-255
2S6-261
of Plionic Enh~!
of Underwater Spcc:ch
45~64 Clu t, " rGrlpplng 877- 8&2 of fharlaniJIn 262-267 ofthcWyrm
Collu. 88M87 Hcrrll't Superb Shiny 268--213 C.... I ,,(Wardlng
46~-470
471-476
ofClwlgc
ofChariJma .,..."
888--893 Iron ofVidar
Sanda\$ of Speed.
Glrdlos
274-278 of Back Defense
477-482
"'-488
489-493
.,..."
ofDisgui""
of"""'"'
ofSlilfness
of StrangIi",
....."
900-9<),

Slippen
912- 911
ofWhitc Bronze
Woodland

Sahij... ,,(Spider Oimbing


279-2&4
28S-290
291 - 296
297-302
of ~jnd
offcmininirylMasculinity
orfmtmeu
of Gender Ahcntion
500-505 ofTusmil 91S-923 oH>."dn& 303- 301 of GianI St=i!h
506-511
GnnUet,
Wnlf 924-929
930-934
"",M
of Drinking
308-313
314-319
Golden of Umu
Kensi s.. of Femininity
512- 517 Claw of tile Ik.r 935- 940 Ebomara" of Spider Climbing 320-325 of tile Lions
S18- 523 ClaW¢<! 941-946 GI_ 326-331 of Many Poo:he$
524-529
SlO-S3S
Climbin,
of Dexterity
947-952
9Sl-9S8 ,.by
"rKicking 332- 336
H••
of Priestly Mi&bt

,"-'"
S41 -~
of Dexterity II ",.... Ruby II )37-l42 ,r""""""
SoI7- SS2
SSl--SS8
ofEnuapmmt
F~Cb""s
Fjalar's
96s-1110
971-916
917-98 1
of S1owncss
of Soft MoYcmcnt
of Spider Climbin&
)4}- l4S
349--3S4
3SS-36(J
""'"
c,.......
of Differmce
559--$64 ofl'umbling 982-987 Sno'Hh ~ orSptflIlnd 361- 366 ofDisil,lise

"'..
S65- 570 Olim..Qaun!le1 fuwll nll 361- 371 ofDisSUise II
511 - S76 Hand of Remote A~!ion 372-317 of DislIuise III
S77- 382 of Hea! 988-9\13 ofOryneu 378-383 Fez of Dis8uise
SSl--S8S of Holding 99<-000 ofS"",a!in8 384-389 offool.

.,,--
589--593 IronofUmst )91)...395 Onaasll'l of Stupidity
.......,
594-599 of Might
ofMoarKler Table K: Gi rdles and HelmtU
396-<00 of Hairiness
of Hairlessness
""-'"
612-617
of Ogre !"ower
of Ogre !"ower 11 Roll hem DIKO\~ rH
407-412 of Headlessness
41)..418 of Holdi..,
(i18-(i2) of Polishing 01--05 [ ""hanl'" ~ohan«men"· 419--424 of Impri$oomem
624-629 of Proficiency Boltl 42s-429 ofOccupa!ion
630-635 RIZOr Claws ofChakyik 00-" A~ 431)....435 of Stupidity
636-640 o(Specialization 12- 17 Black Elk Clan Ceremonial Hu dbuds
641-646 of Slicking 18-23 Blue Elk Clan Ceremonial 436-441 ofllle Conask Mountau..:
647-652 of Super Sncn,lh 24--29 00l\len Elk Clan Ceremon;'1 442-447 or!he JOIeRli

".....
65)-{i58 ofSwimmin, and Climbi.., J<>-J< Green Elk Clan Ceremonial 44HSJ HndclrftI o( I'HcrlId COfItI(!
ofTamus 3>-«) Red Elk Clan Ccremon;'1 Ho_
..,..." ,,-"
Cr..u
671-616
677-0&2
O(lhe Valorous

Bl""k Hand
CIaw5 of Rakin,
41- 52
Sl--S8
'<>-<;3
While Elk Clan Ceremonial
of OobIinoid Proteetion
Golden Serpcnl
I.cmmiltainen'l
..... """"
4S4-4SS
""H"
47]-416
of Alipmml Chan~

o(Blondi..,
of Brilliance
683-687 Cosmetology M-<>9 Me,injarder 417-482 ofCirulon
688-693 of Evasion 7(}..7S Serpe" of Swimming 4S)..488 of Comprehending Languagl:S
694-<99 of [he Feline (LO) 7.... , Serpent 489--493 ofCualion
700-705 of!he Feline (LN) 8,"",7 s""" .,..."
,...."', of Darkness
70()..711
1 ]2-711
718-123
724-129
730- 135
of!he Feline (LEl
of the: Feline (NO)
of !he Feline (N)
of !he Feline (/'IE)
oflM Feline (CQ)
.8-92

-, .
,,....
lOS-] 10
B<lddes
Udo'l of Flying
V.inamoinen's
ZosterofZeal
Zoster of Zoophobia
~511
5]2- 517
S]8-522
523- 528
of Disgl,l1se5
of OnJOf!'
Dragonbelm
EnIi1"1
OoIo'lorTelepathy
736-140 of !he Feline (CN) ] I ]- ] 16 ofAomor 529-5lo! Griffon MaM
741 - 746 of !he Fe]ine (CEl 111- 122 of Faulty Lockpicla SlS- S40 HIlTO"'1lelm
147_752 FiJ! 123- 127 of Lock picks S41 - S46 ofche Insecl
153- 158 Golden 128-131 olOpenins SoI7-5Sl Joukahloincn'lOo lden
7$9--764 Helping Hand 134-139 of Prole<:l;on SS2- 5S1 of Liaison
765-770 of]nlen:ep!ion ]4()-145 of Weaponry 558-563 of Ligh! Seein8
771- 776
777- 782
of Lightning
of Missile Snarins
C.,.
146-15] of the Begui]er "'-'"
570-575
ofOppolitt Alignmmt
of Reading
78l--787 of !he Ottopo.q 152- ]56 C\IrKd s';hool 576-581 ofSabrcathinl
788-793 ReglM'$ of Frealom IS1- 162 Dream ofVduna 582-586 of Underwater Aerion
-", Keglar"s of FreedOm ~'rom 16l--]68 ofEvi] 587- 592 ofSe]nor
M'" 169-]74 Healin,ofVduna 59l--S98 of StIlIOf)' l'roIedion
800-80S
806-811
n and.
orThi~
Thor's Miiical of !"ower
17S-180
18] - 18S
186-191
NighlClJI of Sleep
Nighleap of Vi, ion
School
'''"''''
6(JS-6]O
611-615
Shukenjl
Skull of Dealll
of Subterranean Sagal';ly
812-817 Bal~cer's 192- 191 of Sleep 616-621 ofTelepathy
818-823 of Harrowing 198-203 of Telcponauon 622-627 ofTelepoNlion
82"-'29 Helping 204-209 ofVi$ion 628-613 of Underwaler Action

.. .... ,r_
830-834
,,'-'"
,
HolyofB&ne
TomoQsflLd
Tomorast'l Righi
Clrdell
2](}"21 4
2]S-220
oflhe Adoler
Coronet ofCommunieation
........
634-639

..,...'"
of UndcTwaltt Vision
of VaLor
ofWatmkep
841-&52 221- 226 Dalvan'l 6SI~S6 of40 W,n Brill iance

".....
853-358 Wonderful 227-232 Dilfkm of Disenc:hanunen! 657-6(;2 orweapOnry
Htel ofReun lon 233- 238 Dilliem of Doom 663-US Wyrmhelm
f'f1:le~
865- 870 of 1m murk the IlWinciblc
239--244
245-249 Co'''''
Golden of Greyh3wlt.
669-673 HOI'K! of 8e.... hude

Ir..-
./ 1578
"
...
, r
Masks «HJ Ever-Full of Seeds 3 11 - 314 of Delicacies
67~79 Air "'-', ofEy", 315- 118 of Ship Sinking
"'-'>"
..."
of Attractiveness
ofCombal
48- 51
52- 55
Feedbag of Plenty
Food Pouch ..,.
319-322 of Watery Death

692~7 of Comedy 56-58 Henry's Carpctba~ ofH(llding 323- 326 Burglar ik1c.:lion
698-703 Death 59-62 Heward's Handy Haversack 327- 330 D<od
104-708 Death of Ptah 63-<6 of Holding 331 - 334 of 0.1i8111ful Trampor(~
109-714 ofDisguisc 67- 70 of Infinite Wealth 335- 337 Dido's FlallNJx
71S-nO ofDisguisc II 71 _74 Jasper Thundcrhand's 338-341 Face of Xenow;
721 - 726 Faceless Haversack 342- 345 flatbox
721-732 fanged 7$-78 Kangaroo I'Quch 346-349 Goc:rl's Tackle and Ponable
73],-737 O"'enftUsk with Eyes of 79-82 Khalid's Pouch of Accessibility C.~
Channing 83-86 orMany Bags l5()...J53 oflloat;ng
738-74] Greenmask with Ey<:s of the 83..., Nithian Saddlebags 354-357 lu

744-749
Eagle
Gr•• nmaSk with Gue
Rencclion
....
",>">,
99-102
Noj's of Misplacing
Pictish of Fiends
of Plenty
358- 361
362- 365
366-369
of Many Holdings (Ixlxl)
of Many Holdings (2X2X2)
of Many Holdings (3):3:<3)
7S0--155 Normal GRenm:ssk 103- 1(16 Pro!e<:tion Pouch 310--313 of Many Holdings (4x4x4)
7S6-161 Homed 107- 110 Pouch of ACoe$Sibility 374-171 of Many Holdings (5x5xS)
J62- 166 of Jealousy I I I- Ill Pouch of Holding 378-381 of Message Sending
767- 712 Johy&e's 114-117 ofRetuming 382- 385 Mo"")l Chan8er
773- 718 of Knowledge 118-121 Pouch of Security 386-389 MysticII Brown Coating
179-184 Kyrie's of Disguise 122- 125 Seed Satchel 390-]9] Ohm's Black
18S-190 ofLigll1 126-129 Si lent Pur$(: 394- 396 of Presc:rvation
791 _195 ofL)'Cllnthus 130--133 Sk.oin's Satchel 397-400 of Preservation Jl
796-801
802-807
Magem:ssk
of Magic
134-137 Sleeping Bagof Armor
NullifICation
'01_
405-408
Rtldra's of Cloning
Strongbo>c of Immobility
8OIl-fIll Magical 138- 141 ofTe1epo1'tation 409-412 Tamate,Bako
814-1119 ofMemmy 142- 145 of Transmuting Braziers
820-825 Mirror 146-149 ofTraveling 413-416 of Commanding Fire
826-830 Monster 150--153 of Trick. Elementals
831-836 of Nigh I 154-157 of Useful hems 417-420 Hu'i Wing
837-842 of Protection 158-161 of Vanishing 421-424 of Sleep Smoke
&43-848 of Scowling 162- 165 of Wind 425-428 Buckel or Fire Snuffing
84<}-f154 of Silence 166-168 Wind Pouch Cabinel.
855-1159 of Silence Jl 169-172 of the Woodlands 429-432 of Air Restoration
860-865 Skull 173- 176 Zadron's Pouch ofWondm 4]3-436 H'Veyk's Cl ve1'1lOU$
866-8 71 Skull II 171- 180 lagyg's Spell c.:.mponent 437-440 of Minis Ie ring
~n-ll77 of Smiling 441-444
"'~"
ofSe<:urity
878-883 Spirit BI ...,I, C....
884-888 of Stealth 18 1-184 of Hiding 445-448 of Carrying
889-894 of Stealth II 18S-188 hzpi~c's Col lapsible 449-451 of Entrapment
»5-900 ofTragedy 189-192 Nev=nding of Grog 452-455 of Shelter
9111-9<16 ofTrickery 193- 196 Nev=nding of Salt Pork 456-459 String
907-912 ofTwilight 191- 200 ofPoveny Ca ns
9ll-917 Veil 201 - 204
91 8-92)
924-929
of Winds
of Winds n
Basin '
20S-208
of Rolling

of the CG Angel
,"-",
",1-'63
468-471
of Cant
of Moonlight
of Preserving
930-935 Win8ed 209-212 of the LG Angel 472-475 of Spinach
936-941 Winged n 213--216 oflhc NG Angel 476-479 of Worms
942-947 oflhe Wraith 217- 220 of Hidden Dange ... 480-483 Zwann's Irrigation
Suh" 221 - 224 B.. kI!l of Devouring 484-487 Zwann's W3terin8
"8-952 of Fire Resistance Bea kt ... C. nllle..
953-958 of Heat Endurance 225- 227 of Cures 488-491 of Condiments
959-%4 oflmmolation 2S - 231 of Plentiful Polion. 492-495 of Curses
96S-970 Shimmerins 232- 235 Bedroll ofDc,'n", C.nt« n.
971 -976 Su rf of the Dry Stepp" Bonl"
,=" ,"-'" of Coolness

c._
Tltrb. nl 236-239 500-50l Erdlu
971-981 feather 240-243 of Containment 504-506 of Purification
982-987 of Multiplication 244-247 Efrecli
988- 993 of Silence 248- 251 of Evapontion 507- 510 of CompreS$ion
"..,., ofTusmil 252- 255 Eversmoking 511 - 514 Exalted Component
256-259 ofFirenies 51 S-518 of Document TmnsmiS$ion
260-263 Graffili 519-522 of Scroll Holdi ng
Table L: Bags.& rrell, Bontes.and &!ilru 264-267 of Pleasanl Odors 523--526 Tenser~ I'oItmanteau of
268- 271 of Preservation Frugality
Roll h em D1scowred 272- 275 of Refreshmenl Ca,k.
OI -{J3 Enehlnl'" Enhuce menu ' 276-279 Safety 527- 530 Everfull
81~' 2~282 Tempemtu«: 531- 534 of the Wind Spy
"-", Backpack ofllolding 283- 286 Thought Cnld ro n.
08-11 of Beans 287-290 Thuba's EfRett S3S-538 of Ambrosia
12- 15 ofBcans 11 291 - 294 of Trapping 539-542 Archdruid
16-19 Bcltpouch of Disappearance 295- 298 Undead 543--546 of Blindness
",."
24-27
of Bones
Bueknard'$ Everfull Pur$(:
Bo..Is
299-302 of Blood
547- 550
551 - 554
of Creature.
o'Doom
28- 31 of Devouring 303- 306 Calabash of Plenty 55S-558 of Entrancement
32- 35 Devouring Pooch 301- 310 of Commanding Water 559-561 of foretelling
36-39 of Duplicalion Elemental • 562- 565 of fresh Water

..J 1579 \....


...
r
"Cou ld ro", 322425 of Comprehension 35-36 of Karma
"'-'"
~7G-"3
of Healillj
of Heal ins
826-829 of Pn:scl"II;na
JU I"
37- 38
'H'
of Response
OfS~Of
S74-Sn lubadan'l 8lO-313 ~ 42-43 of i'ny1I:r [J
"'$-SI I Mordom'tofAi. 8l4-837 "-', 8... ofo.... SU .... nil J,riIy

........ """""" ......


5&2- SlS
586-589
""...
of PI~y
..,-'"
838-841 Red of Dytina;
BI ... ofDyeing ""riG Fireberries

,.....,
'9G-59l of Restorin, Frnhness of JI& 49-50 Magical
594-597 Warming 84'1-352 of JO$I;nl Bonts
Ctgjlu nt'. Iron POI 853-8S6 Loui. o..Lama'J Akltcmy 51-52 of Animation
,3-"
C....n

.......
602-", ofCondl,ll;l
of Control],,,, Ai. Elemental • .........
""Ults
,....
857-860 ofB.ull\ina
of DnlInmi1l& ,"'-',
..."
55-57
of Bruisi",
C",,",
HI .chlins Dnlaon
610-613
614-617

618-620
of(;Qmroll'" Air EIcmcnIab II
of Summoninillostilc
Elomentals
ofTha umalu'll)'
....."
81l--876
877-880
E~ifulSoup
ofFilh
Milhryl 'J Everbountiful So\Ip
LNmund'1 Labile l.ocbr
,,-"
,>-<6
67--(;8
Very Yo.ma Dragon
Young Dragon
Juvenile Dngon
VOllna Aduh Dragon
ClI.IIr .. MUll 69-" Aduh OnIOll

...........-'"
62l-(i24 of Colors 881-884 Uomund'l 71 - 71 Mall"'", Aduh Dragon
625-628 of Continual W1Iler ofPlcnty 74-75 Old DrIp
.,..."
m-<J6
of Detection
Eucharisiic PII~~~n
ofWarmil\i
,....,
16-77 V~ Old Draaon

m_ """""" 0....,
~,-
M .....
649-652
Holy Gnoil
of ldemilie'lion
of!~rsjbj!ily
of liquid Food
89)-896
897- 899
900-90,
p ",,~
ofBlmdina
ofCootinuow Wiler
Porl . ble lloit ...
81-i2
".....
.8-8.,
-""'~
G~II Wynn Dragon
ofSlay,n&
of Tumin&
613-656 of PWw" TrI""] ...." Casldlan'l Magj~ ..."

",....
657-660 of Poison
......" """ Candles
Bulltreop's Bouquet

".....
of 1bc: Shield Lands 912- 915 orZalia 92-93 Black
Silver 91~19 oflalYl "'-" Blinkilll

....."
C. QI.
673-(;75
ofDn"'lrs
FOOl SI001
Sclbbn d s
920-923 of Hold ina
924-927 of Poison
97- 98
99- 100
101- 103
,,~

of 8 rilliance
ofCbarrnina

......
676-679
.......,, 0,.,"
Quanemwler)
ofSiqcs
S bulh,
928-9]1
9)2-935
ofF....
of Small_
104-105
106-1(11
101-109
Cor1¥ocalion
o.r.~
o.f_
....." C\Irscd orSicges
.......,
936-939 z...icft'.l I'oiton 110-112 I>i$Nplioa

......
692-#J5 of .zor.thus Slftpln aallofArmor 11l-114 Divinllion
comll. l'I'ulll flc.,lon of Evcrbuming
......,
11S-116
Castel of Furyondy rubs 117- 119 ofEvocalion
100-703 of Creation • ofFal 120-121 Explodi ng
7G4-707 Crystal 948-951 of"'" 122-123 fireball
9~2-9S4 124--12~
Con'al at n
108-1ll Fi1't'pJOOf
712_115 W~tatight
9~S-9S8
9~9--962
Bathtub

T.,.,
ofSoili", 126-12S ""'"
""'" Anow
716-119 C ruclbl, or !Iohhlnl:
120-723 C uporWl n ~
%3-%6
Um .
of Wash;",
129-130
1l1- 132
Ill- US
"""'""'"
0"..
oflnvacal;on
Dtc:l nttn 967-970 of Aslin 136-137 MClhven
124-727 Cam.gue's of Endless Steam 971 - 974 of Awakening 138-1)9 Noora's of Propitiousness
728-130 of Endless Wlter 97.s-978 ofC~, 140-141 of Powerlessness
1Jl- 7J4 of Endless Water II 979-982 of Hi...uliin 142-144 of PropiI~
7J.s-n8 I>l:slnltgnlllOD C hlOm"'. 983-986 of Water Purifocatiou 14.s-146 of P'rvIeaiou

'",....
-"
13~142 [UnidImensional Safe 987-990 V.mpln Shu th 147- 148 of PnKcction 11
FlI,,"," VII I of Durance 1 4~ISI

-..,
74l-746 ofD.._ 152- 153
,"S-<lOO W"'lenkin or Pourlnl I'yroIechnil:
141- 1SO
751 - 754
of Dim unition
ZaGYS's Flowina
154-155
156-158
'ro
Rdl«Iion
FlukJ T",ble 1101: Ou. ' . nd Sllmn 1 5~160
75.s-758 Copper 161- 162 Shield""

-.
75~762 of","" RoU Ut m OIK",~ffd 163-164 Smoke OeIeaion
163-766
767- 770
,~

Iron ofT..emy "'" Men:iles$


"..,
Al.Spo....
EIIC'hulfli E.hlOlI«_nuo 1M-!61
168-169
of Spells
S""""
nI -774
V"" 03-0<
0>-06
AirS~
Chandruaklr'a
110-171
172- 174
of Transference
Unf.i!in, Light
77.s-178 of Glory Appl" 17.s-176 ofVl1"'l'"
77~782 of the Gn:. , Kingdom 07-0'1 of Brag; 117- 178 Visibility

-,
78l-786 Leomund's lG- l! ofo.o. 179-180 Yellow
117- 789 Manas of Sleep s...ds Cb_
790-79' Manas of Death 12- 13 of Ac:ctnCY ISI - I83 of"",",
_m
H~.
802-805
806-809
Manas of Fiution
Hold or lI oldln&

Cornucopia
NSORa of Fin: Resist.aocc
..
14-16
17- 18
,"
21 - 22
2l-2S
E><
ofo..
of For«
"'~
of Oblivion
1&4--185
186-187
Dllst
188- 190
19 1-192
of ViIeOdon
eo.lofw".mth

of Absorption
ofAdhcrin&
810-813 Ngona ofSilenl Moving 26-27 19l-194 AlleIjY
814--817
'.n
Ngona orUnclmtoalcr Bn:athina
,.." """
' ...29 of AlOIIerMnt 1 9~ 1 96 of Appearanoe

811-82 1 Boricnin'JofStnm ,3-" of Damnation


of Hindnnce ,...,,,
197- 199 ofS landnt$$
of PiqlWltneSS

.)
158 1 '-
J
-
r
" D UJI 374-315 She ll of I'roIcction va. Birds MublH
202- 203 ofBleooing 376-377 Shell of 1'roIe<:!ion va. S34-S3S Cat's Eye
204-206
"'"" """~
536-538 ofClean1incIU
207- 208 ofD;!lappear.rnc:e )78--380 She ll of Protection vs. Evil 539-540 Granite

5<6-," """'"'
209-210 of Dryness 381 - 382 Shc lJ ofProcection vs. Fknds 541 - 542
211 - 112 ofDull ncss 383-3&4 Shell of ProIcclion VI. Good
Shell of Pn:Mection VI.
S4l-S4S W
'" Onion
213- 215
216-217 """"
Feniliul;on
385-381
Humanoids
Slw::11 ofProrol;tion .... Humans ''''
543-549
Sweet

2 13- 219
22()-221 """'"
of Forgetfulneu
388-389
390-391 Shell ofl'rotection v,. SS(l-.5S1
offour-o.l'wmIy B~
ofRaspbmies
223-224 Green SlccpinS Lyeanlhropcs SSl-S54 Rhubarb
225-226 of JUusioo 392-393 Shell of F'rolC'Ction VI. Planan 5SS- SS6 Plum • • tont
227- 229 Leech 394-396 Shell of Protection VI. f'o,o,den
230-231 Malto 's of Mind Dulling Scalekind S57- SS8 Ab$inthc
232- 233
234-235
of Mind Dullinll
of Opposition ,- Son
391- 398 Shell of Protection VI. Undud
Boiled
559-561
562- 563
,...",
African Ju Ju
Allspice

-,
-
236-238 Paralyzation 401~3 Stingin, Cloud "'l1spi~ II
239-240
24 1- 242
24J-24S
Rc-uling
R~
ofSlfeping
Turquoise
""-", ,''''"''''
Etenll l'H aut
-'"
"'-".
511 - 572
A"",
Anise
Aphrodi ....
246-247 51", f n thtn S7J-S74 Arabian Ni&lm
24&-249 Small Bird RtP'l I.ion 0\J.s1 4 1~12 Fu.thenoken S7S-S77 Attraction
2So-m Sneevng 41J-41 4 Lapland "8- 579 Bats' Blood
252- 254 Sneezing II 415-416 Plumlliner S80-S81 Ikn~r ~
255- 256 of Sneezing and Choking 411-41 9 Quill's Tokens 582-583 Seriamot't
257- 258 Spalkling 420-421 QuIa!'s M)"'tical Tok..., 584-5 86 Black ArIlI

-
259-261 ofT~lessness F1n lt" S87- S88 of the BI..::k Veil
262- 263 ofTnil Dispersion 422-423 orCommanding 589-590 Bonom ll2(l
264-265 VIOle! Dindowa' 'so( 42"-'425 ordw: M_nucr S9 L-S93 Bruno\Curse
426--428 Thumb o(the Master Th~r S94--S9S S\ICIdha l)tpc I
4 29-<1)0 f1l1r .... U of Rending 596-591 Buddha Type II
''''
266-267
268- 270
Amimagic
Apprtmic.'s
43 1-<132
43l-43S
fo ur-Lu f Clan ,..
or
Gil Dru dful SlHp .......,
S9S-S911 Buddha Type III
Bull 's
271 - 272 Black 436-431 C ... hu <If Discomfort
"'_ Carnation
27J- 274
27S-277
Clourlkill
ofDesin: (Block)
Intt nM'
438-439 of M~;t a tiQfl "'--
"'_
Chocolate
Citronella
218-219
2&0-231
2tl_2tl
of Dc:!Iin: (Bone)
ofDesin: (Crystal )
ofDesin(GoIden)
"""'"
"'-
of Obsession
Shahpcsb's of Obsession
l o un Slo ....
61(H;11
6 12-613
614-016
Cive\
CleoM.y
"r ev..ul~LIun
",...,.
,..."" .,,-'"
-.....,..
284-236 ofDesire(ScuId) Balian's Yellow 6 17-613 of Comclinen
237- 238 Disin1egJll1ion
of'Distraction 449-451
Blue-<irftn Spindle "...,. """""""''''
621-622 Conuntntioa
291 - 293 of' Hatchl in& DnI&on Breath 452-453 Briaht SilYC1" Cylinder 623-625 Confusion
294-295 of Very youn& Drap Breath 454-<455 I)riaht White Re<;tan&le 626-627 Conq~rin& Glory
296-297 of Young DraSOn Brel th 456-458 Brown Rhomboid 628-(;29 Controllin,
298- 299 of JUv<:nile DragOtl Breath 459-460 Cerulean Blue Rhomboi d 61(H;32 CrabApple

--
300-302 of Young adult Dra,on Breat h 461-462 Cleat Pink Sphere 633-634 Ctmsin,
303- 304
305- 306
of Adult Dragon Breath
of Man,", adult Dragon Breath
",.....
"'-",
Cleat Prism 635-636 Cumin Seed

307- 309 of Old Dragon Bn:. lh


CIarSp/IeK
Coppc1' Re<;tangle "...... ,
637-638 C"...""
Damnalion
310-)11
312- 30
314-316
ofVay Old Onion Breath
ofVcnerabIc: Onp Breath
of Wynn Onp Brnlh
470-471
4n-474
47S-476
[)eq> Block Sphere
I)cqI Purple PtUm
[)eq> R~ Sphere
.......
........,
642-643 Desire Erne's
Doas lsay's
DoubleCrou
317- 318 of Grnol Wynn DnI&on Breath 471-4 78 f1ickeri"ll White Snowflake ,,'-'''' Dnlgon 'i Blood
319-320
321 - 322
Dreamhold
Egg offasdnalion
"'-480
481-483
Gol d Ellipsoid
Gf«n Sphere
651-652
653-654
'''m
Dypshe~'I oflhe Black Veil
323- 325 Flame 484-485 Incandestent Blue Sphere 655-657 Elixir
326-327 FogClood 486-437 Li ght BI"" Prism 658-(;59 Enchantment
328-329 Golden 488-490 Maroon Star ""-", ,,, Eucalyptus
330-332
Jl3- 3l4
Gold of GhasllLr
Obsidian ofG hasur
491-492
493-494
OnnJt'Cubc
Pale Gnm Ellipsoid
",-
,,'-'" Evil Ere
31S-336
337- 338
Gold of Ghasw
SilYC1"ofGhastar
49S-496
497-499
Pale Llvcnder Spindle
Pale Yellow loungt "'-
"'-''''
Exciscmml
",",W
339-34 1
300-"" l'!:arty Whilt Pmm
""'
671 -673 Fi~ finger Grau
l42- l4} Guardian 502-5(13 Pink Ell ipwid 674-675 Frangi Pani
}44-345
346-348
HmI·Boilcd
Imprisonment
,"'-""
507-5(18
Pink II. Gf«n Ellipsoid
PuceCubc
67H77
678-680
Gl lon",lt's
Gardenia
l49-350
35 1- 352
Incubalum
Khmel 's Philosopher's
509- 510
511- 512
Pul .i"ll Red Star
Ptm: While 0ctaMdr0n ..,.....
68 1-682
,,3-<8,
GCUlIW}' 's
GoodT~
35)-354
3SS-3S7
353- 359
Mishakal's Token
Muhicolor
5 13-5 15
510-517
Rainbow Ellipsoid
Rainbow Spindle ....., G""
PowdcroflM Hero's !lean
Philosopher's 518-519 Scarlet &. Ill"" Spbere ....." Hiah Conqumn,
3~361
362- 364
orllle Phomi~ 1
Pink
5W-522
523- S24
SilYC1" Rod
Si[YC1" Sphere
"'-,
......,. High Joim the Conqueror's
Hindu Grlu
36$-31i1i ofReuon 52S-S26 Sil""')' MirrotCubc 697-@8 Honeysuckle
367- 368
369-370
""rn
ofShauerin,
527- 528
529-S3I
Soft Bh..;k Rectangle
Yellow Sphere
"'-'00
701 -703
Hypnotic
H,"",
371 - 373 Shell of l'ro1ec1ion 532-533 Kulwl'Tam's fruit of H",Un, 704-705 Powder of Ima,es

./ 1582
\..
i
"\ r
I'!Iwd(n 87] - 872 Trollflowcr 18-19 A rmor 8 • •h
706-107 Jamaica 87)-874 ofweolth An
,...'"
JIG-7l2
Je:zebel
Jinx RmI(III'inS
SmGu
87'-'" of Fitt Qumching
2G-21
22-23
Blue 01\ Bronu
Dnosoond-by·!he-Cliff
713- 714
"''''''' 818-&79
,," p. S"" " The GIad;'I"",
Glorindel'll GlIes
7lS- 716
117- 719 "'""'"
Life 880-881 of AMlion
2S-26
27- 28 Glorindel~ Living Pain.;n,
721}-721
722- 723
li ly oClhe Vi lley
of Magic Dete<:lion
......
882-1183
Ston ...
"fWashina 29-30
31 - 32
18r1ine~ I'orIrai!
Nor\'al'llTimely Ponf1l;t

-
Magnoli. BeaW"Cgard'likautiful Bauble 33- 34 Pigments of Longnily

......."
724-72~
726-728
729-730
731- 732
moons
736-737
718-739
740-74 1
""""'"'
"""""
"~
"~.
Nan;isawl
New life
.....,.
881--388

891-893
...."
898-&99
Bimbomushi
BIoocIstclM of FisWxIantilu:s
Owdol,.
of Cold ImmWlily
of Conlinual Lia1n
ofCo' l!n)liillj ElnlI Elemental.
ecru,kiln
3S-36
37- 311
,9-«>
A..'1t
41-42
4 3-44
,>-4.
""-
Ponr:oilun: by Magic

Widow'lWal1:

Full
ot Hole runehing

742- 744 Nine M Yltery


900-90'
90'-"" Coned Well 47-48 '""
"=

-,
""""
7. 5-746 90>-906 0..= Ballnre S.,.les
747- 748
749-751
Oak';n-Acom
of Obsession
907-909
9l0-911
ofEvnbumina
Findtt'l "
'"-"
of Conver$ion
"f Harmony
m -753
7S4-7SS
Olibanum 912-913
914-916
Glowstone
of Good Luck
52- 53
"'-" ,,-
"fJudgment

756-757
"'- 917-918 ofGulllldThiondat Banntrs
758-760
761 - 762
763-7~
PurificaTion
Puchezma's of Edible Objects
~\ofthcHcro'sHea<1
919-920
921-922
923-925 N_
Honing
My,IC's ,,( Mixed Luck
of Mystniowi Sounds
56-57
.....,
5&-59

.....,,
of Attraction
ofBrIVff)'
c....r
76S-767
768-769
no-m
m _174
Quirt..
Reversibility
'-..,
R~
92~21
923-929
9~)2
93)-934
Oval ofT:wIo'l Guardian
Philosopher's
PhiloSO!lher'sll
....
62-<3

,,-<9
Dnlaon Flail
ofFaocily
FI.a& of Unl""" Colors
Flyinlj
o(Sampling
77S-176
777-118 """'''''''''
Smoke
9JS- 9J6
937-938 of Shielding
10--71
72
ofFricndsbip
Holy
779-780
781 - 7&3
Snake
Solomon's
939-941
942-943
"fSilence
Sponac 5lO/lC
7l-74
7S-76 ....,
oflnsults

784-785
786-181
Spikenard
Spirit ........
"'-", TTwo,,,1
W""'_ ,.....
77- 78 MIJic Shield
I'I:qnant of Bravery
,"-'"
791 - 792
r_
Trinity
949-950
951-952
W"'"
of Warmth
or...,
,,-" ofPri.....:y
of Protection
793 - 794 953- 954 .s-as OfProtec1ion II

.....
V"",," ,,(Weight
79S-796 Vibration 9SS-9S7 ofthcWcll 87-88 or Renown
797- 799
802-&0,
Virgin Olive
,...,,,
958-959 Tn8~fool ofTcl1"Of

....... """"
802-803
Vision
Tub
Tan,levlne RDOI 91-92
Behold~r "'"
Moulhpkks

..... "
,.740&
Will Pvwtr
Wintef&l"CC'l
Wishin,
,,-
"'--
967- 968
of Accusation
of Enticemmt
oft Summec'Jlny
,,.,.
,3-9<

Bell......
Fanapi<;k
AbIorbin,

811 - 812
m- 81~
816-817
Witch'.!
X"
Y]ang Ylan8
969-970
Tooth
971-973
Tho", ofSIH p

of I)ahlveNw
"
98- 99
100-101
ofB"'llh
ofBr'ffzcS
of Roanna

V...,,
SI$-8 19 Zo«K
Zula Zul.
Poppy .... tty
974-97~
976-977
Warn
-~
s_
Be~( hH
]02- ]03
104-]OS
of En=nbnnce
of Lo:viuotion
.,.."
!2Hl'
'KU
Ibka,laTn 978-980
981-982
of Care fill Hcarina
Ceiling
](16-]07
lQS-]09
of Ramming
BI..,k ""'a1l
827-828 Death of the Daf1ld S'tin 983-984 ofFabritlltion Bl . ~ke ts
829-83 I Ke'r'ffnyaga 98S-986 ofHearin, 110- 111 ofComfOM

,-
8J2-8J3 p.
,.)-,or
987- 989 Sea lin, 112- lll
114-11S
of DomJuring

--
of WI nina of l'rot«Iion
8:w-a)S of EIcmaI Slumber Weeds 116-111 Silk C~ of Warm III
836-3)8 Wraith of Roles of Etemal 992-99) ....=
oftbe Wil/;h
118-119
. ~~
of SIHpi",
Slumber
,,'-"" ." '"
-,.............
S ... h of RoHo of E,m>al Z ... lebuk or Zymurv o{Atoin.. tcd",oack

84]-842
Slumber
of Rovenloft
'"
l21 - 122
123- 124
of Blindness
of Fly ina
84)-84S of Forgetfulness Tible N: HOIIHhoid lIems 12S-]26 of ServinII
Sand ofTMIl1t Roll I temOlK~1't'd 127- 128 ofS~n8
S,." , [MilanI" [RhnHmnll· 129-nO of S...-pint II

, Dragon Lily
Enchanted 0Imy Pits{Brown)
"
'2-<fl
Ami ls
Ab..,.. ofC.klll.I"'~ Brusttn
13 1- 1l2 "eoron
Higll of the C>warvft
a~24S-4
85S-SS6
8S7-8S 8
ErK:hantod Cherry Pits (Gold)
Enehantod Cherry Pits (Rod)
Fi",zced
'*'"
06-0' [ron orthe Armies
,,-09 orthe Lortmil Mountain~
133-114
13H36
137- 138
ofDetanalina
of Groom ina
Vladium'J Fabulous Equine

.......,, N_
8~9-86 1 of Growth Apro~s Bultllns

......
862--863 Damage Curill8
Disease CuriIl8
lO-II
12- ]]
l"' l ~
of Comfort
FIandaI Sttel!Jr.in"
....."'"
139-14D
1~1 - ]42
1~3-I44
of BiasI ina
ofConfu.ion
DiKIII
......" S~ 16-17 Al"lbeI'J UII".bI~ Bear
'" of FutenillJ

.J \..
1583

..
r
""'
BunoaJ 275---276 Fanning <00-40, Shapeshilkr
146-147 of Rosy Vision 271-218 five Fire 402--403 ofSi1tocc
CM ndlc Snuffers 279-280 Wind «J4.4O' Silver ,,(Portll.
143-149 ofDealh 28 1-282 FlIhl ng Lu", «>6-<0' of Sir dan

......"'."
ISO-]~1 of DoIlsing Flshl" , Poles Skek:ton

1S4-ISS ,-,
152- IS3 of Exploding

1S6-IS1 "fServing
283-284 of Angling
28.$-.286 of Eujgcration
2V- lSS of Levilalion
41\-412
413-414
Skelclon II
Spider
"fStonge
CI'1If'1t '89 of Monster Fishing 41s--<416 orTranalation
158- 159
A~_

290-291 "fRescue 417-418 of Unlockin,


160-161 orD;ving 292- 293 ofTreasuR Fishing 419-420 Wizard.,
162- 163 "fFighting 294- 295 .'Ol'll' "fMe'a' ProitcUOn Ll ddcn
164- 165 of Flying ."orks 421-422 of Balance
166-167 ofFryinli 2%-297 Planar 423-424 Benhi's ExprelS
'" Leonardo'. of FlyinS 298-299 "fTravel 425-426 of Climbing
169- 170
17l- L72
113_174
RUI of MOIl>crlna
Rug ofSmoIhnina
RugorWdc~
31)0-;1(11
C ••·cls
GaULt 01 Appuranoe

302- 303 of AlICtions


...,'"
421-428

42~30
of Inwimablc Length

of Candlcmakin,
175- 176 SclfCieanin, 304- 305 of AUlhority 431-432 of CurillJl
In - 178 SoIomon'1 Magic 306-307 ore,,,,, <3, ofDrinkillJl
119-180 Ca ..-in&orR",lful Slftp 301H09 c-. Cuntr'l Tools orSllnndl 434-435 of Duplication
Chain
ISI - IS2 of Amoesia
G .. pplin K lronl
310-311 Eochamed
"'m"
436-437 Bashal) To:ndrilipl
m

-,
183- 184 oflhe Aocellors Oargoy le 438-439 Byubo) of Audacity
185- 186 313- 314 OrifTon's Claw
187- 188
of EXira Scalins
ofHelpltssoeSi 31S-316 of Luckless Relurning """''',
.........
442-443
ofCominual Lipl
Shullered of Conlinual Lipt
189-190
191- 192
ofRelaxill8
ofRenieval
HamnlockJ
317-31S of Enullpmeru .......
"3-«,
, of """""
Onjoo
'"
194- 195
196-197
ofSccin,
ofTrav.1
of Ugliness
319--320
321 - 322 of l'roIcction
Hl ndktrdl-ef.
4.50-451
452-453
"'"
ofthc Four Winds
ofthc: Genic$
198- 199 Couc:h ofCornfortable !;ul;ng 323- 324 ofLenglh 4S4-455 Goldmane) Dazzler
200-201 Cloak CII.p of lI oldln, 325- 326 ofSne<:<tillJl
".
,,_
ofGrey..... k
C ords 111m...,., 457-45S of Hone sly
202- 203 of Binding 327- 328 ofSl:ker 459-460 Hurricane
204- 20S ofEkbir 329--330 Spider 461-462 of l,"ilion
206-207 Faithful Knol Hlsp. 46)-464 lila,) Abomillllblc Beacon
208- 209 Kybal's 3lL-132 of Lock in,
C.,
210-211 ofEntrll~
333-334 of Reloading
"'_
of Infinile Burnin,
Krill ..) Bluer
HlnC" .....70 of Li&hlillJl
212- 213 of Rest1 _ 33S-336 of Opening 471-472 of Lona Bumin,
214-215 of Suspension of Lona Bumi", 11
C ur lalns '" of Shrieking
338-339 il ook /If Adh ..~""e
47l-474
475-476 Magic

'" ofOC'lth
217-218 of Scenery
219--220 of Spying
221 - 222 C u. hlon of R.voerilion
ll ourglIJHt
340-341 Auquhol'sTypel
342-343 AuqullOl's Type II
344-345 Auquhol's Type III
.,
477-478
479-480

482-483
M. lthrox 's Shadowcll$lC1
Messakk 's E)'"
of Mullichromllicism
of Plant Growth
"''',
223- 224 of RUludying
34&-347 Brirw,llelOple 's Time Bomb
34$-349 of fin: and Icc
484-485
486-487 ''''-
ofSpyina
22S-226 ofSludying 350-351 Obcdi.nl 488-489 of Summonin,
227- 228 Dlcfrion of Upt and 152- 353 ofScein, 490-491 Thcssall ~ Wayguidcr
I). runs 1S4-3SS 'Jimqlass of the Wozard 492-493 ofTtmed li&hli",
""'.
229-210
231 - 232
Magital
Arulhlr); Livin,
356-357 ofTimekeepin8
l~k>o' flll
of Concealmenl
....
494-495

496-497
~
Lwnbkln Ikd

358--359 Nohc's Locks and Bolli


233 -23~ M
235 - 236
231- 238
Black Cryslal
of Oisappearaoee
'"
361 - 362
Iron.
Evcfull
of Sc:ollmaking
~98-499

L",
500-501
Skic's LockJ and Bolts

of Bum in,
239--240 of Displacement 363-364 of Jmprisonmenl SOl-SOl Combinalion

'"
242- 243
,~,

ofGuardin,
36S-366
367-368
ofOpenin,
orsl..... '"
"S-S<l6
offloali",
of Ramming
244-245
246-247
RCYOlving
Lcun ofTeleponalion
369-310
171 372
Throwin,
of T..... fC1'aKC "'-'"
SQ9--j l0
ofRqx1ili'IC Bumina
or Roll~I"
248- 249 Greater ofTd.portation 373- 374 KI)'I.n '. Wood. n Tray 5 11-512 of Snoring
ofT~

"'"
2so-m Mllchn
252_2S3 Trick 31S- 376 Courier 51) -51 ~ Masical
254-255 D..,... r of Easy Rt lrlnll 377- 378 Dowsing 51S- 516 of Many liahll
256-2S7 Ema ofWI. h... 379- 380 of Entmncc Mlrron
258--259 Epos'. lron Rations 381 -3 82 G.~ 5J7- 518 Baltron) Hand
260-261
262- 263
",
.',"S
265-266
("f",I" n TO>o'tI
("f.du,p Spon ~
faltbfu l Knot

ofClwming
)83- 384
Ma,.
38S-387
388--389
390-391
of Inquiry

ofOpcning
ofQuinarost
ofQuin.l'OSI lI
519--52tl
521 - 522
52l-S24
52S-526
527-S28
."'C.,...,.
Barlilhian's My.. i~

.,~

of Curina
267- 268 a.b 392-393 ofQuinarost lll '29 ofDuplicalion
269- 270 Cooling 394-395 of Reunion BO-SJI Empoo<'
27 1- 212 ofDaoeing 396-397 RO&lI.) 532-S33 ofEnli&htenment
273- 214 Fanfare 398-399 Saddle 534--535 Evem's ofEnvi.ble lmagc

.J 1584 \..

...
..
r
"'
Mlrron
66'__ Pipe of Ih l lt d Wind 795- 796 of lnlemmem
S~S37 ... fFear Pt.," 797- 798 Spade of CoIoml Elo.eaval;on
S38-539 f1amilli ofT""h 669-<>70 Book 799-SOO Sl.,. or Idutlflntlea

""-'" of Flattery 67 1-6n of CoImterf"il:in, SmokhlC PlPQ

'" "'-
SoI2- 54l Hssstbak'lof Si&ln and Sound 801-802 Aromatic
"'-'",,'
..... oOrnate!
oflmprovedTravcl
674-075
676-677
.........."
Pl aner of Purity
80'-80<
80>-806
Bubble
Challed EVffSIlIOI:ing
SolS-54? of Lakes 678-679 Plane, ocrurily n 807- 808 Elminster's Evusmoking
WI- 5St ofLif. Sav ini Poku 809-810 Permanent Evcf'5moi:ina

-
of Life Trapp ina 68()-681 llolnin,
'"
5H- SS4 Malto's of Reccnt;on
-..,
682-683
On.
of Fire Con\J'(ll
81 1-1112
813-8 14 Lulillj
SSS-SS6 of M.... tal Prowcu
......., o(Searing 81S-8 16 o( Puckering
5S1-S58
SS~S60
S61- S62
563- 564
Mwty
NQt-So-FWlny Funhowe
N...,. D'Ap'Jof LifeTrappi",
o(Opposition
... o(Summoning
Pol of PlIn! PI'OIKlion
Prism.'" URful Enchu ifli Gur
.,..." Bloc:k andTlCklc
817
8111-819
820-821
Self- Lightin,
o(Smoke Rings
o(Smoking
822-823 of Snake Summoning
S6S-S66
'61- '68
of the Put
of Portal s
692-693 Fish Hookt
.9U9' Flin. ."-'>,
Spinning Wh... I,
C.,.,
56')-570
'71 - 572
Readil\i
of Recall '" Grappling Hook
697-<9. Musical MilUlnl
&26-827
Spoons
Spinning Wh«1

.'"
-,-
57l-574 699-700 Piton "Hl' Binh
m - 576 ofRenectina 701 _702 Weaponblac:k l)G-lIl l ofEa.i",
m ofRetet.lion 703- 704 832- Ul of Medica,ion
578-579 of RC'Versal Quill Pens 8l4-glS ofMixil\i
mH81 ofSeeini] 705- 706 of Copying 836-837 Murlynd ~
S82- 583 ofSendina 707- 108 ofErasil\i g38-&3 9 M..sical
S&4-5SS of Simple Order
586-5i7 ofSophisticalion 1 11- 712 K_,
109-11Q ofFooiery
""
841-342
of Slicking
of Stirring
.r ...
"8-5g9 Spell
S91)...591 of Spirit Seeing
S92- 593 ofTravel
7 1l-7] 4
7 ]S-716 of Longwn.ing
7]7-1]8 of Ne<:romancy
"'-
".....
SI.ln
ofSUning li
ofSupr

S94-59S ofTruth 7]9-720 Po...:upinc 847-348 of AlI«nding


596-597 ofV.nity of Pyrophilius 849-850 of Ore akin a
'"
-.....
598-599 Yefar's Mlgk 722- 723 of Scribbling 851-852 Cold
600 Yin-Yanl 724--725 of Scroll Crnlion 853-854 of Descend;ng

""'~
Monan a nd PHlln 726--727 of Swill Wriling SS5--3S6

...
601-602 E~ina R~
~im'sObsidi.an
Musk: So>:
128-729 ofTranscriplion
1lO-7lt ofTrulh
732- 733 Windscribc
8S1-8SS of Judgmmt
,,9-860 ofSlippinS
1""""
Mur.dn
607-<0.
611-6]2 "
of Lycanlhrope CO!l1rol
ofM~ulinH
ofTrainin,
7l4-715 Wondrous Writins Set
736--737 Zello!'s of Law
738- 739 Rig of Drying
Ra kn
..'6H6',
861-862
863-864
of Auachment
of Lash ina
of Pearl.
of Sbacklel
Nllb 740-74 1 of Climb ina 86H69 Tangk: of
61l-614
61$--616
BiasI Spike
of Building ,«
742_743 ofl .....
of Retrieval
87O--i71
872-873
of Warding
St)'lul of Serib1ag
611-618
619-620
621-622
"".
Finger
ofPointi",
74S-746 Ship
747- 748 ofSmooIhins
749-750 ofTracking
Sundial.
874-875
876-877
ofDi=tiOl1
ofTimek"ping
""n
......
623-624 ofSecuri", Ruo,",
." of Silence
Ten-Pmny
75 1-752 Baltron 's 871H179
, ofBa"'lUCI,

.....
626-627 15)--754 of Close Shlving of Contents
Nft'dIH
"8-<29 of Death
755-756 ofT"""
.......,
&82-8113 oflhe Ekments
ofPlen1)l

...
630-631 ofLivc:lyT.tIOOI 757- 7S8 ofOimbin8 886--181 Writ ing
632-633 Magical DarninS 759-760 OfConMClion T),blf<lolh s
634-635 ofRep.air 761 - 762 ofEnlll1g1emeni Augri~l'OI1e's

......,
636-637
638-639

642-6043
ofSewina
ofSewil\i II
N~fradl n." Idendfltr
Ndradln. 's ]IIIp....."
763_764
765- 766
767- 168
'69
Urulgin 's of Entanglement
Inf",jte
Tlilin':l Tia,htrope
Sah-n .f Growlh
889-890
Tlblels
891--892
ofFeast;n,

MyricuJ 's ofF, 1(


,,'-'" of Spiril Summoning
Idealir..,r Sm TapulriH
"'--., o.u of Utllint 770-771 ofCull;n, 895--396 of Disc&$e Wanling

......
... ,
PUI 772- 773 of Mia,hty Cunin& 897-898 ofEkbir

.... .",-908- ""..


of Cooking 774-775 ofSnorin8 .99-900 of Folded lixislcJlCC
ofSpidng 776--777 Sellt ofWtlglllng 901-902 of Rooms
~ Stals Ttil
...", of Excellenl:e 778-719 of Dc«plion M'aical RakasWl
651--652 of Swill Writ;ng 180-78 1 of Yigor ..>-906

",..
653-654 of Truth 182_183 Seal,fBa rw: TtlJ.d of Skill u d G ,,«
Shaken TtltK(>pu
655-6S6
657-658
rill.
of Earth Paning
CI1rSC(! of Earth Parting
784-785
786--78 7
S ho~l .
EICrnal Salt
Hugnn 's Spice ......"
9 11--912
Tonls
ofF.nlaSlic Vision
of True Vi,ion

,,'-'"
661-662
Desalination Tablet
of Hangover Relief
788-789
790-791
of Anim,"ion
of Diu in, '"
9 14-91 5
ofClplivily
D<w

........
66'-'" o f Plmliful Water
PIII_ of R~nelll iio n
'92
79l-794
Cwxd of Dilling
of Gra~iuing
916-917
918--919
of LIIJ""y
Mist

.J 1585 \...

...::::
r
" T~ n! $ 109-113 Chime of InterTllprion <69-·m Doss Lute
921)....921 Polychromatk 114- 118 Chime orOpening 474-477 Lute of LocI
119--122 Singalong Lute
922- 923
924-925 "'"
of Sheller 12J.-127
&bast;an', Chirm of Opening
Chime of Time
478-482
483-487 Skywal ket lute

-
92~27 of Standing 123--132 Chime ofVisitol'$ 488-491 Woodwalking Lute
928- 929 of Warning 13l-137 Chime of Warning 492-496 Building Lyre
930-931 X 138- 141 Cymbal of Crashing 497- 501 Canailh Lyre
T hreadJ
932-933
934-935
936
of Aging
of Cornm.ands
of Embroidery
142- 146
147- 151
....
Cymbal nfSymbols

152-156 Drum of Deafening


157- 160 Lei Kung's Drum
~02- S06
507- 510
SII-SIS
516-520
eli Lyre
Dorus~

""" L"..
Lyre

Fu Hsing':l Lyre
Thron es 161- 165 Drum of Mena<:<: S21 - S2S Loquacious Lyre
937- 938 of Death 166-170 Native Drum 526-529 Lyre of the Spheres
939-940 Hlidskialf 111- 175 Drum of Panic S30-S14 Lyre of Wounding
941-942 of Incineration 116-179 Drum of Silence 53S-539 Canaith Mandolin
943--944 of Puwer 180-184 Snare Drum 540-543 Cli Mandolin
94S-946 of Summoning 18S-189 Tabcle 544-548 Pick of Propitiousness
941-948 ofTransfonnation 191)-193 Dnun of Thunder 549-553 Pick of Strumming
Tool ~t. 194-198 DughaI\ Pm:ussion J/lSlnlments 5S4--558 Qanum of Quiet
949--950 Gcmcutter's of Sunndi 199--203 Butler Summoning Gong 559--562 Qanum of the Spirits
951-952 Thieve!)' of Stealth 204-208 CbainGong 563- 561 Rab<lbah of the Dao
953-954 Woodwor1<.,.'s of Dyvel"$ 2(19...212 Gong of Dispelling 568-572 ' Ud of~ Marids
Ton:h.. 213-217 Gong (If Earthquakco 573-571 Extreme Violin
95S-956 of Continual Fire 218-222 GongofFisbing 578-581 Game Violin
957- 958 Continual 223-227 Ricking Gong 582- 586 Saxon Violin

-,
959--960 of Control 228-231 Gon8 of Stunning 581- 591 Unnecessary Violin
961 Gruumsh's Ev<:rouming 232- 236 Goog of Sununoning 592- 595 Violin Rack
U t~nsll s 237- 241 Gong of the Whirlwind ,"-"" ZitbcrofSpeed
962-963 of Cleanliness 242- 245 Gourd ofTm.v<:1 601-«15 Zither of Zombie Control
of the Cultured Pal.te 246-250 Ranle of Death 606-<10 Zi~r of Zombie Proteclion
966-96' of Etiquette 25J - 255 Ranle of Exorcism 611-614 Takbt "ftbe Jan n
Va n.. 256-260 Rattle ofShakinglJld Rolling Wind Inl trumentl
968-969 Greater of Location 261 - 264 Rattle of Summoning 61$-619 Aimlis's Shining Hom
970-971 lesser of Location 26S-269 Ranle of Youth 620-624 Amplification Hom
Wind",... 270-274 Riqq of the Efrect 62$-629 Animal Attraction Pipe:
972- 973 Display Slringed Instruments 630-633 Animal Calls Hom
974-975 ofOressing 27S-279 Fochlucan Bandorc 634-638 Axewood Whistle
976-971 of Opacity 280-283 Biwa of Calming 639-643 AZUre Sea Hom
978-979 "f,,"ping 281- 288 Bi ....... ofCh=ning 611- 648 B.>rri.r Peab Hom
980-981 of Spying 289-293 Biwa of Discord 649-652 Baubles Hom
982- 983 of Visiting 294-297 MacF uinnidh Cinem 65)-6$7 Black Ivory Hom
984-985 Xylograph 298-302 Dughal'l Musical Instrumem 658-062 Blasting Hom
\'o\;t!) 303- 301 Anstruth Harp 663-<66 Bone Flute
986-987 of Boar Harnessing 308- 312 Azler'sHarp 667-67 1 Bubbles Hom
988-990 of Flight 313- 316 Bragi's Harp 672-676 Collapsing Hom
991 - 993 of Irritation 317_321 Bm.gi's Harp of Calm 677-681 Command Hom
99_ of Obedience 322-326 Broken Harp 682-685 Confusion Bagpipes
997- 998 Practical 327-331 Harp of Charming 686-690 Copper Pipes
999--000 of Underwater Action 332- 335 Harp of Channing n 691-695 Courage Fl ute
336-340 Harp of Channing lJ 1 696-700 Cymholi's Pipes of Sounding
341 - 345 Damh's Harp 701 - 71)4 Damh's Flute
Ta ble 0 : l\Iu, k alln SlrumeD IO 346-350 Defender's Harp 705- 709 Damh's Pipes
351 - 354 Harp of Discord 710-714 Dang.,. Flute
Roll 110m Di""o...., ~ 35S-359 Dove\ Harp 715-718 Deafness Whistle
01-<1< EnchantC'd Enh l ncements' 360-364 Esbcen's Il arp 719--723 Death's Head Hom
0'""' [ • • trumpet 36S-368 Harp of Fingerbreaking 724-728 Dismissing Flute
11}-14 La !,)"n. of Deafe ning 369-373 Fochlucan Harp 729-733 DjinnNay
Pen:u$s lon Inn rumonts 374-378 Harp of Gold 734-737 Dolphins Hom
1S-18 Bell of Al ann 379--383 Handharp 738-742 Doom Pipes
19-23 Bel!ohhe B.ll 384-387 Harp of lIealin8 743-747 Doom Trumpet
24-28 BeUofCalling 388-392 Jhantn\ Harp 748-752 Dragon Whistle
29--33 ChoirBdl 393-397 MacFuinnidh Harp 753-756 Droning Bagpipes
34-37 Churth Bell 398-402 Marks Harp 757- 761 Dughal's Bagpipes of Fear

,'-',
38-42

48-52
Cow Bell
Bell of Discord
Bell of Doom
403-406 Methild's Harp
407-411 Murlyn's Harp of Channing
412-416 Nithanalor's Harp
762-766 Dugal's Musical Instrument
767-770 Faerie Flute
771-775 Fear Bagpipes
,3-"
57-61
Bell of Freedom
Golden Bell of BIasling
4 17-420 Ollanth Harp
421-425 Questing Harp
776-780 Feline Atmtction Bagpipes
781- 785 Fog Hom
62-<6 Bell of Lament 426-430 Rhingalade's Harp 786-789 Fog Hom II
67-70
71 - 75
'0-110
Pavlov's Bell
Bell of Protection
Bell of Ringing
431-435 Harp of Spirit Rest""'tion

........
436-439 Stonn's Harp of Methild
Throbbing Harp
-'" Gas Pipes
79S-799 Gateway Whistle
800-804 Gjaller
81-85 Bell ofTre""hery 445-449 Valardc: 's Harp 805--808 GoodnC'SSiEvil Hom
80-11, Bell of Warning 450-454 Zunzalor's Harp 809-813 Hard Heam Hom
90--" BellofWamingll 45S-458 Lyron'll Harpsichord of 814-8 18 Haunling Pipes
95-99 Alexand.,.\ Chime of Opening Commanding 819- 823 Headache5 Bagpipes
100-104 Featherchime 459-463 Building Liar 824-827 Herding Whistle
10S-108 Chime ofHun8er 464-468 Cool Hand Lute 828-832 Hom of the GI'lI)' Waste

..J 1586
\.
r
,
"Yll nd Inl lruments
83l-817 Kankle
V ..... , Luck Flute
7:l-74
75-77
,0-8,
78-79
Cami>'OrOllt
of Containment
HOI Air
225- 227
228- 229
2JG-2Jl
"'"'
M.gital
M.rbol'.
842-846
&41-851
Pain Pipn
!'an Pipes
......
82-83
...W"'
"'~
"~,
232- 233
Cftlo.
ChIJJingSn...~

_...
m - 8SCi Panic: Pipes 2J<-2J• ofAlmor
SS1-860 Peace Shakuhaci 87-88 ofTnwlins 237- 238 Bloodcoin
239-24(1
161-865 PI-rinS FlIIIC 89-00
"-'
......" Plenty Hom "'WM 241 - 242 C\Ir$ed Copper Piece

"-', ""-
871-875 Rat Wbistle 9 1-93 243- 245 Eight Diagram
876-879 Recording Reoordn 246-247 EI~
881).88-4 Reviving Bugle
.....,
Billon Sl<ull T(llt m l 248-249
"'.~
88s-889
89G-89l
894-898
'''-'OJ
Sacred Grove H()nI
$cpu:mber Hom
Sewer Pipes
Se-.wrPipesU
....
98- 99

100-102
Bison Skull Totem
~Iki l's

Airboat
E,ii

ea.- of f',)nage
250-25l
252- 254
255-256
IS1- 2SS
Gold
of luck
Penny "fluck
Platinum

....."
9IK-9O.
913-917
9]8-922
Shanmng Bagpipes
Shoo Hom
SigNling Hom
Silver flllle
103-](14
10000106
]07-108
109-111
Canoe ofT:we1

""'"
Small Fold:na;
259-261
262_263
Rli.ilin'sCuncd Money
Rccumin& Pauly
264-265 Silver
266-267 COM ofC.mmunk.t\cl ..
923-927 Sleeping Bugle 112-113 Larp Foldin, 268-270 C"o'lnn l U ght Rd lft t....
92&-931 Sounding Pipes 114-115 Foldin" Conocl( 271 - 272 Co ntrol 0011
932-936
937-941
Speakin" Pipes
S ~opp;ng Whistle
116-118
119-120
'roo
Goerl'J Portable Canoe/Tac:klc 27)-274 ,
CI'}'IC. I Bi ll .

942-946
947- 950
951-955
Summoning Whisllc
Tnoining WltUtle
Tricoos' Hom
121- 122
123-124
"""
Hasty Bara:e ofNyr Oyv
H_
275-276
277- 279 III
284)...281 ,V
"
UDCOnlmlw.le Saidin" Hom 125-127 ,~ 282- 283 .....:<: Clai",udic()f;C
'J<-960
,.,..,.,
'"-''' V.lhallaHOI'II
Valor Hom
128-129
llO--llI
Joukahaif!en'l
Joukahaincn's l1
2"-'"
287- 288
H~u
E~ oftbe Gods
"..". Vast Swamp Hom 132-133 Mittboec 289-'" Mom11in's
97S-979 Voices Hom \3.4-136 i'I'>rtIblcCmoe 291 - 292 CI)'st. 1 1'a.1'Ot
980-983 Waking Bugle 137- 138 Qua.al 'J M~~ical ~alh« CI'}"su l Warriors
984-988 War Hom Token 29)-295 Diamond
'89-99J Waler Pipes 139-140 Scmekhtec Barge 296-297 Olass
"..., Wind Dancing Flu~e 141-143 SmUKiler's 29S-299 Jade
144-145 Storm Ride:- ofllle Oeamat Sea 300-301 Por<:clain

Table p , W~ rd !;1.1f
146-147
14&-149
Theon'J Fokling
TUb of Sai"ns
302- lG4
C .....
".by
150-152 U...... 305-306 of Abilities
Roll \lem DiKO>-ered 153-154 u....... 307- 308 Bullion
01-<>2 Enclllnttd Enll'lKemntl* 155-1S6 Vainamoinon'l 309-3 10 ofCallin8
AIK~on 157-1 58 Xiplloid X.bee: 3 11- 313 Cubie N>oc

OJ.,.
03-<1<

,,-<J9
Aerial
Aerial II
Fi.hing
159-161
Brldl~.
162- 163
Bra" l1o .... m.a

of Acquiesce
314--315
316-317
3 18- 320
CubicOlle
Cubic Yan!
Dacm's lnstan~ Fortrns
10- 11 Hold Fast 164--165 ofCon~rol 321 - 322 of Disabiliti es
12- \3 Moo 166-167 of Control II 323-324 ofF=<
14-15
16-18
19-20
21 - 22
23-24
St-.faring
Cursed of Staying
Greater of SIIyi..,
lesser ofScaying
of Weight
168-170
171-172
173-174
175-177
17&-179
of_
Golden
ofLislmi",
PI ..... Sllifl..

of Sptakina
325-326
327- 329
330-331
332- 333
334- 33S
of ""'"
ofF""", II
of Frost Resistance
G'~
'tt
25-27 A ntt on.e ofTiilnl ulat lon 184)...18 1 of Taming 336-338 Khu~g" Copper
J8-" App . ... tu. of K...11111 182- 183 of Win" 339- 340 of liquid Coolin.
Arms 184-186 C • • ragUt', Iron Goltm 341 - 342 of Luck
30-31 of Doom Carts 343- 345 ofSweem.ss
32- 34 Silver of Ergoth 187-188 ofConvmi.nce Dtduo of C.nls
35-36 Silver of Erz«b 11 189-190 ofDc.:k$ 346-347 ofa.....
A,lrol.btI l'H - ln Moo. 348-349 DoIlY
37- 38 Celestial Castles 350-351 ofOttking
J.... of Hcnrik 193-195 CIood 352- 3501 Fon ..... Ttlliog
41-"3 of Entrapment 196-197 )55-3S6 of 111.........
CIood
Celestl." l PI. nllpht n:
Halb
"-',
....., of Avian Attrxtion
B_
198-199
Cblln,
200-202 Daisy
3S7- 358 of Illusions 11
359- 360 Jancan" ofM;my Thi""
361- 363 of Many Things
48-49 of Cosmecology 203- 204 Danleor's Dungcon 364--36S of Many Things II
SO-52 Coo 205--206 ofTranspol'l 366-367 Q -
53- 501 Elcmmtal (Earth) ChariolS 368-370 ,~
SS-56 Elemental (Air) 207-208 ofFl&meI 371- 372 Tarot Deck ofManyThiftp

.....,
H - 59

62-<3
Elemental (fire)
Elemental (Water)
of Endless Suing
212-213 ,,-
2(),}-211 franklyn " bcrediblc

214-215 Myl's MOIM


373- 374 T~,
37S- 376 of Wondrous Power
\)f\"l<a

.....'"
"-',
....
Fool
0.".
of_
216-217 of ..
218-220 Undo:no-ater
22 1-222 ofVix
377- 379
384)...381
O'tt
-",
Time Joumeyinl

8.IICH)n. Cb .... Glme 382- 383 of Certain Wagmng


71- 72 Air 23-224 I'extlft 384-385 of CbancelessllCS5

.J 1587 '--
....
"""
Dilks
386-388
389-390
391- 392
393-394
of the Azun: Sea
Displacer
of HistOl')'
TenSl'f'J Tlnlalus
B8-S4(I
$4] - 5042
543- 544
S4S-S41
$48-S49 -.-
<moo
Ki_
Lifcjammer
-
...
.,,-
691-692
693-694
69>-<96
of Di,wlI Vrewinl
ofDrlconic Influence
,,",00
ofDragonkiDd (Hatchlillg)
of Dl'agonlcind (DngcntIIe)
(

395-)97 Dome or Sha p" SSO-S51 """ 700--101 of Dragonkind (Dnop)

.,,-
J9S-J99 D.-conk le'. Uar!:>or Clulns 552- 5S) Radilnt 702_703 or~ (Great •...am)

--
""-", Dunhlll 'J S~IIJ.mmlnl 554-556 Series 704-705 ofDng.mkind (Eldest Worm)
App...tus 557- 558 Major 706-708 of Golden Death (Smoky)
Dyumo of n ylng 559-S60 Minor 709-710 of Golden Dalh (CamcliaD)
[du'uxlr S61- S61 Ultinuotc 111- 712 of Golden Dealh (Gamtt)
""-<0, [lI'mtnUoI Comp."
Figu..,hndl
H OrKIh Dft
%3-565 of FlffUlns
713-7 15
716-717
I
Qflloliness

-"
411-413
4 14-115
c.,,,,,,
ofBlcl'linli

of I'rouClion
566-567
568-569
H0-572
of flying
.. fthe Ony Waste
ofL""k
718- 719
720-721
122- 724
of ....
ofRidiance
of Remole Action
4]6--411 of I'rokction II 573-574 Ob$idian nS-126 orthe Si1ver Dragon
418-041 9 ,,(Wondrous P\:Jwer(Auack.) 575-S76 of Pelrificalion 127- 728 Orll'ry ofth~ Inntr PIa,,"
420-<422 of Wondrous Power(Dislluise) S77- S78 of Speed f'flIe"al.
423-424 of WondroIIs Power (Speed) S79-'8 1 oft Zephyr 729-730 Diamond ofBlyphian
FigwrinH
42S-426 Alabuc.,. Griffon
II""
5112- SII] BaNY"P"
73 1- 733 Gold of Blyp/lian
7l4-73S Plank
427-429
430-<431
432-433
Amber Monkeys
Cat of Felkovic
CoralOrJ.iOll
SU--'8S
Idol.
'86-'87
Spirit

Camelian
....,.
736-737 Piumllltttr

7311-740 Dimellllional
434-4)5 Dori .. Obsidian Steed 588- '90 oflolth 741 - 742 Go,,"'"
"......
4)6.....438 Emcr.okl Fros 591 - 592 Quentin .. 70- 744 Mdl«lea .. 1'I>rIaI
Jade Snake 593- 594 Intfl"ll.1 Co~iantlu [ nfl ne 745-746 ofTtan
441-442 Moonstone Rabbit 595- 597 Ipslulmo'. Black G _ 747- 749 Port.blt Bridge
"3_ Onyx Panlher KIIH 750-751 Port l bho Shadow
"H<'
".-, Opal Cau
SilwrC..-p .,....,
598- 599 of Lightninll 752- 753 Port"ble Sprinl

.......
of Recoruuoissance 754-755 Prwthcsi.
450-4SI T<IUI1TIa.line TUnic 602-603 of Sip ling Rudd~n
452-454 of Wondrous Power upludWooi 756-758 ofGuidanc:c

.--,.......
""
-,
607-608 Lardu of Hold ing 759-760 ofGuidaocc II
45S-456 Cold 609- 610 LLghtholl te 761- 762 ofMancuvenobility
4S7-4S8 om 61 1-612 1.ltboctntrk hnduhlm 763-764 of Mancuvenobilily II
G"..... r.o.:l'on 765-767 of Propulsion
461-463 Fold i_g 1\1 011 61)-615 768- 769 of Propulsion I[

-
F1ylnl Rocklnghont 61 6-617 Planc1ary 770-771 ofSpced

,
Founl.rns
Lasko's MaaicaJ
618-619
62{)-(i21
M l chln e ofLum lilt M id
MIgHI.,
Siddies
772- 774 of Flying

...
Alitml" Worid Gllft
Blackjack
470-472 I..asef PiSlOl
473-474 LUle
622-624
Misis
625-626
627-628
M lck Mluile Dt\'lft

Half
Pon.ble
775-776
777- 778
779- 780
781 - 783
of~Rid;"II
oflM Spirit Hone
ofSubilily
ofT.minl
475-476 Medal 629-631 MasChud of Du nbllli,. 7&4-785 TorLoch"ofComforu
.,.....,
477-478 Pocket Tool
S~
Mkr
632-631 '-"'-;nl
Slib
786-787 SlKkofSchNi
482-483
484-485
VIOlin CIK
G. I~"" y of Symmetry
634-635
636-637 """
MIghty ~"'lI nl of I.tuk"()
788- 789
790-792
Invisible
ofMancuvel1lbility

.,,-
486-488 Gin:tanl', Rldlng Ta~ k of 638-640 Mlllof Sampo 79)_794 SI'1:0"0 Oet,..,tor

.-
......'"
Flight 641-642 Mill)lI Q 193-1% Shld<t of the S hld<)'!O

..-
Gliltrrtodt'l BlaH'll MobliH Ships
Sk)'hookl Diamond and Silver 797- 799 Eonh "'" Sa
Globes Ony~ and Slee! ."...." ,."
491-492 ofBaulrshroud Gas 647-649 Rub)' TUrquoise and Emerald 802-803 Galley oflhe Gods
49]-494 ofCirulon NH IS ....." Halroan Skyship
495-497 Glowi", .,..." ofEyn of"'"
498-499 Glowinlll
.,...,.
652-653 of Invulnem,ilily .,...." Plweship

..
500-501 Merv«:'\o Gucou. ofUre SJJ-&12 Ship-in-l-Bonlc
S02- S03 of Purification 657-658 NUhl a n MonolUh 813- 814 S hip's Wh«1 of Mutuver-
S04-Soti s..m,;nn." of P~trifi<:ation 659 660 Nllhl.n Studud Ibll ll,.
S07- S08 ofScrcnily
S09-SlO VISion
Sll - 51l of Wisdom
0 ..
661-662
66H6'
"",,
of Rowing
Sk lli ls
815-817
818-319
,
Mcz,iQ'\o
514--SIS Goldbu g Or.rlts 820-321 Singing
516-517 Gold en .-Joor _66' Blue ofGrcyhawk 822-324 Spirit
518--519 Gu.rdlnT. 1I
520-522 Gn~llIr Sllhlllnt'
SpclljammlBg Iltlm,
668-669
670-671
672-674
Brown of Oreyhawk
~ofGl'C)'howk
Onmge of GKyhawk
....,..
82S-i26

127-328
Talking

Joukahoi ... n'\o GOOIen


523-S24 BardK: 675-676 Red ofGll')'hawk 829-830 Vainamoinen's

-
525-526 Alann Ikacon 677-678 Vioici of Greyhawk 831 - 833 Soundtr
527- 528 Cloakin8 679-681 Yellow of Oreyhawk 8l4-S35 SptUJ am mtr Del«tor
529-531 0"", Orhs S pM .....
532- 53) 682-683 ofAlignmenl 8]6-337 of AMihiJation
Sl4--S35 ,~ "'-68, orellt Black S.... mp 838-339 of Darkness
536-S37 Gnomish ......81 Cryslal 8<0-8<2 of False Callins

.J 1588 \..
, r
Sph ~1U ,",ion contains random cham lhat detail
MJ-«< Gu" of Annihilation Table Q: ll ulllOroou Items other cypes of equipment for instance. if
M'-"6 GI.i"" Cryml 41)<1 W&$ rolle<! on T.bk RI and 14 00
&47-&48 Klmrohb'l"iry Roll Ile m DlscO>'trtd Table R2 . "rtIW<' +} is the ",sull. Now, if
S49-iSl
8S2-8S3
8S4-3SS
Micral's SWlit
Thad(li,re" " Glowglobes
of Warn ing
,,-
01 - 20

41 -61
["chuted [nh an~mt nlJ ·
App. n '", "' Splk", OWftS
Ard ... b n ', Refnll h.
you turn 10 page 69 and roll again, a
player could be ,iven • /OI"ko 5i!gm~nla
+1. plm. "1,,11 +1. Of ltIy numberof ocbcr
856...."8 Spldcr'WlI lktr Simulu.um pOl5libili 'ies ralherlhan gcncric armor +2.
".....,
&61 - 862
Sprln~rle
Sll ndlnll Stont
62- 8]
82- 102
Armband 01 Music
Arrow o( Slelghlng Ta ble R.I: Gr ne.'" MllIkl lArmor
StltUti 103- ]22 A" l o(the Aoo~

"'-'"
~'-",
Boli
Corellon'll Crystal
123- 142
143- 163
",..'I Q ut
0.0..'11,,& B,II
001-491
492- S27
A_
&o:Ii",
"'-'" Go'' ' ' Blrftl onl.n ~1 S2S-S39
.,..." 164-183
,"'-20< Bw..'IU ,,( Wild Emotio ns ""'""
....
Old Salt of Po7Ner S40-S76 C.......
In-m Sc:orpion WanI 205- 224 Bou le . r a - 571-952 Shield
V...." SinJina
m-nB SinJina II
BI. shphor's B. ",. C ...~ Prod ucts
22S-244 Mliical Diapen " Special (Roll ""Table Rl)

.....,
"'-"" Stone Hone (Courser)
881-883 Stone Hone (Desuier)

"'-'"
ofSubscicution
Xanthippe of AIlIIO)III\Ce
24S-265 Crib or Pushtnl
266-285 Bwhpbor's Ctadle
286-306 Bwhphor'& Diapers
307- 326 Blalhphor'a Nursery
T. ble Rl : AC Adjul CmenC fOl" Armor

Roll
01..{)2
AC AdJ XP V. luc CP V. lut
-,
883-889 Stick of SI. ndlng 327- 346 B... n ln of Dt-fense 03- 10
.,.," .,00 "
H,OOO
890-892 Stirrups M lIor",mnshlp
893-894 TImbtrb' M 's Chop"" ....
347- 367 Ba.. l n gCI ~
368- 387 Ill ndkt ",h"' f of Flirting
11_ 14
1S-17
.. -+1.000
-+I,SOO
+10,000
+15,000

- .,
Rip per 388-408 Holy Ttrror lIoc kry Slick 18-19 +2,000 +20,000
Traa. porl adon 409-428 It oop oflhe Roller Hooptn +),000 +}O,OOO
"
~s-8" Clw:mcheaux Teleport Pad
......
"'-8",
....
"'-'0'
""-'<I'
Tt leportllion Chambtt
T.. nsponer Pad
T....,.sprinl"'

G~'
'29-4<.
..
Lb r of Building
Mt rty's "'.. ~Iou' Mar1ctlplace
Mliieal Macken
" 0--89 Ml&;nitlf;C1lt Mattress
490-510 Marvelous Marble
511-530 Masculine MacI!(). M...Ji:
..,
T.bIe Rl: SI'«II I M.gieaIArm ....

,,-"
of V.lor
Item DlKO.·eml
E. f hlnttd E....«n>t.ts·

"'-'" of Malice 531- 550 Masterful M~mer 07- 12 O... nt1et of Valor
'ilI»-910 of tile ~OO\IJ 551- 511 Miraculous Mistmaker 1)-18 Vambncc orVaIor
911- 912 of l),lCI\dinglamtntation 572- 591 MudMasqut 19-24 Cooter of Valor
913-91 4 of-/ mom 592-612 Multipl.1W Mushroom 25- 30 Ren:bDce of Valor
Tur"" 613-632 Munificent Match 31 - 36 I'auldron of ValOf
915-917 LIght 633-652 Muslca! Menagerie 37-42 Rcn:bIacc uPhl..,..
918-9 19 Medi um 6S3-673 Mysterious Mug 0-48 Vambracc (If Valor
920-921
922- 92)
924-926
Heavy
T>-.,hl rl's Pln.. heel
TWlo's GII. rdlan
674-693 Mystic Mustard
694--71 4 Mythic Muslrntlon
71S-734 Onlt lel .. fc h Planes
.9-,.
ArnlOr

,S-<O
Abbathor'&
of AbiorpI:ion*
921-92g UnSetn Ship en.. 73S-7S4 MinionIons of Stt ,,-<6 of Acidic Seemi",,*
Wflh 15S-175 Ring of S~I "Tuntillg~ 67- 72 Anything
92'}-930 oro...m. 716-195 Robe of BleDding II 7)- 78 Aqllllic'
931-932
93l-935
of Many Worlds
SumbarOrKk
"'-'" Robe of Blend ing
817416 Rod of Cu«lb tlon
"-"
.~
Aql.lallc With Fra: Aainn'
A_
WIIftI.
936-931 of Buming
8374S6 11111Seed
&57477 /ll OU III.l a SHd
,,-"
97- 103
ArYorecn"s Chain
Aslyftrund's
938- 939 Fairy's 178-397 Ski tes MChr Roller H ~n II)4...IW
,.,'"
",..'"
on·ire
of Floating
898-9lg Sli ff of Strlking II
919-938 S" UI. ull
11G-115
116-121
of Blacknamc
of Blending'
Blue of Ihe Crystalmm
,,'-'" or FOf1UIle 939-9S8 S..-ord of Babent "'flelsCrom Mountains
947-94& lIas1y 9S9-919 S ....,rd of U.d e~.. 122- 127 B.. dl ie~ l eather
949-951 of Kee ning Snllchlng 128-133 Ci llarduran SmooIhhands"s
952-953 ofli&hting 980-000 Vo-Yoof F. le Chain
9S4- 95S of MalleuVCl1llbi lity 134- 139 of Charm '
956-957 of MisfOfiulle 14()-I~S ofComforl '
958-960 Sq~. T. ble R: Armor I nd Shields 146-ISI of Command '
,.,..,..
961 - 962 Wind Fire
Wlnellof I'l:wou
To randomly armor. roll on first on Tltble
RI to determine the type. [fthe result i,
IS2- 151
158- 163
of Concealed Wizardry'
of Continual CIean!iness'
96S-06' Wind lI .... d.h Sp«iDJ, roll on T.bk RJ ; for anyOiber 164- 169 of Coolness'
WI. " OIIlcome, roll on T.bIe It.2 10 find !be 170-175 Meure Wounds '
068-060 176- lgl
"...",
on-on """"
of Flying
Sip Danovitche'& of Flying
bonus or penalty. In many cases, the
dcsc:riplion of. ~ial piece of InlIOI'
rolled on T.b!t RJ gives the item a prtde-
182- 187
188-193
of!be Desert Evening

""""""'"
""="""'"'
Wo-hl UI-junC tcrmined bonllJ, If this il noI the cwe, the !94-199 ofuli~
974-976 Standing Monkey OM $hould roll on Table IU to find the 200-206 of Elttlricity
971-978 SquattingToad mlgic.1 bonus CJ<' ~nalty of the item wilen 207-212 Elvcn Chain
979-980 Sitting Monkey used in defense. Even if the item has I 211-2 18 of EIICfJ)' Dnlin'
981 -9&2 Siuing Bull pn:delerm ined bonul or penalty. the OM 219-224 of Ethen:ali'Y '
983-9B5 Sining Dog may roll on T. blt IU inordcr to . chieve 22S-nO of EtherealllCSS
986-9B8 Standin, Bear true JaOdomncss, 231 - 236 of Etherealness II
989-991 leaping Fish Whether the II'TTIOr il generic or special, 237- 242 WhileDn,on
00'_ laughing Hare OM, are encou~ to lurn to the section 241-248 Black Dragon
00>-00' Dancing H,,, in the ~~ M'-GICA detailing 249-254 Oreen Dnogon
008-<'00 Coiled Dragon tbatlp«ific item. Each weapon and annor 25S-260 BlueDnp

.J 1589 '-
"
(

Armor
261 - 266 RN Dfagon
103-709
711)...7 15
Dnaonxa1e
Dnaonshiekl
101- 102
103-1 43 ,.,.
Arrowhead

267-272
2H-218
279--2$4
ofFut'
ofFur IJ
of Ri,ru '
ofOa5COUl Form'
716-72 1
722- 727
728-733
734--139
Dz:Ince~ Guardian
of Eleetricily
of Ent.ty Drain
144--]46
147- 148
14~I S I
,_.
Balli$lae
Battering Ram

285-290
291- 296
297- 303
Onarldan "
"rHUIC '
741)-745
146-751
of Energy Drain 11
of E'ht~a1ity
Fire 's
'" """
153- 206
207- 213
"""'bon!
Crossbow
304- 309 of Hn ling' 752-751 .r", 214-21 6 C.... pull
)14)-) 15 IIcimdaU's 758-763 of Gaseous Form 217-223 Club
)16-)21 Heirmbll 's While 764-169 Goblin oflhe Pomarj 224-)02 Do_
322-]27 o fH(lrUf 770-775 ofGfqllawk 303-332 Don
328-333 Tlneval .. Red OWn 176-78 1 Orimjpo 333-143 Flail
l34-139 lndn\Golden 782-7&7 of Hl$lc l44-112 H_,
-'" of Invisibility ' 788-793 HMuezini .. m
""""
....., ....
346-351 Keolish Plate O( l!te Se., 794-799 H.wkltonc'J. Bulwuk 374-380 J.velin
352-357
358-363
,....'"
370-J1S
316-331
Kumakawa
Uenll 's Storm
Lemmikainen"
of Mi$siIc:Anrxtion'
Mourner ..
800-805
806-812
813-818
819-824
825-830
Holy
orllle Holy
of Huma
ofl nvisiblliry
Kirilh_Kanoi
.."......
381-381

441-442
44)...473 ...
Jo:nison

"~
Mattock
,

382-3 87 0y00 Ortlloe Unknown warrior 8J I-33{j 474-505


388---393 Plal.ofSolamnus 831-842
Llduguer"
LK ... I.. Spe ll S06---SLJ ""~
Quiver
.,......
394-399 of Possession '
of PreJC""e
84}-.848
849--8S4
of Lorin
Magle.1 Ocfense
514-522
523-526
Si~kle
Sling
407-412 Quirk ' Medi<:ine
41 3-418
419-424
of RiSC
Rlinbow
S>'""""
"'-U6
867-372
ofMedusac
MIssile Atuactor
'"
'"
529-SSS
SlinS Bullet
SlinplOM
Sp"
42S-430
431-436
Rlji"oflht- DeJCrt Evening
Red of the Hellfuma«s .,......
173-87& Missile Ocflector
Noj" Missile Atuactor
SS6-SS9 Spelljalnminl RIm
s_
437-442
443-448
Red Onl"" Scale
ofR.nection'
",..."
891--896
of Olynlhos
f'l:lrified '
"'""'''
",..,..
961-974
Throwing Stars
Whip
449-454 Remove Curse' 897-902 of Proof Against . 915-000 Special (Roll on the Table 53)
",....
<6 ....66
Seal. of Uorus
Sk oriaan~ [)row Chain
903-90'>
9 1 ~15
of Proof against Cold
of Proof against El«tricity Table S2: Allafk AdJlIstmtnu for
467-412 of Solamnia 9 16-921 of Proof agoi_ Fi.., Wupo ..
,,....,,
411-478 5uru~ Iron 922-927 Quirkl '
w,.

-
of Swimming' 921-933 Raji~ of the HoI)' Swonl xr C.
"
.,-, "" .,-, .,..
4R~-4QO ofT"mperS'''''' Con'rot' 934 919 orRclle<:'ion Rull AOJ
491-4% Tulen'i l'la,e of EThcrea ln<:S$
""'" of Remove Curse 01~2 "" " 5.1)X1
.oj
'""

-- -, .,., .,.,., .,..


497- 502 of the Undead 9~5 1 RepLar .. Wall 03-10
",..""
.,.
of Underwater AClion ' 952-957 ShDon" Buckler 11-14 .800 "5.1)X1
511)-515 Voice of Heron 958-963 Slicky 15-17 "1,400 "1.000 "10.000
516-511
522- 527
ofVIII".....bility·
of VIII".....!>ility II' 970-975 TOO1OiJC
"""""" 18---19
JO
"2.000
"3,000 ., +1.000 +IO,I)XI
+2,000 +2O,1)XI
528---533 ofWarmlh ' 976-981 Thillonrian of Berserking
534-539 While of lbe GriffMoonl.i", 982-987 White Tibif SJ, Spedll M.gic Wupo nl
andlng 988---993 Wood·lron'
541}--S45 oflkeepliveTraw:1 99<-000 Yondalll'll Roll lI~ m I>IStO\·n ed
546-55 1 ofEalyTrave! [ lIehllltd [llIlIIft""," II'
552- 557 ofFli"'t " Wupoa Enllnul1H'lIl"
558---563
"'-'"
511)-575
Maaica!
ofMilSile f'roICClion
MOfJIII 'I Hone
Tablf S! Wupont
To JCle<;la wcapon .. random. roll on
Tablf 51. If $p«itJ/ is noIlhe mull. roll
A_" .
03 Atttkn lor

8onn~lS
S76-5SI Hom
on Table SIlO find the bonus or pemoJty.
IfTabl. S I, S~;QI. i.!he resull. roll on
"03
06
Abaril~
Acid
or Aggravation
S82-587 Table SJ. In many cases, !he dc5(!riplion Anl;mag;c
Caparison.
588---593
W"

A"'"'"
ofa special weapon on Tabie SJ has a pre-
delcnni!lCd bonus. If thi. is not the cue,
"08
09
Apollo~
of AllrXlion
594-599 of Comparison

""""'" orEnsI l _
or you wi", • !nil)' unique mult. roll on
n . . 51 10 findlbe magictl bonus or ". of Biting
Black ofluz

.""
607""-;12 orf'rolection penally for the i,em. of Blindin8
613-618 ofSikl1C!e Always rum 10 !he section ofthc mcyck> orBlinkin8
61~24 of SU!I.nanc:C peru.. that detai ls Iha1rypc of~. At
.."
Boll ofLis)uni"8
Shield the beginning or each major entry is a ran- of Bow-Breaking
625-630 Abbal hor~ <lorn clwt lhal names oilier varieties orlha1 ofBuming

. ,....."
631-636 of Absorption
617-642 Mlis

.....
particular weapon. For insunc:e. if you
rolled 352 01\ TlbieSI and IS on 1"abkSl,
17- 18

'""
of Charming
of Charming II

"....
Aeli, 1I • .\0.......". +]_ ibo n:suIt. If you rum 10 ofClaira"",",,"
Athena .. page 551 and roll apin. you eoold give the ofClai""'}'.".,.
of Blow Tum ill I
66'-666 of Charm
pLoyer a ...allel ..] Of .1p'Ud-bod; zt¢'Iill
+1. There ~any nwn1:>crofpouibi litiH.
"2J
23
ofOimbing
of Conneclion

-
667""-;72 ofCon«aled Wizardry
" of CUring

"....... C""'"
673..(;78 T. ble 5 1, GtllUIe Magical WUPOOI l>
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'" ofllorull
."'" '" Unnl1l'l

'"
"3
I"" CLaw
IIbnotha (Mi5l~ of Bani.. ) 87S
Purta Blue'l
of Quickness '"'" V.inamoinm's
V.inamoinen's 11

'an" ... "".


-,
794-795 Vampirie RescDeTalion

"-
Jlncval's Broad sword

'"'98 oflnsanily
Ram 's
'"
'" "",0 Vanya's W... th

'" IncID's FLam,nll '78 Red Robin


RedS.hre '"
'" -,
Vcrgadain 'l S.oad ....ard

'"SO,
800
oflnlCrtession
lronf.... ...'"
'79
Redeemer
Rei ASIf1In of Enmity
'62
'"
...
80'
."
Jaysen" Magebane

....,
JO)Ieusc
.
."
....",,
883-$84
Ren'l of Dancing
Reptiliu Lc8ionnaire '"
'" ......
Vorpal ll
Warbrinaer

... '"
JI15\k:cr Retaliator Warlord Blade of the Shield

'"
'".,
Kaldoir SwiftfOOl'l
Kali '! . RctIIl;"tor ll
Runeridn Flatchc:1
of the Sands '"
'"
Weasel
Whirlwind Blade

. _...
m
SO,
Karali 's Silver
Kimn'l FfOSIbrand
Kullel'VQ'J ""
SaU>'Ipnc
Savitn'l '"
"0
White
of the Wild Coasl

'""
."
Scalc Clea_ 91 1-912 Willow Wand

,.. ".....
sw.., of Justice
'"
'"
Kura (Tho: Dari<nfts)
KUSW>O&i no T$W'Up (Gf1\t$ '"
'" W""""'"
of Wishes

Quellin&)
'" ()f Woundin8

.J 1594
\.
r
"'"
S.'Onil

'" Wymlcleaver
w,"'" ....
WyrmsOOne II
195-199
200-21lS
206-21 !
212- 217
C up OfAl'Ak bu
Daoud's Wondrou s LIInlhroa
Ou th Rock
Diamond Orb of'Jycbe
'''-
,>6-66,
647~SS
Queen EhUna" NI,hlln","
n
Qu ~n" E~
JUinbow &ar1ofSlnbld
'"
'" """",b", 21S-223 [bonbln. II 663-669 Rtd C~Uio l erAco!

''"" Wyrmsvcnln
Xiphoid Xebec
224-229
230--235
EU oflhe Pb~ 1I1s II
Ere (lrv",,, II
67G-fj76 RpCalll of MiChl
Rrplbo of Mizhlll

...
'"
"J
YondaU.'l;
Zet.::hoo Katana
236-24 1
242-246
247-252
f1try Bnnd of M ... a....
founlli . (lfnme ,,3-68,
677~2 CruwnofEvil
Crown of Good
.......J Crown of Neutn.lity
Zinzerma's fOllntll. atTomorrow
nTOYllnc S" .. 253-258 Girdle of AllIIld. ......" OrbofEvil
'OS ofOjy-do 259--264 Girdle of De ' Rah 1OG-l05 QrbnfGood
106-1 11 Orb "fN.uuality
'" orReturning 265-210 Golden Clrdd II
WbLpI
, ..
'" ,r"""",
......,
ofArnam
Bllor
27]-276
277-212
28.3-288
289-294
lI.mmtr .. rCe~n
Hl mmtr of Khans
Hud ofV«n II
H t l _ of HIIIV
712- 7 17 Seepler of Evil
718-723 Scepter of Good
72 .... 729
7»-735
Scepler ofNeulrahly
Rlfl SpaIIMr
",
",
of Frost Fire and Far
Furies"(AIC(:Io"j
295-299
lOO--305
HtI_ Dr~no
H~nold ofMd Lu,C
7l6-740
741_746
Rlacof C ..
RiaC ofCln
"J Furia's(Megarea"J lO6--311 H...... rd·' M)"111c11 Orpa 147- n2 Rod of!inT. hrll

", Kh_,
'" Furies's (Tisipbone"j 312-317 1I _I.d·1 M)'111c11 Orpa II 753-758 Rodof ~uh rt' ll
318-323 Uoly Cnoll II 7S9-764 Rod orTHth

'"
'"
".
Moloch's
Purpose
ofSummonin8
324-329
330-335
336-341
110m of Chlnge
Humbl bl', Cllnnc Eye
Hymlr's Slumlng Cauldron
765-770
Supltn
771 _776
Slcred Cro.-e Horn

ofChaolic Evil

'" 00II
T..... Chaotic CrealU~
ofZcif
342-346
347-352
)53-358
Icoll of HI I...
loon of~lno
InnlMrab!e CHt IIfAnod II
777- 782
783-787
788-793
ofChaolicGood
of Chaofic Neulrll
ofLlwfuI Evil
359-364 ImaBowofGtanll - " , of LlwfuI Good
TlbltT: ArllfKtI 36S-370 Ima fll' k otl'ottnty II 8I11I-8II, of l..rNful NnotnIl
The followilll is I list oflhe anifac:ll 371-376 Ivory Chalo of ho 8116-811 ofNeulral
_i"'hIe in the ENcYCLOrEOI" MAGIC" 377-382 Ivory Plumt of MUI 812-817 ofNeulral Evil
Volunw:s. While they are pre$Cnlcd in. 383-388 Jaclnlh ofin nll mable 818-823 of Neulral Good
table format. they are not designed 10 be Btluly II 824-829 oflhe Son:t.er·Kina
ai~ n out u random treasure, The;. power 389-393 Joh)'dH', MI. k II 830-834 Seal of Jd., al-Slmll
and corruption are far 100 arell. A ca.clell 394--399 "urolh', Quill II "'-"'<I Shadow Belt
mtrodl.lC1ion of lhese items inlO an ongo- .......", Ubram of brgos 841--846 Shl dooo'"a lT
ing campaign is practically glllTlnIee.:i to ...... 11 Mace of 51. CUl hbert IV 847-852 Shard ofSo kknod
destroy il. 412-417 Machine of Lum 1M Mad II 853-858 SIb)'Wae Book

R,"
01-05
Artlflol Na m ~
Aoom ofWo Mil
AI-Azid', CbOilly f l ilu
. ,-
418-423
424--429
430-435
M lJkofBac:~O"K.s
MUltrfla..
MIChty Sen... 1 of .... uk-O II
MUenl. n Sctpl~'
."...'"
,,'-'" Su.attl" of Bodllll
SloDt Sctpttr of S~lh
871-876 SUrya 'l Chlnot

"Ii
-,
116-11 436-441 871-882 S .. ord of ".1
12- 17 Alchemlsl'1 Applnolu, MI.rtll'5hl.ld ofRbcddnln 883-887 S..'ord of II
18-23 AII-K.. owIng Eyt ofV.lmln 447--452 Mlolnlr 888-893 TIlIsmu of AI·A kb.r
Sir. 4S3--458 Monkt)' nil ofH .'ohao 894-899 ThtApp""ul
24-29 App...IUI of D.... dful
Co n, lruolion
".-
465--470
Monodt ofBllllh. los
N~dtlac:t of Ulutlu
T"" CIUDIIt'I
906-911 T"" Sonllnt!
"'-J3 Arllle] byWI)".lnd 471--476 Oboldlln 1\1. . ofUrik 912--917 Thront of Ibt Cods
0,'"
36-<,
42-47
Arllfumlce
Almodeu.'s Ruby Rod 477--482 of Chaotic Evil ,"-",
918--923 Thm nt oftb. Codl ll
llmtpltu of IOorr

....
48-52 Au oftht D.... rr lordi 483-488 of Chaotic Good ,30-93< Tomt ofStu-1\I1
,,3-"
65-70
Au of Iht Emptron
Bab. Vap's HUI II
Blatkjamm~.' s CUll."
......
......"" of Chaotic Neulnl
of Dragon kind II
93S-940 Toolh of D.I"'....... ar II
941 - ~ Tne of LIfe
947--952 Tne of LIft II
500-50S orlh. DraIlDn
71 - 76 Book of Amon 506-511 of lbe Drall"nellt Tnld or Btlny.1
77-82 512-517 oflbe Drake 953--958 Circlet of Iktrny.1

.....
Book ofbrc'"
83-88 Book With No End
Bnnger of Doom
518-523
524-529
of t"" Elder Wyrm
of the EtcnIIl Dragoo "...... Coin oflktl'ly.l
965--970 Dagger of Ikll'lyal
,'-"
100-105
Ca".. n 'J Bell
C.n ·nOak
530-535 of the Fimin.kt 971--976 \'~nllllldl 'J In,"lodbir
536-540 of the Gold-Hoarder HOIlf"ClI"
106--111 Cla .... of MICllly Sh. u.... 541-546 of the Gn:aI Serpenl 977-981 Wd of All Huls
11 2- 111 t;Odu onb~ Inll.llt t'lann )47-3~Z ohhc: HllohUnll 982-987 wu. or 11"'0' I... n
II S53-558 of the Scaled 988-993 World-Shltld Ore
118-123 Coin of Jilin tht Bountiful 559-564 of!he: Serpent " . . . , Vt'CIDd '. RffOrd""
124-129 Comb oflht "orrlgo n, 56S-570 of ibc: Wyrmkin
Cro.m, 571-S76 ofltwful Evil
136-135 ofChaolicEvi l 577-582 ofLowfu l Good
136-141 of Chaotic Good S83-588 ofltwful NeulrIl
142- 147 of Chaotic Ncuual 589-593 ofNeuual
148-152 of Lawful Evil 594--599 ofNeulnl Evil
153-158 of Lawful Good 600-6II, ofNt ..... lGood
1S9-164 of Lawful Neutral ""-'II On .. II ', LaIlU of Doom
16S-170 ofNCUU'II 612~17 ~Iurul ~na pl offu
171-176 ofNelllnl1 hil 618-623 Plltu.
177-182 ofNeUlJ1l1 Good 624--{i29 l'iI'l'btr1o', Card.. Pool
183-188 Cry.tl l of Llgbt 63().-63S Pynlmld E.. treY
189-194 Cry. t.1 oflhe [bon Fl l mt II
"...... QUHn [hlllu', Nightin gale

.J 1595
I....
.....
~\ ______________________________________________________-Jr

/r------------------------------------~~
1596
'\\...................................................JI'
Index
TIriI indc:x it .. OO<I'II)~. '*"
!iinIdly...... AtonI PowOO. Oak"....... ......
906 II>d WI!Cf AdiplO! .... Rm, of ...... 9S9
.. _could make illf ..
<fIR .. f.......,.o;t Ac,,"~ , Bridle of . . ..... 223 and WI"". SIII'I"of . 1m 1271
n has ....... !han one
kim in ill _ . the A<1Io. Airbolo' . • . . • . . .. In
irem will normally k fOUDCl W>de. eacb or Elixir, Hemic ........ . ..... . ... 442 Airol;' ~ Sh.inin. II.,.., of
Ihnn. For e><ampl~, T1HI GItosI/y 1'b/1lCC <>/11/. Hand of Remot • ................. 5<15 TenThousancl Winc1< ..•. . ..• . .. 1542
bidi. listed WlderAI-Azid, Ghostly. and II.IIM. of UnderwalOr . . . . 594 Airy Sphere, Kunrohb~ .. . .. . . 1271)
PoI_ MiI1)' Items hove rubhndinp-nor- Orb of Remote ......... . . .... .. 798 Ajlgo"', . ... 202
mal,cW'SC<l: red, b~k -and the$e ~ also Rin80fFr« ... 953.964 AI·Akbar. Cup of . . . 3S2
included . •Wthcrm<>r<. some itemJ, particu. Ring of Quick . .. 990 A I·Akbar. Tl lismanof . . . .. .. . 1419
Iarly IhoJe from DRAoo!<I..ANCII prod..:ts, S!&1f of E!heral ....... ... ...... 1280 A I·A~ ~ Ghostly Palac:c . . . ...... 26
hmI: altemlOlC names and these are also TomeofQuicknessof . 144<1 AI.Kalim, Gold Seal Rilla of . . .. 967
~. Spells <X>nI&i""" in the -00 yok.ofU...se....... tor .....•...•... 1564 Al..s.mal. Sal ofJ.f.. . .. 1087
IpCllboob t.ow DOt bern l~ it only ActionJ. SulplNr Inn.....,. and ...... 124-4 Abbwer Gnff"" F"";,," .. . ....... 471
IOIDUC~_. Ac1ivity Det«rion. Lens of •..• 6S3 AlIrCb·AmIoI " SlIff ............. un
Adamamioe SK-kle • I II 5 Alarm 8eaeoa .l1jammill3 Helm ... 514
Ad lP!I !Io. AIann.. Bell o f.................... all
A NecklKeof. . .............. 746 A]bnti", S""""' ....... .. 1)37
Ri.,. of Elemental . . . 9 59 Akaiucr, The .................... liB

.
Aas;,-, Bow
," ..imon Sword ••• ,
........•... . • 202

wille Dexn ............. . ... .. 1009


, . lJ.16
WeapOol of..

Adder, SlJ.I'I"ofthc ...


.. 15<11
Adder. Circl<1 oh,," ...........•...• 289
12<J)
Addi!ionIl W.lponry, Elixir of ....... 441
Aldxmist~ AppanlUl ..
Akhrnry. Grimo". of A .. haic: . .
Alct>emy J"i' • . . • . . .
A10/1'lO~ Whip ...
. . 53
. 663
62.,626
. .. .•. IH3
ofOiSp\a«m...u . . ... .... 1009 Adhe~nce. llook of. ....... . ....... 599 A1ene~ Phil!.,. of()vmo.-helmina
or Pmleetlon , . . . 1009 Adberini. Dus! of . .. 41 4 t.a.e . . ... 821
AbacUI "fCal\:ulalion .• . .2S Adjltha (The Orinkr) .. . 1136 Alenness. Rod uf ..... ... .. .. 1022
Abari. 'IArrow . So! AdmundfOrt Rinli of t.e.dership . 941 "I..ander .. a.i.... ofOpenill3 ..•. .. . 816
Abb.,,,,,... Ad......:ed Meciilllion. Potion of.. 854 Allcorr\l, UteS of . . . . . II 5l
Armor .•. . .... 69 Ad.,.".,1IIIin&. PotiOII of WI"". . 897 A II. anlta !
Do"" ... . .. 356 Aep-)O"" ....... . ....... )1 • Cban&e, Amulrll'rolectioll from ..... 39
""'. ... 1093 AcP. .... ... .. 1093 Charl&e, Helmet of . . .. S84

...
Abhor A4) Btooc:h ofWlmi ... .... 225 MJjs-F*'I ... . .. S51 DelcaIOll Daaa ... . .. lSti
AbdaaI 0ysW , •...••.. MOl ..... Bat: of . De1«rion. £ani.,. of .
,
Abhorm>ce of Shape Chodaers, '"
... 13l6
Aordi Sea. Rod ofthc . . ........ 1022
Aerdy, 8lac:k Croom of •...••..••..• 332
.. 119
HtlmclorOppoai..
I""'lIil¢'ll """opOII •
. ......... 59]
. •. lSI S, ma
425

Abili!)!, Pol;"" of Psionic . .. 883 Aerial Anchor • . . • . ... • 5 Orb of . . ...... . ...... 7tl
Abishal., Bl.ck , ....... . ..•... 1192 Ami<1ion. Rm, of . . . . 947 POOon ofOppoai!. .. . .. no
Abishal G ....... , •... . 1192 African Ju 'U ....... 763. 899 Swoni . . .............. 1399
AbJuntlon Age, Cane of.... . ... . .. .. 2., Ali8""'<na.. Combinill3
Am ictiQn,Ri"iof . .,947 ARIBi Ke&llr. of Various ...•. . • .. ... . . 944
Curxd, School Cap or . . ... ... . . 2$ll Potion of . . . 854 AI\·Kt>owina Eye ory..... in Si... . 451
ResiStanCe, Rlni0f. ,... . . . 994 Potion ortmmunity!o .... ..... . . . 873 AIl.Purpose lI .. linS Elixir 441
School ell' of , 2S 1 Thr..dof.. . ..... 1431 AI1·Sc-einIThrone .... .. .. ... . . ... 1434
Abominable Oeoc:on Lam:p, 1lI.,~ .... 6042 A~Ieune-... Oil of.. .. 763 Al1e'IYDuSl .. . ..... .. .. . .. . 4 14
AbaYc. Awl of the . . ....... ... . 110 Agel. BooIt of!he 8riKh! .. . 1154 All Seein. Min-or. V.f....... 7)6
Abm ...... Soop of. . 1126 Ajes. Book of!he Darlt .•. . . . . . . . . . I I 62 AllspK-e •••••••••••••.••. . .•.• 763, 1199
At..mlhe .,.......
AbAoIl>Ie$, Aloentiouofthe
IDIriftlic .. .•...
.. 763,899

1117
....,......1 ...... Arrow of. . . . .
A&ility.Arttonc'sS""",,,of. .
AJility. Potiorl of ..
1342
. 854
.. H
,,-
Almon" Wand oflU.....m.tion ...... 141l

Comor .. . ll'
Abooobina Bcholcln Moutbpck ..••... 166 ARiWor ••••••••• (See ROOt-. of m-S;q) Holy Medallion of. .m
"btorpIloa Api, Red CharioI of . . ........ 280 Noi:klaceof .•..•. • .... 746
Mmorof .. . fh Api ) Red Axe .. III Alokbir) .lIboo1< ............. L1l1
o..sr or. .. ..414 AJI<InIIhoI*: Weapon . . ... 15<17 Aln rall",
Porion of . . ...... . ...... .. 853 AhlO) Sickle.... . ... 1114 Ami.,ion, Rina of ......... . ..... 9011
Rod of .
Shi.1d of
. ...... 1021
1093
",Ada{l!a!ion. Rln, of . . ....... . . 959
Curxd School Cap of ..... 250
Girdle ofGcndcr ... . .... ... ..... ~l4
Aby..,Am" I.! of!1le .... . . 21 Balloon . . . . 151 NO/I'klac:e of.. . ... 141
",=I.nIlOf . . .......... .. ... .. 25.596 8~a !hi"" NO/I'kl..,. of. .... . .. . 146 ReJiJlaIlCe. R1na of. . . 994
Ac~na.. Sword . . 1136 Commlr.d, Ri.,. of ........ .. .... 960 School Cap of. . . 251
AceQ$, H'WyI:~ Robe ofl!TllllOdialO . . 1011 Control. Potion ofEI.menlll .. ..... 866 WandofSi ................ . .... 14901
Acc:euibility, KhIolid ~ Poo.o;:h of.. 136 Elemmlll Ball .................. 1.9 AhenuiOllJ ofT&nJibies
AC<>ONibili!y, Pouch of.. •......... . . 131 ElomenWl, CenJc.. ofCoouollin3 .. 270 II>d InWlCiblea . . 1ll7
A«. ncy ElemenWl, Ctnser AI .... 'iont of .... Inlrinsi<
IurowIBolt 01 . .. 92 HierophInI, RlIIaoflbe ... . .. 969 ,-~ . 11)7
Ikld of ..•... .. .•... .•.. .•.. 163 11Ml1ner3bilily, Oil ofElemmlal .... 761 AI"""" Nap Croom .• . ..... l34
Blo.,pof ...• ... .... .... . 116 lcAcrTl lismanof ... .. 1.21 Alle"",le
&wof .• m M.. ................... . JHl I'rofwiool. PoIiorl of .. as.
Ctuabowof ..... . .•.. .••. 203 Mewn.otphocll,Rin$of .••. _...• 961 Wand of Wonder V . ..... ISOIl
MonIom) C...1<koo of . World G.oe
Eyoof .
Missil. """apOol of .
~... of..
..'""
1129 Potion of Freoh
. ... 261
Poc:kCII. ao.k of ........... . .... 296
..... "' .. . . 869 Alz'l 8""",h ofWlnling.Abbof.
..... 5<11
AllCmIlina l1l"",ina!ioo. W~ of . 1514
225
Accursed Carpet .. ....... .... 256 Quality (AQ) LenJ. Red . . .. . ... 1067 A....·TIU·MI .... Vor;>ol Axe . .112

".
A"",,"!ion, Tar! of .

itnil!&ntt, Oil of .... . ... . . . .. .. 763


Scroll ofl'ro!enion from ........ . 1076
1428 ReSlOnuion. C.bi",,! of. .
Scroll of l'ro!CClion r.-om .
Sporn ....
SlIlfoflhc: Elmlents: ............ 1219
. .. 233
. . 1077
. 26
ArruolglmOUS l'oIion. ...
Amasil, Rina of . .
....... w, Whi~ of. . .
. . . 854
. 947
. ..... 1512
AmI!$lI·Mikabo$hi"SWOfd .. .. •. . . 1319
Shield of Proof "'pinst....... . ... 1101 SlIlfof . . .. 1278.1279,1280 ArnIu .... nl, Dreuof........ . . . . . . (1)
A""", ofWo tolli ................... 25 Summonina liOSlile E........IIls ..... 271) AmlziDjMic:e .•. .. ...•. 719

/r--------------------------------------~~
1597
~~.......................................................Jr
Ambtr location ...................... )9 Allk]tt
Cursed Scroll of . . .. 1072 ofPro!ection ..................... )9 Equus ..•...•.......•..•...•.. .-11
Golem •. Librom of .............. 662 of Prote<rion AgaiMl of Growth ....................... ~9
Golem. T.li$m;lnoftht ........... 1422 Alignm<n. Change .............. 39 ofHobbIi"3 . . .................. 49
MonkoY' Figurine. . ......... 473 of ProteCtion Agains1 Crystal of Levitation ..................... SG
Ambient T.rnpc ..... =
(An Balls '" ESP . .39 of Sinking . 30
Lens. y.llow ...•............• 1067 of Protec1ion fi"om Good . . 4() of S,,", Footing. . . .... 30
Ambrosia. Cauldron of.............. 267 ofProle<tion from Sloep ............ 4() of Walking. . . 30
Ambrosia. """on of ............... 85-4 of ProIec1ion from Thming . . ... 41 Annacon, Sword ............. . . . 13J9
Amodio. Chffi.th Clod; of.......... 298 ofhionic In1erfm:IICC ...•......... 42 AMihil.tion. Sphereof ....... 1268. 1269
Amethyst of Ntv<1'Wim..- ............ 523 of Psionic Refle<-tion . ..42 Annoy;lnce. Xanthippe of. . . . 1306
Amethyst Dragon Slayer. Sword ..... 1351 ofl'$ychic PrQr""tion •...•......... 42 AMulmcn.Ring. . .... ~
Amiability.Amulet of ..... 27 ofRecall ........................ 42 An$anther. Sword.. . .. llolO
AmneIia. Chairof .... 273 Shaltli .......................... 42 An$han, Bow of ........... 202
Amnizu .............. . .. 1192 Shell of Protection fi"om Shorb ...... 42 AnsrnIth Harp ..............•...•. 1322
Amon. Book of... . ... 184 Shi~ld ................• •. . .• 43 Anowem,Th<,Sword ... 1:140.1341
AmQfpn. Jug . . ... 626 ofSI«plessness .................. 43 Antennae of Triangulation ............ 30
Amphi\>ian Contml. Po,ion of ofSpil'le\2$'i< . . ...... . 43 Anti-Magic.l'<>tion of............... m
Reptilol .. . 8~~ oflh< Spirit. .... .. . 43 Anti-Sl«p rooon ............... . I~l
AmphibiaNFi'h COIlItOI. The! of Ptah •............ . ..•.... 43 Antidote I'\)tion. . .•..... m
Potion of Rq>tilcl .............. 855 ofTimekoepi"3 ................... 4] Antimagic Arrow . . . . . . . . . . .• . .. Il
Amphibian IIIOubalum .............. 435 ofT..... fonnation ............ 43 Antimagic Egg . . • . . . 429
of Amplifiution. Hom. . ........ lSoI3 T...;, Fingon. . ............... 44 Antima"«, Planes of .............. 1211
Amultl ofUndef'$Ca Friendship.. . ... 44 Anti_S.o".,kin Weapon . . I~
ofthtAby.. . . ... 27 ofVadariD . 44 Anton~ Vorpal Blode 1)(1
Ago'''''' Cl}'sta.I Ball, &; ESP ........ 27 Vulnn . A.~
Against Disease ....... 27 of Wukcning .. .............. . ... 44 ofthtArmiO$. Iron ... .... 52
of Amiability.
of Anochnid Control ............... 28
. 27 Anagakok .•.
Analysis. Scope ofCel..ti.1.
.."
..•• 1067
oftht Dwan"0$, High ............. 51
oftht Lortmil Mounlains ........ 12
of!he !ku,. 28 Anal"", of Magic . ...... 657 of Sympa.hetic He •• ing ........... 283
of!he Cairn Hills 28 AnustDr1. Chair of lb. .273 Anll Mns
Canographer\. .
of Caterpillar Control
. . 28
........... 29
A .. o"""
Aerial . . ............. 45
Armor
Item .
..... 1Q
. •... 21
of Charm Re,i'tallCC . . ...... 29 Fea.her Toketl ................... 467 Ring . . .......... '#41
of Charming . . ................ 29 Fishing ..... ... ................ 45 Wand . . ................ 14n
ofChoetah Speed . . .. 29 Hold FO$!.. . .•. 4 ~ Weapon .. ................... . I~
ofCommunicatiOfl ..••...•........ 29 Man. 4~ Apathy. Ring of . . 94S
of Dragon Warding . . ...... 29 Seafaring. . 46 Aphrodi.ia . 764.899
orl>rama"c Death ...... 29 of Slaying . . 46 AphrodiSiac: ht$pi ..... ion. BmI\ ....... 76'
Drlskillion's, ofLife ............... 31 of Weight. . .47 Aphrodisiac:, Swell.\ l'l:.-fum< of .... 82S
of EI<mC:mal Command . . .. 31 Aneiettt CryplQrnaJ>Cy • I 137 Aphrodi~' Dagger. . • ....•. 3~
of Emotions. . .......... J I Andu,..... S"""" . .. 1339 ApOllo\Arrow . .Il
of Ex..",ion . . ..... 31 Angel. Buinoftht ................. 16, Appantu, •
of Far Reaching. .. 31 AngorOil .................... 763.899 Alcl>emist'$. . .....•.... 53
Fiend •.............•...•...•... 32 Angling. Crossbow of. . .. 203 of Dreadful Construc1ion. . .. ~
of Finding ••.......•....•....•.. 32 Angling. Fish;ng Pole of. ..482 ofK .... li'h................... ~7. 414
Ful}'Qndy" . )2 Anguisll. SIram of. ............... 1339 ofSpikeyOwns.. ~7
of the Golden Collar . . ......... 12 An8uroadal. ... 1339 ~ . . 52
Green,",,,,, ... . 12 Anhur"s lance..................... 647 Appari\ion$. Repcrloin: of
Handsof.he He.ling Spirit ......... 3J Animal SubcoM<:i""•.......•...• ..•. 1220
Hard ........ r ..•............••...•.. 34 Arrow of Polymorphing Small. . .. 93 Appuranu
Heal'h .......................... 34 An"",t,on Pipes . . . 15S4 Cameo of.. . . . . . . . . . . . . . . . . . . 235
of u.. Hero. . .......•.....•. 34 Call .. Hom of. ................. 1S43 Cloak of . . . . . . . . . . . . . . . . . . . .. . 295
of Holy Tum in II. . 34 Compr<hen,iQn. JaI of . 622 Du .. of ........................ 41~
Gn:erutone ....... ..... .......... )2 Con1rt>l. PoIion of . . 85~. 891 Gauzeof ....................... ~12
ofllun.ing.......... ... . ... 3S Control, Ring of . . ...••...... 947 Ring of. ..941
Greens.one .•........•........... 12 Friendship Ring ................. 947 Appendages, Potion of Useful ........ S9S
oOmmunity 10 Charm . 3S Friendship. Sheny"s Ri"3 of ....... 998 Appl<-
of!nes<apabl~ Locotion. . ........ lS Growth. Scroll of ............... 1070 ofBngi ......................... 18
of Insect Repellency. . ......... 35 Location. Wand of. . . ...... 1473 of Chaos .......•.......•.....•.• 18
Koleen"s Undead Slone . . ....... .. H Magnetism Ring . . . 948 Crab, Oil. .767.9(11
of l.a.n.nder ..... JS Magnetism Ring. eur.c..I 948 Applicati ..... o f l'l:rceptomancy,
ofleodmhip .................... 35 Animal .. PoIion of Speak wi.h . 893 Multiple ..•.................. I197
of l ifo PrQr"",ion . . ...• 36 Anima.ed Anack. Broom of.......... 228 Apprentice\ Egg ...........•...... 430
of Mallic R.,i,tanc:e . . ........ J6 Aolmollon Apron
ofM'la$pOl1lnnuencc . . ... 36 Boneof. ... . .... 182 ofComfon ........... .53 .
of Neutrality . . ............ 37 Oil. ..... 764 Flandal S~lskin·s ... 53
Nosocum .. • 37 S~lof ...................... II13 Leather .........•. S8
""'isll .. ..... .. .... . ... 37 Wandof. ............... .. 1473 AQu ... .................... .
Pahn Sign ..................... .. 37 Ani... . .. . 764, &99 Aquolk
of!he Papyrus s<ep.~r. . ......... 38 Anishta"s Spellbook ............... 1137 Armor .................... . .. ro
of Perpetual Youth. . 38 Ao~ Armorwith F~Action ........... 70
of Perpetual Y""lh &; I ""~peri"""" .... 38 ofLif.. .47 Depth location. Ring of. 948
Pheltllong·s . . .. ", ... 38 Nitbian .•....•.................. 47 Item ",ilb FrttAction ...........•. • 21
of ' he Planes . . ................ 38 of !'owe< •. . ....... 48 Weapon ..•...••...•.......•..•.. 21
of Power . . ........... 39 Roo 's. . ..•......... 48 Wizardry. slIrr of. .............. 1272
of Proof vs. Detection and True .. . ...... "' .... 48 Ar'ond.ighl ...................... 1342

/r------------------------------------,~
1598
'~ __________________________________________________JI"
-
Arlbcl~ Huggable Bear. . S8 Bath.. .83 Arms, My Brotberof ..... ,.,., .... 1352
..... bian Niglu. Oil .........•.. 764, 899 of Bll tkflamec . 72 Am(\, lnvuloer:o.ble COlI' of. . . 315
Anthnld of Blending . . ... .... . .... . 72 Atorn1 of Dreams. 823
Band"fd....... .. . .... . .. .. .. .. lS2 Blue, of1he Crystalmisl Mounlai", ... 72 Atorn1 ofNighln'lare$, Janni.~ ....... 772
Control, Amulel of ................ 28 B.-.dIie 's Lca1her. ... . ..... 72 Arom.olie Smoking Pipe . . ......... 1122
COIIIn)I, Ring of . . 949 Buckle of. . . .. ... .. . .. ....... 230 M~
I""ubalwn. . 435 CIIWduran Smoothhand's Abari.'s ........................ 84
Arachnida, Cloak of. . . 295 Chain Mail ...... , .. 72 Acid ................ ........... 84
Arachnida, The<><Iolus~ Cloak of. . 311 of Charm . , .. . 72 of AggrlIvalion .............. ... .. 85
Arak, S"'<>I'd of. .................. 1341 of Comfort . . . 72 Anli""'gi • . , • . as
Arbane~Sp<lIbook. . ........ 1244 of Command. . ........... .. . 73 Apollo 's . ....................... 8S
Arban<~S....ordofAgilily ......... 1342 of Concealed Wizardry . . ..... .... 73 of Anraclion . . . 8S
AlbaI.1, Orjalun ~ ............ 1211 ofConhnual CIea11linnl. . . .. .. 73 of Biting ........... 8S
ArborfealherToken. . ....... 467 of Coolness . ..73 Bla<k.ofluz 8S
An: IJghtnina. Wand of . 1473 of C_ Wounds . . . 73 of Blinding . 86
Mcanabula of Jume . . . 1])1 oflM De$ert E~ng. . .73.81 of Blinking . 86
An:on.abul&, Tasso" ...•.... 124S Dragonannor.. . 73 Bolts of lightning , . 86
Artu. (n.) Eastern Wooden ............ . ..... 73 ofBow.Breaking ................. 86
Ann(If ....... .. .. ..... . .... 70 ofEelix . .. ......... 74 of Bunling....................... 86
Bt...... . . ......... 163 ofEI"<tricity . ... ........ . 74 Candl •. Flame .. ,. . .. 242
BelL. 167 EI~n Chain Ml il . .. 74 ofChannilli ...... 86
",.afte (adj.) ofEnergy Drt.in . . ..... 74 ofC\ainudience .87
of !he Entourage. . .. 1140 ofEtherea1ily. . ................. 74 ofClairvoy.... e.. 87
Comprthen.i"". PoIion of ......... 8S6 of Etherealness ............... 74, 82 of Climbing. . ......... 87
Formula for . Draoolich. .59 Evil Dtagon...................... 75 ofConnccl;OIl . 87
Formula for . Lith .. 60 of Fear. . ....... . ..... .. 76 of Curing. . ............. 87
Manipulations of Flight ....................... 76 of D.rI<ne... . . . . . . .. . . . . . . . . . . 87
Pui$sanoe of Memory n of Detona,ion . . . . . .. . . . . . . . .• ... 88
Resistance, Dwarves
&; lIolmngs ................. 1140
"'" of Gaseous Form . .. ........... . ...
Gnarldan's.
ofH .. ,e ............. .. ..........
. .... 77
77
ofDi"""ion ... ... ....... .•.
ofDisanning ...
88
88
Sight. Eyes andVi,;"" ... ... ..... 1166 of He. ling ...................... 77 of Di,int.gralion .................. 88
Will, EVOluti<m of. ... ...• ....... 1165 lIeimdall~. . . . .. 77 ofDi'pelling .. . .. ..... .......... 88
Arcani$l, Eyt81_ of. .. .. .. . . ..... 462 Heimdall ~ Wloi,. . . .. ,. n of Di.tance ...................... 88
An:haic Alchemy, Grimoin: of . 663 of Horus . .. .... . . . . . .... 77 of Draconian Sloyilli .............. 88
ArehdnJid C.uldron ................ 267 lodJlI~ Golden.. ,. 77 Eh.... .. . ......... 88
Arehel)'. Bracer of . . . 220 oflnvi,ibility ....... ... .......... 77 of Enchanlmcn1. ......... 89
"""he •. Libram ofTeleporuuioo . . .. 668 Kweolislt Plate Mail of:he Seas .....77 of Exp\05ioru .................... 89
Arthi,,,<tufC . . ..... 1140 Kumaka .... .. .................... 77 of Extended Range ....... .. ...... . 89
Arthmagedom, Potion of ............ 8~6 I..aeral~ S!Otm. . ........... 78 F....n. Fire ....... .. .......... .... 89
Arthrnagi. R~of1he. . .. ... 1009 Lenunikainen's. 78 of Fire ............ . ......... . 89
An:hveull's Spellbook . .. .......... 1247 ofMissil.Attroction . . ........... 78 Fire Seed . . .. 89
A",,;c. Medalli"" of the ............ 710 M""""'r'l . . ........... 78 Fire Trap ........................ 90
Artt"" StaffofSwuming InsetlS . . .. 1272 Oyoti of1he Unkno"..n Wanior. . .. 78 Flaming . . ............. 90
Atdruen's Refreshm<n' Simula<rum ... 62 Oil of.. . .......... 764 of Flying . . ........... 90
AreJ's Spear. . .... 1129 Pien:ing Dagger . • 3~7 of 1'<>=. \lO
Aric'sSlaffofPowor ............... 1273 PI.,. of50larnnU$. . 79 of Harm. . 90
Aries.. Oil of . . . . ..... ... .. .... ... 764 of Possession . . . .. 79 of Holding . 90
Arik. E~of .......... , ... ........ 4~2 of Presence . . .. 79 of Ice . . ................ 91
Mm Quill< . . ... . ... . .. 79 oflllwninat;"" . . .... 91
Blade. 3S~ ofltag.. . . . .. .. 81 Illusory Mi>:iil... 91
of Doom . . .................... 63 Rainbow .... .. 81 ofJu$1ice . 91
ofE'lI"Ih. SiI .... r . . ...... 64 Rlji 's. of1he Dc,.n E~lIing .. . 81 of law .. ..91
TN!h 's Righ'. . . .... .. .... . 013 Red,oftbe H.l1fi.... . . ......... 81 orUgh! 91
of Valor ......... . ..... ..... .. ... 64 Red Drt.gon Scal. . . ........... 81 oflightins ...................... 92
.0.""'"'"""1, C.... of .......... , ..... 247 of Ren"<lion . . ........... 81 oflighlnins . . ......... 92
Armbnd R""""",CutR. . ........... 82 lycanthrope Slayer. . .. 92
Comfort of Sleep . .65 Scale Mlil of Horus ..... 82 M",lubi~ ' Wounding ........... 92
of Death 65 Skoriaan'l [)row Chain Moil. . ..• . 82 of Mi$di"",'ion . ..92
oOlelling .................. .. ... 6S Sleeping Ba, of Missil. Weapon of Acc~ . . 92
of Music ........................ 66 NulliflCalion ...... 138. 1119 MiJt,il. Weapon of Distance ........ 92
ofSlolulalion . ... , .... , .... , ..... 66 of Sol amnia. . . ..... ... ... 82 "fMultiplicily ......... 92
of Snake Changing ... .. 66 SW1f~ Iron. . ........... 82 Nilboir . . .... 92
01' Strength . . . .. 66 ofSwinuning . .,, 82 Oberon's. of Subduing . . ....... ~2
Truehean's Warding ..... .. ... ... .. 66 of TemperalUre Control . . , , 82 Oberon's. of Slaying .. . ........... 93
ofYariabie Suengtlt . 67 TuI..,~ Plate Moil of E6.reaIJle$$ . . 82 ParalYUliCHI . . . . .......... 93
Armel by Wayland ................. 584 of the Undead. . ........... 83 of ~IIOtra'ing . 93
Armida. Girol. of ... . .... . , ........ 530 of Unde""" ter Action . . ... 83 of~lIOtralion . . ...... 9)
Armi.,. Iron Anvil of(he. 51 Voice of Heroes . . .......... 83 of~ . . ...... 9)
Armor ofVulnerabi\ity. . .. 83 of Piereing. . . .. 93
Abbathor"s.. .69 of Warmth . . . . 83 of PolymOrpbing . . .. 93
of Absorption .•.................. 69 Armored Caparison. 252 ofPunui'. . ........ \J.l
of Acidic Sccretioo . . .. 70 Annoring. Nusgin'seur.td Rina of ... 984 Quarrel of Biting. ............ . ... 9S
Anything ,. ..70 Armoring. Ring of . .. ......... 949 Red .......•..• . ...... 95
Aqualic. . ....... 70 A"""'Y. Wand o f . . .. 14 74 of Refilling .. . . ..... 95
Arealle.. 70 Amu and Flbulous H...,.,. ofRetuming .. 95
Avoreen's Chain Mail. . ...... 71 Legendary of Grell. 1191 of Rock Pi.",ing. . ...... 9S
A'lyf.rund'l ..................... 71 Arms. Manual ofPuiU/lnl Skill at. 688 of Roping . . 96

/r------------------------------------.~
1599

...
~\ __________________________________________________~r

,I..rooo' Attaok. Broom of Animated .......... 228 Gnarldan ~ Sanle . .... 118
of5<.." o.,ocrion . .. 96 Attaob. J.....,I of ............ . ..... 522 Hutsel1Si ~ lIand. . . 118
ofS<",aznin&. .. . .............. 96 Attacks. Shi. ld of Proof Haruezini 's Hand . .. II!
o f Sorkin g ..•..•..•...•....... 96, 97 A",irun Sound .. . . ........ . ... •. 1101 of Hurling . . .. .... 118
..fSct ...... 97 Attaoks Upon 1hc Owner. J.....,I of .. . .. 522 Lorn's Battle.. . . .. . . ...... . . 118
" fSignaling ...... 97 Atten'ion. Phylactery of Monsln)US .. . 83 I M.glubiyct 's ... . .... . ........... 118
ofS;I~ . .. 97 A It .... tlOd Might ofH...-oes . . . . ........ l!8
of Sinking . 97 ArmorofMi .. ile ................. 78 Molytlo-us's . 118
of Slaying. . . ..... .......... . 97. 99 Arrowof. ...... as MotopIII. . ...... 119
" fSleighing , .................... 100 Bagpipes.of~line . .. . 1537 NitIlRll Sin's Blaok. . . 119
Snake .•.........•..•. . .. 100 BaUofAvilln. . .. . . 148 Nomog-Ge.o.ya's Han'\. .. . ......... 119
of Speaking. . ................ 100 Banner of . . . . . . . 1S4 Piokaxe of Piercing. . • 119
S.irge', BM. . . 100 Bootof . 193 Rochpliner.... . ... . . 119
Storing. Quiver of. .. 929 Br"OC<:rof. .... . ........... 220 Sampsa'Golden . . . 119
Snm Bo', . 100 Jelly of . . . . . . . . . . . . . . . . . . .. 248 Shag's Battle . . ... . 119
of Stunning •... .. ......• 100 Medallion ofMissil. . . ..... 713 Sulwanl's . . . . ...... 119
o fTeleporlinB . . .•...•.... 100 Oil of . ........... .. ........... 764 Thor'sKiss . . . ..... . .. ......... 120
ofTransponing ... . .. 101 Pipes. Animal . . . ISS4 Throwing. . . ........ 120
Wood<:1I . . 101 Powder .. . . .. . .. .. ... .. .. . . .... 899 Thumb Height Man's . . ... lZO
..rWounding .. . ..... 101 Ve<l of . ....... .. .. .. .......... 1470 Torsborak • . . IZO
A""",,,,,ad of Mart;ng_ ...... . ...... 101 Attracti"' ....... Mask of ............ 697 Tunncll"\lllMl"' . . .. ... lZO
Arrow •. Bow of Neven:nding ........ 209 Amacti",r.ess Oil. ..... . .... . ...... 764 Withering Pidatt . . .. .. .. .... . ... 122
An ofComm""ica,ioru and Amact"'. Mi .. il. . . . . 1099 of1hc Woodsman . .. .... ..... . ... 122
Sigil, . . ................. 1140 Amac"". Noj ~ Mi .. il • . . ........•. 1100 Ztbulon 's. ofl.eavina .. . . ..... . ... 122
,1.." Fin. Auburns. Zn='s, of Snoring . • . . ..• 112
BI .... DI\ Bronze . lOt Tho Raverut\a$ .... ~ Spellbool< ... . 125 I Al<e">wI<td % ;<11 •. ............. . .. 1m
DRiDl\~I-by.''''-C1i1f.. 101 Aubovreer"SWorkbook ... . ......... 11 41 ....,i.. 's SeimiW"ofDan<:ing . . ... . ... 1)42
(;Iorir.ckl~ Go,es . 103 Auctions. Gavel of. .......... . . . . . . 512 A,ler' H.., ... . 1J22
G\Ori"""l~ Living Pointing. 104 Audacity. Byubo' Lamp of .... . .... 637 .....",,'.1<1. SVI'I><Il of. ..... I34J
Igraine's Pon ... il . IDS Aud;~.Chairo f . . ... . . 1088 A:turf: Sea. Did< of tbe . . .. ~
Norval 's TImely I'onroil . 1Q6 Augricn:"","STabledQlh . . ..... 1418 of1hcAzure Sea, Horn . .. I~J
P,gments of longevity . 1(16 Auquholi Hourgja.. . .. .... 601 AzIlre<ige.Axe . .. 111
l'I:)rtrai,,,", by M'gic .... .... ... . . 106 A u,hority. Foundations of Secrt1 ..... 1171
The Gladia,ors ... 102 Authority, Gavel of ....... S 12
Tho Watchers ........... . .. 106 Au'omated Spell 5<roll. Mondasso • . . 1075 B
Widow~W. lk ................ 108 A>nit'
Anemus~ Cloak of Displ"""""'"t . 296 Holy .. . . . . . .• . IHI. 13S3. 1356. 1366, Baate1:ll.. AtroW of Harming . . ........ 90
Arthur's S....,.-d .. .... ..... ....•.. . 1366 1373. Iln, 1376, 1391 Baaten.., Scroll of Protection from ... Ion
"""if"'l>. Tli",i~" Co."""!;",, vr 3"",.J, O' ~II"',t..;'~ H"l~ ...... . .. USG B.baY. "'\ ll u, . . .... .. ....... 6Il-I . ~
0....... PlllnM . 1460 Sword. Gre8ory's Holy .. ......... U73 Blbene Maeli1fOm. Sword of....... • 134)
Artifwnace. . ........ . ~74 Sword. Holy . . ............. 1375 Bac:hnleus, Mask of . . ... . 697
Art< o(Oratory Magnetism. Sword. Shalandain's Holy ......... 1391 Book A"..k Detection. Weapon of.... 1511
Forgonen ................... 1 171 A. ian tIaok Defense, Girdle of.. . ....... 532
Arts. Bla<k ................... 765. 899 Amaction. Ball of. . . . . . ..... . . . . 148 9""k Door ..•...... . .... . ........ 411
Arum(]; I\l.A"" ... 112 ContrOl, /'oIion of ... . ........... ass Baokbiter ......... . .... .. . 1129
Arunson ~ Sprllbook . . ... .. ... . ... 1181 Control, P<ttion of Mammal!. ass Backpack of Holding . .. 12.1
Anlthir~ Living Door ............ •. .<III Contro~ Rilli of . . . . . ... 949 Baobtabbing. S...xd of .. . .... 1343
Arv<lf..,n. Sword o(the 1342 AVRIl G=nsnider's Spellbook .. . ... 1143 8a<:klalker.. . . .. . 1341.1367-1368
~ n "$ ChainM,i1 . . ........ . 71 Awakening. Urn of. . . .. . ...... . ... 1465 Bad Tll$le. N..:klaceof. . . ... . ...... . 748
Armn:en's So.ord . . .... 1342 A... ..n... Badge of Freedom . . . . . . . . .. • ...... 123

..,
AK<1I<Iilli. S",irof. ... . 1301 CryStal of . .. . . . . . ).41 Badge of Monster Control ..... 123
Ash Command. Ring o f . . .. 989 P<ttion of Underground . . . .. ... 895 BodgerTalisman .... 1420
Ash Golem Libram .. 66l Ring •...•.... . ....... •.. . .. ... 949 B.. I's Morning Star ............ 48S. 67S
A. hakar ~ Sprllbook .. ..... .. ...... II40
A'iles. Urn of. . . . . . . . . . . . .
A'hley ~ Net o(Entrapment ..
A .lyf.",nd ~ Annor ................. 71
. . 1465
. .. 755
of1hc Above .
Full .
of Hole Punebi"i .
. ..
. ..
. . . .. .
110
111
111 .
."of Aeoll&l .
of Armor Nullification,
Sleepilli
. ... . .. . ... .. 139

...... . ... 138.1119


Asmiak ~ Sprllbool< . . .. 120~ . 1239 Inn ..• . ...•....•...•........... 111 of Beans . . ... . .. .. .. .. ... 113.124
Asrnod<us ~ Ruby Roo . ...... ..... 1022 Meu .. 111 Bcl1pOUCh of DiiappeantrK;e. . .. 132
Asp. Charm o(Resource . . .. 283 CM . . ... . ..... 111 of Boots .. . 132
Aspect. ofSpeliboolco. PhysicaL ..... 1133 A.. o f Boreos...• ...•. ......... •. .. • 139
ASiaSOin·. E)'I' .................... 4 52 Agni's Red . . . . III 9ucknard"s Everfull Purse .... ....• 133
A...... inatiOll. Sword of . ........... 1342 Ama_T .... _Mant's w..v.u. ......
112 o f Devoorina . . . I3J
As1r.l1 Oeva M""". 675 Arwndina ...• 112 Devoorilli Pooch . . 1J3
Asllan S ..<>nI of Enmity. Rei . . ])88 Azuredge. . .. 112 of Duplication _... . . .. . . . ..... 134
..... t ....I.M Brihaspati's . . ... ... ... .. 114 of EUn)$. . . . . ... .. . . . . . .... . . 119
Ce leiili,1 .. 109 of Brotherhood . .. 114 E",rfull, o(Seeds . . ........ 134
o(Entrapment . . ........ 109 Callordur2n Smoo,hhands's . . . .. . . 114 of Eyes . . ... 134
ofH~nrik . ' . . 109 Cursed B.nle . .. . ........ . 114 Feedbag of Plenty . .. ....... .... .. 134
AStrOno<n)I. Uni,-e ..... I . . ... 1259 o(Cutting. . ....... . ... 115 FoodpoIIch 134
ATLtIl$ . . ... 1067 o.a,hstriker . . ........... 115 Henry's Carpetbag of Holdi ng ... 134
At hena~ Helmet . 585 of the DwaIf Lords . . .. . .. liS Ho:ward 's Handy Haversack ... 115
Athe .. ~ Shi.ld ................... 1093 of1hc Dwarvish Lords .• . • 115 of Holding .. . .. .. ............... 1lS
Athe ..·, Speor ................... 1129 of'heEm~1"Or1 .. .... . ...•. .. 116 oflofi nite Wealth .. ...... ... ... . . 13S
Atmospheric Cloak ................ 2% ofE.n<;han'metll . .. 117 Jasper Thuoderhand's
Atonement. Gem of . S17 F""""avtr . . ........ . ..... 117 Handy H3VerSKk .............. m
A"""hmcnt. String of. . . 1)19 Garl Glinefiold. BanJe ........... 118 Klngaroo Pouoh . 136

1600
"~--------------------------------------------------..,I'
... SaIolift. CryttaI ..••..••. . .... Wi 8mYlI"~~ Dager ....... 1S1
Khalid"l'ooIc~ orAootuabilily . 136 WaU:rE~ . .•. 149 BartIa>;u.............. ... 1191.
of Manylbp . ..116 Ibllonl ~ Scroll . ... 1071J B ard~AphrodiJiao IMp'''';'''' .•....• 7601
NilhiMI s.ddlebop ..... . LJ.6 Ibm... 1101 ............ . Ban:I ~ Ri.... ..949
N";'J.ofMisplKin&.
M. . . .ilh
. 136
.. 1303 ......
1b1li1la< ...•...•. .. .. .. •. ISO '" Birdie Spelljomrni... Helm
Blrdkhe. Baphomel~..
.. 573
. ... ~I
l'ictish, ofFieftds ............... 136 Ai............ .... lSI Bl rdl"l
ar Nol'''' .. . ....... .. .. 139 C..... iYorouI..•.................. I~ I ofOecep1iveT.....,1 .. 158
ofPI~ly. . ..... 136 ofConllinmcnl . . . lSI . ofEl$yT......,I. .. . ..... 158
!'roo..:t;"" I'ooIch .... . .. 1].6 HOIAi. . ................ 151 o(flillu ............ 158
or
I'ouch Al:«sAbiIiI)' • . .. . ...... Il7 Poi_. .. .... ... . .. 151 Millica!... .. . ... 159
F'wI:h orUoklina •..•.•..•...•. .. 137 RusI ... 151 ofMi»i1oc l'n>1ec1ion.. . 159
or~ .................... tJ7 ~ ............... 151 M O<pII~ Hone .••...•..•..•.•.. 159
Pouch ofSecurily ....... . .. 137 ofTr••d"'l . .••.. .••. . ....••. lSI. BIfI'I of Nyr Oyv. lialry . 179
Sm:I SaeclwI •. . •• ...••.•••..•••. 137 Word .. . ...... 152 ~. ScmdhI.. ................. 1M
Silent f'IIIx ........... . ... ... . .. 131 IbIm,MishakaI .. Healina .... 711 1 Bora:riryck.. Fbil ••..•..•..•..•.•.. 485
Sbin'l SMchcl ••••• IlS 8al ......... s.....nl........ . .. no Borlidlion .. Mysrical Minu . . .. 72J
SIecpina. of Armor Nllllif~ .... IJS Iblors.....nl ..................... no 8amuI"O~.. .. 1344
o fTe~. .... . 138 Iblor Whip . . • . . • . . . • . . ..• 1533 Blml
ofTl'ans"".Ii"l . 138 &11"001" Hand Mi"", . . .. nl ofOro$.N~~nll. . •. 160
ofT~lin& . .. 138 &Itron .. ~ ................... 932 of Hidi.... . .........•. 159
ofTricki ...•....•..
ofUtI'fUl Jltm1 ..
of'llniJhin. •...
ofWil\d .... .
138
. . ..... .. 139
. .... 139
139
....
BImbo<> sdmillr .. . . ......... no
lIomplo ~ Rod ofDislonion . 1023

of lheA'""'MId ..... . ... ..... .... 152


hl!'il<c .. Coliapsible.
ofM""keys
of l'uveny .
............ 160

ofRolli"l . . .................. 160


. 1$9

. .. 160

Wi"" I'ooI<:h .••••........ ....•.. 140 ofBirdRnb'llnt ... . ....... 152 ofSaJI Pork. N~moiinll .......... 160
of thoWoodIMdt .. .............. 14 1 of Den;.! .......... .......
152 of1he Born... h ab, Hom .. .. IS4J

-
z.tron .. PouchofWonders 14 1 Funilior l'ro1ecIion EMIIII:ernen! ••. 15J Banik .. Spellboo/l: ........... 114J
blll"" Spell ComponmI Pouch . 47 l....... ofBilarro 153 Bucom U..... lian·. Sv.onI UU
of~............. ... 139 orMip . .•. 153 Rue &11 ...... . .. 149
ofIhl5ef"Pft"ll .... IS] ButIaI .. Spellboo/l: •............... 1143
Con""-ion . . . . . . . . . . . . . . . .. I B6 1bndioI1(;....... I"", Crownoflho ... 3J.4 ButIaI .. TaldriliJIII . . . ... 6J6. 1143
CymboIi\.ofSoundiq .. . . .. 1S16 1Iandoro. Fochl...... . . . ..... 1)20 BosiliJl<Travd, B&rdi"lof... 157
of Doom .... . •• lSl6 Bono. Holy Hind of . . . S62 BuinoflhoAtl#I .. ... . .. 161
of Droni.... .. • .. . 1537 Bono, Sal of ....... .. IOU BuinofHiddmDanaen . 161
Oupl",ofFcu... .. IS37 aa.. (.aj.) BuketofDeYouri.... 161
Fear ............ . IS)7 S.... Drop., S......" . . •• .. . 13-48 Bus Dnun .. 818
Fel~ Attn<:tion .. IS37 CI ..... ........................ 13-49 8151. Sword of .. lW
HoodKhon .
Skluen.... . .. ... ..........
Baam-IOI, MonocLe of . . . . .. 738
I')'
. .• 1'3' Ebonbano:, Sv.onI. . . . ... I]S9. 1360
of E~Iwl~ BelftlJ, SIIIUI"d.. . . .• 13-43
Fiendbane. Sv.onI. . .......... lJ67
811. CJoalc oflho .................. 296
8a"'. Armor . .
Ba'" Thb ........................ 1460
. ..... 83
8ahijI~ SlippenofSpiderClimbinl .. 1121 l'oebor1c, Sv.ooI. . 1369 BIIS. Book of . . .............. 1143
Bajall SLayina. Wuponof .. 1'24 a...,"" SVIORI .........•...•.•• 1J7I BIIS' Blood ......•.....•..•.. 765.899

. .-
Bake>. TIITIIIC- (Bo.) ..
Balkcr~ Hand . • . . .

BooIof. ... .....


Card
. ... 216
. . •• 5ro

. .. 193
..••.••• )l l
GoIIIiJIt', Bow.............
GoIem, sVIORI .
t..ccdon . . . .. . . .. .
otlho NonII.... .••.
Roprile ....... .....
. .. 205
.• lln
. . &43
. 1].44
. .... 1143
&nerin& Rom, BiabY" Demanding.... 162
&nerin& RIm. Ma,k.lI ..
Battinl CIJe.
Bittle
Au. Cuntd .•.
162
. .. 2J.I
11 4
of~ ... . .• 143 s.:.lt.SVIORI •••••••••••••..•••• 1390 Ale, Oorl OliltCf$Old'l . . l iS
ofH.rmoQy . .... . .. 143 SIwb ............ .....1131 Au.OnoridoII'I .... .118
ofJudJmem .... . . 143 SNb, S"fI'Ofd •. 1)96 Au,tom.... . 118
Ladderof........ ..635 Troll." Sword .. . 1411 Au, ShIa" , 119
of~ .....•...••........ ... 148 Wynns. .•. . .. ..... 1.14 CIook ...........•.............. 291

...-
Selle ....... ..148 BanisIUn" llilde of .•............. . 357 C~I. Thsmil'l ......... ...... 71S
Well"'" of. .. lSOB Banislltnet1l. Wand of ...... 1474 Mimulof (IIbr1' kll. . 1376
Baldncu . . ............ ... 8018 Ri ... ofSpell. .•. 999
Balian~ Yollow loun Slone. . .. 61J ofAnne1ion ................. 15--4 SlI ffof ...... . ... . ...• 1273
Bal;,w". Sv.onI •...•.. . .. IJ.41 of8.......,. .................. 15--4.156 Sw ............ ... . ...... 485
Bill Cuncd . . .. ... ....... 15--4 Sinieshroud Gu. Globe of. ..537
Drop1~ FIa& . ISS
of......w.AIUX\ioft .
Sue ..
BtlloflM ..
.. 143
..
.. 812
I.., ofF.!roeily...
Flq of U_Co!on.
. ......... . ..... ISS
. . ...... IS5
1blOl*, BffiIrcpn:I 'I a...",iful

......
of&.l bks. ~ .•..
. 1lO"1
. ....• 1$044

_I;",. .... .. 149 Fly;" ..... . .. ISS ArcInoc..... . ...... 163


CbOnudioI CtytIal .•••. . . J.46 ofFrimdohip . .... .... ... 1$5 Lamp, IlLaa"AbominabIe.. . .. 6012
...... ~.CI)1Ial .. . J.47 Holy ....... ........ . •• 1S5 I..aMem .•..••.••.•..•.• (See Ulllp)
of~ .••..•...•••..••.• 149 of baohs . • • . . • • . . • • . . . 156 Sprlljarnmint: ~ln>. Alarm .•.••..• 574
CryoIaI H~ ..
CrysIal...........
c... .... .
. J.47
. J.4.4
.149
Wow..... .... .....
~Shic-Id ......
I'!:Mom of Bravery .
156
. .. 156
. .....•.... 156
....
ThIyYian ..

of AOCIII"X)' •••
161

..... ...... . 161


Eimlental .•..... . 1.9 of PrMcy . •. . ...... 156 Alonomen1 ... ..............• 7SI
of EJldIeot $tri"I . • . . . • . . . ISO of l'ro1ecIion . . .. 156 8eody Eye ..•. . .......... 163.453
Eltrasentory CI)'$UoI. . . . . . ... 346 ofRmown ... . ........ IS7 orBlns'''' .•. . 7SI
Fool.. . .. .... ... . .... ISO of Tmor .. . .... IS7 ofCurina ···· . . 7SI
InmOnyx ... . . ISO Zet1.. . •.. .•. . ..... IS7 of Dew •••••. ••• 164
Moredlin~ CI)"IIII . J.48 Bonqucts. Tiblocof . . ... 1417 of Foree .•..•..•. ....... 164
Ony,c .... . ISO 1Iaphomd~ lIordiehe . . ......... 8011 O'm .• 164
ofl'\loloer . .••. .•.... ISO Bonvor C\oMIIIadow~ CIooIr. • . . . 296 Kanno ..•..•..•. . ..• 751

/r------------------------------------.~
160 1
~~ __________________________________________________.Jr

.... Udo"orFlyi~, •...•...•.


'''' Quivct •..•..••..••.••..•.••... 929

. ,,'
Necklace of ~ .. . 751 Yo ................ Sidde ....................... III~

.,-
of Oblivion .

"'" .......... I(,.t


...... 16S
. 'M Ikltpoucb of~.

of En<umbran<e . ........ 171


'"'" SiP.. !'orion of ..... lS6
5pcllbook orSh.u!pIarThe ... .. IlJIi
Strmd. Di irinb.. .. ,010
ofSummonl .•..••. . 751 oflAviwiM ..... S.....np.Ori>oflhe .•..•......... 7U
of \\""", Walki"' ..•..•..••..••.. 751 of~",
~ J'ooooder ••••••
'"
.••..•• 171 S-.-.I ................ . .. I~
-n.t.r.on.......' ............... l*l
8atcrofam. ..... .
Bealer ofl'le.uifull'cOons..... .
Bean ofOou. SIl ..... &; Jelly ......•... 16S
'"'" Be"erkillPd Rock ...•.
Iknlti .. Express Ladder •.
. ..... 1M. 899
... 1021 Veil. Dypsha) Powdn-of1l>o .. .. .. 902
Voil. I'owdo-r orlhe .. . . . \100

.
.. 6l$
Ilnns. Bajof.. . .. 123.124 IkM Griff) Sword. .. 13<14 WalL ......................... 172
"
~I ~ H~... . .... $8
Benson) Stant> of
Unoutain frin'whhip . • ...• lOSS
Wcdp . . ... .... ..... . .. 1ll1
9lac:kbin:la. Pie of Four.lfl6.lWmcy.. .Ill
o-oflho . . ... SOl 1ktpmoI)0i1lf'l:rwder ......... 76'. 899 BI..,kf\a_
Cloak oflho Suilwll MoooIai ... ..... m Bcnnow-T...... Z-.. M_ __ •.•• 675
-". ..... 7:1
SIandi", ... ...
~.Amuk:1of'ho ...
Beast. TaliSnLlJl of'l>o
. ... 1561
.. 28
....•. 1420
Berronar TNC$iI .... ) Sil ..... Ri ......... 9049
Betry........... ... . ........ . 171
Bmc'" DandnsSword ............ 134<1
"'" '" .
Dluerof
SwonI of .
... ... .. m
.. m
.... IJ.lS

.....
Beatin& Heart ........
Baurqan:I ~ 8eaUlifui Baub6o ••••.•• n07

JocinIhof lnesl~ .
Oil of. ...
. ... sn

621
. .. 76S
Ikrtert SImIilh. Ri ... of
8cttmerS....,.-d,CIWMd •••••..•••• 11S4
BcnnIdng. n.;u.-w, $hiddof..•.. II O!!
Bestowing. I'..non of Sleep
IkInyIlTriodof
.. 1006

.. 889
. 14S8
91..,kjlck "'11"",",e World Gale .
91xlj8mmer~ Cwliasl ••.••.••
9 1admooo. C.".." of .••.••..•.. ... m
BlKkmoor. Pi"""", of
BI ..,~
.. SOl

.""
... 1J6
.• 1J.16
Phil, ... of. ....... ... 828 Beyoond Lif•• MontIIIl ofPowen . . 1196 BI..,ulina· .. 1119
Rina of . . . . . . . . . . . . . . • . . .
and U&1incu, Wand of .
Bee ~ COfbin .•••
Bcd.lizardslin.........
Bedroll oW' ynw ........... 166
. .. 949
. .. 1475
. •• '-'0
.. 670
BilbY" Demandina Bitlering Ram •••• 162
BilbY) Spel1book...
Biiaml. Iron BancIs of .
Biloud .. . ...
Bimbomushi.
. •.. 1146. 1196
. .. IS)
. ....... 1110
517. UOB
~ .
91..,blatf.
9 1Kb!;c,k •.

An!ooI)~ SwonI ..
ofBani.m", ............
. ... 127)
•.•..• 10l)

.1 J.lI
.)j7
8cel1e Shield, Dca."Wa.<h .. 1094 Bind Fe.!herToIc .................... . 67 ofHlloOk I,.,. S\WIfd . 1J.l7
Bcjzoina. Brooo;lt of . . ...••... 22S Binder. Spell. . . .......... 140) BriJlllbl.de. Swonl . . . . !:wI
Bqui1er. Capoflho . . ... 250 Bl.dJac Brinle. Weapon .... . ISIO
Bquiler.a.o.t oflhe............... 297 Coo< .L .......... 329 Candle. flan>o.. ...... .. 2~1
Bquil ..... Malo Malo Rod 0( . . ..... 742
Bcguiling.Rodof .............. 1023
PotioIII ofSpiriI ..
Soul .. BooI! of . ""
. ••.. 185
Chill ......................... )SO)
ofConuk. S-m.. . . 1).47
Bebokln Fanaplck .. 166 ,,~ Descn. S-.-.I. . 1156
Ikboldcr MOIIlhpkk. . • • 166 FeI!herTok.n ........... 467 E.i,hyan\. Sword •... ...• .. ..• • 1366
Iki"", Bane of Endwued ......... I J.tl 11ICUbo11im . . .... 4)S Flame. Sword .•.•.. 1.I6a
Ikimus) S""""' .... . 134<1 Repulsioa Oust. Small ............ 422 F\ofII:illio of ShU! (.u. S"'""'" •• _•••• 1.169
lk1ern.. ) T,,",. . . . . . . . . . . •.. RaInIinI. Baod of ................ 1'2 Ghost. l'I-.:n.. S""""' ..•.•••.• 1.\$01
Iklial) Miliwy Font . 8 irds, Shell of f>n>I<aion ............. 439 ~ ............... )61.1.17.1
Iklicver. SYoOnI oflho Binh Spoon .•• 1466 Hom. S"""" ......... 117l
~ Bi~. . .... 2".286 ofl.ad-..nder, SYoOnI. .. l:loll
of ... iarm ••••. ....• ••••••••••. 812 8 i_SkuIiTOIm! .. . .. ...••. 172 LiJlllnina ............ Ilil
of IheBalI. .. . ....••....•... 812 BiJselitl!W..... of~ .. . ...•. 1.75 l,d .. .... IlII
ofBIdi .... Golden . .. 81S Bill!, Stirioo).. ...... . ....... 100 MIICriab., Swon;I. . . •• 1llS
ofe-m.. ..•. .. 812 Biti .... AmIw of. . . . . ......•. 8$ Mmdin) lud. 5YoOn1 ••..•••••• l.IU
Cal>'UI......... .. 812 Biling. DIn of . . .. l71 Moon, Swon;I .. l.IU
Choit ..
Chun:h
Cow .
. 814
... 81S
. . 81S
,,-
Bilins. Quar~1 of .................. 95

ofC.!minll ..... . ........ 1.120


lUi.
R.... .
R"nerllin 51i",
. .................. 1).49
. ............... .I6J
. .I6a

" ......
ofDixon! .... . . 81S ofCharmirl, ..••..••..••..•...• 1.121 Sevcnrh.Swon;I .. .. 1391
. 815 of Dioc:on:l ....... Illi Sbapo and 1'e:oIln, Sword. ••••••.• 1m
ofFIftdom .... .8 1S OK' SIIinvnoIri .... ofStU..Gil\SCll ..... 139'
of l...m..u ..•. .........•....... 81S ... bishli . .. 1192 SIIoo:k • . . . 139'
"*"1"".... .. . 81S "'mlWofluz . .115 Soulblode. Sward . DJJ
ofl'n>4Cdiool •. ......••...•.. 816 ....... of 1l>o ... . ...... 765.899 Spell. SYoOnI . . I~
ofRin&irt& ... . ......•...•... 816 Ale. N....,. Sin....... . .. J19 Sun. S-.-d.... .. . 1)91.1406
ofTradIery .. . . 816 Bow ..•...••.•••..••..••..•..•• 202 S"",,",of ..................... 1» 1
."
. ,...
ofWarni", .. .
Ikll .. hlene ofldctui!y. .~
80>., 0Ilm). . . . . . .
Circ .... Boot of . . .
CIoK. KalnaKu~ ..
. .. 21'
. 1146
. ..... 3~
TIItl~ .. s....S""""' ....... ,.t09
WorIord, of Ihe
Shield Lands. Sword . . .. 1~12

-
orun:. !h .
ofBl"ftzcs ..
ofRo.ri", ...
Iklpm1 (I'IIi_)

An:a!>oI .•••••
Elk Clan CC"!'C"IToOI1ial
..•.. 167
.1 67
..... 167
... 1200

. ....•. 167
.....•. 168
Croom of Aonly
Dauer, N"'~ ..
en..,.. S~ Sward
Ea ..............
Fl ..... S......-d ..
Goose. lpsiuimo..
HI"".
.........
.. 112
. ..• J.66
13~7
. ........ 43(1
. .•• I34S
. .... 619
. ......... .. S~I
Whirl ... ind. SWOI'd.
Bl.adoekll Swon;I •••••••••••.
B ~ ................ .
B~ aaRil>& ....... .
Blandness. Dust of .
BlnUt
ofcomfon .......... m
•• 1(1)
... 1).47
.m
.~ .
• • IS

ofGoblll><Md 1'n>4"",.iM .... 168 H~on. Libwn oflhe. . 6S7 ofDeYouri... . .• 171
Gokl<n SapcM...... . ... 169 I,.,. BIad< of. ...... . .. ....... lJ.t7 of I'I-otffrion • 173
l.emmikainen.. ...... . .. 169 1"",)"liom ........ IS44 Sill< C-'n.ofWormth .. . .. 17)
/l-kginjanicr •.••..•. . •• 169 M.,., . 675 ofSleepina ................ 17l
Serpe .. ofS... """'i... ............. 169 Mirror.. ... 726 BluIIphor"sCrib ofPushi", .. I7l
Serpcn1 •• 169 ()pol Ere ..........• ~S3 Bllshpho<'" Mlgical Di.pen ......... I7l
Shadow ........................ 169 ()pol N"",kl.., •• Friua ~ ... 749 BI.,. SUp.... ........... ..1060
Snake •. . ..• 170 Peart •. 1104. aIlS 91.,. Spikl! . .. . . • .. . .. . .. . • . 74$

/r--------------------------------------.~
1602

It.
"~---------------------------------------------------'I' BII.... Sword. Pw1I .••..•. . 1188 Boccob .. 81esxd . . .... 6S9
""" 01'..... ... ....
IIr¥u . .. 220 BIIIIII Spolljunmlna R..... . .
. '''' 1Iow1ftll......... . ... llSO
il\1ii0ii0'......
GoIdcn Ikll or ........
Hornor .......
. ... 231
. ...... SLS
. l~ ...,
BJyphian. hdcsIIl of ..... .
Boar HameMina. Yol_

AirboAt ..
or.. .
.•... 808

''''
. 171
IJri&ht Aacs. • . .
of Clouds II>d For; ...
orthe C<rm\II>, ...
. 1114
..
. . . . ...... IIS7
11~7

81llCf, Krill", ... lamp .•............ 642


Blend. Dwimal ) Merry .......... .. . 828
BIt.dlna
e........
of 1'otIq_
Canoo ofT....·.l. ..
........ 178
.. 178
DAtIt A'.... .
ore ...... 81cS$Cd
.........
Oi,klofMiWkal ........... ISS. IBl
. 1149
1162

Anr.orof ...•.................... 72 Daen ... . ....... 118 of, ... Enli&htmed God,. . .. I tI
Oust of ••••••• ..• ... 4I S FndoerToilm. Swan ........... 469 or Ethnic Humor. &.aIled •. 116$
M...... 'I; Robeof ••• •.• 1013 FokLlna • . . .. . . . ....... 178 or Eulltd Pt<!dI;. . • . • . . . . . . . . .• • 188
Pilchcrof..•.•. · . .. .. 838 FoIdinaConcle. .. 178 Fi&ht.. . .. {Sec M•••• I)

-
f'Qrioa of . . . 856 F................ .179 ofIbeGods .......... . .. I~l'l
Robrof ••..••. · .•.. 1010 Gocd"l'onabkmdTKkIc 80:<. 179 ofGoierns .... . ......... 188
H...,.1brp ..... N)""Il)'v . _. 179 oftnr"".. Srlells. Kon-\ ••••• 11&4
800k.~\ .... . ......... M'I House .......... .... . 179 ...... f....... . ... 6$0
BooI<orc-......... . ke ................. . .. 179 Maa*.•..••.••.•..•.... (Sec Ubraao)
Sk)'1Ioob, Glill<rloo;le\ .•. ""
· ..... $)1 .loobho.i....... .. ........ 180 orM~tM)_ . . . . . 1187

.'"''''
......
Trident .••. M'l!booM .180 ofMyscical EquatioN. .. . .. 189
WIler ...•.......•. I'onabk Canoe. . 180 with No End 1149
QuaIL .. Mystical FalhefTolen .. ... ISO ofN ..... The MId.. 120S
Ikad of .• . . .. . . 151 Snnekhm .. . . . . . . • . .. • • ISO orthe Pi....,. .. .. 189
Fi&w-theod of .. .. 469 S....." I.... . . .. 1811 Pl.... . •.......•.• 819
Ointmen1 of. .... 780 Storm Rilleroflhe OU".I Sea ...... 181 Ra""nloft Col .... ..... .. . ........ 189
Spellmwer'l . . ..... 659 Theon " FoIdina ......... ... . . 181 ROIl... . . . . . . . . . . . ... (Sec Ith.~. I )
Bl ictubrilljff ... 1114 TubofSailina ... . 181.1"62 of Shadoo.· .. Briel's .............. I 152
Blind. BooIc of"'" ll 49 Underlu ... . .•. . . . 181 Sib)olJinc ......... . .. .... ...... 1239
Blil>Cl W,IJdoa, Rod of •. .• 1023 U~er .... . ISI of lbe Si,tlted .................. 1239
BYadle. v.ma.r.oinm....... In of the Sih·wT."", .. 1239
Ar.-of ..•.. " •..••..• " .. ..... 86 Xipboid X.-be<: .......... ... 182 Spolkalltt" ... . (Sec S~booIt)
Leru of ......•.•.. . .. .. 6B ~ ltiQl or . • . . . . 950 Thief's ••. • ••.•..•..•.• (Sec M ...a1)
SIrilc, lInDrroflho: .. . 220 Bocoob" 8'-"'1 Book 659 ofThomI......... . 12S1

""-or. .......
~or
C. .
.
...... ..
.. 229
. 2.7
Boduh. SilmDrr or ....

BoIIfd Eaa. Hard- .....


.. 1194
Bodily Hahh. Tomuf ............ 1..19
. ........ ..Jot
otT.... ... .......
TltIlb.'l.ofVi .. Oarbas .
ofr....cl .... s.:.ls .
. IH2
. .•. 19"2
........... 19"2
Cauldmnof.•..••. .•.... 267 BoIIfd Eaa. Soft. . . ........ ..39 ofUnioomt . . ........... 1155
Eli:oi. of IInli... ..• 4-42 BoI.. orSunli&ht . 1119 \lampi~ .... , 1260
I'otion of .............. .. . .. 856 Bolder .. ao.k oflhe Ros.... . . 298 ofVile~rlc..... . . . ....... .... 192
Blink Rin, ..... .................. 950 Boll. 0.. . . ...... 1129 of War. Red ......•. .. ..... 1218
Blink SIoicld . . .... 1103 Boll. StiNe: . ....... .............. 1303 W.rrior~ ..•.•..•..•.. .. (m M ... u l)
Bllnkln, Bolllnl< Prq>Ullion. lighlnina 1178 Wizard .. .... ........... {See Ubru , )
Arrowor. ............. . ...... 86 Boll. 51.... .. . 100 ofthc Wyvcm ........ e~le. .. 12M
Candle............
Danor....
!tina ..........
. ..... 240
. .... ........... 171
. ............ 950
BIod: ond fiokk, Prisa>aI"J . • • 911
....
Bolli, Nol.... Lock! Md.. . ...
Bolli, SI';." Lock! ond
. 672
.•.. 612

IIMcllc10pIc \1"1.... . . • • . . . . . ...... 60 I


of Zarp . ... . . . . . . . . . . . . . .. . 1267
Boommnl Spear ......... ... .... Ill1
Boolc, Bonleof....... . ...... 198
80wiaIa Porion, Psitonl<:t •.• m

....
1IIoctina,1'otiQa ofMlP< . . .
BIoNfina. Iklmet of. . .

A-.r. T1Ic. Whip .. . .. 1531


lIowIor .••..••..••...•..•...•• . 210
.m
. ... S15
Helm ............
SpeI1jMvninl Ml... ... .
Wethiliool .. r. .... .. .
Bombard ..••.••..••.
BombtrcI, HeImHdcr ..
448 "-
of Anr.ctioot • .
oflblante ..
ofe...,.;.. . ...
ofOnnlineso .......
• 19J
. 193
. 193
. ...... 19)
[)rinke:r,S""Otd .......
Bats' •.......•.
. ... 13-47
76~ . 899
"Mor Anlftwion . .. . .. . . . .... . 182
of~lk;", . ....
of Com(OtI
. ..... 19l
.. ............ I9J
l'oIion, DrIp.. .............. ... 865 o f Bruitinl . . .. . . . ........... . 182 O(Cc:n;taliftl .. 193
~r. DrIp.. . .......... 902 o.we... .... . tal Cyri ... Win,ed . 194
Zombie . . ................ ... 898 DrIp . . ....... ... . .. .. 181 o(DlIICi"l . . . . 194
BIoodbrMd. T.... pnhTh<. S""Otd ... 1408 Eli o r Desire . . 410 Ikc_ptor's . ••. • ..... 194
Bloodoeoln ........................ 118 Flu.. . . ... . IS39 EL""n ........ •. 194
BloodfutH. W"""" .. lSOI Oolcrn, T.lisman of the . •. 1422 orell'ODkind .. . ..... 194
Bloodlencr, Sword .•.. . 1347 GoIemI.libram .• . . • . . . . 661, 66$ ofFcalhef Failin& . . ....... Its
BIoodsIoM ofFl ......... ihtl . . . . 1308 ltina ... 950 Putllmooei""' .... .. Its

......
BIoocIsword..... . 13-47 ofSl.yi.,. .. .. .. ........ .. .. .. .. 183 of Gertt"Thiovcty .. . .... Its
Blowlloml.,... Shield 0(. . . . 1093 ofT'umi.,. ........ . ... 114 ofJouinl ......... . Its
Bco>rinIII WQpon .. . ... . ......... U09 O(~ .......... Its ...
of~ .......... . BooIe-.t. Wmd............. .... 1"76 Lol".. ..... ........ Its
ofDitlan<c .... ..
Hft'k ....
'"
'"
..... 176
Bones, Bator........
Bones, Brwch or .
. ... Ill
.. 22S
Midni ..... S..........
M~ . . orFfUM""""'""'.
Its
. .. Its
...
orWiId EmocioM •. . 116 ~ ... . 1476 orthc Nonh.... . .. 196
OM BoncWOO<IW..,pon . 1509 oI'Pi""~;n, .... . .... 196

....
Atmotoflhe \kIMeI. Hom • • • • 111-4 RttIomion. Charm... . .... 281
Crytlalmi" Mountoins. . .... . 72 1k>rw:I. w.r •. . .. . ........ . 1&4 R....P"oc" Win""L ............... 196
on B""",. . . .. . ............. 101 Shalandain's. of StIn!ridi ng .. 196
Dnjon Bane: . . . . . . . . . . • . . .. 1348 of Amon ....................... 1&4 ofS"",, ...... .. .. 196
Dnjon Slayer. Sword . . .. 1lS7 of Bats .. . 114l Spider'l.ofSt.. lth .. 196
~a. I... of.. .. . . ..• 626 o f 8indinl Soul. . ... ISS ors.... Strio:full . . ........... 191
Minor .................. .. 726 of 8t.ck <:m-Ics 1146 ofSLontpilta ••. . ..... 191
Sword. s..-.. ............ ... 1407 of the Blind..... 1149 ofSlridina and Sprin&inJ . . ..... 197

/r------------------------------------,~
1603
~, __________________________________________________..,r

....of T....,"' . . ... 198


SoIonor Thd.ndi ... ~ .. ..... .. .. .. . 210
o( Speed . ••. 2LO
Bnlndi..... Dan of .
B.-...lish;",. 8no<.. of . . . • . . • . • .
. ...
. 22 1
m.
ofT...... lini ond u'PUta
of VlnicdTrxks
WiRJcd .
IIooas. D.otI of ...
..... . 198
. 198
. 198
. Il9
Boritfl;., ~ J.. ofSo<_ ..•..••..•••. 622
(>f the Ulli<:om . .... . ....... •..• . . 210
Valis.. .
"'Vampin: Slaying
"'Wamin& . .•..
Bow·llRakinc. N.- of
2 LO
2 10
2 10
. 86
....
Brandish;"" Noj ~ Btxmof ..•.. . . ill
Btudobaris ~ Dluer . .

OnHOI' Slayer. S......-d


Hom o fValhalIl .
. . .. l51

. ,,.
.. . 1157

8osao II>< DrunbnI~ Spdlboolc ..... 1150


"'0'
ofDooo . . 198
-,
&WOpnlle's 8001<

'" Blood .• _..••.


•••••••••• IISO

. .. 210
H_ _ •••.•••••••••

.....,
"'-""" of o..-r- ....... .
.•..•• 22:2
ill

Calabuil of PI"'I)" ....


BfI.WI . . ..................... 199
of Contain",..,,,. . 199 of Commandina '" Bannerof . .
I'nnantof '"
.. . 156
Ojilln . 9 17 Water Elcmenlal, .. ..... 211 I'hyl.. tery of.
•••
E~t .....
Errceti.
. 9 17
......•...•..... 199
of Delicacies ...•..
(>f Ship Silll< ;" • . '"'" .......
BrucnBoole . • . . 'W
o f Evaponuion 199 "'Watery Oath
'" ofCommandin.

...
£yen",ol';",. 199 BowI-lid Siu Mq:ial Ere . ... ... 457 Fn £lemmcab . . ill
or Eoploo..... .•. 861 Oowlina Bill . _ ..... . . .. 149 Hu' i WIflI ...... . ill
ofF'""nic:t. •.............•••.••. 199 ofS..." Smoko ill
Gnoffili ••• . •••••••••• 200 ~ofDoom. . .• 212 Boad o..m..of~ ... . .. m
ofPleasaniOdors . 200 BIqIar Odoction ..• 212 Bteakina. Scait <>f . • . . • • . . . ... . .. 1301
of Praer.-ation 200 Dead . . . . .. . 212 B.... t~
of Ikfrnhmem ................. 200 of Del iahtful TrvISpOI"tI . . .... . 212 Bellows of . . . . 161
~fcty . .. 200 Dido~ Flfotbm ... . ... ... . .. .. .. . 211
Ship-in.l _ ... .. ...........•.... 11 00
Ternpero.tun! ..........••...•...• 200
F_o(XmoIls ....... .
Flltbo><
. . 21 3
. • 211
EuofOnp .
Porion of OnHOI'
I'OOon of F'"" .
'"
...
.·'"

--
ThoIoaht. . . .. 200 Goa1~ Portable C_ I'otion of Sltq)y •••••• . ... m
~~ E~ . . WI aT.. kle . . . . 179.214 Scn>lI<>f~
otTr.ppin& .... . 201 ofHati"' ............ . 214 &omDnp ...... .
U,*ad ............ 202 Icc .................. . . .... 214
Boaom Jf.!0 . _..........•...•.. 1 6~. 900 of Many Hotdinp.... . . 214 Bonnot ofWc.pons ... . .•. IS1
Sounoill£, Porion of ..•..••.••..••.. 856
Bowu<ful. Coin of J~ !be . . • . . . 322
ofMesfqe Ser.d;.,. .... .
Moocy Clwtaer
. .. 21 ~
. •.. 21 5
Wup:m.. Rin&ofRaimncc 10 .
Walet ..• '"
. ..· Il4S
~t. Bunercup \ .. 23 I Music: ... .. .. .. .. ........• 743 8re.I~I"1
,~ Mystical a........ COitina. . .... 21 5 ~Ie(>f . . . . .. .. .. . .. . . 621
Allimon . · . 202 Ohm 's Bllck ... . . . . ............. 215 Neck~orAi, . . .. 146
or A«unoy .. .. W2 of I'mervaIICII . . . • . . 216 Nedt~ofWa1er 75J
J\Iap........ .
·. "" Rudm .... o« lontn& .. . . ..... .... . 216 NI"MHomof U~.. ..
I'otion of Sleep ..•••••••••••••••• m
m
"""""""""
. ..'"'"
~or lnlmobili<y . ... . ...•. 216
Tamate-8ako (8<tI<). • • • • • •••••• 21 6 I'otion ofw...r ...•..••..••.•.•.• m
8ril>NplIi's
of tht Caoa ....
..•.•...••... Wl
,.......
~ '""" Rope . Saib· ... .... ... .. .. llO' w..,..of.. ....... .••.•.•..
1J<eun.lldlowsof .••.
UlO
. 167
Ccon:IIon~ lon&
Cwwd .•.
...•... 203
· .•... 2Q.!
'" <>f Charmt .•....... ... . . ..•..••. 2 16
C<>pper .••• . • . . . . . . • • •• 211
Brie'" <>frhe spritual
Fonif"ocarion .. . . 11S2
Diamond . ......•... 20S
o(DiJtance . .. .•...... .•.. .•.. . 2Q.!
DaliU1W~ ......... .. . . .
EqUUl ....... . ..
. 211
. ..... . . 211
' .....
Elixir. Rainbow .... . .. . . ... .... .. 445
ofDoobiina. ,~ "' H.,.·lYing... . ... .. .. .. .. . 218 F..IherToi<c-n . 467
Ea&Je ..... ... 204 Iwy ..... .•.. . .•. 219 1'IlotabIe . . • . . . • . . • • • • UO
of£nchontmtnt .
. "" "'losI Ships. M..x.;... . .. ....... 219
""'"
F'on:bow ...
· .'" "'Scaly Command .•. 219 o f Ao:qu;..,a, . . • • . . • • . •• . . . • ill
F'""Teeth .....
of the Forest ••.
.""
."" "-
<>f WrsbeI •• • •• 219
'" """'"
GoIdm . . ... ..•. ..•. ... '"
. ... 224
at... ................ .
Goblins ' Bane •...•..•••••• .""
.'"
'" ArclIery . • .
of AIIrICIlon
. . • 210
.. • 220
LisIcnina. . . . . . . . . . . . . .
of
Plano: Shiller . . . . • . . • . . • • .
. .. . 224
. .. . 224
HUHnini's . . 20S o f B~in&. • . . .. .. • 220 of Sawina . . .•. . .•. .•. 22-4
1I. .... k ....... . .......•• . ... 205 o f the Oliodinll Strik< .. ..• 220 of Speak;"a . • • • • • • • • • • • • . . . 114
IIcamc:ek... . ... . 205 o f O"",hi. ti(>n . .. ......... . .. . ... 220 ofTami", . . . . 22-4
of H.;lf\KCking. . ....... . 206 o fB randishi", ... . . . 121. 212 o fWI.. p. . .. .. .. . ... . 224
H,,","Ics's . .. 206 o f C1eanlineM . . . . 211 1lric:1.. Boot "'Shadowa .. 1152
Hi...,.) lon& •.. . •...••. 206 o f DefmH ............ . .• 221 Drip Aaes. Boot .•.•••••••• • 1154
Icc faa&. .•..••. DriP. o...n.
111.....,. ''''
''''
of Der.....~ .
o f Defleclion . .
. .••..• 22 1
. 22 1
Holy Starofth< ...... 1l0l
Driahthlacl< ..••..••..••. .• Il41
Indra\ ..... Briaft!manlle 'l; Bn:..t SWWII.
I",,~ of Gescto
w StIoo . . .•. 208
'"
'"
o f IrMIlncnbility ..
o f tho Mamen
Noj .... o f Bnondishinll
. .... . 221
.212
. 222
o..,n-.n ...
Brip.mess. Gemof.. ..
. l l SS
.. 511
(>f Levitation . . .. . 222 Britwpoti .. Au . . . . 114
ofUr .... . .. . ......•.
(>fMorbman.Wp
. . 208
. .. 209
"" PIwtdoorl's .
Bradlie's Uatho:r Armor..
Il"'ai, Apple of. . . .
. .. . . 12
. . .. . 58
Brilwp,lti's Bow .... . . 203

of N~n:ndinl Arrows ........ .


'" B....... Harp ........ ... . ...... ... 1322
Bnai" Harpor Calm . .
Candle of. . .
""
·... SIS
Oberon's ..
Od;" ~ .•.. . .. 209 '" linin SItioId Gmt .
. ... U22
. 52S
H.lmotof . .
Hel ...... <>f.aWan . ... .. " ,
,..,
""""'......
. ..
. .••.••..•• 209 BnndIaLa'l; hi.. ..... . ... SJ1
.......
BrinBoIopIe's r ..... 110mb .••• 601

Rudn .....
Sapphire
""", .
Shiehi's Daikyu .
· .•... 205
· ..... 209
. ......... 209
'"
.'"
,~

FrqrII's r .... S......-d .


Frost, S......-d .
Kirn:n 'l; FIWt. S......-d.
.. 1370

<>f MUlllwu. Fiery .......... . ... 14n


. .. mo

""
_S. . .
B~p.
o f Doom . •••.

W• .
..•. 11 14
.•.• 212

""
. . . 1412

Jr------------------------------------,~
1604
'~--------------------------------------------------#I'
BriItIebIaIk Wtapon .
BrIotcl Sword
Dugmuen 8ri",_I."
Ilneval'l ..••..•• .
lydia\.. ...
Noorq-Gcllya ......
Vapdain'l .
.. mo
... . 1)$'
.. 1l77
.. llIlL
..Il86
.... I·tl 2
- ofColJ,psin • ...
ofRoviv;" •.
ofSIcqIoi", ..

.......
ofWMi.. ..

Lw(L)'R)
. . ...
. ..... ..
.
.

....... . 1)29
ISlI
1538
15)8
ISla
Callardo.nn ~'lI
Cll.tin Mail .
CllJiaa
Ikllof
Cube of .
!'IIItion of Worm . ••.•
Sp~ ofFIIsc .
. •. 12

812
. . J49
. . 197
. 1269
...,.
Bmkenliarp . 1322 L)'R .
Nail 01. .....
.. .. 1))00
. ....... . 74$
Callo, of Animil, Hom , ....... ,. 1}4)
Calm, Brqi .. Harp of....... .. ..... Ill2
81...... ... .. . .. 101 Rodof. ..... . 10024 Calmi .... Bi_ of .... .. .. ll~
0rIp SIIyw. 5....0 ............ 1l~ Bull Sin... .. . 1561 Calorie Shield Oil 166
Danei", Sv.vrd of............... 11S6 Bull .. 0i1lJVo<dcr . . . 76'. 900
c._
Cal ....... Iklt .. .'12

_.
Golem. T. liW\alloflhe ........... 1422 Bulle! o f IfIII*:l, Slina . . . . . ... 11 200 Camel SLaDdard Hitlti.n ,. . ... 760
Hom "f\'aIIllU.. . .. I,WI Bulliorl Cllbe .. . ..... ).49
Shoe " (While .... . .. 1112 BlI'-rt, 1tawb&oGe'll •.. . •..••. 1097 ofAppurance .......... . ...... 2lS
~CIocI&e I . . .. ) 14 Bluodk,Maficioe ...... 716. 142) Equoa ... .m
Bundle. SKml Talisman .. .. . 142!1 oflllDOlOlp<ll<nte . .. 236
Abbot All\' oeWom;n, . .•• 22!1 BuoyAncy, Oil of ............ 165 Cu t" ,)

.....
ofBeioifta •...
"Equuo ••.•••.
ofFalIm,: ..•.
. ....••.•.•... 22'
. .. m
. . 22'
..... 226
Bupu .. EmtnId
1kariIul. .. . .. ..
~Wandof . ...
Buraucntic Wizardry. Ri", of . .
........... 517

1476
. . 952
. . 9$1
<lfCltll .
ofMoonli&ht
of l'taeMag.. ..
ofSpindl ......
, 237
. 2.)7
2J7
2J7
O([n!OI •••••. .. 226 au.au.m;. Wizanlry. ofWotms.....................• , :m
.99' z.....", .. Imp';"",. , ,
,...
I""Y PI""", "fMlat . • .•••• 227 Rocc!toe .. Rina of .. . .,.,237
u... . .. 227 IkqIar Dcte<: ...... eo.. ... . ......... 2 12 z.... "" ~ Wal..,.;"I .• , .• ....... . , •. 237
of Numbcf Numbin& .... ..227
.......
Burner. Spiril, S....,.,j Can U.. Scroll Spell$. Who ........ 1070

-.
ofObsidiin Shatrains . . . . 221 Canaich L)'R .. .. . .. .... .. 13)(1
!'in ofComm ... icotion •. .. 221 AmNiol . ....... .... .. 16 Cltllilh MancIoIin ..... .. l B •
of Shieldin, . ... .. 228 HI ..... Recipe . . ... 1241 CanoeIlOl;"", Rod of.. , IO~
Lamp oflnfinilc: .. . ........ 6<12 Ci nd ie
ofAAimotC'd Aua.:k . . 22' LampoflonJ .... .. 6<13 Black .". ., 240
orBli........ . .• 229 14of ..... ........ ..... ..... . 67) BliftkiIIJ .. ,. , 240
" fFlyi"' . .. 229 LosofRtpclirive . 673 BI......... . .. HO
of Servin!! . . • . . . • . . . . . . . • . . . 229 Oil of Fiery . 769 o f Brillimce ... 240
ofS~nl ... . ....... 229 \\Ihe>elof .. .. ........ 1')0 of Channing .. ............... " 240
I:'Irnlh,Zombie .. .......... .m 8U$IIofLtmmibinen ... ... 231 COIIYOCIllon ., ..• " •• ,., 241
8roIhtr of Attm, My .. . . . . . .... U' 2 Bud!o ofR_ofEtemaI SI\II1Iber ..• , 100." o.rI!nesf •... , •• ,., .• , ... 2'1
BI'IIIIIcf RichardThe FIyintI Mont's BudtO SIayina. WcaporI 01 .•. 1'2-' o.rm.e... ... W
Spellbooi< • ....... •• .. • . . 11S4 Buller Swnmoni"lGonI .. .. . ... 121 Di ....... ion. W
8rot1101:rhaod, Au or. . ..... .
Bmwdow'lRin&of

..... Um..t Weapoa Harm ••.••.

8earT.li....... . 1420
.. 114

...
Bu.1ICf Knife .
~"~ .
"
oIBIaMiot&- ...
oICOIIfuaian ..
.. . ... 1466
III
. 231
231
Divinolion.
ofEvctbo.uni",
ofE_ion ..
Eltplodina . • • .
F"lI'ObaIls •.••.
.. . 2~ !
.......... 2~ 1
. .. 242
. .. 242
.. 242
Co<orini ~. MySl"",1 .... . • . . •.. 21' DiIoCUl .. .. • .. . .. • .. .. 232 Flame .. " .. 242.
Drag"" Slayer, S"""'lI ..••..•.. .•. 1357 ofF_In,.. 232 flame Arrow . " 242
T........ ....... ...... ...... .... I46J of~V"""'. .. ..... 232 flame Blades .... 2.2
Bnliw... Boooe of.. ....... . III Byubo'll LampofAudKiIy ........... 6)7 Gold ........ .. 242
Bnmo'llCuncOiilPOwdor .. . 765.900 InsanilyG... , 2016
Br •• ~ ofltMlCltion ................. " 24)
ofCOIOfll ...... .
ofDeWlili~, •. .. ...••..•...••. 2)(1
.229 c Makin8 .
Mcdlvm .. .
" . 238
.. .... " ,. .. 24l
of(io'Oomi"l .•.. .....• •..••.. •• . 2* Cblitbc ~ Spellbook of .• 11 S5 Noon't,or Propiliousna:l . .. ",.. W
Vt.diWII"1'IbulouI Equine •••..••. 2)(1 c_ PoiJon .. ,. H6
Bubbk Smokinll'ipe .. . ... 1123 of Air 1taIomiooI .. . .. .... 2)3 of~ ..... .. .. 2.3
of Bubbln. Hom ....... I Sc44 H'VqU C _ . . .... . 233 of fmpitiousncas. . . . . . . J()
BI.IbbIc$. Potion of .. .. ..... ti6 ofMinitacri", ......... 233 ofl'rol"'ion . 24)
Buehl ofF~ Snuft"ID' . • •. 2JO ofSeaomy .. 233 !'I>rpIo ............. , ....... 241
Bode\, S-tDe willi •• l)lM c.davef Comb .. .. ................ 290 f'yfotechDiQ . , .. 2'"
B•• klo CaddeIyn" Workhaok.. . II " 1lanJ«~ ....... .W
of Armor ....... ..... .... ....... no ~ .1274 Red ........ , 144
off. ully Lockpicb ... .. .. 2300 c.em..UTOIh. S...::>rd .............. 1348 Rd ltclion . . . .. 144
Kftif. .. .... lS. C.tt.nofProloctioD ........... 100100 ~. . 2'"
ofLoc:kpicb . .. .. 2JO C... Shieldinc. • 245
of OpcN"I .... 2)1 Bani", ... . ... .. 2).4 SI«p .. .. .. 246
ofl'rolcction . . .. 231 ofCarryint . . ... 2J4 Smoke . " 246
ofW.oporuy. .. ..... ll l of Enwpmenr. .................. 2J4 Smoke DeI<ec6on. . ,245
B~ .l<Ie r of Shell... .. .. .. . . ......... . 2).4 of Spell" ....... 245
Kftife ........ . ..• lSi s.r-., ... ... m SurviYal " 2<15
Sboon'l . ......... .. 1103 CainI Hilla,A<I>ukI of!he .... .. .. 28 S_SmeII 246
Si ... M.,.. Eyc ...
Wand
. . .. .. 4$1
...... . . . . . . . .1476
Calahuh ofl'lemy .. ... 211
Caw ......... S...::>rd ............... 1349
ofTtanSrcrenoc
Unfl;lo", Lijllt
",
, 245
8uckrwd 'lEYCrfuIlPurw .. 111 Cllallatiorl. AbKusof. . . . . ... 2S of Vapon ... .. ... 245
8uckDMd'll Spellbook .............. 1111 Cali... S-.! ........ 1366 Vllibility .• . .. 246
BudcIIa Oil.'l'o<Mler ........ .... 76S, 900 Cali. . ... Sptllbook ..••..••.•.• 1192 Yc:1Jc".. , .. ,. ...... ..... . .. ... 246
Bul R.... IIcftcc. Oil of .. .. .••......• 765 CallElmarirlCannon ............. 111 2
C.11atdurIon SmooIhhuIdI'J /v.I: ...... • 114

~r------------------------------------.~
1605
~\ __________________________________________________..J("

C..dlt Sa.rror 1\11"'.... ..181 of Scroll Hold,",


."'
.-.
orOuth " ... 246 fiend .... ". 388 Cu im... ~ Spellbool< . . Illi
ofDow;iIIa .... 246 na........... ....... . 380 CMk. EvnfuJl. ..•.... '"
... ,.,
of Explodi",.
.... 2.7 '" Fool . . . .
Gem ••.
. .. lIl . 182
• ••.•• 380
Caot.ofthe Wlftd Spy ...
CMIttI ofFuryoedy .m
of Servina .••. 247 II......., Man . . .......... 1S1 CaNllan's ~!'rison ..... 91S
Candkmaking. I.M;II~ of ••••• .. 6)5 H......,i. ". .. 385 CulCfbl,nc . . . 1).-t9
C.~

.,'"
of "'",.",e'll.
....
...
2. 7
2.7
Hiemphanl ....
Idial ....
JesIef ....
.. .... 384
. •..•. lBl
. ..... lIl
Culinll Scrol l Elf"" .....•..•.•.•. 1068
CastIc. Cloud
Cat MoIhcr. Opal • • • .
••• 263. 26S
• ... 411
ofBlillOhu .• 247 J~. . 190 Cat of FeIbMc .. . 414
(>fDetoetion ....•••••• " .. 247 JUSli<:e . . 386 Cat's E~ Mart>k .. .
OfSliflhe............ .
ofStrikin&. Wtmiek's •.•••.
......
...
248
248
Key ..
Kai,...
. 380
. 380
Cat's Eye !tina: .... .
C~ ofOuler' .....
'"
... 952

C--;~ofC_""""' . .... . .... HII l.<w<n . 1101 AnlI'ao:1S, Trimia's . 1"60


Canister ofCuncs .. . . .• 249 M.pcian... . . 181 CMapaIt .••..••..•..••..••.••.•• 266
Camon Cal~ Elmarin ... . . 1112 Major Alnna. TUIlI .. . 182 Calaplllt H~IIIIICCUr ...... S96
Cu ... Mi_ AJCInI. TlmI ... . 391 Cltchi",. Scroll of Spell ...... ..... 1084
Portable ... . ....... 180 Moon. . . . . . .. . . . . . . 380. 390 C.lCtpill ... ConttoI. Amulel of ..•...... :!9
ofPonaae . . ...... l7B Res.... . ........... 381 CIICfWWlin&, Opal KiIlel1 of . • . .. . .. m
ATKkIc 801. Ruin ... . ••. 3111 Call Ficurine. Opal. . . . . .. 411
GonIU'oNbIc ... . 179.214 stull .............. . ....... 380 Calmlf. . 1274
ofT....eI. .. .. 178 Star ... . 380.389 C ..ldraa
Cl/IOII of Chan&e' ...•............ 14)9 SI..."II........................... 1U OfAi •. Mordom) •.. 268
Canopa'sSwotd ... .. 1].49 Sun .••. .180. 390 of AtnI:lrcc... . . • . . . 261
Cane. Can of. . . . . . • . . . . . . .. 231 TaIoM .. . 181 Ardwk"uid • . . • • . . ...• 267
Cant. RintoflhcThievcs' . ..973 T~ ... . ..... 1U 8 1iDdne:a ••• • • . . 267
eulH n Throne .....•.......• 380 ofCtuNta. . . .... 267
ofCooll'II)'u. . ... 249 TCNoe< . . ....•....••.• 389 o f Doom .•. . 267
Erdl~... .. 249 Vi~iet ..... ........ .. 381 En~. .... . 267
o(P\lrif"ocaIion. . .. H9 W1Icd ofFon ..... ................ 386 f<:wkllillj. • . . • . . . . . . . • • . • •. . .. 261
Canui .... Rint of ... 'M>rId ••..••..•••.••• . .•..• 391
C., '" C ard S.It .. TI""
Frail WaIer . .
HealinK.........
261
261
OhM Beaui ......
Curud SeI>ooL .... 250 "" ClIPI'
~ _IO/t ......
.. ..... 395
. .......... <W I
of Hn li",. . . . . . . . . . . . . . . . • . . . 268
Hymir) S~am;... .. 268
Dream, ofVclun.a • .,~ S........... ..... . ...... 398 11Ibadan)......... .. 268
orEvil. ........ .
HelI;~ ofVcIW>l ...
".
,~
\\'ando . . . . . . . . . . . . . . .
Careflal Hcarin" W01of....
. ..... 391
. ... I50S
I'\enty .••.••. • . • .
Potiooo .• •. . • • . . • .
. 269
. 26'J
NiJlucap of Sleep ...•. ....... 250 Carnalion •...•.......•. .. .... 766. 900 ResIOrinll F<eshncsI . . . . . . . . . . .• . 269
N;&hl(:ap ofVi.ion ........ lSO Carnelian IdoL ........ .... ........ 6 10 Warmi"i . . 269
Pikus .....•. lSI Camolian of N...-uwinlc< . . . . . 523 c-mou.s Cabi..n. H·Vqrk's. . . . III
Sc'-l ... ... 2" CJrneIian Orb ofGoldcft Datt! ....... 795 C'liI_ ) IIa&E)'e ............... 453
ofSlcqo •. ... lS l c.mr-r- e.u-. 151 Cqil_·s lrootl'ol ..... . .. 269
ofTelqooNlion . o 2S2
•• Carp F"tj\Iriftc. Sil_ .m Ceilina: Wax •• • . ISOS
of'lif.ion .... . ...... . ... 152 C..... Celtdon Kie mcy~ Spc llbool<. Si r .... 124)
CoporlMln A~ .... 256 Celtnlo. Sw of . . ........ 71S
"""""'.
oIComporison
.. H2
... 2S2
of 0ivi0I&. . .
ofFip.irl& . . ••..•..••. 256
256 Celeslial Analysis. ~of ...•..•.• 11161
Ce\alial A$IroIIobe ... • ••••••••. 109
ofEnsllYemcnt . ..•... 212 ofF1yi". ..........•..... 257 Celeslial FUI')' .......... .. .• I ~
off'rolcclion .•... 2S1 ofFlyu.,. I.con&rdo's . . .. 157 Celeslill PI ~ . .. 270
orsile~ ........... .

C
._
...... 253 ofFryillj .... 257 Celeslian. Man.1e of . . . . JOoI
ofSuslet\lll(~ . .. 253 RUI ofModlcrini .... . .. 257 C.leslian's Holy Symbol 591
C.~ Rut: of Sonotberina . • •. . .• 2S7
(See alto: C"kIf,k. (MI, RAbe) R... of~ ...... . •••..• 251 o( C~ ........... 2711
ofDilpi.. . 253 Self Cleaninl . " ... 257 of COO'Ib"OIli"l Air Elernenlab. • . . 1711
of Good lIope .. . ..... 253 Solomon's Mlaic ....... .. ....... 259 of Sumrnoninl " ...· ile
ofm. lIomet ... . ........ 253 Clfpe!ba& of IIokli"... Heruy's .. 134 Air Elemmllb
of KotnJ .' ..•...••• 253 CIfnI&\IC'I DccanICr ofTbatunaI\q)'....... . • .• 21'0
I......... . ...................... 255 01 EaIdIess ~MI ..• .. 315
of Proccction .
of Reckillj . . . . . . . . . . . . .
. ....... 255
. U5
eal'lll"O'II"",Goif:m ..
Caryin" &of of .
. 2$$
..... 193
C-...... Bowofm. •.
CeMeotl's Slatl' ..... . .. 1274
Cen:monill Be ll. Elk Clan .......... 168
'"
Shadow .. . ... 255 Curyilljl. Cage of. ...... 234 r~.1 00_ ... . ........ J59
C"Jlllin "" i'" Pipe. Okl ... . ..... 1)03 C•• Cenain W.,m.,.. Dice o f . . . . 406
C....... S-«d ........ 1).49 ofC....... ~ ..... 2S9 CII'AI'InoI~ Statl'. AIII'" •..•...•••••• 1m
~. T<rrto(. ........ ... 1429 of Decb. . ........ 259 CIIaKrs. NoiseIooo!>e Spiri • .••••••••.• 760
C..-.co"""""",. Slall"of ............ 1274 Mouoc .••...•...•.... .. ..•••••• 2S9 C h ia
Caramon .. Sword ................• IlS2

..•...•............ lI l
Ca n "llrapher'l AmulC1 .
C.....en Oak. .
C""";IIj Knif~ ..........
. ..•.. 28
. ....... 259
.. 1466 """""""
ao.., ... .....
Da isy ................. . .. 271

........ 821
. 271

001111.
................. lIS
. ........ .•. ..380
. .•... 387
C..... nl of Rtslflal Sleep
Caryalid GoIem Libl'lm • .
C••
.•••••• 261
. ....• 662
o ( ho. l...:.:y ......
o(TrIn$pOI"1 .•..•.. .
Ch.lnmall
'"
. 271

Deck of ................. . .317 AI~ma~ World Gate. Violin ...... 501 A"""",,n~ . •. 71
Donjool ............ . 381 ofC~....... . .. 261 CoIIonhJnn SmooIhhar>ds's .. .... n
Emprroo- ... ............ . ..... 1tl of~ TI'InImisIion. SctoII ... 26 1 Elven............. .. ..... 14
EmpraJ ................. 313 fulled C............... .. 26 1 1 1neval~ Red ....... . ... . ..... n
EUI)'IIe . .. ... 18 1 PIlnrnanteau ofFrup Hty. Tenser's ... 261 Skoriaan~ [)row • .•...... •••••• ••• 82

/r------------------------------------,~
1606
~~---------------------------------------------------'I'
..
CbaiM, Drapi.lc\ 1I1tboo•.

""'"""""
""",,"ia . .............. 173
of"'" An.c:nIOtS •
.... ~13

. ..• . 213
.. 1l50
o f Vi• . ....... .......... ....... 281
Charisma. Collarof ... . ...... . .. 325
Charisma. Libnm of . . • . . • • • .• . .•• 6611
e .~
Amuln of l..vnlllliry 10 .. ... 15
Chimmo. TlIi$n\an of the . . . . •. . . .. 1421
Chi.in Ci<>It:m Litnm . • . • . •. . ...... 66.l
Cboo:oIak •. . •. •. •. •. •
OoirIkU .................
CIooti"l- Dust of SnttrlllJ and
..1 14
.. • 23
766. 900

of AllCliencc.. ... . .. 10811 Armorof .. ..... . .n Chopper· Rippel".


or Ex!", Seati llj ........ 274 of 800! ResloraOOn..• ..... ...... 281 T""betbane~ Clo<kWO<k ...... 14)S
of lIolplesslIOSI ...•... • 274 of Di. tntction . . .... .. 281 Choppi,..S""lflI............ . !lSI
ofRcluinl. .. 274 ofF. _ ... . . 281 Ch01Il, K... I ~ SIIIf.... .. 1281
of Retrieval . . •... • 274 IIw11in, . ....•. .. • .. . 212 Chtnh Bell . ISS
of Scein&. . . . . . 274 u.:k ..... .. 282 ~ RinI o(C."'" ...... 9S-I
ofT.....,L ... . .. 274 Ncck~ o f I'rooc<tioa ...p .... .• lS2 Cilidarius\ R"orW'~... .. 9'2
ol'Upinw .. 274 Oi~ M;l}'beJ ~ l_tC"luml •. . .• 173 Cilld\ Iteconkr. Yc ' ... . 15$6
.. m
Chakyik. Ruo< CJ.wJof .
00111«
ofColoo .
ofConlin",,1 Water .
. ....... 507

. 27!
. .... 275
""" ""'"
Pmon, Swoni of.
of 1'l:" PtotccIion
of1'rolec1ion from
. ... . ml
.. . 282
.. ..... 282.281
Cil"lllc<gem .• SII
Cinl1On< llI Oil ............. . ..... 766
Circl., Book of the W~vernwal e r ... . 126S
Cin:1cs. Book of Block .•...... .... . 1146
of DcIcctioa • . . 275 RIbbit .. Fool. . • . . • . . . 281 O K",
Eudwiaic ... . . . . . . 275 Resisunce.AmuIet of. • ••.• 211 o f theAdder .•..••.•. . ... 219
IIo/yGniI. ... 2n ofResou= . .••..••..• . . •.. 2U o f Betrayal • ••• ••• •••. . IHI
of ldcnlir..,.oo., _.216 Shield of .......••. ..•. ... . .. 1091 c..rc-. ofCoonmunicMiooo .. 290
of l,rew:",ibilily ........ 216 ofSympatberic He.tinl .. . ... 281 o.lvan" .•. . .......... 290
of Liquid Food ....... .... ....... 276 Tm: Climbi", ..... 28] Diadem o f Doom . 290
ofPllnar T",vel. .... ... . . 276 Wolfopow . .. 284 Goldtn . ....•....... 291.292
ofI'l)OO" .. . . . .. 276 C brml .. t of GrtyIIIwI<, Golden .•. . .•....... 292
oflhe Shidd I..ands •In . Amulnof . 29 ofl'ride ................ (s...GoidtoI
SiMlf........................ 2n ""-of. ••...•..••.. . 86 ofPsioftic EnIIaIIc..- ... 292
Cllalyik, TiF Cloak of . . . • • . •• . . .. ) II Bi .... of. .. 1l21 ofl1t1cleN3lCf Spooeh.. . .. 292
Cbambeelccn . .• 1156 Candk of. 240 of1he Wynn • . .. 292
<:bamber, Disinlqp1llion . . .• 407 Dan of .... ]72 e......
Ch;omber,Tclq>omotion . .. 14S4 Eye of. . ......... 453 Globe of . . . ........ SlI
CIuome leon CLoak •...•........•.. . • 298 Fanof . . .. 465 II. ".... ' of . . .. . ...... SIS
Clwnc leon Power. PoIIon (If ..• 8$7 Harpof . . . ... 1323 .1 326 RinK of ......... 9S1
Ownelcon Power. Riolof . . ..... 952 Lensof .......... 6Sl SlIlfof . .. . ....... Im
ClIanoc, Deck of. ... . . 17l Murtyn~liafpof. ... . 1126 Cicron..llI Oilll'owOO . . . . '''' 900
0Iaate......... Ditc of. . . . .. 406 Qanun of. .. Lll2 Cineno. M.acFuirmilll....... . .. 1121
~" AirSpOrQ .. . .•. 26 Rini of ",-",ion &0lIl •••••..•..• 987 City, Stepler of"'" fortonco ..... .. 1062
~,CoILatof .......... ..m WtllpOlOof.......•..•.......... IS10 Civet Oil. . . . . . . . ......... 766. 900
of Chan Ie, Hom. tS44 Whi~ Cloak of ...•...•... ....... 1 12 O.I..."lftc:c
CIun~l inl Cloak...... ...... ...... 298 Charm,- Drace lei of .•.... ......... 2 16
ChanFl" 1101., Money . . .... 2 15
o..r.8"-C_of .••...•...•.... . 1439
~ofOdor1 ....•..•...
Chene ofVileOd<ln
. . 284
...... 284
Anow of ............ .
Cryml B.lI avoe.
Potionof
. .• . •.. 346
.m
"
Chonaint.Armhandof SftaIte, •••.• .. . 66 CIoe¢toh Cloak of Amodio ••. . .•.. 298 Rincof .... ••• 951
~Girdleof CIoe¢toh Spce4. Amulol d ... . . 211 Weaponof.. . .• "10
FcmitrinilylMosculiMy . . S31 ChemcbeawtTekpon Pal .. . . .. 1. 51 a.l.....,..lIU
Chlnt;i.... Rinjof SIYpe ....... ..... 997 Chemosh. leon of . . . . 1IJ7 AlnMof .•. . .... 17
a.-. Appk o f . . . . . . . ......... 58 Cherty /'il- .... 1089 I'otioII of . .. In
CIIaot Supreme. Talisman of .. . 142 1 C hH IC ..... Weapon of . . .... ISIO
mtree
C ~_k
Crelture Whip. T.... ..... .
SeI ...•.... .. •. 284 Cl&morour. Swoni
C\an Ceremonial Bel ~ Elk
. IlSl
.,.
Evil. erow." of ..
. .. 15:W
. .. 9]7 """
MqicII ..... .
... 286
. .• 216 C\appef. Bone .••.••••• • •• 1&.1
[vil.ClrtIof.. ........... .
[vii. Steplerof '"'" Om
M"'",, .. 286 C\arir.... Rin, 0( IIIYiIibiUry
Htpriom .•..•..•. . ..... 911
Good ~I. Basin of IIw: ••. ... 161 ofDravoeo-l;.... . •...• 217 CIarily,Potionof 1S7
Qood" CI"(M" of . ...• 9)7 I'eIo!her Token • . . ...... .w; Clasp of HoIdin" Cloak ...... .....•. 112
(iood Ho ly Shield .
Qood" ClrtI of .
... ... l 09a Foot 51001. . . 287
e,_
CllUSlmpbobic Weapon . . .•.. 1510

""'" ,,,,.,,"
NeunI.Crownof ..
...... 937
. . 937
.937
Oymr .. . .
QuancfrrIaSIer~ .
ofSiqa.. ...
. ........... 287
..288
.. 2&,
ofthe Bear •••••••••
o,;tron ~ ....
. .. . SOl
..'SO
1'1-.1. ClrtI of .. 9l7 ofZ<ntIwJ ......... . ... 218 1« 1176
Hew:aL Stepler of . on ~ .. Dager, Sunc .. . ... 369 of t.Up: ExcharJF. Hoj'" . . 2')4
Wynn. Rod of the •. Chideen Kean. . ....... S71 of Map: SlUIi,. . .29)
Chlple, o f Crmlln,
Recopiliosl.
""
. ........ 277
Chief Shaman 's Spel1book .•...•...• 1157
Chih·Nii's Oas$ff. ....... . .359
of Mighry Si ... ....,. ..
of Ne>nm .. .
. ........ 291
. . ............. 294
CbatacICn. WeopOnl vI. . . ..... 1516 Child, Lightning's . . 1019 Ruor. . . .. .. . S07
ChattIIoIyn • • • •• . •••••••••••. •• IlOS Childis/mes$. /'oIiorI of.....••.. ..... as? Tw;md .•. . ... .. ..... 294
a...pd Smotinj /'ipc ... . ...... 1122 Chill BUde.. ... . .. 359 C1awecI Gaumlol .• SOl
0 .... Chimn" f'oIion of Soul· .. . .. 1190 O~
Can! .............. . .. ill Chilli,.. S.....,. . . . . . . . . . . . . 288 ofOlakyik. Ra>:or . • •• • . SOl .
Franklyn" ln=dibie 271 CIII_ Fi~ .... S04
Hewn ..•• ..... •••••••.. ..•.... 278 I'eIothen:himet ••• . . ... '16 l'o)tionofU~f\a1 Cnb . . . 19S.
M yl~ Mou~. . . 280 ofH01IIgn . . ......... 8 17 of Rakin& . ... ' 42
ofb .... .... 280 ofl n,o""plion ..... 8 17 CLoy l'oIion. . . . . . • . • • • • •. . ..... . . &51
Red of Aani.. .. . ... 280 ofOpcni", .116.817 C'"" and Dry f'oIion ••••... ....•.. 857
Surya.. ..280 ofTImo . .... 818 Cloaning Carpc1., Self ....... . .. . . . 257
~~(ofFla<nH) ...
U............".... ..
.. 277
. 2110
o/"V1IiIon
ofWamins ·· ......•.... '"
... • 11

/r------------------------------------~~
1607
~\ __________________________________________________.Jr

coo.:. Spellt Wril\fti in


...'"
C1tonl1n... Mummy'l ...... .. ...• 306 .. .... ll"
Armor ofC"",iMlll ........ 7l ofm. One Pl_ ......••.. , J06 C_
.• 19} ofl'Ksall" . . . . . • • J06 oICoMeMioe. Mylsibio"l .. 1197
6n<:erof. • . ...... 22 1 ofi'lenty .... . .... 307 oIche .,.,..... PIaIa. .. . . .... ~
Clod! of ..•...•........•. . .. )12 ofPoUonousncso. . ... . 307 Nefradlrv."I (ldmrir....). .. .... 1~
Marble of ................ 696 of P'roIecIion . . .............. 307 Codicil. While"l . 1261
Ul.n';[ o f ... 1466 of R.nOClion . .. . .. 307 c.m,
Clear Thought. Rini of .... 9n R1tun 'l Homed , .. 308 Ca$kel ofFUf)'Ilftdy ............ . . m
CI ... Though1. Tome of . . ...... 1419 Shadowcloak . . .•.. .)08 ofCrarion ... 111
Shaman'l M.... le:. . ••.. J.09 . . . . . . . . . . . •. .111
"""""~ .. 857 CtysIaI. .
Cleo .. of Grippi", .. ..", ofm. Stmld .... . .... )(19 Coiled Dnpo ..••.•••. .. 1561
C ....'eI' ofSqn . . ... 309 c...
Scale:. SMIId . . ...•...•.. 138'9 o f Strettl'!t . ••. 1 10 ofAImor .......... . .. 111
Spoil .•.. U82 Swnpi:o"l Manlie , •. l IO of8ctnoyJ1 •..... ........ ...... 1. 51
Wynn.SWO<d . .1 ~1~ ofSW"VivoJ ...... ... ) 10 BIood<oIn . • . JlI
C1 .... io" Sword of....... ........ Usl of Symmotic P""<elion . . 3 II Copper lil
Cloo May ...........•........ 766.900 Tiler Cloak ofChalyik .. .......... I I I Cuncd Copper Piece 121
Cleric Book ••. (Sec Book) TboodoIUl ~ Cloak of Alxhnlcla. I II EiJhI DiqrIm ..•. l21
Cli l)ft ... lllO ofWanndt ............. ......... 311 El«INm .. • • .. • • . .121
Cli Mandolin ... . ....... 1111 o fWcalbe<. . .. • . .. • . . ... • ...... 311 E.quus .•• ••• . .• • . .l21
Clift". ~I..by-lhe- ............ 101 Win", ofche Rakas ...... ........ 311 Gold. .... .... ... . . .... JU
Climalel. Guelk of che N............. 1174 Whi1e.ofChorminJ ... 112 of Go=! ........ (Sec ",Uri)
Cllmblni WolfC1oakofW<'Pi",. l12 oUi...,"T"M Bo",lIiM. JU
... rrowof. ....... 87 Zinun'''~ .. , ... , ..... 312 of l uck(ofGrccd) .. . ..... m
Bahij.~ Slippers of S~idtr . . 1121 Cloaked Wiwdty .. .. .. .•. 21 hnny of lIo;k .... . . .. ... 1201
Chamt ofT~ . . ......... IS} CloooIted Wiwdry ol ~ ...... . .. m
Donof ............. . 372 llt'lifibilil)'. kina 01 ...••.•••..• 9S2 Raisd in"lCuncd Mooocy.. . •• m
ElIoman.~S~ppe11tofSp;ckr ... 1121 CIookinJ. Oil 01 .. • .. .. • . . . 766 RcIunOa I'tNIy . . . . . . •. m
GlWI11et (ctaw.) . . . • 5(11. SOB Clolld", SpeIlj8mm.., H.lm .. .. 575 Sil¥er......... • .... m
Gaum1et ofSwimmi .... ond Climbinj .. S08 CIoobMdow~ Cloak. ~ .. 296 Col.Ia. SVlOlrd • • ••• IlSl
Ladder of. . ........... 6)5 Cloa"""""""'~ Dauer.~. . . 3$7 COO
Potion of . , 857 Cloc k~ Chopper_Ripper. Fi", .•...... . ...... 1
Rake of .......... . ........ 9)2 runbc:rbano ~ .... 14lS [nvnWliI)'. S _ of.. . . . • . lJ.09
Rod of. .. 1024 Ciani"" Rudno'a Boxof... . 216 RcsisunDI:. 1'01;"" of •••• ua
Rope of. .. . .. IDol) CIoIc ShIvina- Razor of .•• . . 932 SaoI l oI~fn::wto ••.• IOU-IOII
Slippe11tofSpidcf .. 1122 CIoouR.I'aiapI ofWJ.md .. ..... . 127 SIIicld oI'l'roof o\piftsl. ...... 1101
CO...
of ... ppearance . . • . . ...... 295 "".
Augricroo>e"l Table • 1418
Stair..........
SMIId or.
[lOt .
.. . . .. . . .. . . .. . ... [lSI
of"'rac:1utida. ,.29S.) 11 ofCl .... li ... " ... ... ...... 312 . Wand of...... . . . 1.76
At1CmuJ~. ofDisplr.ccm. nl ....... 296 of Feaslin,. T.blc •. .. 14 18 CoIIiCJITIm~ HImmer orTbullde,bohs ... ,,[
Atmospheric . , 296 M e rchan! ~ ..•...•. , .. 312 CoilIpf;ibie Baml, hzpixc 'l ... ....... 159
~CloakJhadow'a .. , •.. , , 296 of Perffi:! Fit ..... . ..... .... 313 CoILopsin" Bqk 01. 1m
ofche 810, ........ , .,296 ofPol~ ... .. .... .... 31] CoIIIpsiq Spel1boot . . . . Illl
Battle.................. . .. 297 Shekinauf'l .. . ... 311 C ....
ee.. oIche Sulhlut Mowtllins ..... 297
"'"
a.,.
..... .. ...... 313 AmuleI ofche GoIdm • •••• •••••••
."
ofm. Beguiler ..
of Block".",. .
Boldcr~ Cloook ofll>e Rogu..
. ..... 297
. .. ... . 297
.. 298
Castle .
Dragon SI.yer. ...
263. 26'
.. 1)57
of a....,. •••••• • ••••••
ofCNriJonl.
of Oil JIliN
.m
. ..... m
'"
Clwnoleo<t . . .
Clwti.linl .
orm. CIoudf.
. .......... 298
. ..... 298
299
SImIJIh. l'o1ion of ...... ...... .. 171
Cloudkm Ea . . . .
CloudI and Fat- BooI. of .
. .. 430
. . [1S7
ofl'rcl«lion
ofSliftileu
ofs-.tm. ...
'"
.•. 326
..... 326
orComfon ... 299 Clouds.CIoU of the . .... .. 299 oIl"IIontit ••••••••••• • .......... 316
of 00li"'l ... 299 Cloudwalk ..... S-or.... . .. 191 Wolf .............. , ).
DUplacer . 299 CIovt:r. Four·l..u.f ........ .. ........ 499 CoIoneITanwt Ewdan'l
of Oisp\ae(:""",l . 299 CIown~Shoelof Hefiz ... . 1111 Mipl)' GI .....1et ....... . 501
Onta"" .. . .300
of Echoes ............. ...... ... 300
El\'ef1 . 100
Club
....'ir"l.
Bronzowood CudJd
..3 14
.. 314
Color, Clwt",.
Color. Wood of. ... . ......
CoIontion. l u m i _ 00II ....... 1192
I."
.. &018

of Elvonkind ....... ...... 100 Dagltdlla~ ............. . ..... J14 c-.


of~"'"' ..... ....... . )(11 DnDd\ Cudtel .... . ........ J [4 BnIIh of ........ . . .. . 229
Fanp.. ... )(II FOIl ......... 4M a..lia: 01 . , . , 27S
Fircbano •. "\01 Fi",~ . ............. . 114 CIooI< ofM...,. .••. , .. )oS
of Fl. me . . ....... 302 GIQISlone ...... .............. 31. Fl •• ofU1I1nIt.......... , . ISS
G.rgoyle . . ............. 102 Grol""l"'~ .11 4 Jc:Ul kof Stlrllifl.uina ... lOll
Gu;lrdin&. . .... 301 Clwnsi""ss. Rinll of, ... ,. . , .. 952 I..u.fof.... . . . 6$0
of H... tin, .. , .• 30l Clwty. Wood of. .. . ..... ... 1416 RolIeofStinlitlali",. . . . . . 1015
of che H.llfurnaeet .• 301 eo.l"laIion. Powder... . . . . . •.. 900 CoIouaI ~ Sp.kof....... 111.
Kaldair Swiflfool'l ... . ...... 301 CoaIofWanntlt .......... . . .. 314 Combofthc KorripN . . ..... 126
KalnaK.u.~ Black. .. J.()oI CoasI. lucky Rine oflhe Wild . . .. 976 CombM. MIlk of .. • • . . 69C
of Lalhandar . . . J04 Coosa. S-.-d of the ....' Id . . . 1.13 Combinu;"" lo& . . . . . 673
oflo<dlineJl . .. 3~ COUIef . ...... ...... .. 177 Combininll PotioftI .......... ....... 152
oflht Manu. R.y •. .. 304 CO. l Comody. Mash!. .......... .. .. ... 698
Manit. ofCet c~tan ......... . ..... 304 F"",~.ofl'nmctiort ... . 314 C""",li_. Powder of ...........• . , 901
M,."lle: of Mi. 1 ... ..305 llMllnelablo.of ... md .. ...... . 114.315 Come! Coni ..................... , 1(10
Manl1.ofMundane . 305 o f llM:.se.. .. .... 315 Comet. R'" oI'che .. .. ... ...... 9S1
Many Colon . )05 COlli .... Bt.. M)'SIial Br<Iw>o •..••..• 21 S
Midnigll1 SIaIocr'l 306 COtbnitt. T.I ........ .rche ......•.. 1421

/r--------------------------------------~~
1608

....
i
"\....................................................11'
e_""
ApraI of' .• 58
Cone of Cormlllnicltion
Confulion. Bl&Pipelof ..
... 327
. ..... 1536
N... IrIliJa1iof1. l'IJrion
CO.lrom_,
. 1I1I

!"moro(. ... . . 72 Confusion. !JUIlOOl of ......... . .. . .. 231 Ai. EIcmcnIIl .. CCII$Cr ..•.• . •.•.•. 270
Blankel of . • . . . ........ . . 113 ConfuJion Minor. Yefar\. . 7)6 Dama&e, PoIion of ........ 8S8
BooIof .... . . .. 193 Conf\lhM, OillPowder of.. . .. 766.901 Eonll Elemtnlill. SlOne of. . . .. 1309
CloP: 0(. .. .... 299 Confusion, PoIion of................ 85 8 0i1lPowder . . .766. 901
of SIet;p, Annlwld ... .. .. .. . ...... 65 Conic.l lIlI . . ...... 569 Convc-ni.""". Can of . . .... . .. H9
Comfonlblc ~'linl. Couch of . . . . . .. 274 CORj un llon COrMIJin& Transitions.
Comforts. Tor1«h'l Siddle of .. .. ... 1050 Enjine. In_I .. 612 Thoones on . . . .. ........ 12S I
Co",,,..,", LibnmofGoinful. ........... . ... 662 CorwerUon.. !J,w.:. Scale of......... 148
Amulet o f EIcmaIt&I . . • ... 31 Stotrof .......... ... .. 127S Convik Tree. lelr of (Ero:han'cd) . . 632
Armato(. .n Wandof. . 1476 CorrvonIiooo Candle .. . ... 24 1
BrIoc:t lee 01 Scaly . • • . 2 L9 Conjunliono M.,x and I'hwasms. Cook i"" Pan of. . .. 802
Fi.her.. TridmtofF..... ... IWI Sehv\ lnetr,ble ..... . 1227 Coot HInd L\IIII ...... _. .. .. 1128
liIIof .............. . S69 ConjunlioN.. R~of Cooti .... ""be of Uquid. ..•..•..•.•. J' I
Homo( ... . ... 1S45 111.......... ........... ..... 1220 Cool .... fan •. . • . . • . . ..•... ' "
MirandoI'I Sul'!'ofllmd.. . .. 1235 Conjured"\lppcIlil:nm ............ 660 CooInns. ""'- of ... . .... n
kina ............ . 9504 COI1jurer$. Epk Sap oftheGrw . 116S CooIneu. Canteen of . . . 249
Rin& of EIemer>ta1 ..• 960 ConjurinJ Elenlefllll•. Sliff of. . . . 1272 CooIneM. Ri"lof.................. 955
Ri"l of P....1cmenIaJ .. • 985 Conj"",,,. Weapon wilh Hill of.. .... ISI 4 C,p-po.
8rK.I.t ..... . ..... . 217
Rin,ofQuuielcmot1w .. . . .. .... . 98B COIIneetion. Arrow of. . 87
Staff a( . . .. . . . ... 1275 Conqumna Glory Powder •.. ,. . .901 Co;" ............. . ...... J21
S""OJd. 1'1_1 011 .. .. 1369 Conqllfrina, QiI/PoY.'ller Cube, Khursort-Yli ~ . . . . .... . . lSl
TridentorFi,h . . .. .. . . . .... . &4 1,844 ofllip . . ......... . ... 77<1.904 Drap C loak . 300
WandofMml .......... .. .. ... 1487 Conslitulion. Libram of (Study) . .. . .. . 668 I>rIjOII SlfI)ttT. S...mI . . . 13S7
-.
.
COIIIlirution. Rins or ... .. ........ . 964 fluk . 488
(0pri0nI1 Rule). Starr . . . 127] ConIIrittion. ROpe of. . . , 1043 \.anI:c ......... 647
C.", .. aadl ••
FI...... of . . ., COIIIInICIttion LitQm. Golh.... . (6)
ConJtr\If:tion, AppullNI of Dreadful •..• 56
l'iece, Cuned
Pipes .......
•..•.. 321
IS5o'
Fire EIenw:fttals. ConJbvctiono, I'otioa of RinaofFire. While ... .. 1007
8rmerof' . . . 223 Domcrion of Unsafe ............ 895 Shield ...... .. ..... 1094
L)'I'OII'I HMpsicbonIof. . 1328 ConstrueIs, Libnm of... .......... 660 COpyin .. QuiUof , •. , • . 924
0i1ll'Vwdor 0( ... . . 766.901 ConstrueIs, WeApon w;!h BonuJ ..... • 1S09 Cono:Ie. FoIcIi"l . . 1111
Slalfof ....... . . .. .. 117S ConIumprioot,l'IlIion o r Sofe . . 881 Coni Drqon fiprine 47S
W~ EkmcnIal .. Contac:t Oisruptiorl. PoIion of. . 858 em
BooIl of .. . .. . . 21 1 Contact,H .......... ofPaceful 572 of 8indi", . . ........... 329
~ TIItacIof . . ... 1432 Conllinment. B.Il00n of .... . ... . ... lSI ofEkbi. .. 330
c ..... "'u.I<. Uon Conlli ........... Botol. of.. . . .. 199 F.i",r.II<_ .310
Amule! of . ... . . . .. . .• ... . ....... 29 Con~m pli lion. Opal Kln.n of . . ...... 477 Kybal ~ . no
Cone of . . .... ... ... .. .. ..... 327 Con~ nt ion. Myl. ibi.\Code1 of ,, 1197 Cordil l ........ . 8'2
COI'OIIeIof.. . ..... 289 Con~nll, Table of, .. . . 1411 ConliJ.I, Dryad .................... lJO
lo!eofSubtle . ..1192 Cooll. uol Cortlloa 'l
Pin of.. . .... 228 Ch""' ..... Rina of ... . .. 950' Ctyacal SWuetIC .• 1303
SaoIlof ...... . . . 1071 C\elnline», Armor of.. . ... 7J Lon, Bow . .. . .. 203
Cornrnunicatico and SiJjl.. Anof . . . II~ fire. Ton:b of .................. 1452 S-.I .. . ..... 1)$2
CompaniooI. S-.I..... .. 1352 Ua/II. lamp 0( • • • • • . • • 637 Corp) Breath. S'M)R! .•..•.• 1314
Comparisoa. C,,*,- of ........ .. In Up Rdlecr.or .. .. . . .. .. . ...... 329 Corti_ \ RintofHuman Influence .• 'ISS
ConIpw. E\mIenIaI . . • • . . . 440 U&bl, Stone of •. lJ09 C.....-..:, l.oupeof....... .. 531
Complianoe, MI*:> Mota Rod of Uabt, Wand of •..... 1477 ContIIC'OpiI Hen .. .. . .. .. .. 599
Thunderin& .... . . 742 ShIrpnesa. lUIif. of .. .365 CDmUJOrI ..... 1192
Componml Cue. Eullcd . . 261 Tood> .. . ...... 14S3 COIOrIOt ofc:o...mur.ic.oIion . l 89
Componcnl Pouch. Zlm\ Water. a..lia: of ............ . ... 27S Corpuo, Infillence.,., Sol;". . '1 8 1
Spell . .. ....... .... 147 Contin_ Wlter. PIIChe. of .. ...... . 838 Corridon. Wand of..•............. J471
Componenu ... RtaelionJ Corm-.ctI ofN~ . . )29 Con-otM: T"""h. PoIion of the . . .. . 8S8
of PhoIphoru. .. . . . llS7 Conlflrineu, Rina of . . . .. .. .. . 955 Comlplion. CttIwn of .. . . . ... .. . . ... 332
Comp~ hend LaniUlFl Recipe ...... 1241 COftt"'" COMhati.. S...mI . . ... . 13S2
Comp~he ndi", l.I~.. ond Amulet of ArKhnid ............ ... 28 Conuk. Bladeo(. SWO<d . . .. 1347
R.odi", Maai., H.lmel of . .. .. .. 586 Amulet ofClt'rpillar ..... . 29 Conuk Mountai.... Headband of the ... 572
~heNioI'I. Jar of . . ..... .. .. 622 AmtorofTempml.,,-e . . ... 82 CorllIkian SlOne .................. 1109
~heNiorI, I'IlIion of Arcane •• ' • 856 ~ofMonI"' ",,,,,,,,, ,, ,, , 113 C _) NccklKe ................. 748
~C_of. . .. . . 261 Bridle of . . . 223 C.......,.,Josy. Ball of . , .. 149
CompreKioD.CunodC.... o f ....... . 261 Checb ...... IS20 C _ IO$)'. G""'" of .............. S42
Compul ....... W"1ZlO\ Ri"lor. .. . ... 1007 0011 . .. ........... 329 COIII"IO$O'IY ofM&jrletic FIcbck . . . 11 "
C_1ed W1unl.,. o..,onlly .• , • . 848 CoII o fSpd1booU . llll
AmIorof. . ............. 7J H........ ........... . 848 e.
SlUeldor ............... , ... . . 1($4 Muzzle oflyeandlrnpe ............ 143 ofEalnpmenl .. 111
WeApon of........ . ..... IS ll ofPCc. WuponJ i. . .. 1521l ofRcllIcMneu ................. 331
Concali""S-of . .. 193 Pokeroffire . . . .. 840 ofSulptNion . l31
eon.c.l mnl PIllion of ... US. 158. 864. 866.1110. CO\1Id. SIIfl"ofdle ............... 121$
Oo"... of ... . . ... .... .. . 359 872. 882. 891. 895 Couch ofComfonabk Seatina .... . .. 274
Ink_lIor .. , .. . .. 612 Rina of . 947, 949,970.978,985 Count.rfeiti"" !'IIIC of . 839
J.II.baof .... , .. 1011 Torch of. .. . .... . .. .. .... 1453 ofCourq •. Flut . ........... .. .... IS39
MOIO MOIO Rod of ... .. . ... . .. . .. 742 Trident offi.h ..... . ..... . .. . 844 Courit!" Key .................. , , . . 628
Concentrllion OillPowder .... .. . 766, 901 Wind of Foa ............. . ..... 1482 CountrSIlf\>e, SIOI'Ie . IJl}5
ConcI ........ S.......t.. . 1367-1368 ZitherofZombte ........ . . ... .. 1334 CourtlOin, SWOtd ............. 1352
Condilional RupI\IftS. Thesil 011 ..• .. 1247 Cormollabk GIowi... Globe .•... . .. . S38 Cour\eSarI ~ Cream. Ointmenl •..•..•. 780
Conduct. Censer of . . 27<1 ComroIlIbk Sem Courtly Etiquette. Rift, of .. . . 9'S

/r--------------------------------------.~
1609
~~ __________________________________________________..,r
Couler o f Valor .
C~ .. n~Bookofll",
. ...... loS
..... II S7
etule~ ofLiahlrtinli. . .• . )41
CI)'l'I"II"ph .. Idioms &; Rare . .... .. 1181
Clemof ........... .. .
Ladle of. ............. . .,
. ..... 519

C(MI"leI ofWarmlh. Sill:


Cow Bell.
C~, Sword of
... 17l
... 815
. Il52
Cl)'l'Ioma""y. A""i.nl ............. 1117
Crysome •. Sword
Crysl. 1
............. llSl
lYClnthropy. Pocioo of
Mirrorof ... ........ .
Slafl" of.
'"
.... 726
... 1216
CowlofWWag ... .. }}I AbelN. . .. 3<4 1 SlafrofStrikina ..... ·.· .. 1l9J
CIlbAppie. . ••..••...• 767,901 otA--..- .. 3<4 ' C.~
Cradic. 8,....,..,...................
CnfbmaMhip. Porion o f . .
In
. . 159
Balli ........
81.11. II a. III .••.
.. J.<W
. .. }46
A"""'.R.......................... 12
Oilll'l:>wdcr. B.-" .•..•..... 7M. 900
C"l\snwuhip. T"", of .... . ••. 1451 BaI~ IV .............. . .•... }47. Shitld ofRClDO'V<! . . ...... I L111
Cruhina. Cymbilof .. 818 BoUI a. ESP. Am"~Against 27.19 C.....
C"wli .... Pocion of Snake . . . ... 889 "''''';: O.i"l>CIience . .147 Bortner. . ......... 154
Ct·umOin' .... nl. Coor1C$lJ\" .... 780 Coffin .. . ............ ... 3 17 8aelte•. Swotd .. . 1154
Crtllioot IrId Modir.,ation of Moll., . 1160
C",,;"", Coffinof ...........
CrnIiort, 11.1""" o f ..
. J 17
. .... 586
of Dealh So,),i",. .
o.a..,., Slaya-. Sword ..
Door. Black .
. ..... 341
. . ... 1351
. ..... ..... ... 411
1Iow ..................•..•
CUWC' " """' .
J .... lin... ....
.m'"
. ... W
Cfeltiort. Hom"""'", . . .. 1154 ofthc EboA flame... . ... }42 Money, RIistli,," •...•...•. 12.
CrcIllort. Porion of .........••. 159. no E.g of Daiftl . . . . ... 4lO ""arI of ""-t. . . . . . . . . . .. . IQj;
Coaliort, (luill ofSon>ll. ...• 927 EycofthcOodo.lbl1 . 3<47 I'ar1 ofWosdom ... . .... Il0l
Cfeltion..RodofGIypII . . .. 1021 H~B&lI . 3<47 Rina of Annorina. N......... ....... 9B4
Cnllion. Scroll <If . .. 1071 of List" ............... l41 Ril\l of!he wid Kiftlldom ..•.. 9S6
CreI«fII. T\l$lni, .. 81.nJe ..... 115 Mirror ... .. 726 Scroll. ......... .•........ 1071.1072
C""". Unseen Ship .... 146S Moredlirt ... Bill .. . .. 3<48 Scroll o f Amber ... . Ion
Crib ofl'ushinK. BI~pl>or " •........ 173 Orb •. . .. 78) ShovelofDiUil\l . . ... 1111
Crippl.t Sword, Dnl2M • . . ..... 1)57 ParmI ..•.......... .. •. ........ 341 SpiMina 1,1,Ibtt1 .... 1171
eri ..... RinK . . . . . . . . . . . . .• . ...•.. 955 Plwinl ......... . ...... 3<41 Sworda .... • ••• 13S4
C.......... Sickle. . ... 1115 Shan! o(Slkbad ....... }4) Tome ...•.•.•••••••••. 1160
Crook. Phmoh.. . ... 121 Si.,..,ina .............. ..... ... J.<W Yo't-II S&one... . Ill.
c-s Oillf'l:lwder. Double 761:.902 SpheftI. G....... • • . . . ... 1269 WtJatd Scroll . 10116
Swue. T.li_ ofd>e ..
~.-
o f Accunqr. .... 20) SIIftIetIC. C""""""... ....
. .... ' ~26
IlOl
C.~
C";1\tI" of 2~
of AntIi", . . ... 203 WarfilSION: illS Flask of......... ........ . 4&8
ofDiSlance . ..... 203 Wanior .... ..349 Rinllof. . 956
ofEN:,.."tmcn'. .•. 203 Cl")'$tllli,.., He.." SlIeki"",' er". . .. . 574 Um of.. .. 1465
ofKlce .. . . •. 203 Crystllmist Mountlint, C....I.
JouUhai .... n's .. ... 208 8IueAnnorofthc .............. 72 oflkllb ...... Hl
ofMulliplicllioo .....••...•. 20l C. M o fS=>ery . . .. 353
ofSpced ..... . •.•• 2001 ofAbili.ies .. 3<49 of Spyina. . .lSl
UDIkfwIIer .••. .... 210 Bullion ... 3<49 C\ortaL (Glyph) .••••••••••• 1202
00Mi .... 0i1lPowder of. 767.90 1 ofCIII .... ..................... }49 Cwhiooo of R~ .••..•...... )S)
Crow .. HCSI •• •• • 1S5 Daem ~ LMIIrIII'oItreN. . •••...• 350 Cl.oIhben. Mace of St. . •. 679.680
e,...·. of DiSibilitiet •.................. 350 CIItbss, Blac:kjonlmtr.. •..•. . .. IloIS
of AMiy, Black. . . }}2 of FIfCe . . . . . l50 eune. Sword. . . 1JS4
Allerinl Hap . ....... .•. . .. 33<4 of Force .. . ........... l5O Cutter. FI...... . 1368
ofille Blndi, Kingdom. Iron ........ l3<4 of Frost Rtliltlnce . . ............ 151 c..".. ~ TooI$ofS""ndi. Oem . .. 530
of Blackmoor . . ... 312 Glow . .HI C.. Unl
of Chaotic •.• . •••• 931 let ......... . }$I Au of... ......... . LIS
ofCorruplion .•... 332 ~~Copper . 3$1 Sawof". 1M4
I)uIc ..•...•..•••••••••. 311 of liquid Coolina . . 3$1 SawofM i&btY .• IM4
~" .... ... ...•...•...••.. 331 o fl uek . 1~1 Cyc"","",,,. 564
o fbil. . . .... 90 of Swoelnell . • • • . 152 Cymbal of"en.h.... ... •. BII
~atbefTol=. . .... 466 C.... ~ ofSymbolJ .•...•...•. . . 111
of Good . .. . ..... 941 Cubic; Foot . • . . • • . 349 Cymbt-II ..... \ Swotd ........ . 1361
Hooded ...... . ..•. ll) Cubic; GI" ..... . .. 3<49 CymboIi~ PipesofSoundil\l . . 1B6
oflmpcriwn . .....• . Jl4 CUbic;YonI...................... 3<49 Cymrycb Huah. Sword of .......... JHS
oflowful . . ..... 9)}. 934 CI>CII.'. Bronzcwood .. . ......•. 11 4 ~IS Seed ... .....••••••..• 767.902
of lefld<nhip ................... Jl4 Ctodje l. Dtuid~. . .. ll4 Cyril~ Winled 1I00I.. .. 194
NIp .. . ............... )}4 CI>dlu .. SpeUbook .. 1160 Cyric~ Sword ..... . ...... 1355
ofNnalr:t.l ..• . .. 9l.:l.931 Cue 81.11 • . . . . • • . . . • . . . . .• 149
ofNnaltllily ...•...••.... 942 Culnnd hllle.lMmil ofthc. .. 1466
ofRuLcnhip ...... l16 Cumin Seal •• 767.902 D
Scor,>;ooI . • . . •••.••••.. ll7 Cup ofAI·Akbar... . . 1Sl
Sorono . .. ll1 Cup ofWlne ..... . .15l D'Aaor" MinorofLife
otSOUlt ...... .... ......... ll7. )lS Cuprumbanc. Sword . . 1154 napping. Nutl .....•......... . 7)2
ofS~ .. . •.. 338 Cupl. Spil . . ...... 39$ Daem"I",WII Fortress ......... lSI)
of !he SWI .. ll9 Cun,. .. ScroII .......... .. ....... 1071 o..:m~ Spellbook ... IIS7
ofSwnm&lion.
Teleponinll Nap ..
. ......

of !he Unic()m$ . . . . . . . . . . • • .
ofVeh..... Sil"", ..•...•...••.
..
llo)
1}4
ll9
ll7
Curdled o.,alb . "".IU....
Cure Di.use:, Pocion of .•.
Cur. Woundt. Armor of" .
of........... 12l
Curdled o.,a tb. Repiilll" Oil ......... 776
. . . 859
. •. 73
.....'
o.fl'yDe<:k .

Abbathor....
AliptmmI De&ectiort, .
m
. . .. 356
. 356
v"lwt ...............•..••...•• l4O Cur. ............ Shiold 0( .. .. 10901 Aphrodite.. .............. 156
ofthc \bid. .. . l40 Cw-es, 81tued Book 0( . . 1149 Armor l'im:in&... . •..•. 156
ofV- .... . .. ].40 C _ri_. a...-Ck:IokslIIdow".............. 357
Cn,d bk of MeI' ina ... 3<41 ArTvo! of . . .. 11 ofllcnyal. . . .•.. 1458
C"""bli",. leaf of. . ... 652 ae.d of . . ...... ...... .... 751 of Blackfllme . . . • • . . • • . . . • . IS7
Cn>sade<. Sword . . .. 1351 Curina Seed, o.m.~. Di$cue .... . 1090 BIJli$h.inR. Blade of .. . . .... . 35J
Ctushlna. M..., of .... . ... 675 D.n o f............... . .. 372 Bladesw. . ........... lS7

'r------------------------------------,~
./ 16 10

It.
'~--------------------------------------------------..I"
.....' D .... . ofOimbiDa........ . .. 372
1Irandob.n," .. .. 358 Curint Seed . 1090 ofOari"l.... . .• )12
811C:tIeKAi~ ... . .•.. 358 POI""" ofConuolli", . . 8Sa Death. . .•.• )72,)7)
B..:klcr Knife . . . ....... . . 358 ~JpoflofExmo ............... . 1512 ofDisarminl . . 37)
Ceremonial. ........ 359 Dlm~ " ofDilp<lIinl' ........... l11
Chih·Ni;·.................. . lS9 FlulO . 1539 ofFlyinl .... . ...... ....... .. l1l
Chill BlIde . . . . . 359 Harp . IllJ of 1I"",lna . .. . . .. .. J7l
"r Conce. lm/;J\1 . . . . •.. .... 359 Pipa . . ........... .... ... ISS. of!1Ie HQrnN' N<$I . .... .... .. ... J73
orDen...,." ..... 359 SuotT •..........• ... .......•. . 1276 1l10J0r)' Miu i iel . . .. . 374
Dolphin's B..... .................. 359 0 1 .....1\(1. ofUcJM .... ...... .. .. . .. 174
ofDoomwanlinl . lS9 Bead of .......... .............. 165 ofU&f>1i... ... ... . l7'
Drap FarIJ .. •. 360 Libnmoflndrahle .............. 663 oflht Homm;·Nesa •.•..•.•.•.•.• J71
Dnpf......... . ........... 360 0i1lPowder of . . . . 167. 90.2 of PeocntirJa .. . ............... H'
ElvetI........... . ....... 360 o.mpencr. ~ . . . . . .. 22 of RefilliDa ............... ...... )74
of . . Evil Eye •.. . 360 ~ l'IlrionofMmd .... .. 819 Ritta ................ 9S7
E~1Or . . ........• _ . l60 0010(111 ofSaaminc . . ........ 1N
!'ant: .............. . .... 160 A2i>.a .. Scirlli1ar of • . . 1142 ofScd<"".... . ...... m
Fane; or.... NOI.rnatu ..... 161 Boots of........... . ..... 194 of Sink"" .. . . ..... 374
FJy;", .. • • .. • .. . . 362, l6J Fan of . . ........ 465 ofSlayin. ........ ............. l7S
Freyo'l Fiery ..... 363 FIami... SlII'OI'dor. .. ............ 1174 ofSpo""U.I .. . . . 17S
Fricp" . ... 363 of Wind, flwlO .... . 1542 ofSruMi", . . . . . . .. . .. . . .• .. )7S
Gokmblijlhl . 363 11111 . .. ..•...... 1561 Svid.... bli ... )75
Orim_ ld'l . .363 rtcn) Sword of . . .. 1388 ofTelrponinl ' l75
Guardi.n 81adt, Dti8C1". l61 Slippers of ... ........... . 112 1 ofT........i'" ......... l75
Guardian Blade, Swoni. .• . .. 1l7J S"<lfdlof. ..... Ill6, 1:W2. 1:144. 1l55. ofWoundinl ........ J7S
HUlKhsi 'l Throwi"l ... . .. 364 IlS6.Il65.1l74 .l7&.140S-1~ o.y. Tar! of I S......................... 1428
~ .... 364 S1IoOOI, fImert ...... . 1144 Oauicr. GoIdmaoe .................. 640

"""""'"
of 1lI.-y Metal . .
00........ . . . . . .
'"
. 3601
. .. 164
S'IOIOnIof Bronzw: . ....
SYoOfIIofU,tunina...
nao... Vmion, Map .. • .
. 1356
. ...... 1156
fi90
De'RoIl, Ginllc of .....
Dead Boo. ...
Oeod. I'olk. of Speak wid!
. ... 512
212
893
lyarim\ ~ ... . .. 364 Daa&a DeIoctioa, PoOoa of. . .... 8S9 Daf........ Dnu..af.. . .. 819
hamp ." ........ .•• 3M of Dona", FIlM .......... . 1541 Deaf....... I.otyn>;. of.. . . ...... 6SO
~Iu ... .... . .. 365 ~BuinofHiM:ft .. .. 161 De.f...... I'<IDoo of.. .............. IS9
Knife .. rComin ... t SMrpnaa....... )6S oar.leor"~ Chlia .. 271 Deal'ncu Whillic ...... . US}
Knife of SI\arpneSI . l66 DMoviI~he'r; W...,.of
Kooolindt. SIa)'tr .. . .... l66 FIyinr. SiP. ................. 1$60 Amulet of DfamI!ic ...•.•.•.. 29
Loki's EIIwIIomed ... . .. . l66 Danso Macalln:. TlkIn oftbo . . 294 Armband of. • . . • . . 6S
l-""I'J><l'h . 366 ~ Bowl of Wltery .. . . . 211
MIJCllaycr . . .366 Bane. Swonl . . ...... ...... .. 1171 Candl~ Snu lf~r o f . 246
orthe M"&11>11 • • • • . . .. l66 Otan!., . .. 911 C. nI, Taro!..•............ . ...... 187
Mervi/:'I .... . .. 3M DeIen Blade. Sword ...•..•. . •.. 1156 C\ltdlod, I'crllune . . ... 82J
NUl 's Black .... 3M GctIde ....... •• ..•. .. 917 Cunoin of ........ . . 35)
ofQuickncu . l66 ItWbIIo oflht . Ull Dan......... . ....... ... 372.173
Rabbillllrer ... 367 Sen>ll of~tion r.om .. . 1071 '- ~,
bndocrI T"lC' ... 367 Swnmoniq.1tQI1 of...... . 965. 967 M.pc, l'1li"", of IIl'llrlUlli!)' 10 . • .•. 871
of~ ... . . . 367 s.unmo..;"" ThrIwI or. . 146) 1.4_ ............. . ... 5'7
RIOII BIIde. .......... ..367 o-.d .. ~t..nchono ..... 637 MIJl< ......... ...... .. ....... 691
R..nem. Slina Blade .. .. .. .. .. 3611 Dand S'in. Dea!ll Rock ofdle .. 1020 MIJl< of PtM . • . . • .. . ..•. 698
Sah...p. DoIp/Ii. . . . .3611 oan.... S-.! . . .. 1lS6 MuriItodr. .. Scatahof............ 1051
ofSel ............ . ... 3611 ~~ NaiL ......... 7'S
Sorn............. . .. 3611 AJc$. Book .. 1162 NetdJe of 7n
of s.-di",.. .. . . . . .. 3611 C"""... .. .J)) Orb of Ool!len .. m
Speakina .. .. .. . . • 3611 Drall ofw Voodoo M.utefl. . . . 859 RIonie of ... ... . . ......... 822
Spider Fana ........ .. J69 Fi~ . . .......... ...... . ... . 481 Rod, Sword . ... . .. ... 1)$8
Suna Chiana) . ..369 Sidelof!1Ie Memo<)' •. . •• 1162 Rep!ilIa'r;Curdled ..... . ..... 776
of ",,,,,,,,in I . . .... 369 WlJ\doflht Su lhlul Moun!.ins .... 14 77 Rock ... . ...... 1019. 1020
Throwina. of Re!urni", ..... 369 DI"""", Rod of ................ .... ... 1024
TOOIlI ofTOtm.. .... .. J69 Armwof ............. .. 87 Sc...b of . . ........ lOSS
ofTNlh .... ..l70 BookofVile .. .. .. .. 192 SeryinJ. Cry.ltal of . . }II
Thfala)Jambiya. ....... . .... l70 Candle ........ . ..... 2~ 1 Se1vanI, Scroll ofw . .. 1072
T>Uhai... . ... . J70 ~ of .. ,.. .. 446. 824 Skull of ... S9)
ofVmpnce.. . .... 370 fklmel of ..... . . SB6 Spcl1jammina Htlm • . •• 576
ofVilnom..... 366.171.1375 KIn. The ........ 634. 1319 Throne of ......... . ...... 101
~ .... .. n] lMnpof. .. .. .... 640 Triclellt o f EkmmIal . . . Ul
XocI\iqIIeUaI'I. • • • • • . . 11l IIId U&k Diccrion of
............ 406 ....'llldof.... ....... .. . 1471, 1490
~ .. ..................... . .. )71 Maaof............... . 615 WIlCh &e1le SIlioeId .•.•. .• ..... I~
Dqhdha" Club . . 3 14 ono..... Sphm:of...... . 1269 DcI!h ~ Head Hora .... 15'$
~ .....·Nar. T!KI!lI of.............. 1446 ~of....... . .... 1269 Dcld\.IOoMonsten. Sword .. .• 1H6
Dahlver--Nar" SpoUbook ] 157 ThIIbo" Book ofViie .• . .. 192 Dclthuriker .. liS
DaikYl'. SIIichi.. ...... .209 Wand of. ........... ........... 1477 D«.dl ~ r
Dai""" .. Spollbook .•.. . .... 11 60 o..rbw. S\\oOfd .. . ......... 1382 Dao ...... . ........ 917
DailY Chain . 271 Darning Nffille. Mlaical. . .... 154 of EndJeq S team, Camguo ). . J7S
Dalamar) B....,1o! ................ . 217 ofEndlcu W. ler ... J16,)17
Dalamar .. Rinll of Healinll ...... 956
Dalarnw .. WandofLip.minl. . .... 14n
"'"
of Bi!"" ....... .
ofBld1ki ... . .
. .... J11
m
Deceivi .... Wcaponof ...
Deception, Sc..rab of ..
. ISII
. ... 100S
Dale, SIII'OI'd ... . .. 1355 ofBnndi ... . . m Dcccptioo, Seal of .. . • . . 1016
Dalvan"Cirl:Iet .. . ... 290 ofCharml"l . m ~Trave~ Bardineof ........ 151

~r------------------------------------.~
161 1
p

~~ __________________________________________________.Jr

De«p<<>r's Bool ...•... 194 Kings. FI.il oflhe . . ...... 485 Mosie Mi .. ile . . ........... 681
!'assai< . . ........... 40l
"'of" Cards.... . 377
Design NOles .
Desi~. Egg of.
. ............. 4
. ............. 430 Time Joomcying ................. 40l
of Chance ....... 377 ~ Eme\ Oil/Powder .767.902 ~. Oil of Grea. . no
naffy ..........•...........•... 377 Desk ofRutooying ................ 405 DcvoIion. StaWof. . ......... 1216
of Decking . . ...... 377 Desk of Studying . . ........... 405 I"kvaurln&
FO>Mur.eT.mnll . . ...... 371 Destri.r Statue. St<>ne .............. 1305 aag of. ................... 1lJ
ofJII",iOQ$ .....•...•....... 377.378 De..",.,..r. RillS"f Boske1of...................... 161
Jan...,.~. ofManyThinl$ . . ... 378 Invisibility Nep.ion ............ 971 B!&nk.t of ..................... l7l
of Many Things ......••.......... 379 De<tn&<lion, Libram of. ..• 661 Pouch . .. lJl
of Many Things. T.."'.•........... 381 DetangJing, 8rush of . . ........... 2l(l ~
Quane,
Sun ...........
......... 381
. .•..•... 381
""ffi
EvilfGood. Weapon"f ........... 1511
Bead of. ............ . .......... 164
Sca .........•.......• 1086
Tr$Ce< . . ....•....•...... 404 Gems. W•• pOO "f ............... 1511 Tent .... . ... 1429
ofWondrQuJPower. . ... 404 lies. Ring of. . ............ 949 De.l.rlty

....,
Deck$. Cm of. . . .... 259 Magic. Gem of lnfravi Si"" and Vann']01 of . SIll
De=; OIlS.. . . . . . . . . . . • • .• .. 419 Magic, Gamalon\ ............... 521 Libram of 668
MlI3ic Rc:<:ipc .................. 1242 Oil of.. . .......... . ... 761
Book o r Exalted ................. 188 M.gic, Weapon of............... 1511 Ringof ........................ 96(
T<>meofHopeful ................ 1442 Motal. Weapon of .............. 1511 Diadem of Disenchantment ..... 290
Tome of Hopei.". .. 1442 Shifting WalI$IR.ooms. IV"""" of .. 1511 Diadem of Doom . . . . . • . . . . . . . . . •• 290

"'"DragonSI.yer,S....:>nl ... llS 7


Slopes. WellpOn of .
Od..c1on
15 II Diagram Coin. Ei~ • .
Ola mon" '"
Fear.iofHumanity ............. 1162 of Alignmerll Dagg..... .......... 356 Sow . . ................. lOS
Sasholas~ SVoWd ................ 1356 A""""o(Scent. . ....... 96 Mace . . ....... 676
De<:rTali.lman. . .... 142() 80... Burglar . . .. 212 ofNevCJ\\-·int.r . . ....... S2J
Dtfendtr of Ferninil'lt Vil1Ue. Candle. Smoke ........... 245 DnoofT)'<'hc ...... .. ........... 7&4
DruI)DII .... _ .. 13S7 C.... of. ............ 247 Pedestal of Blypltian. . 1lO8
Defender S"-"1'd .......•.......•.. 1356 Chalice of . . 215 and Sil_ Mobile . .. 737
Defender's Harp . . 1323 CIcM Spindl. of . .. 519 Worrior . . .•.•... 3<18
Dtfmdi"3> Jade Scepter of. .1062. 1063 Deep Red Sphere of . .. 519 Diapers, Blultphor"s Magical ........ m
Deftnd;"&. Weapon of ........ 1511 Eaninsof .... Iill"menl . 425 Dice ofCcrtain Wagering. .. 406
Dd..... Gcmof. 519 Diceof~l....-..ss 406
Bracer of ................•..... 221 of Grode: or Slope, f\>1ion of ....... 895 Diccrion oflight and Darkness . 40fi
Bnossier of. . . 222 lens of Activity . . ............... 653 DidollFl.tl\oX .................... 21l
Candle ......................... 241 tens of ........................ 654 Diff.rence. Hal of. . . .......... S70
Earring of . . ............... .. 425 &.loca.ion . ... muI01l'roofv. .. . .. 39 OIStltion.. Potion of .......... 860
Girdle of Bock .. SJ2 Morning Sur of . . ........ 488 Dlut GI
Medallion of. 71() of New Tunne!slPassages Potioo .•... 895 Cuncd Shovel of..... ... ........ ll1l
PoIion of . . . &60 P:tlc Blue Rhomboid of. . . . ... 5 19 Potion <>f. ..........•.... 860
Scepterof. .................... I06O PaleGlttn Prismof. . .... 519 Shovelof .. .........•. . 1113
Shicld.Magicai . . .. 1099 Pale Lovendcr ElIips<>id of. ........ S19 Diirink . .. Robe . .. 1010
Def.....Ic........ Bnoccr of. . . . ... 221 Pearly Whil. Spindle of ..... 519 Diirinka"s Strand.................. 1010
Defior«. Dagger of. .359 Pink Rhomb<>idof ...... .. ....... Sl9 Dimension. Sludiu on. The Founlt 1244
Den..:.iJlg. W"pOn of . . ...... I S II !'ink and Gr«n Sphere of. . .... 5 19 Dimensional Mir.e ................ 441
Den,,:'ion, Bracer of . 221 Potion ofInn,er . . .... 859 Dimensional Pool. .......... 1U1
Den..:lOr. Mi$Sil • .. .. ............ 1100 PowdcrofMagie . . 905 Diminu'ion. Potion of.. 860
Defolialion. Wand of . . ...... 1478 Ring of Magic .................. 977 Dimunitiott. Flagon of . . . ....... 4801
Deftness.. PoIion of. ........ &60 Scarlet and Blue Sphc~ of. . S 19 Dindower"s Owt of Di .. ppearanc<:.
Delli)'. Scroll of ................... 1073 of Shifting W.UoIRooms PoIion. .895 VioI01 ........................ 423
Delicacic5, Bowl of . . .. 211 of S,""""<>rl; T~pslPilS Potion ...... 895 Dinner 1'1.,• ........... .... ....... 1139
Deli~~ Cloak of •.. 29') ofUnsafeCon>lructions f\>1ion ..... 895 Dil>OSlurs. Weapon with Bon"" VJ. ••• 1m
Deli~.ful Transports. Box of. . .. 212 Vibntn. Purple Prism of .. ..... 519 Dion)'W!l~ Staff ....... .. ..... . .. 1276
Dtluwon • Weaponof. . .. 1511 Diplomaq Rod of FuryOOOY . 102S
Gem of. ........ 519 I"ktec,loG Woond. Dll"Htlon
1'o1i<:m ••••••••••••••••••••• 852. &60 of Enemy ...................... 1480 A"""" of. ....................... 88
Ring of .. . .............. 957 of Magic . ...... ............... 14 86 ofTravc!. PoIion ofDe1ennining .... 895
DeIO$ionallnsmity.. .40 of Metal. ...................... 1487 Man of. ................ 860
Delzoun~ Fio1. 552 ofMeu.llJ\d Mine",1 . . .... 1487 Suooial of . . . 1315
Demanding Ban.ring RIm. Bigb)l~ . 162 of Secret Door.. 149) Q;sabilitiet. CuI>e of. . )SO
Demcn,j& PTaCCOX .................. 40 ofSccret Door andTnop .......... 1493 DI"ppelr...«
Demeter) 51"''' . . . . . . . . . .. . .. I 129 ofTnlp. . .................. 1_9' BcI1p<>UCb or. ................... 1)2
Demron ) Bane ...............•... 1369 Deteclor. S2rgowo . .. . ...•....... 1052 Doorof . . ................. 411
Dendan Oil... .......... 767 Dcteclor. Spclljammcr 1268 Ousrof. ..... ... .•. 419
Denial. Band of ................... 152 Determining Depth Underground ViOI01 Dindowl:r"s Ousr of •. 42)
Depelrirtcl.ion. Ring of. ............ 951 Potion ....................... 89S Q;wming. ~ of . . ....... 88
Depth Localion. Ring of Aqualic ...... 948 Determinin¥ Diltttion ofTrav.1 Dioanni"" Dan of ................ 313
Depth Underground. f\>1ion of Potion ....................... 89S Discomfort. Grains of. .............. 549
J)etho~ libram ............... . ... 1162
D<'ennining .'
Oualinarion Tablc1 .
Descending, Stair of............... 1301
.. 895
. .... 837 J)e'on,,,ion. A"""" of. ............... 88
D<uschccl>etl'$Spcllbook. .. 1171
"'''''''
Bcllof. ........................ 815
Biw:a of. . 1121
""'nAbaoflhe ..................... IOO9
"",Mace.....1nI! ............•...•...
67S
Harp of . . ...... .. ...... . .. 1323
Qannn of ..................... 1132
Block. Sword. . ........ 1356 Rod, Monodic .................. 1033 Ol.u s
BooL . . ..... 118 S~ M.,...."ic . . . 1383 BultOn . . ......... 232
Evening.Ant'IO<oflhe . 13.81 ~. "fDioe".ltantmcot .. 407
lIolySwof1heBri~l .......... 0(13 Er.pl~ve . . ...... 447 Shi. ld ........................ 1()94

/r--------------------------------------'~
16 12
1
"~ __________________________________________________..JI'

01 ..... Divining. Rod of. . . . . . . . . . . . .. . .. 1026 Dovc\ Ilatp ..................... un

...
Clwm of Pro\",,'ion Ii'o1n . . .. 282 Dizl:iness. Rinll of . . .. 957 o."w,ini Key . . .................. 628
CurioS Sffil . . .. .. ............. 1090 Ojlnn Draco/leb. Arcane Formul.. fOri •. 59
EtiA" of Health •............ . .. 442 s.....SwonI... . ............. Il7I DracoIicb.1'I>rioo ofllle ............. 861
l'IlIiool (lfC\U'll ... . .••••• 859 . ... 917 Dnoeoni.an Slay;"" "'''''''' 0( •• U
Pobon oflmmwtity .... . . . 87l NII)'{fluIc) •••••••• .• IS39 Dnoeoni<: Infl""""". Orb of. . • . • . • • 78-!
1Io'ardi.... Topcstryof.... .. 1427 s..mr-.ioJ, N__ \ Rinl of.. .... 914 Draft, o..rimal~ Po<ent........... 828
DIst.d'U'...., OJln.1 Draft ofllle 'WIodoo M asIttS, Dart 159
Oiadcmof .. . ...... 290 Desen Blade. Swoni . . . .. 1156 Draa Net . 756
Oito:utof. .......•...•...••.. 407 Flask (Iron) ................. .... 489 0 ....10·
Oil of.... ..761.77) Scrollof~rrom ......... 1078

....
"'""",.Evil. ..... 7S
DI'1I1I1M $IIOyOrSwonI... . ... 1371 Bone. 81"" ....... 1348
Cap" of. ... 253 Summoning, Rina of ......... 9S8. 967 ....... 18)
Coltar of ...... . .. . ............. 325 Swnmonin., Turbanof ........... I#l Dreath. Ell of. .................. 431
H~of •...... .•........ •....... 57(1 Do.. IMy\Oilll'<>w<kr .•...•.... 767. 90.2 B,"" •. 1'uI...... ufo . 162
Hll of ...••.... ........ ........ S71) Dockin" G.rro(.... . ... SOl Breath. Scroll of 1"ro!cc00n from 1077
MMk of..••...... . .... 698,699,702 DotumemT....... isslon. Cilrws.Sword .. Il56
Rirla of . . . . • . . _.......••.. 957 ScroI",- of .•...•..••. . •• 261 CIaU.... . 300
Dispi_ Helmtt of . . •.. 586 C~kd . I~I
Disinlcpioft. An<tw of
Dilincegm;on Chamber
...... 88
..•.. «11
""oftbeDesen \Spolibook,Mad ... 1192
O"yx .....•....•..........•.... 419
C""troI, PotiOII 0( . • .
Crippler Swoni ................. 1lS7
. .. 864

Oislnlejmion Eli .......... ....... 431 Sioini ........................ 1561 Fani ......... . ......... 360
I)i'joinil\io SLlff of .•.. 1276 Dogmalic MelllodJ. Fil"rine. Coni .................. 475
Dllk Tome of . 1439.1440 ~· 1'8 . . .. 15S
of the Azure Sea . ... .. . .......•.. 4(l8 Doll. Conlrol .......... 329 Lamp . 640
Oispbur ....................... 408 Dotnwia\SIIffofWithorinj. ....... 1218 LiIy .•......•..•......•......• IOI9
of Hisulry ..... 4(l8 Dolphin. Sahuoain . . . . .. J68 Orb ... .. 715.716.199
DisttofMishabI. 115.117 Dolphins Hom .. . .. . . .. . . .. . .• 1SC5 ParI ... .. 104
Oismiaina flllW ...••...•...•...•• 5141 DoIphiIII' Bane.............. . .. 159 Pn:McaiOII. Shield of.... . 1094
Db ptHlII, DomeofSbapa .................. . 410 sw. Mail. Red.. . . ..••• 11
Attvw or ........... ............. 88 Domination.lnIoIlli~tnd 1mIitM! . . IIV Sifl:ht,l'Iltion of. . . • . . • . . • . . . • . 165
Dan of... . ......... ... )1) Domination. $croll .. ... . 1073 Slayer, Broru:e • 1354
Goftl of. . ............ 821 Donjon Card . . . . . . . . . . . . . .. 381 Slayer Sword ..................• 1lS7
SIIt!"of ...... ........... ...... 1277 Donoq.i. Eye of . . ..... 4Sl SI'Y'na, Sword of ....... .... .. . 1lS7
Dispmion. OusrofT.. il
Dbpluomu! "'".
Annof . . •. 63
SlfI)"na. Weapon of.
Slil'PC'l"I . .........•••
. U24
1120
Abo or.. . . .. .... ..... . .. 1009 Bell of. . . ............ . ... 815 Tooth . .• )""8
ClaUof .. ... . . ....... 299 BrinF'of . . .. 212 Warding. Amulel of . . .. 29
Dooo of ... . ... 411 Cauklronof.... ..267 WhUtle . . 1557
MIIfV\NedclxcofM""""l' ....... 7SO Diadem of..... . 290 w"" ... .... ... .1 560
SlIt!" 0( •.• •• . .. ...... ........ 1277 OrUIit\ Lance of. .. 6411 Dnro.kl.d
Wandof.... .. 1277.1479 l'ipes . . ......... .. 15J6 Anow ofSIayi", ... 97-99
DispIaec: .......1J and Modeling Trompe:! ••••••••••••••.•..•.. IH7 I)UI o(SI,yi~8 .... 17S
the Milieu ......... . .. ....... 1165 ZO$/I \ Xtbocof,SwonI .. . 1415 0rtI of .• 78$,786-195
DisplocerCloak m
. .. Doomwatding, O'II&.... of..... . .. .. .. J$9 We.pon with Bonu'.... . . ..• 1m
DisplKer Diu . . ................ . 408 ",", DraJIoniance. t.e..tr ................ 6018
Displfl)' Window .
DiJ.nlp(IoII
CWk .•.
. .. ISS9

.• 241
Aru\hlr\ Living
"'.
Bloek CryiIII •••
............. 411
......... 411

'"
...,
[),..,gonl ..... True: •.
Ongonnel-by-Ille-Cliff.
~
. ....•. 6019
. ....•. 101

"-"
Po!ioa 0( CoIIIxI
Wapooo of..... .
.•.. .• 676
.• SSS
. 1512
DEr«bon. Wand o fSectel ..
ofl>iappeanftoe ..•.
ofDispIat:ement
. 1493
..•. 411
Blood Porioo . .

"'" """"
Eyo ..
I6S

""
. ... 45<1
DiMimut.Mn and Obrcumion . 116S Front. . '"412 Dnaonannor ........ 7l
Db",," of Guard,,,,. .. . ...... 41 2 DrqanbIit\ Holy "'VCtIgtr Sword ... 13S6
ArrowlBoll of . . .. 88 Revol vina ············ · ········· 41 2 Onion<tte. Orboflhe ......... . 7IS. 794

--..
Blow8""of .. 176 ofTeloporUlllon. . . ........ 412 Onionf"",.. . .... 360
EIowof ••. . 204 ofT<'m)f ... . .. 413 DraJIonfl.il. . • •••.• 487
Crossbow of ................ •... 203 .t. Trap~, WlI>Ci ofSc=t .• 1493 Dragonfly C""001 ..... k8
J....,lin of... . ..... 623 ItTrap location, Wand ofSc=t ... 1493 Dnaoo>h<lm . 5U
Mitsile ~_ of .
Dtst.nl V~III. Ort> of
.. 92
...•.. 714 .....
Trick ... ........ .... .. 41l DBpisle\HorborChlins 41J

Diltanl Vl$ion, GIa$J of. . . . ..... 5)6


DUtillite o f WolfsbAl>e .. . ......•... 442
DillOnion, Bam!>1e\ Rod of...... ... 1022
a..m of0,- ......
Map of Mlp: and Sec"" .
. ... 1lI2
Map o f IIIu$ioo$ tnd Sec"" ........ 692
. . 692
.... '"
Helmet o f
Medium Shield +21+1 VI.
DillOOion. Map of ...... .......... 690 Map ofSc=t and Tripi . . ..... 695 (of Lorin).. .. 1099

-,....
Distortion. Rod of•.............•• • 1025 o f M"l'Pi", .1Id Sec"" ............ 693 ofPnx<Clion . .. .......•....... 1094
OIlI ..... Uon and !'usagu of Pmllol Worlds .... 1165 Shell of Prote<:!ion VII.. . ...... 439
Chlnnof .. . ........ ••••• 281 o f Sec"" . . ....... 695 Sko.ld +2/+3 VI ••• .• 1095
eur.c.J Rina of . . 951 Weapon o(Find Secrel .. . 1512 OnllQnSOale Shield . 1095
Egnr.
Prism of......
.. 431
. 912
Dori\ Obtidi&n SI«d
0( IIoI>ncIoouI; Power . . .... 415
llnj<Imbo.ld •..•.•.
. 1JS7 ''''
Rinll 0( ...... . ..•.•... 951 Dorus\L~ .... . "'0 ~,.

nos. Lute ........ . .. .... .•.. ... 1329


~S .. ffoL ....... 1277
om...tion Candle...........••...•. 241
0ivi1\Olion, Scroll of Protection from .• 1077
Divi ..... ofLife ...... .. ...... 1026, 1278
""" ....
Double CJOM OiilJ'ooo·dct .
Doubling, EIowof.
. .. . ... Ino
. ..•. 2C14
768.901
AnDorof&o<ru...... . • .•.
Ufe En<rJy. Sword .. ..
S1Ucld ofEnctJ:y ................
Onini", SWDnl. Nine Slq>I ......
..14
llS7
1095
1386
Divil\J, Carpel of .................. 256 [)ow,,,,.Candle Snuffer of . ..... ... 246 Oninin" Weaponof.. 1512

/r--------------------------------------,~
1613
~,--------------------------------------------------..,,,
Drake, Orb of lhc . . .•.. ..... •. 794 Dugmatell Brighlmanlle~ Oyvers, Wood....nr...... Tool$Of •... . 14-16
Dramalic Death. AmuLet of •. . 29 Broad Sword ................. 1158 Dzance .. G ... rdian ......... ..•... I®
D!milion'AmuICl ofLife .......... . II
Dnoup<lir ..... ..•...•. ,,. Dulama"Alcbemy Jug. Louie
Dulling. Dus1 of Mind
..... 626
.421
Draw Poker .•. ..... 840 DuUing. MallO's DuSlOf Mind •...•.. 421 E
~ of Easy Retrirnol .•• 413 Dullnt$$, Ousl of . ."
~CM<lOf. . . .. 287
Dmo.mij'$ Spcllboolt .•...•........ 1220
Ownalltoin's Mattock .
Dungcoo Chain, D.uI'-', '" E"soIo H.....,~i .
E.g~
...... . ..... . I~

Drualon Defender of
Femini .... Vin~ . . ......... 1357
Dunhill"s Spo:lljamming
AppararusofKwalish .41 4
'" !low . •. . .... ..... 204
Eye oflbe .. ...... .. ....... .... 455
lMadful C"""ruction. App;ntus of .... 56 Duplication. Bag of . . .......•...•. lJ4 Lmsofdlc. .~
DrTadful SI«p. Cos of. . WI Duplication, Ladlo of . 63S Ring of the .. . . ..•. . • . 9.\9
~.m Duplication. Mirror of. . .. . .... ..... 726 Talisman .....•...•......•.•... 1421
Cap ofVelu ... ................... 250 Durabiliry. Ma:srhead of ...........•. 709 Eu.Ringoflbe ................ 959
Oil of. . ................... 768 Dunnce. Vial o f • ... . . .. . ........ 1472 [ • • rinl

-
Pov.'dor ....................•... 902 Dunndal. Swoon!. . .. . .. . ........ 13S11 of AlignmeM Dc!eclion ........... 425
Stone .. . ...................•.. 1309 Dwandan. Sword . . . .. ........... 13S8 of Burrowing..
~1d ......... ... . ... ....... 432 ~ Sword .•... 1lS8 o fDer......, ..
I)n:aming. Potion of _ . 86' Dural;"'" Potion _ 853 .. 425
Drum. Durimal"s Philters . . .•.. .•...• 828 of Paralysis. . •.. ......... .. . .. 4M
Aroma "f. . .... 823 DUll of Prolecri"" .
TaUsmanof. .. . 1421 of AbsofpliO<l ... 414 ofdlc Sea .... 426
Well <>f . • ....... . ........... 1528
Or<anuingor, SWQr(\ . I JS7
of Adhering. _.
Allerv .
. .... . •.... .. .• 414
414
of Seamans/oip..
of Undef5l2fldinll .. . . .• ... 428
••
Drtam'peecb, Poti"" of ............. 865 of Appearan«: ................... 41 5 [Irtb
Dress of Amaze"....,,! ......... 413 of Blandness . . .......... 415 Adaplilion, RinS of . . • 959
Dress of ProIetti"" . . . . ....... 414 of Blending . . ..... ... . 41 5 Command, Ring of . . . .. 960
Dressing, Window of ...•... 1559 Quasicl ...... mal Coounand, Control. PoIion of Elemenllol ...• 866
Drink. K... ~ . .. ........ 874 Ring of ...•...•.............. 989 EI"""",raJ Ball ..•...... .. .... .. • 149
Drink .... Blood. SIM><d . • .. 1347 Do-wy .. . . .. 419 EI"""",raJ. Scroll of Pr01eclion .... Ion
I)rink .... 1lI<':{Adj. ""'). Sword . .. 1336 of Di$a.ppeanno. . . 419, 423 Elemental. Slone ofContJUllin8- . . 1)09
DrinkinB, ladle of ...........• 6JS of Dry""ss ........ .. ..... ... .... 419 and F"r~, Staff of. • . ..... 1278
Drinking. Sli"""", of . . ...... 1121 of Dun ........................... 41 9 and Fin: Aoiapl8lioo, Ring of . .9.\9
Driver. MI« ......... ............. 676 Fealher .. ........ • ............. 420 Hicrophanl. Ring ofdlc .969

-
Dromond..•........•...•........• 177 Fenili""lion. . ........ 420 IlMIlnerabiliry. Oil of Elemenllol .... 768
Droning. Bogpipo:. of .•........ 1537 Fodder-........ ... •... .. .•.. .... 420 LesserTaliunanof. . ..... 1421
offo,gc1fulness . .. 420 M~is, Rinllof.. . %1
Cllain Mlil. Skoriaan.. . . ........ 82 G....... Sleeping ........ .. ........ 420 PaninR, Pid of ....... • ..... ..... 835
RinS oflile ........ . . ..•...•...• 958 ofHunnSOUn...... 419 Paning. Cwwd J>iek of. . .... 835
T.......... ............ 21.... of III"""" ... ............ ... 4 20 Passage, Orgel .. Wand of . . ... 1491
Dru& TMh .............. .. ....... 895 lc«h ....... ...... ...... ..... 421 Sall of the ........ . ...... . HI
Druid Mage Shot . ... .. .. . ... .... •.... 1112 Scroll ofProlcc1ion from .... Ion
Spell •• Scroll of Seven ...••...... 1083 MallO's. of Mind Dulling ... . . ..... 421 andSeaShip ........ ..•.....•. . IIOS
s..«... .......... .. 1278 of Mi!>d Dulling . . .411 Staff of .. . ..127&,1219
Cudgel ....... • ... 314 ofOpposilion. . ......... .•. ..• 421 and Slone, Wand of. . .. 1419

....
DruidkT""S"'" RinS ofdlc.

8m.
of [)eaftning . .
.. 973
Druids.. Staffofd... ............... 1278

. 818
. ......... 819
r .... lyzation ...............•...• 421
of PiquanDICSS. . ...... ... . • ... • 415
Revealing .. ....... . ....•..•.... 422
R.....
ofSigblDulln<ss
. ................ 422
. 419
EanbcalIer~ Rod. Segojan ......... . 1038
Eanhqu.al:es, Gong of............... 821
Ell1JUmpel .. .. ..... .. ............ 428
Eas\em Wooden Armor •. . . • . . . . .. .. 73
EIly R~.I)m.","of. . .. 411
1.ti K.wlg~ .............. ........ 819 ofSi~1h SC .... Dull""" .......•... 419 ElsyT,.."tI. Barding of .. ........•. 158
of Menace ..... ... .............. 819 Sleep ..•....... .. .. ....•... •... 422 Elling. Ring ofSpo:lI . .. 1001
NIlive. . ............. 819 of Sleepina . .. . ......... 422 Elting.. Spoon of ...... 1461
of Panic 819 Small Bird Repul,ion . . .... 422 EbbingTMIe. Parl ofdlc ... . . . 80S
ofSi~ ...........•.. . •...•.. 820 ofSmellDuIl ......... ....... ...... 419 EbomanI .. Slippers of
S...... . . 820 of S..... zing . .•...........•.... .. 423 SpMIe-rC1imbing ....... .. ..... 1121
Tl bd.. . ....•. 820 of S_zing and Choking . . 423 Ebon Fl ....... CrystJl of the . . . :W2
ofThunclct...•...•.. . .....•..•.. 820 Sparkling....•........•..•...... 423 Ebon Flarno, Sword of the .......•.• 1l.\9
Drummi .... Kelde of ....... .. .. .... 627 ofTasl.Dull....... . ..... . . 419 EbonSkull . .1115
Drunkard .. Spo:llbook. BoseroThe.... IISO ofTouch o..n""............ .. .... 419 Ebonbanc, Sword .•.......... 1359. 1360
Drunkmncu. Phillerof ...•...•..... 828 of Trace I......... .. ..... . ........ . 423 Ebony Fly .. •. .. .• ......•... •. . . .. 41S
Onmkmness, Potion of . . .... S65 of Trail DiSper1ion . .423 Echo" Resonance of!be G ...a l Void .. 11M
Dnuion. Gem of ........... ... .... 520 Viola Di~ "s of Echoes, 00U of . •. . . ..... Joo
Dry Porion, Cle.n and .............. 857 Disappearance . . ..• 423 Edge, The, Sword • ...•...... ..... 1363
Dry SlCppCS. Sclrf oflhe ... .... .... 1059 DwarfC""trol. l'oIionof. . .. 812 Edible Objects, l'ucbezmli
Dryad Cordial. .................... 330 DwarfThroweI ...........•...•...• 552 Powder of •. 907
Dryad. Oil of1he . .. ................ 768 Dwarfba"" (Poi""") ............... 1201 Edu"saocar, The. 428
Drying. R<lgof .... ...• ............ 931 o-rvenkind, Girdle of ...........• 511 Eelix. Armor of. . . ..... . ......... 74
Drying. Robeof . . 1010 Owa.- and Ho!nillg$. Eelix. Ring of. ... 9.19
D1)·..... Ate ..... RC$islan<e of. . · 1140 EfT..,,,
Bedroll of. ...... 166 0.......,..,.. HighA ..... il of the . · .• 51 Castina Semli. . 1068
Dust of . . . ~ 19 Dyeing. Jugof •. · . 626 ProIection Semli . . 1068
Socks of .
Dualhal " Ma<e. M... mmaII • ••••• •••• 677
Dupl .. Bagpi ..... ofFcar .......... 1537
1126 Dyer-.oaen. Sword .
Dylan longbran<;~" Spo:llbook
Dynamo ofFlying ..
· 1358
1165 ,,-or Uses. Gem Type "..

BanI: Sword.
.. 514

. •........ 1371
Dugal .. Mu,ical Dyp$hez "s P<Mderoflhc Bortl" .......•............. .... 911
lnslrumelus ......... 820. 1320, 1538 Black Veil .................... 902 Riqq ofdlc . . .... 821

~r------------------------------------,~
1614
1
r
[(mil Coruml. Potion of . . . .. 866 EI .... ""tar........................ no
Sotlk , , •.. , 199 Dulh. Tridenl o f ...... ......... . 844 Ely . .. Pnf\unc .. .. ..... 824
Bonk. Thubo." ............
o..sen BLade. Sword.
.. 2<11
. 1356
Fi",. Rod of
Flulc .
.. 1026
... 489
ElyfOllllllCii. Nd....
EmoofW'oshes
r.. ....
1202
. 446
Enwwoliono. GlUt "-iaual ........ 1178
,......
Scroll of I'roIccrion from . 1011 IlMIlnenbility. Oil of •... ...... .. 768
Saullohhc .. ..... . lOll M~Ri"lof.... . 961 Embnlidc:ty. Thn:adof .. . .•.•.. 14.J2
SIlyft"Sword .................. 1l11 I'owor. Scoff of. .. • .. .. . 1278
S..,....,Swordof. . ............ 1.\64 SIIyft". WMa ...... .. &4 1 o..p.... .... ..... .... . .. m
~Rinao r .. 967 SIayine. Wupoa of. . IS2' o..p S\a)'er. Sword .........•. US1
Sunwonillj, Tun-or. ..... I~ Tr....moririrocation. Wond of ..... 1479 FrosFiJUrin . .................. 415
'aAnli!nlOc k ... , " .... 429
T~~ T.Ii_of......
W'tUrd. /Vn7II of5llying .
. 1421
. ..... 99
Mobik. Ruby. Turquoill<.II'Id •....•. 711
ofNeYOIWinl.' .................. U)
Appl"nli<;e" ., ...... 430 ["mtnl.1I EmoIi"", Moodarvi.n Rin. of ..... ... 919
81..,k ......... ... .. . . 4)0 /Vn7II of Illtllling .. . 90 Emotions. Amuk! of ... .. II
C\oIo<Icill ........ ... ~30 ~ of Sloyi", 99 E",,,.;.,,... 81<-"", ufWlkl .•. ..... 176
ofo..,;", ... . 30 Bowl of Commanding w.... .. . . 21 1 EmpMhy. Medallion of ,1 10
Disintqnliool ... 43 I Brazier ofCommAndi ... Fire ... 2ll Emp<n:Jr c-J. .. ..... m
ofDistrxrion ... 431 Ccnsa' of ConIrollina Air .•••..•..• 210 [.ponw'll
of Dnpo Ikath ...... 431 C - So.ornmoni"i Ilotlile Air ..... 270 Auof1he . . 116
0tutnb0Id (The I'nlmise) ... 4)2 Sen>l1 ofPtotecUon from •. . ... 1077 C"""'lI . . l32
ofFQcination .
Flame
I'oi Cloud . .. . . .. . . .. . .. ..
.. .... '32
...... '3]
. . 4ll
Spcot +<I vs. Fire
SUffofConjuri ......... ......... 1212
SI".,., ofCo."roIlinll Eatth.
1132

. 1309
,......
Mirror .

EmP"'" C.nl. ... , ..... ..


... 127
,. I16S
... l8l
Golden , 4Jl ele",uII Empty Fluk(lron) ... ..... ......... 489
Goldc:", ofGIwW. , .... 'll Ai•• Staff oftht . . ......... 1280 Empty Qun'e<. N.....' . . .. 929
Gray ........ ........ .. 4).4 Fire. Staff oftht 1280 [ ...... 1011
Guardiln . .. .... 4).4 Rifta of I'mIutioa from The . . 9U IIeingo. Baneof.... .. IJot3
ftatd.BoiIed ... .. .... 4).4 Staffoftht .............. 1279 Chmy I'iu . .. 1089
I~ .. . ..... 0S TobIeof1hc ............... ... . 1417 ~ ••....•..•.••.•..•.• 21
1nNbaI......... .. .. os EIqIIIont ModIIo .. .. • • .. .. • .. 478 Gcar.I'risma.t't UtefuI ............ 91)
KlleMI .. PIliloloop/lc<...... ........ 436 ElfCOIIIrOI. 1'IlQon or ...•...•....... m Gnc>PIina Iron .. .. . .. .. . .. 519
Mishak.ol" Tol<... . ..••. 4.\6 Elfs..rra-,;na. 5tocki ... of . . llO6 Lnf........ ... 652
Multico\or .. . .. •. . 4)6 [ 11:111. Monsl.... Arrow of Slayi"l . . . , ... 91
Philoloop/lc<". . . ............... 436 of Addilional ~apomy ....... .. .. 441 Monstm. 0311 of Slay in B.. , 315
of lilt Phoc n i~ ............... 436. 431 AI1·Purpooc IInli", . . , .•. 441 Monstm. W"'poII Bonus ..... . 150\1
of !'ink" .. " . . ..... 438 0; .. ;11.1,. ofWolfsbone ........... 442 Sword ofSylaiR: . I.\6S
ofR_ .. , .......... 438 Glib: 01; KiA .. .... , .............. 442 [ ••IInlIMD'
of Rotten .. .. . ........... 4)8 o f Health .. .. .. . .. 442 AffONI of . . . 89
ofShanorlnl . .. • ..... 439 Haoic ActiQo .. 442 Auof ...... . 111
.. 442 IIcJw of ...
Sholl o f I'mIcttiorI
o f Soft. Boiled .
Stinld", Cloud
•••••• 4)9
. .• 439
.••..• 439
"""'"
ofure ..... .
orLuck .... ..
.u,
. . 44l
Cttubow of .....
Mif.lile of
. ... 19. 204
.. 20l
...... 119
ofTilnjuoi ... ..... ...... ........ , 439 ofMadneso ...... .. .. 44l Oil of.. . . 768
ofWooldc:r ... . .. .. , -«0 N...... T""ie,... .. .... . 443 Powder ................ ...... .. 902
F.lOofWeopoll , .. "16, ISI'.l Noclou • .. , .. . . . ....... 443 51;"10r. ...................... 89
Eao,Swonl... ........... . 1403 ~I .................. 443 Weoponof. .. .............. ISI2
nil..... M.rwIoti. f'ho«tIynlhesis 443 Enchan1mm1l. VacrtrdRIon ..
Ni&htinpk. Queen . • . 923 Physical [nhancemmI .. 443 I... ffoble . .. .......... ., 12S9
EhIonna. 0..;"" of .. .. .. .... 929 I'ovicIer ........... .. • 902 €JI<:lIirid;o., ofTravd. Tymaaol). ... 125)
EM:JIorIofKhaIk·b .. . ..••. 4.ttI Quirb.............. .. 443 ~.&.clIoI ...... . ... 171
~ Ned:bo:e ofM)IIbc' .••.•••. 750 Rainbow ~ •••. • •. ,. 44S ErqcIopMdia. ~ .. .. 1205
Eip. 0iqrIm Coin. .. .......... 1lI of Reoch.o<:Uon • .. ... ..., End. Book"';1I! No .... .. 1'.9
Ekbir. Con:! of............ ... ...... )30 RtvMcotion ............. ..., [HIn,
Elhir. T"'I'ftUY of .. . 1427 Sonity . . ... , Rq><tition. Nidus' Wand of . , .•... 1488
El Cid ) Sword ... 1H2 Skunk Wlter . . .... «, St.i, ........... .............. 1]01
EI H. ",idhin" Spcllbool<. Tllel ....• 1244 Sunlishl R.,iOllna. , ...... 44' 51"11'1, Camog..e" o.c..,lO/f of ...... 315
Elwi<;ily. Oil of,.. .. ,. 168 WeU:!1t3.1 ,... . 446 Strinll. Ball of ... 149
EllSlicity. PIllion of . . 86'. 866 o f You lb •• ,... 446 Water. Deconlttof ...... 116.371
Elder Wynn, Orb oftht .. ........... 7'M Zo<bo Finpn • • . ••. 446 EndInnce,SashofHell . • ..... 1053
Ekbt \\brm, Orboftht ... 7IS EIt.CIon Cemn(IIIiollkll ... 168 Enemin.. Scarab ofElnFna •.•.•... 1056
EJcotIric w...... Magnetic ond • . ••• .. 11,.. Elkhom .. S......t ........ ... Il64 " - Detection. ....'and of..... 1480
""'''d''
Armorof.. . .... .......... 74
lliJlltnina Protcetiorl. a..-r ...... 156
ElIiMr .. 1>imenoioooIo1 Mine ••..•..•• 44 1
Ebnorin C - C.II . . .
[Iminstcr .. Smotin& Pipe
. ... .. IIIl
. 11ll
,-
F_M."w'..... ~

Drain. Armor of .. .. .. .. .. ... . 14


'"
Semll of Protection from . 1077 EIminst", .. 5pcllbool< ..•.. 1181 Onin. Shield of.........•.•.•.•. 109'
Shield o f. . . .. . . .. . .. .. . ... 109' [Iqillor. 5word ...... ...... .. . . 1364 Pymnid .. ., 919
ShieldofProofApinst .... 110 1 EI ....'he"'. F"'of .................. . 99 Rina of. .. 962
Elewiflcation. Rod of . , .. 1026 Eh... 5\o01'd. On.in lir.. . .. 1lS1
F.le<;trum Cold ,
EIq;adot, N""klaI>< of .

,........
aa....~ Scoff o f III .. .

MIpwion. Ri", of . .
.............. 321
• ..•.. 749
. ... 1279

. .. 959
Ban , •...•.. , .........•..••...• 149
Command,Anwk1of ..... ........ 31
A""", ..
Boot ...
CItot.ioMoil .
CIoiIk ••.

.....
,""'"
5""ln1ofl..l.d; ...
......... 88

..
.... 194
."
••• l6O
.. I3M
... 1)81
EA&inr. Internal Cooj_ion .
[nai...m..a. Exullont Rod of .....•. 1027

[ .... _tool
Cin:k1ofPsionir ....
Eli~.1'hysical
Fomiliar Prot«lion .
. 6 12

EnIIontcd V ....... E)'OIIIosnot' ••••••• ~

... 292
... "'3
... 1S3
Commond. Ring of . . , .. . .• 960 EI.....w1ld. Boot of .•. . ...... 194 N""kloccofM.......,. . ....... 1SO
eomp.u. . .... ........ ... -«0 Elvenkind. CkW. of ... ............ 300 PIllion of Mogic .. .. 817

/r------------------------------------,~
1615
~, __________________________________________________..Jr

[.b.coment Slumber, R._ o f •.• 1000S AJiped Iland of'lhm>wil\& . . $Cil


I'obon of Sen$ory • . .......... 188 Eternity. Wine of.. . . 15'9 Evi$urator ............ }lIO
SuImiMl Rotl< ofMl lJic.aI . . ... 1016 EtberOar ..... . .. 761 Evitbyan .. ~Ildo, S.....-.!. .. .. IJ6S
EnhlltMm..,1I
Enchanced
R.acill
Weapon .
.•.•• 11
.. . .... I.
. ... IS06
Enjoy .......". ""lendable IlIM of. ..... 1028
-.,
Etbolul A<rion. Su fi" of
Etbt ..... llt ~

Potion of ........ .. . . .. . ....... 867


Shield of
. 12110

... 74

.. . ••• 1(196
E\OCatioa, Candle of .

Ewd ..... Mi&hCY Gaun~ec of

E~r.
. ......... m
EvoluCion ofAfQne Will I'oMr ..... 11M

CoI""el ramu • . ..•... . . ....... XII


Marid .... ..... .. .. 917
En1arging Glass .. . ............ 536 [th.... lnao Wl1P"'l'cion, Fis/lini I'\)le of' . . 42
ErI~sJt.<t>rd 0. ..... Arrow of S~o8 ... 99 Anro>r of ... 74 b alced
EftIi&MeoedGods. Book o fche .....•. 187 (:IoMof . 300 Book ofEchnic H...... . .. IIM
ErlI~c.Mimlr of....... .. 727 lazpcr .. Oil o f ""'""'"-. . ... m Componenc C- ..... 161
EnIip.cnmetlt. PoIion o f ..... 866 Oil of...... . ......•... 768 Def<b. Book o f ... . •.. IN
Er!Jil" HeI""" ............. 589 Tuien" Pille M. il of ........ 82 ExCilibur ...•...... . . . ..•.. 1J66.1367
£,tmity. ~I"",~ S~of . . U88 Et/m;" H.......... E..o l!«l DooI< of . .... . 1165 e...<lIv,ul"", Spade ofColouol . . III~
Enraging Ene",i.., SClrab of. . . . 10S6 Etiq",,~ , Rin, ofCOIll1!y. . . .. . ... "'55 Excc:lIe~ , Pen of .. . .. .. ......... . 809
Enslavemenl., Capari_ of.... . . . .... 151 Etique~ , UlClUiI or .. . . ..... I~ ExcelieRi Rod ofEnJineerini Ion
Entan&I<m<nI., HtuJ",,', Rope o f . 1()44 E..::a/yptuf. ••...•....... . •...• 769.90) b e. . .
~Ropeof.... 10011 Euchari$tic Chalice. . . . .. 27' MeclaJlion of'SpeIJ .... 714
EnticemenI., T.n of.. . .... 1428 Euros,Bqof ...... . •... 119 Noj .. Clawof'M. . .. 2904
EMty S,"""", Tri· ....... 1409 Euryale c.d. . . ..... l81 Pu. .. MeclaJlion of Spen .....•.•... 7Il
En.owag.!:. Al"CIoe Evaluation. Ubnm of. . .......... 662 Excioemenc Oilll'owder .. ....... 769, 90)
ManipulltiOr\toflhe .... 1140 EV2pO:n'ion. BoIIle of .... ... ...•... 199 Exen:i ... Tome ofGoinful . . . . . lUI
Ennl ... e, Key of. . ...... . .. .. ... 62$ Evard'lSpelibook .... .. 1191 Exi5Ce ..... TlpeliryofFoIded . 1427
Encra... emmt, Cl uldton of ...... 267 Evasion. Gi<:we of ........ .. ...•... S42 Exodus. Oilll'owder of . . . . 769. 90)
Enl ................ !'earl o f . . ...... 105 Eve. Oillf'owdcr of. . . ...... 769, 903 Exon:isrn. IlInJe of. . . . 1l2
[IC..,p_ . Evelyn" LmoofSpecdrad..... . . 6S4 Expoditioul; TnMpOft, Rod of' . . lOll
Mhiey"~ Net of. • • . . . • 7H Evern .. Mirror of Enviable IIftIIC .. 727 &peller .. .... ..... ......... .. 676
lutroIabeof. .. .. 109 Ewninc. Armorofche Desm .. . .• 7l &perimenti", wichI'lmlrForb ..... ~I
Caaeof. ....• 234 E""","/I, R..Iji .. AnI\OO" or che Desen •... 81 &pIodi", Candle . . . ......... 142
C«of .. . ....... . ... . . ))0 E.....·Full 11&, of Seeds. . . ... 1).4 &plodi",. Candle Snuff.... of. . . . 247
Gl untlec of ..................... 504 Everbowniful Soull Kenl. . . ... 617 Explosion.
HI """""k of.................... 560 Everbounciful Soup Kenle. Mithryl ~ ... 627 Anowof ..•...•... .. . . ...•...•. 19
1'1.. of. ...... 756 Evubuntln, Donie of 867
Rodof. .. .•.. . .. 1021 Candle of. .. . . . • . . . . 2. 1 PaIioftof. ........ 867
Scepter of ... . 100 S_of........... 1310 V"oaIof. . . 861
Envmomcd Dag .... LoI<i ~ ..••. 366 Torch, GruumsII ................. 1451 uplosr..:DMoeI ....... 447
Enviable 1l1li11". Evern ~ Mirror of. .... 721 E""",kIII TOW'-! ......... . ... . ... 447 u pmt UdcIef, &nhi... . ...•..•. m
Epie Sop of tile G..... t CO!1.iu..-n .. ... 1165 Evmbmp 51""'1• ........ . ... . ..... 447 &lendab1e Hand ofEnj~ . 1021
10""".. Iron IlItiolU ... . .... .. ... 446 Everfull Exlended Ranie, Arrow of .. .. . ....... 19
Equali ..... ofGrvl March. s-ro . 13M Cui: . . ............. . .. 162 Ex' ension,Amul.c of . . ...... )1
Equalion&. Book of MyM icll . 189 1nI;~1I .. 612 ExceQSioo., Ai", o f Range. . . • • . .. m
~Rod or .. . ... 1021 I'ufx. o..:lmard~ . . ......... III u~ Wand of Flame . 1411
EquiDe Orush. VIadiun'I~ flobcllouJ .••. 230 Evaproducina Rice Mortarlnd PcstIo . 741 ExIillJuishinl, Wtaponof .. . . 1512
Equipm<rl~ Li' t" .... i.,....... .22. 1511
Equip"'.'u. Scroll of ....... . ....•• 1073
EV<1""AIIOkia& Donk .. . .••. 199
EversmoIti", Smokinl Pipe . . ....... I III
'"n
Damqe, Welpon of'.. .. .. 1512
[q~u. Everslril<inll S-ro . .. 1)65 H.~linli. Kulv .....Tam .. Fruit of ...... 634
Anklec ............... ..... ..... ~8
0"". 1<1 .
Bl'OO<"h .
. ... . ..... 217
. .. . ...•.. 225
'"'Candie oflnvocation .... . ......•.. 2.1
Cap of . . 250
Heolinll, Pol;"" of. .
Seali"" Chlir o f
Sen$ory Cf)'$IIl Ball .
.. 868
.. li4
. .. l(6
c........... 135 Crownof ...... 900 ulnClimcnaion " - ScooI .. . 211
Coin .•. • ••• )21 C-ofC1\aooil: .... . ... 917 Exndi ....... ioaaI Slf. . . . . . . .. 449
Earn", .. . 425 C - of Lawful. •.... . 931. 9J.4 u~inary!'owen, S.....-.! .... , ... 1401
Medallion ..... 710 c.-.. ofNntnl •. . ..•. 935 Ex~~Weapon .. 1$15,1519
Pendant . . . .. ..... . . 8 10 Detect. Welpon of. ... .. .. . ...... " " Ex!mlle l'I:IwmofObsm1olion . .. . .. 1166
SConb ... . IOS6 Dragon ...."'01"...•. . . ........ .. . .. " Extn~ Violin . .. ml
Etase Red"" .. ....... .. .... 1242 E)'O. Oagcrofthe ... . . ... ... . ... 360 ,~
EruiDg, Quill of .. . 92. E)'O. Oil oft... ..... 769 of Acancy . . ... .. ........... • 51
EruiIIJ, Semll of .•... . .•• 1073 E)'O PI:Jwder . • • • • • • • • . ... 901 AIJ-"'-'i", ofv-mn Sin........ • 51
ErdIuCanl .......... . . ... 249 Good, Weapon of\)eooct .•....• I'll of Arik .... . . 52
Eracth. Sil..... Ami o f .
Esealibo<. Sword.
..... ~
,- MIF' and Apprentices, Hi$Iory of . 11110
o.I>of . .. PH
AMasJin .. ...... .
8e&dy •••
........•'2
. t6), . 51
EJhcon"l Hnp .• 1)23 Orl> ofa...o.ic ..... .. .. . . .. ..... 937 BlICk Opal .. . ......... • '3
Orb of Holilltu . . . . . ... 7'16
'"l lId C!)"Slal II&IIJ. Am~ le.
Against .•. . ...... 27, 39
Orb of Lawful. . . .
Orb o f NOUIIII.
. . 9))
.............. 914
ofCe,ilu",," Haa.
ofCharmil\i .
ofDoaoali .. .•..
. . 4')
. .•. • '3
. .•.•... 453
Medallion of ..... . .... 711 Regalia of .... .. 9)7 On."",~ .......... . ............ 45<'
I'obon of ..... . .... 167 Rotl< oftbeAfdlmaai . . .• 1009 ofche EqIe...... . ..... • ". Mol
Rin&of .......••... ... 962 Scepter of . . .. . . .. . . . .. 9-14 Fathot T..... . . . . . ... 461
Weopooo of ...•...•.. . .. 1'12 ScepterofC1uotic ..... .. ........ 937 Fi ..... Monock ... . ... 7~
Essence ofDartnep .•..
EST. Medallion of -.~
. .. . .... 712
Scepl<"r o f t..wful . . . .. ... . . ..... 9))
Scept~ r ofN .... ttt.I. • . 93!
ofille Gods
Humbaba ~ Glorinll.'
... }47
."
Elemll Shell of Protection va. . . . • )9 ofche ImmotIllI . ... • SS
o".goo. Orl> oflhe •. ..•..... 794 SIwIlT~mKoIItU.. .. . ...... 172 of lllfiavilion ...... • SS
Fir." Oil of .••...•. ..... 768 T.lismIn ofUltillll1e . 1.26 of~ ..... .
Peanut .••.••••••••. . .. oM' W...ro ~ Robe ••••• 1018 ofche Leoiadlln ... .. 56
Salt Shaker. EImIII .. ..••... 1(19 1 ~, 5won! " ..•••. 1166 Mqial .............. . ......... . "

/r------------------------------------.~
1616

...
..,
'\\-__________________________________________________JI'
t y. Dagger. Spider ......••..•...•... }69 n . . .............. II~
Mort>Ie, C~) _........... . .. 696 0rJ&0n .....••..•.. ..... J.6O Staff ......................... 12110
M ..hfkw1l Gem . -4511 1I'0Il .. . ............... un TolismaD .. . ......... 1422
Mtt$ill: 1I(Lamp) ...... . 644 oflhooNosf~ ............ _.. J6 1 oftheTon)II .•..•.••.•.• ........ W
ofMinuleSeed>& ...•... . 4511 fodp M.... ..... . 699 ~iendbano .... ,......... ... IJ67
ofNi" u..... ........ ... . . . 458 Fani]lid:, fkhoIder. . ........... 16' Ffftldkind. lofe of ...•. . 1192
Oil ohbe EviL ............... . .. 769 Fanp CIoIk ...................... 301 Ficndomicon oflu wil. . . ..... 1166

,.
of ""lrificltion . 4S8 Fannina. Fan of.. . ...... . . . .... 465 Fic-nds. Pielish Bag of. . .. 136
Powder, Evil ..•....••••....•.... 903 F."II"ic Vision. TeleKOpCof .•..... 1429 Fiends. Shell of PTotectien \'S. • 439
Quo«n). .. 458 "'ry
Ri .... C.. L. ........ .••. _952 R..,hiJIg. ArnuIeI of, . . . 31 Brand of MosIuvo'U ••••. I. ~}
oIT..kbr .. . .4S9 Seein&. la>s of.. . . 6S04 8W'11iftg. Oil of ...• ........ 169
ot'Vcma .. 460 See .... OifII",e'lI of . . 7110 DI&ger, Freyo ~ ...... . .... J6}
Wando«khalor1l .......... 1490 Seci... Salve of ................ 1052 Flgluer Book (~ M.""al )
Winkinl . . .. .. . 461 f art •. Cub<' of . lSI) Fi"', ..... A..-. o f SI.oyi"3 . .w
[)~ I ..... F.rc ~ COIIlofl'rolc<:liOll .... . 314 Fig'ning. C...-pol of , .. 156
ofAn:aIli$l.
ofEnhar>cN Vi$ion .
."
· . 463
faninae. Sword
F..,iJw;"'" EBI of, .• ,...
F....ion. Rios of
... 1361
.. 432
. 963
FI& ~ftb ,"d
of DIessin& •.. ....
..... 471
of Siglu ....
ofT.... smnc·····
E)'tpMCb ofTmh
· . 463

. ...
· . 463 n.tcnio&. EkIncn of . . . .
Fa\. lIIbof. ...
. 232
1462
""'"
of ProIccrion •.••.••.
of Wondrous Power ••. . ...... • 12
Fa~. Myrtul"l ToIJIeI of ...•......•. 141S
''''
,", of ... . 134 FI~. Y<>Yoor . . .. ... 1564
FI&:.rin~
AI. basler Griffon ..•.
).111\>0 of. . .. !(III
Nestor.... . .................... 75S
F.~~ Promise, Sword.
I'I.ICSCard .
. .. . . . . 1361
. ... . ...... 381
Amber MonxC)'J , •
CII ofnlko;PVic .
'""J
. .•.•. 474

""" """"'Powcrs...d...
l'ocionof Mimnd .. 879 FI leS, Staff of the 1280
Pooion of Sharp . . . . . • . .
Robe of . ...•....••..
. .... 888
. ... 1010
Farip. Oil of Metal
Aoully Lo<:tp;eb. Buck..
.. 773
or. ......... 230
Dori~ Oboidian
Wondrous
of '"
4JS
VISion tnd Arcane Siall! ... . ... 1166 FIMlf. Cbmnof . . ....... 28 1 Emerald F"" ....... . ..... 475
WMdof............ .•.. 1480 ~".r Jade Snak.......... , , .. 476
Atmorof. . . .•...... 76 MOOf><tOrIe Rlthl>il..... . . • 76
IhllPipes of. . 1537 Onyx Panther . ..... 477
F Ougol~Bagpipesof 1537 Opal C.1lI ............ 477
Mirrorof. .... ... . ... 728 Sil_Carp ... . . 77
fllbrielllioon. Wax of .•..... I SOS WWof. . ............ 14110 TowmalineTWlIe . 477
Fabulous EqWn. 8n.Ish. VlIodiwn...... 230 W1lipofF""'F~.aIId "-_ I Sl] ofWondn:>ut Power (v.rioIIS) . . 418
F.bulcllll lleroes, ~ Rinaof ..... . ...... 963 1'...1Won!. S--.:I ,... . 1:167
LqcndryGreaI~ &. ........ 1191 F...... ofHwnanily. Dtcp ........... 11 62 Find Soo~ Door$. Weapon of ..•... 15 12
"-ofXenous ................... 213 Foulinll. Tablecloth of ............. 1418 FlndTraps.Weaponof ............ 1512
FloCCle" Mm. . ....... . 699 FoulS. Oil orille . . ... 769 Fir.der. Swonl. " . . • . . .. ..... .. 1368
FI .... ••..11•• • Finder .. Slone ... . 1)1 0
Fire Arrow. . .•... .. . 89 Dust. . .. 420 .1ndlal
FIuIc .• 150(1 Aolli"&. 8001 of. .. 195 Amulet of •. .. 12
Riq"r. ... 96. Aolli"&. Oil of. . . . . . .. 169 !'<Mien ofTIQIUrc .6 J
Talisrnan oftbc .. . .. 1422 Fillina. Rina of..... . ~2. 96J Wand of Water •.••. . ... 1(96
Foil-n, ~II. , .... 1068 Follin&. 'hrio'J Rinl Of •...•..•.. 1005 Weapon of... .. ....... I SI 2
faerie" Wheel . . mo Featherthime . . ....... 816 FlII&"r
flilh, Medallion of. . . .. . 712 Feathertoken . 466 ofC0rrut'\3nt1inll .... . .. ..... . so
FlilhM Kno1 . . ............... 330.465 FeatherwtiglulJ.oot .•... 195 n alherToktll ................ 0168
F.iIhMIIfSi, Pliylac:lery of. ... . .. 830 Lapland . . . 466 o.:..a. Five ... 170. 90]
r.IIlmK Plumaliner . 466 o f the Master Thief........ .. 480
8001 of-...- ................. I~ QuaoJ'J M~ic:alToktns .. 180.466-469 Nail . . ........... 74'
8<ooch of ••. . . 2~ l\IIbIon ............... _. . .. 1463 F~na. Harp o f ..•........• m.
leaf of. . . 653 Feathen. Wmd of. •.. , •. , . 1480 F'"a"",,,il of R<'IIIIi",. . ....•.•. 481
Oil ofFeaIher . .769 Feathers, WlUp of .. . .. . I Sl3 Fllli· n
Rina ofFc. Iher . . ... . ... \/52, 96) Foehlemind, Hia\el ~ NO! of ... .. .. .. 1S6 Anlulel. 1\O,o ... .. ........ ~
V.rlo~ RinaofFnlher . . .. . . H105 Foehlemindedr.cu, Elixir of Healina ... '*'12 Elixir. Zorbo .............•..... 446
F, lrik MOOfOJance ~ Sword . . •.. lJ39 FeedbIJ of PI<-nIy . • • . . • . . .. lJ4 Tome ofSevcn .......... 1444
I'IIse Colima. ~of .••..•...... 1269 FcliM AlInICIion, BaJpipes of . 1S37 Finn;giBII ~ Simc. . ....... 1120
................... 10S04
Falte SeI~
F... ~iar PraIcction EDhIncemC1It ..••. 1Sl
F.... ul ... RinK . . . . 962
FdiM. G~ofthe ......... . ... S042
Fd ...... S=llofl'nlleoctlonfmm . . 1018
Fclkovic. Cat of ,. . ......... 474
.....
Flonngt".. Ia~ S--.:I .

Adaptation. Ri ... ..r


. 1:163

q1q
~. Feminine Vin"". Dnulon Adaptalion. Ring of Ean!> and •...•. 959
of ClIlrming .......... 465 Def....... of.................. 13S7 Arrow. Foerie ., , . , 89
CM• . .. .. 465 Ftrnininity. KetisiJ'J Olrdle of , , .. ~J~ Arrow of . .. .... 89
Coolina · · .465 Ftrnillinity/MOS(u!inicy. Girdle of ., ., 53) Drum, l'Qlion of.•............... 868
ofDancin& ..... 465 Fennee, ClIlrm of RuourQe . • .• 283 ClIlrm ofProlocrioa fmon ....•..... 2U
Flllf..., ••. ........ 465 l'cn:M;iIy, Bonnet of . . • • . . . . . . ..... ISS Claws ••..•.••.•. SO(
of Fauoina · ... 465 FeniliDtion Dust ......... 4M Cold . ... ........ ..... 481
I'eItherToken ...• 46& I'eItrec a..s. Gune Set . . .... 2M Command. Ring of .... " •. %0
Fi ~ F~ ., ...... 466 I'c:I: of Dis",i,. . . .......... S70 ConlIUl. PoI<er o f. , ..•..•.• , , . 8.0
Wind ..
fInO)' Slone.1YJ>« .
~'n l
'"
.. Sl6, 1)1)6
FlI• .-I."ghn. S]-« of . , , " .. . 1111
~"lwl."ghn) Holy Symbol ...... . .... $97
Field Plate, Ma&kll . . .. . . . ... 159
ConlIUl.l'Qlioo ofEI~t.1 .
Dar\: .
. 866
. .......... 481
Eiern<:ntal Ball . . . . . . . • . . • . 1.9
A"lis--. . .. 551 Fltnd Elemefttal flask (Iron) ......... 489
Sow. 1« .. . . . . . . . . . .
. ..... 206 Amulet ..•. 32 EloInerAIs. BraDer of Commandinc_•• ru
Dapcr ...............••....... J.6O Cwd .... .•. ..... .... .. .•...• J.U EIcmemaIs. Sa-oII ofl'roo:<:tioD os. ••. 10711

/r--------------------------------------,~
16 17
~,--------------------------------------------------..,("
"" Elemt:ntal<. Spear +4 V$. •
Fan. Fi.. .
andFc,ar,WhipofFrosl.
1132
. 46(;
1533
Al\iling.
Ex"i8<''''' ion.
l.evitatilHl .
MlHISt .. Fishil\i .
.,
... . ..... . " ... 482
... .. .... 482
Flandal Sleclskin's Hammer.
Flash ~Ilel
. .... m
.. . .... . .... 809

... 4llS
Flynn~ Ringof.
Gem .......•................•. 521
. 964 Resale .. ........... . 483
T...,.,".... Fi.hinl . .............. . 483
'" .. 4llS
. ........ ~ 89
Oy",pm ...... .. ... ........... 481 Fill Iron of'Tuerny The M.... il... . . . 489
Ha$t$<rinil; Lance of . 648 Del"""", ............... 552 Vapor . .. " ...•.. " ............. 490
H~lmseek .., (;reck . 596 Glove. . . . ... 542 Flatbox , ... , ... , ... , ... , .... .. ... 213
Hierophanl. Rin80fthe . .......... 969 ofHa'chan. Monkey . .. 737 FI"chet, Runm:in, Sword . .. 1389
and I... 1l00rglass of ............. 602 of Odin ........ . ..... 1368 FI.tteJ'y, Mirror of. . . ..... 128
lnvul""",bility. Oil of ElerMntal .... 768 Stone. S""<>Rl. . ... .. ........ 1405 FI.wl..."..., J..... l of ... . ......... 522
l«serTalisman of .. 1421 fj,latIdantilos, Bloodstone of....... !l08 Fleeting ~'"il ..................... 487
Mnarno<phosis. Ring of ....... . .. 961 Fit, CI<>lh of M«t ... ll3 Flecmess, lIorsesboc: of. ........ .... 600
Oil of Eltrnal . 768 Flesh Golem Libram ............ 662, 665
Opal ofNeve.win!Cr .
Pearl of ProIeclion from ........... 807
S2J ""Fing ... Gtus .
Fire Fan .
. ... ....... 770. 903
. ... 466
Flesh Golem I'roIe<1ion, Scatab of.... 10!i7
.'Igbt
~pperT.lisman ................ 1422 Priesl Spells. Scrol of ...... 1073. 1074 AfIDIJ<of.. .. 76
Pkando ... 's W.nd of ............. 1491 Wizard Spell., Scroll of .......... 1014 Bardingof.. . ....... ..... . .. ISS
Quenching, Smoke of. ........... 1121 Fi,alion. GobI., of . . ..... 547 Ginzani's Ridil\i TICk of ... 530
Resistance. ApTOn of. . . ....... 58 Fiution. M..... of. . .......... S47 Potion of Spiril ....... 890
Resiruncc. Glass Bead of. . , 164 Fi~l'IJrulo.~n 's Tre.tiseon . . 1214 Yoke of. . " IS6l
Resistance. Ngona Hom of......... 599 fjollr"$ Gawulel. 504 Flint. Pri"",,1 ~ . . . 914
Resistance, Imion of . 868 Flag, Dragon. . ............ .. ISS Flirling. Handk.rchief of ... .... . .... 566
Resistance. Ringof . . ...... ...... . 962 FlagofUntruc Colon............... IS5 F1ol d .. g
Resi' i3nee. Suh of ............. 1053 FillIOn Blade of Shin L... Sword ......... 1369
Rod of Elemental . . . ... .. 1026 of Dimunition . . .............. 484 Logof ...... . .................. 67l
Scroll ofProt..,i"" fn:nn ........ 1078 of Dragon> . . ........ 483 Whetlof. ....... .. .......... 1531
Sud Arrow . . ........ 89 ZaID'g's Flowing ....... " . . 4&4 Flogbtrge ....... ... . , ........... 1368
Shield of Proof Against .. ........ 11 01 FlIII W.. pon. Floor. Golden . . .. ~
Snuffing. Buck., of .. . ........... 230 &eli Morning Sur ......... ..... 48~ Floor !.amp. . . MO
Staff of ............. 1278. 1279, 1280 Bargrivyek~ . . .............. 48S Flower Seed. TrolL ........ ..... . .. 1091
StaffofEmh and ......•. . ..•... 1278 oflbe Dum Ki"i! ,. . 485 Flower, Troll ... ............. !M9, 1091
Staffofthe EI ...... n",;. . . ... . 1279 Drag<>nflail . . ...... " ...... 4 87 Flowe~ TomeofGordett . .. 1441
S<anin&, Ringof. .... 964 Flming. . .... 4 87 FiowinS Flagon. ZaID'i~ ... 484
S'illing. Oil of .................. 769 Mornil\i Star of D:1ection ..•.....• 488 Fluidne... l'orilHl of . .... . . " ....•. 868
Slrenglh. Potion of ............... 871 Mulliple Rodoflllncing ....... . .. 488 Fluids, Cosmogony of Magneli<:. .. II S7
Tec\h Bow ........ 205 o.iri. ~ Royal . . .. . ........... 488 Fluids, 0=>11 QbstrvatiQ,u 01\ • ••••• 121 I
Thithi",, ~ Wand of .. .... ..... ... 1495 PhanooIt ~. . ........... " 488 .'Ul~
Too::hofCominual .............. 1452 Flailing. Rod of . . , 1028 8onc ..... " .. . ....... " ...... 1539
TrapArrow ...................... 90 FWnberge, S"""d. . . . 1368 ofCoo.nge. .1539
Vul""",bility. Potion of............ 868
Wand of...................... 1481
.'"me
Arrow Candle . . ... .. ......... 242
Damh~ .
DjinnNoy.
.. .. ISl9
. ............ 1539
wand ofSuloise. . ...... 1480 Black, Sword .. . ............ . 1345 Danger .. .............. .... .. . I541
Whetlof. 1531 Blade, Sword .. . ... 1368 Dismissing ......... .. .. .. ..... 1541
Whc<:I. Wind ................... 153l Blades Candle. . . ... 242 Faerie ...................... " 1541
While Copper Ringof....... ..... 1007
Fi ... 's Club . . ....... lI4
"""',
Cloak of .
... 242
. .............. 302
of Luck .
Pllying ..
. .. " .. " ....... " 1541
. 1S<ll
Fire's Shie ld ....... 1096 C.yml oflhe Eboo ......... .. .... ]42 of Puppies. . ........ 1S<ll
Fire_Eye. . ........ . ....... 740 Culler. . ............ 1368 SlW:uhoci of Peace ............. lS<ll
Fireball$, Candle. . ...... 242 OflheEbon.Sword ........ 1359 Silver... .. ........... . ..... . .. 1542
Firebalb, Wand of.. . .... 1481 Egg . ..... 433 Wind Doncing . .. . 1542
Firebane Cloak . . ..... lO I E.linguishing. W....d of . ........ 1481 Fly,Ebony ....................... 478
Fi ...bmies ........................ 171 FeathcrTokcn ..... 468 Fly, Shield of . . .1096
Fi ...bow. . . 204 Magic. $croll of . . 1074. 1086 Flyin g
Fir«lrake. Orb of lilt .. 794 of the North, Sword ........ .. ... 1368 AffiYN of . . 90
Fi~'s Orb.G ...a t ............. 785 SVoWd, Black ". . ..... .. ... 1].45 Banner.. . ..... ISS
Fi ... flies. Ek>Itle of . . .. 199 S""<>Rl of the Ebon ,.. . ..... 1359 Broom of .. .... ...... 229
Fireproof. . . 328 Tongue, Sword . . ...... .. ... 1369 Carpel of .... 2S7
Firnecd ........................ 1089 Wt2pOr'I of. . . .. 15 Il Da~r ... 362. 363. 364
FI. h Filma I)ar1 of. . .... 373
Comsnand. Fi,her's Tridenl of....... 84 1 Cord . . ... 380 Dynamo of. .. 423
Command. Trident of . .. ...... ... 844 Chariot of. ....... 271 Glass Bead of. .................. 164
Control. PoI;"n of. . . . . ...... 855 lHI Command. S""rd ... " ....... 1369 Greater Dynamo of. . . ....... 423
Control. PoIion of ~ile Slaff of . . .... " ....... 1280 Hot'Kl!boc: of. . . ....... 600
IAmphibia'" . . .... . . 855 Flame TlHIgu<! Spear ...... " .. . " .. 1131 Leonardo'sCatpetof .. . .. 257
Conno!. Tridentof . . ...... 844 Filml", Les.ser Dynamo of. ..... " ........ 423
Hooks. Pri,mal's ................ 913 A~ . ................ 90 M,,",, ~ Sp:llbooi<. The . • 1154
Konle of . . ...... 627 ~ . •• ••• •••••• ••• • 1211 Normal Dynamo of.. .... ......... 423
l<aping. . .... . 1561 Mirror ofTenh . ....... . ...... 728 Oinlmeni of. .................... 780
Fisher's Tridenl of Fish Command ..... &42
Fbhlng
Anchor. . 45
'''"''' . .............. 1369
S""",, of Dancing . . . .. , .. . ... 1374
Pearl of. . .. ...... 805
Poiion of. ...................... 868
SVoWd,indra' .. . ......... 1377 Ring of ...... .. ... " ......... . . 964
Gong of.. . ....... .. . 821 Sword. Sum's. . ... 1406 Rockingi>one .. " .......... " ... 490
Lure . .. . 482 Weaponof. . . . ............ 1513 Saddle of. . :. . . . .. . . . . ....... 11)49
N.,of . . . ....... . 756 Flammtb~ Spellbook ..... 1140 Scimilar ofThsmil .. .......... . . 1369
nsblng Pale or Flandal Sleclskin's Apron ... ...... .. .. 58 Sigh Dar.:wilche~ Wings of . . . ... 1560

/r--------------------------------------.~
16 18
"~ __________________________________________________.JI'

""..lido) Iklt 0/',......


~of..............
...... 110
.... 1513
Spiri1uaJ . .... ...
Fani..... l'oIion of ................ B69
Forti..... Rio, of . . • .
. 1152

. .. . . ... 963
Full Awl
Full Wishea. Rina ofThm: . .
.... 111
.. 1001
F"",bln." GlWlIlc:l of ............. SIM
Winjaf , .... . I~ Fortrns. DatnI"IJ\SIInI •.......•... 350 F""'bli .... Oil of. ..770
Flynn~ Kina of Fire
Foell1"",, Bandor. .
964
. .. IHO
Fortune Tellin, Deck ..
Fortune.Wboclof.. ISll
..317
,.,
FIII\lIou5t Mirn)<. Noo-So-FIIIUIY ...... 730

Fochlucan Ha.p .............•.... 1324 FossilizcdW..p<lII • •• • ••••••••• 1513 Anaaal:olc •. . 499


Fot\Is;",. 1'01;0<1 of Mind ... .. .... ... 879 Foul Ronina. Periapt of .......... SH of Eloewhe.., ................... 499
Focus;"&. Stall' of Spell . • . 1296 Foul Wat., ............... .. .. . .. . B69 Growlh. Po1ion of. ............... 810
Fadded>... ! .. .. .. .. . 420 Foundadons of Seem Authority .... .. 1111 ofWvmlh ..................... 499

.
Focbane. . • . . .....• 1Wl F" U l111 Zombi)' of Warm III .......... .... 499
FodindC'r,Sword ..• 1370 lMko" M";"'I ... . .. ~3 F........ Whip of 11.. _. 1533
' Boot ofClwdund ••..•........ L157 ofT..... ..
ofT_ ...
. . 498
.. 4n
F _. II.Im ..
F"'1. C~latlll..
. ....... sn
. 1l-49
Cloud Ea: .. ,,, ...••.••.. ,.
c-ro~
Hem
Wtnd of.......... ,
..4J3
, 14112
.•... [SotS
rour-..l-~ Blackbirdl., .... 01 ... US
FowW"1ndt, lImpofthe ............ 640
Fow-I.cafClover ...•. .. 499
,.""""
F"'1. SII'" of. . .

Anlulc:l ••..•.
. . 12111

• ..•..•...•..•.• l2
Wandof... .. 1482 Founh Oi_iooI. Sludieson The . .. 124-4 C~of..... . ............ 311
Folded Existence. Tapestry of. ... 1427 Forty Wan Brill~. Helmet of ...... S9S Oiplortlacy Rod of .. . ........ 1024
foWl., Fox SWIdanl Nithlan. . ..... . ... 760
BoaI .. . ......•...• 178 Frop.-.:h.Sword ..... (s.e1MA~)
Ccncle , .. . . 178 Fmlzj Pani. . . ......... 770.903 G
101"",. , 490 Fmlklyn "l IncrtdibL. Chariot . ........ 27&
Tined Gnpplinlll'\)l\ ............. 549 Fru-Utb-IUu" SlIff .. • .. 1281 Ooe 801".. . ... 1129

.
Folly, Rilli"f. . . . 964 ,~ G..,o~ BI"ck S~kle: . . 1115
Food, Chalice orLi<juid ............. 276 Action. Aq .... ieAnnor Wilh .•. 70 GIordallronhand .. l1anwer ......... H3

,
Food Pou<:11 ..... , •••.•.......• 134 Action, Aquatic hem willi
Action. RinJof.
... 21
. .... 953.964
Glffo(Oockinl .
GlffofGlIl"a. .•. .•.•.
. ....... SOL
. 501

.......
Cord ... ... 3S I.JIll MoYmItnI. M«eMins of . .. 195 Goinful Conj .... lion. litnm of. 662
MII" ...••....•..•.. ,,~ I"riesG. A.....- of Slay"" . . • 99 OI;nfUl E>.mito. T...... of . .. 1441
T...... of .... . . . 1-441 Go;in Conrrol. I'oriooo of. . . . .. rn
Fools. Hal of........... . ..570 Bad&o! of .. 12l GaladaIta"Oril'lII ......•. 1172
.-- llellof..... ..815 Galanpk ~ OiIiPl:M"Iier ... 710. 90)
&II ......... . .......... ISO from Mqic. RqIar'l Gloves of . 5U Golanri ......... B 71
Cubioe........ .....
149 Potion of.. . ........... 869 Ga1eb DIW Cloek. . ........ 302
Rabbit........ .. 283.930 Rqlar"lGIoves of..... . .... 54-4 Gilley of the Cio<U ....•.•......... IIOS
Stool, Chert. . ...... 287 Rin, of ..•.. .965 OllTlllon" Oem Infr2Vi1lon
Fool;"" AnklC1 of Sure .......... .... SO F.."hAi,. Potion of. . .. 869 /Del...,. Maii\: ........ . ... .. ... S21
Foounan Dnoaonlancc . . .. 648 F""h Wiler. CluldtOfl of . . . 268 Cam.
,~ ~"ruh n ... C"h= • ...................•..... 284
AmTNof . 90 Cauldron of Res10rina ............ 269 KIIq(Cheq) . . ............. 286
&adof. . . ... .. ... 164 Girdle: of ...................... 533 M"I~al a.... . ............. 286
Cub< of .. . 350 WInd of......•...•...•......•. 1482 M.rboI .. a.... . . ... 286
WOdd 01...... . .... 1481 F~"lShip .•. . ... 1106 Scl. Fu""" a.... ............... 184
Foroes, Theory of the Invisible ...... 1251 F~"S"",", .. 1370 VioI;Q •••••• . ..•. 1313
ForesieJlt. Gem of. . . . . . . . 521 F~" F"oery Oapor ............... 363 Gonkn F"lowM. T_ o f. . .. 1441
Forest. Bow oIthe ............ . 205 F~" 1'..... Brud, Sword .......... 1370 Gonkn I'00I. Porphorio\ ••.•.•..•.. 84S
Forest.I"uqIIe Gem of the V...... 521 Frie .... MqicaI Qu;"'" . . . . .. 929 Gordmll OiIiPl:M.. .•. 770. 901
ForeaIer.. "rimeI ..••...••......... I HS Friend, foreIIa'l. .. llSa GarpyIe Cloak. . • . • . . ..• 302
FomIfiierJd.. Spcllbook. Sit 0Iwyn. • 12-44 Frio,obilip GIrJorIo ~Iinl l"'" ............ S50
Fomellina. CauI<inIrI of ..... 268 Anlulc:tofUr.o:IeoIeo .•. . ••. 44 GIorpy .... R"'c of. . 964
forcwunin& Potion of. ... . B69 Banner of .•. . . . .... ISS Gar! Gtin.rJOId ~ Battle: Au •......• liS
Forzc... . ................. 576 Benson .. ScarabofUnccnain ..... lOSS Gamet Orb ofGolclen Dealll . 19~
ForJe of M.1I1 PI"OICCtion . . . ..... 49 1 Rioa. Animal. . . ....... 946 C..
FOIJa)', Quill of ....... ............ 924 Sherry" Rin,ofAnimal. .. .. 998 COddle. lraanil)l ................. 246
F" 'ltIM. ... So.wdof . . ...... 1370 Globcofllanltshroud....... ... ... 537
Oustof ...••. , .•... . 420 FriW ) BI.. k Opal Neckl........... 749 ofDn:ldful SI •• p . . ... 501
Potion of . FriW " ~ ....... . ....... 363
R..... of .
Weapon of.
. ... 1046
. .. 15 13
'" FrieJlt. Potion of . . . . . . • 869
FfOIRoM ....•...•...•...•...•... 179
Pipet .....
Scroll of Prot«lion from
. .. IS54
.• 10711
Shie-klofProof"'",iftSI~ .... 1101
F<qoam AmoiOnoto.y Magnetism . 1171 1''''1 Fipmc. EmeroId .. 415
Fo<zod... City.~oI"""' . . ... 1062 Frop. Sheal!. of . . . 1092 ...... "'" uf •..•..•.•.• . ..... 17

,- ,
,~
F""" Door • • • .. . . ............. 112 POOonof ..... 8S5. S7<I
(FuTobIe Forie _ UllulIj S/lieklof .•.•..•.•.• •.•.•..... 1096
&1;.1 .. MHitIry .•••. . .•• 841 BtMd" Sword .. . 137<1 0 . - Globe. M......... . ... 539
MophisIophoIes....... . ... 842 BrIlId Sword, F~" ........ B7<I C'I~
of hbbinll . Fi.., and Fear. Whip of ... I sn Ahernou: World
of T......1 ....•....•.
Planar ......
. ....... 84 1
. .... 493.841
. ..... 491
RailllnCC.Cubcof . . ... 351
R..illlnCC.1'OOon or .......... ... S6\l ... .
Cubie ..
'
""
.... lI9
. .. 1136
TridonllMiliwy ........... ... ... 844 SImlJlll.1'OOon of . . . ... . 871 ofSynll1"l<'\l)' ....... . ..... . 502
Forb Expori"",n1inll willi Planar ..... 491 Wand of... 1482 G~tes. Glorindel ) .. ... 103
Form, AIT1>Of of Ga$cow ............. 77 f"" lbran<i Sword. Ki ..... n ... . ... 1379 Gal<WIIY Whi sd~ ..• .. IH8
Fonns. Poptr of .. . ........... .... SOl 1'''''1'''''''' . . ........ 117 Gl unlle:l
Formula f« . Draoolkll. A"",," ....... ~ Fruplity. T........ Ponrnanu:au of . CI ..... of1hc 0.....
Formula ,..". Lieh. Ate.... . ...... 60 Fruil ofE>.CrI Healinl. KulYer·Tom\ .. 634
.261
CI.WId ..•.......•. ""
""
Forseti .. SWOfd ...
Fo.tiroeM;""'!lrick:! of the
. ...... 1370 Fryina. CIrpC1 or. . . .. .
Fu H.iq~ l..yre-. •••• ••••••.
... 2S7
. . Illi
Climbiflt: CkwI
ofDeaIC"rity ....
.. ""
. ...•.....•. .• 503

~r------------------------------------,~
1619

r
Oinnni's Riding Tack of Flight ....... 5JO
GaonU• •
ofEntnpment
Fire Claws,
. S()4
...•...... S04
of Life.
of Magic Missile ProI<:etion ........ 525
'"524 Glrd l.
ofAnnitia .... .. ..... .SlO
Fjalar'... . ................. S04 Mellifleur's. Eye ................. 458 of Back Def...... . S12
ofFumbHns ......•..•.......... 504 of Musing . ..525 of De 'R.h . .. . .... S31
Glim-,. .. 50S Opal of Olfactory Illusiort ......... 526 ofDwarwnkiod ................ 533
Hand of Remore A.tiO<! . . .•....• 5(lS ofProteotion . 527 of FeminioilyfM • ..,ulinity ......... 533
"rHe.t . S06 Purple. of the Ves"" Fore" . 521 of Freshness . 533
"fHolding . . ............... S06 of Re .. liation ...... 527 of Gender Alteration . . 53-4
of Might ..................•.... 506 of R<twning . . 527 of Giant S<rength .. . ........ S3-4
Iron. of U""" . . S06 of Scroll Reading . . ........ 527 of Holy Migtll .. m
of Mighl . . 506 of Seeing. . .............. 528 Golden,ofUtn$I . m
of Moande1" .. . . ... 506 of Shielding..................... 528 Kerisis ~. of Femininity . .. ......... S3S
of O&", ""'= _ ...... 507 Soul. 529 of the liom. . .. 535
,,(Polishing.. . .............. 507 Star .. ............ . .. 529 of Many Pouches ... 535
of I'r<>fidency ................... 507 SU'ne1)rpc$ . . .... .... 51 S-517 of Priestly Might . . 535
RazorClawJ ofChaky;k ......... .. 507 S"",rd .................. 1371 Githyanki Silver S"",rd . .. 1112
o(Specialization . ... .......... .. . S07 Type .... Effeou or Uses. . ... 51~ Gjaller. Hom. . . .... ... 1546
of Sticking. . . S07 of W;'hes . .. .......... 530 Gladiaton. The . ................... 102
ofSupo' Strrngth .......... 507 Gemcune-r~Tool. ofSunndi .... 530.1446 Ol ain~ Crystal Spbc", .. . . .. 1269
ofSwirruningand Climbing. . 50S Gem&, Repute<! MagiCl ll'nl\>en~ of . . 514 Oloiv<, Saw_Toothed .. . S+l
afTlmu. . . .......... . ......... 508 Gema. WeapOtl ofDeteot .......... . 151 I Glandar's Grimoi",. . 1174
The . . ...... ............ .. 508 Gender Alteration, Girdle of.......... 534 Glanvyl's Workbook .... . 1176
of Valor . . .... .... 64 Get>entls!tip. Rod of 1028 Glaring Eye. Humbaba's . .. . ......... • 55
of the Valorous . .. SIO Generation Rules for Weapons. GI ...
Gauze of AppearallCC . 512 Light. ........... . 1506 A"""" of Polymorphing . . . 93
G."tI Cenle C ia.. Bead
of Aoc,ions . S12 Arrow of Slaying . . .99 off;" Resi,tance ............... 164
of Authority ... .......•....... ... 512 !'rison . .. .. 917 offlying .. 164
Prison, Noble. . ........ 917 of Healing. ,~
"fOrdo • ....................... 512
aax,Ringof.. %S Slayer, Sword . . .. 1371 oflnv;';bility . ........ 1M
Gu 's Sphcre of Annihil~tion . 1269 Summoning, Ring of. ....... 961 ofPoiSott. . .... ....... 1M
Genieblight Sword ................ 1372 of Speed ,~
Gu x. Ring of. •. . ............ . %6
Gu.. ~ Spellbook ................. 1220 Goni.. ' Class (oonl.)
Gazette of the N= Climates ....... 1174 Bane Sword.. . ..... 1371 Crystal Warrior .................. 3-48
Cur Lamp of the •. . . .. .... .. . ..... •. . 640 of OJ'tam Vi.ion. 536
Miniatu'" . ScroU ofProteetion finm ......... 1078 Enlargin8 . . . 536
Mymorj>hed . .11 c.:n~S_ . 1372 J".I 's "fp,-".."rve<lWonI< ~17
!'rismal ~ Useful En<bante<! . 913 Genius, Potion of .................. 870 loupeofCormoc .... 537
Geamat 50 • • Storm Riderofthe lSI Gen~e TIti ..... ry, Boot of . . .... 195 Slippen . . 1121
Geoy:o.'l. N<>mOS' Broad S"""'- ..... ))S6 Geode, 0.0....................... 917 Symbology. Originsofthe Hnur .... 1211
Geb's Quarterst3ff ................ 1281 Gesen. H.mmerof . . .. 553 Glibne$$, Philt..- of. . ... 828
Geeh oflongpon 's Spellbook ....... 1194 Ge .... lTOll Bow of . W7 Glim-Gauntlet. 50S
Gelugon ........................ 1192 Getaway's OiIlPl>wdc:.-. .770,903 Glitleli<>ld ~ Banle Axe, Garl. . 118
C,. Gha$! Control. !'<>lion of. . . .. ... 895 Glittering N«:klace . . ..... 749
ofAtoncment . 517 Ghastrnb«Robe) ...... 1010 Gliner!ode's Blessed Skyhools. . ... 537
Bimbomushi . 517 Ghastar, Golden EliOf .. . ..... 433 Gli~& KIn's Porion ............... 811
Bow. . ..... 205 GbulS, Scroll ofProteetion finm. IOSO Cklb<
Brain Shield .................... 528 G ho»t Banles!troud G.. . ......... 537
of Brightness . . ....... 517 Blade. Na<$OWeTl, S...,.-d . . .. 1334 ofCiNlon . . .... 538
Bupu's Emerald. . ... 517 Bottle, Undead ........... 202 Glowing .............. .. 538
Card . 380 Coffin of Creation. . . ..... 317 Mage'tar . .687
Cindergem . 518 Control, !'<>lion of. . . ......... 895 Mervic's Gase<>ua . . .... 539
Color "'. Mt3l1ingorSignif,o.".e . 514 Ghoslliness, !'<>lion of. .............. 810 ofPurificl1ion. .. . ......... 539
of Curing ...................... 519 Ghosliy Pal",,", AI-Azid~ ....... . ..... 26 $am>;inna), ofPutrifioatiort. 539
C""er~ Tools of Sunn<ii . . ....... 530 GhoslS.legendary of Phantoms and .. 1191 of Sen:nity...................... 539
ofDe1... iort ..................... 519 GhoslS. 5<;",11 ofProt«:tion finm . . 1081 Visiort .............. . . ...... . SolO
of Detection .................... 519 Ghoul Control, Potion of ............ 895 of Wisdom . . . 541
of Dru,ion . .. 520 Ghoul<, Sc",1l ofProlection finm . IOSI GlobJ.. Wand ofVi..,id 1496
EI~R$tar . . ..... 520 C llnl Glorind<l~ G ... s ................. 103
Fi", . .. .... 521 Arrow of Harming . . .. 90 Glorind<l~ living Painting .......... 104
ofFot-esight. .......... 521 A"""" of Slaying . . 99 Glorius. S"",d. . ....... 1372
Gam• .lon'l. oflnfravision and Black Pearl . . 805 Glory, Goblet of. ........ . .... 546
Deteot Magic .................. 521 Control. Potion of. ............ 870 Glory, Tunic of . 1463
of Ide.. . 521 FeCI. . 848 c,~

of Income. .. 52l Slayer SIIoWd. . ............. 1372 BlackHand . .. 541


of Insight. . . ... 522 SIO)'ing, Sword of .............. 13n Claws of Raking ... ............. . 542
lonian . ..... ... ................ 522 Slaying. Weapon of. . . ....... 1524 of Co$meto\ogy ................. 542
C~m.J.-wd Strength, Girdle of .. ~)4 of Evasion . . 542
of Attacks . . .......522 S<rength. !'<>lion of .............. 871 of the Feline. . .542
of Attack' Upon the Owner ........ 522 Sword of the ................... 1372 Fist. .. S42
of Flawle"""u. ..522 Oiantkind, DarI of Slaying . . ... . ... 375 Golden . .. ........ 543
of NC\'eTWinter ....... ........... S22 Giantkind, WeapOtl with Bon ... VI . . .. 150'} He lping Hand. 543
of Ob$ession . . .......... 522 Giants. Sword oftb<: . . 1372 of [ntcn:cplion................... 543
Karathotlt's ........ ... .......... 524 Gilidarius ~ Ring ofWizanlry ...... .. . 952 of lightning .................... 543
Nightj~1. . 52S Ginsen. Sllimmering Blade of Missile Snaring............... . WI
C~m (oont.) of Shin . 1394 of the Octopw .................. S44

/'------------------------------------'~
1620
~,--------------------------------------------------..,,.
"- Au, Sampsa.... .. ......... 119 ScqMer of. .. .. .. .. . 9-11
Re&Iat'loffl'CllOdom .
Re&Iar'l. ofFrudom from Ma&ic ... S<1-4
..'" BcllofBIubnJ ...
Bridle .......
815
224
ScqMer ofChlol.. ..
ScqMer of t.-·fuI . . . .
. 917
. . 913
ThcSemi""I ..
ofThievtry .............. .
·
· .545
.'" Circle! ............
Circlet ofGrcyblwk
291. 292
........... 292
SceplcrofNcu1raI ............... 915
Shell of,.".eelion.... 439
Thor) M_aiaol, ofl'ovla (See also
Btl!. M.,inJo'''''''" p. 169) . ,,, COII .... Amuletofllle .
Deoth. Orb of ..
. .. 32
. 19S
.... Iisman ofJ'l.n .
Tille 1'ow<Ier.
. . 1425
.. .... 90]
(;1"", C\lbe
.... . ..... HI Eaa ...•..••.. ················· 4ll W.lpon oft>c1«1 E,iI . . .... lSI I
Glowliobet. ThoddiJ,rcn'l ..•.. 1270 Ea ofDcsi... ....... ..... ... 430 Goodf.llow" Wand, Robin, 1492
Glow"" (Hobe ...........•• . . 53& Ell ofGbuw .............. 4ll ofGoodnnslE"n, Hom 1546
GIow",,~ Tome of. · 1441 Elk Clan Ceremonial Scl! . 168 GooH, IpsiuUno" Bbd. . .... 619
GIowoame .....•.. ...... . UIO floor ......... S48 GonIoo.. M.,.., Rma ...•....•.• 967
Gtw..~", •... ........ . 1118 Girdle ofUms! . . . .. H5 Gourd ofT..... 1 • . ..• B22

"" .
GIImony, I'otioa O{ . ...... 871 Glow......... .. 541 <iown. Lorioll.. ..... .. S4I
o..lf, S-.....dofllle .. U72 Gown. SChlninc.. .. . .. 549
~Rodof . . .. .. 1028 HcI ...... Joubhainm.. .. ... 591 Once. T.-tofSliU and ........... 142J
CunaI ..... 1202 Lmc:e, I'uthaa.. ....... .. . 6(9 <iAIk or Slope. I'oIion o(Doooction 0( . .195
lIIack.......... . .......... 1202 Uono ......................... 4 78 Gnlfili Doole . ......... . .. 199
ScroIL.. ..... . ..... ........ 1l)74 M_ohhe NOI'th. Gro.at ..•......• 677 Gnil, Holy , .. ,........ 275
Spellboo/l:. • • _ 1178 I'00I............ ............. S47 Groins of DiscQmfon . . ..•.. s.9
YlInI'IIU. • • • • . ...•.... . . . • 1202 Rifta of Healina ................. 967 Gram.S.....-.! .. 1J71
Zulli .............. ....• 1202 Robe, TVa!:htri .. ..... ........... 1017 Gron March. Equali"" of. . .... 1365
Glyph. ScrpenlBcIi . ... ................ 169 Grond Spelljlmming Helm.. . .... 577
of the Nalhlum ...........•...• 1202 Sickle .......... .. .. .. .... ... . IllS Grani1. MIZt>Ic , • • . • ... 696
Rinllof ...... . . .... %7 5i~.1'otion of , . ..• 871 Gn"'k/lul" Sword . . . ...... U13
Staffof ... .. 1281 51• . ,Ioubhai........ ..... 1118 Grope, no,9Ol
Gnaad» Hat "fStupidity ............ $10 Stobie ..... .. l30l C rlppilDe
OrwIdan'o Armor • . .. • . 77 Wat ........ .. .. 1505 Banm", Ram. Mq:ial 162
Oaar\dIn'l Battle Axe ..•.
Gnatmatsh. Stili" of ..... . .. 1281 '" """"GoIcIman.e .. DanIer .
. "" 1I..... I'IisrNoI.......
lfOl"l. EnchaaICd. . . • .
914
• SSG
GnoIl00ak .••..••..••.
GnoIIl. Orts,1IId Goblins
· . "" Book.
c..m,ue ..
RaYenIofl
b'Oll ,..
...... 1119
_... lSi
IfOI"I.~1c
I...... Oritron .. o- ...........
SSG
. SSG

Control, Pol;"" of .••. ... 872 Libram ."",,.. .. 66(1, 661. 66$ h"" o(ludless Returninc ......... SSG
G_ i'Totection. Scatab of. ............ 1057 Spelljammilla Ram ..... ..1 268

,-
Control, PotiorI of ... .. 872 Scarab, Mortoo" 1058 Grur Recipe. Shockinc . . . lW
Bane, Blmus'l. S-.d
''''
· 577
Ta1i1lnlJ1 <>f!he . 1422 Grur, Ri", of' Shock;", ............ m
Spcl1j&mmini 1I.lm ..... Golembane, Sword ............... 1372 Orw Quelli", Swoo-d 1]80
... .. 363 c.....""""",. Ri",,,,,,,,, ............ %1
Wreck", ••••
GooI, lv<)O)I .............. .
'"
'"
m
lJoiembIiat"
Col~"'.
ArrowofSlayina .. .. 99
GraY(! Key . 628
G...vedigina. S~I <>f...... . ..... 1114
Book of .. ,. . ............. 188 Qnvilic Sllbilizer.................. 5SG
"""
ofOIory
ofiXOtut Ki1ljdom
..... 546 CurJed Libram "f
Libram of .
.... 662
662
G..,
Ell . .. ...... 4J.4
Lccmund 'a. . Libram ofRaYenloft . ... 665 Slumber 1'01;"" . .. 811
M..... .... Gollum CGnIIr1IdtDon Libram .. ... .• 66l S11'lIIO:1 Diirinb.. .. 1010
GobI;" Sh~1d ","he I'omuj Golo) Helm ofTcleplldly ........... S89 lUrtIan of1\o<mil: ..... .. ..... loI6l
GobIinoMIl'rouetion. IIdt of. ... 168 eo., WasIc-. Hom ofllle .............. 1s.6
Goblins, GftoIIs, Orcs, COIII>'OI, Buller Summoniaa; • Wa$Ie, Honeshoe <>flhe ... .. ..... 600
l'I;JtiGGof ." .• .... 872 Choi • • ., ....... Gru.',.. ) S.....-d ...•.•.•..•...... IJ13
Goblins' Bone, Bow . ... 205 <>f Dispelli • ..•. . 821 G~,
GobIinvoient .•. .. U72 of~ ............ . . 821 Anns ... Fabuioul Hmu.
GodcIest. Ton: "fthe. ... 1451 ofr.... in. ................ . .. .. ill ~ .... .. ..... 1191
c.>, Rickin . ...... . . 821 BoonbAn:l. 111)1'1 H.ImsIdt:t......... 596
Book orthe .... 1439 of Snmni", ' . , , ... 822 Boonbud SIO« Hc""""k.. . ...... 596
Boo!< o{the Enliaflter>ed. . . . 187 of Sununonlna . ................ 822 COIIj~rm. Epic Sop of the . •. ... 116S
E)'C'oflhe .. . . ... . ......... 347 of !he Whirlwind . ............ 822 DevoIion. Oil of .. .. .. .. . 770
Galley of tbc . . . .. . . .. . . .. . . 1106 G_ KinBdom, Cursed Ri",ofthe ... 956
Throne ofille ........... .. .1 432 Ali&n<d Hand ofH..,..,....inll . 561 Kingdom, GoblCl oflhe ...... 5017
,~ . . ... 1452 Amulet of ""'eclion from . 40 Kingdom, LodClofthe. • .. ~72
TOR oftbc .•1 TOO' ••• .. .. 1452 CondkortlMlWion .............. 241 M_ ,.. .. ................ 611
GoerI .. ~ Canoe Crown of'... " " . .. . 9-11 I'onvi$ual ~ . 1178
""''J'aI'kle Boa 179.2 14 CrownofO-;' ... .. 937 RobeofllleAIclwnqi .. 1009
GouJc- ofUIldmttaler Si&N ..... 547 C_of't.-ful.... .. 911 S_CIub ...... .. .. 31.
GogIeI Troppcnribb .. . . .. ... 547 Crown of' N",,1ral ... .. 91i Tift ......... 1.55
Goibhniu" Spear ... . .... 1129 Dctca. WeapIa of.. . ...... 1m TridtnI. NIorO .. .. 142
Goibhniu .. w.tIImmtJ . ,~ lIo1yShitld .. . ........... 1098 GIft.cI. Coi_ of (I.IookJ ... 3D

"""Bill ................
Candle . . .. 242
547
lIope.c.<>f... , ......... ..... . 2S3
Hounor.l'oIion of " ...... ...... . 871
l.uc:k. S _ <>f. Ull
Grocod, Necklooo of .
Gted: FIR: H.lr......m..
~Abi.""i .
. .. 7'9
,. 596
1192
C1Ictry Pill, Enchlnled. . . 1089 M. . andApprentioes. Hi.u.y<>f ... I 181 Groen [)rap SIIyu.Sword ........ 1357
Coin .................... . ..... 321 Orb of .. ............... . 9-11 GroenmasL . .. .. .. .... Ih9
Dngon SIII)'C1'. Swonl ... IlS7 Orb of Chaotic . .. ...... c .... 937 GfffIIjf>rOU1in~,
""'ion of ........... S7!
HUpof .. ... 1324 Orb ofHolintSl ... . ...... 796 GlftnSloneAmule! .. .. ......... 32
"'arI ....... ........ .. 805 Orb ofa.-fbl ,.... . ... 911 G~ ~ Spellbook. ...''''''' 1143
Seal Rin, of AI·K.olim .... 961 OrbofNt'lllra1. .... 935 GtunIwatIw:. Sword .. U73
c... Replia of .... . .. 918 Gtqor~Sword ........ un
AmIor.lAdn.. ..... ... 77 Robe of!heAn:hmap ... .. 1009 Gropy~ HoIy"'~ Sword . un

/r------------------------------------,~
162 1
~~ __________________________________________________..J("

Grt:mlin Wand . ... 1483 Hair Replace".,..,lI, Oil of. ....... 170 Hands of1he HQllng Spirit ........... 33
Gft)'ha,..k Hairiness, Hal of.. . ...... 571 Hands Redpe. Buminll ... ... .... . . 1241
Golden Citelet of ............ . ... 292 lIair!essness. Hal of . . ...... 571 Handy Ilaversack. Hew.ml~ .. ... .. .. IJS
Holy Symbol of. . . ....... 597 Haj"", .. Bookof .................. 187 Handy Haversack.
Lampof........................ 641 Hal<iyah. Book of. ................. 187 Jasper Tltunderband \ . .. .. Il5
Onocle of. .............•........ 782 Haku, Book of . 187 Hanged Man Card ................. 387
Prismof. . , 912 Halasl<:T~ Teleportatioo Ring . ...... . 968 Hangover Reli<:f, Pill of ... ... .. .... 837
Sbield of. .. ... . 1096 Halo", H.Ime1of.. .589 Harbor Chains, Dragonide's.. . .. 41J
Grief, Sword. . .......... .. .. 1313 Holav, Icon of . . (,1)7 ofHord llearts.llom . . .. . 1546
GriffMounl.1;ns. WhiteArmoroflbe ... 83 HalfM .. t . . ............. 708 Hard·Boiled Egg . .. 414
Griff\ S"","", Benn ............... 1344 H.lf-ElfConlrol. Potion of.. .872 Har<htoneType$ . . . .... 516
G.iff.... Half..Qrc CoolrOl. Potion of . . 872 Hard,..al<:T Amulel 14
Figuri"". AI.baste, . . 473 H.lningControl, Potion of .......... 872 Hare, Laughing ............ IS61
Mane HoImct . >S. Halning Smoking Pipe . ............ 1115 Hare N.t . • . 756
Talisman of the . 14230 •• H.lnings. Arcane Resistance Hareidbin's Spel\book. T.i<:1 El ••. .. 1245
Clow . .. SSO O",arves &; ••• • •• ••••••• •• ••• 1140 Hann, Arrow of . .90
Grim Grimoi", .................... 688 Hal1onc~ Spell book . . . ..... 1162 Hann. Browdow~ Ring of
Grimjaw. . ................ 1096 H.II""inatory Insanity ............... 40 U1mO$t WeapOn. . .•.. 950
Grimo i ~ Halruan Skyship. 1108 Harmina. Staff of. .. ...... .... . ... 1282
of "",h.k Alchemy. . ..... .. .. 663 Hlm me. HannI.WIeSS, Ring of. ............. 968
Glandar'$ .... 1174 Aegis.Fang .. ........... ....... 551 Harmonia, Necklace of. ............. 749
Grim ...........•.... . ......... 688 Air. . ................... 551 Hannonizer, SW<>rd.. ...........• .. 13J4
Vac""". .. . ... 1445 Colgomc",~. of Thunderbolts ... .. .. 551 Harmony. &Ianee Scol<: of . I<IS
Grinthane . . ....... . ....• ... 1373 ~Iwun~ Fist. .552 HIltRO$S ofSe.er.. S67
Grim",.. ld's Dagger.. ..363 Dwarf"fhro"o,tr . . . 552 Harness Spider. 56J
Gripping. C1wsof •• 295 Dwarven Tltmwer . . . ... . 552 Harnessing, Yoke of Boar . . ..... 1563
Groaning Spirit Bottle, Ur.dead , .202 Flandal Sleelskin\ ....... ........ 55) Haroistem~ Phyiaelery ofFaithfuloea ... 830
Grog. Neve",nding Barro! of ........ 160 Gaerdallmnband~ ....•.. .... .... 5S3 lI arp
Grol""lo<\ Club. . ............. 314 of Oesen . . 553 AnslrUth ......... 1322
Grooming. Brush of . . 23(1 Goibhniu \ War .................. S54 A:z1 ....'s . . . 1322
GI'OVC. Homoflhe Sacred •......... 1546 Hephae>tuS\. .5S4 B...gi 's . . .. 1l22
G ...... ·th ofKharu. .554 Bragi ~ of Calm . . ... . ... . .. .. 1122
Ankl.t of.. .., 49 Ktlstchtchi.~ . . 556 Brol<cn ....................... un
Lamp of Plant. ............... . .. 645 ofUf.. 556 ofClwming .. . ........... 1323. 1326
Potiooof. ...................... 811 Mjolnir . 557 Damh's. . ........ Im
PotionofFur . . .... . . 870 of Nailing . 557 . Defender\. . 1321
Potion ofPl.nl . .. ............... 882 N.i No Kami\ . 557 of Oi$cord. . .... 1123
Salvc-rof. .................. ... 1052 of~""""tioo . 557 ~'s .. ... 1323
Scroll of Ani""') ................ 1070 R<me 558 Eslleen's . IJZJ
S«d of. . 1090 ofSil<:JICC. 558 ofFingerbrtaking ............... lJ24
GTUwnsh~ EverbumingTorth. . . 14S3 S""", ........................ . 558 Foc:h111C11l •.... .. ............. . 1324
Gruwnsh~Spear . . 1129 ofTltunderbohs . ... ..... ..... 551, 558 of Gold . . . .. 1324
Guard M.teria~ Sword Hind· ....... 1336 ofVeng.""".. . .. 558 Handharp . . ... 1324
Guard Sbape. Swordlland- 1116 ofVitroin. . .. 558 of Hcalinjl . 1324
GU.rdlln Whelm. . .. S59 Jhantra\ . . 1]26
Blade. ..... 363 Wingo<! . M&cFuinnidlt . .. .............•. 1326
Dunce ... Shield.
Egg
. 1095
434
1iaJnrrIeJblow$. Wand of.
Ha mmo-rk
. 1483 '" Marls .................•.
M.th.ild\.
1326
1326
Golem Ubram ......... . .. • ....• 662 of Entrapment . MurIyn's.ofCharminjl ........ . .. 1126
. '"
Oval StoneofTzolo.. .. .. 1314 c.,~' Nilhanalor 's. . 1126
Tail ........... .. 550 of Protection . ..•....•... .. ..... S60 Ollamh . . . .. . . 1127
Tom • ... .. ........... .. ...•... 1182 Ih nd Questing ....... . . 1121
of ,he Tome. Sc.l."",gdrion . .. 1226 Axe. H&stse,ini\. . 118 Rhingolade\. .. 1327
Tzolo ~. 1464 Axe. Nomog-Geay.lI . . .. .. 119 of Spirit Res1oration . . . 1327
GIWdian$, Ring of ProJection a.lacer.. . .... 560 S""", 's of Melhild ........... ... U28
from. Stone . . .. 988 Black. 541 of Throbbing ................... 1328
Guarding Cloak . . .. 303 of Enjoyment. E>!lendabl<: ........ 1028 Vala:de\ . . lJ2B
Guarding. 000< of ................. 4 12 GuardShape.Sword ............. 13J6 Zunulor\ ....... 1328
Guidance. Rudder of . . 1046 Guard Malerial. S_ . . . .. ... 1336 HarpO\ Oreslayer SW<>rd . . .. 1314
Gul and Thlondar. SIO,," of lJll Harp . ...... •.. 1324 Harpoon Magical . . . . . . . . . . . . S68
Gulf, Swon:I of the Golden ......... . 1312 of Harrowing .................... 561 Harpoon. Whaler with .•........... 1l{)4
Gungnir ......................... 1129 ofllelm ....................... 1179 H..".khord ofCOIl"ItIWIding. Lyron\. illS
Gyregan>. Fire ................. .. . 481 Helpinjl .................... 543. 562 Harrowhelm . . • . .•. .. . 589
Gythka. UI"lh·gak~ ................ 846 Holy. of Ba ... ...... ........ ... .. 562. Harrowing. Hand of. . . .... .... 561
Lute. Cool .................... 1328 Hart. Dancing. . . . .. . 1561
MirTO<. BalIrOo ~ ... 721 HllI"\'e<t, Sidle of1he. . ... I 115
H orRe"""" Actioo ... .. ....... 50S, S6S Hasp of Locking ................... S68
Tomorasl\ ........... S63 Hasp of R.loading ................. S69
1\ 'Vey k~ Ca .... rnous Cabinet ......... 233 ofVec"" .......... 563. S64 HI,' e
H ·Vey k ~ Robe ofimmedi.leAcccss .. 1011 Wonderful . . ..... 505. S6S Annorof ............. n
H. Rahni. Scroll of. . . ...... 1074 Hondodneos. l'oIionoflron . . ... 874 Ink~tion ..... ... ........ . 1178
HO·Chao. Monkey Fist of . . ... 137 Hu dkU"bid Shi.1d of ... ......... ... ...... 1097
Hachiman~ S _ . . ...... 1374 of Flirting . . ................. S66 Hastseltsi 's HandAxe ............... 118
Hades~Sword ............ . .... . . 1374 of LtttgIh. . S66 Hastseltsi 's Throwing Dauer... ... ... 364
Hadrion~ Spear . . .............. 1I30 of Snee,illj. . ... 566 H ..tsnlnl "
Haemophobic Weapon. . ..... 1508 Handle Material. SW<>rd. . .. 1336 Bow . . . .. 205
Hag. lOy< ofCqilunc~ . . . . .... 453 Handle SIIapc: and FealUlt. Sword . . . . 1336 Hand Axe . .... 118

/r------------------------------------,~
1622
"~ __________________________________________________JI'

Huunlal'l
l..aftceofFite .
Sh~1d
. ...... 648
. • 11)97
l'mapIof...... .
RirIf; of .
Rod of ..
.... 125

... 1028
.... 11.IMeI
of AJipmmL CIw!&e .
Annet by Wayland
. . 5a.
.. Sa.
HutyBl...,ofNyr[)yv ............ 179 Tome of Bodily ................ 1439 Athena.. .. 5&5
HlSI)' Wheel •. . 1532 Hurla, oreland,,,, ................... 585
of Brillw.e. .. 585
'"ofComrnand
Conk, I ..
. . ........... S69
. ........... 569
OuIIneQ.Outt of .
lIean of.
Wax of.
. .. ... .. .... 419
...... 513
.. .......... ...... .. 1506
of Cirulon . . • .
of Compn:hendi",langua8es
. .......... 58S

Cyclocone . . .. 569 Wax of C~tul ................. 1505 and Readin, Magic . SBLI
ofOi I!'=nce. .. 570 Itun of Cmo!ion . .. . .. .. .. . • . ..... 5BL1
ofDilJlliac ...... ........... . ... 570 Beatin, .... .. ............. 573 o f~ .... . ... 586
Fet of OilJllUe . . . . 570 CIIic:ken.... 511 o f DiJ&u~ .•.. .. 586
of Fools " .• 570 ofHeari"l . . 573 of Iln&ons . . ......... S86
GnaasIo 'l, ofSl\IpM1ily .• 570 Ir""' ....... . 573 Drqanhobn ••. .. ........ sas
ofHairinoost.......... ...... 571 oflWpoLh . 573 Enlil~ ........ .. 589
ofillirlqaneq ... . . .. .. .• 571 t.aw.... ofLhe Bbdt .. . .... 657 00I0\, ofTelepaLby •. .. S89
ofHadIaonea. .. . ....... 571 Lion.......................... 574 Orill'on M.... .... . 589
ofHoldilli.. .. 571 Powderof Lhe II=~ .. . 903 ofUaIIv . . ................ 589
1"'(IriaonmenI • ..57] """""¥Ok.. PowderofLhe H=..... 901 ~1"' . .. 589
Cl«\Ipt.tiOQ ••••....•...•...•...• 572 Royal . .. ....... 514 of the h""", ......... S90
Skipper wilb . LJ04 Shekineller" CrySlllline ..... 574 .Joukahoinen~ Golde>o . . .... 591
ofSrupidity . ................ S7(U72 orSlone , ............ 574. 1374 ofliaison .. . .. . .. .. . . . ...... 591
HIlChli"&. Orb oflhe. 78S, 794 HutIl. Hord. Hon'I . .. . .... 1546 of Light S«i",. .. 591
HI""! Cofl'l. OrCreolion .......... . . 317 He&lUCCker. S>WKd........... 11)0, 1374 of()ppof;ite AHlJlIm(n! . .591
H'''''II/d o.lIieT ................... 351 lIe&IUHke. Bow .............. ... . 205 ofPe1n ... .. .... 591
of H...... ti"&. Pipes ................ ISS<! Itelrt_kl l l of Readi",.. . . . 592

""'-'
Th~ .. Handy .
, ~,
....
~.H.....anI\Handy .......... m Bowof
Normal Bowof.
Vompirie Bow o f.
Hearnt.ood Speu ....... .......... ILll
..... 206
. 206
.. .......... 206
of SeabruLlliftl.
of 501"", ............
of Sensor)' Procection
SIIukenjo . • .. • • .. • . • .
592
. ...... 592
.... 592
. ...... $9l
O"""*",, .... .... . 116 Hu t Stull of Dum ... ,9)
Bow..... . . 205 EndInnoe. Suh of .. .. .. lOS) ofSu'--Sop;iI)' ._. . ... 591
Charmor~ .......... .... . 28J
Stlndanl, Nith;., ........ ........ 760
GaumIe1 of ....
Seroil of Pn::!Icction ITI3m •. ""
.1078 ofTelepo1hy................ 589. 593
ofTelcponaLion . .. S9(
lbwksblado . 137' lIuted Wind, Pipe of ........ 138 of Underwater Action . . S9o(
1Uw"-~ Bulwatt. . . ..... .... 1097 HuLlo. of Underwal .. Vision • . 594
Head, Oem's, Hem . . ..... IS4S Boxof. ... .. ........ .... .. 2 14 of Valor .... .. .. S94
Hnd Talisman. Monkey . . . .... 1424 Cauldron of.. ..268 ofWI~ . .. .. 594
He_hes, l:lIiPipes of .. . .... lSJS Charm of Sympo!llellc . . . 2&3 of40 Wa!. O.Hllon<>:. ... . ..... J9J
Hudband oftheCorusk Mountains . ... 572 ~nof. .. 800 of%aponry . . ..... 595
Hea.dlw>d of the 10k'" •. ...•....... 572 lIecaLe\ Daue • .............. ..... l&t Helm~ke,. Spelljlmmio'Missile .... 596
Hcacldtqf of~ful CoolI&CI.. 572 1I..l o fR ....."'" .................. 574 Uelpin,lIand ........... ..... S<l3. S62
HcadI_ HI LOf ........ . .. 571 H.fox. Suptrb Shiny Shoel ......... 1111 lIelplcune ... Choi. of .. . .. ........ 274
IInUI, Heia;blM ... ~AM.. Thumb .... .. .. 120 IImgtyOkai Cooluol. l'oLioI> of... ... . .• n
Armband of. . . ....... 65 IIdmdlU" H... ~ SII)'in&. W..,.. of ., " I S2-I
Armorof..... . .. n Armor . .. .... 77 Henrik. Astrolabe 01'.. .. 109
BaI .... MiWbI ~ ...... . 781 110m, Gjll1a . • • • .. •• I S46 Hmry .. c.,..tto.,of HoIdift& ....... 134
BI~El iltito f..... . ..... 442 Saard . ..1374. 1175 H~" H .......... ......... 5S<1
CapofVeIuno. ......... .. 2~ Hel\ Swoni ... 1375 11....-&-1 StuU.51l1f 01 ....... 119S
Caildroa . . . . . . . . . . . .. . 268 1W1l~ C\oU; ofLhe , •... ..... . 303 IImc ... \ SOW ........... . ... 206
C\oU; o f ... . ..... 103 I-kIl~RedAnnD<ofLhe . , II Ilmid of Mei L...... Tome ........• 1441
Dlw....~ Ri", of. ..956 Helm, H&ftCI of .. .. .. . .. 1179 of HfflIi .... Whistle . .. • J5SS
Du/ileu. Eli. i. of . . ..... 442 Helm. of Hormr(SeeClrde1. Henni, CJnI ... , .. • .. ...... la5
DiM_, Eli.i.of .. . ...... 442 l:.IiiMJt",,,,lJo<Hro) .290 H<1'O. Amulet ofLhe . ............... . 34
Eli.i<, AIl_P\Irpose .,.. . .•... 441 lIolm. Sptlljammlnl H=~ Hean, PowderufLhe ..... 903.907
Fecblemi!\dedness, Eli.i. o f .. , 442 All"" OttcOl1 ............ ....... 574 He ...... Legendry G.. lt Anns &
m... Beod or. ............. ..... 164 AI1;fl.Ima<:... . .......... 575 Fabulous . .. 1191
Golde>o Rin'or .............. .... 961 Bardk ... , .. 575 Heron. Voice o f . .. 83
Harp of ., . . ....... ... .... 1324 Bomb ............... ...... . ... 448 H~roieA etion Eli ... ~,

Inf""tion ar>eI lnfHwion. Eli.;, of ... 442 C\oeki"l . . .. 515 Huoitm. Potion of on
lruanil)', Elixi. of •. . . • . . . 442 ~aLII .... , .•...• 576 lluoi ..... l'oLion ofT...... ... 89)
Forie ....
Kuh..._Tom" Fruit ofElLno ........ 6.\4
0immmI of.......
Poison ..... Elilti. of. . . . .
. 780
. 442
Fumo.c:e .. .. .
...516
. ... sn
()nomisIt. • • • • • • • • • •• ..•.. .•• ..• 511
Iieutv>'I Coif'... o f Oeatiolo
Heward\ HUldy ~
Heward\ M~ Orpn ., ..• mo. un
'"'"
Potion of . . • . . 172 CinDd .. .. ........ ...... 511 Hlal.. "
Potion of El ...· . . . 168 1I.I........ kcr ... .. 596 ....... Bow .. . 206
Potion ofSuperiot. . . • • . . . . 891 Ki-. . .. 578 N.. ... .. ... 756
Roc. Elilti. of.. . 442 Lifej_ ................. 578 Spear ...... .. 1131
S.1~of . ... . . .. 1052 ()rI)us .... ........ 579 Hidden Dtn&en. Bas;" of .. .•. 161
Spiri~ Hands of the . . ...... 3l Pool . .. ............ .... ... 579 Hiding. 81=1 of ... .. ........... 159
SIIofl'or .. . ..... .. 1282 Pump . .. .. . .... •. ......•...•... 579 Il idinli. Wcaponof .............. 151l
Wuponof .............. .. 1513 Rodwu . . .................. 579 lIiefU\:hy Pri«~ Anow ofSIayi", ..... 99
lIelli. Well of All . 1528 lti .... Ah..... Beacon .............. 575 Hie"",lwO! Card . . ....... 384
Hu lt ~ Stria ............ .... . 580 llieropham. RinlofLhe ............. 969
Amule1 ............... 34 Spelljl/l'UllCO" , ......... 580 HI,.
Amulet, CIIIKd . . .............. .\4 Ulti .....te ... . ...... ... ... 581 A .... ilofLheDwar.u . , ... 51
Eli.,. of. . ... 442 ~ .... 0i1lPovrdof of .... 170. 964

/r------------------------------------,~
1623
~~--------------------------------------------------..I"
" i&h
". ofRavenkind. 1Wding. Morgan', ............... IS9
John !he Conqueror,
OiVPowdcrof .•..•...... 771.904
Sil""n.. 's
HaI)·(eonl.) '" Saddleofllle Spiri!. ............ . 1049
SlaNe. Stone ................... 1305
Pri<S!<ss Card .•...... 383 Tcm)I" Hockey Slick .... 598 Horseman. Bra... . . .. 2<2
Highfollc, Wand of . .. 14$3 Tnrning.Amuklof ., ... . . . ... 34 HOI5mWIShip, SI;mrps of ... .... .. IlO6
Hill Seed . . ........... 1090 Sword. • .... IlH H~n"Unce . .648
IIlltofCoojuring. Weapon with ...... IS 14 Wiler.. . ....... 1505 HOI'W$h'"
Hir>ds.ighl, Urn oF. .............•.. 1465 1I0ming. Danof. .......... ...... 371 of Flec1ne$I .. ................ . .. 600
Hi""" Grus . . ...... n I. 904 Homunculus Creali"" . . . 1154 o f Flying . .. . . .. . . .. . . . . . . . . 600
Hinge of (lpofling. . •.. S96 HollC$ly. Lamp of. .... ... 641 of the Gray WaslC ................ 600
Hinge "fShrieking _. . ... 596 lIOIlo<ysuckle. . .. 771.904 o f Lock ............ ............ 600
Hi,T<ee, Leaf"f .................. 6.s2 H""ing Stone . . 1J13 Obsidian .. .. .... 600
II h lory II""",. SVo<>rd of. ................. 1375 of Petrirocation .................. 600
Disk of .................•...•.. 408 Honor, Wakizashi o f ............... 1375 ofSpecd .................... 601
"fEvil M.~ andApprenlices ..... 1180 Hood ofServitudc ... 598 ora Zephyr . . • 601
of Good Magel lnd Appm"ices ... 1181 Hooded Crown.. ... .. ...... . .. 311 !!orul
Hhd(Glypb) . .. .... . ... 12Q2 Hoo' Armor.,f ..... . .............. . ... n
Hlid.<kialf, 1'hron< ...........•...• 1434 of Adherence. , ........ . 599 Scal. Mail.,f. ........... . ....... 1!2
HoM"",bi'.S""",,, ............... nn 1'ri$m.o.1 ~ Fish . , 913 S...:>rd of. ..................... 1)76
H<>-<:hi. E'soa, Tome . . .....• 1440 Pri<mal~Grappl i ng . . .. 914 HO$Iile Air ElementAl$, Censer
HCIaI'de" Orl> ,,(lhe Gold· ........... 1<)4 Hoop oflhc Roller 1l00pers . . ..... 599 ofSwnmoning ................ 210
H<>bbIing. ... nklet of ......•.......... 49 HoopeD. Skat•• oflhe Roll .... ...... 1116 HOI Air Balloon ................... lSI
Hockey Stick. Holy Terror . . ... S~8 Hopeful De<ods. Tomeof. .. 1442 Hou"' ...
Hofud, Sword . un Hopei .... Deeds. TDn'I< of .. .1 442 A"'Iuho>l ~. . 601
u",.Tyi"lo Bracci., of. . . ....... 218 110m Brindl<tople'sTuno Bomb 60\
Hoinbec ~ Ringo(T"'th ............. 969 Airoli.'s Shinning. ofTen of Fire and Ice . .. ................ 602
Hold l'astAochor ...•. 4 5 Thousand Winds .... 1542 OIIedi""l . . . 602
HoklofHolding ............ .. .... 596 ofAml'li r""'lion . . ... 1543 ofSedng ...................... 602
Holdin2 of Ani ....1 Calli ................ 1543 nmcgl .... of the WizaJd . , .. 602
Arrow of. ...... 90 of Ihe Azure Sea .... 1543 ofnmckeepini . 604
Backpack of.
Big of.
. ............... 123
................ 135
of 1he Barritr h.ks .
ofBaublu.
".,
. ........... 1544
Symbollogy. Origins.,f ,he
(Spellbook) . 1211
Case of&1OlI . 261 Blocklvory . . 1544 Venbandi l lnvinciblo . . ... .... . . 604
Cloak C lasp of ............. . .... 3 12 of Blasling..................... 1544 House Boa!. 119
G.untl~ of . 506 Bon..., ........ . ............... 184 Hou=al C""trol. Potioo of ......... . 872
Hat of ............ . ... •. . ... 571 of Bubbles. . ...... 1544 HOJVef ChariOl ...... ......... ... .. . 278
Henry's Carpelbag of . . ... 134 ofO>ange. . 1544 HOW10 Use TheseBooq . ,. 3
1I0id of. ....... 596 ofCommar>d ................... 1545 Howdah. Wmd . 153!
Lardef of. . .. 650 Cornucopia . . ............ 599 Hruggek's 1. .... lillS of Lightning . ...... 621
I'arehmen10rMon"er ....... 803 o.ath'sHe.>d . . ........... 1545 Hruggek's Morning Star ............. 677
POI>cb of ............... . ....... 131 of Dolphins . . 1545 H",lgin~ Rope ofEntonglo",.,,1 ..... 104l
RingofSpeli . . .... .. ... 1000 of Fire Resistance. NgOM.. .. 600 H1inll"I
Robe of. ............. .. 1011 Fog ... . .......... . ... 1545 Lyrt:.Fu. .. ..m l
&abbanl of ................... 1054 .,fGoodnesslEvil ............... 1546 Staff. K ''''; . . .. 128J
~of ..................... 151 4 Gj.lI ........................... 1546 Walking Slick, Sbou . 1294
Holding$, Box of Many . .. 214 .,flhe Gray Was1 . . ... .. .. ....... 1546 H... thak ~ MirrorofSighl and Sound .. 728
Hole. Poortable . . .......... 851 Hard Hearts.. .. .... . 1546 Hu H.;." SI.ying. Weapon of ....... 15:14
Hole Puocbing.Awl of. ............. 111 N8ona. . .. 600 Hu'i Wing . .. ............ 223
Holiocso. Orb of. ............ ..796 of Ple",y, Poti"" ............ . .... 872 H- . Potion of iU.inbow . . . 886
HolinesJ. Ring of .................. 969 ofPI""ty ....................... 546 Huggable Bear, Anlhel 'l . ............. 58
H.., oflheSocredGrovc ............. 1546 Hugh. Sword ofCymrych 1355
A.... ng.... .. lHI. 1353. 1356. 1366. Scp1<mber. .. 1547 Hugrin ~ Spice Shaker 1092
1373.1375.1376. 1391 Shox> ................ ... ...... 1547 HuitdklpochllilJ...... lin ............ 623
A.... ng... Swnrd, Ontgonbail's..... 1356 of Signaling ............. 1547 Huld (Poison). . ............ 1201
A.... nger Swnrd, GregOf)'~ ........ 1J 73 ofSil«" MOV;ng. Ngono .,. 600 Huma. Shield of. . ..... 1098
A,.. ng... Sword. Sbal.nd.ain's ...... ])91 oftheTriton's .................. 1547 Hum..
Bannor............•........... 155 of Uncon1rollable C<>mpr<:hension, Iar of ..... ...... 622
Grail ,. , ............ ... . 275 SlridinglSpringing . . 1548 ConU'Ol, Potion of ....... .. ..... 872
H.ndofBme . .. .. 562 ofU~1eT Breathing. Ngona ... 600 ConU'OI. Ring of ................. 970
Mace leon, G ..... l ................ 677 Valhalla. . ..... 1548 In~ """" •. Corki"",,'s Ring of ...... 955
MedaliionofAlmor ..... 7 13 valor ................ . ... 1549 Infloenoe. Ringof ............... 970
Might. Girdl. of ................. 535 of the VISI Swamp .............. 1549 Inflll<tlCe. Staff of. • . . ....... 127S
iU.ji 's Shi.ldof1he ... ..... ...... 1102 of~kcs ...................... 1549 Humanity. Deep Fe .... of . . 1162
Revenger. S\\oOI"d . . ... 1375 of War ........ .. ............. 1549 Ilum.noids, Shell of Protecli"" vs ..... ~39
Shield . , .• 1098 Hornblado . .. . ... ..... 364.1375 Human$, Shell of Protecli"" \IS ••••••• ~39
Sbield of1he. . ........ 1/198 Hom O(! llumbaba'sGlaring Eye ............. ~S5
Slayer, Ring of the . . ...•. 'no Cloak. Rhun'l .. .. 308 Hummingbird N«1at . . ... 873
Star oflhe Brigh, ne..n ......... 1303 Mask ....................... .. . 70 1 Humor. fu.a1,0(! Book .,fEthnic . 1165
S\\oOrd. . .......... ..... 1375 Ring ..... 970 Humor.l'I>1ionofGood. 871
lIoly Symboll lIome1. Cape .,flhe ................ 253 Humorous Penpecli ..... Tome of ..... 1442
Celestian'.. .. . .............. 597 Homeu' Nest. Dan of the ........... 373 Hunan Influe""". Ring of. . 970
Fbarlanghn~ . ". 597 Horns. Cape of. . ........ . .... 253 Hung«. Chime of ... .... .......... 817
ofGreybawk .. .. ................ 597 Horns f(lO" Rhun ~ Horned Cloak. . .308 HUDll n~
l..Irmacian . ..................... 597 HornwoodStaffof. ....... . ..... 1282 Amul<'1of . .,. 35
I..athan<kr~ ................•... • 597
I':ll>dino~ ...................... 597
Honidness. Oil of.. .. ............ 771
HOfTOf. Helm of .................. 290
"""" . ..... 282
Cursed Alnule, of ................. 35
................. 597. H~ lIuriing. A"" of
".
~r--------------------------------------'~
1624
....

"~--------------------------------------------------..,,.
Lam,.
HUJricane ...... 641 W.aponof. . 151. Pbanwms . • • 1227
Hut, Siba Vap) ....... ,.. ... . . . 604 IlIus;o..isu., AITIl'W "fSllyin8 ..•..... .• W Oam.. 'ion. Libram of •. 663
Hut. Spirit. . . . . . . . . . . . . .. . . .. 606 lIIu, lon. Entl",,,,,,,, .... Vac-rend"""' .... .... J2S9
H_)T.li_of o."k of ..•.. ....... 317,318 I ..... Ony. &II .................... ISO
Mmaizalion . . .. 1~21 M... of. ..... 692 lnMia.llodof ..... ... 1029
Hydra, """"'I'o/yn>ofphinl! "bp of Ind Sccre! Doon .. 692. I~ Loealim. Amulel of .. JS
r~heWcd , . .... 93 Map"fandTraps . .. 692 Ir.estim.able lkauly. JlClnih of .• . .... 621

''""
H)'I'NI SWIdard, Ni!hian . ••••••• . Map of Mope oncl. ... ...... 692 IMSlinuble l.eng'h., Udder of . . 63S
Uymir'l SlUmina Cauldron Map or~in&and •.•• . . ..... 693 1"""~Amulelof
HypnooiJ Ball. CtyJIal •. ~, Semll of........". from . ,on 1'ttpetua! , _ Ind .. ... 31
Hypnotic Oilll'l>w<kr nL.'»' 1Il. ... ry I..... phclble Ren....""" .•. 1111
H)'UpOOi~. ........ nl.904 Bow... . ............... 206 InfOClion oncl Inf....11<IIl,
M.lal, Daag..- " r... ............ .. 364 EIi,i. of He.linl .
Mi .. ik ................. 91. 37. l"fi. I'~
I M"'It.Lo~.... . 106 """,ma. U"", or M2
IlIuIrriow ~~rA.•• I220 I'\anH., C<Ida of .... . ,. 6S9
Ibis Standard, Nithian . .•. . .. 760 IInw'inoo, Wife or ..... ISl'I Rope ....... ....... ... 1044
11nova1\ Bma.d Sword.. s"c,lb, BonkITome of . . .. lISo!, 1"2
'"Am:rw of. .... . .................. 90 llneval \ Rc<I Chain Mlil
. ....... 1377
..... 71 Wellth.. ao!!.of .................. 13S
AnooI of I'\)/ymorpItin. .. . ... .... . 93 llyana. S.....-.I . . . . . . . . . . . .. 1371 l.nu.1I«
Blade orBbel<, S""""' ..... . .. 1}.(7 Imqt. E¥mI\MirrorofEnviloblo ...•. 727 Amulel ofMcwpe11 ... 36
B<:.1........ . ..... 179 Imqes, Mirror uf. .. . .. . . . . .. . .... ns and Arnons, Sulphur
80:< . ......•...•...•. . .. 214 I.....,..., Powderof .. . ....... 9().t Rilla (JUtunw>
CotI<IIn)n~ .. 9SS
Claw, Sword . 1376 ImmcdialCAcotos, H'\Iq't \ Robeof ... 1011 0rtI of Dtaconic .... 784
Cootunand. Rilll of . . . 98<1 ImmilCibility. I'uion "f 1l;",ofHonan ..... . .. 916
c.. ..... lSl . .. Protec!ion from . . ... 113 on S<IIid C<>rJ- .. .. 1111
""""Bow ,... . ........ " .. 206 Immobility. Scronct- of . . ... 216 SlaffofH...... ..... . . I27S
HOOJtiIast of
Nec~lacc:
"t.. nd . ..... 602
of Enchanted (Uluti .. j ... . 7$2
lrruno)larion, s..h of . • • • • .
1mt!'l(>tl.1 Sinily, Tom< of ..
1053
. ..• 1442
Tome ofLeadenhIJlInd .
Infiutnces.nd S...,.,,""'" . .. 1181
. . 1-144

Rinaof. . . ......... 970 Immortals, E),: ofth< .• , ...•......•• • SS 1.,..,'1110.


Slonnf. Wind of. ... . 1483 1_lIility, Oil of ............... 771 and DelOCI Mape .G.amaIon ~Gem ,. S21
kd>oIu. Rilla of. . . .... 911 1.......1',. E)':of ..... 'SS
Ichor ofln&o:<iclltion. . ..•... 607 10 Allf'ina. I'uion "f . . ...... 873 Nep'iorI, Ri",,,r. ... 971
'roo ' 0 Chann.Amuletof, .............. 3S l'l>lion of ...................... 113
ofa.en-h. ..607 ' 0 Del'" Magic, l'I>IiOllO(" .... .•• 873 Rin.of ..•. , ... 971
~ HoIjI MlIOC. . 677 10 Di_, I'uion"r.............. 873 I"" ~'iOII; 11_ . 1178
ofHdw . 607 10 Normal Weapons, I'uion of . . ... 873 I.... l'1-oponb...: LiJlUnin& Bol, Int

.
of~ ...... . . 608 10 PoiIoil. PotioD of. . .. 873 la ~ ...tI
or ""'~ ........... ... ... ... 609 l'l>lion ofMotaI. . .. 879
of Truth . 609 l'l>lioo of ...... . ..... 873
Evnfull.
of Conceal men I ........... . ..... 612 '"
It)' Sea. I..... Pin ofllle .
" Rilll of ........................ 971 of Sc..,llmak;" •••• .. 612
Ida$., Grm of .
' .....llfk.llo.
Chaliceof ..
. 521

. .... 176
.5encft\ Spell ..
SlOne orCold ..
IIIIIIIIIIIiutio from L)'C""kropes.
.. 997
. 1309
I..... A...·I ........ .
J................ Orreryof ....
INIOf S, ..... glh. 1'1>1... of ..
.. 111
..
.. 173
..,
Libram or .
Ri", of Liquid
S~of. ..
661
. 97$
. .. 1118
I'oti(>n of .
Immorlr. th< Invincible, F't$loa of.
lmo&. Broocb of.
. • 873
.. 808
l.qui.,.. Kq- of .
" .... lly
Oel",iona!
."'
.. .,
IdenriflCl". Ndndina.... ...... . ... 7~ Impact. Oilof............
......... 226
.. 771 EI"'1f rA Heal..., .• • u,
Identify Recipe . • • . . • . . .. 12.3 ImpKI, Sri ... Bull.. (Jr..... . 1120 GuCandlc .. ,~

Ickntifyina PoIions. . . .. RS2 Impoli",. Dauer or. .. 364 Scuab<>f•. ... IOSl
Idarti' Y. e.:11 ~ Palen. (Jf•••••..• .... • 836 ImpenolnbiJj'ics, Tranl«ndenlal. .... 12S3 S...,.-d(Jf •. un
ldiomsAIWe~ . . 1181 lmperi ...... Crown "r. .... 3l'1 laon'
,...
IdKJICard .... . .... )81

""'"
ImporsonaIion. Rin&(Jf••• ,.. , 971 OwmOiI . M:q1IeI\ .•
~ortbc lleti ..... M...w .... 1196 Command. MII·. . . .~SlatrrA ..
C.....,li"' . ........ ..... . ..... .. 610 Imp ....... m . .. ' 1I"I....... of .... . ,~

(JfLolth ••
Qutntill ~ (s"c,lIjommil\j:) .... 611
." ElK. . ................. . dS
Ha,of ........... ... 511
Inc:ubalum .
Ilepellency. Am"1eI 0(
. ~3S
.. lS
1l0III of .............
ldun~ Slal!" .••..••...•••••••• •.• 12112
Iplv. Focndomicooo of.....•
l",iIion. Lamp of
. 1166
... 641
Impowd Idtnrif""" Nd",dina~ ...••. 75S
1"'J'fO'I'ftlTra....1,Mirrorof.,
619

.•• 728
Wwd. MunkIek \
1..-.. Amo<~ Sliti' ofS.--.
IIIJ«U Staff 0(5..,.",,,,, .
'"
""
.. I no In ..pl Gem of . ''''
18raine~ l'Il<Inil .
1I\Qtha ( M i _ ofBonl.) ..
nla&~ Abomi ... bIe 8eacoI'Ilamp .•... 642
.. lOS
. Il76
In C.,."ml "r PCs. Weapon'
In« •••
ofMedi......... .. ... . . 611
Inspira'ion. Bard\ Aphnx!i,,,,, ..
I.......' Fonress, Daem\ . .... 349
'"'"
lUilhid Cloak •. . . . . . . . • . . • • . . . 102 of"()"'e"ion ...... 611 la" ........ 11
$hahpeItI\ lnteOSO ofOboessioo> .• , • 61 1 Oupl\MusaI •.•. , 8"20, 1)21. 1m
AlmtII\ Wond of. .. . 148' Inc; ..... ' ....... Throne (Jr•• , ... .... .• 1434 Peto.wion .•... , ..............•• 11 1
A"""'or ........................ 91 I"""","", Gem of ... 521 Wind .. .. . 1S36
s.:.oll of ... 1075 1~""" . Cameo"f ......... 2)6 IIWnInIoenIl, Oupl ~ l'erawion. 820
Wand of..... . _...••........ I.U lnemliblc o..no.. FrMIIlyn \ . 271 I...munenu. Sm..,.., 1120
Weaponof.... ... ........ .. ISI4 J"""bllum . ..... . OS 1.....1M...... PotioD of , . . 173
1111,,1011 IndesInoctibiliry. Roo of ., .•• J029 hmll... Bannorof.. .. 156
CWKd Sc:hool Cap "f.
Dust of ..
. .. ... • .. 2S0
.,. I .. d ... ••
a-.... .... 206
In .... aibles. AI, ...,,,,,,,
(JfTlnKibl .. ond IIJ7
~liIo~ WIOId of .... . . .. I~ FIn", Sword ... ... 1)17 1"~11ect. T""""rA.... . 1252
~ or OIfKtofy . . ••. S26 GcIIden Armor .••. .n 1.,.1II1ftU
Sc:hooI Cap of .. •. 251 I ndr-bIt and InNi,ivc nom; ... _ . . . . 11 8"2
wonclor. ....... 1484 Conjuration Mape 4 Lilnm "r. . . . . . ....... 66Il

/'------------------------------------.~
1625
~~--------------------------------------------------..,("
I.I~"'." Srarue, Tali$man o flho . . •... 1426 Hllillilopodllli.. .. 623
ODd ClpMill11e1, S\OUd . 1399 Stone, Wuponor . ... . . ... 1$2$ o rt~1l ....... 623
ofWeapoa . ... ISIS. IS1i Wand . . . ... . .. ... 14114 ofp;.",;"1 .........•.......... 624
IntelliB'" W~Ij>On ... 151', 1517 Wood, Wuponof ............... 1527 Stlnholt. . . .. . . .. . .. . . ... 62~
In' .... 'ty. PoIi"" of ....... ........ . 873 lronfang.Sword .................. 1377 Jayscn 'l Mli"bane Sword .......... 1ln
bl_'Oon. Torncof Psionic ......•.. 1444 IroMand ~ Hammer. o..rdal .. . ... sn
lM=cpbon. 010--., of..•..••..••.. . ~l
Ino=essiooo,Swordof . 1371
,-0I1mpritoDmen1 . . . • • . . • 6 19
Jazper'lOiI ofl'amaner-. Ech=aInea .•. m
kakJut. The. Whip . _.. UlJ
Jealousy. Mask of .. ..••..•..•. . •• 701
IIIICrference, Amuicl ofPsicWc . . .• 42 oIOpenina ...... . ..... 619 JtUobl
Irnemmmt. ~I of..... . .... 1114 ofStnm ... . .. 620 of Concealm••u. . .. 1011
IntemJplion. 0.,,,,,,
of . . .. .. 817 Throwi",. . . ... 620 ofE ya .. . ................ 1011
Inli..-~ Ri"i o(S"""",;,,g Start . . 971 o(Trans~e . . . . • •. . ........• 620 of Scintillating Colon .•.......... lOll
1111Ol<lcatioft, lehor of . . . 607 I_Mace . . ....... ... 677 klty. Bean of •• . I"
ImiDsicA~AlIcnIicQof"' ... 1117 Irreversibility. Chalice of . . ••..• 276 klty 01 AlJrtICCioo> •••.•••••• 2f8. 2"
IIIIIIiIM 00muIIIi0n, InIdJi&enoe ond •• 1182 lrriptioo Caa, Zwann" .........•..• 2}7 ksIet c.rd . . • . • . . ........ 111
lllVincible HOUfJIass, Ycnhandi 'l . . 604 lrritMioft. 'roll. of . . l56l kttdI&. JUI or.. . . . 626
hMnci~. PqICJ of Immurlnhc . . . 808 Isw'l Tnuh l'oIion ... . ............. 8N kteye (PoOOn)........... ..1 201
lnvisibilily,Annorof . . 77 Itt m knilOn. MaJka!. ...... 62.

,.
] .... isiblUly An)1hing. . •. 21
Glas.JlWdof .
NqMiool. Rlnj of. .
. 164
. . 911 ""'"
WeiJhllea.
...... ..... 22
. ••.• •••••• 2-4
'""ofA_b .....
of A_b UpOQ Iho 0..-- ...
.m
OiL ... ... . 171 h t .... ofFtaw1essnea . .m
Porion of...... . .... 873 Bag of Useful . .. 139 Kart.IhoIlI 'I ..•..........•. . 52.
Ring of .• . 953.971 RobeofUseM ..... ........ .. . 1017 ofNevuwinlCr. . ... 511
Ring of Cloaked Winrdry one! ••• ... 9n RobeofU.. lw ... . .. 1017 NljN . . Sll
10 Self .... . .. 848 1U:p.... ~ CoIlapsiblc8arn1 ..•...• ••• 159 ofObseuioa .............. . Sll
Shield of .. .. 109t1 lut.cIon~ Cauldtoo. • . . . ... •..• 268 l'ypeI .. ...... .••.• ' .. 516
I ..,nlb.. Ita, BlId: Artvw of • • . . .• U .lelebel 0ilI1'0wdc0-. • • . . • m.. 90S
Forces. Theo<y of!he .. .. 1251 luz~~. .. .. 255 Jhantn .. Harp ...... ••• •••..•..•.. 1)26
Sail •. .. IOSI . .... 912
S,..ker Flu k ...
WeapOn .
.. 489
1520
'''''
Amu!etof1be Iku • ............... 28
Jhessail 'l Silver Rina .
Jinx !temoYi", OiIlPowdef.
Jisan Ihe Bountiful. Coin Gf.
. 772. 90S
. •.•. 322
Cbau. of """ . . . . . 272
\IJQporI of Sa: .. . .. IS23 (ious ... • . ••••• .......•..••.. 479 lim s.atr.. ............... . 12112
~CMdleof .. Ham. BlId:. ... ....••. ISW 10.. Uquid Road .. ..••.••...•....•. m
1..·.1 ...,..blllly
BJaCeI" of •••
'" PlwneofMut
Ivy Brxe!et
. ", Joal .. Olaa ofPrtsentedWordo .
~ BooIo1. . . ... . .... 195
m
NOSlof•• ... HS'" l~ iorI ""'kh .
. 219
. ................ 41 John. lIij1llhe Conqueror. Oil
Oil of. •
Oil of Elemeoll.l ..•.••••••• .,,,
. 771 1~ IlUC:hi!l1Zld LIcedonJ. hrilpl of
I'roccetioo:t..... .•...••. . . .. ••.. 121
/Powder of.
Jobrdtoe.. Mast .
. ........ 771. !l(W
.. 701
Potion of ................... . . 873 It.!likoa .. Statf ••••••••••• .. •.•••• 1282 Jobydee" SpeJIbook •.• 1196
Rifts of .•. .m 1)Yim" Flyina; Oqan.. . 3M JoItinl- RinII Gf. . ••.•... m
ZaIr's""'ionof .
hlvvJnenobi. Coal of Am
."
. 3 14
lzonoci ~ Laooe ••• M8
Izmut. Ri", or .......... ... .... ... 972
JOItN.Ii ........... o flhe .
Jo~k.lbIJua ..
..572

Invulnmoblo Coal of Amel ... .. lIS Bool. . ........ 110


Ionian ~ . . . . • . . . • . . S22 Croubow .. . 20Il
toua S\OI><: ••.•• • ••••• 61~18 J 00IcIm H.\nIet • • . .•....• 591
lpaissimo" BIIdr. (iooK..••••••••••. 619 Golden SJedae..•..••.•••....... III'
!rid Ncwle.r .. Spellbook ... 1182 ./oo.In>eyin& Oeviee. Time . . • • . . •~
lriplw of Connyr .. Spellbook. jaiN." Spellbook. Whi...... . . .. ] 165 .Ioyeuse. Sword. . .. un

..
KIwrIl auw .. .. .....• 12S1 Jibbinc. Fort or. .................. $41 Ju Ju OillPowder. African . . .. 763.899
' roo J.cinlh of lnealimable Beauty . 621 JldCIM.1
Anvil o hhe Arm...
Armor. SoIttr.......
......... .S I
. ........... . 82 " lUI of ......•...••.. 626
Bllantc SclIe of . .
c.rd ...
... 1'"
••• 3\10
Blndsofa'Iarro ..... 153 Supecoflkfendlnt: ..•..• 1062.100 SWrof . • •... 1302
BowofGcscn
Croom oft". Bandi. Kin,dom .
207
334
Snakes F~ .
Triden~ O-WaIl·TIU·Mi'l .
416
. $42
,,'AI~hemy . . ...... . .. ~
Er><;harucdOnoppl'I1i ......... SSO Worrior ......... ..... .. • ....... 3 ~8 Amorp/Ia .......... •.......• .... 626
FIad< .••....•••• • •• 489 hfIfAI-samaJ. Stal Gf. . .• 10117 of Dye"" 626
FIad< ofT\lemy the """",!eM .......
489 hMIer.. Ori<ala ..... .. 1182 FeolllerTotea . oI6IJ
~ Grapplint .. . ... sso .11m o f Lop •. . • • . . • • • . • ..•• 2"'* o f .lode •••. .•...•. ••••••••• •.• • 626
Ga\Ul~eI ofllrnol .... 506 JomaioaOiIlPowder . .. 71 1. 90S of kslift&. . . • . . .... . 626
Golan. Canque'l ............... 2SS Jornbiyo. Thfala'l ... • 310 Louie DIll ........ AIdIeon)o . . ..•... 626
Golo", """.. ,, ..... ~ b 0 ( ..•.... IO~7 J."e.,,\ D<>.;k "r M... yThings . . .. 378 JIIIIJemoUl UoIem Libtlm . .. 661
Groppl,,,, •...... ... ..•...••.. .. 549 JlM Summoni .... 1\utIn of ........ 1463 Juil to'tanu. Tome ... . 1«1
~Poeioftof ..•...•••.•. 874 J ...... TakhI oflho ...... . . .. 1411 J ....... Aroanabulaof... .... . 1Il7
He.1 .................•..•••... H3
,,,
J ......... AromIoofNilh~ ..••..•• m Jwnp Dlcp ........ ......... ... . }6S
Hom ofYalhilla ...... . IS4B J"""""",IliIII Of .. . ~).m
liquid .............. . . . 670 Borieftin\, o f Steam. .. 622 J .IILft
ofL ucklw ltelUm;ng. GnppI;I1i . SSO ofC~hensiorl ................ 622 ArmtNof ..................... . . 9]
Pinoflhe I~y ~a . .. ..•....•.. .. 619 ofl'mefvi",. . ..... . 622 Can! .... . 3&6
Poe. Cqil""".. ... ... ..••... . .. 269 J.....u.e Odor. Rin& of .....• 972 Rod of . . ....... 1030
Ilake of . . . . . . . . 9] I Josper TIIundertIand .. Haftdy Scales of. S-..onI ..••••••••••..•. 13&9
Rotions. Epo... . . . 446 Ha.ctsadr. . . • • . • • • • • • IlS J\IIllcct. S-..onI .••• •••••••••••. .•• un
Rod of Pam.... . 1029 J ....II.
Shield • . •.. 1092 Cuned . . ..... 623
Shield, Wood· . . . •.. II OS of Distance ....... . ....... 62J
Sboe ofVi<lar . . ...•...•..••.. 1111 Hruggd: 'I. of lighlnu.8 . . . 62J

/r------------------------------------~~
1626

",
r
Kharu, Hamrrottof . .. 554 Ky TICI1C"" Ubni , .... .......... 1183
K !Chas CheN Game. ... . ... . ... 286 Kybol "Cord. .... .... ,. no
Kbe""I 's Philosq>her" Eli ...... .. .. 436 Kyric: ~ MaskofDisauilll ... ........ 702
K'!.Iei Hlin&~ SUIII' . . .• llU Kb~"Coppcrc.abe. . .. 151
K' _ h....,.~ SalT .. 12&3 Kln....'bI.e)·.... Whip ....... . ISH
KabaI, Sword ".". . .. . . 1178 Ki· HoIm. S~ll,iamm",* ... .. 518 L
K.o.Itan of~. . . .. Ion KiaranN.loc " Daggn .,..... . ,. 16S
Kollu Slayi"" Weapon of .... . . . . .. 1!24 Kickina. SHwen of. . . .. I 121
KaIdair Sw;f\(oot's Cloak . . ... 303 Kiemey'a S~llbook , Sir Celedoo . ... 1243 Ubile Lock .... Leomw>d'a ... . ....... 6l7
Kaldoi< Sw,ttfoot's S",,", . . 1)18 Killer. PotioII of the Ps~ .. . ..... 8SA 1.ac<donbMc. . • . . • 842
~ .. UtIIIe.I Soon<: •••• l5 Killcr Rillj or IlI\Iisibility Ncprion .... 971 Lacedono one! b lwchi1l.1'map of
K.tIi~ S.......:I . . . 1)7. KiDdneN Eli.;.-. . . . . . . ..• 442 P'I-wcI;"" from . • . . • , 827
KolnaKu's Block Ck>d:. . ... 304 Kin&Card .... . . .. , 286 Laddt r
!<Ami's Hammer, Nai No ..... .. . S" King. 5«p1er of!he Sort......- . . •• 1064 ofBlllnce. .. 6)5
Kmproo Pouch . . . . ... ])6 Klag..... Benhi " U...- . 635
"->I. Kirilh. .........
Kantele. .................. . .. lSSG
Kuzn ...
Karali's Si1_ Sword.
KAmhoIh's kM:1
.. 109ll

874
. . 1)78
... n.
CIarxd Rirtc of the Grelt
Goblet o f the Great .

~·V
I..... Crow.. of the Bandit
Locktf of!he Grta• . ..
.• 956
.• 5047
... .. . 33<1
, 612
....
ofClimhinc....
oflllClti ........ ......,.h .

ofCandl ..... king.


ofCwinlj:
635
615

." 61S
,. 61S
Karcli1's Wandoflll........ . 1411<1 Flail ofdloe DnM .•...•.......... 48' o f Drinkin, .. m
K.arma.Bcador ... . .... . .. 164,751 Rillj or ...... . . . 972 of Dl>plicatioao ... 615
KumaGcm ... .......... . .. 5~ StaffofthePTicst .. . . ... 1289 Ladu . .... .. Rinc .. . 97J
~bb 's Airy SpI><", .. ... .. 1270 Kiri.h·Kanoi . . . . .. .... 1098 Ladug ....... Shield. ... 1099
Kat. S>W>Id of. ... . Il7S Kimn .. FlO$tbrand S~ .. 1379 La .... I..
Kas'sSpeUboo&: •.•...•.••••• . 1191 Kia, Thor ..... , .. , 120 l.ib<am .. . .... ] 1&4
KoII . . 1m. Spell Stliolrt. •• 11)99
MayonakI 's Silver. . .. . .. 1381 ofLighlni", .. ...... , ...... . .... 6)) *llboo/I; ...... , ..•. , . .. . .... , 11 97
Shiehi ... . . .... 1393 of RCC(IIIlIai....-.cc . ...... .. . ... .. 6)) Slonn Arm(><. .. .. ........ 71
l.er>ehoo .... . ..•...•..... . 141 5 ofSi"",linli. . . ... 631 l.acyndr~ BooI: of Mel1lnOtphoscs .. 1187
Klothom.'s Purl of WISdom. . ..• . .. &OS KiUyrnlI.Sta ffof ............ 1282 lIf... IliM'" S~ ....... IlSO
Kayak .... .••... . ...... In K'-> ofc:.ter-dinc . . ... 4TI lake's Sword. l.ucelot o f the 13<12
Kayw. " ~Tny ... 621 Kiherl of~rion .... . .•.. 4TI I.al<u. Minor of. • . •. m
Kazgaroth. Heart of . . .. 57J
K«ning. Whocl of . . . .......... .. 1S32
Keeping. Libnm of •. . . • • . . • • .
Kelpie OOU....
KmIi$ T.... , Ln.f of _ .••..••..•... 652
. 302
. 663
Kiu " Potion, Glit> &: . •• , . ... ..... 871
Kloc. CfWlbow of .. ...... ......... 20)
Klon, Timcp;ece of
KIOOde 0i1ll'o..-dcr .
"--ift
... 1416
m.
90S
....
lamen~ Bell of.

BuhlI.. TcndriliglM
Byubo", ofAudicity
. . ....... IIS
lImcntarioo. TrecofU .... ndina .. ... 1458

........ 6)6
........ 637
Kft>&JItom 's 0uI1rnI;nI. .7&0 6>o;u..... . 3'8 of Co,,,,,, ... t l.ip. •. ~17
Keolish PlaleM ai l of the Se.. .... . . .. 17 Bo><:kltr .. .. ... lS8 Daoud~ Wondrou • •• , " •• 637
K.tn:cnyap ..... . ............. ... 1020 o(C""tin ...1Slwpneu .. . ,. )6' ofo.rtnm. . .. 6-40
Kmsis .. Girdle or Femininity ........ 535 o (SIwpoIea . . ...... 366 Drqon ............. . 610
KctdIup o(SIoooo...... •. 248.249 Slone ....... l56 Floor . . .... 6010
""...
of Brtathins ... . .. .... 621
KDiJht . 215.286
Kniah' CIIfd ... .. .. . ....... .... ... 180
of dIoe Fooar Wi"'" . .
of the Genies .
.. ... 6010
... bIO
ofDrummi", . .627 Kniah' .. Sil~S ........ GithyankL , 1372 Cold""""" Daul... . • , 610
E~fuI~ .. . .. 627 Knock, Wtold of. 1484 o{Grey......., •. 641
orF'.... .... .. ......... 627 Knot, Faithful . • nO, 465 ofHonesly. .. • 641
Midwyl .. E>'Ubounrifui Soup 621 ~Iodge. Mask of . . .. 702 HIItricanoc ... "'I
K~ Koalinth Slayer. . . .. . . .. . . .. . . .. 166 ofl",irion. .. ..... 641
Card ... , .... ..... 380 Kohl. venow ..... .... ...... ..... .. 837 l\1aa"Abomilllblc lI<le"" . ., .. 641
Courier . . ... . . .. 628 Koll;. " Evil SkuUT<:Um ... 172 of Infinitc BlImina . . . . . ... 642
~ .... .. 628 Koon's *11book ................ III I KriU ..... BIa= . . . . . . . . 642
ofErlEranoe . .. ..... 628 Korobot\InI C-.:tl. Potion o f .• '72 of IJahtina ... . .. • .. .. .. 641
Featho1' Tokcn ..•. . .. 0l6Il KtwoboI:IIOI SlIyin&. Weapon o f . 1524 o f loot, Buntinc . . • . . . . 641
Grave, ........ .... .... . .. .. . .. . 628 KnIT's Book oflnfini'. Spel" ...... . 1184 Mllic .... . .. ... ..... 643
oflnquiry . . .. .. . 628 KorripIII. Comb of the . . .... ... 326 Mal thmx .. Shadowcu,Of ,, 64)
M3I'. .. .. 629 KoIIchtdtie" Hammer • . . • . . 556 MeM&kk .. Eye. .......•..• . ....• 644
of~ . 629 1Vw'a SpeUboo/I;. . .. IUS of M ...lichrornMiei.... .. •• . 64$
ofQuifwwl . 629 Krill", .. BLazer . • • . . . 642 of Plant CiooortI'I. .. . 645
of Reunion .. ....... ..... . 629 Kuan Vin" Quatterstaff ....... ... .. 1283 St.odow .... . ....... . 645
Roguo .. ...... .... ......... .... . 6ll Kuci Slayi"" Weapon of . 1524 of Spy in I. . ." .. 645
Saddle ..... . 631 Kullcr...:o's S~ .. .. ... 1379 ofSummonl", . . .... 646
StIapo$hIIb:r ... ...........
ofSi~ .....
Silver, of l'I:wtau
.. 631
.. ....... 631
. . . 631
ofSinian .... . . ....... .... ..... . 6ll
Skelelon . 6 32
Kuivn-T...... F"", of UIrl1iealins ... 6l<I
~Bb<k.
KnrnabwIArm(><...
Kw1a ~ Orum.Ui
.. . . .... 1129
" •••
....• 819
Kw- ~Drink .... .. ................. 874
n ..ThttAll~ \VayJIoidtr •
ofT'omcd l.iJhrini.....
~.
AnhlD's . .
C"I'P"r .
. ...... 646

.. 647
.. ............ 647
.. 646

Spider 612 Kln.OIwni.. Staff .. . 121l De&lh .. 647


ofSooraae .. 631 KIn. The Dar1tncso •. . 6)(. 1319 Dnpllnte ...... 647
o fT,-anslarion . . .... 633 K""""'s Quill .......... 925 of FiR .............. .. 641
o f Unlockinl , . .. 6)3 KUJ{)l/I .. Spc-llbook. . . .. 12'1 H....mni ... o{FiR., . . .......... 648
Wizard 's .... . .. .. . ....... .. 6)) Kush!<, Prism of ....... . , 912 1_lIi~ .. ... ....... ..... ...... 648
Keys, Ri", of .. .. .. ...... 972 "USUI>OIi No TIUfUIP, S....,.-d . . 1380 t.et.er Drapllancc . .... 648
Khalid .. I'ouc:h of Accessibility •••. . •• 116 ""~ish.ApporaWSof . .. 51 Onn~"'ofDoom ..... .. .. 648
KhalICRu, EOOOJon of 4otO " ..... Iish. Dlmhill~ Appara.... of. . . .14 of Picrcint: ............ .. .... 649
Khan-pelar. Swof. ... ......... .. .. S29 " ..... Ii"' .. Spellbook ...... . .. .. ... 1166 I'uchan .. COklm ..... . .... 649

/r------------------------------------,~
1627
~'----------------------------------------------------'''
...-
Tribol. ........ ... .: . ...... ~9
New.
ofWarmIb.
. ... ". 6' 3
. .. 6'3
8oo:coJI» B~ Book. .. 659
Codex of the Infinile Panes ........ 660
T~ On,orllace .. 649 WeIpOtl, Purpl... . .. .. . .. . ...... 1522 ofCons1nlCts ... . ....... 660
Venom ... "' .......... 650 Lapin,. BooI ofT.....,I"" and ...• 1911 ofDesauc6on .. . .... 662
WIIId)................... .. 650 . . .,pUI. FIsh_ " .,' 1S61 De!ho" ... .. .. 1162
l.aI>c:tIilI) S.......s .......•..•..... 1380 ~a. I'I:Iboln of u."w.11I" ..• , , •874 o(Enlua6oa............... _661
t.ar.xloc of die Lake's S'M)fd . . , 342 ....... 00 Apron. , .... . ... , , .. , 58 ofGJinfu! eo..jllrlliion. 662

-....
!..and;".. Ne, of . .. H7 ....... lhc. A...-, Bradlic ) . .. 72 ofGolerns " 662
Landa. WuLord Blade ohhc Shield ••. 1~ 12 Lavi .... Zcbulon) Axcof . ....... 122 GoIlwn C0II$1nICkziod .••..•...... 66J
~ Leamina.1'Ilcion 0( . ' 74 Leech DuSI • .. . • .. . •••..• 42 . Grimain: 0( An:haie Alebemy . .. 66J
...
and llQdinl MoPe, Helmet of
....... Eye. Mcllilkur),..
Left Hand, T~ ),
. ...... 4S&
", 563
o(ldentirlClltioft
o(lnetrabk DamnIorion .
.. 663
. . 661
COIl'IpI'ther>din& . ........•...... '86 Leflhancledneso, Weapon of .. . ,"" 1520 ofKecping .. .. .663
Roci"". Com~""nd 12~1 Legendry GrUI ArmI laenol\ ..... 11B4
Rm,:of .. .............
Spokm by We.pon ..
ofSworcII; ..
. •.
. 973
"'6. 1!l1 '
. ....• 1403
4 Fabulous 11crocI ......
Lqcndfy o f PhamomIIIId Ghom. •.. 1191
Lqcnda. Libnom of .
.. 1191

. . 66(
"""""
o(the I'Ianes
Mh=lNI .. Runeo .
664
.. 664
'"
~irI's Rlna of~ .••.. " .. ..•. 973 Le.ionnIoin:. Reptilian, S-.:I . 1389 ofR.venlon GoIerns.. . ... 66S
Lanlern .... . (See Lamp) LejK""I ~ Orum ., , 819 orR""""";", ,, .. .. .. 668
Lantern Ri",. . . . . .. . ...... 974 U mmlkalM ... ofSil_Map: ..... .. 668
L.an!hron, o.oud's 'AA>ndrous ..•. 637 A...- .. .. 78 ofSrudy_ •••.••. ,. .. 668
Lao Tn. " Stiff . . . .. lID Bell ... .. 169 o(TodNm ..... , ................ 668
Lapllnd Wool . . ..•....•. 6SO Bush .. 231 ofTeieponlrion Arches .. .•........ 668
U""""S'M)fd ,.. , ll80 Sword , . ..... 1380 ofThoth ........... .. .. 668
lard, T\lb of. .. " 1462 lcnJth., Handk~1Iicf of ... ... ...... S66 ofT..... lation .... 6Ii9
Larder o f HoIdin, . . .... 6SO ~lIddetof i _;""t,le ., , 635 ofT_lveSeala ••. ,. 6Ii9
I..areth's Spcllboot
larmacian lioIy Symbol
.. 1190
.. 597
".of AcIl_il)' Detectioa. . . . . . 653
ofbrp ..•. ,.....
Lic:h. An:ane Formulae for •
. ... 669
. .. 60
t..arym ofDufeflinl . . ...... 650 ofBlindinB . ....... . ... . ...... . . 653 Lic:hdom. POOon of . .. ... ........... 814
Lashi"&. StriIlIOf. ... ,,,.,,, . .. ... Ill9 Blue Senli..,!. Li~(Sl) . . 1067 li.... Ring of Deled . . 949
la$l<o\ Ma.ic&I fouI'IlIoill,.... . .. , 491 ofCharnUng .. , ... ,.. . 653 L1f~
lassMruI\ S.......:! . • •. 1380 of Detectioa ... .. .. . , 654 Antb 0(. . 47
I..uI ShoI Bow .•. . ..•..•• lOB oflhe EteJe. .. .. ............ 654 Oivinerof IOU;
lasIina SmoIr:;"Il'ipe •. . ...... 112!I Evelyn'" ofSpccd Reidinl ........ 655 Oraskilion\ AnI\Ilel of. . )1
L.astquip. S>OOrd . ...•........ 1367- 13611 ofFl. Seeing . . ........ ... .. . .... 6S4 Elixi. of. ........ . ............. . 442
Lotb""er ofLill>ting ..... 654 Enc'l)' SWOfd. !>nin. . . 1m
Amuletof •••
BIIde of, S'M)fd .•••• . ....... IJ.47." ofMI_ Sceillil •. ".
ofPecrir...,;.:.. , •• ,..
654
654
Oem of .. ........ ....
H.......... of. . " .. .
. 524
. 556
CIookof •. ... )001 RedAir, QuaM)' ("V)......... , •. 1067 Manual of""""," Bc)'lnd .•• , •• ,. 1196
Holy Symbol .. ...... 597 of Renection. . 655 ofNltlm [IS SCCrtU ,.... . .... 1192
lIthinICI, Spellbook of,.,
"., of Remote Vj(owinl ' , , •• , . 655 NCSIof ... 755
lIughi", HAre .• .

....
la>.'eIIIkr OiVf'owder ••. ""
.... 772, 90'
ofSeein& ., ••. ".", •• , , ••. , •• , 655
ofSuI;JIitIQ ... ,.......
ofT..... formatioa
655
656
OillP\::lwder of . ,
OillJ'owderof~ .
Prott>erion. Amulet of
..... 772. 905
,. n 4, !106
, • , . J6
A..-.of ...... . ................. 91 ofUltravi. ion .......... . ....... 656 l'roIecIion, R.inll of . . .. 974
O!bof " ... ... ........ , ........ 797 ofVolualion ... . ........ 65 7 Rm,of .. . ... . .......... 974

.."..
Quil1of ,." ........ 926 Yellow Ambien!. SavcrS-.:I .. . ll8O
ZeIIot) QujII o L . ,. 928 r .............. (An .,.... . .• 1067 ~Mim>rof .. .. 729
Law) 80nner .• I S6 '-- Scam of ............... 10$1
GobIe1 ............. S47 Sctpier of . .... " .. , 1063
E_il, Crown of .. ......... .. ..... 914 Lobil. lock... . . 657 (Sl) Lens, Blue Senlitnl , 1067
Evil. O!bof . . ....... ,... . .. 914 M"'.............. . ... 142 SteaJin&, POOon of .. . • . .. 876
Evil. Soeptcrof. . ....... 914 PlIo.. . •• 139 Stealin& S.......t . . Il80
Good.Crownof , 9)) Spditlool< . 1140,1171,1215 Suspension. ~ion of . . . . 176
Goo<;I Holy SlUc:Id . . . . .... 1098 lconardo~CJrpetofflyillJ . ......... 257 TlkerS.....-d ... . .. IlII
Good, O!bof. . . . . . .. ", 93) LetlIaIlY, i'l:>!ion of . , , • 874 ofTllromJ. Tome . . .... . . 1444
Good, Seep"", of. . .. ........ 93) Lelhehloull1OS~ Spellbook . 1165 Trappi .... MilTOO'or. ...... ,., 729.732

...
Neun!, Crown of. .. 914 ~I", Blood. . .... ,' IJ.41 Treeof.... ,. 145}, 1456
Neunl, Orbof .. .. 933 l.cul.o. MiJhty Sa.....lof .......... 720 Uf.;a.r.-ner ........ ". . S1l
Neunl.Soepterof
5-.:1 ., ............ , ..... ... . 141 3
., 914 LcviIIbon. Eye of .
Le>-1I.1lofI
. .. 455, 456 ' and DIfkneu, Dkerion of . . 407
Wiutd) Robe . IOIS MkIcIOf, . ,,, .. ... , ... 50 A..-.lBoIlof ....... . ........... 91
Lawfulncu, Tllisman of.. 142) BerdloL 171 Candle, Unfl ili", .,.. . 245
Layne) Hammoek •..••. .. S60 BooI of ... .. 195 CrysIal of .... }l1
Leader) Sil_ S...,.,s, Gnt.y.nli . 1372 Bow of .... .. 208 Don of. . 374
........ ~ip Fishi", ""Ie of .. 483 Go:nemion Rula for Weoporu .. 1506
Admlllldfort RinS of , .. .. .. ~7 Potion of .. ..... 874 Lomp ofeo..linUlI ... .. .......... 637
AInul., of ..... , ... , , 35 We'I'DII of. . 1520 Multof . ... 702
and innuence, Tome of .. leviI)' .... " . &48 Mi ..... S.....-d 0( .• 1l&J
Crown of..... lnioge of Spirits •• ,',... • 1191 ~n-.. Continual .. . .... , ..... 129
Rodof .. Lexicon, Serpm . 12)(1 RIft,of , ... 911
Lhu""'. (l'oilOll) ....... . . . ....... 1201
""""" . ,~ Li.iSOf1, Helmel of . . ..... 591
Seepltfof .
Seci .... Helmel of.
.. ... 1061
. ..... 591
ofColott ..
ofCNrnblift&, . .'"
. ......... 651
l iar, Buildinl (l)'R) " ........... 1329
u.n_
Shield of Proof' Apinsl. .
Sh.meml LompofContinuol .. , •... 631
. 1101

Al>IIcct o f MaPc •. , . 657 Spliuirog, I"riAO of•• ,


""""'"
of Fill in • . '"
..... 6 52 of tho: Black Hean. . 6$7
..•. ,.", 913
Slone of eo..linuai ... . .. , ... , .. 1309

/r------------------------------------~~
1628

...
..
~~--------------------------------------------------..,,.

/~~~==~~~~-========-~~ 1629
r
..
' Surya\
' Sword of..
Sword of.
Wand of. ..
. 1407
..... 1381
. ......... 1485
I.ooltlo.
Amulet of Inescapable ............. 3S
Vane of.
Wand of Animal .
. .. 1469
. ...... 1485
Coin of .
Cube of ..
. ......... .. 32J

Elixir of. ....................... 443


E)""" Sword of ................ llSI
. .•.... 3S1

Wand ofConlinuoJ .•...•...•...• 1477 Wand ofSccn:t Door and Trap •... 1493 Flute of. ...................... 1541
l iglu(1Iing. Wand of. . ...... 1485 t.oc.alOf •...••••.. . ..... 671 Honeshoe of. . . 600
Lighlt.:>u$< ....................... 670 l od ... . .............. 672 Mallei of. ... . . S~
Ll,IUIRg lock,,'s Medallion of Mystc'sStoncofMi=l ... .... Bil
AIT\IW of. .. 92 Thooght Projection ............. 713 PeMY of .. . .......... 124
Danor. . . ...... 374 locket, l.wmund .. Labile ........... 657 Potion of. . . . . . . . . . . . . . . . . . .. .. 8n
t..mp of .•... •...•...... ..... 643 Lock". Stone of Good. . ..... 1311
lamp of Tuned . . ..... 646 of the Oreat Kingdom . . . 612 Sword of .. 1381
Lensof .............. . ..... 654 ofL.,." . . ............. 672 Luckless Retumif13, Grappling
Oil of.......................... 772 ofNlla$ha ..................... 672 lrottof .................... HO
RcsiSlanCe. Ring of ..•....•..•.•• 974 Locking. Hasp o f .... S68 Lucky Ring of the Wjld Coast ....... 976
Ring of . . 974 l.ockl'id,., BlICkle of . . ... 230 Lum the Mad. M""hilK!of .....• 682. 684
Smoking Pipe. &If. . ..... .. ... 1126 Lockpkks. BlICkle of Faulty •...•..... 230 Lurn's Sl'<llbook ...••..•......... 1196
WeapOn of. • . . .........•...•. 1520 locksand BoI .... Nolt..... 672 Luminescence and Colonrion ....... 1192
WJw:.oI of ........•......•....• 1532 locksand Bolts.. Skie ~ ... . ..... 672 Lumincscetl«. Oil of ......... TIl
Lunar Broock . . . 227
UghlC1ling, Wand of.
Arrow of...
Bl3dc,Sword..
. .. 1485
. ................ <n
... 1381
'"of Bumif13. . .. . . . . . . . .
Combination
. . . 613
... 673
LWlg. Henld ofM.;.
Lunitari. T.lismm of
1441
... 1426-1.21
BoI! Ink ~tion. . ... 1118 of Floating. . ................ 673 Loupe of Cornu<: . • . . 61J
Boh.of. .. ....... . ....... 86 of Ramming .. . 673 lW"<, Filhing . . .•................ 482
Bolts, Oil of . . ..... 772 ofRopetitiY' Buming ............. 673 L . IO
BoilS, Wand of .......... •... ... 1485 of Rolling ................ 673 Alternate Wadd Gat.
Commond, Ring of . . . 989 ofSroorillll. . ............ 673 Cool Hand .
CMdlof. .
Dalanw\ Wand "r.
. .. 341
. .. 1477
Log$.llntof ................ 248.249
loki's Boo! ....................... 19S
""" .
of Loot . . .. 029
DancingSwordof............... llS6
Form, Potion of ...•...•...•..... 876
Loki's Envenomed Dagger .....•..... 366
u,lth. Idol of 610
Singalong
Skywalk .. ............ .
.......... .
""
""
Glove of ......... .... ... .... ... 543
Jav.lin of. . . . 623.
llru""k~ la~lins of ............. 623
.....
u,lth. Rif13 o f .

Bow. Con:llon's.
915

. .. 203
Woodwalk'f13
Luxury. Tenl of.
.. 1329
.. 1429
LycanthropeCo.llrol. 101=1. of ..... 7~3
Kit. of.. 633 Bow. Hiatea's .............. 206 lycanthrope Slayer. Arrow . . ...... 92
Mace-Wand of .' ... .... .... 1486 Burning. Lamp of. 643 Lytall'hropH
Rod ...............•...• 1010 Spear ........ . • . .1128 Arrow ofHarmin8 ................ 90
Shield of Proof Agains!. . .. 1101 Yeala. Phylactery of ....... 83 I Arrow ofSlayina ................. 98
Staff· ofThul>ller and . • . . . I Z?\I lOngt:/r3ne ~ ~ Spellbool<. Uylan ...•.. It6j Din ofSlayiJtg .................. 37)
Wand of. . ... .... .... . .. 1485 long~ t y. Pigments of.. .. 106,837 Potion oflmmuniwion vs.. • 873
Wand of An: ......•... 1473 long~ty. Pot;"" of ........... 855.877 Scroll of Protection &om 1079
Lights. Matth of Many. . . .... 710 Longtootlt . . ..... 366 ...•.. • J9
lightwand.. . ...... 1485 Longwriting. Quill of . .............. 927 Weapon wid. Bonus vs. lS09
Ligh_ight Equipment ......... 22. lS21 Looping. hrthm...n of. . ... 803 Ll · ... tbn:>py
Lilith. Necklaceof ................ 749 Loot. lui. of. . . 1329 Potion ofCuriog ................. 8S9
Lily. Dragon . . .... 1089 Loq ..... ious LyR . . .......... 1)31 Ring of ........................ 977
Lily of the Valley Oi!lPowdef ....• 771. 90S Lord Yatl$~ Spcllbook ............ 1192 Sickle of ...................... 1m
Limited T.l<-palhy. Ri"i of. . . 974 Lordliness, CIoaI: of ................ J04 Ly<anthus. Mask of . . .. 10J
Limi~ Wi$heo. Ring oflbR:e •. . 1003 Lordly Might, Rod of. ...... 1010 lydi.~ Broad S"""! . . ....... 1181
lion Hem ....................... 574 l.«ds. Axe of the Dwarf. liS lye . . ........... (See Solp)
lion Ski", Nemean.
lions. Girdle of the
. .... 7SS
.53S .....
l.«ds. ....... of the Dwarvi'" ... 115 lyAA Tl lismm ................... 1423
lyoos.Swordof. ................. ll81
Lions. Golden ..........•.......... 4 79
Liq uid
ofF"ocndkind. . 1192
of Subtle Communication ......... 1192
".Building ...................... mo
Coolins. Cube of. . lSI Rif13 of ........................ 976 Canaith ............... . ..... .. 1110
food. Chal~ of . . . 276 lorieU\Gown . . ..... S48 Cli. . .. IJ10
Identification, Ri"i of . . ... 975 Lori", Shield of .................. 1099 Dorus"s ... 1J30
I""' ........................... 670 ~im~ Obsidian Momr and Doss •. .• ...•...... ........... lllO
Road ... . ...... 670.772 ~Ie .......... . 741 FuH$ing~ . . ........... IlJI
Li •• Bow of. ...................... 208 Lorn. Oil of.. ...• ...•...........•. 173 Loquacious. . ........ Inl
liStettins. Bridl. of . . . . 224 Lortmil Mountains. Anvil oft1>e. .52 of the Sphern . . .... OJI
Li~ntric Pcndulwn ..........•... 670 l.ortt's Ranle ....... ................. l!8 ofWoundi"ll .. • ......•..•.. 13Jl
Little People, Rif130fthe ...... 975 ~ RingsofMlw:ntul. Sevc:t . . .664 lyron~ Harpsichord of
Li .... IyT.noos, Needl. of ........... 753 Lose Ships. Me<legi.,. Braee1et of •..• 219 Commandillll ....... 1328
Li ..... Stealer. Nl"" . . 1386 Louk DulamosAkhomy Jug .. .. 626
Uylng Loupe "rconnor:. .537
Door.Aruthi.~ .......•...•..... 411
hinting. Glorindcl). . 104
..."
Alees<:., Phi! ...... ofOverwtlelming ... 827
M
Wr.Ipon ... . ........... 1521 Locket of. . ...... .. ..... . 672 Maa~ IVOry PI""", of... . ....... 227
linnt Min Cloak ................. 302 Phil...... of....................... 828 M;>c~bre. Talon of the Danse 294
Potion . . 877 ,, ~
lizatdskin Bed . . ....... 670
lIodl. Wand of . ........ . . 148S Rif13ofNatwe~ . . ........ 982 Astral Dcv3 ..•. on
u,·tanu. Tome. luia .. .... ....• 1442 l..om"sCard •...........•......... 384 Bacl\ Morning Star . .675
Loaf. Phih« of. ........ 848 Loyal Net of Restraint 751 BerronarTruesil,... 's . . ... 675
t.oc.ate Objed Sword .......... 1381 L.ck Bla<;k . . ........ 615
Blade . . 1181 of Crush ina. . ........ 61S
Cbann ......................... 282 of 0arkIIess ....... •.. .. ..•..•.. 67S

/r----------------------------------"
1630
. ~~~~---------------"""",.

'\~--------------------------------------------------.I1'
M_ Missile ~ .... 687 oI'"Sleep ............ . ... 547
Diamond . ,, " 676 Missile P'roItcrion. Gem of......... 525 MaJo:Iolin. CInai1II •.•.•• 1331
of DiSfUprion. . . ......•...•. 616 MiMilet, WJnd of ... . .. 1487. 1<488 MaJo:Iolin. CIi ..•.•. ... 11l2
Driver .•• 616 Monockof ...... ..7<41 Mue Helmet. Grif!lJn .•. .... ~&9
Exptll... . ............ .... 616 M ...... Rins. ToulchoW'I ......... 1002 M ...."w.. blllly
ereal , . 675.681 Peu!'alion ................ . 878 Rudder of . • •••• 1(\.16
Icon. Grell Holy .. .6TI i'onniru", by •. . 106 Sai lof . .. 10SI
I/nlUCk) Montini Star. . .. 677 !'aIion of "'nli· ............... .. . 855 Wheel of. ....... 1110
IrorulU 677 Recipe. 0eI0CI... 1242 Manipulalions ohhe EntOUl1ll".
Memnor'l Momi", Slar ... 677 Recipe. Read ........ .......... 1241 ... ""...... • •• II.c()
M_DIIIthal'l.. . .. 677 R..Iar'l Glova ofFrudom from . s.u Mooor" Manual of Sight ........... 1194
Nebtlun'l ...•...••..• _ 677 Rcslstancc. "'mllle! of. . . . . . 36 M ............... OilJ'Pooo.derof. .. TIl. 90S
NiJlltbrini« ••••••••••••••.....• 6711 ResilWlCC. Potion of . I7S MlIIICOfJIloa C1oU. .•.•. . ... 102
oflhc NonIl, GmtGok\erl . _. 677 R~Rincof....... . 971 Manto 1tIy. CIooI: ofd>e .... lG4
or.............. . ........ {;1tI JUn.s, Goc-don'l .. . •.. \167 M .......... T ...... ~9on1intof .157
RIo.......... ..... 678 &toll 00:1... '11:.......... ... 1014 Manricm:. Wanwof!be . . ..... 682
~.. .. . ... 671 Scroll of I'roIeo:booI from . . ..... U)79 M ••11t
Skull •••••• . •. 6111 Scroll of Wi..... . . ........ 1086 orCeletlian ..... lG4
ofSpcll••..nlint;.. . ... 671 Shield 8aruICf .. . 156 ofM'-t ................... W
ofSt. C\Ithbf:rt .. 679.670 Shicldinll. Porion of . . 118 of 11M: Mundonc .•.. W
SIIII"·. . ... 681 Stef.lina. ClIw of .. . .... 291 Shaman...... . ...... 309
Siorm Slar ................•..... 681 ·U"," 8001< . . . • . . . • . .. (See Lib.....) Sumpl<o'l. . ............ 310
Tadrond's ............... .. .. .... 6U ·U'ItI". Spellbool< of. . . 1192 ManIOO\h. S....,.-,I •. . 1382
IJndudbanc .. . ........... . 681 ~.pon oflk!ecl . . ... lSI I Manull
Varwu.'s ........ 682 MAlieiln Card .•. .383 Grim Grimoi .. .................. 688
-Wand ., ............ ... 677 Mogiul QuancnIIff . ... 1284 of Powc" Beyond Life . . 119/i
Wanw ortlle MlJ'Itic<n •... . . . 682 . Mlp:al Mirron. Wand ot 1486 ofPuiuam Skill . 1 Arms ....... 688
MIoCFuinniclh Cin..... .... .• 1321 M.~. The . . • . . . ......... 1191 ofSighl. MInor'l ......... 1l~
MacFuinnidh lIap..... . .. 1)26 t.b&i .... l)auer of.... . . . . J.66 of Sruillty Pi1ferina . . ...... 688
Machine oI'Lum the Mad•.••..•• 6&2, 684 M-ai.... Stawor ............. 1284. 12U of Stmaac-nII .•. . • . . •690
M.:ho-M""'-MMy'lMuaaline ..... 7] 7 MA£lubi)'tl" Axe • . . • • . • . 118 M • .,
M.. Mqlubi)'tl'l Woundi"l AnofI ......... 92 8qJ, Baa of. . . . . . 116
BooII ofN ..... Ihc ............... 1205 ~ Comm.nd. Ri", of . . 985 Colon. C1oU. or . . . lOS
I:q of the o-n.. Spo11book ••... 1192 ~pchc: ond El«tri< WIIYU ..•..••• I 1904 fam., S1IoOnI of. . . 1164
Machin< of Lum tho • . . .•• 682, 684 MApelicFhUds.C~of .. IIS7 Holdin,," Boa ot. . . 214
M......... Eluir of . . .. «3 Mil_II'" tiiJh!l. MlI/;~ of . . • . . 709
M.odoc .. Swont .•........•. ... •. .. 1181 f«Ionen ... ru of Oratory ......... 1171 Pow:hes. Girdle! of .. m
M... I$tror\"t, S...:lfd ot Babe"" ........ IHI Occull . . ................... 1211 Th;"". Dt<:kof . .379
M.p !'aIion ot ........ .. ... 818 Thl"". J.... ln .. Deck of . .378
SboI .......................... 1112 RinK. "'ni",.l. . ....... 948 Thin,," Rod of ... . lOll
Smcllins. Oinlmc-nl of . . ... 181 MlpifIc:'lion. Potion of . .. ... .... .. 878 Thi"". TlrOI Ot<:k of.. . l81
Wine ... . .......... ... 877 Mlpif'1CtrI1 M.nreu, Meny" . . ... 717 WilheJ, Ri", of ................. 978
Magebane S-...ofd. JI)"_'1. .. 1171 MqnoIiII OillPowder ... 773. 90S Wotl<b. Well of ... 1529
MAiefool ..... . .... 1182 Mill Mlp
M-acmast .. . .......... 701 "'1"VCIOftII'ICbain • ••• . 71 DIne .. Wnion .•.•..... 690
MA£Cries.Unique .. .. 12s! Call1rl;hQn ~'I o..m . .72 of 0is000-ti0rI • . • . . •.•.•. 690
Maaes ..... Appmrliccs, EI-.ea Chain ...•..••.. 74 orl1h.oliGN ....... .. 69l
HiMlyot .•. . 11110, IIS1 ofElbereal ...... Tlllea" Pille . &2 ofl1l.w.. tnd Secn:t Doon 69l
M.o&eS. AnofI ofSII)"iooc . ... 99 ofHonll, Scole . . . . . . . &2 of l1h.oliGN tndTnps. 69l
M&&"layer ••••••••••••• •...••..• J.66 1tr..Yal'l RcdCbain ... .71 Key .................. . ..... 629
Maaesw .•
M";. SUlW of!be •...
."
. . 1281
Rcd On..,., Sc:ale . . • .
ot!be s-.. KooIisIo Plate
. . III
71
ofM.... ..............
ot Mlpand Illusions
. ... 69l
...... 692
MIlk SI<otia&n'l Dn:rw Chlin . • • . &2 of Mllic: and ~ret Doon ......... 692
... nalOCl of. ................... .. 651 M.", ........... Cards (T1tOI) • . . 1&2 of MlliclndTrlpt ............... 691
'00 Illulioni. Ml pof .... .... ... .. 692 Mljor Spelljlmmi", Helm . . . . . ...... S80 of MIPpinl ' . . . ... 69)
'" PNnIUnU. &I_~ Coojunuion ... 1227 Milke. Tree of. .............. .. .. 14S8 of Mappinll and Hhuions .. 691
and ~ret Ooon. M' pot. .. 692 Milke .. Rod ofReinelmation ...... . lOll of MI P(linl I nd 101.... . . .. 691
andTrapo. Mop of....... ..691 Malign. S....,.-,I ................... 1381 of Mappinll and Sc=! Doon ...... 691
Blockins. Potion of. ........... ... 811 Mallet: ofLpck ... . ............ 556 ofMappin, andTrapo . . .. 694
Catpet. Solomon... .259 Malo&. Medallion of................ 7]) M_Plan ..................... 694
DetOCIiOIn. ~ ot ... . 90S Mal!hroJc " S~ .. . 644 ofM ;.Iead.... ... . ......... 694
Odeetiooo.. ..... or em ",.1"," n. ... n fMinc1 n..lli ... _ <411 of N..-iplion ... . . . . .. ~
De!ution. Wand of..••... ...... 1486 MillO" Mirmr of Relmtion . . .... 729 01'" Seem Ooon..... 69S
EnhancanmI. PotiooI 0( • •m MOOI\hII: S1IoOnI ofOtJedienc:c ....... 1381 01'" Secn:t Doon and TtapI 69S
ExclwlJe, Noj" Claw ot . . 2901 oI'"TrIpt.. .••.••. ~
Gem of Intnvin>co ond Deccct, ""- ofSIIyirIc .......... ....... 99 Mappi... Sc:mll of .. .107S
Gamolon ..... , ...vian ConcmI, l'otion of .......... US MI .....
Htlm otCompn:hmditll
~ and Readitll ....... 586
'" Control. Ri", of . . . . . 978
127~
Cal .. Eye ..••. ..... 696
••.. 696

...'"
Control. SIIW of . ofa..a"li.....
Lamp .... . . . . 64I Siayina. Sword of .. . ........... 1382 Ele!phanl
Libnm ofSil~., . ..668 M.. G.... ite
Map of......................... 692
M. potandTrlpI ............ .... 693
Map of M' P(linj and
Mllok of...
Mice ..... .•.. .•...
Mirmr. Yd..... .......
...•....•. 69I
. .. . 703
. .. 720
.. 736
"'",,!oor

Mon ..
....... .... •.. 4$
Cord, Hanged ............... .. •. 387
ofUrik, ObIidi... . ... 761

of Death .•...........••........ 547


ofF"WOloa.. . .............. 547
Mt1Iy'l MlrVelous .

"""""
WItp ..........•...........•.
M.n.oL .. Chess G.me.
Man:h, Eqwtli= ofGrvt. SWORl . .. IUS
MIfJO)'Ie!. Rin, of
,...........'"
/r------------------------------------,~
1631
~, .................................................................I"
MlrIcI Thoe...ry, I'oboo! of ...... . .. 892 Mult of.... _......... 103
Sane S-.l.. 071 MUICrliiI Mul'llcT. M<ny 'J. .. . . .. 717 Mirror. Ycflt". _............. 716
o-n Olalk, S......-<I. . ..•. 1356 MU1cn. Dart Dnft of the VOodoo .... 8" Rinaof ... . ........... 971
E....... . . . 917 Mas,head ofDuntbilil)'. . 709 MC"NU. Drum of . ' 19
Scroll of PfOIMion from ......... 1078 Muubi 'J Sword. Ho .... .... 1175 M........., M.<ty'l M... ic.al. .118
SlayerSwonl ............. 1078 Meal. I.....,.,. Plume of. . . ..... 227 M..,tal lm]lRSPonsoflbc Roti ........ 1196
SunUllOn;ns. Rin, of. . . ... 967 ,\I l lob M..,lal ~ Mirrorof . .. no
Summoninll. Thrb,a" of. . . .. 1463 M.,icll. ................. 7011 M ... , .... ~~ po ll """" _ , .. 1
Mandl. 'Ud of II,. ........... .... . Ill) Mcrcy'J Munif"""" , ... 718 M.phi1torhel .... Fork . . ...... . .... S42
M.n.o.. ~ Robe oflliondinil ...... . .. lOll of Many Liahll .......... . ...... 710 M.~ lw" 'JClotll. .. 112
MlItAn\On)' ~S word ........ 1317 M.I .... ll'ock~ Wand ofJ>rime. . 1491 M""'iku. 1l'1)li FLa$k ofTucmy the .... "89
Marlr.) Swallof~ ... . ... IOS8 Materialization. Rinll of . 978 Mrn:ury. Oil/fowdor or .. nl. 90S
MatkctJ.Mtny) MI!p<"a1 ...... . .... 11 7 MatII'JSpeUbook ................. lin M"","'l' Dn&on Slayer. Sword .. lH1
Matkctplac<. MMy) Ma/Wlods ....•• 717 M3IIcr. a-iooIlild Modiforion 0( .• 1160 MomIin 'J Ludr: BIIde. S..."....;l . . Iln
Matki~ R,,,. of .. . ...• 971 Mattock. o..n.thoi.., ..... ... ...... 709 M"';aa. I'otion of . . .. . . .. .119
Mltb ll..... . .. ])26 ManockofIhe-TiIanS . . ..710 MmIdIr' Quancm&1f.... IllS
MIfbmansh" . Dow of . . .. 209 MI1IrCM.Mcny' MlplifOCCl'L .... 717 McNdar'l Wand . . .. 14$7
M--.5-oo1 ....... 1182 Maul ohhe T _. . .. . 556 M ......... B_ofthe ... .. ......... :w
M~" N«k*" of Malllinc.Muukof .. ..... .70 Morry BIDod. Durimol'l ........ .... 128
Memory 1Mp1..,.,.,..., .... .. .... 750 May Oilll'\)wder. Cleo ...... 766. 900 Mcny" Matvolous Marltotplacc ... 111-1 19
M .",.,kluJ Maybel ' IN«' 0....... Oil .. ... .... . . 773 MorvicHlagcr .................. 366
MalbI •• M.ny .................... 717 MII)'QtIab.. Sil,...,. ](01.... . lJ82 Mcrvic'lGaseousOlobo.. , S39
M a rk~pl~. Mony ) ... .. ... 717 Ma;uikoth .. S<: .... b of Death . . JOss M",Awl . .. , 111
Ni~lil\il'l •• 0.= Ehli....'! .. .. ... 923 M•• I Seed. Square-..... ........ ... 1090 M .... !t"
Pilj.ll1enl. NoIZ\lr'l.. .. 817 Mean;nll or Si",ifica."ICC. Rocipe ....................... 1243
M uau...... Fiery Brand of.. .. 14S3 GemColo,........ ..... .... ... SI 4 Rina .......... ... ... ...... 915
Maseulin< M..,oo..M""". Merty's ..... 717 Mecllanielol Trops. s.roU Sendi .... Box of . .. 21S
Muculiruly. Girdle ofFntUninityl ..... Sll of l'ro1«1ion va. .............. lOW Meuakk' Eye ... . .... 644
M • •• MHlll1io_ M........ llanunem. S<:imttof .. 12U- Ill1
Ai. .... .... 697 of the Arctic: .................... 710 ~I tt lll
of Alb1I(Iivenou . 691 ofDdensc . 710 c-nand. Wand of . . ....... 1487
of e..:brwuf; .. . •. . . 691 ofEmpoIhy ..... .. .. 710 DeIection, Wand of .. .. ......... 1481
of Comtw . .. . • 698 &I..... ............. .... . .. 710 Fatia:ue. Oil or .. TIl
ofComNy .. . ..... 693 o f ESP .... , .............. 711 Immunil)'. Porion or .. . . 119
Dnch... ... . ...... 698 of EST ... .. ... 712 ..... Mincnl Detection. Wand of ... 1481
Dc,uh, of !'WI .. 698 of Faith .... .................... 712 PTocection. F<:qc of ......... , .... 4'1
.,fDi Siu'K .. . ......• 698.699.702 1I01y.ofAlmo< .......... .. ...... 713 Star •.. , •.. ,... . ......... ... SI1
f Kc lw ...... . ....... 699 Lock .... of Though I'rojcclion ..... 711 ~Ipon ofDttcct ............... ISlI
Fan~... . ... ... 699 of Mal OS ......... ........ .... .. 71l M.tamorphoses, latyndr~ Book of .. 1181
Green ... . .. 699 of the Mirror .................... 711 MCllmorphosia. RingofEI..... nlll .... 961
Homod ............... .•. . .. 7(11 of Mi" il.AllIXli«t . 71) MClaSpcll lnOucr..:e. Amule! of ... •.. , 36
of Ju lousy .... .. .. 7(11 l'ax". of Spell Exclwlge. . .. 711 Mcthild' Harp • , ... 1326, 1)28
Johydoe" . . ....... .. . 7(11 of Projection .. . . .. . 7 Jl McthodI, Tome ofDoenwic: ........ 14)9
of 1(nooo.·1«l&c . . .. 702 Soul,nrehcr . .. 71.( Mcth .... n Candl. . . ...... 20
Kyne'" ofDullli.., ............... 702 Sped" ErItmy .. .. ...... 71" Mcrin' stull 1111
orL.p.1. .. 7(12 of 5pcIlEx.IIan...... , 71l.71" Mhzmtul ~R...... ... . 664
of Lyatllhus . . • • . 701 sworC...... . ........... 7I~ Mbzmtul. x..... Lost R'" of , 664
Mo&e........ .......... 701 ofSlcadincss ......... . ..... 7IS Mice. AtnWDa .,... . 719
of Maaic . . ... 701 ofThouahl Pro;cwon . . ..711. 71S Mice. Maaic . .. . . . .. no
Maaal . . ... 701 ofT..... ..... . 71S MiclaT........ P<Itioaof.... . 179
of Memory • . • ........... 703 1\Ism~ ' Ibltlcem.:..... . 71S Millnip Slasber' Boou . . . .. 19S
Mirror.... ........... . 704 Me.;Iqian a.-let of lo$t SbipJ .. •... 219 MillniJhl Sluiter' CIoaIt • . . .. 306
MOfIS''' . . .•........•....•.. 704 Modi<: with a.a. SIU... ofl'\:lWtt ..... 130] MiemI'I Starlil Sp/I= .. 1170
of Nip, ................. ...... 704 Medi.ation, Spoon of.. .. 1467 MIKbl
of Pro<<<,ion . . ..... 704 Medidne Ilundl • .... ..... . . . 116.1 423 Band of. .. . .. 1$2
ofSeowlln¥ . . ............ 704 Modidne Shield . . ............. 1099 O.wltl... of . , . S06
of SlIe"". . . . 704. 7(1~ Modi •• ,ioa. hlC.n.., of .............. 611 Oi,dleofH oly. ... S15
Skull .................. .... . .. . 70S Modi\lliool. Potion of Advano:ed ..... .. 854 Girdl. of Prioslly. .. . . .. . . . . . .. S15
of ~?,i1ina . . ...... ... 706 Modua, Arrow of PolyInorphing ... •... 93 of II...,... . .... 118
Spin' .... 706 McduIae.Shieldof. 109') ROIIII;" of .................. 91), 9]8
ofS'.aitlo . ..•. 706 M~...... ~Whip . IS)3 Rod ofLonlIy . .. 1030
ofTrqoody .... . 706 Mqinjanler, Belt .. . .... 169 MII~ l y
ofTric:kcry ....... . .•• 706 M(i LII .... Hcnld of .... 1441 eun..... Sawof.............. IUl.(
ofTwil'..... . . . . . 707 M~liot. S..."....;l .. .. ............ 1l1l Gall1l1lctofColonclT....... Ewdun •• SOl
Vd . . 707 ~Iknea" Pool Pllftal ............. S47 ~ of Leuk.o ....... . 120
ofW..... . . ... 70"/ M.U,Ikw" Gem lOY" , ... .. 51 Sim. ClIwof .... .. .. 293
...."..,.cI ... 70"/.708 M.II;n ... ~ Robo oBIItI .......... 1013 Mibbochi'l SVI<lCd. Amatsu- .. .•..•. 1))9
oflhe-Wrt.ith . .. .............. 708 M.ltin" Crucible o f ... 3-41 Milcn;'" Scepter •. .. 106)
M~.M.rcy .. Mud 718 M.hi" •. Rodof . . .. lOll MiliwyFork. BeI;"I\ .... S41
MUI. llalf............. 708 M"""""" Montini Sw ... .. ........ 6n Miliwy Fork. Tridenll .. . .. 844
MOU' . Pomtble .............. ... .. .. 709 Memoriution, H~'Toli5manof.... 1423 Mill of Sam po. . .. 722
~hll er M.moriulion. To.lisrnan of. . 1424 Mimllna. Sword .... . ...... IlU
Gem, Ionian .. 522 Momor y ~1 1"d
I'lan . . ... 694 Arelne Puiuance of. . .. ...... ... II .(() Oompcrtinll, Potiool of .. . ... ....... 879
Ri"ll ofS<:aladM. Trobriand.. . 1004 Dart Si<kt.. . . . .. . 1162 Dullin&. o.w of ................ 421
Thkf. f i ...... of """ . . .......... 4W Oisplr.cernun. MI.'" Neck~ of ... 750 Focusi .... Potiool of. 879
Th~f. Thumb ofthe ...... ........ 4W EMancnncn~ Ne( k ~ of ......... 750 PotiottofOpcn .. SIO

'r------------------------------------~l
./ 1632 ......
~\.................................................................t"
R.,torarion, !'oI;"" of............. 879 Miodirectioll,AmTN of,.. . ... <n Mo n,ler
Shielding. Rinil of .. ... ..... 919,1003 Misfomme,Wbeelof. , 1532 Arrow of PolylllOl"J'hing . . ....... 93
Mind,ofthe Unknown. . ... 1196 Mbbo ka l ContrOl, Badgeof ... . . ..... . .... 121
M'H Disks of.................... Ias, 187 CrealH>n, Potion of. . .. ....... 880
Dimen,ional . . ... 447 Staff of . . .............. 1286 Fishing. Fi$hing Pole of .... 481
Elli5lC1"~
Dirn<miolllli .. ........•.• 447 He.lingB.lm ................... 781 Holding. Pan:l\ment of. .. .... ..... 801
S~nj;unmin8 .. .. ...... . . ....... 448 Token Egg. . . .. ............ 436 Mask. . .... 104
Mineral Command, Ring of . . .... 989 Mid•• ding. Map of . .. 694 Repul. ion, Oil of ........... . .... 174
MilIcro.l Oetootion, Misplaced Objecll, Wand of .. . .... . 1487 SI.oyerSWOf<!. . ............. 1383
Wind of Metal &I>d . ... ........ 1487 MiSplocing. Noj ~ BI8 of ............ 136 M on.e....
MioiaN'" Gear . .. ... ... .. ......... 22 MIssIIt Arrow ofSloyi"3 98
Minioni"", of Set . ..782 Attraction. ArnIOf of. . . . 78 Death-I<>-, S""",d. . ....... 11S6
Ministerilli' C.billOl of .. ... . ...... . 233 Attrw:non., M.dollion of. . 711 PoIi"" of Speak with. . ........... S91
Min(l< Art_ Canis (Toroc) ..... ..... 391 Attractor . 1100 Wupon wilh Bonus vs. .......... IS09
Minot Spelljamminll Helm .. ......... 580 Deflector . . , 1100 Monstrous Ancntion. Phyloctery of. ... 83 I
Minstrel, Prismal't M...,i~l . . . . .. .. 914 Device, Magic. .. 687 Moodarvion Ring of Emotion . 979
MinuLe Seeing. Eye of. . .. 4S8 ofEnchantmcm, . . ..... 89 Moo.
Minute Seci",. lens of . . .. 654 Illusory. . ..•.................. 91 Blade, SWOf<!. . 1381
Minyan ..........•............... 722 MluU. P I'Ol~Io> D Card . .. ..... lSO. 390
Mirael ... Stoff of ...............•. 1285 Bardin8of, . .. IS9 OillPowdc-r ................ 174,906
Miracul(JU$ Mi'Imlk .... Merty'l . .717 GcmofMl gic . MOOI1d&nce ~ Sword. F.lrik ......... 1339
Mirage Potion.
Mirandos) Stiff of Ill$eCt
.. .. 879 PoIionof.
VcSlof..
.. 880
. 1470
'" Moonglow.Sllffoflho ...... . .... .. 1286
Moonligh~ Con of . .. ,. 237
Command .. .. .... ... .... .. .. 1285 Mi ..lI. (cont,) MOOIISIonc Rabbil Figuri.... . .... 476
MireT. lisman. . .1 424 Snaring. Glove of ............ ... . S44 Motdenbil\Cn~ Spellbook ......... 1140.
MI • ..,.. WeajlOll of Aceur-cy , .. .. ... 92 IlS7, 1162. 116S, 1196
Saltm,,'s Hand . . ..... 723 WeajlOll ofDi$UJl<" . . 92 Mordmoorgan"s Ri"30fWarmth ....... 981
Barlirhian \ Mystical. . .......... 723 M I..lla MO<dom"s C.uldron of Air. . ....... 268
Black. . ...... 726 lIIusory .................•...... 374 M<)tOdlin\ Cryttol Ball ............. 348
Blue ..... .. .......... . , .. . .... 726 Nobil \ WandofMagic .......... 1488 Morpn~ Hom Bardi"3. , , ...... 159
CtysIal, ................•......• 726 Necklace of.. . . . ?SO M"'Iloy, SWOf<! . . ... 1383
of Curing ....................... 726 Nor. N""kl ... ofNOI-S<>-Sman ..... 7S1 Momln,Stu
ofOupli",,'i<m. . .. 726 WandofMag;c. .. 1487.1488 B..I\ ..................... 485,675
Empernr~ . ' ... 727 M I.t H"'Wk ~ ...................... 677
of EnlighlC1lltl<"lU . ....... 727 Bool.. . ............. ISO M<mnor ~ ... 677
Evem~. of Enviable Image. .727 DtagonSIaye:,S"'<>I"d . . . . . . . . . . 1357 of Delection . .. •. 488
of Fear. . .......... 728 Manlle of. . . . lOS Mortar and Pestle, Everproducing
Ftami"3,ofTcnh . . .. 728 ofRaplufe. . ..... 736 Rice ................ . 74 1
of f l. nery ............... 12 ~ r.nl ..... 1431.1 Mortar and Pestle, Lorl",eim~
H»sthok \. of Sight and SouAd .. .... 728 Misd.toe Wand . . .. .. 1488 Ob,idian ..................... 741
oflmaan. . .. ..... ... ......... 728 Mi.OImai<er, Meny\ Minlculous .. ..... 717 Mortos~Golem Scam. .. .. ..... . .. 1058
oflmpmvcdTravcl .......... 728 Mistress of Ban Ie. IIbrath.a . 1)76 MotberC". . .. 417
of Lakes . 729 Mithryl \ Evci>oonliful Soup Ketti • ... 627 Mothering. Rug of . . ..... . .. ..... 2S7
of Life Savi"3. .. ... 729 Mitn\Sword ofLighl. . ... 1)83 MOlo M aiO Rod
"fLifeTlllppi"3 ............ . 729.1)1 Mi~ Luck, M)'$tc ~ S""'" of . .. 1111 of Beguiling . .742
MallO ~ ofRe~li<m .............. 729 Mi.iog,Spoonof. . .. 1467 ofConceal"",nl . . .. ... .. .. 742
M.. k . .. ...........•........ 704 Mjolnir(HIlI11r1>C1). 557 ofSucngih ......... .. .......... 742
Medallion oflht. . ...... 713 Mo-pelar,Starof. 529 of Thundering Compliance, ........ 742
of Mental ~ ... ... 730 Moander. Glun!lC1 of. 506 M<>!opua . . . .... 119
Murky. . 730 MoaI,Foldi"3. 490 Mounllin Seed. . 1090
N<>!·So-Funny Funbouse..•..... .. , 7]0 Mobile . . .. 737 Mountlin, S........ OIl !be. Sword . 13%
Nura D·Ag<>I'~. of life TroWing .... 7]2 MOC¢UinsofFrttMovemcnt ........ 19S Moune.ln,
ofOppuoj'i<m . . .•...• 732 Mndeling. Di.placemcnta and ....... 1165 Be.rCloak oflhc Sulhaut . . .... 297
oflhtPut .. . ...... ... .. ... .... 712 ModifIcalion of Matter. Crt'lion and . 1160 Dark Wand oflht Sulhaul ......... 1477
ofPonals.. . .......... 712 ModificdTllisman ofZagy .. .. . .... 1424 H • ..n>andoflho Corusk .. ... ...... S72
Rcadi"3. . ... 733 Mojo 0i1lPowdcr .............. 774. 906 M"""",," ~ Armor , ...... .. . . ... 78
of Recall . , 733 Moloch ~ Whip ................... 1533 M....", Can . . . 159
Red . . ... . ....... ..... 7)) Moly<leus\A .. ............... .... 118 MouseClwiOl. M~I ~ .............. 280
ofRen""'ing . ... ... . ............ 733 Monadic DcvJ Rod ............... !O33 Mouse Ring, Tosslehoff\ Mogie ..... 1002
of Retention . . ............ 729.733 Monda$$o\ AuIQmat.d Spell Scroll . . 107S Mouthpick. Beholdc-r . . ......... 166
of Reversal . .. 733 Monetary Systcn1 Conversi"" .... ... ... 5 Movanic Deva SYo<l<tI. . 1383
of S«ing .. ... ................. 734 Money Changer Box . . ..... 21 S 1\1""......"
of Stndins..................... , 734 Maney. Raistlin\ Cu.ned . . ..... 324 M.... osi,.. ofF....,. ., 195
-ShieldofRheddri.n, . . .. 1100 MOllkqo POIi"" of Wa!C1" .................. 897
of Simple Order . . ... 734 FislofHa'chao . .. 737 Ring of ........................ 981
ofSopruSlication . . ... ....... .. . . 734 H.ldT.lisman. .. 1414 M_mcnto of!be Universe.
SpelL........ ..... . ....... 734 Sini"3 . . I S61 Un!o".,...n , .. , ...... . ...... 12S9
of Spirit Seeing. .. 735 SlI/Idi"3 . . I S60 MO\'ing. Ngona Horn of Silent. • . . .. S99
ofT"","1 ... • 735 Momkcy\ Staff. 1286 Muarnman Ouath.al~ MIC. . .,671
ofT",th . . ... 7H Momkcy1. Barnl of. ............ .. .. 160 Mud M""'IIK. Meny ~ . . ........ 718
of "Vanity. . .. ........ ... . .. . 7lS Momkeys Figurine, Amber ........... 473 Mud Ring . . .............. .... ... 981
Yefar~ Magi<: .... ..... . 736 Monocle MlKhhip ..•... .. ................ II06
Yin_ Y""g . , 736 ofBlgthaloo . .739 Mumcr.Meny ~M..,.rful. ,. 717
Mirrored Eyes, PoIion of . ..879 Fi",-Eyc . . 740 Mo,
Mim>n.. Wand ofMagkal ........ . . 1486 of Magic . . .... 741 lcomund~. ,. 741
Mirynda ~ Wand ofPolymorplling ... 1487 Monolith, Nithiln ................. 1S9 M.ny~ Mysterious. .• 718
MisT....,. Leafof . . . .... .. .... 652 Monolith, Rod of the .............. 1034 of Plenty . ..... 741

/r----------------------------------~~
1633
..
~" __________________________________________________J('

M~ g of Securing .. .............. . 746 Nerad, I'sychometron of.. . . . . . ... 918


ofWarmin&_. . 743 o(Silence ... .. .......... 746 W...... Tonk. Elixir . . 4<13
Muitic"""""ieism. Lamp of ......... 645 Terr_lbrny . . 746 No'
Mullicolor Egg . . . . .. 436 Na ilins. Hammerof . . S57 Dan of the Hornets' .. . .....•...•. 314
Multiplanar M..... rooms, Merty's...... 718 Najrn. I!ooIr: "f . . ........... . ...... 187 <>fEjl\'$ 7SS
M~ltlp ~ Namano Nevenrlccp. Sword ... . ..... ll84 of)nvut ....... bili<y •. 7"
Appli"lionsof~"""""'Y .... 1197 N."""Sin) BlackAxc .......... .. . 119 ofLirt . . .... .. .. . . .. . ... ... .. .. HS
Rod of Danoing. . . .. . . 488 N.noriorr S""", . . ..... . ..... 1114 No<
Wishes. Rina of .... . . 981 Nanoi$$i$ti<: Weapon .. . ..... 1521 """ley\. ofEnnpmenl ........... 155
Multiplicati"". Crossbow of. . .... 203 Nanoi$$U$OillPowder. . ... 774.906 Oriog .......• . .•.. . . . .......... 7S6
Multiplic&tion, Turban of .... 1463 Nit Slaying. Wea""" of . . ...... 1524 "fEntrapment . . '" nS,7S6
Multipl;"ity. A rrow of. . . . . 92 Nawha. l<><:ket of .. . . . ...... .. .. . . 673 ofFi.rung . . .... . .. . ..... 7J.6
Multivuses. SphcrogetlC$i' of\he .... 1244 N.thlum. The. . ..... 1200 Hare .... . ..•. . •.. .. . . ...... •. 756
MummyCoffin ofCrntiQll . . . 317 Not;~Drum . . ............ 819 llill"'s, ofFceblemir.d . 756
Mummy ~ Cloak ................. . . 306
Mundane, M.. tle afthe ... . ....... . . 305
N.""" I" Sec..,... Lifeof . . ........ 1192
Na""" ~ Love, Ringof. . .. .• . 982
"flanding. . ..... .. ....... . 757
loyal,ofRffirlliM . 751
Munificent Match, Meny~ ..... 718 NavigalkHt, Map "f.. .. 695 of Plenty. . .. . .. .. . . •..•.•.. 751
Murdock~ rnseet Ward . . ........ 825 Nay (Flute). Djinn .. ... .. . ... . ...• 1S42 of Profit 751
Murky Mirror .. . ......... . . .. . 730 Nclwer) ElyromatICia .. 1202 Safc1y . . .. ... m
Murtyn) Harp af Channing . . . .. lJ26 Nchaser) 4 Tulnrn ~ Spellbook . .. 1192 ofSn.arlng ..... . ... .. . . ... ... ... 758
Mwiynd ~ Spoon . . . ......... . .. . . 1467 Nebdun', Mace 677 ofSr>OCrinj . . .. .. ........ 758
M..woom.. Meny) Mwtiplanar.. . 718 N..kla •• ofSpiri! Snari"3 . . . . . .... . 758
Musie, AnntwW of........ . ......... 66 o f A<!aptati"" . 746 W.b.... . 758
Music Bo. . . ..... . ........... . .. 743 of Air B.... thing .. . 746 "fWorth . . . . .. . .... 7S8
Mullul of AImor •. . ................... . 746 Wether Scmll .. .. ..•. .. •... . . . ... 1076
Instrurnenu. Dupl ). . 820. 1321. 1538 of Altention ......... . ......... . 741 Netherbom. Azumlge.
Menagerie. Merty).. . .. 718 ofBadT..,. ..... . . . ........... . 748 Siaynofthe ... 112
Minstn:I.J>ri",...I~ ....... . ....... 914 Casene)......... . .... . .. 748 Neutering Girdle of
Spoon ......... . ..... ... .. 1467 of Elepn« . . .. 749 Fem;ninitylMawulinity . .. 53)
Musing. Gem of. ........... 525 FriW~ Black Opal . . ............ 749 Nutral
Musk Oil/Powder ....... 774 , 906 Glinering.. .. 749 Crown "f................. . ..... 935
Musl<melan.Mrny) Mythie .. 719 of Greed ......... . . . ........... 749 Crown "fChaolie . . ........... 931
M..... rd. Mrny\ M)'$Iie ......... 719 ofHarmoni. . ............ . 749 Crown of llwful. ....... . ........ 934
Muslard of SU«e.O. . ..• 248, 249 of U li"' . . .... 749 E~il . Crown of ....... . .......... 93S
Muul. Marv). "fMemory Di.placemtnl .. . 750 Evil. Orb of.. 93S
of Lytantilrope Con'rol. .. . ........ 743 of Memory Enhanc<-mcn1. ...... 750 E~iI . Sctpter of. . ..... 9H
arMawing . ....... 743 of Missiles. . . ......... 750 Good. Crown "f .... . ........ . ... 935
afTraining ...... . . 743 of Mystic Eidol""' ... . . .......... 750 Good Holy Shield ...... . .. "' .... 1098
My I i _ o f Arms . ............. . lJ~l OJ N'ght ~.nK . ... . . . .... . ...... 751 Good. om oL ..... lin
Myl ~ Mouu Chariot ......... . ..... 280 Noj "l. ofNa.-so-Sman Missiles ..... 751 Good. Scepter of ........ 935
MylsibiJ) Codex afCo.llenti"". '. 1197 ofPnrir,.,.,ion . . .. . .. 751 Otbof. ..... 935
Myrlrul~ Ta blet of Fate . . . . . 1418 of Prayer Beads. . .. 751 Orb of Chaotic .. . ... . .. . . . . . .... 931
Mys,. ~ Stone of Mixed Luck ....... 1311 "fPrnteclion . 7$1 OrbafHoli...... . 796
Mysteri"'" Mus. Merty ~. . . 71 8 ofProtecti"" Agains! Chann . 752 Orbofllwful. . 933
Mysteriou, Soun<b,Stoneof ....... 1311 Snake 752 R<>be aftlre Archmagi 1009
M )"I1.ry ofStnrngling . . ... . ...... 752 Scent. Oil "f. . .. .. . ...... 774
Oil/Powder. Ni.,. ... . ........ 774. 906 afStranJlUlari"" . . ... 752 Scepter of ...................... 93S
Rock . . .................... 1020 Syranita\OpaI .... . 1~2 Scepter of ChaoIic . . 937
Stocking of . . 1306 "fUBli..... . . .. .. 152 Scepter of lIwful . . . .. 934
M ystk ofUlutiu ... . .. . . 752 Wimrd) R<>be.. . .• 1018
Eidol""s.. Neckl..,., of .. 750 Vcrpdain ~. . .... 753 Wyrm, Rodofthe. 1041
Mumrd. Metty) ............. . .. 719 "fWater Breathing ......... . ..... 7S3 Neutrality
Wand .. . ..... 1488 Necromancer. Ring o f the. . . , ..... 982 Amulet of ....................... 31
M ystkal Necromancer. Staffof.hc. . ...... 1287 Crown of. . . . . . .......... 9<12
Brown Coating Box . . ..•.. . 215 N..,re><nancy. OnIinary . . ..... 12! I Orb of. ..... .. .. . ....... 943
Equations, Book of. .. 189 N..,romancy. Qu ill of. . 927 Rogalla of .. .. 938
Feather Token. Quaal ~ ........ ISO. 469 N..,w, Hummin,gbird . . . . . .......... B?3 Scepk:r of . . ..... . ... 942
MirTO<. Barlithi.n ~ . . . . ........... 723 Needle Sword of. .... . 1365
Orpn.Hewani). 1550. 1552 ofDeoth ..... . .... ... .......... 7S3 Nu tn lw u lon
Mystics. Tabard af tire ...•...•...•. 1417 afLjv<':!yTanooo ................ 753 Potion of. ................ . ..... 1!80
Mythic Muskmelon. Meny) . 719 Magical Darni1\i. . . ....• 7S4 Poti"" of Seen. . . 888
of Repair . . . ............ 754 Ringof ...... . ....... . ......... 983
of Sewing .............. 154 NeY<1" Ernpty Quh........ . .......... 929
N N.. kor, Sword .. . ......... ... 138<1 Nn~ .. ndJag
NelTadina) !dcnlifier . .. 754 Arrows, Bow of. . .......... 209
Nibil) Wand afMagic MissiJe1 . .. 1488 Nen.Jil1O) !mprov<>d Identifier . ...... 755 &=1 of Grog. . ... .. ........ 160
N...."...n. Ghost Blade. Sword ... 1384 Nraotloa BIrKI af Soll Pnr\:; • •• 160
Nap Crown .. .. 334 Potion of I\Il$on .. . ............ . . 882 N~Ieep. Namara. SWO<tI. . . .. 1384
Na ~ lring.Sword .... 1384 Ring of Infravi.ion . . ..... 971 N~ter, Jewel of. ...... . .. . .... 521
Noi No K2mi ) Hanuner . . ... 557 Ring oftnviJibility ............... 971 N~
NaU Ring of Thief. .. . . . . . . . . . . . . . 9<19 Leaf ..................... 651
BIUl Spike ........•.. Wandof ..... . ...... . ......... 1488
of Building .
!.lea"' . ........... . . .. 745
'"'" Negori"" PI.,.. Prot"" i"",
Onyx Ring of. ... . . . ..... . ..... 984
Ufe. Oi\lPowder of. .
Tun""l slPusaj;es.. Poti"" 10
Dertct .
. ..... 774. 906

. . .. ..•..•..• 895
Fing~r.... ..................... 745 Nemcan U"" Sk.in ................. 755 Newl .. /); Spellbook, [rid . . 1182
" fPninting . . ............ . 745 Nepanth. Sword ........... . ... 1385 Nezram, Claw of. . . . ... . ....... 294
.Ring. SWO<tI. .. ... ... ....... 1384 Nq>thu, Contntas of .............. 329 Ngona Hom ......... 599

/r------------------------------------,~
1634
~\--------------------------------------------------..II'
Nibel""ilen, Ring oftbo ............. 98) Nyr Dyv. HlISIJI Barge of . ..... 179 Ogri,hnoess. Kaftan of . ............ 1013
Nidus' , W.r.d of Er>dle .. Nyrond, War SI:I ffof . .m Ohm ~ B1a<;k Box . 215
Rcp"' ition ................... 1488 Ny.1UI's SpeUbook . ...... 1178 0"
N i ~ ht Ab$inlhc ................. . ..... 163
E)': of. ................ 4S8 o f A.id Resi$1once ... 763
M ...kof.
Ring of .
....... 704
. .•...• 9ill
o African Ju Ju .................... 76)
ofAg.I..................... . ...... 163
S«ing, Ned'lace of .............. 7S1 O-Watl.T$U·Mi ~ J ode Tridcnl ... . .. 842 AUspice ... . .. 16)
Su./fof . ...................... 1287 0" Anger ......................... 763
Swordof ........ . ............ 138S ... 906 Animatio>1 . . ............ 764
Nighlbringer ...• 678 C................ . ......... ,. ... 259 Am.. . 164
NighlCap of Sleep . . ..• 250 Ring of . ... 984 Aphrodi.ia ........... 164
Nightcap ofVi,i"" ................. 2S I Oar Ether • ... 761 Arabian Nights . . ... 764
Nightingale, Queen Eh1; ... . Oar of Rowing • ... 761 of Aries. . ....... 764
,.,.."",,1.,.... . ...... . ......... 921 Obeah QillP<rwd., . .. 77~. 906 of A"""" ........ 16-<
Nightma,", Jonnisi Aroma of.. . ... 772 0_1.0« Alltl1<tion ...................... 764
Nights Oilll'owder.Ara\>ian ...... 764 , 899 Moml'" S"'<>!"d of. . . . . 1381 Artrac.wc...... . . ............... 164
Nightwateller, Sword . . ..•... IJ8S Oil of.. . .. . .............. 77S Bard 's Aphrodisiac Inspira,ion . . . 764
Nigluwind. S\Wltd , .. IJS6 'thlc of . .. 1S63 Bats' Blood . ..7M
Nilbot; Arrow . 92 Qbedion' Hourg\a". . .... . ..... . .. 602 ofBeauly.. . ........... 7M
Ni ne Obo ..... .. Be~r ~.. . ..... 765
Li~ S~aler. Sword ...... 1386 Arrow of Slaying . . .. 93 BeIJ&ll1O''s . . ........ 765
Mystery OillPowder . . 774 . 906 ArrowofSubduinli. 92 oflhoBla<kArts ................ 765
SlepS Draining Sword, . 1386 Sow. . . 209 Bottom .21l . . .. 765
Ninggulfim. Guardi.., . .. 1226 Staff .. .. 1288 Bruno's C.,... ........ 765
Ninja Slayi llJ., W" ponof.. . .. . ... IS24 Sword . . 1386 BlIddha . . .... 765
Ninja. Staff of the . . ...... 1287 Object Sword, Loeate . 1381 of Bug RcpeU.nce .. 765
Niool's areI!Trid. ,u ............... 842 Objects, Wand ofM ;,pll« d .. ....... 1487 Bull ~ ........ .. . . .... 765
NithIDalgr'l H"'l' . . ........... . .. 1326 Obliteration, Spear of. . . ... . . !Ill of Buoyoncy .. . ................ 765
Nlrbl • • ObIilmllion. Wandof. . .. 1488 Caloric Shie ld . . .... 766
Ankh . . ... 47 Oblivion . Bcad of. . . ......... 16<1 Carnation . . ..... 766
Monolith . . 759 Obscuralion. Oissimulaton and ...... 1165 Chocolat. . ........... 766
Saddlebags .
Standard .
Nodone ........ . ............... 443
. .. 136
. .. 760
Ob$curtmCIlt Elixir .
Observation, E.treme _r'$ . . . . 44)
of ..... 1166
Obscrvatioru on Fluids. O=tll ...... 1211
CintroncUI
Civ;1
Cleo May . .
................. 166
.................. 766
. ....... . . 766
Noisesom< Spirit Chase".. . ..... . .. 760 Obsesskl n of Cloaking. .. 766
NoJ 's Incense of. ...... 6 11. 612 of Commanding ..........•. . 766
BagofMi.pladng . . .. 136 )"",,1 of ......... . ....... , ...... 523 of Concentration ................. 766
Brace" of Brandishi ng. . ...... 222 Powder of . . ..... 906 of Confusion .................... 766
Claw of M"3ic Exciwlge ...... .. .. 294 Shahpe sh~ 1_ _ of............. 612 ofConq"";nll Glory .............. 766
Missilc Anractor . . .. .. . 1100 Ob.ldlan Controlling. . .............. 766
Netkloce ofNot-so-Sman Missiles .. 751 EuofGha,w . .. 4)3 Cm. A""lo ..................... 767
Nolt. ~ Loch .nd Bolta . . . . . ..... . .. 672 Golcms, Libram of .......... . ... 662 of Crossing . . ...... 767
Nolzur's Marwlous Pigment . .. 837 Golem, Talismonoftlto ........... 1422 Cumin Seed. . .. 767
Nolzur's SpeUbook. ". 1211 HOf>lC'hoc . . ................ 600 Cypress Seed........•..........• 767
Nomog..oc...YI" Broad S"",", ....... 1386 M... ofUrik ... . . . .............. 761 ofOamnation ................... 767
Nomog~ayl ~ HandAxc ....... .. .. 119 Mortar and ~II., Lorlovcim ~ ...... 741 o.r>dan ........................ 767
NOAAIb$tancc: Encyclopaedil ........ 12G5 Shancring, Brooch of. ... 22g o.,i ~ Eme ~. 767
Noon's Condie of Pl"O»iti ....." ......... 243 Steed . . .... . .............. 418 ofQcxl<rity.. . .... 767
Noon 's Ring of OJ inn Summonin, .... 984 Steed of Wondrous PtJ,o,er, Oori ~ ... 475 of Di..",.,hantnICIIt . . 767
N""", C limltes. Gazett. of tho: . 1174 Ot ••I, Doas lsay ~ ..................... 761
North Magneti,m 1211 Double Cross ... . ............. 768
Bane ofthc, S"'<>!"d . . 1344 Obscrvalions on Fluidir ........... 1211 ofDragon~ Blood ............... 768
Boot ofthc . .. 196 Visual SlIock, Theory of . ......... 125 I of Ore... . . ............. 768
Flame oflhc. Sword . . 1368 Ocoupalion, Hot of . . .. 572 oflhoc Dry"". . ...... 768
Grtlt Goldc1l M ~ ofthc .. 677 Oc."'s. Stiff of .................. 1288 ofElastici,y .................... 768
N""",I 's Timely PortnIit .. 106 Ochalor's E~. Wlr<lof ........... . 1490 ofEI.mcntal Invulnerability . . 768
Norzahk. R...... of . . 1221 OcIOp\ls. Glovcoflhc ............... 544 ofEnciuntmcnt ............ •. . 168
Nosec:um. . 37 Odin, FiSl of. Sword . . .. 1368 ofEtcma.1 Fi.., . . 768
Not-So-Funny Funbou.. Mirror ...... 730 Odin,Swordof .. . .... . .. 1386 ofEthtn:.t...... . 168
Not·so-SfJW1 Missiles. Odin" ElIC. Iyp<w ........ . ............. 769
Noi 's Neckl.cc of . . 751 Sow . lW o fE~ . .. . ..... . ....... 769
NOIlIS, Bag of . . ....... 139 Rune Wand . . ..... 1490 o f tho: Evil E ~ . .. 769
Noxious Resistanc., Potion of. .. 88G Spear . . ................. 1129 Excisemen, . . ..... 769
N"iiin's Cursed Ring of Armoring ... 984 S"'<>!"d . . ..... 1386 of Exodus . 769
Nulathoc ~ SpeUbook .............. 1211 Odor. Ring of Jasmlf\C ..... . . . ..... . 972 of the Feas" .................... 169
NuUificalion. Sleeping Bag 00•• ofFc.. hcrFaUinll .......... 769
of Armor . 138.1119 Bonle ofPlcuanl ........ .. ...... 200 of Fiery Burning. . ... 769
Nurn tho: Mod, Booi< of.. . ... 12G5 Chee .. of ...................... 214 ofFirt SriUin. . . 769
Number Numbing, Brooch of. . . ... . .. 227 Chee .. of Vii c . . . ............. 284 Fi .... Finger Gran ................ 770
Numbcr1Wenty Oil Odrovir . . . 880 Frangi Pani .................... . 77(1
/Powder. Bottom ......... . . 765, 900 Ocrtllm.tgik ... . .... 1207 of Fumbling .................... 77G
Nuncha.ku ...................... . 485 ",. G.langak's. . 77(1
Nun. D' Agor ~ Mi"", ofLifcT",,,,,ing. 732 ArrowofPolymorphi og. . ...... 9) Gardenia. . ................. 170
Nu ..... ry, Bla,hpllor 's . 173 Masi Slaying. W• • poIl of. 1524 Getaway's ...................... 770
Nut's Block D.gg.... . .. 366 _ r . G.unll .. of . . ............ 507 Grape ... . 17(1
NutritiOll, Potion of. . . ... . ........ 880 Slaying, w.,pOII of............. 1524 OfGrt3' Devotion ........ 770

/r------------------------------------,~
1635
~~--------------------------------------------------..,I'
"" ........
orvllioa . . .......... .. 179 OpposiIeAIi......... Helmetof ••.•.• ¥l 1
ofHalrIlcpl_ . no of\Wdoo . _.. 179 0pfI0Ii1e AlipIrnmc. I'Il6on of &110
orlli'" C~ . 770 orWill"-tr . . ............. 179
ofH ip JollnthcC"""",""" . 771 w-,,,tcr"JfUfI . 179 O\IsIof ..•..•. . 42 1
H,"""Quo .. 711 ofWtsllinl.. 779 Mirror of. •... ................. . 712
Honeyovckk ............... . .771 WilCh ~ .... . ................ 179 Rina of. ... . ........ 9S4
of Horridrlw .. . ...... . . . 771 X~ ....... . ............... 719 O~.
Hypnocic . .. . . . 771 yl .... Vlanll . 719 ofOreyhlwk . .7Sl
HyMf'O . . .•..•...•...•... .. . 171 Zodi.. . . ...... .......... ... 779 of N.......... .. IHO
ortl>l/lllMbilily . 771 Zull Zull... 180 SwnI>u ......•...• ... •..•....• IHO
oflmpICI ... . .. 771 OIatlMa' Omary ~ f«ptenAlUof. .. 1171
IrMsibilily
oflfMdnmbilily
lomaiQ. ...........
......... 77 1
.771
..•.. 771 ofBJcuin. ..
~~Owrn
. .. 780
... 780 "'.
of Alipmmt .... . ... .... 7Il
ofl'W 5m"l. . ........ 780 of tho: Block S,,"aIIIJI .... ... ....... 7Il
Jannis\, ofNi~ .. . ...... m offlyina .... .••• • ..•• 780 CrysuI ...............•.•. 7Il
Jazpcr'l. ofl'etmanem Ethrealotss .. 772 of Heal", .............. .....•. 780 ofChlotic •.. 937
"""" m ~ ~.. . .. 780 ~ofT)"I''''' '"
01 JiM R~"i . . . .
JoH~Ro.d ...
m
.. m
ofM.., .sm.m", .
1'IloiJon ...
. .. 181
. ..•... • 711
of DiIWll V.......... '"
of o..conic lnllloera . . . . '"
Kluddt ..... rn ofRecovcry .•......... ...... .... 7BI oftho:Drap .... ns
lavenIkr .•..................... m ofScarR~I .. .. 781 ofDnjonkind .. . .7115. 780-m
of life . ............ . 772 ofScarrinl ... . .. 781 ofEvil. •..... . ..... ............ 944
ofLi,lu,n, . . 772 ofSccond 5-'"" . . . 7S1 ofGolclno DHtb ................. 79S
orLiVltninll Boll... . ........ 712 of Sootttini . • • . . . 782 of 000<1 . .......... . ..941
Lily of lhe \/allt)' .......... ...... 773 Tannin. ..... .. 782 ofllolincss . 796
of LofrI • • . .......•...••.... 773 Ojy-<lo. Throwin. Sun of . . 14lS ofl.lw . 797
ofLwni_.. . 773 O-KuQl·Nushi ~ Stoff .. 1288 of l.Iwful ... 933. 4)(
MapDlii .
ofM""""""",,
MlybcI'l II1KC1Chatm .
. ... 773
.. 773
.. TIl
""Captain .,;th Pipe. Slaruc
of Power . . 130l
of N... traI •

of bdianoe . . .
• • 93'. 937
of f'lcunlity •...... ........ ..... 943
. .. 197
ofMMwy ....... m Slh Swua of Power .••. . UOJ ofRemoeeActicro .. • •• 1911
of Metal Fln,ue • • . .. 773 SIhy wid! Rai_~ S _ RacloL ......... .. 1034
Mo;o ..... . .......... 774 ofPowcr .••.. _•. 1304 oftflcSi ...... 0...- .. . . .. 799
ofM_ Rqoubioft .•....• 77. Olfoctory 1l1...oo... Opool of .......... 526 0rb00I kina . . . . . . . . ..... 9$$
Moon... . .. 17. OIibMum 0i1lPowdcr...... . 715,907 Ore, Jnd GobIn.. Cnnbol.
1>1..... ... . .. 714 01, ... 0i1lPowdc'. Virgin . m, 910 I'Il6on ofOnon, . . . an
Nilltissua. . . . . . • . . . • . . . • . 774 Olivcr~ 5-..1 .. . Iln OreWoAmuld .. . ..... . 17
ofNwlf&l Sunl .•.... ..•...•.... 774 OljlnSca, Tridmtoftho: ..... 8« Orcsll)'ef Sword. Harpo.. . . . ... . U7~
ofN .... Life ...... .... 774 OlillM HUp ................. 1327 I,)n:u, 1.losman of . . Ill'
Ni ... Myalcry •• • .. . 774 OIW)'tl Fomtfriend~ Spcllbook. Sir .. 1244 Ore,..' I Wand.... . 1490
Obooah •••.• . .. 774 OlyntlKM, Shield of. llOO Order. (jawl of .. SIl
otObNience.. . .•. . ........ . 775 Olynthot, SVoWd of. . . . . . . . . . . . . 1186 Order, MirrorofSimpl. . . .... 7)(
OIiban...., .. 7n Drneld ortho: PIlnCI .... ........ . . 782 Ordirwy NOU<lfI\anC)' • . . .. . 1211
ofPennanrno I.>itencbanlrnm!. ..•... 775 One Plumt. CIoItL<oftho: . . .•. l06 Ore. World·Shield.. . . .. 1S61
ofPeuirocation .. 775 Onorimrrw>oy. SubIin>ated .• ...• ... • 1244 Orpn. Hewwd .. Mysrical ....• 1'50, 1m
ofP!wwpl ......... "'c .m Oni SIIyiII&, Wupoft of . . . .. 1524 Orp::l'1 Wand ofEanh,...,. .. . . 1491
ofPllolphonn ..... . .. 775 Onion. Minionions ofSel . . ... 182 Ori.... oftflc H.,..-Olass
Onioa. 5 __ . • •

....
of..., ";"kpocUi •.. ......• 77S . .•• 782 Symbolosy .•. 1211
<!IPf¥o,a •••••••••• . ..... 776 OlIn...... Rod of .. urn Orizon. 0Wd0sICr., . . . . . .. lin
<!I"'-tvaIiorI ..•. ..• .• 776 Oril:on. hlvsler.. .. .. .. . . lin
Prirnrwo ...•. ..... • 716 9&11. ........ . •. ISO o.jalllll .. ArblIIOI. ... . ...•. 1211
Rcpcilll ~ Cw"dled Death . .. 776 Doi .............. 478 o.n..ncntal Scant"J1pos. . . 5 I'
ofRevcniblli!), . .. 776 ofNevcrwintc:t .. . . . . 523 Orray oftht 1.....,.1'!ann .800

........, ..
ofRoman<c .

R~ ..
.. 776
...... 776
. . .. 776
Pantbcr Fi."';.. .. .. ..... ... . .... 477
Or
Rinl Ntpt''''' PII.. ProIectiOll ... 9114
and SIffl Mobil, ................ 737
Ortnit~ l..ancc nfDoom . .
Orvu (PoiIOll).
OIiris. Staff of .
. .. 6-68
. ... ..... • .... 1201
.. 1281
of Rust Proonn • . •... .. . 776 Oole, Bean of.... .. 165 OIi..-..'I RCIyII FII;I .. . 488
Sandalwood...... ....• . . 776 00"" Command. Rina of. ........... 985 OImIl~ Staffoflhc Woodlands ..•... 1288
ofSettlts ... ..... m Opoci!),. Window of . . 1559 0I1ri<:1I StoncIatd, NitbiAll ... 760
of Scribe• •••....•...••. .m
ofSctyiQa ...•. m "'e.ts
" Pip... ... . .... 477
Chyluth . ...
Oril""." Spcllbool
. .... lln
.. . 1174.1244

....
of Sharpoow .
of S~pperifteu

~~
Spikmard •.
..
............ m
.m
m
m
.... m
E~,Block.....
Nedlaec. PrilP'I BIocl< .
~. Synni .. ~ ............. 752
of~.Fir< ....
ofotf"attory Illusion .
. 451
. 749

. S2l
. 526
000'1 Spcllbook .
Ouo,A...,
Ou&et" I'IIrIII Artifoccs,
TrimiI"CaWopeof ..
. ..... ••.••.. ]140
..•...••..•••••••• III

. 1460
()yal Scant ofTzoIo .. <lIIInIiIn . 1ll4. 1464
Spirit •••••• m Open Doon.Cbarm of. . 282 Ovea ofHati... .. . 800
ofStiI'- m Open Mind, PoQon of....... .. ...... 880 Overwhelmi"l .......,.
ofSlono Pauqc . .,n Opul.. AIeese'l PbitlCr of. . n7
ofSUIIilr .........••. . ... 778 Ala ....... Chi ..... of. ............ 816 ~ .. S-..I... . ........... Il87
or-Ti .... . .... 778 BlICkl~or............. ......... . 231 Owl. Sel"pcntiJle .•...•...•. . 478
ofnmcimncSt .... 778 Chi.... or. . ......... 817 Owlbtar, Arrow of Polymorphinl . . . 93
TriMy . .778 Hi"" or . . .... 596 Owlbear CIo&k . • .. JOl
of Unlock ina .. 779 lroru of . • . . ....... . .......... 619 o-.J~lofAttlCksUp""Ihc_ . •. '21
VabtnI ..•.
ofVlbntiOll . .'"
....... 779
i(eyor ..... . ................ 629
SebastiAll .. Chimeof.. 817
Oyori of tho: U.w-.. Warrior . .
~C1wst ............
. 78
. ... . ..... 217
Vi";nOlive
. '" ()ps>orIonI Wapod...ntJt IIanus ..".•... IW9

~.------------------------------------.~
1636
~~ __________________________________________________..il'

Device . . ... 405 l'Hcussion ]....trwnents. Cupl 'l ...... no


p Oil of Sto ............. . . ... .. . ... 178 l'<-regrin\ Tr.. tise on Fi.ed Portal. .. 1214

...
P'oh Slayma. Weapon of .

C1>nncbeawt Tclepon
. 1524

...• 145)
<><iel~ Wa nd ofEulh.
Rod of...
I'a$t. Minor ofllle •.. ,..
Path, Semll of the SIe]Ior .
. .. . .. . 1491
. .......... Ion
..732
. .. 1014
Pmsrine\ Sword .
Perfect Fil. Cloth of .
"'rf. ~
AromI of DreAms •.
, .... ll87
. ...... 3D

... 823
ono...'1 N<iI<: •.
Tranoponer ...... . ,,,.
"n hIIlcIroa O(Valor • • .
Pavkw .. BeU .......
. ••. 65
. .. 8]S
Curdled DtatIo .•.•.
EJyas ..•..•..•.••
. lli
. ...• 124
hOcIIeboIni MaciuI .
Paddltbotnl ofW0ndr0u5 .'" r-...............
Pb ~
......
Medal];"" ofSptli E>:c~ .... 713
284. 286 Euo:aceof~ ....•.•.
Murdock\ lnsedward .
.. 124
ill
T..... fomwion SOl Peace. Bi... lite Wand of .. 147S SWella .. Aphrodisiac: •. 82S
hdriK'a PonabIe Purveyor of PotionJ . . 802 Peace. Sbakuhac:i (Flute) of ... . .. .. . 15<12 "'ri. pt
Pal", GIIe. . ... . . ... . ....... 1])6 Peaceful Coollet. Ileaddn: .. of . 512 of Fool Rotting ...... .. .....•.... 825
I'ajet. Poioon ... .. . . . .. .. . ....... IllS Peaufull'erioptofPu .... .... ..... . 825 of Health . . ......... .. 825

...."""of........
p..... TomeofGlowl"ll.

671
. ... lUI

,..
F'eo<em. ~ ",

PWcs. Barrier. Hom of the .


I'I!anlrt, Etcmal •.
017

""
• •••• 447
or Pax. Peaceful . .
of Proof Apinsl
of ~ Procecti<Mo ••••••••••• , 827
. .. 825
....... 826

Pipesof. ..
Scythe of. . . . . .
Suppreuion. Potion of
.. IH S
. ...... 1116
........ UI
-"Bead
Blacir . .. 804
.• 16t
of1'tocectiorl from ].itu<hitl
and lKcdons .. . . . . . . . . . . . .
ofWoundClosuR ........ . .... 127
827

VioIeuof ............... ..... . 1471 Dfqon . . ...... 804 Pmnanem Disend...' .......1. Oil of .... 17S
"-in! ., (Sec "
aIMII) ofllleEbbina;T... .. , .. .... 8(lS PormanenI E~ J.Q:PCf~ Oil of . Tn
P.inti"l, GIori"""I .. Livillj . . 104 of E,, ~ment . . ........ . .. . .. 80' PerpetUiI Youth. Amulet of. . . . .. )8
Pljoo T ree, Leaf of. . ........ 652 of Flyinll . . . . SOS Perpcnul Youth and
Pililoc. AI·Azidi Ghostly. . ..... 26 Giant BlICk .............. ... . . .. SOS Inexperience: Amulet of. . . 38
Pllldins."'"""" of Sloyin& ...... .. .. .. 99 Gold .. 805 Pcnana\ TridenI . . &42
Paladinc 'l Holy Symbol ...•...• ...• 597 Kathena'l. ofWisdom . . ..... S05 1\'neYerance. Am:>w of. . . . . . . 9)
hlale. U!mSi1 " f the Cv.lnred .•••••• 1466 of~ ........ . 1105. 806. 1086. 1108 PmtYmnaAllgef. The. Whip ....... ISl3

...
..~ of IdcnIity. Bell... ...... , ••..• 836
Palm Sip AlnWec. • .

of Cooli",
• ...... )7

.. 802
ofl'n>leebon from File . •
R«I ..
o(tbcRisineTodo
ScrpcfIt Spirit
. ....• 8(11
. . 1107
.. 807
.. 1107
I\'I1Oft,SwordofOwm. ..•.••.•.•. I149
~. Tomtofll _ _ ..

~Philtcrof...
I\'st ProIecrioa. Charm of.
1442
. 129
. .. 212
ofSpiti"i . .. 802 Ship of. . ... 1086. 1108 I\'st ProIecrion. SUnlb of... 1058
Pip" . " .. LHS of tile Sin"" ,, , 807 Pestilo..ce.1'otion of. .. , . 881
Panic, Drum of. .... . . . . ....... , 819 Storm Ridcr~ . , 80? rc,lle. E\Ietj>f"Odocin& Rice
of Panic Pipes . . ......... 15$$ ~Icr".. .. SO? Morw and, Lorlo\.'Cim " ..•...... 741

I
Panic, Spear of.
"""!her
........... ... Ill1
Fipuinc. 011)'1 • • • •
Panlhcr SWIIIInI. Nilhian. .
Panzurid'a Quanemolf ...
Poo, 1->< Cbain of .
• • 477
. 760
. 12U
. 272
ofUhimate Wisdom
ofW"..........
Parts.smn,of .......
Pas I'IMion. Map: . . . . .
PcdesIaI of Blyphian . • • .
.. 8011
. SOS. 8011
. 1119
. .... 17'
. lIOII
I'cs1le. Obsidian Morw and
Pel Rock. ........
"""" Helmet 0( .•
"""" lccnof ...
Petr1fle.tIH
..
.. 741
. 10l t
.. 591

"'" ... """" of I'I>lymoo'p/Iinl .


offonnJ .
"fWritina , .... 8tl)
..... . 93
.... 80l
.....
Peepinc. W"ondow of .....

of lmrnwt the IIrvincibie


ofWalki"I . •.. ,
IS59

. .•.. 808
.. 109
Eyeof. . .. .....
Hiat.... Net of ..
H-,"""of.
Lentof ..
.•. .•. .•. .•.
. ..... ........... .. 6$4
.. 4S8
. ... 756
.. 600

I'apynIJ Scepter. Amulet of the ... 38 I'i,..te with. SIII\Ie of Power . 1)04 Necklace of ... . m
hnelemCfllll Commaod, Rina of .
hnollel Worlds, Doors
.'" Pellet. Fluh ...................... 1109
~.
Oil of................
Potion of .
. ... 77S
. lSI
and J'NA&eS of .... liM of ~Ilt!ou 1109 ~ Banner of .... .... . 156
Pwalysis. t:.rin, of ..... 426 ofSwitt Writinl ,. 1109 Scroll of Pr<M«tion from ......... 1019

...........
hnlysis. Spt. of .

AmtW of .
......... llll

. .... 93
ofTt\Ilh ..............
Qui]1. •. ............
PendaOl, Equua •...•...•...•...•..• 810
. .. SIO
.. 924
Shield ofProof' ApillSt, ••••• , •••• 11 (1)
Petrif"oed Shield .. •.•••••••••••••• 11 (1)
l'etrif"oed Weapon IU2
0usI . . ... ,UI Pendant. Rahasia .. ... . . . . . . . . . . . . . . 811 PhIJIdaI \ Sptllbook .. .. 1m
ProIection. Banner of. ..... 156 Pendulum. Lithooenlric ...... 610 Pkandoooi \ Bracer ..... 222
Scroll of Protection from ..... 1019 ~t,..tin8. Arrow of. , 9l Phlndore~ Wand of .... , .. . . . .. 1491
Wandof... .. .... 1491 ~""'"'tinl. Oatt of , , .. . 374 Phantasmal APIlI. . • • •• 58
\. Paramel. .... .... .. .. ...... . , ... llS7 "'... t .... tkl" Pbanto""
PAIVIIIi.I .• •. . ..•. ~ A"",",of ... ...... 9l Sow . . .. .. 209
PnvisuIl Emonalions. Goat .. lIn Hammerof . . 5S7 Form. Rina of .... 986
h",~ .. " t
oH.OOIIiIlR ... .. ................ 801
of Montier Hok\i&II ••. . ..

~lf.Procectin& . .
. .• 801
of Scloo;tive Readift& ••..•.. •••••• , 804
.. 8001
~ ..,
PitchfootI: of ..••..•
I\'nnanI ofa.-ty ..•

Nail. T..... •.. .••..


ofluck .
......... 143

.. ...... 146
. ............ . ...... 324
'"
~
S~ ......

1'tI....."
Crook .•.
Flail.
andGhcasls. ~ of ..
. ..... UB7
1191

. .•. 827
..... . 488
of Spell Ste.li", .. .... . ........ . . 804 Ret\lminll ... .. .. . ..•.... 325 Ruli",St&ff. ...... 1288

,".
Pvftoit Potion&. hdriac\ "'nllel.. (Tarot. Suit of) . 401 !'hue l'otion. .. 881
Potuoble ~ of . , ... 802 People. Rinll of tile Little . ,. 975 Plw\'i hip .
Pam. Iron Rod of , , .. 1028 Pepper ofSneuin" . . . . .. , 248. 249 PhaI;l1Ia Crystal . .. 143
Parrot, Crystal ... . . . ...... .. .. .. )48
htryina.Rodof. ...
Panint. Onod PIck O(Eanh .••..••.. 135
. ]014 ........
Pepper Tali-. Fire .

PWonof. ....... .
. •... • .. 1422

.. UI
Phtl\honi" Amukt.
Philippul. S....arcI
Philooop/ler~ Ea: .....
...• 38
.. un
• .. 436
l'artina. Pi<:k ofEanh ....... .....• .. I3S
httian. S....arcI. , ••••• . lln
""""'m
Van.ionI on Th: V....al
.... IISI
. 1261
Philooop/lef\ Soone ••••••••••
P~ l lttr
.. 1lI4

hrtJ. RodofScven , .. 1038.1039 F\'ottpIomaney. M~ltiple Alene'" of ~lmina; I.oIte m


P..... Applic~ionI of ........ . , .. 119? ofBeaUly., •. ~.
Cloak of ... ... . .. .. .. . .. , ...... )06 l'Im:uuion l"'t1\InICfIt .. , . . Btl of Orunl:enness ............. 828

1637
-
~\ __________________________________________________..J("

'.111... o f I'\It"Iu:rina. Smokiroe: . . . . . 1125 Mail o f dw: s.:.. Keolis11 .... .71
o..imaI..... .. 828 ~1f·Li&brin&. Smolin&: •. .. 1126 ofSolamolUI • .. 19
ofGlibnw . . ....•...• 828 o f Smoke Rinl$. SmoI<in, . . . . ..•. 1126 PII,in"", Coin . • . . ...... 124
oflo.o.f . . .............. 848 of Smok'ns. Smokin, ...... . ...•. 1126 Planer of Purity . . .......... 839
ofl<M: ........................ 828 Smokinll ... . .................. !l22 Pla)1'" Flule.... . .. . . 1541
of Snoke Swnmoninj. Smokina . 1126

-.
of l'erslwivmeu .. 829 P1eaan. Odon. Soale of . . . ..... 200
Quirb .... ..... .. 129 "", Plenril'ul POOons.. Bealer of .••....... 165
ofStanlrnerint:..., Stu..m..c..... no ofMimalAttnI:IiooI ...... 15S4 Pleatiful W..... I'iU of ...... . .1l7
I'IIlo&iaon. TrickDt or.... . . . 80% Copper . 1' S4
PlIooab Damh's ............. ... 1' S4 BaJof. ........ . ..... .
Egofthe ........ . ... .. 436.437 G. . .... . ...... ISS4 Calabash of. ........... . . 211
RU,i of1lH: .. 986 Haunting · .•. ... ..•. 1'S4 Cauldron of.. . 269
Sw.IanI. Nidlian • • •••••••• 76(1 ofPaio . .• 155' Ooak of .•......••..••........ JOl
Photphoo~I,", 0;1 of . .•.••...••.. 775 Pton ••...•..••••••••••• ..... m s Feedbta of.•.....••..••........ 134
I'tIosphoo\Il, Componml$ ofhNc . . ...•.•..•....• . .m s Hom of . . .........•........ Is.tIi
andR~or ...
"-J>borus, Oil of .
.... 1157
. •...... 775
-.
of Sounding. .
. ..... 1555
.. ISH
MlliOf .
Nelof . . ................. 751
741

"""',,")'!IllIesi. Eli.i, ..
Phrmdj.... Sptllbool< ••. . ... 1215
.'" Speak in • ................
Water ••.
.. 1556
.. 1556
Porion. Hom of. . . ........... 812
Table of .. , .............. . 1417
'-.,'<>fIacI..,. ~OusIof.. .• 415 Plunlal...... • • • 466. 839
1Jno.'ory ••••••.••..•••••••••
."" P'inIo MIle wi!h ~ier, SWue
.. 1lOo1
f'b.nasIonc . . . . . . . . . . . . . . . .
PI""",.CIoakoftheone
119
.... 306
ofFaithflllnm..
HlI'Oi'!em'l. ofF.ilhfulr>ess .
of Long Y~a " . . . . . . . . . •. . ..
""
. ... 830
. . &31
ofPowa ...
Pin •• with l'qJea ..•.......• . ..... IlOoI
PiStOl Altemole World Ol le. Laser •... 5<11
Plume ofM .... [vory ............... 127
P1Wftpnest. . . . . . . . . . . . • • • 848
of MOCI$lroo.II Alttntion . . • . . . 83l Pi. Fieod • • • 1192 lUke! Tool, AlttnWc World 0110 . . 501
ofRigt.teousnw.... 83 1 PilCher ofBIendioa;. . . . . . . . • 838 I'ocket, Wand of I'rimc MMeriaI .•• 1~ 1
Phyh::alAspecl$ofs.,ellbooQ ..••.. 1m PilCherofCoolitwollt w..... . ..... 838 Pod:eu., CIo.t of Air . . 296
P!IyDcal Enlw>ccmcOl £liltir • . . 44) PiICllIOrl: ofPeoeuation . . .... 843 Poin ...... Nail of. . . 745

""of Earth Plnin,. . .... . 835


PilOn. PriSITIII 's. . . . g"
Pi .... Cherry. Enchan.ed ... . ......•. 1089 "'-Balloon . . .. . .... . lSI

--
ofl'ror":imcy . . ........... 1332 Pi .... I'\)Iion 10 Dmc. Stonework Bclpren . 1200
ofl'nlpitioustlw....
ofSlnanminl ..
. ...•.. UJ2
. 13)2
T•
PixieC\oK
.••..••..•.
.'"
..•.. )02
ClndIe ..•...• . ..•..•...•..••... 246
Chala of. .. 216
I'ictau ofl'ictcifoc.. .. .. 119 ... IOM ~ .. . 1201
l'iduc, Wilherillj . • . . 122 PI"''s S......-d ... 1]17 Ou. Shield ofPn>ofApi .... ..... 1101
PickpockCl. Oil Ortlle. ..•... 775 Plan. M.as'~ . .•• 6')4 Olut Bead of . 164
Pio.ish Baa of Fiends .. . .... 136 PI.... Ituld .•. . . ...... . 1201
Pie of Four·and·""""'ry BI.. kbirds ••.. 835 Anif...... Trimi.a~Ca .. ~ kIeyo •• .•.......•. . 1201
P'ic o f lWpbe:rnel •.•. .. 835 ofCkne. .• 1..wI Uourda5 . .••. . 1201
Pie, Rhubarb . . IJS Beinp. ............ ofSLaymc ...
. . . . 97 Neptioft. Po6ooo of. . ... 182
Picrc:er.Sword .•. 1387 Fort ........ .. 0191 om........ ..... . 711
Ple-rtia K MOIW<n, Dan ofSlayinB .... . ..... )75 o..-u.... . ...... 1201
Am:rw of. •................... 93.95 MOfti'<n, Weapon wi.h BonU$ VI ... 1509 1'aJcI........... ......... 121$
..•.. 162 Tmel. Cbal~ of ...... . 276 PeriapI of Proof Apins! . . . . . ... 826
. ,~ PlAnan, $bell of Pmltclioon vs. . 439 Potion •• . ..• 813, 182
J.... lin of. . . . . . . . . . .
l.aAce of . . . . . . . . . . . .
. ... 624
. .. 649
"'M
ProltcIion, Ony>:. Ri"l of Negative ... 9SJ
I'otioII of IIMIIIIIity .... • . . • •
I'rap1I .................
• .• 813
.. 1201
~Ijammi"l Ram .....••••••..• 1261 Repra.etUa.ionJ. of the Sentient ..•• 1220 Proccaion. Banner of . . ........ 156
I'I&mu l Shift... Bridle .•.. 224 Selobbu<l of.. . . IO~S
of Blad"moor ... . . . . . ... . . 836 1'1. - SerGIl of PmlO:CIiod from ....... 11)80
Longevity .•. 106, 837 Amulel of !he .......... J8 Shralh, Zadore~ . .1 092
NoIzur's M......,Ious. .. 837 of ""'imalle'.. . .•• 1215 Ulerun .. ... .... ....... . 1202
Yellow Kohl ... 8l7 BooI! of the ... . .... 189 Varnka ............... . 1202
Coda; of the Inrmi ..... Pononin&. EI;';irofHealinl .
""'"
!'ilf,,",,&, 101.....1of S,.,.blry •
!'ill. DeslIin.l';o., Tablel
........ 251
·· .'"
. 831
Utnm of the
Ornelel of the .
... 659
· .• . ..•...•• 664
.. 782
I'oitonou-. C\oU of. . .
Poisons of !he Nalhlum
. .... 442
. 301
. .... .. . 1200
Pill of HanllCJ'm Relief. ... 837 Orrery of the Inne. · .•...•..••• 800 PoisonJwon:l . . . . • • . . • • • • • . . . . 11"
!'ill of.PlmliM Water .
P'illioa ............ .
P'iUowofR..-..- .
.. 831
''''
· . 838
S......-dofthe .
Planewy Locator ••.
P1aniJphcre. Celeolial ••
.• 1387
... 671
.• 210
<om
Dnw ... .
off"... CoaInll
.
.•.• 140
...
I'D> ofCommunieation
!'ift of the Icys...
Pinch,,,," Boot ftf.
Iron .
...•.. 228
. 619
......... 196
PlIrd< .... . ..••••••
PI.al
Control. ~ion of.
... .. .....• 8l8

...... 882
ofSearin • .•.
of S<unmonina
Pole, Fiohi!1jl .... .. ......... .
...
. • .. .. 140

...
!'ink Ell .
P;"whee~ T>Uimi's

~SmoIci"l
Bubble Smoki"l .
. 438
..•• 14601

.•• 1122
1123
Conuol. ROna of . .
Conuoi. SUoff of. . .
a.-.t.. Lamp of ..
CirowIh. PoIion of . .
. . 985
1215
. .... 645
. ...•••. In
Proccaion. ~ of . . . . .. .. ....•.. 851
PoIea.",
~
Reprilcbu>e .•
IWnatin ••..
...

WI .... Elcmcnlal Slayer.


. . 143
..... 143
•••••••• 8-1 7
~,

Charged Smoll",. . •... . 1123 Plan" . ~ion of Spa): wilh ... . .. .... 89) Waw ................ 847
Elmin>lCt's Smokin, ... 1123 PIan!s. SerGIl of Proitc.ion from 1079 Poiiohin&. CkIIh of. .... 113
E~in.Smokin3 . 1'o1iJhin&. Oauntle! of.... . ....... 5(17
Halftina; Smokina; . .
of Healed Wind .
.. 1123
. ••.. , 1m
.. 838
"'"8001< ..............
AnnD<. HcimdaU 's Wbioe •n
&39
~ Coff", of. CreMioI\ ••. • .. ) 17
I'IlIyc~T""' ...•...•..• 101
latini S""*""......... , ...... 1125 ofCounltrf.ilUtJ. ..... . .. 839 ~ Self, Poltionof ....... 8S.. 882
OIdCap!lin with. . 1303 Dinner . . ... . ... . .. ... ...... 839 Po\)'mor1>hc<l Gear . . . . . . . . . • . . .. .. 22
Orpn . ....... . . .. . . 1555 L<om"""~. . ....... . ....... 819
F'wnmem Smok'''' ' 1121 Mail of Elbereal-. Tuleft's ........ 12

/r------------------------------------,~
1638
~,--------------------------------------------------..,I'
I'ol)'morpblill
AI'TOW of. . . .. . . .. . .. . . ... 93
Clay.
Clean and Dry
........... ..851
............. 851
ofGnomc: Cunuol . . ... 172
of Goblin CancroI .............. . 872
1
Mirynda~ Wandof. ............. 14S7 Cle&rwa!er. . . . 851 of Golden Silence ............... 171
Sllicld of Proof Apinsc. • • 1101 of Climbi"'.... . 8S1 of Good Humor. • .•.. 171
Wand or.. .,' ..... 1491 ofCuid RcsUcanct .•. . 858 Grwy Slumber .•. .•......•.•.•... I'l l
1'I:>matj, 00l0I;'' Shield cdlM ••..••.. 1096 ofConfusiuG . . • • .• ..........• . lsa of~ .. . 171

....
~. Rin&oflhe

DimmsionlJ
.. 91'

.. 847
ofConu.c:t DiSf\lPliull .
of ContrOllable Scent HeuInOlizarioa . 8U
of Concrolli", Ilarna&e . . . .
• lsa

. SSS
ofGmwdl .........
of lialf·ElfCuncml . .
offtalf~ContrOl ..
. .. 111
. 872
112
G:>1dcn ........... . ... .. &47 orlbe CooroNvc Too.>C:h •••••••••••• 158 of Hllning CumroI .........•.•... • n
Portal, M e\~'$. ... .. 847 ofCraflsmanship.......... . 159 of Heali"" .... . ..•....•.... 8n
Spelljammin, Helm ..........•.. 579 of Crelcion •. . ........ 8S9 of Hell8eyubi C",,!r01 . . 172
ofT..n . . ........ .... 847 ofewe 0;"'..., ......... ........ . 8S9 of Heroism . 172
I'upherio~ GlI'dcn. . . . . . 84S ofCuri"llYClllchropy . . ....... 859 110m of I'IcnIY . . In
I'orpherio~ S......ro.. 1388 of Danter O-Ccion .............. 8" of Housenc Cun!n>l 112
I'oorTmc..... . OJ Dart Dnn of lilt Voodoo MISten .. I" ofH ........ CuMoI .. In
f'orcclain Crystal W.nor . • • . . .••.. 348 orDear..a. ............ ,,, Hurnminat>inI HeN< . . .. 173
I'otcupifte Quill. •••.....••..•..••.. en7 ofOo-knte ........... 860 oflnlmllli!y ...•...•.••.•.. .In
I'I>rcupW Tal........ .•••.• . .•. 1420 ofOo-n.... . 160 of llIIrDIIftizario rm... LYCMUh.O!'"S . 81)
Port. NeYermdinc Borrel of Sa/t ...... 160 ofOo-Iusion . 160 oflnlRvision .. . . . . .. 171
J>orpherio'lGanlofo ......... .•. 848 ofDetecl U.... fe Cuns1nlCrions .. 89S ofl ...... SImlgth ................. 813
Porl.bIt ofDetM Nowl\lnnelsll'uuges .... 89S of l"",I.,ion. . ..•n
Sridae .... ... 8SO of J:k1ecl Shinin. Wl lIslRuonu . ••• 89' of In.. nsiIY . . 8n
Canoe ... . . ... ............ 180 ofDdecI S!Oo\eWOI'k Tra~i!$ .... . 89$ ofl nvisibiliIY "S.S7l
Canoe:.t. TlCkl. Box, Goert 'J .. 179. 21 4 ofDetMGndeOfSlope ... 89S ofl nvulnerabiliIY .. 171.898
Hole .... .... ... lSI of Oe!ermi"" Direction ofT~1 . I9S oft "", Handedness . . 174
MtsI ......................... 709 of Oe!cnnine Depth UnderJround B9S 1_.. TMh . . ...... 17~
~ ofl'otions. PadriK'I ...... 102 of Dijearioa .••.• • • 160 ~ . 17~
SNdooI .......... 151 of DiaIi"I. . . . . . . . . . ....... 160 or~COfMmI .•n
Sprin& . . .•..••..••.••...• ." of 0inU1IIIIion . • • • • . . . 160 1Wt\ DrinII: ..•.••.•••••••• . .17.
f'MI&e. Canoe of. .. 178 o f DirccIion . . .....•..• 160 of lanpIaac 1.eanU..,. . . ... 87.
PoNl. LocaIor .. .. 671 oflllt DracoIidI .........•..• 861 ofl.etlwJ:y .. . .. . .......... 874
PoNL. M.IImu\ I'00I ..•...•....... 847 of Dnjun B<e&.h ..........•... 862 oflcvillcion .. . ................. 174
I'(Itlllo of On.jon ConU1)1. . . . . ......... S64 of lIcbdorn . . 814
Mirror of .. . ...• 732 of Dnlun Si&hc . . . . . .... 86S of Life Scealin8 . 876
Pcrqrln'l Treati .. 011 Fixed ...•••. 1214 Dnaon~ Blood...... . ........ 86S of Life Suspenoion. • ..• 876
Scroll of ...... . 1076 of Drumi", . . . 865 of LiJlUninc Form ...••.. 876
Sil_Kcyof.................... 6J1 of Dfumspccch .. . 865 ofLon&evi!y .... ISS. 117
l'IlnmanIeIou of t noplny. Tenser\ .... 261 of DnmkennHl . .W lIM .. 117
1'Ilwai.. 1,",~\ .. lOS Dumion .85l ofluck ... ..... . 817
I'IlwaiI.N....... \T......" . 106 ofo-1"ConcroI... . ... 872 ofLycamhmpy .. . 817
~byM.pc .... . ... 106 ofEWriciIY ...... 86S.866 M.,., Wi"" . . . . . . 871
I'onni~. Wand of ... 1. 91 ofElemen1l1 C""trOI ............. 866 of Mlgic Blocki... . . ... 817
",*idon\ Trident . 8-4l ofElcmmlllFOI'nI .. . ....... 866 of M* Enhantemmc. ... 871
1'9unlloa ofElfConcroI .. . ..... 872 Mfogic ~IS . 878
Armor of .... 79 ofEnli",ttrune1U •......... . ..... 866 Df MI&k Resislanco . . ..• 178
Ruta of . . . . ...... 1222 of ESP.... .... 867 of M.pc SMldil\j . 171
Scroll of I'rou>ccion from •........ 1080 ofE!herealiIY 867 of Mqnelism . . . 811
1'01, CllJilucle\ boa ..... 269 ofEl<plooioN .. 861 orM"",ij"oc:arion ... .m
Pol of ....... Pmoection • • ••••••• IS I ofEl<... HeaJu., . • • . • . . . ...... 861 ot MarrunlI CGnIJ'DI ••••• • • • • • • ISS
......
I'o!enI Dnll, Durimal .. ............. III

of At.orption ... In
ofF,,", BIUIh ..........
ofFin:R~
of Fin: VuLnerabilily .
.. 861
......... 861
. ........ 868
otMarntnallA...... Cunrrol .••.•..•• IH
ofMaolaT1liewry .
ofMtrPl
. .... 878
.. 819
of Advanced Medillrion . . .. 15-4 of Fish ContrOl . . . . 8SS of Metal 1!IIIlIIIIIit)' ........... •..• 819
of A,ein& ...... ...... .......... 85-4 of Fluidrai..................... 868 ofcl>< MidasT_h. . ..... 819
of AiiliIY .. .. 85-4 of Flyi", . . .. . .. . . .. . . . 868 of Mind Dsmpenin& . . 819.
of Alternate Prof.woo. . • 85-4 of~II8 .. ..869 of Mind Fucusinl .. 819
AmalpmowL ..........•• ......• 85-4 of ForadMnw •. . . 869 of Mind RO$!OrUion . • • • • . . ... 819
ofAmton.ia .. . ....• 15-4 of Fonil\lde . . . • • . . . 869 Mifa&e......... . ... 819
of Animal COMo!.. . ......... ISS FuulWMer ... . 869 of MimftdE)'CS- ...... 119
AnIi!Iow .••..••..• IS!! of Fm:dom . . . . . . . 169 ofMiMiie~.... . .. 180
of AMimqjc . • . . .•.•... . US of Frail Air. • . . • • . . .. 169 of M_c......... •.••..•..•..• 180
AftIi-SIoop . •• U, of Frip . . • • . . . • . . • . . . •. 169 o r NeulrtJ~ ..•..•...•...... 880
ofA1cuM:C"i1""ul.",sion ..... 8!l6 of F",", Rosi$tanoe . . ....... 869 of Normal Sceftc N... b1IliD6on . . 8U
or ArchRIIJcdom ... . .... 8!l6 orF... Clrow!h ..••..........•.... 870 of No>.ious ResistulOt ..•. 880
of A.;an!M1RIIII&1Coon-ol ......... 8!!S ofGajin Con!rOI ................. 812 of Nuui.ion ..................... 880
ofBIJoCk Si",•....... .......... 8!l6 of Gaseous Funn . •. .........• I S!!. 870 Odmvi. .. 880
of Blc-ndin8. • ••• 85-6 <>fGeniUJ. . . ... . .•.... 870 ofOpe:l Mind . .. 880
orBlindr>e5a •••• 85-6 "fGhoqI. COMo! . • . . • S9S Qt Oppo&iLC Aliprnenl •••.•••..•.. 880
orBounci", ... . ... 8!l6 <>fGhostCunuol .. . ...••..• 19$ otOrcC-..l . .•. .... .... .•.. 872
or8ubbles. . ••. 8!l6 ofGhostla- ...... .. 170 otPain Suppressioa .••..•..••. 01
CIIUldron . • . • •. 269 ofGhooII CumnIl.... .. 895 ot~ion ....... ..01
or~"""'"" .......•...•. lSl ofGiantCuntrOl . . . 110 otlUtilcncc .•.. .... 01
orCIIIIdUlu>w. . ••..••.••••••• '" of Giant SImIJdl ..•. . ....... "1 ot~j"""""' ... UI
ofClalnoudicnce. . 857 Glib:" KIp....... ......... 171 f1we. ... .... .... .•.. ..UI
of ClIiroooyance . . . . ..
ofClariIY ....................... 8S?
"7 of Glunony . . ............... .. 871
of Gnal! Concm!. ..... .. ....... . . 872
ofPIIIICC",,!n>l .............. U2
of PI."c G......m.................. 882

/r----------------------------------~~
1639
~~--------------------------------------------------..,I"
....!Ioa of Ugli....,. . ...... .. .. 895 Desin!Eme~ . ........... . ...... . 902
Po;,o., . , 873 of the Undead .. . ........ 895 Dou lsay's ... . .... . ....... . .. . . 902
of Poison Ntp lion . . . 882 oflJl>IItadC<lntrol . . .895 Double Cron . . ... . ........ 902
of Polymorph Self. . . ....... 854 , 882 ofUndtrground Awa.-encss .. . .... . . 895 lMaon ~ a lood . 902
of Power . . .........•........ 882 of Useful Appendaga ........ . ... 895 Dream . . .. . ..... . ........ 902
Pox . . ....... 882 of Vampire C<lntrol. ............. 895 Dypshez's, of the al.ck Veil ........ 902
of Prole.";",, from lmmi""ibilily .... 883 of Vampirism. . . ... . .. . ... 895 of Edible 0I>jccu:. Puchezma~ ...... 907
of the I'«:udo Trunt . . . 883 ofWnom . . ... .. .... 896 El ixir . . . . .. .. .. 902
of Psionic Ability .... . ..•....•... 883 of Ventriloquism . . .. . ..... .. .. 896 EnclW1trncnl. ... 902
Psionic, Boosting. . ...... 883 of Vi. ions ..... 896 Euealyplus . ..... .. ............. 901
of the I'sychotic Kille, .. 884 o f Vitality ..... 896 Eve ...... . ..........•. . 900
of l'uriuil. .. 884 o f Warrior Power . . .... 882 Evil Eye . 900
Quirks ........... . ........•... 885 o f Waler Ad""nturin, ..... 897 Exci ...... nt . . . 900
ofRlog. . 886 of Wa ItT B... athing .......... . ... 897 Exodus ... . ...... . ........... . . 900
ofRoinbcw H.... . . ..... . 886 "rw.- M"",,,,.,,t .. 897 F;"" FinIS'" c.- . . '.>OJ
of Recall . . . . .......... . . . .... 886 "f Wight Control. .. 895 fr3nal hni .90]
of Reflection . ...... . ... . ........ 886 "fWizard Power . .. 882 G. I""ple~ .. . . . . . . . . . .. ..... . . . 901
of Reg. ""ration .................. 887 of Wizardry" . . .. . ......... 897 Gardenia. . ....... 901
of Rejuven.!ion ..... .. ........... 887 of Worm Collinll . 897 Ge1away's . . ...•...•............ 900
of RtpIileiAmphibionll'ish ContrOl .. 855 of Wrai'h ConItOI . ..... . .... . ..•. 895 o f Good T..1C ...... . ... . ..... .. . 903
arRest. . .. 887 of Zombie Control •............•. 89~ Gnpe .. . . 903
of Restontion ...... . ............ 887 Z.k ~ of l nvulne ....bil'ty ...... . ..... 898 of the Hero's Heart ......... . . 903. 901
of Resuxitation ................. 887 Zombie Blood .... . ... 898 High Conqucrinil . . ....... . ...... 904
ofReversc Ventriloquism . . 887 Zombie Broth . . .... 898 High John the Conqueror's . . . 904
of Rogue Wisdom . • ........... 887 Pollons Hindu Grass . . 904
of Rogue row... . ..........
882 BeakerofPkntiful ...... . ........ 165 Honey.uckle ............ . ..... . . 904
ofS. ~ ColI$wnption ...• 887 Combining . .. 852 HypnOti< .. . ... . ............... . 904
of S.:<:nt NeutraliW ion . 888 Id..uifyin8 . ... 852 H)'$SpO • . . . 904
of ScryinS . • .......... 888 Padriac's I'onoble Pttrveyor of . . ... 802 oflmageo . . ..... . . . .... . .. . .. .. 904
ofSecing . . .......... 888 Poucb Jamaica. . ..... . ....... 905
of Sensory Enhanc ...... nt ...•...... 888 of Ae<:cssibility ......... . .... 136. 137 Jezebel ....................... . 905
of Shadow . . .... . .... . 8g8 Devouring. . . . . . . . . 133 Jinx RelOO'o'ins ..•.... . ... . .... . . 905
of Shadow ConltOl . . . .... 89~ of Holdin8. . . .. 137 Khoddc ••• 905
of Sharp Eyes . . ...... . •. 888 Kangaroo .... . ... 136 Lavender. . .......... . ..•.. . 90S
of Sigh1. .......... 888 Protection ...................... 136 Life ...... . ........... .. ...... 90S
Singing .................. 888 ofSeeurity . .................. . .. 136 Lily of the Volley .. . ........... . . 90S
Skeletal ..... 888 Wind . . ...... 139 of M"iic De1Cc:tion . 905
ofSkclnon ConIJOI. .............. 895 ofWonden.ZadroCI , ...... . ... . .. 141 Magnol;. ....... . ...... 90S
of Sleep Bes\OW;"i . . .... 889 ZaiIYS 's Spell Component . . .... . . .. 147 M""powcr ... . . . . . . . ..... . ..... . 90S
of Sleep 8ruming ............... 889 Pl>u<hes, Girdk ofMar.y ............ 535 M=ury . ............... . ...... 90S
SI«pi"i . . 889 Pouring, W.ue"'kinof.. . . 1505 Mojo. . . . .. . ........ 906
of Sleepy Breath . . .... 889 Poverty. Barnl of ................. 160 MOOII.. . .... . 906
of Snake C....wli"1I •. . . ... 889 Powdu Mus!< . . •... . ..•...•.. 906
ofSo/lriety . . ...... . . 889 Absinthe. . . . . . . . . . . . . . . .... . . 899 Nan:iuUll .. . . •. . 906
of Soul -Chilli "i . . ............. 890 African Ju Ju .................... 899 New Life . . ............ 906
of Speak with Animals. . ....... 893 AlI'picc . . ..... 899 Nine Myllery ..... . ..... . ... 906
of Speak with Dnd ......... . .... 893 An~r ......................... 899 Oak-in-Acorn . .... . ........ . •.. 906
of Speak with Monmr1 . .. 893 Ani.. ... . . ............ . . 899 0be1h ...• . ....... . ......•..... 906
of Speak with Plants. . . 893 Aphrodisia . . . 899 of Obsession ...... .. ....... . .... 906
of$p«\re C<lntrol. ... 895 A .... bi"" Nights .. . . 899 O libanum . 907
ofSpoocb .... . ................. 890 Attract;"" ..... 899 Power •. . 907
of Speed ................ . ..... 890 Bats' Blood ... . . . ...... .. . 899 Primroee .• . ..•.. . ....• . ....... 907
ofSpecdclSling, W. llac ~.. . ... 896 Bendover's. . . ......... 899 Pwificll;"" . . .. 907
of Spelljamming ........... .. .... 890 Berg&moI 's •.... .. ...•....... .. . 899 Puchezma's of Edible Objects . ..... . 907
of Spirit Binding.
of Spirit Folk eon....l.
. ... . . . ... 890
.. 872
Blad AN ...... .. .... . ... . .. .. . 899
o f tho Block Veil . . .. 900. 902
I'ur.vu""""
Quirk.
of the HC1"O Heart .. . ... 907
907
of Spirit Flight . . ... 890 Bottom ~20 . . . .. 9(lO Revcnibility ... . . . ... . 909
of SlOne Form .................. 891 Bruno's Curse . . 900 Rosemary ... . ..•....... . ...•.. . 909
ofS~"ith . . ....... 891 Buddha . . ..... .. . 900 Rue ..... . . . ..... . ....... .. ... . 909
ofSuperhc/Jling.. . . . ..... 891 Bull's . . . . . 900 Sandat-oo . .. .. . .... . . ... .. .. . . 909
ofSupertw:roism . . . . ..... 891 Carnation . 900 Smoke. . 909
nr~"rffl ov Ani .... l C,.,."m] gQl o..,-"l"e Sn.ke
of Superior Healing .............. 891
of Sw;tenancc ........... 892
Citronella
Ci""t ........... . .............. 900
'lOCI
. .. . 900 So l omon ~
Spikenard
""
. . . . ... .. 910
...... .. ..... 910
S,..... Wiler .. 892 Cleo May .. 900 Spiril . . 910
of Swimming . . 892 o f Coagulation ... . .............. 900 TIme . ...............•.. .. ..... 910
Tcleportalion . . ... 892 of Comeli nns ......... .. ....... 901 Trinity . . . . 910
ofT.ngu ConlJOl ...... . .... 872 Conunandina ... .. .. . .......... . 901 Verbel\ll . . . . . . . 910
of Thievery . .. 892 Conccnlnltion. . ...... . . : . . 901 Vibration . . 910
of Thinness . ..892 Confu.ion. . ... . ....... 901 Vi'iin Olive . . . . ......... 910
Toad Skin ...... .. .......... 892 Conqueri"i Glory .. . ..... . ....... 901 Vi.ion ...... . ..... . ..... .. .. . .. 911
of Tongues. . ..... 893 ConlJOlling . ........... . .... . ... 901 VOodoo .... . . ... .. .. ..• . ..•..•. 911
ofToughcnin8 .. 893 CrabApple. . ........ . .... .. .. 901 Will. . 911
of Tragic: Heroism . . .. 893 Cnmi"i . . . .. 901 Winterireen . . •..• 911
ofT....."'" findi"8.. . .... 893 Clunin Seed. . . . ..... . 902 Wishina. . 911
of Truth .... . ............•... . . 893 Cypress Seed. . . . . . . . . . . .. . . 902 Wilth.. . . . ... . ..... . ...... 911
Truth DNa . . .......... ....... 895 Damn.o.l ioo .... . ........ . ....... 902 Xyz ........ . ......... . ........ 911

~r------------------------------------,~
1640

..
~\ __________________________________________________..JI"

.....,
y .... YIan& . • 911
ofZl&iJ. .. .
ofZqyJ .... .
" .
. •• 911 PoIofPIanl
Potion of Missilt • .
.........•.... 851
• no

-
Zodiac ..... .. . .. .. . 911 Privxy. BInner of .•. 156 !'ouch ............. . 116
Zullo ZuJa .•... 911 I'rofes&ion. PoIion of Altmllu~. .•. BSoi Rilliof. ... . 988
Prof1ck-cy Robe of .•..•..•.. 1014
AnwleIof ..... . .... J9 GIoIDlllel of . .•..••. .•• 501 Scarab of •..•..•.••....•.•.•. lOSS

...-
Aftkh of...... . ... '8 Picl: of. •.. . .... .•..• 1))2 Scroll Effects •.•.••••..••••••• 1068
Aric\ Staff of ., . . ... 1271 Weapon of. ........ • .. •• ... IH2 from SIwks. Shell of.. ... ......... 42
Balance Scole of . . .... 1'8 l'turlt,Ne!of ... 151 Shell of. .. .. ........ . 419
Ball of.••...........•. ..••.• ISO ShieldofDraaon ..... 1094
C\UMd "nri of .. .. . ..... W Locke's Mcdallw.orrhoupo ••.... 711 &oo:n SIrq>. AInuln of . . ... 40
Deck of WOIIdmus ... •.. 404 Medallion of ... •... . ..• . .. 713 from Spiri1$, Charm of. . .... . 28l
Dori\ Qboidiu StoedofWacodrowl .. • 75 M«IalliorlofTbou&h1 ... ..715 SWIdard Shell of. . . • . . . . . .. . ... • 39
fi~otWoro:truuf... . .... • n !tineof .............. . ..... 981 rn.m Slone Guardilns. RioIi of • • 9U
f'i,...nr.e
of ~ ..•.... ... •.. ' 73 l'romiJe.fIac\ .. . ............ 1l67 """'The ElemcntI.. Ring of ... . 9U
G!I ..... ue< 0'0&.. ... .. 501 l'romise."The.. . •.... 432 from Thof\. Charm of. . m
o-\falmenlsof ... 1470 Proorona. Oil of R I>JI •.... . •..•.... 776 from TllmJng. Amule! of. . .. 41
t.-oIin\ Rirtc of .... . ••.. 911 PropIaecy ~ hriapc of ..•..•• 1ll1 ""'" U...... RinJ of . \ISS
c....u.

-
~ Vatmentl of .. . . .. .•. ] 4 7(1 ~ Noon's of ..... 243 ftom U...... ScroL] of .. IOSI
Oil of. . . .... .. . 776 Propiliausneu. Pick of............. Ill2 Vcs!of MissiLe. ... . ...... 1461
Oivr-derofWill ........... 719.911 l'Tostheoio ... . . •. .• 9111 vs .. Shell of ........ (39
Old s.II Suo_ or. . . .......
DOl ~ I'ardunent. Sclf- ... S04 fromWJICf.ScroLlof ............ IOSI
Purl of. .•...... ~, 806. 10ll6. JIM
Poe;"'" of.
PoIionofChameIeDn •. .•.
....... . 882
. .•. B57
....
Abo of ...•..•..........•...• 1009
fioom Acid, Semll of. . .. 1076
ZilberofZombiot ......

Proitclor. Thurbrand~ ............. llM


1).\-1
l'ToIeclions, Spellbool< of CIoboli$lic .. I US

I'\7wdIer •••.••..•••.••. 907 Apina a..m., Neckllce of . .• . . . 752 Proooas. MirrorofMenW . .. 710
Rift, oro..m.leon
Scale of.
..... 952
. .. ............ 148
Sceplerof " .. ..... . , ..•... .... 1064
fton,A;" Scroll of .........
fton,Ali&/llfl'l'lICllanaeAmulet ..•.. )9
fton,All TI1Opl. S<:.-oll of .•......• 1080
Ion
......
I'Kudo T...... Poriooo 0I\be. . • . • . ••. m

Abi]ity, PoIion of . . . . • . . . . . . .. .. S83


Staffof .. .•.... ......... 1273,1189 ArmaleI ofh)cllic ...... . 42 ....... .n
Stiff of EIcmentII. .. 1118 Amulet of Life . ••..••. . •..•••. l6 ~~ C'orcltlof . . .. 292
Tho< \ M apal Glovel of .... 5<tS Amulet of. ... . ... . ....... 19 InlClKlion. Tome of... . 1444
Tbrot>e of ...•..• 1(15 from Bwezu. Scroll of . . ... 1077 Intc-rkrence. -'mulet 6f . 42
'oUImnIIsof ,. .••..••. .. 1470 o - o f............ . ..... 156 Reflection. Amulet of . 42
W"UIdI of. .... . . ISn 8ardin&ofMWiIt ...•..•...•..•. IYJ I'siorIicI; eoo.n.., I'OIiooo • . S83
I'ower\eso.neu, Ca ndle of . . .. 241 Bell of .........•. 816 Psycltic 1'tolttUon. Amu.1tf of ........ 42

........
1'owcr1essnetI. Robe of

IIq'OII4 ure, "'...... or .....


.. 101'

1196
BehofGoblinoid ... . . ..... ...... 168
Bt.nlelof ....
~o( ....
. ....... .. 173
. nl
P,yclIomeIron of Nerid .
P'r)dIolit KiILa. Poclon orlllc
I"bh.. DQlh Mask of. . . . • .
. .... 918
. 8.84
69i
of ()Mervatlon, " ' _... . .. 11M CIoftaD of ...... . ..•..• 1010 P"WI. The! of . • • . . . . . • . • . ...... 4)
of \be Spiritual Will .. 121' CandJuf.. . . . . .. 24),244 Pllchan'sGoldc1lIMocc ............ 649
!'or. Potioa. . . • • . . • • . . • S82 CIoparitoII of.. . •.... 2S) Puchozma's --.strofEdibic Ob;ecu. .. 907
I'rKOcaIYob ............... . 1S64 Capo of........ . ...•. 2SS P\ochriq, Smotinc Pipe of 1125
Prayer. Belli of. . .. ...... . 165 Charm, Pal . . . . . ..... 282 ""ilA/lCl ofMcmory.AIane ....... ]]40
Prayer a..ds, Neckllce of . . . . . 151 fromC1llfmi .... Rilli of . .. 987 Puisunl Skill II AmIl, Manual of .... 688
"-.AImorof.••.••... . .••.... 19 C\oako(. .. 307.311 ""I~lin&- Slilljtlone of ] 120
' ............110. Collar 01 .•.. _. . ....... . •..• lU I"\IrrIp SpelLjamminI HeI... . •. 579
Bonlc of ....................... lOCI from Oytul BllIs/ES P, Amulet ••••• 39 Punchin&.AwlofHole ... . ....... III
&o.of. ............... .. 216 from DiIcue. Charm of. . . . ... . 282 Puppiel. Flule of. ................ . ]SoI2
Oil of. . .... TI6 Dressof .. . . ....... . 41( Puppy Puay ...... . ... 919
"'-'"'d Words. Glass of ...••..•... 5}7 am..,of... ....... ... . . 426 Pure Good. Tllisnlan of . . 1.25
Pn-MrvinB, C." of . . .... 237 Enhanccmtnt. familiar .... IS) , .rif1c_t\ooI
Pracrvin&. J... of .
Prapn(Poi-.) .
Pride, Circlet of ..

"""
Book .
. ...••.. 622
. ....... 1201
. .•.. 291

. .. ..... {See Book)


Fare'sCoalof.
FiJllfdoud of.
""'" Fire, 5<;roU of .•
!"rom Fi~. CIwm 01...
. ....•.. 314
471
107.
. 2&3
from Fire, l'e..-1 or. ...... .. ...... 807
.....
Canlt:Ctl of .
molleof.

Um of Wiler .. •.
Purity, Pliller of .
. ..... 249
.... 5)9
. '"
. .........• 1466
. . 819
Kin&J.. Stall" of\be . ••...•..•...•. 1289 Forp: ofMelIIl ....... . ... 491 PutpIe·laI~ ...... . ... Im
Power, Poclon of . . .•.. m ftom 0... Scroll of ••..••.••..•. Ion 1'\Irt>OM. Special. S......v.. 1402
Scroll. ..... . ........••..•• 1067 Gem of ..... . .... .•.. 521 P\irpoK Whip . . IS.\-I
1'rieI1C.. Card, Hiih . . . . . ..... .. 183 Gem oft.bjic Mi..i1o . . 525 1'urJe. Bucluwd~ Everfull ... III
l'riesdy Mipi. Girdk of . . . . .. . .... 515 ftom Genies. Scroll of . . .. 1071 I'unc. Silml ...... . ...... 137
PriatIy Wordiftc. GinSle of. • . . . ..•. m fioom Good. Amulet of . . . 40 I'\onuil. A..- of . . . • . . . 94
I'rieIu, Arrow ofSlayinl .. . ......•.. 99 Han\I'toOCk of •. . •...•..•..•...•. ~ Pw1ui\, Poclon of . . . . . . . .. 8"
Pri .... Matcrill PodeI. Wandof.. . .. . 1491 from HCI ~ Scroll of ...... .. ..... 1078 Pwuo B]uc ~SVo<Ifd. ...•.... . .... 1388
Pri ........ OiLr"l'l!owdcr ..•• 776, 907 HdmelofSensor}' ............... 592 Purveyor of I'otioIIJ.. hdrix~ PoNbie . 802
f'Ironrvot~ I'Uo>Oer ofd>e H...,~ Heal. 907
""" ofOelCction
ofo;_IiooI ..
... 5 19
.... 912
ftom IltuaiollS, Scroll of.
rn.m
rn.m L.ilXKhitl and lIccdoM.
. 1078
Immiscibility. PoIion of.. ..... S81 Pu1riro" uion, SamtiMI~ Glob< of .•.. 5)9
Puay.PupPy .. .. 919
ofGteyhowk .. •...• 912 l'eriIpo of •.•..•...•..••...... 1117 Pyraml4 EnnJy ..•..•..•. 919
ofKmhk ..... . ..• 912 froml~SeroIlof...••. 1079 1'ymmIncy, SubconIc_
RepercussioIII; of..

-
ofLi&h1 Splininl ... 911 fioom MqicllTI1Opl.ScroLlor. . ]080 • ..•. 1244
1'ri.....1's Enchanled Gear .. ...... 913-915 MII"I: ~ SaM of . ...... .. ...... ]058 Pyrophil'Uf.. Quillof . . •• 927
PrismaI's Holy Syn>bol' ..... 597 MlSkof ... .. 104 l'yroc;~ Rio. of Spell Slurio, . . . . 988
Nceldlccof . 75] Pyro&eclInic C....tle ••••• .. 244
CasICllan~ Mqicll. . 915 ()nyl< Rin& ofNtpliYe " ' - ...... 9&4 P)'Ihoft. su.1I" oflllc •.•.• .. 1291
Genie . ... . .917 l'eriapl of I'mphecy . 827

/r------------------------------------,~
1641

d
~\ __________________________________________________..JI'

· IS58
Q R .... 41
Ratbdun, Spcllbook of . ...•. 121S
Q.n~1I R... CharioI of................ . .... 280 Rations, Epox~ Iron . .....•. . 446
ofChannina . , •...•. 1332 Ra\Ankh ......... ... ...... 48 Rani\ Sword ..•....•... •. . .. IlU
ofDUalrd . , ...... ]))2 RAbabIh of the 0.0 . . Illl Rootll"
of Quid ...... . .... Ill2 Rabbit Fipri .... M_ . .. 476 ofDuth .. 122
of tho Spirits •• . .... lll2 Rabbit}; " -. .. 28),930 of &orciorn. . . • . . . • • . • • . . . • • . •. Il22
Quaai \ FwherToken .. . 1 80.~.~ Ibbbitsbycr ....... . ...... )67 ofShakift& and Rollina; . . • • . . . III
Quaai'l Sptllbook. , ..... 1244 Raoial EnhIneftncnIl . . ..... . 2( ofSummonina ... 811
Quality(AQ) Len<. RalA;" . .. •••• 1067 RaoirJ WupOfI ••••. . .•....•.. 152l of YOuth. 81l
Quam:lofBiting . . ...•.. 9 5 Raok. Violin ..... . 1334 R.... en, Icon of !he. . • . • .. 609
Quarry. Mlrbl. of. ... 5~
QuarterDeck ......... J81 '"' RAdiance Command, RinlOf ........ 989
R.diance, Orb of .•. . . 797
R.ovenkind, Holy Symbol of
Rlvenloft
Quanermas(c,\ Cbcst
QMorl.nt. 1f
Geb\ ...
K..... Vin's..
M.,xaI ...
.... 288

. ........... 1281
• •..•••.•• 12Bl
. .......... 12114
Ridiant Golcm Libnm .
Ridiant Spelljammi", H"lm
. .•... 662
.. 579
It.&: of Dryi",. • .. .............. 931
~~

~"'. ..•..• 11
... ".
Galtm Book .
Galt...... Libram of .

Ravenmastcr\ Spellbook.
,~

OM
..... . 1045

A ........ the .••..•••• .. ••••• 12S1


'-1............. .. 1285 POOonof . ...••. &&6 Ravenou$.. Trw oflbc ..•... •• 14U
!'arIlwk1\.. . .. 12"
Q.>t.1~I~tll Command. Rin, of ... . 989
5........ of .
Rah. Girdle of [k .
... . I~S
..........•.. 532
Ray. C1oU. of the Mania
.~,
·. ""
Qvoe-n C."I. . , ...•. 28S, 286 lWIui., Tl li, man of.. ..... 1425 Bohren\ ........... •. ..9ll
Qu«n Ehli .... 's Marvelous Ni&ll!'nplc . 92) R aha,il~ p.,ndAnl. ... 8! I Black, S..ord. ,,~

Qufflo 'J Eye •. . ... 458 Rohni. Scroll of III . ........ 1074 Claw, ofChrJ<.~ik . .. S07
QlltnchinJ. Smoke of Fin: . . 1121 Roidcn~ Mac" . 678 o f Close Shavi", .•. .. .. 931
Q,,"U'" \ Idol . .. 611 R .I.~ ofTNth . . .... 9n
Quorstin. Harp . . • . . . . • . . . • • . 1321 Armor .... . .... 11 Rcxhi .... AfDulct ofFa. .... . .11
QIoWiOftift&.. Scroll of .••...••...•• 1081 Brids< Elixir ........ .. .. 445 Ractiono of PhosphonIs.
Quid: Actioft. Riftl of . . . 990 Huro. POOon of •........ .. __ •..•. &&6 Componenll """ • . 1151
Q.kh... Sarfof Sinbod ......... .... 91 1, 1059 Reod Ma&ic: Recipe ....•...•..••. 1241
Dluer of. Warrior .... . ......... . 1116 Iteodinea, Rinl of . . . ... 992
of Action, Tome of. .•. 1444 RaillCOl~ Old SIlly with . . .•....... 130>1 Rudin •
Ringof ......... , ... . . .... 990 Raindrop Ctwm of Re5OI.m:". 2tJ Gem of Scroll ••. . ............ '27
Swotdof. .. 1)88 Rai,Hin\ CIlfKd Money... . ...... 124 lIoimetof. ......•. . 591
Qui.,. Q&" "m of.................. un RliS!lin\Spe llboolc. . ... 12IS lens of 5ptood • • ••
Q.III Raji\ Armorofthe Dcscn Eveni"' ..... II Ma&ic, H.lm ofCompreher>dinM '"
of COpying ....•...•.... •.•••... 924
01 "'-ina
oI~
KurodI'I ....
ofLolw
.. 924

...•.....•. 926. 928


924
925
~ .
Raji\ Shield of the Holy..
Ro.bsta Tea ...

of Oimbina.
ofl...... ....
.. 1101
. .. 911

. ..... 9)2
.. 932
Lan&uaaa and.
Mirror ...... .......... .
"-n:hmmt ofSCkctiw ... .
R~EUof .•
Rebuner, Sword
,~

.. 1341.11674
...
m
... 43!

"(lonro'riting . . 927 of RetriMol. .. ..... .. ........... 932 Rtclll


of N<IC1'OnWIC)' . 921 Ship..... ...... . ...... 932 Amulct of .. . ............. 42
Porcupine. . . . . . . . . . . . . 921 of Smoothi", . . . . ... 932 Mirrorof. . .. 133
ofPyrophi liuo ............... . .. 921 ofTrackinl . . ............... 9)2 Potion of . . ... 886
ofScribbiinil ....... . .. 927 Rakcn.WinpoftlN: ...... 3 11 Rtolpe
ofScl'l)1I Cmlti"". . .. 927 RakCI.Slltr of.... . . ........ 1291 B...... in& Hondo .. 1141
of S",ift Writin&
ofTrmscriprion
of Truth
Windlaibe .••. . • .
Wondrous Writi",Set ....
928
. 928
928
928
928
Ro.kinlJ. CItwI of
~Ootk ..
~Flad< ...
~m
. ... ........ 541

B.antrine ..•.................... 162


. 302
. ••. 489 .....
Comprehend t.an....,.. .
DctCCI Ma&ic ...••..•••••••.

.....
Idtmify •.
. 1141
. 1242
.. 1242
• 1243
..• 1243
Qui_. Key of . . ... 629 Bi&bY\ Demandin, B.anmn• ... . ... 162 Read Ma&ic . • . ... 1241
Q" lrI.:.. Rinlof!he ••...•...... .. .....•. WI Shield .•.
Armor..
Elixir ...............
. .. 79
443
Spelljamminl '"
Ramminl, Ben<:h of
... .... .• 1268
. III
ShockinilG ... p.
Write .............. .•.
. ........ 1143
.1141
""
II<m . . ......•...... 22 lWnmi .... l.ci of. ........ ...... ... 673 Rec"",ition, Chloplct or c~,,",,, . 271 .
Philter............ . ... 829 RandomTIlf"i"I OOU"'"..... .... ...•. )67 Itec<>nna'-"«. Kite of... . . . ... 633
Powder •...•...•...••. 907 RaIIdomncu. Ri", of. . . •. 9092 Rcoordtr of Rccotdi", . . . . I S56
l'l:>lions ..•.•••••••• 81lS ~.~ Rcoordtr. V. 'Cind\ .. 1556
Rinas .... . ...... 9IlO Anooo ofE>.lCDded .•... .•..•. 89 R«ordl ••
ROdiI . .. 11m Elcl<nSion, Rina of ... .• •••• 9091 Libfl.m of . 668
Sm::>11. .. 1081 Scroll Spell ~I . . ..•... 1070 Record<.- . • • • • • • • • • • • • . •••• I S56
Shi,,1dI . . ..... 1101 Ranacrs. A/TOW ofSlayjnl . . .• 99 Stof'fof . .. .. .•... .•. . .. 1291
Stave<. . 12&9 Ranike: Rod . . .. .. . 10)6 R....... ry. Ointment of .............. 781
Weapon .. ........ .•. . . 1522 Ranike S1dr ... ... 1291 R...",.,ry. Scroll of .... 1081
Q"I>,.,
of AI"TOW Storing ............ ... .. 929
Rapi-d Rcaone-rJtiOOl, Ring of .
Rapier, Pi ... te MIte ",jtlt,
.. . . 992 ."Air Qualiry (AQ) lens ... 1061
Arrrw .. ... ........... ....... 95
..,.... .....
Black. .... ... . .............. 929 SII~ of Power .
of EtlIorInIo. . • . . •
Frier. Map .. . .
. . 929
. 929
Raptun:, MiS! of ... ""
.. 7)6
1521
Axe, ApIi\ ..
Boot of War • .
.. 111
. 1218
Neve< Empty. .. . ...••..••..••.. 929 R.-. ~pM, IdiomJ 4 . 1111 0.", Mail. IlI1eY1I" .... . ..... 71
ofRct ....i'" .. . . ... 929 RMy\ Spellboolt ••... ..... 1140 o..riot of Aeni . . . . . . • • . . . • . . . 280
of Wrona Rctumi",. . ... 929 IWpbcrrico, PX of ... . .. m C1>tr-ry l'il:$, EftcAanl(d . . •. 1089
Rutinon. Rod of. . ... 10)6 Deatlt, Sword . • • . • • • • • . . . . 13&8
Rat Block .............. 1349 Dralon Cloak • . . . . ... 300

1642
...
~~--------------------------------------------------..II'
,. R.ptlle Spear . . ...... 1131
OragonScaleM . il . . ..... 81 !Amphibian Coolrol. PoIioo of. . 8S5 Throwing Dagger of . 369
Orag""SI .~.Sword . 1357 !A mphibianlFi. h Control. Porioo of .. 855 Throwing Stars of. .............. 1435
Mirror. . .... 733 B.... . ..843 Weapon of. . ......... IS23
Pearl . 807 h><uba\um . . ......... 435 Reunion. H«I of . . .. S74
Robin, S"""" ...... . ........... 138g R. ptil. , Reunion. Key of . 62'J
Sabre ......................... 1388 & Dinosaurs, We.pon Bonu. v • . ... 1509 R.... ling DuSt of. . . 422
Turl>an .......•................ 1463 Arrow of Slaying ................. 99 R.... ling. Wand of ............... 1492
Rtd«mer. . ........... 1388 Weapon with Bonu ...... .......... I S09 Revenant Coffin ofC ... tion ......... 317
Red""tion, Eli~irof . 44S Reptilian ugionnai .. Sword ....... . 1389 R... ngerSword. Holy ....... .. .... 1375
Reeking. Cape of .................. 255 Reptilia ~ Curdled Death 776 R... rsal.Mirrorof.. . ....... 733
Referer.ces ...................... . .. S R.ptilla's Staff of the Serpent........ 1291 R.verse Ventril"'1ui.m, PoIion of. .. 887
Renmn\l Repul.ion Dust. Small Bird . 422 R.versibility. OiUPowder of. ... . . 776. 909
Arrow of. ....................... 95 Repulsion. Oil ofMonsler .......... 774 R.versioo. Ring of .. ....... . ... 994. 99S
Dan of. . Repuled Magical Pmpenie. "fnom. S 14 Rovivi""tion Eli.ir 44~
Sling or .
Rcn..,ti l\i. Mirror of .
'"
......... . 374
.733
Re ..b<ace of Valor ...............•.. 64
Re",ue. fishing Pole of . . ...... 483
Reviving BUile.
Revolving Door .. .. .... .. ......... 412
\S38

lten.."lo" R..i" .....,C.n. r. 1 Rhoddrian. Minw·Shield of. .... .... 1100


Amulel ofP.ionic . 42 Amulet of Charm ............... . . 29 Rhoddrian~ S .. ff . . 1191
Armor of. 81 Amulet ofMagk . ................. )6 Rhi .lle~ Scroll. . 1083
Candle. .. ............... 244 Ap"'" ofFi .. . .. ..... . ..... .. .... S8 Rhinglladc's Harp . . .. 1327
Cloak of . 307 to B.. alh Weapon •. RiniOf . . ... 994 Rhubarb PIe . . ........ 835
Lens of .... . ...........•...•.. . 6SS CuboofF1"<)SI . .. lSl Rhun ~ Homed Cloak . . ........... 308
f'o(ionof. . . ......... 886 Dwarves & Hal nings,Arc..... . .. 1140 Rhyming. Ring of. . .. 994
Shie ld of. .......... 1102 Elixir. Sunlight .... 44S Rialissom ~ Spe l lbook . . ....... 1220
Reflections.lne>;plieable ........... 1181 Gla .. Bead ofFi.. . . ....... 164 Rice M<>t1ar and Pestle.
Reflector, c;.,.Unual Light ........•.. 329 Ni""" Ham ofFi... . .... . .. S99 Everproducing ............... 141
R.fi-e$hmen~ Bottle of. . ..... 200 Oil of Acid . . .......... .. ... 763 Richard tile Monk~
Refi'eshmenl Simulacrum, Ardral«:n~ . 62 Suh of Fi.. . . ........ . IOS3 Spellbook. Brotller ............ 1154
Regaliaof Might ........... .. . 933, 938 Resl" . .... , .... Iio" . Riding Gong . .. 822
R .~n. raUo n of Cold ........................ 858 Rider of the Gearnat Sea. Storm . . 181
CUShion of. . . JS3 of Fire. . ................. 868 Rider ~ Pearl. Storm . . ....... 807
Pillow of. .838 ofFrosI 869 Riding. Saddle ofSecu .. ........... 1049
PoIioo of . .887 of Maiie .... 878 Riding Tack of Flish~ Ginzani' . . 530
Ringof .... ................ 992.993 of Noxiou. 880 Rift Spanner ... 945
v"mpiric.Sword . . ....... 1412 Reslsunce. Ring. Ri ggby~Spe\lbook . 1221
RegeneratO .... Scourge of ..... .. .... 1391 of Fire . . ..... %3 Risht Arm. T Nlh. . .. 1373
RegJar~ Glov..ofF .. ed(Hn .......... S44 ofUghting ...... 974 Righi Eye. M.Uifleur·.. . .. 458
R egJar~ GIO>" •• of F.. ed(Hn of Magic ...................... 977 Righi Hand. Torno/1LSt"s ....... S6.J
from Maa>c Reson:anee of the Great \\;)jd, Echo & ... 116S Righleousness, I'It)Ilactery of. . . ... 831
Reincarnation. Malice. Rod of ...... 103 1
Rejuven.alion. PobOfl of.
Rei A.tmn Sword of Enmity .
887
. 1388
R~. Clwm of ............ . ... 283
Resource Dogger
Re.pite. S....etTOOthof ............ 1451
..... 367 W.,
Rilan .. ver~ S .. ff

o f AffiiClion .... 947


1291

Relaxing. Chairof . ReSp01lSe. Bead of .. 16S


Reli.f. Pill of Hang<lYet" . '"
'"
Rest. I\>!ion of . . ... 887
of AI-Kalim . Gold Seal ............ %7
AI3rm BuC/)ll Spelljamming Helm .. S74
Reloading. Hasp of. .
Remedies. Ringof.
R. mo"
............ 994 '" Restful Sleep. Carving of.
Restlessne ... Cot of .
Relto ration
...... 261
. ..... 330
of Amasi •...................... 947
of Animal Cootm!. .. .... ......... 947
of Animal Fri.ndship ......... 947.998
Aelioo. Hand of . 50S Cabinetof Air. ..233 Animal Magn.ti.m . .. 948
Aelioo. Orb of. . . ....... 798 Chann of Boot •.. 281 Annulment . . 948
Candle Snuff.r ................. 247 Harp of Spirit . . 1327 Anything . 948
Viewing, uns of. ................ 65S PoIion of. . ........ &81 of Apathy 948
Removal. Oinnneni ofScu ......... . 781 Polio" of Mind ................. 879 of Appearance . .. 948
R.moval. S,I"" of Scu . ..... 1052 ReStoring freshness. Cluldron of ..... 269 of AquaTic Depth Locatioo. .. 948
R.~ Curse Armor. . . 82 Res""i"t. BandofBird.............. IS2 of Arachnid Control .............. 949
R.moveCurse. Shi.ld of .. .... ..... 1103 Resnaint.l.oy.1 N.t of .............. 7S7 of Armoring. Nuggin' Cursed . 983
R.moving, OiVPowder of Jinx .... 772. 90S R"studying. Oe$k of. .. 40S of Armonng . . .......... 949
Ren 's Sword ofO.neini. . ..... 13g8 ROSW"fedioo. Rod of . .. 10)7 of A$h Command .. 989
R.nding. Fingernail of . . . 481 Resuscitation, PoTion of . . .. 887 of Avian Coolrol . . ..... 949
Renown. &nner of.. . ... . ...... IS7 Retaliation. Gem of ........... . .... 527 A....... ness. . ....... 949
R.pair. Needl. of . . 7S4 Retaliator, Sword. . .. . .......... !3S9 Bard's ......................... 949
Repell""" •• Oil ofBIIg . .765 Retention. MaltQ ~ MirrQr of . .. 729 of Beauty. . 949
R.pellency. Amulet of Insect . . ...... 3S Relention. MirrQrof .. ... ..... ...... 733 BerrQnlr Tf\IC$ih ..... Silver . . 949
Repercu .. ions of Pyrom.ney, Retina. Mentallmpres.ions of th •... . II % of Berserl< Slmtgtlt. . .......... 1006
SubconsciOU! 1244 Reroner.Sword ......... 1341. 1367-1368 BI.tle1uming. 949
Reportoi .. of IlIUStriou! COfIjW1tions .. 1220 Retrieval.Chairof. .. 274 Blink . . ............ 950
Reptrtoire of Subconsei(lUl Retrieval. Ora...". of Easy ..... .. ..... 413 Blinking .... .......... ......... 950
Apparitions ... 1220 Retrieval. W " of. . . 932 of Boccob . • 950
Reped,lon R.turn. Seroll of. . . . .. 1083 Boot ... . .... 950
Nidus' Wand of Endle ... ......... 14~8 Ret"rnlnE Browdrow.oftJlmMl
Robeof. .... .. ....... .. ... . . .. 1014 Arrow of. ...................... '.IS Weapon Hann ................ 950
Scroll of ... 1082 Bagor. ........................ 131 Burbu!. ........ 951
Repetitive Buming.logof.. . ... 673 Gem of . . .... 521 of Bureaucratic Wizardry . 952. 99S
R. pl acemen~ Oil of Hair . . .. .. ... 770 G"'Pl'ling]"", ofLudle.. . .. 550 of Cantril" .. . . 952
Replier. .. 1341 Penny ......................... 324 Ca li Eye ............. .. ........ 9S2
Represenwioosofthe Sent~t Plane . 1220 Quiver of. . .............. 929 of Cham. I..,., Power. . .......... 9S2
Reptaf ~ Wall. . ............... 1103 Quiver ofW"",S . . ...... 929 Cilidari ... ofWiurdry ........... 9S2

/r------------------------------------.~
1643
,,~--------------------------------------------------"'('
~.. of~... .911 Quifb . .... ... .... .... 990
ofCinaIooo ..••. .. 9S2 oflnl'revition ............•.. 911 o(RodionccCoramand ... 989
I1f CboinolOClicnce ••. ..... 953 ofln'-";"" Neption . 971 of1hc Ram ........ WI
of Clw 'fhouaht .•. . 953 Inlier's. of Shootin& Starl . . 971 ofRwlomneM. . .•. m
of CloAked Wintdry aftd of IIW;'ibiliry ..•......... . .. 9S2, 971 of~ utcnsion...... ...
992
Invilibillly .•... 'S3 of Invi-libility Ntption ............ 971 of~pid Rea""",,,I;"" 992
ofClumJ'nesI ................... 953 ofllMllnenol>iliry .. 972 onealli ....... .... ............. .. Wl
ohM Comet .....•....... ... '51 oftmlllr .......... . .. .. .... 972 of Reaeocn1ion ...........•...... 99l
ofCornrnt.nd .. . .... 9S4 of Jumi ... Odor .... .. .. . ... .. ... 972 of RtnIO<Ueo .•. . ............ !/9(
ofCompulsiOllt. w't.l;lO'J . 1007 JheNail~ Si l_ .... . 972 o/"Resistance. . .......•.. 994
ofConllmW CIIuminl ............ 9$4 of.lollin&...... . ............. 972 of Retitlal>ce 10 Bm.Ib Weapowos .... 994
ofConIrMi...... . 955 of ....... pi... . . . .... 952. 971 ofRevenion ... . 99-1, 99S
otCOOIneu: .... . 955 of Keys •. .972 olRhym.... .... .. W5
eo.till'OOl'JofH_ lnfl""""" .. 955 of Kina:s . . . . 972 Rocdoe\, 0( Bweoucncic
otc-dy Etiqume ..•...••. 955 LadIopr"l. • • . . . . 91) W"1ZanWy . .. . .. 99S
Crius............. .. 955 of~ . . ........... 971 ofSOfft)' ............. .... ...... 99S
C\Qod AIIimal I.bpctisno . .. . .... 943 lanolin\, of ~ • • . 97l of Salts eo......nd .... _. 9S9
Cursed oflho Oral Kin.....,... .
9S6 LanICnl • • . .. • . . • • . . 97. Samondet.. ... ...... 99S
ofana.. . 9506 of Lcadenhip. luknUNIfon . 947 So....... .. W7
Dalamat's o f Hcali", .••. . 9506 ofLif. ... . 97. oflhe Scaladar, MUIer .. . . IIXM
Dan.......... ........
9S7 ofLlf.l'n:MeCI;"" ............. 914 of~i... ... . ..... . ...... 997
or~I~ ...... 9S7 orLl').. ...... . 974 Sc!un"Spcn Immlllliry ........... 997
ofl)opetrir;~"M:>n. . 9$7 of LIahlina . . . 974 ofSmoilloCk . . ...• 997
ofDcxlerily............. .... 964 of Lil'''ina Resistance ............ 974 ofSI\oj>e Chan'inl. ... . .... 997
o(Di.",;III:. . ... 957 of LimilCd Telepalhy .............. 974 Sherry 's. of Animal Frieroddtip ...... 998
ofDimaclion •.. . ... 957 of Liquid 1".,..;rICllI;"" 975 SIoield. . . . . . 998
ofOU/faClion. Cw1ed. . .. 9S7 oflhe Link: 1'topIe •.. ..•.......•. 975 ofShockin&Gn.p ............... 998
ofDini_ ..... . ... 9n o/"LoIIII .••........... .......... 975 ofShoolin&S*" ........ 971. 998
ofOjiJltd SwnmorI........ 9511, 967, 914 o/"l..ote ..•..••... . 976 of SiJhl . . . • . .. . .. • . . . 979
o..upu . .. ..... ..... .. 9SS lucty. ollbe Wild eo... 976 of Silence .••.••. . .......... 999
0.- .. .... ..... ..m olL)'canllwq>y ....... . ... 971 ofSm¢II. .... . 979
ofchc Ea&Ie..... . .. 9S9 M. . ShDI.......... ..1 112 ofSmobCommoncl .. 915
o/'Ihc Ear ...... . ....... 959 o(MI&:ic DNCIion.... . ...... 971 of Sound .••..••.••• . 979
of Eel" , ...................... 959
ofEkmmtlI Acbptalion .... 959
oIM1&:ic ~ ...
olMI""" Command •.... ..... ... 98.S
.977 ofSptn "T......... 1001 ...
ofSpcnl'umina .. 1000
ofElemm1i1 Command ..•...•• 960 olMommai Co.!troI •...........• 97' ofSptll EMina ••..•...•. .....•. 1000
of Elemmuol MoWl>OtJll-iJ 961 of Mony Wishes ....... 978 ofSptll HoIdi"l ... 1000
of Emotion, Moodarvian •. 979 ofMarJoyIe.. ......... ... . .. 96S of Spell SIOri"l. . . . ..... 988. 1000
of Et>e'1Y ... • • .. . 962 of MlII<illj . . . ............. 971 or Spellbanlc. . .......... YW
orESP.. .. ..... 962 MU ler ...•........ ............ 1004 of Steam Command .... .... ...... 939
of Foeric: . . .. . . .. . .••. 962 ofMI!aUo[iwion ................ 978 ofS_...... . ...... .. ..... 1001
Famulua. . • • . • • . . .• 962 ofMemooy ............. ....... . 971 ofSwnc.ltin .. ..1006
of Fashioon • . • • • • • . . .• 96J M<'Wto .....•...•........ 911 ofSn-m,th ....... .... ... .. 1001
o f I'ear"IwncA ••. . • 96) o/"Mirocl SIoieldinl . .. 979. 1003 of S......-Ml ... .. 1002
of Feather Fallin, ....... 9Sl, 96), 100$ oIMincral Commadd ... . .... 989 of Suslalance ... 1002

S_'" .......
of F... .' RtsiswIce .
01" Fi..,
oI"Fife. While Coppa- ..
...
. ...... 96)
!1M
. 1007
MoodorvWI, of~
M........... \, olWanndI ...
ofMoomlml..............
....... 979
..981
..981
ofS~ ..••....... . 9Sl.lOO2
T......."... Mqic Moure ...
ofTUIO ..........
. 1002
. ..... 979
01" Ftyin& • • • • • • • • . • • . . • !1M Mild.... .. 981 ofTelckioaio ........ ... . . 1003
ofFi .... FlyruI\.. .. .. !IM ofMutripie W"osbet .... . .....• 981 ofT~ . 1001
of Folly .••. • ..••..• !IM ofNIIW'e"lt Love ...... . ... 9S2 Thal 's, of Mind Shirldinl . .. 100)
of FoniNek . . . !1M of t h e N _ ............. 982 ofThtw W"osbet .•. . 100)
of F..... AClion .. 953, !1M ofNeuualiDtion ....... . . ..... 98) ofTlltw W"uchet ... . .... 100)
of Freedom . . • 965 oflhe Nib<lullJlCfl . . ..... 98l oflhe~'CanI ...... 97l
ofGlIJO)'IeI . ..965 of Ni,lu . . .... 98l ofThu........ . lOOl
ofGu ..... . ............ 965 Noon\, ofDjiM Summoning ..... . 984 11k...... .. .................... IIXM
ofGux .. . 966 Nu"ln "lt Cwx4. o f Annoring . . . 984 of Ton pes. ...... ... ... . ... IIXM
of Genie Summoni", .. 967 ofOal< •... )"... ....... . 98) of Touch ... . .•.. 97'
ofGIyphI ... ..967 Onyx. ofNtpli... Plonc PmIec6on .. 984 ofT~ (ThroINnd)....... .. llXM
Gold Seal. of AI.K.lim . . 967 ofOozc Commond . . .••. 985 ofTMh ........ . .. 969. llXM
Gok\eft, oI"He.llina: .. . 967 orClppoNtion .. . .... 984 ofTMhIW..... ....... llXM
Gordon~ Mqic .•...••.•••. . 967 0rlIuI ..........•. . .•. 985 ofTMhIeMnea ...... . ..•.•. 1005
of .... ~ . .. 967 o f Paraolerncnlal Command ... 98.S ofv.:...... Comn\aIod ..••..•••••. 9&9
IbluIcrH~\eponaIion.. . . 9611 of P'hoMom Form •••. 986 of lhe~ ... .. 1005
ofH ..... ~ ... 968 oflbe PbomiJ. .. 986 of~rie~ ... . .. 99l
ofHaJlII . .... 969 of PIont C-..I 98.S ofVapon . .. 1004
0( .... Hien>pharM •. .969 oflbe Pomorj.... 917 VarIo's, of Feather Fall...... • . .• 1005
Hoi>Ibee\, ofTnoIh .............. 969 of Pro;eetion . • . . . • . . . .. . .• . ..•. 917 oflbe VIZier •. . ............. 1005
of HoIi_ ... . . . . . 969 o f l'n:MeClion . . . . . . .. 988 or Wardin& . . ..•... 1006
oflhe Holy St.yer.. . 910 o f I'rotoCIion frooI Channina . . . 988 o fW_III .... . . . 953 ,981,1006
Homed .•...............• ...•.. 970 o f ...... ltCIion ffom The Elemerlls ... . 988 ofWlrcr~ ...... .. ..... 1006
of Human ConIfOI 970 . of ProICclion ffom Slone GuanliMs . 988 ofW.rcr W1lki"l .. . 95l. 1006
of Human Inn .. nee 954.910 of l'n:MeClion ffom Undead . . .. 988 ofWaJmcso ...... ... 1006
of HufIl/Ilnn _ ..........•. 970 0yr0J\, o f Spell Storinil. . ... 988 \\!hil. Copper. ofFi.., . .•..... .•.. 1006
oflce . . ........•• 970 ofo-ielemental Commond . 989 of W"ondwInli"l . . ..••. 1006
of Iccboill .... ....... 971 olQuid: Action •. . .. 990 ofW;,l1er ....... . ........ .•. 1006
oft mmunit)' .. ....... 971 ofQuickneM . . • • . . .. 990 o(WitcIom...... . .........•. 9601

/r------------------------------------~~
1644

....
...
~~ __________________________________________________..tl'

~ ..
"fWizardry. . 9S2, 1007
Wizzo's. ofCompullioo ...... .... 1007
of Equestrians .
of Engir>tering, !O>:c<Uent .
. ... .. 1027

ofExpoditiousTransport ......... 1027


. ... 1027
ROKofE,..,..1 Slumber ..... ,., ... 1045
ROKofRavc:nloft ................. 1045
~ OillPowder ..... , . , .• 776, 90\1
ofX-RayYision ................ 1008 Extendable Hand of Enjoyment ... 1028 Rosy Vision. Bunon of. . 232
Ringing. fklJ of. ..81 6 of Fla iling .......... .. .. 1028 Rot, Eli .. ir "fHealing . ... ....... . ..• 442
Rinp ofMhlenlU1. Seven Lost ....•.. 664 o f F"')'OI>dy. Oiplomocy .... . ... .. 10lS Rotten Egg ...... .. ........ . ~]8
Rings. Smoking Pipe "fSmoke .. . .. . 1126 ofGoneralsllip....... .. . ...... .. 1028 Rotting. I'crilj>t of FG!l1 ............. 825
Rlqq oflhc EI'=! .................. 823 of Glyph CrWion ............... 1018 R-;ng, Oarof. 761
RisingTode, I'<:atl "f1bc . .. . .... .. ... 807
R<>ad, Jo's Liquid .................. 772

....
Rnao:t. Liquid.
Roaring. Ikll"",. of .
. .... ... •.. 670
. •.. 167
of H.. lth .

of lnen;' . . ............. 1029


o(Justice. . .......... .. .... . . 1030
of Leadership .
.. 1028
ofln<lesuuctibility ....... .. .... . 1029

1030
..
RGyll Flail. Ooiri............. ...... 488
RO)'al Heart.

Bow
~
. 574

.. 20S
ofN"""""inter .. ........ .. , . , ... 523
Asilator. . (Se<: <>/ BI"""i~g) lightning . . 1030 Rod.Asmod<us ~. . .. , t02i
of ..... Ar<1tm.asi .. ... ... . 1009 "flo<dlyMigh• ................ to)O ..... 11 21
ofBlendioS ....... . 1010,1013 ofMIIlyThinp. . ...... 1031 ... . 1342
Oiirinka's ..•....•............•. 1010 of Melting .................... 10)3 T\m;uoise and Emenld Mobile .... . 737
ofDryina •. .. ..... 1010 Monadk Oovo. . .. 1033 Warrior ........•.....•......... 348
of Eyes ........... . ... 1010 of tho Monolith ............ . ... 1034 Rudel.,.
Glwlrobc ..... .... .. ... •. . 1011 MOIO MOIo ..................... 741 of Guidance ................... . 1046
"fHolding. .. . .... .. .. 1011 ofOnnwal. 10)4 ofM~bility. ., ........ 1046
of lmmcdialC ACCC!ls, H'Vcyk 's .... lOll o f Orbs . . .. •.. . 1034 ofPropulI-ion.•..•..... . ..... .. 1047
ofMagi<.ol Enhancement. Sulmish ,. 1016 of Pam, Iron . . ..•... 1029 ofSpe«l . . . 1047
of~l _ ......... 1014 of Parrying . ...... ... .. .. 1034 Rudno~ Bow ......•.....•. . .. . .... 209
of Protection . ..... 1014 o f I'assolle . 1035 Rudfll~ eo .. of Cloning ............ . 216
"fRepetition . . .......... .. 1014 I'rote<:tion, Bannot of . . . .. 156 Rue: OillPowder . . .. 776. 90\1
Ro<:k ................•. 1015 Quirks . 1035
ofScinlillali"3 Color
ofScmlwn.
1013
]016
RAnikt ...
ofRa$tinon.
. . 1036
.. 1036
'"of Mothering .............. ..... 257
ofSmothorinli. . ... 257
of stars . . .. . .... .. . .. . 1016 of Reine..,..t;"", Malke" .. lOll Throw . . .... 2~
ofSws, Me1!ifkur~.. . .......
lOll of Rosur=tion . . ..... . 1037 ofw.,\c:cmo .............. . ...... 257
Stone ........... 1016 .. o fRul <n.hip. . ...... 10]7 Ruin C&n:l ...... . ....•.... . ...•... 381
TvuIuri "Oolden ... . . .. .... ... .
1017 of Security.. . .... . . 1037 Rulen.hip, Crown of. ........ 336
ofUKfulltenu . . .. . ... . .
1017 Scaojan EarthcaU.,.\ ... 1037 Rulenhip, Roo of . . ..... 1037
of Use I... 11 ..... . .... ...... ... . .
1017 ofSC .... n Pau . ..10)&,10)9 Ruling Staff. Pharaoh ... . ..... 1288
of Vanish in II . . .. ... ....
1018 o(Singing . . ...... 1040 Rune Wand, Odin .. .. 1490
ofVeh"II.. .. 1018 . •. ofSmitins. . .. .... 1040 Runeba:nmor . .... . .•..... SSS
ofYumln .... . . . ....... . ...
1018 ofSplmdor .................... 1041 Runn
ofWamth ..................... 1018 of Strength, MoIo MOIO ........... 742 Mhuntlll ~ .. . . . ...... . .. 664
Wizud ~ ...... 1018 .. . ofT«tlJ ..... ..... . ..... ... .. .. IOoII ofNmnhk . 1221
Yanuo ~. . ......... 1018 ofT.."..". . ..... .... .. ..... ... .. 1042 ofPo...$$ion.. . .. .... . 1222
Robin (joodfellow'li Wmd . .. 1491 Th...,..p;..",. . .......... 485 Runestick ....................... 1492
Robin, Rod ...........•........•• 1388 ofThunderins Compliance, RunjO)lO ~ Winged Boot • . . .. 196
Rocckoc: ~ RinS of MOIo MOIO .. . .. 742 Ruprura. Thesis onCondi,ional ..... 1247
Bu"'."""'tic Wiurdry .. ...... . .. 995 ofTransportatiod, Whi$p<T... . .. 1042 R.st
Roc:k (Sec also: Stone) of Victory . . .. .. .. 1042 B.o.IIoon . . .... lSI
Death .. . ...... 1019 ofW<IpOIII)' . . ......... 1042 Blade: . . . ..... . ....... 367
of tho Darad S'tin, Death 1010 ofWelkwood . 1042 DuO! .. All
Kerttllyap ......... ..... . 1020 of tho Wynn • . ...... 1043 Proofing, Oil of.................. 776
Pet ........................... IOlI ROI~' Wand . ........................ 1492
Pim:ing. Anvw of ... ...... ... . ... 95
Robe •. ...... . .... ... ......... 1015
SII.~, Talisman of tho ..... .. .... 1426

...
Rockinghol"so, Flyill$.
Roclupliner .
. . 490
. . 119
Bolder .. Cloak of tho ............. 298
C&rd . . .. . 381
Power, PoIion of ...... ... .. ...... 882
Wisdom, PoIion of .. ... . ........ . 881
Roguo .. Koy ......... . ............ 631
RoIuolan, Staff . ....... ........ . .. 1292
Ru~tl<l n
Flatcbct. Sword ..
P\::>lurm .
Sling Blade: .
Snap-Tong . .
".
."'
............. 368
..... ....... 1048

of Absorption .. .. .... . .. .. ... .. 1011 lWIand .. S\OOrd.. . .. 1358


of tho Amli Sea .. ... ....... . .•. 1012
ofAlertnns. . .... .... ...... 1022
Roller Hoopers, Hoop of tho ... 599
Roll.,. Hoopc-rs, Skatosoftho . .. ... . 1116
s
As~'Ii Ruby . . 1022 Rollln i S'tin. o.ath R""k "ftho DMad ...... 1020
ofBoguiling. . . . . 1021 B..,..lof. ................... 160 S.birine~ Specular . 1122
nfRegttiHng.MnmMnt" . '41. logof 673 Sob«. Rod 11M
BI. clat ick .................... 1013 Ranle of Shaking and. . .823 Sacred BundleTolioman . . ...... 1425
ofBli"" Walkins 1013 ~.OjJof. . .. ....... 776 Sacred Grove. Hom of the ......... I S46
of Building •.. .. .. . .. ... ... 1014 Rook. . . 284, 287 SlOddlo
ofCane.llation. . .... . ... 1024 Roorno. Tapestry of .. . .... .. .. . . .. 1428 ofComfons, TorIoch ~.. . IO~
nfQimbing.. . 1024 Rooms, Weapon ofo..tect ofFIy;ng .. . . .... 1049
ofConccalmont. MOIo MaIO ....... 742 Shifti nll Wall. and .. ... . ...... . 1511 Key . . .......... 631
oro.neing. Multiple . ...... ... . ... 488
of Death .
ofDittOt!;"" .
DivinerofLife
ofDivinins.
. .. .. ... . 1024
. ........ 1023.1025
.... 1016
. .. 1016
..,.
Root, Tangl""ine. ...
Rootin8 PoIion ofGn:eru.pmuting ..... 871

ofOimbing.
ofConsuiction
. 1427

. .... 1043
. . ..... . 1043
of Secure Rid-ins ............... 1049
of tho Spirit Home. .
of Stability .

Saddlebags, Nithian .
.1049
. ... 1050
ofTaming ...... . ............. 10SO
. ...... 136
of Dominion . . .... 1016 ofEnwoBlemont ......... , 1043. 1044 Safe Conownption, Potion of. . ...... 887
of Electrification ............... 1026 Infinite . . .. l044 Safe. E><tradirnensional. . • .. 449
ofElernenw Fire ............... 1026 Sail. ' Boy with, Statue of"""'"t ... . 1304
ofEntrJ.prnem . ... ... ........... 1027 Roping, Arrow of. . . ................ 96

/r----------------------------------.~
1645
..
~\----------------------------------------------------II'
Softly ofMighry a..nin, . .. 1054 of the SoR:tm"-Kinl ...•.• 1(l64
Bonl< ...•.. 200 ofSnori"ll .. .•••.• . ...... ... 1054 "fTruth .••..•. • •••••••• I(Wi
Nt! '"
Rin&of.
Sop of tho GfU\ Conjum'S, Epic ..•• 116S
..•. 75'
. ............ 995
.TOOlhed Glai"" ..
$non Violins .
Sabtwd.
. .••..• 84<1
. ... .•.. 1 3~
. 1054
~ •...
Schnba ..•••.••... ...•..•.. •. • 1J90

Scbnai, Blad Sail of .


••• <10
. .. IOSI
Sapeil)', H.lmc1 ofSubl .. ~ 593 Scabban:l of Holdin • ............... 105<1 School Cap. Cuned ........... 2S1

--
SlhllaJ,in Cm~ . . . . . . . . . . . . . . . 303 Scobban:l of Poi"'n. . ..... 105S School Cap. . ,~

Sahllll\in Dolphin.... . ........ ]68 Scllada,. Throbri.o.nd) (Trobriond)) Scienco of Metae""hantrnen' .. . 1221
Sill
Invitible .... 10'1
Mas ..... RiII& of~
.'''''
.. 122S, 1226
Sclmlta,
Aziza-.."fDancina. 1341
of M...... Vftability ••. . .. 1051 "'k Bamboo.......... 1343
of Schnai, Black .•••. . ....... lOS! &1ance.ofC............... . . .. 141 Flyinlo om....." 1369
Salli.... Tubof ....... lSI. 1462 &1ance.oflllmlOlly .......... . .. 141 Siva.... . Il96
,m
Sails' Boy .. Rope ... 130-1 &Lanco. of lud8JMl". . 141 of Speed . . . • ))90
S.in,.,. Sanity. T""", of. . . . .. 1444 CI ...,..".Swo<d •••. .. 1389 Scin,mat1na Colen, JeUI\lO. of lOll
Sll<otha\ Sl"'lIbook . 12)0 Mail. Red Dra&an •.• • 81 Sr:intiliitina Colors. Robe of .......• 101 S
Sakktad. SIwd of. . ...... • )4) Mail of H""" ...................• 2 Scope ofCel.,nIIAnllysis ........ . 1067
Salamander Flask . . .. 489 of Power •. .... . •. 148 Scopeofs...;"I . . . ... 1067
Shield, en.,., .. . .. 1095 .sco.t.ne. Sword. . . •.• 1190
""of .... Eanh .....
. ...... 2.1l.249
Por\. ~na Saml of ...... . 160
Shak.., Etornal ....... . ..... 1091
ofWei,hina.....
SCO~.SWOn:I ......
Scoled o.to of""' ...
Scol.kind, Shell of Protection VI..
.. 1055
1390
.. 794
4)9
.......
~.Will ...

ScorpiOll Crown
IS20

....... JJ1
Statile< of Powor, Old •. .......... 1l0l ScorpiOll Word Statue ............. 1104
Wand of.. . .......... 1493 Scales of Justice. Swon:l. . .. 1389 ScOll'lle ofRe~ ..1<ln, SWOR! . • • 1)91
Saltl Command, Rina of .. 989 ScolyCommand, B,*,.I" of ......... 219 Scowli.,. Mask of . . . . . . . . . . . . . .. . 704
Sally willi Raincoat. Old ....•...••. 130' ScontWaro;lofSIOmIS .•. ..1 493 Smaminlo Arrow of ............•... 96
S.lwtion. "'""band of ...........•.. 66 Smamiq. Dao1 or.... ....... ...... )74

. .-
.sea.. R...-.!. Oinrnwm of .. 7S1
S~. .sea..~.s.I""of ••. . ... 10'2 ScriW ...... Qpill of ~21
ofF.. Seei". ................... 10'2 Scriba.. Oil of. . . . . . . . . . . . . . . . . . m
of Heali", . . ... 1052 ofOeoth ................. lOSS, 10'S Scrilrin.. S\yI", of . . IllS
of Scar Re"""",J . . ............ 10'2 of Deception . . 1055 srn .... ni.,. SlIfI" of .......... 1292
SII=ofGrowth ................. 10'2 ofEnBiins Enemie. . .10$6 Scroll
Samander\ Rin.. .... . ....... 99' Equus ••. • •.... ..... ..•• 1056 of Ambc-r. Cuned. . ..• 1072
Sarr!pling,St ..... or. .... . ..
1314 ofGo\tm ProIeclion .. .. 10'7 of Ani ....1Growth . . . •..• 1010
Samc>o. MiD of . • . . • • . . . ....•• 722 ofln$lnily ..... .•.. . .. 10" Ballanl'" •. . 1010
Sam!>sa\(;oIdeaAu.. . ... 119 ofUrc ... ..... ..... .. 1051 o fCommuaicltioa . . . 1071
Samurai Slay' .... Weapon of . . I'~ Monos~ GoIem .• lOSS Creation. Quill .. 917
Samzinna's G~ of Putrlncation .. 519 ofPestI'rolcction ............... 1058 ofCrnt1on ....... . 1071
Sancnwy Candle .................. 244 of ProcectiOll . . . . lOS! a.. ..u:... ... ......... ..... 1071
Sind of Uncertain Friendship. Ben""' ~ .. 1055 a..rxd. . •. . .. ........ 1071.1072
GoI.", libAm . . . ... 662 ofUncenain\Y ..... 1058 of"'" Death Servant. ... 1072
Magie Wowd Sr:roll ..• ••. 1086 of Venom •••••••... ........ •••• 1059 of Delay •... .............. ... 107l
of Truth ..•...••.. . .. .••. 1052 Scarf ofSint-d. Rainbow ...•... 931 , 1059 DomiNltion . ..•. . .. .. . ...... 1073
ScroII.. . ... . .••. lOS} Scarfof~ Dry Steppes . 1059 of the Efm:ti .... . ....•. 1073
Sandal. ofSpecd ... . . ••. 1111 Scanin.. Ointmml of.. . .. 7S1 Effects. Casti"l .... ........ ...• 1068
s.ndoh><>od 0i1l1'lJwder .... TI6.909 Scatho:r.Sword ... 1341.1161- 1168 EfI"CCII. l'roIeclion.. 1068
Sands. Sufi" oftl>o .1292 Scenery. Cwuin of .... 3S) of Equipment ..•. .. Ion
Sand!.. S,.",-,:I of~ ... .. 1)89 Scnt ofErosina . . ............. Ion
Slnlty DetediOll. Arrow of ............... 96 ofFi"" I'rie$t Spoil. 1073. 1074
Elixir ..... 44 5 Neumliution. Porion of. . U8 of F"tve Wizard Spell. . •... 1074
Tomeoflmmonl .. . ... 1442 OilofNeunl TI4 nan.. Map:- W"w.nI .••••• 10&6
Tome ofSaindy..
SamariaR Kehonder~ S...,..-d
Slppbl~
. .. 1444
.... 1339 .......
Oil of...

AInul" of "'" hpyr\It.


.m
. : .. 38
ofFlante~ ..............••. 1074
of Four JIl...ionlsI Spella •...•..•.. 1074
Glyph • . ..... ... ..•..••. 1014
Sow. 20' Bla<! . 1060 ofHaRahni .. 1074
Drall"" Sllyer, Sword ............ 13" ofCboGlie Neut .. l ...... .... ..... 937 Holdi"," Cue .................. 261
of NCVC1Winter .................. Sll of Chaotic Evil. . .... 937 oflllwnination .. JOn
SaKlk~ Spellboolc .. . .. 1227 ofCbaotie Good ..•.............. 937 ofMappinl .' .•. 1075
SorpssoDete<IOI"... . IOS2 ofDefmdinlJ. lido .••. ... .. 1062. 1063 ofMiMd Sphetu, I'rirst .. •..••..• 1076
Samge Bow • • • • • • • • . ..••••• 209 ofDef~ .. .•.. .... . . .. 1060 ofMim:i1'rie$t Spheres Spdb ..... I07S
M""S'S'O ... AUIOmIIed Spell ..••.• 1075
"'"
ofFh Reoimnce . . 1M3
of Heal Endunonee ....... .... ... 1053
ofEnlnpmrN ...
of Evil. ...
oftlte RqoIten Ciry..
. 1062
GU
.. 1062
N"'...... .
of P<>nals . . .
. .. t07'
. . .. 1076
of Immolation . . ........ lOB of Good . . .. 941 of Prio.t Spells . . . .. .. ... 1076
Shirnmeri"i .... . ... lOB ofUwfUl Ntutrll . . .... 914 Scroll of Prot.. t loll from
$ashel.. ) SlOOnI, Deep •. . •. ll$6 of ...... fUl Evil .. . . ... 914 ~id .•... ........... 1076
Salehtl. Seed .....••. 1)1 of ...... "'1 Good. .. . .... 933 >on
Saleht1. Suin). . .... III ofUfe . . ... 1063 BuIUll ... .... Ion
Sathallarin) Wand ofWondef . .. 149) 1077
Sa ...... Ri"l ..................... 996
S.uVlgi .... Swan! ....... . 1389
ofU&ht . .....
Mi1enian .
ofNeutnd Good •••
. ... 1063
. ..........• 1063
•• 93S
"""
Divinltion •
Dt-aIOR Brc-atlt ..
.. 1077
1071
SI,·cr.life. S,.",-,:I • • 1380 ofNoutrlll Evil .. .. 9lS Earth ••• 1017
S.vin&, Mirror of lifc .. 129 of Neutral ........... . .......... 9lS Electricity. .................. 1077
Savini) S...,..-d .. 1389 ofNeutrllHry .. . ... 942 Elementalo ..•..• lOTI
Savona. S",fI" of .. . 1292 Plague ..... .... ..... 10601 ~Iinn ...•. ...... •..•... 1078
S_ of Power •••••••••• ...•.•. .•••• 10601 Fin: . ••...•.. 1078
..... 105<1 ofShiIl.Swne •••.••... ..... .... I066 Gu ..•...••... •..•...•.. 1078

~r--------------------------------------~~
1646
..
~\ __________________________________________________..J"
Gena. . .. 1078
".ofDecq>riool .. 1086
.....,
Hun ..• ...•. 11)0
Heal... . .. 1078 of J.f.. AI·SomaI .... 1011 Helm ..•....• . . .•.• 596
IlIl1SionJ ..• 1078 Ri ... or AI·JC.lim. Gold ... . 967 SoIol ••••••• . 1397
L)'QIIIhtopes..... . ... 1079 ofViJOf . .•.. . .. ..... 1083 SHklal
Malic ... . ........ 1079 $o.linIWa.o .. . .... ..... ...... IS06 Arn;NI of. ............. 96
MoaiclJ WeIlpOl\l .............. . 1079 $0.1$, Book ofT.... I....... ........... 192 Dan of. . ............... 314
Morid •. . .•...•........... 1078 $0.1 •• Lilnm oflWcl .... ............. 669 SIi"lof... lUll
N<><IIl1qicII Weapons . . . ..... 1079 Scamansllip. Earnnl of ... .......... 428 Selojlll EIorthcol1 ..., Rod . . .. 1038
hlalyUlion . . . . .... 1079 Scamlc" Spellbook. SIacl"J . 1244 Sehaoine\ G<rwn •...•....•. 549
I'I:1rif>elOtiorl ••••••••••••. .•... 1079 Searin.. Pomof .•.. .•. . B40 Se;'fried., Sword .. . ..... 13-43
PlarI" '". .••... . 1079 Seas. c:o.t of the . . . . . . . . . . . . . . . . 31S Seik\ Spellbook ... .. 1244
~ ....... .1080 Seas. KeoIiIh l'IaIc Mail of !he .n Sew. Iiamao of . . • •. S66
I'ooIctsioa . . . . . I080 Seal of8lne ............. .. lOBS Se\o<:li~ Rc.dinc. PardImmI 01 . ~
~honee<'
Spin.. ...
Tanar'ri ..........
10lI0
. 1080
. ... 1080
Seal.... 0..;" oIum . . .
Scalint.Cooo::h ofComfoNbic
ScbIsciaro\ ClIimo ofOpenin, .
. 274
.274
817
"" Ckani,.C-.per ....
I'obooo of PoIyJnorpI:I
. ... 151
•.•....••. III
T................... .1080 s.c-I Sip!. 0 ; . , _ of.......... 7111 ·LiJlltinc Smokiq Pipe .. . .. 1116
Uftdead ......
Wiler. .•..
S..oU (COllI.)
. ........... 1080
1081 """
Al>Ihoril)', Foundalions of .
Door Detection. Wand of ........ 1493
1171
.ProIcctinI I'atdImcm •.• • ....... ICN
Sel ......, lIel...., of . . . . . . . .
Sel_~ lneffoblc Conj .... 'iono
. ...•. S92

"rQuesrionini .. . ....... lOBI Door Dmnion. ~IJIOII of . . mI M.,;c and I'hanllSm$ ... . ...... 1227
QuirQ .. lOSI Doon. Mlp of . . . • . . . 69$ Somo:khtd SItF ... ... .. ...... 180
Readinl, Gem . S27 Doors, Mlp of Illusions, and 692. $omipm:iou. SI......, .............. 1101
ofRecowry.................... I082 Doon. Map orMllie and .. 692 Seadlnl
ofRepeli1ion . . .. 1082 Doon. M.p ofMlppi"3 and ... •.. . 693 Boo of MCUIJC . . .•. 21$
ofRelum. ...... ..... ... .. Ion Doo...rd Trip Do\cc1ion. Wond of. .. 1493 Mirrorof. .•. .•. . .... 7l-1
Rhialle'l .. 1082 Doo...rdT~Locacion,Wm:loI.. 1493 Dulblosl. 0.... ofS~lII .... . .... 419
Sand "... .. 1083, 1086 Doon andT.... Map of ... .69S Snuhock\ Spellbook.. . ...... 12lI
Sa ..................... LOB3, 1086 Doors. \W"I'OIIoffincl ...... 1511 Scr*")' ~ Potion of . .. ..W
ofSftirlc ..•..•••...•......... 1083 Sectels.life ofNIlIn Its • . ••. 1192 $o~ I'nIuctiooa. Helme! of. . .. . .. S92
ofSew:a Druid Spoils . 100 Sccun:1Udina,Saddlcof .... 100 .ScnIlCIIIllfc (Sl) Lens. 81ue ....... 1067
ors..a WIZaI'd Spen. . . lOll s.a.i .... Nail of 74(; s.m.... P1ane. Rep..........,"'• ••• 1220
orShdler......... . LOll .se.:.rlty Scntil'ltl Th:.... . ...... SoU
of5;' 111","",;51 S~J1... .. lOll CIobintl of . • . . .m September HOn!I • • • . .• 1541
of Sir. PMsI S~IIt ........ . .. 1(8) Pooooh of ..... . ........... 137 Semlily, Qlobe of .... jJ9
of Six WIUfd Spell' ..•...• . IOB1. 1084 Rodof .................. 1037 Series Spel!)amrni"l Helm . j80
Sor=er's ............ . 10&4 Sec Irwi.iblc. Weapon of . . . . 1523 Serindo\ Spellbook .. 1231
Spoil Levoel Rallj< ..•.. 1070 Serpf\ Dcl, of Swimming . . .. 169
ofSpeU Cilchini ............... 1084
Spells. Who C.n UK 1070
"" Anow, Fire .
Drl&on Lilly .
. .... 89
. .. ....... 1089
Str~nl
Bandofm. ... . .......... Jj3
Spells. Levoel. ......•. 1068 DtmIic Curinjr .............•... 1090 Bell. . . ......... 169
Spells. UN .. 1068 Di_CurlRi . 1090 Orb of the ••...... .... .....• . ,...
of!he Slcl'-I'lolll .... . 1084 Eooohaoted Chtrry Pits . 1089 Goldca, Bell .. . ........•.. 169
of$.ugQlion . 10&5 Fire .•..•. . 1089 Slicer. S..."...j.. .. 1191
ofTllIOO........ .. 1015 ofGrowtb ......... . 1090 SpirillUtt ...... 107
ofT........ utarion . . .. 1015 Hill .... ... ....... . 1090 SlIffoflhe .. . ... 1291.1293
ofT_III ... .. 10B.5 M_in..... . ... 1090 Serpentine Owl . . • . . . .. ~18
ofT...... . .•... . ............. 1086 Oillf'ooo..... c..nill .. .. 767.902 Sorpio l.ui«Jn ....• 11.1(1
ofWinci t.bp: .....• 1086 0i11f'owO<r. Cyprtw ......•.. 767,902 Scrnlloa, Robe of . 1016
WiDrd. . .. 1086 Salcbel . 137 Scnen\ SpeIlIIMlUJllly.. . . . ...... 9IJ1
ofWIDfIis.. . ..... 1086 Squarc+Meal . 1090 Scnm\ Spellbook .... . ... 1140
SaoIk .... of DDcwnmc Tnnsmission .. 261 Sun ........ .•..... .... 1090 ScrYam ofl.cuk..o. MiebtY .......... no
Saullmaki"ll. Inkwell of . . .... .. 61 2 Trolinower .................... 1091 SeMnl. Scroll of!he lkalll ....• 1012
S.I"}'11l1 ofWUlth .... . .... . ... . 1091 Serving. Broom of . . . . 229
Cryt.tal of Du,h .. . 341 Seeds. EYff·Ful1 BIll <If . . .•. 134 Serving. C~. Snulf.. of . . 247
Oil of. . ........ 777
...."' Servinll Spoon .....•. . ... 1466

, .
Porion of. ...................... 881
Scylhc ofl'loin. .. . ........ .... lilt;
Chli.of....... ..........
EyoofMinule .............
. ... 274
458
Scrvinidc. llood of
Servi,...... Rina of ..
.... m
. ......... 997
ScM'innrit\ S~ ............... 1391

.
EyeaIaua ofT.... . ..... 4til
OU",", Anow of Silyinj .. Gem of .•...•..•
!)ow..•••••••••••••••••
EarriJoc of!he .. . ... 42ti
• •. \19
" Helmet ofli.... ..•.
HoIqI.aM of . . . .
. ..• S21
. ........ ~I
. . 602
'"Doucr or . . • . • . •
i'alfft C_ Game . . .. . ... . .... 254
. . 361

KomoflhcADR ... . . .. IS43 Lmoof ........ . .... 6SS Minoo::oIoonIof .•................ 781
lroa p;" oflhelcy ... . . ... tiI9 Lens 01 r. . . .. 65-4 Tea. of Skin ....r Grace ......•••• 1428
M . WIZard Scroll ..
Monsom. Mow 01 SIIyi"ll
lI.odoflhcAerdi ..••.
.... losti
..... 99
•• lOll
t.mI ofMinulC ..
Minorol... .....
MinorofSPri. ...
. ... 65-4
. 73-4
.73S
.....
~Writiftt. ....

Druid Spells. Scroll of


. 928

.... 1083
.......... 10&3 N...,klac:<!ofNi&hl . . ... 7SO FinJOfS, Tomcof.... . ...... 1444
""'" Earth.""
Ship,
SlIlf oflM
...........
1106
............... 1292
Ointmenlof F...
Porion of.
. ... 780
..... 888
Loll Rings of MhlCIlrul .. ....... .. 664
Pam. Rod of.............. 1038. IOJ9
Tridcnlof!heOljln .............. 844 Rin.of . . ................... 997 Ski", ofm. Uni....... . . ... 12) I
Zonlble Coffin of er..non . . . .... 31 7 Sal¥coffu. . Ion Wizard Spollo. Scroll of ......... 1083
Sea!na,hinl, Helmtlof.. . ~92 Scope of . . . 1067 Scwnlh IIl1dc ... . ....... ll91
Seafuinj Anchor ............... .. .. 46 Stroll of .. . ............. IOS3 Sewer Pipes ........... ISH
Sewin.. Ne«Ile of . . ......... ... •. 754
Sh'aricn, S... Blade ......... .. ... 1)91

/r------------------------------------,~
1647
~~----------------------------------------------------'I'
Sho'ir,Anow ofS1oyi1'll ... 99 SMloer. Scroll of. , ..• lOll Tonoite ••. .... lIOS
Shat'kles. Striftc of ... 1319 SMIIn, Tml of ... ., 143 1 Whi~ . ................... IIOS
Silidow SlImy's Rina of Animal Fria>clsbip .... m Wood-lroa . . llOS
Bell.... . ..... 169 SIIichi'l Daikyu. . .. 209 Yondalll's . ............ 11011
Cape .......................... 23S Shichi'l Katana, Sword. .. 1393 SIIlddl • •
Coffin ofCrellion. . . 3I1 Shield BlOCICh of . ................ 221
Control. l'oIion of ................ 893 +11+4 vi. Miuikl. .. 1100 Candle .. ...... 244
OraSOn SII~r. S\OOOI ....... 1357 +21+3 ..... Oraio", ... .. ....... 100S <lemof . , $18
limp, .,6045 +3 ..... OraliO'll. Medium . 1098 PotiOd o f MliPc ' . .. " 878
Portablt.. .. ......... 85 1 +31+5 ..... OraliO'll .............. 1Q9.l RinaofM ind ............ 977
Potion of. ................... 888 Abbolhor'a. . ..... 1093
ShadeofiM
st.dowcUla .. .
..... 1091
. ......... 618
nr At.orption
Atsil,....
.. 1093
.. 109]
Shird of........... .
S_of... .
ThaI's RirIt al'Mu.J ..
""
.. Ill5
,. 100l
ShadcrwcMtcr, Mlld\n»;'s . . . . .... 644 Amuki .... .. ...... 4] Shifter EIridIt, PIaoe . ....... 22'
~1oII< . .. ... 308 AIhma'l ... 1093 ShiftinJ WalIsIRoornA.
~'sSpoIIbook.. .. .. 1231 BoMer, ~.... . 156 Wapooo ofDtua ... .. ]311
Shadc7ws, Briel 's Boot of. .. . II $2 of ~ TltiJIonriIIl. . I IOS Shiftina WalWJtooms
Shadc7ws, Scroll ofPrwction m.... ... lOll 8]inIt ............ . 11 03 Ottcctioa Potion . . •. m
Shadowstaff . . .. 1291 of8lowTumin,g ... . .... 1093 Shih,s-.Scepoeror ..... I~
SbadowrwonI . .. .• 1391 of Charm . . . ........ ]093 ShilTlr!llerin& Black ofShio OJ ...... ... 11904
SbIdowIomo .. , .. . ... 121 I Cloak of tho •. • . 309 S~irnr'IWtinJ Sash , .. , . lOS]
Sbai's Blnle Me .. 119 ofConc:akd W"urdry . .. IQ9.l Shin Oi_ Shimmtrina Blide of ... 1)904
Shah.pel.., Slarof.... . ..... 529 Copper ............. IQ9.l Shin Lu. Floalin& BIIdo: of. ......... 1369
Shahpeth's lncen.., ofQbsession ...... 6]2 ofCurc WOW>da ................ ]Q9.l Shina·Tou· Hiko'a Sword. .. . .... 13904
Shokn, Eternal Sail . 1091 O..lh WalCh Bmlc . . ... IQ9.l Sh"nin& Hom ofTen ThouJand
ShaUr, HUlirin 'l Spice ............. 1092 Dil<:.......... .. ...... IQ9.l Windt, AilOlis'l •. , , •.. .. IS42
SlIakillj[ and Rollins. RllIk of,. . ... 823 ofDrason Protect"", ............ I~ Shiny Shoe, Herlll'l Superb . .. .. I III
SlIakli Amultl , •• ,.,. .. 42 Draaon-'" ............ 1~5 Shia-ZIICIti'l Tridml ..... S.l
SlIakItlIaci ofhaoe ( Flu~) .. 1S42 DrIaonshieId ............ 1~5 S~ lp
S/IalaftI;Iaia'slklf;:QofSwstridin& .... 196 Dlance ~ OuanIian ••. . •• I~~ Crew, Unsccn 1465
SIIIIandain's HoIyAvcnan Sword •... B91 otElottriciIy ... . .. 1~5 Eanh and Sa .. 11011
st.n.n's Mlndt ........... . .. 3(J8 ofEnern' Orain ... 100 Frey'l......... . .. 11011
Shaman's Spelibook. Chief..•..••... lin ofEdltmlily ... .. .. 1096 of dlllOods .... 1106
SIume,S~of ... 139] r-n's .... , .... ,' .... 1096 lWr\Iaat Sky ... ... 1107
SNndariI's Wortboot , ............ 1213 of Fly. • .. .. 1096 Mud.. ] 1011
SbadpLor tho Black, SpeUbook of ... 1216 of 0....,... Form . .. 1096 NHI ..... (See N~ )
Sbape Oem, Brain . . .. S21 ofl'ear1 .................. 1086, 11011
CIwIaml, Sword of Abhonalce .... 1316 OobIin, ofiM PonIIIj ............ 1096 P'haIHhip ....... ... ........... 11 09
Chansin&- Rin, of. . . . .. 997 ofO~k .. 1096 ·;n·I·BoI!!t." ... , 1109
S\OOfd Hl nd·Gulrd ., .. .. , 1336 Orimj.w . , , ............. .... , . 1096 R.ake .,., .. ,. . ....... 9ll
Shapec ban i C1J of H.,lC ................ ...... , 1097 S.. nkin&. Bowl of. ................ III
Pro!e<;tiOll Scroll. , 1019. 1080 H.,lIuinl 'l ............ ........ 1097 Wheel of M........ Ya'abil ily ........ 1110
S~"""inll, Ri"ll of ............. 997 ~kttonc'l Bulwark . ........... 1097 ShiPf, Mcdqian Brxckiof losl ..... ll9
Shapet, Dom< of .................. ~ IO Holy ............... 1098 Shin, War ..... .. 1110
Shaptshifln Key .•. . . 631 nrlhclloly ]091,1102 Shlvmn& Wnpoa IS24
S~t( k
" .~ nfHIImI ••. . ....... 1098
Kura dill Dark...sa. . 634 al' lnvltibilily .... . ..... ]098 BIode, Sword. . .......... .,. 1]904
01 SaUtad.. • .. .. .. .. . .. 3<41 Kirilh-KAIIOi .. .. ........... 1091 SloWai' . . 1l9l
oIS11;'Idin&. ................. 1092 l..aduper'l.. .. ...... 1099 TheoryofOccuhV...... .. . lUI
SIwb, Sb<]1of Ptuection Rom ...••.. 42 lMnl's Spoil ..... . ... ]099 Shock"" Orup Recipe .•. 120
~ .....
Sblr[!Eycs.Pl:Mionof.
.. .. llll
IJBI
landi, OIIlioe ofdor ..... 2n
LandI. Warlord BlackofiM ....... 1412
Shockinj Orup,
So..
R""
of ... 99Il

Sbl rpnm of Lorin , . .., ,. 1099 of Fhartan&hn .. . .. . . , ... 1111


Ktlife of,. , ... , .... " .. ]66 Mqieal Qeknle .... 1099 H,fi~~ Superb Shiny ..•. II1I
Oil of,. ., .. 777 M<:dic ..... ...................... 1099 of Vidar, Iron ................... 1111
Swonbof.,. . 1341 , 1343,1l6S, of M<:du... . .. 1099 of Wh"h: Bronze .............. .. IIll
lJ66, 1367, 1370, 1372, 1374. Il80, Mirror, of Rheddriln............. 11 00 Woodland .......... .. ......... 1112
lJ87, lJ92, 1409,1 41 1 Missi lt Anno:l« . 1100 Shoo Hom ...... .. 1S-47
SlIallff MI8eSt.o.. ... ,, 1112 Missi le Qenocl« .• 1100 Shoon'l BIICkl. ' ........ . ......... lIO)
SIlI II"ln, Oil, Caloric ................. .. 766 ShooIina Stara, RirIt o f .. 971.998

-
&Jpipo!l o f ., ................. , ISl8 ofOlynthoa; . .. 1100 Shot Bow, LuI . . ...... lOS
Brooch ofObaidian.. . .. 211 Oft, World· .. 156] Shot, M. ... .. 1112
Elliot.. .. ... 09 ~tIcd . l lOt St.:.u tuiaJ) Wll~ .... :;_ .... !~

.....
SbIvint. RluwofCkm ............. 933
Stwulliln, S.oonI , . ,

of Frop.
ofSmallBeq .
, . 1392

..... 1092
..... ]092
of P'roof Apinsl .

Quirb ....
Raj ~ Shield of tho Holy
.. ...
of P'roof Apinsl Ekctricity .......
o f I'nlofApinslFire ..
110]
1101
11 01
11 01
] 102
of Anilnariooo . .. • ..
of 01""" ....
nr Diuin&. Cuncd .
nrOnYed . gin,g ...
. 11]J
I ll)
. II]J
] 114
\/ampire ..•.
ZIdorc's Poi_
.
..... 1092
'''' Recipe ..........
of Rt nocliorl . , .. .
]20
1102
oflnlflnmml
Sl\IWkb... Hinae of ,
11 14
..... 596
Sheku.e.W'l C\o!h , .... 313 of RtrnoveClo.w .. 1103 Shri.... ina Powde, . . ....... 906
Sh<ki_le,'I eryJlIllinc Heat! ... . , . , $74 RepW's Will. .... . ........ 1103 Shu'l Sword ..................... 11904
S h.1I Rina . .. ......... 997 Shukeqjl Helmcl .. .......... S92
of Proteclion .............. .. ... 439 Shoon~ BIICkicr ........ . ....... 1103 Shukenjl Slay"n&- Weapon o f. .• In4
of Protect"'" from SIwlu ........... 42 Slicky ........................ 1104 Shllriku. ......... ,... .., 1435
1'ypcI, .............. .......... SI1 Thi]1ooIri.an, of Ber1er\i~8 ... IIO!! . Shunmd Lamp of Continual Li"'I .... 6)7
Sbelttf. CIP 01 .. . ........ 23<4 T1Iurinnd's l'roloclor . . .•. , .• IIO!! Silft&bm . .. . . . .. . . . .. . .. 353

/r------------------------------------,~
1648
~~ __________________________________________________..t"
1239 SimpleOrdef. Minwof ... . . .... 134 ~IIyAliped. Whip •..•.•.•. 15J.4
Sim~lIo:nIm. Annb",) Rcf'n;shm<nl ... 62 SillY""
''Il10\ . . 1114 SimW'Jll, Claw of Mi&htY........... . 293 Am1w.L~ . ..92
Black. 1L14 Sin ~ Black Au. NIMI ............. 1]9 S - Dragon .............. 11Soi
Cronua\ . . illS Sw.d, Iloinbow Scarfof....... 931. 1059 Drqon. SYI<lId .. . .•....... lJS1
0 -.. Ol.ck .. . . ......... 1115 Sinplooi Luc • ............ ...... . 1329 Genie, Sword ............ . IHI
Golden •• . ..•.. Ill } Sl n&IQa Gilnl. SWIlrd . . 1372
oftht Hl/'VeJI .
of Lycanthropy .
. •• 1115
. .... 1l15 ""'~
ROOof
....... S88
....... . . ... . . ... 11J4()
MOMI .... SYI<lId
orllle Nochefbom ...
.. .•....•..
.. 112
1383

Sideaoflhe Memory, Dark 1162 Skull 1117 Rin& of m. Holy ....... .. ....... 910
Siqes. Chest of . . . . . . . . . . . . . .
Sittftied\S-.-:l .......... . ... . .. 1373
. 288 SIIn.e .......... .
S-.d ...... . ,,,.
. 1305 S""OI'd ........... ............. 1396
tltIcDd. Sword ... 14ll
Sif'&SwonI . ])94 SiJI&le Rotr ••••.
....'
Sip DMovitcbo\ Winp ofFtyiq . 1560 51.1<.1 ••
Ml<kuf.. • • . .
""
. ... _SO
Wa\or Elernmlal .
$110)'1••
......""... Arwwof..
• . &41

.. 99
DuIIncaO""of .. .. 41 9 Alto<fI of.. • • . . ....... . 9 7 ~of ..... .. 97,99
E)qIasIa or. ..... 46.l Bowl of Ship ................... 211 Boneof. ..... ... IS]
Eya:VISion and Arane •. . .•• 1166 CanoL . .... . .............. 374 BowofVlmpite .. 206.210
Goqln of U..........1er . S47 Sippi", Spoon •. . 1466 Dan of ...... HS
M_ \ Man...1or ..... . .... 11'.U SirC.1cdon lGmIey~ Spellbook. . 1243 o.a,..... Sword of 1157
OinlmCnlofSecond .. 78l SirOIwyn Fomtfriend) Spe!lbook ... 1244 ElTeoci. Sword of .•. I J7l
~ion of BI..,k ..•....... ........ 8S6 Si ... All·"-i,,& Eye ofYumin. . 451 Giani. SWOfd of.. . ........ 1)12
Po!ion o f On"",. . . ..... 865 Sirdan, Key of. . . . ... ... 6) I MInUr\IIII, Sword of. . ... 1181
Ri"ll or ............ ............ 919 Sirillel, Pearl ofm. ................ 807 Weapon of.. . ..... .. ........ 1524
and Sound, HIW.hah Mirror of. .... 728 S;ninll Bull. ......... .. ... . . .. ... ]56! Sled (Sec Slni,.)
Si&hte<l. Book oftht ... . .... ..... . 1239
SicilJ,Ar1 ofCO<\'lltlllJticllionund . . 11 40
Sip Amulet, PaIn! . • ..
SIp.UIII
. .•...... 37
SininiDqj ...................... ]56!
Sil'Cinll Monkey
SM~ Sc:imillr
S;"1II Sftue I).dlness, 0.... of .
. 1561
. ...... 1196
. . 419
....
Sledie Joulahai ... n's Golden . ....... 111 8
SledseVlinamoinen's ... ........ .. 1119

Amultl of Proccction from .•..•.•.•. 4()


Amlwo£ •.
CtysIaII ...
."
••• ].<I<!
SUo! Allefaboft. Wand of.
Sbin~ Salehol .••..•...••. 138
1494 ~ I'ooionof..
8raIhin&. I'ooion o f •
. •.•.• U9
. U9
Homof •.. •• 15<17 SbCCllofcheRolIerHoopers . 1116 Candle........ . 2.ui
Kile of .••...••. .~ SI<.IeIIIPI:lIion . • • . . • . 8IIl Capof .... ... ... . 251
Sipir.,..,.,., n-
Color Sktltit n C....inI ofRescful . 261
..... Meanin. _ ....... 514 Cotrmof Cmocion. . 117 COIl'Ifotl of . . • . . . . . ..•.•. 6S
SlIt"u Concrol, PI:lIion of. . . • . . •...• 895 DusI ........... ......... ....... ~22
Arrow of . . ............... 97 Key . . .........•............ 632 Gafof Drudful ........... • .• SOI
CapariJon. or . .. ............... 253 Sk.l~ons. Seroll of Proccccion from .. 1081 GobI~ of. ....... ..... . .. S47
Orumor ... .. .. 819 S~1lJ. Sword of .............. 1396 Mlllllof ............. .. ........ SoI7
HamlllCf of. ..... SS8 Skie) Lockt and Bolts .............. 672 Nightcapof.. .250
Key or. . ............. 631 Skiocl of eM Uni"'"", Scvcll ..... 1211 Porion. Anli· . .855
Mask of................... . 704, 70S Skill and GrK<. TC&IOC of ..... 142S Smok. . ... 1122
Nai]of" " ............. 7~ Skill . c Arms, Manual of Puissant ..... 688 Smoke. Drvierof ............... 223
PI:lIionofOoldm .••...• ........•. 871 Skin NtmWl Lion ................. 755 Thomof . .. ................ 1431
..m
' .......
Rin&of . Skin I'\lbOII, TOfMI ...... ....... . . 892 Wand of.. .•. .•. .. 14904
SUoffof . •. .•• I2'M Skipper willi H... s.aru.e of I'I:7wer ..•• 1)04
Slone of.
TIIItIan of.....
Weapon of.....

Silencin&. Weapon of ..
. .. III S
. .. ]~
. .. 1524
Silenoer of 8odo.slI •..... .........• 1194
.. 1524
SktriaaJI~o.owChaiaMail
ShU

"'"
of Duth .. .... 59)
..... 82

, . BqofArmorNWlirocalioo!. ... 1l1, 1Il9


Blankec of . . .
Bu&kof .
Dust. Gfftft . .
DusI of. .
. l7J
UJI
. .... 420
. .............. 422
Eboo ••. .......•..•...•. 1116
Su..c MIlO. ...... .... ..... ... 678 Potion .••. .. .•. 889
Melvin&. Naona Horn of . . .. .. 599 Mask ... . 105 Sleeplcssnw. Amul~ of •. . ..•.. 41
PurIo ...........•........••.... III Mn.in's . ... 1117 Sleepy Brulh. Potion of. . . . ... 889
Susk, Tho, Sword ... 1407 Si"';nll . 1117 Sleighini. Arrowof .... .... ........ 100
Silk C<MtI~ of Wlmuh ...•.... .... . ] 13 Spiril ......................... 111 7 Slicer, Serpenl .... ..... 1191
Si l van", ~ Holy Symbol ...... ....... 597 -Sliff nf HC'pmonaland . . . 1295 Slio"". Welpon of .... ....... .... 1524
SII••• Tl lkinll .. ..................... IllS Slime. lleln of . . .• 16$
Arm of EraoIh. . .. . ...• 64 TOIcm Kolkil~ Evil. . .. ... 172 Slime GoImu. Boo!< of . . .. 188
Chalice .•....•.. ..•...•....•... 277 Totem, B'-.. .. • . . ... 172 SII·8
Coin .. U5 Skulll, Sliff of . . . 12901 8lact ............ . .... I ll'
c.-.. ofV.I..... . . ..... 331 Sk •• k Rob•• "flmpKI . 1119
o..p. CloU ....... lOO Ma&c Sh:oc. • . . • . . . • . . . • . . III 2 Black. Ruucrtin • . • ..•..• 3(,8
Dra&oa St.yer. Sword ... 1357 TaI~ ................. .... 1420 flull<lol"l....... .... . 1120
GoIem Litnm. • • . . • • . . . . 662: w......... .... .. 445 of ErIe ........................ .. ... 19.
KomofValhllla ... . ... 1$48 Skyhoob. Clillorlode~ 8 la.sed .. 537 FiMi""," ~ ................... ll20
Karal;~ Sword.... . ... 1178 Skyship, Hal...... .. . IIOS oflt..fillinc . . .. 374
Kltana, M ~~ ..... 1182 Skywltlker lute ........ ])29 ofSa:kinl . .3'8. 1120
Key o f PonIlI ................ ... 631 SL lenJ ....... . ..... .. 1061 Stoneof Rdilli", ....... ~
Ma&ic, Librarn of . . .......... 668 Slt.ek) Seamiclt Spellboolc .......•. 1244 SlinlillJ. SIiWof .. . ......... 119$
Mobile. Diamond and . ..137 Slasher) Boou.. Midnisht.. . 195 Sli"VcOll<'of PuI...m;ns •......... 112<1
RinK. 8errorw" 1'nIqil~). . .. . 949 Slll1her) CIOOIk. Midnight . . 306 Slipperino ... Oil of. . ..m
RinK. Jheuail~ .................. 972 Sllte ofldenlinc.alion . . ... 1118 Sllppon
Sword, Gichyonki .... 1172 .~ ofDancinli ..... Illi
Sword, S)'TV~ . . . . ] 407 A......... Whip ................... 153~ Dngon .......... .... . 1121
TloI0ll,8oolcofcbe .. . ..... 12]9 EvilAliped. Whip .............. 15J.4 of Orinkinll . . •........... 112]
Sim~ Prism ofU&bt Splitli"i . ...... 9]3 rlftld. Whip.. .. ........... 15J.4 Glut..... .. 1121

/r------------------------------------.~
1649
~~.................................................................;('
Sllp~ .. H&ndl<e",lti.f o f ........ .. ....... 566 Backbiter .............. ... .... 1129
ofKidill3 ..................... Ill! !\::pperof. . ....... 24!\.249 Black Kumade ................. 1129
Ruby ......................•.. 1l21 SDQOfI, Sword ........... 1396 DemelC1"~ ....... 1129
of Slowness . . .......... !l22 Snoring G .. Boll ..................... 1129
of Soft Move~nt . . .. 1122 Logof . 673 Goibltn;u's .................... 1129
o{Spider Climbing. .. 1121. ! 122 Saw of ....................... 1054 Oruumsh's •..... . . ... ... . ...... 1129
Slipping, Staitof . . ............. 1302 Zzzzu.'sAx.of.................. I22 Oungnir . ... . ... 1129. 1110
Slope, J>otinn of Detection of(;ft,do or. . 895 SI>()W Mage Shot . . ........... 1112 Hadrion's. . .............. IlJO
Slopes. Weapon "fDelect........... 1511 SI>()W on the MOUIltain ............. 1396 Hearueeker ....... ... .......... IUO
Slowing. Weapon of. ...... I S24 Sl>()Wsl>oeo of Speed and Travelino: ... 1126 Heartwood .................... 1131
Slowness. KetclIup of ........... 248, 249 Snuff.r, Candl. .. 246-247 Hi.t"'s. . .......... 1131
S!own<$$, Slippers of. ............. 1121 Snuffing, Bucket of Fin: ........•.... 230 ofObliter.dion . . ... . ...... 1l3l
Slumber Potion, Gray . 871 of Panic . 1l3l
Slwnbec, R.,.. "rEternal .
Small Bird Repulsion Ousc.
.. [(I4S
. . . 422
""o f Abrlsion
Balloon .
............. . ... 1126
. .............. lSI
of Paralysis ....... .. ........... 1131
Returning . . . ............. I HI
Small ..... Sheath of .. . .. . ........ 1092 o fWlShing ............... 1126 Sharksbane . . •.•. IlJl
Smell Soaring, Bridl. of. . . ...... 224 Smokespear. 1m
Candk. Sweel ... 246 Sobriety, Potion of . . 889 Sparkl;ng......... .. ....... . ... 1132
Dullness. Ousc<>f . . ...... 419 Soclu of Dryness ................. 1126 Staff. ........... . ............ 1291
Ring of • . ...... 979 SocluofSweating ................ 1126 ofVL<. 1132
Smelling. Oinbntm of Mage . .. 781 Soll-Boil.d IOU .•................. 439 of Yang . .. 1132
Smiling. Mask of ...... . .......•... 706 Sahei Slaying. Weapon of. . .. ....... IS24 Zeus's . . ...... 1132
Smiling. Rod of ..............•.. 1040 Solanlni .. Armor of ......... 82 Speci.I, Sword. . ...... 1398
Smoke Sol""", .... Plat. of. ............ .. 79 Spec;.l Purpose. Sword ........... 1402
B"",i ~ofSleep ................. 223 Solid eo.pus, Influenc. on. . .... . . 1181 Specialiurion. Gauntlel of . .......... S07
Candle. . ... 246 Solomon 's Magi<: Carpel ............ 259 SpecioJiution, Weapon of . .. 1524
Command, Ring of . 98S Solomon ~ OillPowder .......... 717. 910 Species Enemy Medallion ........... 7 14
Detection Candle .. 24S SoIonorThelandira'sllow . . . . . . . . . 210 Spectral Sword . . .......... 1403
ofFi", Quenching ... .. .......... 1122 Sol"""t. Uni_1 ....... .. ....... 1465 Spectral W"pon . . .......... 1525
Powder .................•...... 9C» Soma's ])agger . . . .......... 368 SP«'~
Rings. Smoking Pipe of ......... . 1126 Soothlna, Ointment of ....... 782 Bonle. Undead .................. 202
SI«p ..... 1122 SophisTitition, Mirror of . . 754 Coffin ofer..tion................ 317
Smokespcn . . ............. 1131 So..,..,..rs. Arrow of Slaying ........... 99 ContrOl. l'I>rion of. . ........... 895
Smol<lag Pipe So=rer's Scroll . .. 1084 S~$, $crull of Protection hom . lOBI
Aromati<:. . ....
022 Son:.,..r_King, S<q>ter of1be ....... 1064 S""""I.., Sabiri ... 's ............... 1222
Bubbl • ...... . ................. 1123 Sorono. Crown ....... 336 Speech, Circl.t of Underwater ....... 292
ClI"'lIed. . .......... 1123 Soul Gem . . .. 528 Speech, Potion of. . . . . . . . . . . . . . 890
ElminsteT ~ .................... 1123 Soul-Chilling, Potion of . . . . 890 ,~,

Eversmoking .................. 1123 Soulblade ..................... . . 1397 Amulel ofCbeetah . . ..... 29


Halfling . . .....
1125 Sou ls Bcx>t of. . . ...... 196
lasting . . ......1125 Bookof Binding . ..185 Bow of .. 210
Perman",,!. •••• 1123 Crown of ...................... 337 Crossbow of . . ..... 2()4. 208
ofPuckerinB . . .......... 1125 Swon:I of. . ................... 1397 01 .... Bead of ................... 164
Self-Lighting. . .............. 1126 Soul$oan:b.r Medallion . ..71 4 H.,....sI\oe of.................... 601
ofSmokc Rings ................ 1126 Soubecker . . 1397 Mirror. Y.flJ~ . . ............. 736
of Smoking .................... 1126 Soumd Potion of . . .. 890
of Snake Swnmoning .. .......... 1126 Anaclu. Shield of Proof Agaill$l. ... 1101 R~oding. Lens of ................ M5
Smok)' Orb of Golden Death . . ...... 795 Hssstbak's Mim>rofSight and ...... 728 Ru.dd<rof . 1048
Smoothhand$'s Axe, CoJiardur3JI ...... 11 4 Periapl of Proof Against. . . 826 Sandals of . . . . 1111
Smoothhands'sCh.in Mai l, RinK of . . . 978 S<imiw of . . .... 1390
C.Uardunn . . ............ n Sound..... . ...... 1128 Sword of. . . . . . . . . . . . . . . .... 1390
Smoothing, Rake of . . ..... 932 Soumdlna and Traveling. S"""",l>oeo of ..... 1126
Smothering, Rug of ... ... .......... 257 Cymbali's Pipes of . 1536 Weapon of. . ....... 1525
Smuggler's Boat ................•.. 180 Dogger of. ....... 368 Zither of . . ....... . .... 1334
Snu Pipes of. .................... 1555 Spffilcas'ing. WalLoc's l'<>1ion of ...... 896
Arrow............ . ...... 100 Sounds, StoneofMysteriowt ........ JlJ3 Speedinli. W"pon of . . ... 1525
Bane.Swon:I . .. 1396 Soup Kettl~. EverbounrifuJ. .......... 627 Specdreading. Ev<:lyn's Lemor ...... 6~
Iklt . . 170 Soup Ke1Ile. Mithryl's Ev<:rbounlifitl .. 627 Spoll
Changino:. Annband of. ............ 66 Sovereign 01.... . ..... 1128 Cltching. $crull of ....... 11)84
C..... ling, Potion of. . . ...... 889 s....reignTonlc, Durimal 's . .lU8 Component Pouch. Zagyg's ........ 147
Nedlaec . .. HI Spade ofColossol Excavation . 1114 Eating, Ring of . . ............. 1000
Oi1ll'owder . . .... . .n7. 910 Spanner. Rift. . . .............. 945 b.chonge, Medallion of . 713.714
Staff. .. 1295 Sparl;hng Dust . . 423 FailW'e . . ....... 1068
Summoning. Smokino: Pipe of ..... 1126 Sparklin& Spell"" 1132 Focusing, Staff of ............... 1296
Snakes Figurine. Jade . . .. .. . 476 Speak with . . ""'ion of . . 893 Holding, Ring of. . . ........... 1000
SnIp-Tong, RtI11.rkin . 1048 Speal<lna Immunity. Se"",,~ ......... . ..... 997
Snm. ClIil1ing . . 288 Armwof.
Snare Drum ...................... 820
Snlri nK
Bridl. of .
])agger
"'"
.... 368
224
t.ev.ol Range, Scroll•. ........... 1070
Mirror.
Protedion, Bannetof
. 734
1$6
Glove of Missi1.. . ... 544 Don of.............. . . . ... 375 Scroll, M ondasso~ AW ...... ted. .. 1075
Net of . . .............. 7S8 Pipes ................ 1556 Shi.ld, Laeral's .. . .. 1099
Net of Spirit . . .... . 758 Spoor Stealing, Parchment of . . . . 804
S ...."'hing. SwordofUndeTwear .. .... 1411 +21+4 ..... Sharks . 1131 Storing, Ringof ..... . .. ... . . 1000
Sneering, Net of. ................. 758 +4 VI. EfrecI ................... 1132 Tuming,Ringof. ............... lOOO
Snmn, ofAccu~ ............... .... 1129 .....uming." Ringof . . 1001
QuSlof . . 423 A='s ................... . .... 1129 Spcl1banl •. Ringof ................ 999
and Choking, Dust of . . 423 Athena~ .................. • ... 1129 Spellbinder . . ..... 1403

~r------------------------------------~~
1650
'\.....................................................11'
Spdlbladc . .•••. .••. . .•• ]«1' Hi#ory of Evil Ma&cs ShadowIome . . . . . 1231
SpfIlbook and Apprentices •. . IUO SbandariJ~WorItbook •.. 1211
AkaiJIer, Tho ..••......... .. .•. 1133 lI iswry ofOood Mlp ofSbanpl.. tho 811d. . . . ..... 12].6
Alokkair'l ......... . 1137 and Apprmtien. . . 111 I Sibylli .... Boot ...... . ..... •.... 1239
Alte ..,iofts ofdw Intrinsic of Hope ........ . 1181 ofdle Sipced . . . ....... 1219
Abfolu, .. ............ ...... Ill? Idioms oIt ~Cryptoe ...phs. . . IISI oftheSi l_TIIon.. . ..... 12l9
.0.1'."';0"" ofTaniiblts and I.... xpliclb~ Reneetions .......... 1181 SitC.\o6on Ki ...... y~. . .. 1243
InWlai b1c •.... . ............. Ill? Inn ...... o on Solid Corpus ........ 1181 SitOIwyn FotCJtfriend~ ......... 12<14
Ancient Cryp1On\anC}'. . ... 1137 Innumee,IIIIdSuUesliOlll .... 1181 SlllCk~Samless .. . ............. 12<14
Ania!lll.. .... 11)7 Intelli,CfII:C and Intlliti~ Spelll Wri"minCode ........... 12<14
ArcanabullofJwne ............. lll7 Oomillllion ........ . 1182 ~ofd>eMlllti,_ .. 12<14
ArWIe Mllliplll&rioru of lrid Newleafl .. . ... 1182 SI .... ia OCI The Fourth Dimension .. 12<14
!he EnIoIn&e .. L1.0 JJlIIJIa"~OrizuI . 1182 ~iow RepemI5SionI
A.n::Inc f'uiNantc ofMemary . ••... 11<10 Kan~BookorLDronite~U.. .. 11M ofPytomaDcy .... .. 12<14

"-
"""- RMiotonce o-r- A ••• 11<10 l ....... libnno . SuNi_ Oneimmancy _
Atthitcctlon: .
..."of~ondSi&:i"_ . II4()
. .. .. . 1l<tO lacyIIdr~ Book of
........ 1111
"" SuIphur.ln'lu""cundActions .... 12"
TaIol El H.IrricIIin ... .. .. 1244
Afhabr't.. . ...... ll4(l tMeth~ .•...•... ~"An:~ .. .•.. 12.S
WorIIbooI< ..••...•... 1141
AII\Iavr'ftr'l
AvranGreensaider's ... . ..... 11.3
ofla!hio"d ..••..
lqtndryofGraI ArmI.It
""
..... 1190 TItarWoduI ...... .
TbeorieI 011 Pen:epbon
... 1247
.... 1251
Banik) . . ..... 1143 Fabulous HCfCICS .•. ... 1191. Theorin on Convercing
lIasbal't . . ........... ...... 1143 lqendry or Phanloms T"''''inonl ................... I251
of Bit. . .. 1143 .Ohotll .... .. ]]91 Theory ofille l""i.ibl. Fon:es •• •• 1251
Biaby " ................ ....... 1146 Lexio;onofSplriu. . .......... 1191 Theory ofO«ul1 Visual Shock .... 12S I
ofBlac:kCirclcs .. . .... 1146 Life ofNltlU"l! It< SecretJ ......... 1192 Thea;' 011 Condilional Rupcurn ... 1247
BICSIoOd Book of Cure. . . 1149 LordV..... 'I.......... ..... ..... 1192 ofThoml.. .. 12$1
<>fm. Blind............... 1149 ........ ofFicndkind . .. 1192 ofT,"," ... 1252
Book wim No End 1149 Lon: orSubd. eomm""ic.anon .... 1192 TOItIOfUI ~. . .. 1252
ao-o!he 0n0nbnI'I ........... IISO LumlneJcenee and CoIontion .•... 1192 T~ofllleintellect . .......... 1252
Bowaenlle'l Book...... . .. . 1150 Mad 0.:,. of the Dam'l .. .. 1192 T_
Bricb 0( .... SpiriIuaI Fortif"aborI .• II '2 o f. ~U.... {~IIeasw:t) .•••.. 1192 Impcneuabilitia •... . 12Sl
Briel's BookofShIdows. . . . .. 1152 MqiJler.""", .............. 1193 Tr....dint; •.....•..•. • 1131
Bri&IM Ala . . . . . .. 11 50' MIptIic and Ekccric W..-.s .. .... 11901 "fYmewW" F.nchiriclion
BoodMo" RO:hInI 1M F¥nI Monk's . •. Il5" Manor~ M....w ofSiJ/II .. ....... 11901 ofT......1 ... I25l
ofc.toalisticl'rotectionJ ...• IIS4 Man...J of !'owen Bcyoad Lif• .... 1196 "JYpeaot.......... . ........... 1112
C.cIiXlyft 'l Wodbook .. . .. 11S4 M~llmpmsiom of the RninIo •.. 1196 ofUnicomo . . .. llSS
Clwnbee'-' .............•.... II $6 Minds o ftheUruo- .. . ... 1196 U..;q..e M,,&erieI.. . .. 125S
Qi.fSl\aman~ ........ ......... II57 Multiple Applic.aliont Uni __ 1Attronomy · 1259
ofClolld. .nd F"I .............. I H7 of l'er<:q>tomancy ..........••. 1197 Unknown M.,....menl$
ColI"plin'..... .. . . .... 1151 Myllibil'l Codex of Conlenlion .... 1197 of Iho UniW1S< • . .... 1259
Compnrv:nIJ oIt R•• etions of N.thIUlll, The •.... .. . 1200 'Ill"", of........ ....... .•. . llll
Phosphoro<l •....•........•.. . II" Nclwet .. EIyromanci..... . .. 1202 '/an"q)ire Book ••. .. 1260
Coanotony ofMI~ Fluids .... IIS7 NonIubJlanoe Eftcyc~. .. 1:2<15 'Iaria1Mlni 011 The VISUal
ofl".c-..t . ..lln ofNum the Mad . . 120S Pm:eprion ........... .. 1261
Creation lind ModirlCWon of Oentvnqik . .... .... ... . 1:2<17 Whi .. ~ Codicil ....... .. 1261
M"'ft ... . .. 1160 Occult MIpeIi........... 1211 Wizatd~ Wor1<bool.. .. 1261
CIaIbu~ •....••....•..••..•••.. 1160 Occult ~ 010 FlIIidI . . 1111 otllle WyYem ... terCiR:k .• 126S
CuncdTome .•................ 1160 O!diIWYN~ 1211 ve·Ciad~ . .•.•.•. .. ISS6
o.;..,.,.~ ... .... ..... .... . 1160 Ori&illl ofllle Hour oflqal .••.•................ 1267
Dart A&a . . . . . . . . . . . . . . . . . 1162
-~~
01.,. Syrnboloty ........ 12 11
Dartt Sic!eI of the MemtII)' .. . 1162 OIjIIua~Atbotel ..... . ..... 1211 ""-ofS'-YiDi . . .. 99
Dtq> Ftaro of Hllmaflil)'. . . . . 1162 Pere&rin'l Trati.., 011 Fixed I'ortaJI • 12 1. Dan o f Slayinl . . . . . l75
Oetho~ LlbRm ................ 1162 Plana of Amillllfter. . . .. 12 15 Weapon with Bon ... YO. • I S09
Dil])lAccmcnu lind ModeliJli the Poison I'qes ........ . .......... 121 S SpelkluVCf. Sword .......... 1382
Mili.u ... 116$ ~ ... of the Spiritllli Will . . ... 121S Spelljamrner Dote<:tot. . • •. 1268
DilSimulltion 1M 01ncuration .... 116$ IUoUtlin.. . .•.. . . ......... 121S S~ llj, ", ... ida
Doon.lt l'auaga ofPanllel. oflUothdKn . ................... 1215 Apranm... of KWlllWt. Dunhill~ ..... 4 I~
Worlds . . ... ]]65 Red Book of War ............... 1218 Helm ... . . .............. . 514-58<1
Dylan lonibnnch~ . . .. . .... ]]65 Repenoi .. of 1I1U11riow Mino ........ ... . ......... "8
EchooltR_ofthe Coaj""tioa . . .... 12:2<1. Potion of ............•. . ... 890
Oral 'kid ......... ]]6S Repenoire of~ Ram.... ....... 1268
F.pic. Sqa of the Great CorUIIm"I ••
E¥OIutioa ofAraneW"~II'owor ....
Eulted Book of Ethnic Humor ....
1165
]]M
11M
Appwitions
R~ ofllle
ScntienI Plane . • • • .
..•. 12:2<1

. .•• 1220
.....
SpeUmasta'l8Ieuina .

CaDdIe of. ..•.•..•.


. .... 659

. ••..•• 245
u_~of~ ... . II66 Rigby.. .. . ... 1221 \...eYd of Setoll .....
'''''
. ...· 1442
EynVlfion.lIId~ SiP! .....
FitftocIomkon of I&&wiIY • • . . . •. .•
fotJonmArtlI of Oratory
Mlgneti"" ....... ...... .. ...
FOIIIIdItion. orSeercl Allthoril)' .. ..
1166
1166

1171
1171
RunnofNonaltk ....
Runn ofl'ouession ..
S.birine .. .sp.,.;... ....
kalamladrion •. . . • .
ScimceofMetaenchaNment ... 1226, 1127
. ... 1221
. ...... 1222
...... 1222
. ....• 122$
...
Tomcollnrmite .
~Ilwardint. M... of ..
~
ofAnnihillCion ............ 1268.
ofDattnesa ....................
. ••.••. 611

1269
1269
Olldutft~Orizon. . .. 1172 Sel ...... l ... fflbl. Conjlltalions, ofFII .. Clllinll. . ...... . 1269
Ou .·ue orth. None Clirut....... 1174 M'lk, and Phanwms . . .. 1227 Ol.in~ Crysul . . 1269
GI. . .~Orirnoi"' . . ... 1174 S.kltha... . . ......... .. I2JO KlImfOhb ~A iry. . ..... 121<l
Gl&nY)'I~ Workbook .. 1176 Serpi~ I.e,icon . .. 12)0 Mierut"Surlil .. .. 1270
Glyph ............... 1178 SenIhoek'l. .... . ......... 12)1 T.lilllWloftho ... .............. I.2S
Great Pmvirual Emanations . 1178 Serinda ~ ...................... 1211 Tltacldil"'" o.nli.u~. . 121<l
HlIIdofH.lm .... 1179 SovaISkiaofthotJniwrJe . 12l l OfWaminl ... . ..... 121il

165 1
~~--------------------------------------------------..II'
S pb ~ Sq....,.. Wheel .................... 1532 of the Mooogiow ............... 1286
Sphcm..LY"'ortbe .......... . .... 1331 Sq....,..-Meal Seed ................ 1090 "fthe N<"CrOman(;er ............. 1287
Spheres. Staff of. . . ............ 12% SqlllningToad 1561 ofNiglu.. . ... 1287
Spllorng."..is of tho Muilivm<'S . . 1244 Sq ... lcl!er. S""'rd ....... 1341.1367-1368 aftheNinja .................. 1287
Spice Shaker, Hugrin's. . .. 1()92 Squid, Wand of the •...........••. 1494 Oberon's ............... .... ... 12gs
Spicin& ran of. .... 802 Ssu-Ma, TOttI<! of . . .......... 1445 ofOce.ans ............ 128S
"'",,,
Climbing, Slippers of .......•.... 1121
$1. Cuthbtn. Mace of. . . ... 67<l. 680 O-Kuni-N ..... i ~ ...... ..... ...... 1288
Stability. Saddle af ............... lOW ofOSiri' ...................... 1288
Fang Dagg<:T. , •..... 369 Stability. Tor<: of. ........ 1452 O$mal'tofthe Woodllnd$ . . .• 1288
H........ . .567 Stabiliw. Grovitic .............•... SSG Panzuriel~ Quart .... taff........... 12gs
Key . . ................... 632 S,. ff Phuaoh's Ruling. . ... 12gs
Slaying. Weaponof. . ......... 1524 ofAirandWa.er ......... 1272.1278 of Power ....... 1273.1289
SpideI' 's BoolsofStellth ... 19(; ofA larCl,.AtanoI~ .............. 12n of the Priest Kings •. . ......• 1289
Spiderwalker, ............... • .... 1271 Alaro.'AtanoI"s.. .1 272 Protection from. Banner of. . .... 156
Spll,•• Blast. ...................... H5 af AGnatic Wizardry ..........••. 1272 ofQu.irk • . ..................... 1289
Spikonarrl OillPowdtr., .......•. n7.910 Actor's. ofSwanning Insects ...... 1272 ofRaket. ... . .....• 1291
Spikoy Own$, Appara"., of ....•...••. 57 Aric~.ofPower ................. 1273 ofRanike.. . 12'91
Spinach, Can of . , . 237 of Ban" ................... .. . 1273 ofRecording .................. 1291
Spinecastle, Amul ... of .......•...•.. 43 mocl<.staff . . ...... 1273 Rep1illa~ afthe Serpen.. . 1291
SpiMi"i\Wl'ft1 .......... 1271 ofCachocNs . .. 1274 ofRheddrian~ . ................. 1291
Splril afCaracaaomaos ............... 1274 ofRilan ..... ''s . . ......... 1291
Amulttofthe . . ......... 43 Catstoftf ••. . ....... 1274 ofRoIWOl1. . . .. 1m
BiDding, Potion of. . . .. 890 ofCente01l\ ........ ... . 1274 of the Sands ..................• 1292
Bonte. Undead Groaning. .202 ofCirulon ..................... 1275 of Sa"""" ..................... 1292
Burner. 5,"""" ........•... 1404 of Command ................... ]275 ofScrivening.. . ......... 1292
CIwers. Noisaomc .............. 760 ofComznar<ling ........... 1275 of the Sea ..... 1292
Fligtu. Potion of . . . 890 ofConjuntion.. . ... 1275 of the $erpenl. . ...... 1291. 129l
Folk Conlml. 1'011001 of............ 872 oftheCouat] ................... 1275 Shadows.. ff ................•.. 1293
fulk Slayi"$> W"apo<l of...•...... 1524 Command Words ofSbo<k . . .............. 1293
Handsofn.. Healing ,. .. ....... 33 (Optional Rule) . . ... 1271 Shou Hsing'l;Walking Stick. . .. 1294
Hone. Saddle of the . U)49 of Curing ..................... 1276 ofSilencc ..................... 1294
Hut. ............. .. . . ..... 606 Damb"s .•. . .............. 1276 of Skulls . . . .. 1294. 1295
M••I... . ......• 706 afDevolion. .1 276 Skull-Staff of Hepmonaland . 1295
0i1lPvw<ler ................. 7711.910 Dion)'Slll~ . .. 1276 of Slinging. . ................ 129S
Purl. StrpM• ................... 807 o f Disjoining ........ 1276 Snake. 129S
R~"on'ion. Harp of ............ 1327 o fDi.polling . . .... 1277 ofSpoU Focusina . .. 12%
Seeing. Mirror of ........ 73S ofDisplocemen' ................ ]277 of Spheres ...• .. .•..........••. 12%
Skull . 1117 afDi vewncc .................. ]277 Staff_Spear .................... 1297
Snaring. Net of . 7S8 of Diviner of Ufe . . .... ]278 Staff_Mace ........ 681, 1297
Summoning, T.bl~' of..... .. 1418 Oolmarill"sofWi1hering ......... ]278 ofSlril:ing. . 1297
Spin," Dntid. . ................. 1278 ofSlril<.ing andCnring .......... 1297
Charm ofProt.."ion from.. 283 of the Droids ..... ]278 ofStuMina .................... 1298
u.icon af ........... 1191 ofan E"men,. . .... 1278 ofSwpriscs .................... 1298
Qanwn ohhe ... 1332 oflb< Elemenu. . .. 1279 ofSwannlng]nsectS ........ 1272.1298
Scroll ofl'rote<,;"" from .• 1080 of the Elemcnu:Air. . ". 1280 Thoth's . . . .. ......... 1298
Spiritulll ForIir"""ion. Bricl<s afthe .. 11S2 of the Elemenu: Fire. . .... . .. 1280 ofThundtt and
Spiritual Will. Powen of the.
Splendor. Rod of.
Splining. Prism afUgh, .
121S
. ....... 1041
913
af Ethereal Ac,ion
of the Fa'''' .................. . .
Fieno:!.. . ....... ... . .
1280
1280
1280
,....,
Lightning.

ofV"tSioo . . .
... 1299
............ 1299
. ......... . . 1299
Splining. Sim~ Prism afLigh' ........ 913 ofFIamo$ . . ............ ]280 War,ofNyrond .
Sponge. Evmlamp. . ........ 447
SpOn~,one ................ . .... 1115
Fraz·Urf>.luu 't ..
of Fury ....................... 1281
]281 of the Wbitc Well ""
"'"
'''''.
Birth . ....... 1466
Gcb'sQuartemaff .............. 1281
afGIypbs ............ 1281
of'he Winds ........... .
of Withering
ofWinr<!ry.
"'"
..... 1278. 1100
1300
afEating .
FutherTokc-n
afMedication.
''''
............ 468
. .. 1466
ofGnatmanll ..................
of Hanning
of Healing .
..........
. .....
1281
1282
1282
of the Woodlands ... ..... .. 1288. DOl

of Ascend;ng. ... . ... 1301


ofMi.ing ............... . .... 1466 of Hom wood .....•....•...•...• 1282 ofB",.k;ng .................... 1301
Mw1ynd\ ..•...........•.... 1467 ldun's. . ......•...•..•• 1282 Clld .................. 1301
M ... iu.1. ....... 1467 I,dillon'l ........... . . . . .. 1282 ofDtsctn<ling .................. 1301
afS,icking ............... 1%7 Jiul ............ 1282 Endl.... . ............. 1301
ofS,ining .................... 1467 ofKitSym.! . . ........... 1282 of JOIdgmen' .............. BOO
of Sugar....................... 1%7 Kuan Yin ~. Quart~maff ......... 1283 of Slipping . . . ..... BOO
S_Air ........................ 26 K''''; Hsing's . . .... 1283 Stalker Flask. ]nvisible ........... 489
Spom. Chandrasalw~Air ............ 26 K'W1gh.IZ\i's ................• 1283 Stalker. S-ro . . .. 140S
Spring, PorUble ............ 851 KunOkami's . . ...... 1283 Stamina, SwK1ToodI of. . .. 1451
Springer, Trap- . . .... 14S4 KyT",ncilaUl<ang .. . .... 1283 St.ammeriog and Stuttering,
Springeric ...•.......•.......•... Inl LaoT:w~.. . .. 1283 Phil,er of. ........... 830
Springing. Boot af Striding and .... 197 oftheMagi . . ........... 1283
Springing. Hom Uncontrollable Mag)e.aI Quancmo.ff. . ....... 12114 Health Amulet. . .. 34
Striding & .............. . ... 1S48 afMIgill$ .. ..1284. I2&S Nithil/l ........................ 760
Spud. . .............. 848 of the MoaillS .................. 12&~ Shell of Pn:>te<tion .... .439
Spy. Cask of the Wiod .. 262 ofMeriadar'sQuartcmo.ff ........ 12SS SInd1ag
SpygWs . . 1271 of Miracles .................... 1285 Bear.......•...•... ....... .... 1561
Spying. Cunain af . .. 353 Mirandos"sofln.scct Command .... 128S Monkey •..................... 1560
Spying, [.amp af . ......•... . 64S ofMishabl. . ... .. ... ...... . ... 1286 Slick of ...................... 1306
Spying. Windowof ......... ISS9 MonJ<ey"s... • ••.......•...••.. 1286 S\OnCs. . ............... 1302

1652
~' __________________________________________________..J"
Slaod;"2
Tentof.. . . . .... . ...... 1431
Holy Tcrmr Hookey .
Shoo H.ing's Wall:ing . .......... 1294
S98 Semi""e<iol1' .................. 1307
Standing . .. ........ 1302
l
SI. r ofSlanding .................... 1306 SI"""""<Irl< Tr2psIPi1$.
!Janie.. . . 485 Slicking, GaunTlel of 507 PoIion of L\(:te<lion of, .. 89S
.,(the Briglu Desert, Holy ........ nO) Sticking. Spoon of . . .......... 1467 Slool Chest, FOOl . , . 287
Card ..................... 380. 389 Sticl-;y Shield .. . .......... 1104 Slool. Elcttadimen.ion Fool .......... 287
"fC.lene ....................... 715 Stiffneu, Cone of . 248 ofS'opping, Whi"le ............... ISS8
oro.tection. Morning. .. 488 Stiffness, Collar of . 326 $'<nge, Kcyof.. .. ..... 633
Gem . .. ... .. . 529 Slilling. Oil ofFi", ........... 769 Smring,l'yro$'s RingofSpcU ........ 988
ofKhan-pelar. . 529 Stillness, Oil of.................... 778 Sloring. Quive, of Anow , .. 929
of Mo-pel... . .. 529 Sting of XeR$IO. . . ... . ...... 1349 Sloring, Rina ofSpcll. ............. 1000
Morning ... . ........... 485.675 Stinging Cloud. 439 Siorm
of Shah_pel .... ......... . ... . ..... 529 Sti"" .. Bile 100 Annor, L.aeral ...... . ... 78
S!<)nn . . . . .... 681 Slirring, Spoon of 1467 Hammer ............... . .. SS8
Slriding, Boo1 of. , . . . .......... 196 SlilTUp5 ofllorscmanship...... . .... 1306 RiderofthcGeama' Sea .......... 181
Starella~ "'pbmdi~i.c _ .. . . 825 SlOCkingofElfSummoning ... . .... 1306 Rider~ Paoni .. 807
Starfall. S\WKd . 1405 S'ockingofMystcry . . ............. 1306 Star ..... 681
Starlit Spbcre. Mieresl'.. . . 1270 StOmping, Boot of ... .. ..... . ...... 197 Strength, Pol;"" of . . . , 87 I
St .... S IOd~ ( S« olso: RQ.tk) Slorm~ Harp of Methild.. . .. 1128
Clnak of ...... . ... .. •... 309 AIr<rN of Polymorphing . , .. 93 S'ormbringer, Sword . . ..... 140S
C""",n of. , , ... .. ........ 338 Bea"",gard" Beauriful Bauble . ... 1307 S'orm&, Scan' Wand of. ..... . ...... 1493
Crown ofthc . . 339 BimbomllShi ............... 517, 130S Slorm&, Wand of Ice ........ .. ..... 1483
Inlier's RingofShooIing.. . 97J BloodstoneofFistandanlil ........ 130S Strand,Diirink.o~ 1010
M.llif1.ur~ Robe of ........ . .... 1013 Owdalyn . .. ....... 130S Snangling, Collar of................ 326
ofOjy-<lo. T'hrowilli . .. . ......•.. 1435 Club, (in:al. .... . 314 Snanglinll, Necklace of ............. 752
of Returning. l'hrowi"i . . . 1435 of Cold Immunity. ,. 1309 Strangulalion, Neeklacc of ........... 752
Riog of Shooting_. . ..... . . 998 ofConrinuallighl . .. . . ......... 1309 SIralll80ms, Manual of . . 689
RoMaf. ... . ... .. . 1016 of Controlling Earth E1oncntal$ . ... IJ09 S _ of Anguish ................ 1339
Throwing. . . .. 1435 Con.lSkian . 1309 SI',,"&lb
SIaMridins, Sbalalldain~ Iloou of .. . . 196 ~Wel\. 1309 ArmboM of. . . . 66
Startinll. Ring ofFire . . .......... 962 Dagger . , . 356 Armband ofVariablc...... . ........ 67
Statue Dream . .. ... 1309 Cl rd .......................... 185
Soli . . 1303 ofEw:rbuming . . .. , IJIO Ooakof . 310
Corell"" .. Crystal. . ... .. . 1303 FealherToken ................... 468 Gawnlct of Super . ~,

Golden . 1303 Finder" . ... 1310 Girdle of GianI ...... . SJ4


of !'ower, Old Salt . . ......... 1303 Form. Potion of. . . 891 Libram of .
ScorI>ion Wan!
Singing . .. ..........
.......... 1304
.. 1305
G10WSlone .
Golem Pmteelion, Scar10b of..
1310
1057
MolO M010 Roo of .............. 742
PoIi"" of ..................... .. &91
'"
Stone HOrse. . ....... .. ....... 130~ Golem Libram. . . . fJOZ, fJO) I'oII""of(.j'anl .................. ~71
ofSubstitu!H>n.. . 1305 of Good L,d . .. 1311 PoIion oHMer .................. 873
Talismanoftbc . . ...... 1426 Guardians, Ring ofPrntcction from . 988 Ring of ....................... 1002
Xanthippe of Anno)'ance . . . . . . ... 1306 ofGulandThiondar ....... 1311 Ring of Btr$Orlt .... .. .... lOOS
SlaIUCne, Coren",,~ Crysw .. . .. . .. 1303 Heart of.......... .. ....... 574, 1174 Slridinll
Staying, An<:hor of. ........... .. .. .. 46 Honing ........ 1313 BootsofSw . 197
Stea<;lillC$S, M~n;"., of ..... . ...... 715 HlH'SC Stalue . 005 and Sprinllinll, Bool of .. 197
Stealer, Nine Li_. , ..... . ..... 1386 10\lIl. 613 and Springing, Hom of
Siullng Ka1ccn's Undead . . ........... . . H Un<Ontrollablc. . 1548
CI ..... of Magic . . . 293 of Mi.ed Luci;, Mysle's . 1113 Strike, B"""'rofthc Blinding 220
Pan:hmcnl ofSpcll . . .... 804 of My'lcriow Sound . ............ 1113 Slrlldnll
I'otion ofLife ........ . .. . ... . ... 876 Nanorion . 1114 and Curing, SlIIffof . 1297
S,..,ro, tift . . .......... 1380 OvalofT:rolo~Guardian . . ... 1314 Stalfof 1297
S"Wd ofLife ....... . .......... 1380 Pa$$IIge, Oil of ., , .... 178 Wemick's Cane of.. . 248
Siultb Philosopher... . .. . .. 1314 SIr1~K
MlSk of. .. . ... ....... . 706 Ph",," &39 ofAtIlIChmenl .................. 1319
Spider's Boou of. . . .... . .. 1% ofPuIV<rizing, Sling ............ 1120 Ball of Er.dless .................. I SO
Thieves'TooI.of.. .1446 of Refilling. Slillj ................. 95 Cage of . . 21S
StealThy Pilfering, Manual of ......... 68& Ring of .......... .. ......... . . 100 1 ofl.ashing . .. ............ 1119
Slu m Robe . .. .......... 1016 ofharl. .. ............ DI9
Borienin" J.,.of .. . .... .. ........ 622 of Sampling. . , 1314 ofShocklcs. . ........ 1319
Carrague~, OceanT.. ofEndlcss .... . 375 SCCpterofShih .... .. ...... .. ... I066 ofTangkof ................... 1319
Command. Ring of . 9&<.1 of Shielding. ................... 1315 ofWatding. .. 1319
Irons of .. . ...... .. ........ 620 ofSile""" .. . . .. .. .. . ... ....... 131S Stringed Instrumenos .............. 1320
and Vapor, Wand of. . .. 1494 Spongestone . .. ....... 131 5 SlI'Ongbox oflmmobility . . ......... 216
Steaming Ca uldron, Hymir" . . ... 268 Strength, Potion of . 871 Stronma ..... Hammer ofThur.dcrbollS .. S58
Steed. Obsidian. . . ... 478 Trov<:l. .. .. ..... 13IS SlnImming. I'\ck of ............... 1112
SteedofWondrQus """-"er, Wand ofEanh and . .. .... . . . .... 14~ Srudie' onThc Founh Dimension .... 1244
Dori 's Qbsidian. ... , ... . ... 475 WanktOne .................... 1318 Srudy, Libram of. . .. 668
SteeIClO!h . , 313 Wariu . . ............. . 1318 SrudyinS, Desk of. . . 405
Steel Drag"" Slayer, S........:I .. .. . . . .. 13~7 ofWannth . . .......... 1318 SIIIII Boll. . . ... 100
Stffl M<>bile, OnY" and ............. 737 ofWeigh1. ...... . .... 1318 SfIIII Puppel Libram ................ 661
Steel<kin~ Apron. Handal . .. ..... . ... 5& oftbc WeU .. . .... 1318 S'unnl~ K
Steel.kin', HBn'II1ICr, Hondol ......... 55) Slonefist, S""'d .......... ... . .. .. 140S Arrow of . , 100
Slelllr Path, ScIoli of the . , ... 1OS4 S'onciron Weapon ............. .. .. 1525 Dar! of.. . .... , J7S
Steppc:s, Scarfoflhe Dry .. ... . . ... . 1059 Slonts Gong of. . . ................. 822
StepS Draining S,..,ro, Nine . ....... 1386 Fancy ..... . .................. 1301 Stolfof . .. .... 1298
Slick Han! ......................... 1307 Stupidity, Hllof . .............. 570. 572
BI ... k .... . . . .................. 1023 ~1II1. ....... . ... . ..... 1306 Stuncring, PhillCt ofSllmmering and . S30

~r------------------------------------.~
1653
~\--------------------------------------------------..I"
Slyl .. "fScribing. Ins Cloak of . .310 Black Fl ...... ................. .. J345
Subconscious Apparitions. Ring of . . 1002 Bladflame . 1345
Repertoire of. . 1220 Surya'S Chario! .................... 280 ofBlaoxflame, .. ,1 345
Subcoruciow Repercussioos Swya's Sword ofLighl. .1407 Blaokjarruntt'S Cud1$S 1345
I'yromar>cy . 1244 Susanoo's Bl"" Sword ............. 1407 Bt..:ktazor.. lJ46
Subduing. Oberon~ A""... of.......... 92 SUsk.I'" Silenl. Sword .. , .......... 1407 Blade Shape and Feature.. . .... IllS
Sublimated Oneiroman<:y . 1244 Suspension, Co! of. ........... III Blode Malenal ................. 1335
Submia<ilHl, Tridtn, of. ..... S46 Suspens;on. Pol;':'" of Lif. , , . 876 Bll.deofBll<k Ice: .............. 1347
Substitution. Stat ... or ............. nos SU$tam:'s Ctwio!. . 2n Blade1 afO>ro&k . 1347
Sublcmor.ean Sagoc:ily. Helmet of . 593 SUII.unu BIl.de of Lalllander . 1347
Subtitle •• Len. of .................. 6SS Caparison of. ................... 2S3 Bll.deless ...................... 1J..l7
Subtle Communka tion. lo<e of ..... 1192 PoIion of. ...................... 892 Blood ....... Il47
$11«"', Mustard of. . ....... 248,249 Ring of. . .. , ... 1002 BLoodtnnd. Tmgan/I. The .. , ...... 1408
Succor, Bead of ................... 165 S.irfnebli Dan. . .... 375 Blood Drinker. , , . 1347
SUi"" Spoon or ..... .... ......... 1461 Swabbie wiLh Buokel. Stalute Bloodkner. 1347
Suggestion Scroll. . .. 1084 of Power .................... 1304 81"" Dragon Bane 1348
Suggestions. lnfluenceund .. 1181 Swamp, Vast. Hom of the ........... 1S49 Brigtublade . .. ........ 1148
Suit, Sw.. tsuit . . ........... 13lS Swamp. Orbof1bc Bll<x ............ 783 of Bronze, Dancing ............. 1356
Sulfur, Oil of.. . .......... 778 Swan Boat F. atherToken .. , ......... 469 Caeren-Uroth .................. Il48
SuIhauI M(IW'IIains. Bear C\oak of...... ., 297 Swanning Ins«ts, Art1or's Staff af ... 1272 Cilalllangas.. . ........... 1149
Sulhaut Mownains, DatI: wand "f!be .. 14n Swarming Insoots, Staff of.. .,' 1298 Canopa's ...................... 1349
Sulmish Robe: of Magical S .....t WIler . . ........... 848 Captain'S , .. ,. 1349
Enhan<emenl ................ 1015 S ..... ting. Socks of. ............... 1126 C..!efhar>e .................... 1349
Suloiso, Fire WlUId of .............. 1480 S.....l$uil . . ............... IllS Cele.Tial Fury .................. 1349
Sulphur Infl..enoe and Actions •...... 1244 Sweepa-, Gnomish , , , , ... S46 Chain, ........................ IlSO
Sulward'l Axe .
SumbarOracie.
Summation. Crown of .
. ....... .... 119
. .... 1530
139
,-,
Sweeping, Broom of..

Onion .................... 782


. .. , 229 of Charm !,<""" ,
Chopping ,
ClltI'I/)tnUt..
".,,135 1
• 1151

. .. 1351
Summcr~ Day, Thn of •............ 1428 Smell Candle.. . .. 246 of Cleaving . . .......... USI
S.lII m oplnl Tooth, .. 1451 Colada. . ..... 13S1
Gong. BuUer ...... . 82! Wiler,. . .. 892 of Cold .............. ll52
Gong of. ... . .. 822 Sweetness, Cube of ., .......... 352 Companion. .. .... Il52
HOSIile Air Ek mental. Censer ...... 270 Swift Wriling,!'<n of. , 809 eo..llon~ . , .. , .. 1352
Lam"of........... ... . 646 Swift Wriling, Quill of. .. . .... , 928 C<lrthIolis , , 1352
NOOI1I\ Ring ofOjinn ............ 9&4 SwiftfOOl's Cloak, Kaldli, . . ...... 303 Cowtoin ...................... m2
P\)}:er of............. .... ....... S40 SwitlfOOl's Sword. Kaldai,. . .... 1378 of Cowardice:. . ............ 1152
Ranle of . . 823 Swimming and Climbing. /Aunllet of .. S08 Crusade............ ........... 1153
Ring afGc:nie ............... . ... 967 Swimming, Armor of . . . ... , .. 82 Cty$omc, ..................... 1lS3
Smoking Pipe afSnai:e. .......... 1126 Swimming, l'oIi"" of . . 892 Cupnunbane , , . 1lS4
Slocking of Elf ................. 1106 Swimming, Rill3 of ........... 9S3. 1002 Cursed . . 1lS4
Toblel afS"iril . . ......... 1418 Swimming, Ser¢'s Behof.. .. 169 Cursed 8c:rwL«-r .. 1lS4
Throne of .
Wltip of..
1435
.. ... 1534
,-"
Auimon . .. ... I B6
Cun..... ..................... 1lS4
ofCymrych Hugh ........ 1lS5
Wltistleof . .. ........ ISS8 of Abbo<re""" of Shape Changers. , 1]36 Cyric's. . ll5S
SurnmonI, Bead of . . 7S! Aoxcnl$. , .... Ill6 Dal... . llS5
,,,
Sumpka\ Ma nlk .. .... ... 310 Adja lha the Drinker .
Albnrin . . ................ 1l)7
. 1336 of Dancing . , .... , .. IlSS.1l56
Dancing. of Lightning. . 1356
Blade. S....,.,;j . ........... .. .... 1406 Alignment. . . . .. Il99 DariU$'s . . ........... 1156
Blade, Sh'arien, S..wl. , 1391 AmalSu·Mikaboshi 's. . .. Ill9 DcotlHO·Monslers ... 1156
Blade, Tar! \'anoyiIOh~. S..on:I , 14{)') Andu"..- . . . . ... Ill9 Deep Sashelu's................. 1356
Card. . .................. 380,390 Ana w-..-adal ...... Ill9 Defende. . .• 1156
Dock . 381 Annacon. . ... 1339 Demmn" Bone . . , •. J75
S«d ......................... 1090 AMaZllher . . ....... 1340 Desert BI1e1e. .. ... 1156
Sword ........................ 1406 Answerer . . .. 1340.1341 Dn.gonbain Holy Aw:ng..-........ 056
Wand of !.... .. 1494 Anton's Vorpal Blade. . .. 1341 Dragon Cl...... . .......... 056
Sunboll Javelin. . ... 624 A,'andi",t .................... 1142 Dragon Cripple. . .......... 1357
Sundial afOi""'li"". . ... ,. 1335 ofArak. .., . . .. , ........... 1341 Dragon Sl~' ......... ......... IlS7
Sundial of Timekeeping ............ 133S AIbano'S,ofAgilily .. . , .. ,.1342 Dngonslayor, ............ , ... , . 1lS7
Sunngebiang's Dagger ............. 369 of Arvorecn ............... ... .. 1342 ofIQgon SLayin8" . 1157
Sunligh~ 801., of. ................ 1119 ANon:en's. . ...... 1142 DrainlifeEl'IeriY.. . .. .. IH7
Sunligh! Re,i5!anCe EIi~ir ........... 445 of Assassination ................ 1342 Oraxal"", Defender
Sunndi. ~unor~ Tool. of. .. . S30. 1446 of A;wr'alq .................... l34l ofFcminincVirtue. . ... IlS7
Super Strenglh. GaunUel of . .. S07 of Babetlc MaelslrOrn, , . 1341 Drcamsill3.. ................... IlS7
Superb Shiny Shoe. Hefi. ~ ......... 111I of &ekslabbing . 134J Ougrnaren Bright",a",l. 's B~ ... IlS8
Supem.olillj.l'oIi"" of ............. 891 Balisarda. .. 1343 Durandan ., 1358
Superheroi"". Porion of............. 891 Balmung. . ............... 1143 Dycrwaen • • . . ,. l358
Superior Ani ....1 ConQ-OI. Po!i"" of ... 891 Balor. . .............. 1343 of the Ebon Flame............... 1359
Superior H.a ling, Pol;':'" of . , ... 891 Bamboo Scimitar ............... IlO Ebonbane ................ 1359, ll60
Suppressi"", Poti"" of Pain. . . 881 Bane ofEnobanled Beings .. , .... , 1143 Edge. The ..................... 1163
Supreme. Ta li,man ofa.- ........ 1421 Bane of the Nanh . ,., Jl44 ofEfreeli Siayinil ' " .... , ...... 1364
Sun: Footill3. Anklet of .............. SO Bamus 's Gnomcbanc .. .. 1344 Ego . ,. 1403
Surpri5<'S. Staff of..... , .......... 1298 ofB .. I. .. ............. 1144 EJkhom ~. . .......... 1364
SlInl:ncier, Weapon of. . . ....... , 1526 BeJenu, ~ ..................... Il44 Elqillar . . .......... 1164
Swtr'J Flaming Sword .. . 1406 ofthe8c:1i=.. Il44 Elw:n . .. ..... 1365
Su,u's Iron Armor ............. , ••.. 82 BennGriff.. .... .. ....... ll44 Emperor~ ..................... 1365
S.u·..·I ...1 Ber$crk Dancing . . .. , 1344 Enohanlt<!, ofSyl.i"" ",' 1365
Dndle.
'" BIKk. .. ................ 1345 Equalizer o f Gran Marth , , . , .. , 1365

~r---------------------------------~~
1654
~\--------------------------------------------------..II'
Sword Ilyana ....................... 1377 Pommel Shape and Feature. . . .. 1336
Everstriking . ., .. 1365 Indra'sFl.ming . . . . ........ 13 77 I'o<pherio's . . 1388
Evil Wynmlaycr . .. ])66 o f Insanity . . ... 13 71 Primary Abilities................ 1399
Evi lhyan~ Blade . . ......... 1366 Intelligence and Capabilities ...... 1399 Pwta Blue's.. .. 1388
Excalibur................. 1366, 1167 o finoeroe <S.ion .................. 1371 o fQuiel<ness. !l88
Ex1nOrdirwy!'ewers . 1401 1ronf"", ...................... 1377 Raul 's. . ................. 1]88
Furi nae ..................... .. 1367 J'ysen's Magebane . . .... 1377 Red Death . . ....... 1388
F", . ~ Promise. . 1367 Joye.... . ......... ... .. 1377 Red Robin ...... . .............. 1388
Fea"", Toke" . . , , .. 469 Justicer . . ..... 1178 RN Sabre ........ •.• .......... 1388
Fiendbane ....................• 1)67 KaboJ . ........... • . . 1378 RIlIIwntr 1388
Fi ...1Word .................... 1367 Kaldair Swiftfool's. .. 1378 Rd Aslr2n. ofEnmily . . .. 1388
Finder .................. 1368 Kali 's. .. 1378 R.n's, ofOancina. . .... 1388
FiOJmgh.. I .~ . . ...... . . 1368 Karoli 's Silver . . ............. 1378 R. ptilia n ~ nai re ............ 1389
fist of Odin . 1368
.. of Ku. .. 1178 R.tali ..", . .................... 1389
FlamberRe ... . ................. 1368 Kirren's Fr<>$lbrand . . • 1379 Runer\:;in FI"ohel . . .... 1389
Flame Ton~ ............. . .... ll68 KlIliervo'li. . . 1379 ofzbe Sands . . .. 13 89
Flame of the North . . ... 068 K...... The Dlrl<nes. ••. . 1379 $.o.uvagine . .. 1389
Flame TOllS"" .................. 1369 K"sW>Ogi No T'uru,; .......... . . 1380 $.o.viul 's. . ... 13 89
Flame. on Command . . ... 1369 La faralliM 's ................... 1380 Seabbord ...........•.......... IOS4
Flaming, .. . . 1369 Lane. lin's ..................... 1380 Sool. C l...... r .................. 1189
Flna,illi Blade "{Shin Lu . 1369 w guIi.... .. ........ . . . ... .. . 1403 Soa l•• of Justice . . . . 1189
Flying Scimitar ofThsmit . 1369 l..ap<ov . .1380 Seal. bane . . .. 1390
Foebane ...................... 1369 Lassivirtn's . 1380 Schal<lia. . .. 1390
Foefir>der. . ...... 1370 LawfuL . . ........... (Sec Wood/hoW) Scimitar of Speed . . .. 1390
Fore$! .. '1 Friend ..... .. (See ~"""'eI!) Innmikai...,, 's. . ... 1380 Scorbane . . .......... 1390
funeli ~ _ . . 1370 Life Saver. . 1380 Soourge of Regenerators. 1391
rragarloh ... . ..... (Sce~A"""",..,,) Life Stel.ling . . . 1380 Serpent SI~r . . ...... 1391
Frey'J.. . .. 1370 Lif.TUer . 1381 Sess·in"..k's. 1391
Frey's T__ Handtd . . .. 1370 ofLighl. 13S1 Sevwlh Blade . . .........•. 1391
Frqa'l FI'OSI Brand . . .. 1370 Lighlnin&Blade . . nSI Sbadowsword . .. 1391
of Friendship .. . ................ 1370 ofLighlni ng. Dancing.. . .. . .... 1lS6 Sh.landain ~ Ho ly A""nge' .. ...... 1391
FrosIBIlUId .. . ................. 137il Locat. Objcel .................. 13S1 of Shame . . . ..... 1391
Galanti ......... 1371 of Luck . .. .................... 1381 Sh·ari. n. Sun Blade ......... 1391
GtmsM>nl . . .. 1371 Luck Blade . . ....... 1381 of Sharpness ........ 1392
Genie Slayer . . .......... . .... 1371 Lydia's Broad . 13S1 ShlnelJim .. . 1391
Genies ' Bane ...........•....... 1371 ofLyoru; . . ..... . . 13S1 Shiehi .. Katana . 139)
Gtnie bligh' . . ............... 1372 Ma lign. . . .......... 1381 Shimmerina Blodc o fShin
Gtnie$COUIge ............ 1372 Madoc 's. . ................... 1381 Oin .. n ...................... 1394
GianI Slayer .. . 1372 Mamluk. of Obodier><:c. . . . . 1381 Shina·T ... ·Hiko ~ ............... 1394
ofGi""t SlIying. 1372 of Mammal Slayin8 . . ..... 1382 Shook Blade . . ...... 1394
oflhe Giants. . ..... 1372 MllIItooth ...................... 1382 Shu~ . . ........... 1194
Gilhy""ki Silver ................ 1372 Maroon ....................... 1382 Sif's . ... . .... . .. . ........... 1394
Glonus ... .. 1372 Mayonaka 's Silver Katana ........ 1382 Silencer ofBodosh ............. 1394
Goblinw>le." . . .... nn Melior . . .. 1383 Singi"i ....................... 1396
of'lle Golden Oulf . . ......... U 72 Meredin's l ...ck Blade . . • 13S3 Siva 's Soimitar .. . ... 1396
Oolembane ................ . ... U 72 Mimung .....................• on of Skewering . n96
0 ",,,.. . ......... 1373 Mi ll1l~,ofLight ............ . .. . 1383 Slayer . . . . 1396
Glllnkhul'li . .. . 1373 Man .... Slayer . . ...... 1383 Snakeba".. . . .......... 1396
G.... ·Zl ~ . 1373 Moon Blad. . . ...... 1383 Snoop . . .... 1396
OfUl\SWlthe . . .•• 1373 MGrJllly.. . . . .. 1383 Snow on The Mountain .. . .. 1196
Orqvxy's Holy A"""ger .......... 1313 Movanic ne....... . .. nn SouIbLa.dc . 1391
Orinthane . . .... 1373 Naesowen, Ghost Blade .. . ....... 1384 of Soul.. . . . . .. 1397
Ouardian Blade ...... .. ... .. .... 1373 Na gelring . . ............. 13&4 Souloeeker .. . ............. 1397
Ha<:himan~ . . .... 1374 Nlman Nev.rsleep.. .. 13&4 Spooil lToucbes ........ . ....... 133S

,
Hades's.. . .............. 1374 Neekar. .. B&4 Spooill . .. 1398
Hand-Guard S . . 1336 Nepanth . ...................... 138S Specill Purpos< .. 1402
Hand-Guard Ml terial . . ])36 of Night .. . 138S Specn!. ........... 1403
Handle Shape and Feann ... . .... 1336 Night .....tolle, ... BSS Spellbinder . . .. 1403
Handle Materia l ................ 1]36 Nightwind . . I)S6 Spellblldc . . . .. 1404
Harmoniter . ................... 1374 Nine Lives St • • ler. .1386 Spiritburner................. .. 1404
H &I]>O~ On:stay.,r . . ............ 1314 Nine Steps Onining ............. 1386 Stalke r . . . ......... J40S
Hawk.sbladc . 1314 Oberon's ............. 1386 Starfall . . ....... 140S
Hean ofSlOOIe .................. U14 of Odin . .. 13S6 StOnefiSl . . .. 140S
Heartseek.. .................... 1374 Odin 's. . ................... 1386 SI<>n'nbrin&«... 140S
Heimdall 's ..................... 1374 ofOlyntbas . 1386 Sun . . ..................... 1406
Hel 's . . .. Ins Owen 's 1387 Sun Blade ................. . ... 1406
Ho Masubi'li . . . . . . I37S Paramo!. .................... 1387 Sunr's Flaming . . 1406
Hofud . 137S Panisan . . ................... 1387 Sury''s. of light . . 1408
Holy ... . .. 137S Pea<:. malw . . . . 1387 Susanoo'li Blue ... . 1408
HolyA.... ng.r . . ................ 137S Peregrine 's.. . I)S7 Susk, The Silent .... 1407
Holy R.....nger ................. 137S PhanlOm . . ..•... 1387 Syl. bIII ............. . . ....... 1407
of Honor . . ...... 137S Philippan . . .......... 1387 Syrar's Silver.. . 1407
Homblade. . ...... 137S Pi ............................. 1387 T..... ganh. The Bloodbnnd ... . .... 1408
ofH""'" ......... . .... 1376 Plak's . . . ... . .. 1387 T""Vanovitch~ SunBlade . 1409
lee CI..... . . ....... • ....... 1376 oflhe Planes ...... . ... . ... .. ... 1387 T.fnut". . 1409
IIbralha, Mistress of Bonle ..... ... 1376 p.,joonJWOt<l . 1)88 Tidcripptt ................. 1409
IIneval 's Broad .......... 1377 Pommel Material ....... . ....... 1336 Time."""p .................... 1409

1655
~~ ______________________________________________________.J('

,_ T..:l<Ic,Prismol " OLockand .. ....... 913 Taste, N..,kJoce of Bad ............. 148
Token ,. . ... 1409 Tadrond .. Moce ....... ....... ..... 681 TlStc Powder, Good . . .... 901
Tri.Ell1iry .... 1409 T. il, Guardiln ........... . ......... 550 T1S1I:, Ring of. ................ 97'9
TroII\Bant .... 1~11 Tlil, for R!oun " Homod C\oak •....... 308 Talhlum ........................ 1428
TWinkle . . 1~1I Tok .... SWMI, Life ................ 1381 Tanoo Scroll 1085
T)'I' 's. ofSlwpness I -ll L Tal<hl o fIhcJ..... ... 141. T - . Needle of t ;""'!)' . . ... 751
UncIeId SIIyer.......... ..... I-til Tale-I El Har.-icIIio'l Spdlbool< . .. 1244 T~
ofU~Snat<IIi ............. l.11 Till,,,, •• Rabsta. . 911
Ut..""" •..•...•...••..•••...• 1411 ofAI'Akbu ....... 14 19 Set of Skill ond Gna: .. . 1421
\'ai~ ". . .. 1411 of Ihc BeasI .. . ... 14213. 1'21 Zhakar.. .. ........ 142'
Vompiric Regenenlion •........• 1412 ofChAolS ....... me •. ... 1421 Tun, PI>oJ or ........... . $ol8
Vanya .. Wralh ........... ....... 1412 oflhc Chi","" .. 1421 Tcan. Yainamoir>eJl" ... . . . . . 1469
VuIO. 1412 oflhc Cock,trio:<! .. .... 1421 Tedium, Libram of . .. .......... 668
Vepdain~BmadS"""'ll .. , 141 2 of Drums ..................... 1421 Ted" {Scoll..,: Tooth)
Vhaenun\ .. 1412 ofElcmenll1 Travel. ... 1421 Sow. F'1fO . ......... m
\OrpaI ..•..••...••...• , .. 1412 oflhc Faerie ••. . .• 1422 Rador.. .. .... 11341
WarbriJI&er ... 1412
Worlord Blade oflhe SNcId lMIda.• 1412
Wuscl . .... .... .. 14ll
F'omd ....
F'... ~ .
oflhc Gokm
.. 1422
. ....... 1422
.• 1422
Wand of...
Td.... 'ISwoni
Teld:ino:sia. RiII& of
..............· 1"" ''''
.... 1000
Whirlwind Blade. " •••••.•. 1(1) of the QriIf(Jrl •••. . .. 1423 T.lekiDQis, Weapon of.. ... 1526
While .. . ......... 1( 1) H _ ~of M<:rn<>rinUon ........ 1423 Triepltlry
ofth¢ Wild COA$I .. 1413 of Lawfulncu .. . . .......... 1423 0010 .. Helm of . .. 589
WiltowWand .................. 1413 Medici"" 8undle......... .... ... 1423 IIclmel of. .... . S9J
ofWi,hes ....... 1413 ofMemooigtion . .. .. 1424 Ring of limited ... . 974

-
Woodhold . . 1413 M i~ ........ 1424 W.. pOJ'Iof•••. 1526
of Wounding . ,. 1414 Modined, o f2.0ty ...... 1424 Tclepon Pad. Chcmohcaur. . ..1 45]
I'.'ynnI; kJvff. . .......••.. ". 1414 Monkey llead . . 1424 Ttltponllio.
.••••• , ••••• 1414 ofo..:u. .... 1425 Arcl>es, Libnm o f.... . OM
Wyrmsllyer •••. ...•..• 1366. 1414 of Pun: Good. . 1425 8I&0f. ............ .. ,~

. 1415 ofRahuia ... . 1425 u,o'


Wynnsvenin ••.
Xiphoid Xebec
Yondalla\ .
.. 141S
. .. 141S
Sacml B.....ne.
o{1hc Sphm .
. ............ 1425
. •. 1425
Cbamber ............... .
Doorof.
· 1454
.......... 412
'"
Zmehoo KatanIO 141S oflhc SIII\Ie ••. . . .. ......... 1426 Hdroc:t of .......... 5901
Zil\ZeT< ...... 1415 ofTona_ ...... . .. .... ....... 1426 .. 892
Zod\\ X.bec of Doom . ....•... . 141S
S .... rd.
ofUhimole E.il ...... ....... ... 1426
ofZI&Y ... . ... 1426
Rina. H.lail<1''' .
Ringof ..
• ...... 967
,,.,,
Cards. Suil (T...,.) .... 398 Tllkm, Skull .. . .. 1118 Wupooof .. .. 1526
I'oaoa1.. SpociaI Purpotc . • . . . • • . . . L4()2 Tlllin'l T""~ . . ....• 1043 Ttlfporti.,
I'wpoIa. Special ~ •••••••• 14(12
Sylaln. S..O"1- .. , ............... 14(17
To ..... (S«Ilto: (.10 ..)
Boot oflhc Sil""" .• 1219
_0'
o.rtof....
'00
m
Sy"n. Enr;hanrcd S""'ltd of •..•••.. IlM Card ................... ... 381 Nope- ,~

SymtIiotie f'mIec:lion, CIoU. of .••.... J I I


Sy"'.....
of lhe DanK Macabn: .
ofbll.., ...........
. .. l9oI
. .. l9oI
Telescope of Fantastic: Vision .
Telescope ofT"", VIS;"" . ''''
· 1429
of Orcyhawk. Holy ............... 597 Tam'l Fruit ofExInl Heal ing. Kulver- .. 634 T~Card . >S.
Lannacian Holy . . ...... 597 Tlll\llte·8J.ko (Bu.) ... . 216 Ttmp" .... t ....
Prilmll 'l Holy ..... 597 Taming, Bridle of. . .. ..... ....... 224 (An ltn$. Yellow Ambicnl ....... 1067
of Jtr,enkind. Holy . . 598 Tamio," Saddleof ... . .... . ....... 11350 BOIlie ........................ . 200
SymboIocy, Origins o((he Hour Tam .... GIUnt\el of. . . ..... SIl8 CooIIrOI.Armorof. . ........... K2
01.... 121l Tanarn. Arrow of Itumi", . . . 913 Ten T1>ouund WmdI. A;lOIil'l
Symbc>I .. CymbII of. . ..... ' 18 T_'ri. Scroll of"'-ion fron> ••. 1081l Shining Hom of ......... .. 1542
Symmetry. Glteqy of ...•... SOl Tan&;ibles and lnuqibIa.. T.... ~N.;1. ... 746
Sympodlelic Harin" Charm of •....•. 283 AI~of .............. 11 37 Teodrilia:flt, BubIl..... 6l6. 1143
Synnill 'l Opol N...:kLoce .•• ••••••••• 152 TM£leofStrina; ................. U I9 T...... CoMmI,Potionof .. .872
Sym .. SilverS'MJ<d ............... I407 TI/Iilcvlne Root .................. 1427 Teah. Eyepatch of.... .463
TlMina Ointml:nt .................. 782 Teah. Flaminll Mirrw of............. 728
Tlnlll .., T....... r ........ .... ........ 409 T.n.. r·,
T TOpelt.,. PorunantClU of Fr\I&llity 1
Tlbudof the Mystk.. . .. 1417
O i _ Wardi", ...... . ......... 1427
of Ekbir . .. .. • .. .. 1421
Spellbook •••
Tlnlll ...
1165.1251
.. .. 409
'"
T.Ic ..... .. .. 820 of Folded ExiJ/£l>CO: ............. 1427 Tut
T... ofRoomL . . 1427 ofCaptMly .. .. 1429
MacbiM of Lum T.'Ia.-ic CrawreWhip . 1534 Dew. . ............ 1429
Ihc MN. Fail= ....... ... .. 687 T...pnh. The BIoodbraIo;1, S....,...! •••• 1408 ofL",,"')' ....... 1429
of&nqo.oets. . . ......... 14 17 Tatl v...ovitch " Sun Blade .......... 1409 Miot . .•. .1 430
ofC",uenU . .. .. 1417 T_ De<:k ofManyThinp .......... 381 f'olychmmatic . .. ... 1411
oflhcEkments. . .... 1411 Tuoc, Fi<-nd o(the . . .. 389 Poor ...... .................... 1411
of Plenty . . ... 1411 T.n 0(Shell<1'...................... 1411
Wrilin, . . ............... 1418 ofa Summer .. Day . . ......... 1428 ofSllndinB · .. 1431
Tablec:IoIhA..,ncron. .. . ...... 14 18 of Aceuuti"" .................. 1428 of WominK . .... 14JI
Tabl...:loIhofFeastinll .... .. .. 1. 18 ofE.ukfmetlt . . ..•• 1428 X ...... 1411
Tabla.. MaaX:al ltem bndom ••..... 1S67 Taryn .. l\Ib .......... . 1462 Tenuo:lca. Potion ofU.. fIaI .•...•...•• 89S !
To... Tuoprc ......... . ... 1)82 TCflllilcMl&<Sboc . .. 1112
Ona!itIIObon ••. 8)7 Tuirin .. Spollbook.... .. 1244 T~,
ofFlte, Myrlrul ..... . ... 1418 T.... ed Gen .... Scroll ofl'rolcctioo .... 1071 Bannerof .. .. ..... 157
ofSpiril Summonin, ... 1418 Tuolcbolf'l Map: MOUK Ri", ..... 1003 Doorof. ........... . 413
Tid ofFlith~ Ginu"; '1 Ridinl ...... 510 TISSO'IAn:an.abuIl.... 11., Hoel<eyStick, Holy . . .......... S98
T..:kle ~.t; Ponable Canoe. Goerl'l. 21 4 TISI. o.lInc-... Dust of.. . ... 419 Rodof ......... ............... 1041

/r--------~--------------------------,~
1656
,
~\--------------------------------------------------~I'
Thoddi g "", ~ Glowglobes . 1270 Thumb of the MaslerThief. . 480 ofSAinlly Sanily ................ 1444
Thai's Rina of Mind Shieldi1\3 ..•. 1003 ThMn d.r of Seven fingers. . ........ . 1444
Tharadodus'l SpeUbook ............ 1247 Orwn of . . ................... 820 ofs..u ~M a .............. 1445
ThaumalUlgY. Censer of. ....•. 270 and Lightnin&, Staff of . . ... 1299 of Understanding ............... 1444
Thoyvian Bea/::oJo • 16) Rina of ....................... 1003 Vacuou, Grimo;", . . 1441
Thefl.Charm ofJ>totection from ...... 283 T hu nderbolts TO<nOr1l5I\ Han,I. ,. . ............. 561
Thc:landira's Bow, Solonor . . ... 210 Col8omere 's HMIITIC1"of •......... S~ I T(In\/)Ia5t"s Spellbooi: .............. 12 52
Theodolus 's Clnak of Arachnida •..... III Hamm<1" of . . 5S8 Toorwrow, fountain of. . . .... 498
Theon's Folding Bo&I . . ... 181 Stronrna..... HMIITIC1" of. ... H8 TOOi- Rllnerlcin Snap" .•.........•. 1048
Theories (III C:mVCfiing Thunderl\ancl~ Handy Haversao:k. TooIII'". Flame. S....,.-d . 1169
TransiliOl'l$. . . . . ........•...
Theori" (III~iOCl .............
12~1
1251
,.'"
Thundering Compliance.
... 135 Tongue. Rinll of !he Druid;'; . ........• 973
TOR&UO$
T'bt:oryofQcc"ltVi$.wSIlock ... . .. 1251 MOlD MOlD Rod .....•.... 742 l'oI:iOll of. ...................... 891
Theory of !he [ftllisil>l. Forces . . . 1251 Tburbrand .. Pmlec.",. . .... IIOS Ringof ..................... 1004
Thesis 011 Conditiona) Rupru= ...... 1247 Thurl .. Spcllbook ... . 1165 Sword of. ........ 13S4
Thessall 's Woyguidet . .. .. 646 Tidc.1Ur1 of the Ebbing ........•..• 805 Talisman of. . ............•. 1426
Thel "fPla/l ... . . . ....•. . 4) Tide. ~ of the Rising. .. 807 Tonie. Ourimal"s ~ign .......... 828
no, Tidcripper, Sword . . ........ . .. 1409 Toni<;.NeM:. .. 443
BoQk . . .......•.•. . (Sec M l ou l) Ttger CIoal: of Chalyik . ..•......•... J II Tool .Alternate World G.te. Pockel ..• ~I
Finger of the MOSIer .............. 480 TighlrOpO. Tlllin 'l .. . . . ............ 11)44 Tool Set. . ............. 1445

TO_
Thief NepciOll, Ring of ........... 949
Thumboflhe Mosier ....... . .. . .. 480
Tika'l RinK .
Timbert.one's Cko:kwork
Chopper.Ripper."' ............ 1435
1004 ,~.

Gemc!Jtter·.. ofSwmcli ...... 530. 1446


Tbieve'l. ofStealth. .1 446
BooIofGende . . . .. 195 TIm. WoocIworker'l. .. fDyvt rs. . .. 1446
GIoY<: of . . . . ........ . ... . . S4S Bomb, BrindlelOple'l . .. 601 TOOIb (See 11so: T~ b )
PoIioo of .. ... . ...... .. ....... . &92 Bomb, Welhilion.... . .....•.. 449 ofDablvt...... r. . ..•. 1446
PoIion of Masief . . . .........•.... 878 Book of. . . .....•.... 1251 Dnlgon .•......•....•. 1448
Th" - Chimeof.. 818 ofTonn . . ... 369
Anow of Slaying ... . ..... . .. . ... . !l9 Fountain of •......•. 498 S...-eeI. . .. 1451
Can" Ring oflhe.. 972 Jaumeying Device ... 405 Toolhed GlaWe. Saw' . . S44
Tool. o fSteallb . .. 1446 Medallion of ... 115 Topu Dn8011 SI*Y<'. S--.I ....... IH7
Thillonrian Shield of s..... rkin&..•.. 1105 0i1.fP<w,1Ierof. ......•......• 718.910 Topaz of N""orwinler. ......... 523
Things. Rod of Many . . 1031 Timed Lighling. Lamp of ...... 646 Tor, Tore of!he God. .l ............ 1452
Thinness.. Polion of.
Thiondar. SlOne ofGulllJ>d .
. .... 892
. 1311
TimegllSS of !he Wiurd .
n ....kHpllli
. .. . ... 602
". Bel.n.................... . ...... 1451
Thithion ~ Wand offi", ........... . 149~ AmuJel of. ... . ......•......•.... 43 of C... ftsmanship .. . 1411
Thor" Kiss . . . . ... . . . .. .. ..... 120 HouraI'" of ...... . ......... . .. . 604 of!he God<\e$S ...... 1451
Thor.. Magi ..1 GI......,. of Power . . . .. . 545 Sundial of. ........ 1335 Oflhe G<Jds . ...•...•. 1452
ThomorSI""!' . 1~31 Timelessness. Oil of .. . ...... . ..•... 778 of!he Gods . ,T.,.. . . ........ 1452
Thoms, Book of(Spcltbook) . 1151 TImely Pomail. N",v,l1 ~
..... . ..•... 106 ofSubilioy ....•..•............ 1452
ThoIh, Libram of ............... . .. 668 TimepieceofKIOfT . .. 1436 Ton: ~
Tho1h ~ SlJlf ....... ...... . .... 1298 Ti~. Sword ,. . .... 1409 Conlinual ........... •. ........ 1452
Th..~~bt Ti sipl>one~ Whip .... . ............ 1533 ofConlinual FifO .....•......... 1451
Bonle , .... 200 Titania .. Wand ..... . ...... . .. 1495 ofConQ"oI . . ..... 14~1
Projeclion, l..oc:ke" Medallionof ... . 71) TIlan. Fiery BrandofMl5Iuwu ......... 1453
Projeclion, Medallion of. .. 715 A""""ofSlaying . Gruunuh " E~ing .....•.... 1451
RingofClear .. oS) Manocl of the . . ..•. 710 Torloc:b"ll SaddleofComfons. • .. 1050
Tome .. f Cl.ar ...•...•........ . . 1439 Maul of lilt . ..•......•.... 556 Torm. TOOIh of. . .....•.•... 369
Th",.d Toad Skin Potioo ..........•....... 892 Torshoral; . . WI
of Ageing . 1431 Toad. Squanin8 .....•..........•.. 1561 Tonoi .. Shi.ld ......... ... . .. 1105
ofCommand.<. . •..... 1432 Thk. n Tot.m. Bi""" Skull . . .... 112
ofEmbn)idcry. . . ..... . ....•. 1~32 E", Mishabl "s ......... •. . 436 Totem. KoI\i $~ Eyil SkuJl ........... 172
Thrivaonslol, Sword . . ............. 1373 QuaaI 'I Feather .......•. 180.466-469 Tou<b
Throbbing, lIarp of. ..........•.... 1328 Sword . . ... 1409 Ou.n".,.... Duslof ............•.• 41 9
Throbriand .. M.SI.r Ring Tome Potion of!he Co<rosi.... . . , • 818
orthe ScaLadar. . . 1004 of Bodily H.. I1h ............ • ..• 1439 Porion of the Midas . . ........ 819
T~ro "" Canon ofChmges..............• 1439 Ring o f . . . ............... "' . 919
Card .......................... 380 ofCleu Thoughl •... . ..•...•..• 1439 Tough<ning. Potion of ............. 893
of Death ...... 1432 Cuned . . ... 1160 Tourmali... Tunle Figuri .... .......... 4n
of the Gods. . • . ...•.. 1432 of Dogmatic Mclhod$ . ....•. 1439. 1440 T""",1. Even:1ean .. 447
Hlidskialf ...... 1434 EW Ho-chi .. . ........... . 1440 T.,.....,.Card... . ........ . ...... 389
of lnci ...... lion. . ...... . ..... 1434 of!he fool. ............. 1441 Trl«I_ Oust of ...•......•.. 423
.. fPower .. . ....•....•.. . ....•. 1434 of Gainful Exrn:i.., . 1441 T~ Oeck . . ................ 404
of Summon ina ......... 1435 of Garden Flowe ... .............. 1441 TrackinK. R.al:e of . ................. 932
of T......form. lion .......•• 1435 ofGlowinll P-FS. .., 1441 Tracks. BooI of . ................... 198
~,Dwuf ........ . 552 Guami... . ... 1182 Tracks. BooIofVaritd . . ..... 198
Th......-ln g GuanIi... ofthe ...... • 1226 Tragedy. Mask of ...•.•..• 706
A>:e . • ..... 120 Herald ofMei Lung .....• 144 1 Tragi< Heroism. Poliou of ........... 893
Dagger of . . ....... . 369 of Hopeful 0eeW ............... 1442 Trail Oispel"lion, Ousl of ........... 423
Dagger, Hastsell$i'l . 364 ofUopeless 0eeW . . ......... 1442 Trainin" MU>2ie of . . ...•.. 743
Dagger of Roruming 369 of HWTIOfOII! Perspccm-c . , . 1442 Trainin" Whistle of . . ..... IS~8
Irons . . .... . ............. . 620 oflmmonoJ Sanity ........ . ..... 1442 Traldat. Eyeof . . •.• 459
StarofOjy-<lo . . •....... 1435 oflnrmiteSpelLs ..... . .......... 1442 Trance o flhelnlOll ..1. •• 1152
Star .. f Returning . . 1435 Jllil to'Wlu ........ "' ..... . ... 1442 Transmorgrir...tion. Wand
Thuba" Book of Vii. DarI<ne$$ .. 192 ofLeadcrship and Influence: ...... 1444 .. fme""nl. . . .........•.•.. 1479
Thub>" Efrttli Bonle. . ..•... .. . 201 of hionie Interac1ion ..........•. 1444 Transeendotnw Impe"'lrabllilie, .. 1253
Thwnb Heighl Man 'l A,.. •. . ..... 120 of Quickness of AClion ..•........ 1444 T...,.,.ription. Quill of ...... ..928

/r------------------------------------,~
1657
~'--------------------------------------------------"'I'
TraII$f• ....."., Candl. of . .
TraII$~,ll"0111of
. .. ..... 245
.. 620
T~
Oimbing Charm . ...........• 283
of Lard .........•..•.
ofSailiJl&, .
.... 10162
. ....... III, 1462
Trlll,formatloJo FalberToI< ... .. ... 469 Tarya'l. . 1462
AmukI: of ...••. , • . . • • . . • • .
Lensof .. , .. ,......
P..tdlcboard ofWondrow .
. • 43
..656
. ..... BOI
"""
Life .....
ofM&lice.
.. 1455
............ 1455.1456
.. 14S8
oI"Wuhl",
T...my the Motciko&, Iron FIaslt 01
Thflll'l l .... biya .. .
1462
.~
. )70
Throne: of .. ....... 1435 ofthc~ ...•.. ..... 1451 Thl ..... PIlle Mlil of Etbereal_ .•.. . 81
Transitions, T"IIco:IrieI of Unendina Lamentation ...... .. 1458 Tulrun~ 011: Ndw er'l Spellbouk . .. 1192
on CDm"''lIinll ' . . . . .. .. 1251 of V....,." . TWlic ofGIofy ...... 1463
Translloting. Wcaponof
T...w.tioft. Kq of.......
.1526
. 633
Tri·Entity, S"Ofd
TrildofBetra)"Il ... .... ....
.
.. 14S8
''''' T....ic, W"lZMd~ ..
'f'IDIDe\nlnncl-'I Au. .. • .
. ..... 1463
. .... 120

....
TlWIIIatioft. Libtam 01 .... . ..... 669 Triaft&ulotion, ~ 01".• ,. ,.,.".}O 1'III>neIsIl'MsFl-I'Ilrion
T~ s.:.otbleolo.x........ .. 261 Tribal L.anc:c . .. 649 of DcttcI New . . ... t9S
Tl"IWt!mOf!IirlCation. WInd 01 Eli:m:nt.•. 1479
T..... mutation. Scroll of....
Transmutina, Baa of........
. .... 1085
.. 137
Trid: Door
Trickery, M.ul< of .. ",.
TrieU;, Sagor.. ,
...... 413
., 706
.......... 138
,
notb ..

ofOeni. Summoning. ""


.... 1463
Transporl. Chain of..... , ...... ..... 273
Transpon. Rod ofElp«litious ...... 1027
Trld. nt
Blessed . . . . ., 841
of Multiplication .
. ''''
Transpomtioft. WlI"~ Rod 01"••••• 1().12
TraMpOI1I!t Pad ••••••••••••••.. ,, 1454
of Ekm<nIoI 0Wh ., .. ., .
of F"osb CommInd . ., • • .
. . 844
. .. 841, 844
ofSilerooe •.
ofT"""" .....
TIIrwlac
''''
..•.• 1463

Transponing.A..-of... 101 01" F"osb Conlrol ... . 844 Amulet of HoI)' ... J.I
Tramponing. Dan of .. 17S Niord~ GraI........... ...... ... 842 AmuletofProtccc ..... &om . . 41
Transports, Boa ofDclipuful ........ 212 ()..Wata_T ... ·Mi ~ lode , 842 Boneof....... .. 184
",'
Arrow. Fire .... .. • .. • • ....... 90
of tile Oljllt Seo
F'manI'I.
... 844
. 842
Rinll ufSpell .
Shield of Blow
. ........... , 1000
......... . 109]
Dctc«ion. Wand of. . . 1495 oflhe J>hIo&iston . . . . 846 "T""",,*,~RincofS9t11 . .. ,.,., 11))1
DcI<Ctiooo. Wand ofSa;ret Door 011: •• 149) PoKidon'l .... ,.... . .. , 843 T~'" EmonId Mobile. Ruby, •• , 737
Locabon. ...."and oISecret Door 011: •• 1493
.Springt'r.. .
Trappl ol
. 1454
ofSubmiaion .....
TrilbWMiliwy f<wt
ofWaminl ···
146

.... 846
... Twquoise Eg. ..
Turret
. .... 09
..•..•.•.•.•. 1463
Tw11e FirJUrint, T_line . 477
Bonleof ........... 201 ofV.... inl , •. ",. · ... 846 no.",lt
Mirror oftif. . . 129 :teten Washio~ " .... 847 B.nl. ere"""t . . ...... 715
1'1 ..... O' A&Q<'I MirrorofLif• ....... 711 Trimi&'I Cotaloguc ofCkner ColIIr of . . .. . . . . . . . .. . 326
Scroll of ........... .. 1085 I'WwAnifKII ... . ....... I~ AyingScimiwof... .... 1369
Tn. -n..t...ot. ,
DeIectioa. Wac- 01" .
M.,.01"..............
.• lS11
... 695
Trinity OiIlPowdet ....

o fIheTri""''l.Kom ,..
. .... 778,9 10
TriswI'I Sword •• " •...••...••• ". 1355
,, 1547
T.-.ulltri'l
Daue< ...
''''
., )70

. ".....
M.,. o f lIIusion1l11d .... , ... . , ... • 692 Trobriand (11vobriand), Rinl of .... 1004 Golded Robe , , . . 1017
Mil' of MISie and ................ 693 Troll, Arrow ofl'o/yrnQrphina , .. 93 Pinwheel .. , ,
Map ofM'Win, and .. . .. 694 Troll'l Bane Sword , ... . .. .. .... 1411 lWei ... Seoll, Book of. .... 192
Mop ofSc<m DoortIJld .... ...... 695 Trolillower . . ...... . 1091 Twel ... Seol$, Libtamof.
/Pi .... Potion of Detect Stonewort. ... . 895 Troppenribb~GouIa; . .. S47 1"wenty OiLlPowdet,
765, !lOO
Scroll of Protcccion from ... . . 1080
lIkaponofFiI>d ................. Ull "'"Ankb ..... .,.,.... . ... .u
BocIom' ." ..
Twmsh~ Muk of .. . .. 707

"'"'
Banlinl of o.cep.i"" ............. 151
BardinlofEuy ................ 158
DngonIanoe • .
$ceil1&- Eyealuoaor .
Vilion, Telescope of . , , .
. .• 649
. .. 463
, .. , , 1429
Twinkk, Sword ., ••.
1Wi$locl a- . , ,
T"" FinamAmultt " .
. .1 (11
.. '"
.,., 44
Canoe of 178 TruehclJt~ Wudina ... ", .. .. .. 66 T"",Honded Sword. Frey'l ..... , ... 1J7(\
(hair of. .... ........ . ..... 274 TruHil_'I MI«. BerronIr .. , 675 T"",HancIo:d Sword. Scsa'iMek~ .... U91
Chalice of Planar ... . .. 276 T ..... il_ ~ Sil_RinI. Berrorw ... , 949 1}oclI<, DianIond Orb of • , , •. , • , ., .. 784
f<wt of .... . . . . .. 49), 842 Trumpet. 0001II .. , .... , ..... IH7 l)mcI.sul ~ Enthlridion ofTravd " US)
Qcudol" ... . ..... 8n TI'\IIIl ., 217 Tyr'I Sword ofSllorpncu ....... 1(11
OmLttT.I'-ofE~ .. 1421 Tn" Tmlo 'l~ ....... 1464
MimJro{ ........... .... .. 715 Daggcrof. .......... ., .... 370 fioIa'l CAIanl"", (M.l Stone of . .. 131 4
Mirroroflmproved ............... 728 DruS ,. .89$ Tzu'lStalf,Lao . . .. 1281
1'01;"" ofDc~rmioinii Hoinbee'l Rina of " .............. 969 Tzunk'l S9tllbouk ............. 11M
Direction of .•... .. . . 895 Iron of .. 609
Stone ...
TalismonofElcmmtal
.. 111 5
. 1421
1l1li"'1. .. .
Mirrot oL ..
. ..•. , , 8"
.. 73S
u
TymessuI'I Enohiridioll of...... . .. 1253 MnorofGli........... .. . .. nl ' UdofIheM ..... . . .. , .•.• UlJ
T.......... ~ Pearl . . 807 Pen of . .1 10 Udo'l Belt ofFlyina .... 170
Tn ..t t_1 1'0CIoo of. . . ..... 893 UCII . ...
Il., of. ....... 13S Quill of . . .... 928 Chair of.. , , .. . .. 174
IlI IJoon of. ... ...... .. 151 Razor of .... . ...... ., . 934 NeckJacc: of. . ........... .. 151
and Leaping. !loot of . .. ... 19S RioIOf .............. .... . 1004 Potioft of . .... 895
S~ofSpoedand .. . 1125 Sand of. .... . ... 10$2 Wandof8eaucy.,.;! . 1475
S9tllboob ......... . IIll SccpIer 01" •• ,..... .. 1066 U i.~ VoI>-Hl •• , ••.. " .. ,.,.,., 1560
Tray. K.y1an~Woodm ........ .
TlUCioery, Bell of ... . 116 .'" SaoIlof ... , .... ,....
Tnnh'lRi""Ann
. . ., 1086
.... 1]71
UIcrun (J'oi-.) ... . ..
Ultl mat.
.. ... 1202

Trclnt, 1'01;"" oflhe PaNdo • . . n, Truthfulr>esa. Rm, of . . ......•• 1004 Ev;I, Tllismln of..
Trta,yl"t
Draw .................. 21
Truthlessneu, Rina of " , 1005
Tsuruai, KIISUfIOiI No. S"Ofd ... .... 1380
Spcl1j .... mina H.lm .
Wisdom, 1'1:11'1 of
""
.. , $81
. 808
Fillding Potion. . ..••. 893 ~, Ultrlvision, una of . . .. 656
Fishin&, fish .... FoIe of . , .. m Both.. . . .. I~ tnutb'pk~G)1hb .. . .. &46
Traolise on F"lloed 1'MI.... Paqrin~ .. 1214 oI"Fat .... I~ UlurW. Necklxc of .. 752

/r------------------------------------,~
1658
r
Umber Hulk Cloak . . . ....... . •..... 302 of Ashes ................ . .. . .. 1465 R"IItntntion. Rina of............. 993
Unbrul:;able WeapOn . 1526 of Awakening ..... 1465 Regcnenlion Sword ............ 1412
Ur.ccmin Friendship. Benson's ofC\u$f-s .. 1465 Vampiri ..... 1'OOon of . . ...... 895
Scarab of. 1055 of Hindsight . . ... . . . . .•. .1465 Va iltalM;nen~ Sword . . ......... 1411
U~nty. Scarab of .•...• . ..•.. . 1058 of Water PurirlCAtion ............ 1466 VaneofLocation ............ 1469
Uncharg«l %apon . . 1526 Urnst, Golden Girdle of. . ........... Sl5 Vangerdahast~ Ring . . ......... 918
"fUncontroliable Slriding &0 Urnst. Iron Glundtt of . ......•..••. 506 Vanishing.. Bog of. . .. 1J9
Springing. 110m .............. 1S48 Urolh. Cae"",'UroIh S...::m:I .....•..• 1348 Vani,hing.. Robe of ............... 1018
U"dud U. dol Vanity, Mirror of .............. 735
Amulet V$. . • •• • 3S Appendages. PoIion of .... . ....... 895 Vanovitd.'1 Sun Blade, Tatl ......... 1409
Armoroflhe ... . . 82 Enchanted Gear, Pri.<mal ~ .. . 913 'Ian)"a~ Wrath. Sword .....•... 1412
Arrow of Harming .. 90 Items. Bag of. 139 Vapor Fluk. .. . . • . . • .. . . .. 49(1
ArrowofSloying .............. 91,99 Items. Robeof. . ........ 1017 Vapor, Wand of Steam and . ....•... 1494
Bane . 681 Us-10M Items. Robe of. . 1017 Vapor1.. Candl. of. . . ...... 245
Bonl•........ . .. . .. . .... . ... . . 201 U $t$ ofAI~ . . ........... 1153 Va""",. Ringof ........ .•.. .. 100$
Control. PoIion of . . 895 UsIw ~ Staff. . . 1299 Variable Strength. Armband of ...•. 67
Om of Slaying ... .. ........ . .. .. 315 Utusll Varialions on !he V"oa] Pe .... ption •. 1261
Grwning Spirit Bonl.. 202 Birth Spoon. . . .... 1466 Varied Trackl. Boot of ... . ......• 198
Potionofthe . .. . ......... . . . .. .. 895 ofCleaniineQ ..... . ...•.. . ...•. 1466 Varlo's Ring of Feather Fallitlg. . .. 1005
Ring ofl'mtec1ion from . ....... . . . 987 ofIheCuI<=dhLate . . . . . ... 1466 Vaml<as (Polson) .... 1202
Scroll ofPro1eCtion from .. . ...... 1081 ofEtiqllC11. . 1466 Varuna ~ Mace .............. 682
Shell of Prott<tion V$. • 439 of Eating . . ... 1466 Vasgo .....•.....•.............. 1412
Sllyer.S...::m:I . 1411 ofM«Iication ..... . .. . ......... I466 Vast SWl>IlIp.Homoflhe . 1$49
SlOne. Kaleen'l . . ...... . ... . ...... 35 ofMi~in8 .... ..•......• 1466 V..,n
Weapon willt Bon ... V$ •• • • •• ••• • • 1509 Murlynd ~ ......... ... ......... 1467 Eye of ............. 460
Underdark. Wandoflhe. . .. 1496 MU!ical •.............•..... . . 1467 Hand of...•... . ........ 563, 564
Undergrow>d A-.. ....... l'oIion of .• . . 895 ofSticking. .. . ......... 1467 S""llbook . 1211
UndefvowId. Potion of ofStirrin8 . .. 1467 Vegepygmy Cloak ....... ...... 302
Dth;m>ining DtpIh . ..•...•... . . 895 of Sugar....................•.• 1467 Voll
Undcne. Boa< . . 181 Utmost Weapon Harm. Ri"3, Dypshc:z's PowderofIheBI""k ..... 902
Undone. Fri.ndship. Amulel of..•.. .. . 44 Bmw<krw's . .. .. . ... . .......... 95O Muk . . ... 707
Understanding, Earn", of . 428 Powder of the Black •..•.......... \lOO
lIndcrstandina, Tome of .......... . 1445 ofX.IUyVision ........... . .... 1469
Unde..., to. v ""Iu ...
Dream Cap of . . .•.... 250
Action. Armorof . 83
Action, Helm of ................ . 594 VtICI>OU$Grimoirc .. . . ..•.. .. ..• 1445 H.aling Cap of. 250
Boat.... . . ... .. .. . . ... . ... . . 181 Vacuum Command, Ring of . . .. 989 Robeof. ....•.....•........... 1018
B=1lting. Ngona Hom of 599 VJdarjn, Amulel of •... . .... . ..... . . 44 Sil....,. Cf'OWIIof. . . ..... 337
Chariot . . . .. ..... 280 \'aemIdroon'l lntlfablt Velvet Crown . . . .......... . ..... 340
Crossbow . . 210 Enchantrnt:n1S . . .............. 1159 Vengeance. D>wrof . . ...•.. 310
Sight. GogI.sof . S47 V. ln.molneD'I ""ngence. Hammer of . $58
Speecb, Circlel of. 292 BeI1. .. . .... 170 "'.~
Vis ion. Helmet of . . . 594 80&1 ..•.........••............. 182 Dagger of . 366,371.1375
Underwear Snatchi"," SVoOrd of.. .. . . 1411 SI«Ige. . . 1119 La...: •. .... . .. ... 650
Unending l.arnenla1ioot. Tree of ...... 1458 SVoOnI . . . ....•..•.. 1411 Potionof . . . . •.. 8'16
UnenliaJIleIIed Being. Arrow of TeaB . .. 1469 Scarab of '. 1059
SLayUt& .. . ... . ... .. 99 Val.arde ~ H&rp . . . . ............ IllS Tree or............... 1458
Unfailing Light Candle. . 245 Valer\as . . .................. 47 Wupon of. . . ...•....•. 1521
Ungulian ~ SI'IWII. Bucom . . 1388 Valhalla Horn .•. ' ... . ........... 1S48 V. ntriloqoism. I'OOon of.. .. 896
U.~ Vali ... t, RinS of the. . • 1005 Ventriloquism, Potion ofR........ . . .... 887
Boo~ of .•... 125S Vali,~ Bow . . .. . ............. 210 Vcrt>enIo OillPowder .... . ....... 179. 910
Bow of the. . .. . ... . . 210 V:lIJ.eyOiIlPowder. lily ofthc: .... 711.905 V.rpdain ~ Broad Sword . . ..•... 1412
Cf'OWIIof1he . . 339 V.lor Vetgadaitt ~ N..,kl~ ... .. JS3
Uniqu<: Mlgeries . ...... . •. . . .. ... 12SS Vcnnin,Robeof .1 018
U.I,...,.,I COOt.rof. .. .. 65 Vert.ion, Dant: ~. . ................ 690
A.ttonomy . . 1259 Ga""tlel of ...•...•.. .. ......•... 64 Vcnhandi'l l""incible HourtWs ...... 604
SOI .... nt .... .. .. . ..... . .. . ..... 1465 Helmet of .• . . ........ 594 Vest of AttlXtion . . ...... 1410
Wiutd Scroll ........ 1086 Hom"f . . ... 1S49 Vest of Missile Protection ... .. 1410
Univase. Seven Skiesoflhe . . ...... 1211 huldron of. . 65 V.llment of",..". .... .. 1410
Uni_. Unknown R.rcbnoce of ............ . .... 65 V.I .... f<msl. Purple Gem of the . . 527
M""",menlSoflhe . . ....... 1259 Vambrace of . . ............... 6S Vhac .... un's Sword. . . .. 1412
Uolu>own Valorous. Ga\Ultlel of 110. . . . 510 Vi.1 of Durante . .. 1471
Minds of Ihe . . . 1196 V:lIuarion, lc1Is of ................. 657 Vial of~plosiom .............•.•. 861
M""",menlSoflheUniV<'fSC . . 1259 Vampire Vibrant Purple PmmofDetection . . ... 519
Warrior. Oyori of !he ....... . .. 78 Book .. . ................ 1260 Vibnuion. OillPowdtJ of ........ 719. 910
Unlockina, Key of . . .. . .... 633 Bonte. Undead . . . 202 Victory. Rod of.. . ...... 1042
Unlo<:king. Oil of . . . . . . . . ........ . . 779 Coffin ofC=tion. . . . 317 Vidar, Iron Shoo: of. . 1111
Unnecessary Violin. . .. 1334 Control. Potion of. . . . . . . . . .. . . 8S4 Viewing. Ltns of R.mot • ............ 655
UlUlfe ConslnlC1ion. Potion of Detect . 895 Sheath . . . . . . . . ... . .... 1469 Vi .... ing. Orl> of l)i$tant ...•......... 1&4
Un...,nShipC.- ... . ....... 1465 SlaY;nS. Bow of • 206. 210 Vigor. Seal of .... . 1088
UnlIuc Col"". Flag of. . ... .. ... . .. . IS5
U,*"us's Sword.
Urd Cloak.
. 1411
. .•... 302
Vampires. Scroll of Protection from . . . 1081
Vampl rk
BowofHeartsecking . . . . . ........ 206
""Da:tness.
Darl<ness. Book of . .. ........ 192
Thuba's Book of . ....... 192
lim. Oi><idilll Mill of. .......... 761 IxilXlIChitl and Lacedons Odors. Cbcae of. . . ... 28-4
Um Protection Periapl . ...... 827 ViOlet<ofhin . . ......... .. ... 1471

1659
~\----------------------------------------------------~I'
Violin
Cue Alt""""c World Oll •. .... 501
W'II.BIOCk .
W.II. Reptar's. . ............ 1103
172 Odin's Rune ...................
of Qrcus ,.
1490
1490
Ex~"", ....................... 1333 Wallac:'s l'o1ion ofSpeedcl$ling. ,, 8% Orgol ~. of Earth Passage ........ 1491
G........ • ... 1333 Wampari .. .. ... 168 ofParalyzalion ................. 1491
Rack •. .............. 133-4 Wi nd Phandote\, offj", . .. 1491
S..OlI ........... • ............ 1334 A lmen's, ofllluminllioa ......... 1473 ofPolymorphi"g. . ....... 1491
Unneces .. ry . . ....... 1334 of Animall(lcalion . , ... 1413 ofPonni~ . 1491
Viper Standard, Nithian . .,760 of Animation .................. 147] of Prime MaLctia l PodOl. . 1491
Virgin Ol i•• Oil/Powder.......•. 779. 910 Anylhina: ............... . ... 1473 Pro!edion. Banner of . , , , 156
Vinue, Dr.ualon Defender of A", Lightning . . ... 1473 ofRoveIIlirtg ................... 1492
ofF.mini..................... 1357 of Armory . ,, 1474 Robin Goodfellow ~ . . ... 1492
Viscid Globs, Wand of. ........ 1496 ofBani$hn\<:nl, ............... 1474 Rune.lick . . 1492
Vi,ibiliryCandl<:, . , 246 ofBcaury ""dUgline............. 1475 Ruot. . .................... 1492
Vision Bisselite,ofPe.ace. . ... 1415 of SaIl . , . 1493
. nd AI'C.I..., ~ie~l ,F.Y" ' _ 11M Rt>... 1476 S"h.ll.rin ~. ofWon<\et- 149J
Button of Rosy .. ." ... • 232 Bud:;].. . .. ...... 1476 Scan1, ofS10mu . . ....... 1493
Cop of. . .. .................. 252 ofBurGening ............ 1476 ofSec",1 Door o.lCClion . .. 1493
Eyeglasoes ofEnIlar.=! . 463 of Cluny . 1476 of Sec.el Door &
Gla.. cfDi'tanl . . .... 536 of Cold .' .... 1416 Trap o.le<:tion................ 1493
Globe . . .... 540 of Color. . ... 1476 of Sec"'1 Door &
Hoi .... ' of Undo.....,.,. . 594 of Conjuration . . ...... 1476 Trnp Loc/I1ion . ,. \493
Nightcap of. 251 of Continual Light ............ ,, 1477 ofSi.. Alt.ration ..... .. ........ 1494
Oil/Pov.'derof. ..... 779,9 11 of Corridors . , ....... 1477 of Sleep . . ................ 1494
Ri ngofX.Ray.. . ... 1008 Dalamar'$.ofLightning , ......... 1477 of!he Squid.. . ............ 1494
Staff of " ... 1299 Darl<. o(1be Sulhau! Mountains .... 1417 of Steam andVapot ............. 1494
ToieseopcofFanta'lic ............ 1429 of Darkness . 1477 ofth. Sun .. . ............ 1494
Telescope ofT~ . .. 1429 of Death ....... 1478 of Teeth ...................... 1495
VeilofX.Ray 1469 of Defoliation ....... 1478 Thithion", ofFi",. . 1495
%AponofX·Ray ..... . ... . ..... 1527 ofDispl"""ment . . .......... 1479 TI1aJIil~ ............. 1495
Visions. PoIioo of. . . . 896 of Earth and S!one . 1479 of Trap DeIe<:lion . . 1495
ViJiling. Window of. .. 1559 ofElem.nITran$mQJIrifi<ation. . 1479 ofdl. lJnd<rdark ...... .. ........ 1496
Visitors, Chime of ........ 818 ofEr>emyDete<tion ........ 1480 ofVisdd Glob$. . .. 1496
Vi$Or for R/Iun ~ Homed Cloak . l08 of Eyes ....................... 1480 of Warding ., , .......... 1496
Visual Pm:.plion. ofF.... ,, 1480 of Wiler Fir.ding ................ 1496
Variali"", on The ............. 1261 ofF••!he",.. . ... 1480 of Whi ps ...................... 1496
Visual Shock, Theory ofOccull , ., 1251 Fi",. of Sulois. . . ... 1480 Willow, Sword . ................. 1411
Viuoliljl,l'orion of.. .. .......... 896 ofFi", ....................... 1481. Wi!oh. . " 1497
Vitroin. H~of . . ......... 558 ofFireballs . .... 1481 of Wonder ..... 1497.1498.1499.1500
Vix.Chaliolof ............... 281 ofFlameExlinguishing . . ... 1481 ofoWonder.......... ... ....... lS01
VIx. Spcar of.. . ........ 1132 of Fog. ,, 14&2 ofWondrou ....... ............... lS02
Vizi.r Card . .., 381 of Fog Control. ................. 14&2 VI!il, ofZootning ............... 1504
Vin ... Ringof!he . .. ......... 1005 of Force . . ... 1482 Wand$Cu-ds. " .. 391

.....
VI;ldium" Fabul ..... Equine BlUlih ..... 230 ofFreshness . ... , 1482 Waning. Wa>< of .................. 1505
Voice ofHeroc..................... 83 ofFms! . . ... 1482 WI .
Voices. Horn of. . . . , 1549 G",mlin . .... 1483 .. 184
~" of Hammer blows................ 1481 Bring" . , 1412
Cord, The ....................... 380 of High folk ................... 1483 Hom of. ,~.

Crown of !he .................... 340 of 1« StQm\S , 1483 Red Book of . 121S


Echo & R.sonanc. of Ill. G .... I ... , 1165 ofJlh,unination ................. 1483 Shin ...................... 1110
Voodoo M.. lt:1l, Dark OnIft of!he .... 859 of Illusion . .... 1484 StaffofNyrond , , ... 1299
Voodoo. OiVPowGerof......... 779.911 ... , 1484 Want Murdod ~ In_I . . .... 825
Vorpal . . . 112. 1336, ]]41, 1369. J<a«,lia \, of Illusion . .. .. 1484 Ward Stalll<. Scarpioa . . ... 1304
1174,1315, 1376, 1412.1414 of Knock. .... 1484 Wa rding
VOrpaI A ••• A""'·Tsu·M.ra ........... 112 of Ugh!. .... 1485 AmulelofDragon. . ......... 29
Vorpal BIadc,AnlOll's . 1341 ofUghlening. . 1485 Cowl of. ................. 331
Vulnenbilily.Armo. of . . ...... 83 ofL-ightning .... 1485 Girdle ofPriesdy.. . ........ SlS
Vulncrabililjl, Polion of Fi", . 868 ofUghming Bolli .............. 1485 Ring of . .. 1006
Vultu'" Amulet . , ........ .. .. 44 Lighlwand . . .. 1485 Siring of. ........ 1319
of LloIh . . . . . .. 1485 Tapc.1ry of DiiCai\e . . .. 1427
Mace· 677. 1486 Truehean's ...................... 66
w ofM.S ic De,,,.,,;,,,, 1486 w.t>d of. . 1496
ofM"lIicai Mirron ............. 1486 Wardstone. , .. ,., .. . . , ' Illg
Wlgering. Dice of ~nai n . . 406 of Magic Mi .. iIO$. .,' 1487 Warfu Slone ..................... Ill8
Waking Bugle. 1538 Mcriadar'J. . ................. 1487 Warlwnmer. Goiblmiu ~ ............. 554
Wakizashi of Honor, SVIOrd , , ...... 1J7S afMetal Delee!ion . . ... 1487 Warlord Blade of!he Shield
Wl lk, Widow .. .................... 108 ofM.taland Mineral Delec1ion ... 1487 Lands . .. 1412
Walker FI .. k. Wir.d ................ 489 Mirynda '$, of Polymorphing . 1487 Wanning Cauldron ................ 269
Wall:er, SpiGelWllker .............. 1271 ofMisplacedObjecl$. . ... 1487 Warming. Mug of. . .. 741
Wilki ng Mi$1Ie.00 . . .. 148& War mlh
Anklet of. . , ................. 50 Mystio ....................... 1488 Armorof. .... 83
Bead o(Wir.d . . ......... 751 Nibil", ofMlgie Mi .. ilt$ ,. , .. 1488 Cloak of. ... III
F'eglegof. ...................... 809 ofNeption . . .. 1488 Coal of . . ............... .. .. 314
Ring of Water . ..,,95 2. 1006 Nidus~. of E.r.dle .. Repclition . . .. 1488 leafot.. .... 653
RodofBlir.d , ........ 1023 ofOblil.ration . ................. 1488 Mordmorgan" Ringof . , ... . .. 981
Slid. Shou H. inS's . . ... 1294 ofOcho10f~ Eye . , .. 1490 Ring of ................... 953. 1006

1660
r
Wlrmtb W.tmng Can, Zwann's .... 23 7 Harm. Ring of UtmosI. Browdow's .. 950
Robe of. ... . .................. 1018 W.terskin of PowinS .............. 1505 of Healing . . ............ . 151l
Silk Covtrl.. of .. .. .......... . .. 173 Wl tenigb1 . . 329 of Hiding .. . .... . 1513
StOMOr. . . 1318 W.tery Death, Bowl of . ............ 211 with Hil'ofConjurinll .. 1514
Zambi's Furof................... 499 W...... 847 of Holding. . 1514
~.....ln, Waves. Magneric and Eleetric ....... 1194 oflllumi ....tion . 1514
AbOO< All's BT1)/)Cbof. . ... 225 Wu oflilusion ..................... 1514
Bell of .. . 816 Ceiling . . . . ........ 15M In•• Uigent . . ... 1514.1 517

"'
.". of. . .................... 118
Chime
... 210 of Careful Hearing.
of Fabrication
.. ISU5
........ ..... 1505
Invisible .
ofl<IIhand<dno$$ ..
. ............ 1520
1520
S~of.. .. ...... 1270 ofHemng . .. 1506 of Levit&.ion 1520
Tent of. . . ..... 1431 Sealinll ................ . .. 1506 of Lipling .................... 1520
Trident of . . ...... 846 of W."ina · Upt .... ight . . 1521
Warp Mlge Shot.................. 1 113 Wayguider.Thessall 's. Livina .............. 1521
Warp Marble . . 696 Wayland, Annet by . Master. SUit"" of Powtr .•........ 1304
Wirrior Weake ning. Amulel of. Miniature ... . .......... 22
Bo<II< ......... . ......• (Soc Mlnull) W......... Norcissi$lic .... ................ 1521
CryStalline. . .. 341, 1 116 Elixir ... ... . .......... .. . .446 Peuified 1522
Oyori of the Unk.-.. . . 78 Hi . .... 's Net of .............. ... . 756 Po1ymorphed .................•.. 22
Porcelain . l4il.1094 Ring of ... . 1006 Prirrwy Powers of.. ........ 1518
Powtr, Potion of .. .. ............. 882 Wealth, Bagoflnftnile. . ..... 135 ofl'Toficiency .. ............ 1522
Skeldon Coffin of CttaliOOt ........ ) 17 Wealth, Seed of................ .. . 1091 Purple-Leaf. . . ..... 1522
Womarofthe M."ti""", . 682 WOO"""
Abilities . . ... 1 ~15
Quirk ......................... 1S22
Racial . 1523
W... hing. Soap of ................ . 1126
Washing, TUb of ... 1462 Alignmen"" ..... . ....... 151 5.1 5 18 o f Returninll .................. . 152l
W"hio~Triden<, Zeu:n .. . ....... 847 of Accuracy. Missile .............. 92 of Soc Invisible . .. 1523
Waste. Hornof,he G"'l' . . ..... . 1546 of Adaptation .. . .... 1507 Shivering. . ........ 1524
Waste, Horse15l1oe of the G"'l' ... 600 ~ic ................... l SU7 ofSilroc:c ..................... 1524
Wa tch Bettie Shield, Death . . ... 1094 An.;·Stoneskin 1508 of Silencing .. .. 1524
W. tcher. Nipt. 1385 Anything . . .................. 1508 of Slayina . .. . .............•.. 1524
Watcben. The ......... . .•. 106 Aquaric . 21 of Slicing. . . . . ..... 1524
Watching. Weapon of. ............. 1527 of Balance . . ... 150S of Slowing . .. . 1524
WIU. Bloodfeuer ... 150S Sped.1 PuIpO$< of . . 1516, 15 11
AdapI.otion. Ring of . . . . ..... 959. 1006 "Bonei"", ..... . .... . ......•... • 1509 ofSpecializalion . . 1524
AdapI.otion. Rinil of Air and ....... . 959 ~. . ... 1509 Spectral . ... . ..... 1525
AdIlCllIIIrin& Potion of ........... 897 with Bonus va. Opponen • .•..••..• 1509 of Speed .•................... 1525
BIe$$ed . . . 1 S05 of Breathing .. . ................ 1510 of Speeding . . .......... 1525
_B... athing CttalUn'$ Sl ~ nil [)2rt . 3n lIrin!<:blode . . ...... . . . .... 1~IO 5tonel"",. . . "n
_B.... thing Monst.... Siayina Arrow .•• 97 of Charming 1510 ofSur"I'etIder . . ....... 1525
B.... thinl M01I$terWeapon Bonus. 1509 of Clainudience ..... ........ 1510 ofTeltkinesis. . ........ 1525
B....thing. Neekl=of. .. . . ..... . . 753 ofClai1"V<l'jaJlC •. .... . ....... .... 1510 ofTelepathy. 1525
Breathing. PotiOOt of . . .... . 897 C1au .. ~ . . 1510 ofT.Jeporwion .. 1525
C.uidron of Freoh ........ . ...... 268 of Concealed Wizardry . ......... 1511 ofTraMl. ting . . .............. 1525
Cb/Jlice of Continual. • 275 ofDeccivina ··················· 1511 Unbreakable. . 1525
Command. Ring of Elemental ...... 959 ofDekn<ling . . .......... 1510 Uncharged .................... 1525
Control, Potion of EI........,\al ....... 866 ofDefl",,'ing . m o ·Using Monsters. Arrow ofSloying ... 9 7
DecanterofEndleu 376,377 ofDetcctEvil . . .......... . ..... 151l ofVo""", ..................... 1526
Wlt'r Elfm ... tll ofDetcct Gems . .............. •. lSll ofWl1ching. . .... 1526
Ball . . ........................ . 149 ofDet~Good ........... 1511 W.ightl.... . ...... . ....•... 24
BowlofCommandini. . . . 211 of Delect M.gic . . . . . . . . . . . . 1S II of Wishing 1527
Flask .... . ... . .. . ... . ........ . 489 of Deleet Metal ................ 1511 Woodi"", .•. 1527
Sloyer ... ... . . ... . ............ . 847 of Delect Shifting Walls ofX_RayVi'iOOt . . 1527
ProtecIiOOt Scroll ............... 1077 & Rooms . . .• 1511 Weaponblack, 1'rUmI1's ... 9 15
Wlter (cont) of Deleet Slopes Wupo"ry
Finding. Wand of . . .. 1496 of DelectiOOt ............... ... . 1511 Buck le of.. ........ 23 1
Golden ... . ... .. .. . ....•...• . . ISU5 ofDiwprion .... . ............. 1512 Elixir of AdditionaL. . 441
IHerophant. Ring of the . . 96l! of Di.tancc. Missile. . •. 92 H.lmet of . . ........... 595
Holy ....... . ................. 1505 ofDrainin& .................... 1512 Rodof .. . ............. . .. . 1042
Inwl"""'bility, Oil of EImI.nt.ll . .• 768 Drow ...•...•...... .. ......•...• 21 Woo"" • •
leue-rT.lioman of . . .... 1421 ESO .. ' ............... 1516, 151 9 vs.Clw1oc1e... . . ...... 1516
Metamorphosis. Ring of . 961 ofEnchonnnen, . . . 1512 in Co.llrol of PC •............... 1520
M""""""'t, Potion of ............. 897 Enhancements . . .........•...•. 1506 Rina of Resislance 10 Brealh . . .... 994
Pill ofPI.ntiful . . ... ... ... . . 831 of ESP . 15 12 Stroll of Protection from
Pipes. . ..... .. .. . . 1556 of E>;tinguishina. . . ........ . 1512 NonmagiclL. .......... 1079
Pitcher of Continuow ....... . ..... 838 ofE>;nDam."' . ............... 1512 Weaul, Sword ................... 141 3
Purifoeatioot. Um of . . ... 1466 of Find Seen:! Doors .......•.... 1512 Weather. Cloak of.................. 311
Scroll ofPn)tectiOll from . . . . 1081 of Find Traps. . .............. 15 12 W<boIe! ........ 758
Skunk ..........•........• 445 of Finding . . . ...... . ... 1512 Webster's Spellbook .............. LI52
Staffof . . .... 1269.1276,1217 FlaiL. ... 485 Wedge, Whi.e ................... IS3l
StafJof A irand . . ..... 1272 , 1278 of Flame . . .... 1513 Weed, Rapture. . . .. 1527
Swn.t. . . . . ......... 848 offlaming. . ................. 15 ]3 Weed of1hcW;'ch . . ....... 1527
SwecI . ... . ... . .... . ... . ...•... 892 of Flying 1513 Wegwiur, Wolf Cloak of .. .. 312
Wilking. Rilliof ............... 1006 ofF<qelfulne.. . .. 151J Weighing. Seale of . . ..• 1055
W. terdecp, Helmet of. . . .. . ... . S94 Fossilized . . ........ 151l Weip•• Anchor o f ...... 47
W.trnlhavian DiplO1nltt. S'""" ...... 1384 willl Free Aetion, Aquatic ........... 21 Weight, SUme o f .. ... 1318

~r------------------------------------'~
\. 1661
~~--------------------------------------------------..,('
WeilhdCHll"", ........ 24 Wife of Ilmarinc:n . Wbh..
W.Iwrne-. R", of . · . 2$7 moo Ema of.. ............ .......... 446
W.lkv.ood, Rodor · 1042 Couto Lucky Rin& Ofl11<: ... 976 SrS<cl.t of. . ... 2!9
Cout. S-.I of the. . ... 1413 Gernof .
"""
of All Heal.... . ... 152S
ofDrumf; .................... 1~28 wm
EmotionI;. Blow,..,. of ............ 176 Riqof
SlOUdof.
jJ(l
......... 97•. 981.1003
' ..•..•....•..... 1m

.
o f Many \IoUWs ••. .... 1~29 E.... lut;.,.,ofA<CancWill .. 1165 WISh;"" 0i1/lVvrdf:f of •. . • .• .. 779, 911
StIff of tho While .
".- Powa. Oil/l'oolrdtr of . . ... 779,9 1. W"1Shina, WQpoa of. . • ...• IS11

.....
-"""'.
Wcmick" Cane: ofSlrikinll . 248
W-badgcr. Potion of the ........... sn
. ... 1)18
. ....... Ino
l'oooaJoflheSpiritual
Sc:on=...... .......... .
WillowWand Sword.
WinchofPowa .
... 111 '
. ISlO
. ........... 1413
. . ..... 153'
Wilch Wand

W'ueh't 0i1lP\>wdf:r. .. •
Witcbeo. Ring ofThrec. ...
... 1491
W"nch, _ o f tho ................ IS21
. ... 779. 911
1001
W-bAne .... ...... ............ 311 Wind Witchwccd .. . . . . . . . . . . . . . . . ... . 1S21
Wethillort~Ti"", Bomb <149 Blgof .. . .. 139 Wltb.rla,
WMler ... ilh Horpoon. Stat"" D....:in& Flu ... .......... .... .... 1S41 DoImar"I Staffor.. .. 1213
,,'- .• 1304 F"" ... Pkkaxt .
w . ..
1~30
F~~J.. ...... . ........
.. 46(\
I ~32
1~ 3S
Stlffof . ... 1211, 1300'"
-~
of 0 ..... ,,,,. .. HO>Wdah...........
Foiry....... .. 1530 Insuummt ..... .... ISJ.6 Arrow ofSllyi", ElemmtaI ......... 99
ofF".,. .... .. ........... 15)1 Map:. Semll of .... 1086 Bod: . . . . . ..... (Sec Ubruo)
offlolotiJl&. ... . ..... I~)I Mlolic W'1Utd ScnIII. . 1086 Powo:r, Potion of .... . ........... 882
ofFonunc: Card. . .. 386 NishI. 1386 $e1'01I. .. 1068. 1086
ofFonunc: . . ........... ... IS31 Pipe onl •• ttd ......... ...... . . . 838 Ti""'BI ... of the 602
Hasty ...... . ................. IS32 Pouch . . ............... •. 140 Wlunt'o
W~ . .. SPY. Caskoftbc ........ . ........ 262 ",> . . ..................... 611

m_
of KHninll .................... IS32 Walker FIasIt . 489 Robe ... .... ..... . . ... 1018
ofLi"'tmll ... . .. ISH Walltin" BcacI of . . .. 7S1 Thnic . '. 1461
o fMOI"IC\Ivuability .............. 1110
ofMitfortuno .. 1~32
W'....... lonce .. . ... 6$0 '""""""
.~~
. .. 1161

SpiMi"l .. .. 1271 Displly . • . • • . . ..... ISst AImOf ofConcakd ....... n


Square . .. 1532 ofDressinJ .. . .... 15S9 Ciliclarius'l RiIII& of. . . .. !JS2
T_htri 't Pill •. •• 1464 of()plciT)l ............ ......... 1559 CIoaktd .............. .......... 21
Wind Fire .. . .... 1~12 of f'eepina .. . .. . .. I SS9 Oilidari", 't Ring of............... 952
Whelm. Il.mmer . . ............. SS9 ofSpyin&..... . . . I~S9 and rnv,.ibiliT)l. Ring ofCIoaI<ed . . .. 95]
Whetstooc. Prismal 's ............... 91S ofVililillj ... . ........ IS59 Potion of. .. . .. 897
Wh ip Wlad. Ri", ofBureauc:ratic ..... . 9'2
of A _ ........... . .. IS32 Airoli ... Sbinint Hen! ofT." Roo:doc .. Rina of 8\uu11eratic .. .. 995
Balor ... . ..... 1S33 Tbouoand ••. .... 1~2 ShieldofContaIcd .•. .•. . .• I~
FeothetToRd ... . .. 469 lampoftbc Fow ... ..... 640 SWfof .. .... .... ... .. 1300
ofFeotbon. . . IS33 Multoi'. ..••. 707 SWfofAqlWic.... ... ... . 1212
ofFrott Fire. and Far............ 15)3 SWfofth.e ... .......... 1300 Weapm of Concakd . . . . . . . IS II
of tho Furia . . ••.. 1 ~33 Windscribe . . . 928 W"Ltards, Scroll of.. . 1086
Kh~'s . . l n1 Windwardi"" R,,,, of ............. 1007 Wi .... 't Ring ofCompullioru .. ..1001

...,
Moloch's... .. 1531 Win. Wo Mli. Acom of. . . . .. 2S
f\lrpote ... . .. 1534 Cupor. .... .... ....... m Wo-Ha Ui-Jung. .. . ........ 1S60
"'9
..
ofSummon'n& . . .. 1534 ofEtmIlty .....
Tar'tClllOticCreature .. IS34 Mice ··········· ... ..• 877 C!oakofWcrw i .. . • )l2
Wond of.........
o fUf.....
. ....
. ........ IS.\04
1~96 \1,1••
DrqoD • • 1${iO
""
Tali......, .... .••.•
. . 126
. 1~20
wtlirtwind Black, S"",,", ••••••••.•• 1413 Fatht'rTokO'II ...... . .. 469 WoIJ1b.ne, Distillate of •. . • . . . . . <142
wtlirtwind, Gooa of tho .... . .... 122 ofFlyi... .... . I${iO WoInp- ........ 284
WIUtper JUftit~ Spellbool< ••••••••• 116$ S'P 0An0viteht... ofFlyiftg. . . . 1S60 Woad ...

-.
W)lilP"'t Rod ofT"""P<lfUtion . 1042 Wo-hl-Ui-j1ll'l8 .. 1S60 E"of ... . ....... 4Ml
Wh b U. Hu·i. ...•...• . ... . ...... 223 Salh1l1lrin's Wandof ... . 149)
AxtwOOd. . .... ..... . . ... IS51 Wlnild Wandof...... ............ 1497- ISOO
of Deaf,,",. .. ........ .. .. IS" ". Wand or. . . ............ 1501
DfJ&on .....
Ol~ ..
..
..
ISH
ISS8
Boo<. Cyril ...
Boo<. Run;""'''. .'"
..... 196
Wondoerful Hand . .
WuIden, Zadron'll'W:h of...
S6S
. ... 141
ofHml"".
RM ••..••.
.
.......
1558
ISS8 "-......... . . .•• SS9
. ....... S~
Wold....
Lamp. Daoud's . 637
o/'Soopp;~I '
ofSummonin&
......... 1 ~$8
....... USS
"'""
w·o
~ ... 707, 7011 _ . Peck of ...........
Powo:r. Dori .. Obsidian Steed of.
40'
. 415
ofT..ini", · IS5S Bridle of . . ........... 21~ Powa. t'l""'i>ead of . . ....... 472
Whit. of Flyin" Si'" I)aoovi!o"''' . ...... 1S60 Power. Figurine of.. . 478
ArmorofthcOriffMount.i", .. . 83 of m. Rlkm . . . 311 Transt'omtation. PId(II~board of. . . . SOl

--
OnIgon Slayer. Sword ........... 13S7 Winkin& Eye . . ................ 461 Wriling Set . . 928
Plate Armor. H.imdall's . . .. 77 Wint.r, Rinaof. . ..... 1007 Wondrousness. Wand of ......... ... ISOl
Sllield .............. 110S W"uU""iI"<" Oil/l'oolrdtr. . 779. 911 Wood GoIem,Taiitmuofth.e . 1422
StrtOrId. Oiirinb~ ............... 1010 Wood-rnlrl Shield ................ 110S
S-.I ... . ... 1413 O lobe of .... . . . . . . .... 50'1 VIoociO'II Armor, EosImo . • . . • . . • .• • .• 7l
lIIrbuo....... . ....... I~l Katbmo .. ParI of.. . .... ~ VIoociO'II Tny, Kay...... ...... ..627
"""""" ....................... ISl l Lilnm of .... . • .. . .......... 668 WoodhoId,S-.l .. . .... 1413
WeU. Staffoftho . .. 1300 Pearl of . . . . .. . .. . . ....... lOS Woodirooo Weqon • . ..•. 15n
White's CodiciL .................. 1261 Purl ofUlrilTllte ......... . ....... 808 Woodland Shoe ... .. 1112
Widow's Wa!k .... . .. 108 Potionofltotluc ............. 887

/r--------------------~----------------'~
1662
~,--------------------------------------------------..,,.
Woodlloado Xobe:. ZotII\,ofOoom. . ...•. 1415 ZeIIdIoo " - • . . •. 1.1 S
Baa of the .. . ...... 141 XfIIOW,.F_of .... ............ .. 21 3 Zephynna. Baa of .............. 119
o.m.l~s..trofthe. .. 12U XauIOI, Sti"l or. . . .. 1:W9 Zephyr, liorxshoeofA . .. 601
Stafl'ofthe .1288, 1101 Xiphoicl Xcba: ... ............ 182. 1.15 ZeuI'I~ ... . 11 )2
WOO<bman. Au of the . . .... 122 Xoc1liquoml'l Dlun .•. 371 Zeun WUhio'l Trident.. . ... &-17
Woo,h... lkin, L u~o . .. ............. 1329 Xom Flask . • . .. ...... . 89 ZhlklrTca .. . .. . . . .... 1428
Wood...:wker~ Tool.ofDyva-s .. . .... 1446 Xyloaraph ....................... IS63 ZillWC""'ICIoak .............. •.. )12
Wool , Lapllnd ............. .. ..... 6SO X~ Oi VPowo:kr . . .. 179.911 liomrcl\ll~SWORl. . ... 1.1$
Wunlllalloon . .. 152 Z.llhtr
Word SwonI, Final ........ ........ 1361 of Speed .......... .... . ...... . 131~
WO<"dl. Glus of I'merved . . . 531 y of Zombie Con1mI ..• 1134
Wori<booIo: of Zombie Protection .,.13:14
A..t.vrur'l .. ..... 1141 Yap'l H.... llablo , •• 604 ZocI*~ ........ 179.911
Caddc:ly1I'I............ . ..... 1155 YI&rU\Spcllbook .. .. .. . .. 1137 Zombi< Blood.. . . . . .. . .. . 191
G......"I\ .... ..... 1116 Yakuza S\ayin&. Wapoa 0{ .. 1524 Zombi< ~ . .. .. 191
Shandaril \... . ............ 1233 Yama\ o.a.r ., ... ,... ... 311 loami .... VIolil Wand of ... IS04
W"ounl'I ......... . .••. 1261 Yama'i Robc ........... .. 1018 ZooplIobia. Zoller of . . . . . 111
World en .. . . . . . . . . 391 Yommu(GIypII). ... .. 1202 ZoraIh .... Chnt of ... . . . . 2&8
World Gw,AIICmaIC . .. SOl Yma. Spear or. . .. ... I 1)2 Zorbo F"",,,"" EllAir . . . 446
Wortd-Shltld()rc .•........•...... 1S61 'I'JrN'I S".nbook. Lord .. . 1192 zw.~Xobo<:ofOoom ............ 14IS
Worlda, Ooon and Yard, Cubic ....................... 349 Zoller o f Ze~I.. .. . 110
~ ofhnllel 1165 YIN!, Crown or. .................. 34Il ZotI.,of Zoophabia ....... ........ 171
Worlda, Well of Many ............ .. 1528 Yasmi. Siro, All· Knowing Eye of . 451 lull l.11 Oil.lPowder.... . . 179.911
Worm Cillina, PI::>6on of. . .. , .. 897 Yati lWandofloomin, ..... 1504 Zunulor~ H.", . . .. 1328
Worm, Qr1) of Ute Eldest......•....•. 785 Yo' Cind .. Rocordor ............... IS56 ZUlh (G Iyph) ..... ...... ......... 121)2
Womu, Can of ............. ..... .. 231 Yearni"l, Trident of .... . &46 Zwann\ Irription Can . . ... 237
Worth. NO! of ..................... 758 Yofor" M.p: Mirror. , .. ,. 736
Wound CIotwc.1'CIUpI of
Wo. .dIBC
ill7 ,.o..
AmbicnI T~ (AT) U III ... 11)67
Zwann'lWllterinICan ............. . 2)7
lwkbockorlym"'l)' ..
Zzzzzz\""" o{Snorina.
1564
. .... 122
Anvw, M-aJIIbi)oCI'I .
Am:IoI of ... .......• 101
." DrapI Slayer. S........ ...
Kohl , ... ,....
. ... 1lS7
.. 837
Danof.. , ......... . ... ... 375 Ycllow1.kWl . . . . . . . . . . .. 795
Lyreof.... . .. . n31 Yori C\oU. . . .. . . . .. 30l
s ........ or. ... . . . . 1.14 Yin-Y.... Mirn>r. .. 736
Woundl, Armor of C\ItC . .n Yl .... YIan. OiVPowder.... ., 179,91 1
Woundl, SIIidciofew. . . ... I~ Yodelinl ............ . ......... 148
WnJt~
DoIIk, lJndcod
Coffin ofCre'lion..
........ 202
..3 17
"'"
of Bou ll.......;nl .... ... ......
offlil.lH ... lS6)
JS6J

Cornrol. Polion of . . ...... . 895 oflrritation . . . ... 1S63


MIUk of !he . . . ........... 708 ofObecli~_. .. ............. IS63
Wroilhs,SeroIlofl'rolection fmm ... 1081 l'rIcIical ... 1564
Wradl. \IanyI\. S........ . ..... 1412 ofUnderwaIer Action . . ....... 1564
W..,.1h ofltOXl ofElcmaI Y.,.YoofFate .... 1564
SIInber . . .. 11)45 YondaIla'I Shioe-ld •••• . .•. 111)6
Write Recipe.,,... . ... 1242 YOndIlla\S ........ ................. 14 "
Wrlll", Yowdl. Amulot of ~ . . . .... 38
Papa- of.. . .. . . . . . 8llJ Yowtb a Inupai<:rIu. Am~1ec of
Pea of Swift ..... .. ......... 809 ~ ........ ..... ...... 38
Quill " f Swift .•. ,.... .. 928 Youlh. EllAi,of........ 446
Set. Wot'Idrow ... .. 928 youth, Ranlo of. . ..... .. . . . 823
TabIe ......................... l.18 YullOloth. AIffM onhnnin& .......... 90
Wribcn in Code. 5".111 ............ 1244
11,'I'0Il, Retumi na. Qui,...,.of . ..... .. . 929
Wu Jon Slay,,,,. Weapon of ......... 1524
Wynn, Cireletof 1llc. . . .... 292
z
Wy1rndu'"", .•. ,. .... . 1.14 Za.dono'l I'oi..,., Sheath..... . ..... , . 1092
Wynnhelm . . • . . . 595 Zodron'I I'oucb ofWondcn .......... 1.1
Wynnkill,Qr1)of!he ... . . n4 ZqiJ,rn-of. .... ..917
~ ................. 1lU.1.!4 baY. Tal;_ of ........ 1424.1426
WynnsIayer,............ . .. .... 1.14 baY'ISpotlbook .. , .. , 11 82
~in. S........ .. I.lj ZaaYI. Pri..,.,of . 91.
WyYmowwrC"d., Book of1bc ..... 1265 ZqyJ'I FIowina n.,oa . . . . .. 4"
ZqyJ\SpcllConlponenll'oudl . 1.,
Zak\ I'ocion ofIIlY\llOlerlbilily ...
x ZoIl«. T..... of. .. .
Zambi~ F",ofWarmth
.m
. 294
499
XT••l1 ........... .. 1431 Zann, Boo!< of........ 181
X -Ra)' VbIoQ ZqoI. Book of........... . . . 1267
Rin, of ... ........... . ........ 1008 ZlfJOI, Libram of. . ......... .. ..... 669
Veil of ,. .......... ............ 1469 Zel l. Zost., of .................... 171l
Weapon of., ... ...... ,.. ., 1521 Z.bulon\A~..,f""vina ............ 122
Xan1hippeofA~ ........... 1306 Zeif, Whip of .. . . ... IS).4
XImI Cloak . . . 3112 ZeIIol\QuillofL.w .......... .. ... 928
Xcba:, Xiphoid ..~ . . ...... 182, 141 5 z.,,\ 8aMer. . ............. 157

~r------------------------------------,~
1663
~\----------------------------------------------------'''

/r----------~------------------------,~
1664

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