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Of Arachnid Control: XP Value: 2,000 GP Value: 8,000
Of Arachnid Control: XP Value: 2,000 GP Value: 8,000
Of Arachnid Control: XP Value: 2,000 GP Value: 8,000
of Arachnid Control allows a saving throw vs. spell to avoid any spe-
XP Value: 2,000 GP Value: 8,000 cial attacks from undead (aging, energy drain,
War Captain's Companion fear, disease, Strength drain). Physical attacks
This amulet can control one giant or 1d10 nor- and spells cast by undead are unaffected. A suc-
mal arachnids of any type. This includes beings cessful saving throw against an undead attack
who have magically assumed arachnid form in uses one charge, except the following: a two-level
whole or in part. Arachnids are allowed a sav- energy drain uses two charges, and aging uses
ing throw if they have an Intelligence of three one charge per 10 years of aging. The amulet has
or better. Unlike the ring of arachnid control, 2d10 charges and is not rechargeable.
all neogi (even the Great Old Masters) must
make a saving throw vs. spell at a -2 penalty in Cartographer's
order to avoid being magically compelled to XP Value: 3,000 GP Value: 21,000
obey the command of the amulet's wearer. (If Revenge of Alphaks
successful, the neogi can choose whether or not This amulet, constructed from a huge flawless
to obey.) jacinth, is cut into a lens-shaped disk 6 inches in
diameter and 'A inch thick. It has a platinum set-
of the Beast ting and chain. Twelve diamond chips are placed
XP Value GP Value at 30° intervals on the left side of the setting and
Ivory: — 3,500 a single rune surrounds the top chip.
Silver: — 5,000 With the proper command words, the user can
RAVENLOFT* Campaign Set direct the amulet to display a scale map of the
Two versions of the amulet exist—one is made of immediate, surrounding area once every three
silver, the other of ivory. Both show the image of days. Remaining on the face of the amulet for one
a wild, wolfish beast bonded in chains. Each turn, the map can show either a small or large
amulet is round, and has a small hole at the top area. The rune indicates true north. The amulet
for threading a cord or chain. must be held in the user's hand when the com-
The silver amulet functions only when worn by mand word is spoken.
a lycanthrope. As long as the creature carries the The small area map, when used indoors, shows
amulet somewhere on his or her person, lycan- the area within the 60-foot, radial area of the
thropy is suppressed. Even a true lycanthrope amulet. The map shows passages, stairways,
cannot change shape while holding the silver doors, and other normal features such as foun-
amulet. No magical force prevents its removal, tains, furnishings and loose treasure. The user
but the owner may protect it by other means. sees in the amulet what would be seen viewing
The ivory amulet, when touched to a character, the displayed area with normal vision in daylight.
gives its victim the symptoms of lycanthropy. (It The map does not however, reveal traps, secret
does not affect creatures who are already lycan- doors, creatures, nor the nature of what is shown.
thropes.) Most ivory amulets produce "were- Once the map is invoked, the user can describe
wolves," but a given amulet could mimic any up to four objects and the amulet locates them by
form of the disease. The amulet is magically number on the map. The user must know exactly
attached to its owner until a remove curse spell is what each object is. It is possible that secret doors
cast. Even then, the victim must save vs. spell or very familiar types of traps could be located in
successfully to be free of the amulet. Not every the same manner. If there are two or more of a
victim wants such freedom, however. When the particular object within range, only the one clos-
amulet is gone, so are the symptoms of lycan- est to the amulet is shown. The user can describe
thropy. the same object more than once, up to a limit of
four times.
of the Cairn Hills Outdoors, the small area map displays the area
XP Value: 2,000 GP Value: 18,000 within a 60-yard radius of the amulet showing
GREYHAWK* Adventures hills, cave mouths, buildings, and other terrain
Originally created to protect the common folk features. Hidden objects do not appear if the user
from the spirits that haunt these hills, this amulet could not discern them in daylight using normal
has become a favorite among grave robbers. It vision, although they may be located if the user
Amulet of Transformation
foot radius around the owner. Sharks cannot pen- magic and attacks that directly affect the soul or
etrate the circle, but the protection is forfeited if spirit (Like trap the soul, magic jar, a ghost
the user attacks. attack, or possession). The amulet also provides a
25% magic resistance against ESP and telepathy
Shield that cannot be waived.
XP Value: 750 GP Value: 7,500 If the wearer dies while wearing the amulet, his
POLYHEDRON Newszine 67 essence is held in stasis until freed. While in sta-
These small amulets of carved stone contain up sis, the essence cannot progress to any other
to 24 charges. After uttering the command word plane of existence that may be waiting for it; the
(usually inscribed on the amulet), the wearer is person cannot be raised, resurrected or reincar-
protected with a shield spell, cast at the 12th level nated; and speak with dead and similar spells
with a duration of six turns. Each use expends won't work at all. To free the essence, the amulet
one charge, and the item cannot be recharged. must be removed from contact with the body,
then the spells bless, protection from evil, and
of Sleeplessness chant must be cast over the body.
XP Value: — GP Value: 1,000
DRAGON Magazine 91 ThetofPtah
This magic item is the same as the amulet of pro- XP Value: GP Value: —
tection from sleep. When worn, it performs all of Gods, Demigods, & Heroes
the same functions, with all of the same restric- Ptah enjoys new ideas and devices. When a being
tions and dangers, However, it cannot be removed creates a device that is highly useful (DM's
from the wearer's neck by anything less than a option), there is a 10% chance that the deity will
limited wish or alter reality spell. reward that being with a thet. This device is an
amulet geared to do one of two things—either
of Spinecastle project an antimagic shell around the user that
XP Value: 900 GP Value: 4,500 does not affect the user's ability to cast spells, or
GREYHAWK Adventures allow the wearer to go ethereal once a week.
The wizards of the Kingdom of Aerdy created
this amulet to aid in the war against the northern of Timekeeping
barbarians. After the fall of Spinecastle, the XP Value: 100 GP Value: 500
amulet disappeared. Scholars assumed it didn't The Book of Marvelous Magic
survive the wrath of the barbarians, but stories of This simple hexagonal medallion is inscribed
the amulet's use still surface in the Bone March. with three lines connecting the points and cross-
Once per hour this golden amulet can be com- ing in the center. Upon command, the six sections
manded to radiate a magical aura in a 30-foot of the amulet slowly turn color, one at a time.
radius for one turn. The aura has negative effects Each color shift is gradual, taking one turn. When
on all northern barbarians, raising their supersti- the last section completes its color shift, exactly
tious fears and generating hatred for magic. one hour after the command, the entire medallion
Those of the 1 st to 4th level must save vs. spell or returns to its original color and resumes the
immediately retreat out of the area of effect for process. It stops keeping time on command of the
1dS turns. Those of the 5th to 7th level must save user. The amulet functions only on the Prime
vs. spell or be stunned for one round. Those of Material Plane and stops in mid-change if taken
higher level suffer a -1 on their attack rolls. to another plane.
strength; horse shoes are just the right size; and from the bottom of each smaller globe. A steel,
everything worked on this anvil has a little extra tubular arch links each smaller globe to the
shine and a cleaner finish. In actual game terms, mother sphere above.
the smith works at six times the usual speed, A third, and still smaller series of globes rings
The anvil is too massive to transport except the entire base of the tripod, linked together like a
with the most elaborate methods, and using it is chain by thin glass tubes. A bewildering array of
hard work. The smith must have a minimum metal and glass—rods, wires, and plates—joins
Strength of 15 and can work only as many days in the circle of spheres to the two human-sized glass
one stretch as his or her Constitution score chambers.
divided by five (rounded down) before resting for Lightning energizes the apparatus. The steel
a like period of time. rings on top focus electricity into the mother
globe. To fully charge, the apparatus requires 12
of the Lortmil Mountains lightning strikes within the span of three hours;
XP Value; 3,000 GP Value: 30,000 over a longer period, the charge fades. The energy
GREYHAWK Adventures is convened into a magical force by the spinning
This blacksmith's tool was enchanted in a shrine ball of sulphur within the globe.
of Moradin, king of the dwarven gods. It allows a This contraption can perform a number of
dwarven weaponsmith to create extremely strong monstrous and misguided tasks. The first is a
and sharp blades. Each weapon takes twice as "transpossession." It can cause the exchange of
long to create, but, when finished, is either a nor- minds, between two intelligent subjects—even an
mal weapon (on an unsuccessful proficiency intelligent creature and a man. The subjects must
check) or a weapon of fine quality (on a success- stand in the formidable glass chambers. On the
ful proficiency check). All weapons of fine qual- 12th lightning strike, the psyches of the two indi-
ity created by this anvil are worth 100 times the viduals are exchanged. All mental abilities go
cost of a normal weapon of the same type. It is with the psyche, all physical abilities stay with
rumored that this anvil forged legendary magical the body. Both subjects fall unconscious for 1d3
weapons for the dwarves. turns. Any attempts to determine the alignment or
true nature of a transpossessed subject fails.
Apparatus Spells such as know alignment, detect evil or true
"Apparatus" is an all-encompassing term used to seeing act as if the subject had a truly neutral
describe a machine so complex, it is impossible alignment.
to associate a name with its function. Other terms The second function of this machine requires
that could work as well are "magical machine," the rod ofRastinon. When the rod is placed in the
"contraption," or "mechanism." Most apparati are glass tube connecting the two large chambers, a
too large to move or relocate due to the possibil- subject's personality can be split in two. An intel-
ity of breakage, ligent subject must stand in one of the big globes.
On the 12th lightning strike, the psyche splits. In
The Apparatus a flash, a duplicate of the subject appears in the
XP Value: — GP Value: — adjacent chamber. Physically, they are almost
RAVENLOFT Campaign Set twins. Mentally, they are unique. As of this writ-
This huge machine stands over 30 feet tall and it ing, the split has involved only good and evil,
is 20 feet wide at the base. A glass globe, 15 feet separating the dark side from the light. Other
high, rests upon a massive tripod made of wood divisions may be possible.
and steel. The tripod lifts the globe over 15 feet The "dark side" is a being of such evil that
from the floor. The globe encases a great, spin- Ravenloft's dark powers envelop him or her,
ning ball of sulphur. A network of rings, made of granting a lordship and a domain. They may also
cold-forged steel, tops the enormous glass give great powers, and transform the character
sphere. physically. The individual immediately seeks to
Two smaller globes, each the height of a man, destroy the other half, because only then is he or
are suspended below the large one. The pair, she secure.
linked by a narrow glass neck, looks like an hour- According to legend, the apparatus can also
glass on its side. A 3-foot-wide trap door opens rejoin the psyches it has divided. Both halves
107
Cube of Sweetness
Curtain
A curtain is a piece of fabric that is hung over a
window to keep light and prying eyes out of a
room. They are generally hung with a series of
rings on a metal rod mounted on an interior wall.
Curtains are also used to partition rooms and pro-
vide privacy.
Deities and Clerics of Greyhawk
he gods often visit the Prime Material Plane in when a deity infuses part of its life force into a physical
avatar form to aid their worshippers or just to form. Greater deities have been known to use as many as
enjoy themselves. In one way or another, they three avatars a t the same time. Lesser deities have never
influence the actions of all creatures on the been known to use more than one. Demigods cannot use
Plane. This chapter provides a detailed look a t avatars. Deities usually create equipment to go along with
9 the most influential deities. It describes their avatars, the form. Only the most common avatar for each deity is
their clerics, and the special powers the deities use (and listed here, but avatars of considerably greater power are
grant to their clerics) in the Prime Material Plane. known to exist.
For some unknown reason, the city of Greyhawk gets an Some deities keep several avatars on their home planes,
unusual amount of attention from these deities-at least in case one is destroyed. (Destroying an avatar does not
one of these beings usually has an avatar in the city. Many harm a deity in any way, however.) When an avatar is
ballads tell of awe-inspiring confrontations between ava- destroyed, its equipment is usually destroyed along with it,
tars of opposing alignments on the city’s crowded streets. but the deity might choose to leave it behind if doing so
Needless to say those streets needed considerable repair would serve its purposes.
when the battle was done. Deities send avatars to the Prime Material Plane in
order to influence, help, or instruct their worshippers.
Many of the greatest heroes of any race of people or intelli-
Terms Used In This Book gent creatures were avatars sent to help that race. Each
Each deity’s particulars are presented in three parts: a avatar will take great pains not to reveal that they are part
section on the deity itself, a section on the avatar most com- deity. If an avatar dies, the body will vanish after several
monly used by the deity, and a section describing the dei- days. This body cannot be revived by magical means. Ava-
ty’s clerics. The spells listed with the deity are always tars usually appear in desolate areas and move towards the
available to the clerics of his or her order. The special, spell- people they would protect.
like powers are available to the head cleric of any temple of
that deity. These powers are granted to the cleric during Abbreviations
times of special need. The following abbreviations are used throughout this book
to describe characters of all sorts. Information applying
The Deity only to avatars is listed in italics.
The deity’s name is given first, followed by its status H D Hit Dice. The number of hit dice the avatar has.
(Greater Deity, Lesser Deity, or Demigod). A deity’s status THACO Acronym for ““b Hit Armor Class 0”. The score
reflects its power in relation to other deities. Status also needed on a twenty-sided die to hit an opponent that has
helps to determine how powerful a deity’s avatars are, how an armor class of 0. The score needed to hit targets with
many avatars there are, and what special abilities the dei- other armor classes is easily calculated from this num-
ty has when its avatars are at full power. Note that only the ber. Note that the THACO does not take into account “to
powers of the deities’ avatars are given here. hit” adjustments from strength or magic.
S p A Spell Ability. The class and level at which the char-
Abbreviations acters casts spells (MU = magic-user; CL = Cleric).
A L Alignment. Indicates the deity’s behavior (see PHB Note that the deity’s unique spell-like abilities are cast at
and DMGfor notes on the various alignments). A listing a higher level which reflects the deity’s true power
in parentheses after alignment indicates a deity’s ten- MV: Movement. This is how fast a creature moves:
dency to stray from the primary alignment. I#” = flying speed
WAL: Worshippers’ Alignment. The alignment of the dei- I/#” = swimming speed
(#”) = burrowing speed
ty’s non-clerical worshippers.
SoC: Spheres of Control. The ideas, events, or subjects the *#” = speedinweb
deity controls or is interested in, and what the deity is A C Armor Class. This is the character’s frontal armor
class, taking into account its dexterity, magical protec-
worshipped for.
Symbol. The sign by which the deity is known.Clerics must tions, and innate toughness. The armor class could be
have a copy oftheir deity‘s symbol in order to cast spells. worse if the character is attacked from the flank or from
C R Color. The color most commonly associated with the behind.
deity. A deity’s avatars and clerics often dress in this col- hp: The character’s hit points. This is number of hit points
or. Visible effects of spells cast by clerics of this deity the deity ‘loans” the avatar (usually about one third of
will always be in hues of this color. its total hit points).
P N Plane. The plane where the deity maintains its pri- #AT: Number of Attacks. The number of attacks the char-
mary residence. acter can make in a single round.
Dmg: Damage. The damage inflicted by a single attack.
M R Magic Resistance. The chance of a spell failing when
Avatars used against the character, usually about half the deity’s
An avatar is a physical manifestation of a god created true magic resistance.
4
Tenser's Tantalus
The event occurred on another fines. No matter what pressures are exerted
plane of existence -20% against it, the tantalus will protect objects within
The user has previously observed the its field from the effects of violent motions and
same even t in the disk of history +20% other external shocks unless those shocks are
Apply only one of the following: powerful enough to destroy the metal disc. For
Event is one in which the user +20% this purpose, treat the disc as a metal shield, using
participated Table 29: Item Saving Throws in the DMG.
User is well informed about the event +10% Since the quasi-magnetic force doesn't affect
User is slightly informed about the event +5% objects only partially within its area of effect,
bottles taller than the 1-foot field cannot be held
The DM may use the disk of history to answer by a Tenser's tantalus unless laid on their sides.
questions about previous DRAGONLANCE game Bottles can be stacked, but that is difficult.
events, as well as to review previous events of the Reaching through the glowing field and grabbing
current adventure, an object on the disc frees the object—when an
object is grabbed, the field reacts as if the object
Tenser's Tantalus is physically connected to the arm and thus as if it
XP Value GP Valne extends beyond the edge of the field.
Normal: 3,000 15,000 Because objects only partially within the field
With Alarm: 3,500 17,500 aren't affected, a thrown spear can wreak havoc
DRAGON Magazine 194 on the disc's load—a spear is long enough that
A tantalus is a nonmagical piece of furniture, a part of it is always outside of the field. On the
liquor-stand that uses wooden or metal rods to other hand, a sling bullet hurled at the bottles can-
keep the bottles and glasses in the stand from not break them because the field affects it as soon
moving about. Tenser's tantalus is a mobile, mag- as the bullet is fully within its boundaries, leaving
ical version of the same sort of device, designed the bullet suspended in midair, just inside the
to transport magical potions or other fragile edge of the field. For maximum protection,
items, keeping them safe and within easy reach potions should be placed as close to the center of
for the mage's use. the Tenser's tantalus as possible, protecting them
Although there is no evidence that this magical from weapons shorter than the 1 ^-foot radius of
item was created (or even used) by Tenser, the the disc. If the disc is fully loaded, items close to
famed wizard of Greyhawk, the reasons its origin the edge can be easily affected by short weapons
was erroneously attributed to him are obvious; such as hand axes or daggers.
Tenser's tantalus is a flat metal disc, 3 feet in A Tenser's tantalus can hold up to 20 pounds
diameter, which floats at a constant 3 feet above of bottles and contents (the average potion in a
the surface of the ground (under most circum- glass bottle weighs about half a pound), and will
stances) and at the same 3 feet distance from its smoothly accelerate and decelerate to safely, fol-
user unless specifically commanded otherwise. lowing its owner at any speed up to 18, including
But while it shares much in common with the climbing stairs. If the user moves beyond the 50-
Tenser's floating disc spell, it also has a number foot, effective range of command, the tantalus
of significant differences, the primary one being ceases all movement and hovers in place until
that Tenser's tantalus is a permanent magical either its user returns or another wizard takes
item, not a temporary magical spell. control of it.
The disc's upper surface emits a soft glow A Tenser's tantalus will follow its owner if he
extending for about a foot above the metal. Any or she falls into a pit, but because of the owner's
objects placed entirely within this field are sub- rapid acceleration, the wizard will soon out-strip
ject to a powerful, quasimagnetic force that holds the disc's power to follow. In a pit less than 75
any nonliving matter (including once living mate- feet deep, the disc gently descends to the bottom
rials such as paper, leather, or a small dead body, a few seconds after its owner. If the pit is deeper,
as well as completely inanimate matter like glass, the owner will eventually accelerate out of the
metal, or crystal) firmly to the surface of the disc, 50-foot range, meaning that the disc will stop in
but that has no effect on living flesh, even crea- midair some 50 feet down from the top of the pit,
tures small enough to fit within the field's con- waiting for someone to come within range and
1,445
Disk of the Azure Sea