AD&D 2nd Edition

Everything I have for Second Edition

Magical Item Descriptions

Potions

Potions are typically found in ceramic, crystal, glass, or metal flasks or vials (though you can change this, if you want). Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects described for each potion below.

Opening and drinking a potion has an initiative modifier of 1, but the potion doesn’t take eflect until an additional initiative modifier delay of 1d4 +1 has passed. Only then do the full magical properties of the potion become evident. Magical oils are poured over the body and smeared appropriately; this imposes a speed factor delay of 1d4 +1.

Potions can be compounded by mages at relatively low cost. However, they must have a sample of the desired potion to obtain the right formula. Furthermore, ingredients tend to be rare or hard to come by. This aspect of potions, as well as the formulation of new ones by players, is detailed in the Spell Research rules (pages 43-44).

Identifying Potions

As a general rule, potion containers should bear no identifying marks, so player characters must sample from each container to determine the nature of the liquid inside. However, even a small taste should suffice to identify a potion in some way. Introduce different sorts of potions, both helpful and harmful, to cause difficulties in identification. In addition, the same type of potion, when created in different labs, might smell, taste, and look differently.

Combining Potions

The magical mixtures and compounds that make up potions are not always compatible. The compatibility of potions is tested whenever two potions are actually intermingled, or a potion is consumed by a creature while another such liquid, already consumed, is in effect.

Permanent potions have an effective duration of one tum for mixing purposes. If you drink another potion within one turn of drinking one with Permanent duration, check on Table 111. The exact effects of combining potions can’t be calculated, because of differences in formulae, fabrication methods, and component quality employed by various
mages. Therefore, it is suggested that Table 111 be used, with the following exceptions:

  1. A delusion potion will mix with anything.
  2. A treasure finding potion will always yield a lethal poison.

Secretly roll 1d100 for potion compatibility, giving no clues until necessary. The effects of combining specific potions can be pre-set as a plot device, at your option.

Table 111: POTION COMPATIBILITY
D100 Roll Result
01 Explosion. If two or more potions are swallowed together, internal damage is 6d10 hit points. Anyone within a 5′ radius takes 1d10 points of damage. If the potions are mixed externally (in a beaker, say), all within 10′ radius suffer 4d6 points of damage, no saving throw.
02-03 Lethal poison* results. Imbiber is dead. If externally mixed, a poison gas cloud of 10′ diameter results. All within the cloud must roll successful saving throws vs. poison or die.
04-08 Mild poison causes nausea and the loss of 1 point each of Strength and Dexterity, no saving throw. One potion is cancelled and the other is at half strength and duration. (Determine randomly which potion is cancelled).
09-15 Potions can’t be mixed. Both potions are totally destroyed – one cancels the other.
16-25 Potions can’t be mixed. One potion is cancelled, but the other remains normal (random selection).
26-35 Potions can’t be mixed. Both potions function at half normal efficacy.
36-90 Potions can be mixed** and work normally, unless their effects are contradictory (e.g., diminution and growth, which will simply cancel each other).
91-99 Compatible result. One potion (randomly selected) has 150% its normal efficacy. The DM can rule that only the duration of the augmented potion is extended.
00 Discovery. The mixing of the potions creates a special effect – only one of the potions will function, but its effects upon the imbiber are permanent. (Note that some harmful side effects could well result from this, at the DM’s discretion.)

* A treasure finding potion always creates a lethal poison when combined with another potion.
** A delusion potion can be mixed with all other potions.

Potion Duration

Unless otherwise stated, the effects of a potion last for four complete turns plus 1d4 additional turns (4 +1d4).

List of Potions

Animal Control: This potion enables the imbiber to empathize with and control the emotions of animals of one type – cats, dogs, horses, etc. The number of animals controlled depends upon size: 5d4 animals of the size of giant rats; 3d4 animals of about man-size; or 1d4 animals weighing about ½ ton or more. The type of animal that can be controlled depends upon the particular potion, as indicated by die roll (d20):

     D20 Roll    
Animal Type
1-4
5-8
9-12
13-15
16-17
18-19
20
mammal/marsupial
avian
reptile/amphibian
fish
mammal/marsupial/avian
reptile/amphibian/fish
all of the above

Animals with Intelligence of 5 (low Intelligence) or better are entitled to a saving throw vs. spell. Control is limited to emotions or drives unless some form of communication is possible. Note that many monsters can’t be controlled by the use of this potion, nor can humans, demihumans, or humanoids (see ring of mammal control).

Clairaudience: This potion empowers the creature drinking it to hear as the 3rd-level wizard spell, Clairaudience. However, the potion can be used to hear even unknown areas within 30 yards. Its effects last for two turns.

Clairvoyance: This potion empowers the individual to see as the 3rd-level wizard spell, Clairvoyance. It differs from the spell in that unknown areas up to 30 yards distant can be seen. Its effects last for one turn.

Climbing: Imbibing this potion enables the individual to climb as a thief, up or down vertical surfaces. A climbing potion is effective for one tum plus 5d4 rounds. The base chance of slipping and falling is 1%. Make a percentile check at the halfway point of the climb – 01 means the character falls. For every 100 pounds carried by the character,
add 1 % to the chance of slipping. If the climber wears armor, add the following to the falling chance:

Armor Chance to Fall
studded leather
ring mail
scale mail
chain mail
banded or splinted armor
plate mail
field plate
full plate
magical armor, any type
1%
2%
4%
7%
8%
10%
10%
12%
1%

Delusion: This potion affects the mind of the character so that he believes the liquid is some other potion (healing, for example, is a good choice – damage is “restored” by drinking it, and only death or rest after an adventure will reveal that the potion only caused the imbiber to believe that he was aided). If several individuals taste this potion, it is 90% probable that they will all agree it is the same potion (or whatever type the DM announces or hints at).

Diminution: After drinking this potion, the individual (and everything he’s carrying and wearing) diminishes in size – to as small as 5% of normal size. The percentage of the potion drunk determines the amount a character shrinks: For example, if 40% of the contents is swallowed, the person shrinks to 60% of normal size. The effects of this potion last for six turns plus 1d4 +1 turns.

Dragon Control: This potion enables the individual drinking it to cast what is, in effect, a Charm Monster spell upon a particular dragon within 60 yards. The dragon is entitled to a saving throw vs. spell, but with a -2 penalty. Control lasts for from 5-20 (5d4) rounds. There are various sorts of dragon potions, as shown below:

D20 Roll Dragon Type
1-2
3-4
5-7
8-9
10
11-12
13-14
15
16
17
18-19
20
White Dragon control
Black Dragon control
Green Dragon control
Blue Dragon control
Red Dragon control
Brass Dragon control
Copper Dragon control
Bronze Dragon control
Silver Dragon control
Gold Dragon control
Evil Dragon control*
Good Dragon control**

* Black, blue, green, red, and white
** Brass, bronze, copper, gold, and silver

Elixir of Health: This potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills (DMs choice).

Elixir of Madness: A single sip of this elixir causes the imbiber to go mad, as if affected by the 4th-level wizard spell, Confusion, until a Heal, Restoration, or Wish spell is used to remove the madness. Once any creature is affected by the elixir, the remaining draught loses all magical properties, becoming merely a foul-tasting liquid.

Elixir of Youth: Quaffing this rare and potent elixir will reverse aging. Taking the full potion at once reduces the imbiber’s age by 1d4 +1 years. Taking just a sip first, instead of drinking it down, will reduce the potency of the liquid, and drinking the lower-potency liquid reduces age by only 1d3 years.

ESP: The ESP potion bestows an ability that is the same as the 2nd-level wizard spell ESP, except that its effects last for 5d8 rounds, i.e., 5 to 40 minutes.

Extra-Healing: This potion restores 3d8 +3 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-third that is drunk.

Fire Breath: This potion allows the imbiber to spew a tongue of flame any time within one hour of quaffing the liquid. Each potion contains enough liquid for four small draughts. One draught allows the imbiber to breathe a cone of fire 10′ wide and up to 20′ long that inflicts 1d10 +2 points of damage (d10+2). A double draught doubles the range and damage. A triple draught triples the range and damage. If the entire potion is taken at once, the cone is 20′ wide, up to 80′ long, and inflicts 5d10 points of damage. Saving throws vs. breath weapon for half damage apply in all cases. If the flame is not expelled before the hour expires, the potion fails, with a 10% chance that the flames erupt in the imbiber’s system, inflicting double damage upon him, with no saving throw allowed.

Fire Resistance: This potion bestows upon the person drinking it magical invulnerability to all forms of normal fire (such as bonfires, burning oil, or even huge pyres of flaming wood). It also gives resistance to fires generated by molten lava, a wall of fire, a fireball, fiery dragon breath, and similar intense flame/heat. All damage from such fires is reduced by -2 from each die of damage, and if a saving throw is applicable, it is rolled with a +4 bonus. If one-half of the potion is consumed, it confers invulnerability to normal fires and half the benefits noted above ( -1, +2). The potion lasts one turn, or five rounds for half doses.

Flying: A flying potion enables the individual drinking it to fly in the same manner as the 3rd-level wizard spell, Fly.

Gaseous Form: By imbibing this magical liquid, the individual causes his body, as well as anything he’s carrying or wearing, to become gaseous. The gaseous form is able to flow at a base speed of 3/round. (A Gust of Wind spell, or even normal strong air currents, will blow the gaseous form at air speed.)

The gaseous form is transparent and insubstantial. It wavers and shifts, and can’t be harmed except by magical fire or lightning, which do normal damage. A whirlwind inflicts double damage upon a creature in gaseous form. When in such condition the individual is able to enter any space that is not airtight – even a small crack or hole that allows air to penetrate also allows entry by a creature in gaseous form. The entire potion must be consumed to achieve this result, and the effects last the entire duration (4 + 1d4 turns).

Giant Control: A full draught of this potion must be consumed for its effects to be felt. It will influence one or two giants like a Charm Monster spell. Control lasts for 5d6 rounds. If only one giant is influenced, it is entitled to a saving throw vs. spell with a -4 penalty; if two are influenced, the die rolls gain a +2 bonus – you’re weakening the effect of the potion. The type of giant subject to a particular potion is randomly determined.

     D20 Roll      Giant Type
1-5
6-9
10-13
14-17
18-19
20
Hill Giant
Stone Giant
Frost Giant
Fire Giant
Cloud Giant
Storm Giant

Giant Strength: This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks as shown on the table below. Note that the type of giant strength gained by drinking the potion is randomly determined on the same table:

D20 Roll Strength Equivalent Weight Allowance Damage Bonus Range Rock Hurling Base Damage Bend Bars/Lift Gates
1-6
7-10
11-14
15-17
18-19
20
Hill Giant
Stone Giant
Frost Giant
Fire Giant
Cloud Giant
Storm Giant
485
535
635
785
935
1235
+7
+8
+9
+10
+11
+12
80yd.
160 yd.
100 yd.
120 yd.
140 yd.
 160yd.
1-6
1-12
1-8
1-8
1-10
1-12
50%
60%
70%
80%
90%
95%

Growth: This potion causes the height and weight of the person consuming it to increase. Garments and other worn and carried gear also grow in size. Each fourth of the liquid consumed causes 6′ height growth – in other words, a full potion increases height by 24′. Weight increases should be proportional to the change in height. Strength is increased sufficiently to allow bearing armor and weapons commensurate with the increased size, but does not provide combat bonuses. Movement increases to that of a giant of approximately equal size.

Healing: An entire potion must be consumed in a single round. If this is done, the potion restores 2d4 +2 hit points of damage (see extra-healing above).

Heroism: This gives the imbiber a temporary increase in levels (hit points, combat ability, and saves) if he has fewer than 10 levels of experience.

Level of Imbiber      Number of Levels Bestowed    
Additonal Temporary Hit Dice
0
1st-3rd
4th-6th
7th-9th
4
3
2
1
4d10
3d10+1
2d10+2
1d10+3

When the potion is quaffed, the individual fights as if he were at the experience level bestowed by the magic of the elixir. Damage sustained is taken first from magically gained hit dice and bonus points. This potion can only be used by warriors.

Human Control: A potion of human control allows the imbiber to control up to 32 levels or Hit Dice of humans, humanoids, and demihumans as if a Charm Person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1+2 = 1, 2+6 = 2, etc.). This potion lasts for 5d6 rounds. The type of human(s) that can be controlled is randomly determined.

D20 Roll Human/Humanoid Controlled
1-2
3-4
5-6
7-8
9-10
11-16
17-19
20
Dwarves
Elves/Half-Elves
Gnomes
Halflings
Half-Ores
Humans
Humanoids (gnolls, ores, goblins, etc.)
Elves, Half-Elves, and Humans


Invisibility:
This potion confers invisibility similar to the 2nd-level wizard spell Invisibility. Actions involving combat cause termination of the invisible state. The individual possessing this potion can quaff a single gulp – equal to ⅛ of the contents of the container – to bestow invisibility for 3-6 turns.

Invulnerability: This potion confers immunity to non-magical weapons. It also protects against attacks from creatures (not characters) with no magical properties or with fewer than 4 Hit Dice. Thus, an 8th-level character without a magical weapon could not harm the imbiber of an invulnerability potion.

The potion also improves Armor Class rating by 2 classes and gives a bonus of +2 to the individual on his saving throws versus all forms of attack. Its effects are realized only when the entire potion is consumed, and they last for 5d4 rounds. Only warriors can use this potion.

Levitation: A levitation potion enables the consumer to levitate in much the same manner as the 2nd-level wizard spell Levitate. The potion allows levitation of the individual only, to a maximum weight of 600 pounds. The consumer can carry another person, as long as their total weight is within this limit.

Longevity: The longevity potion reduces the character’s age by 1d12 years, restoring youth and vigor. The entire potion must be consumed to achieve the desired result. It is also useful as a counter to magical or monster-based aging attacks. Each time one drinks a longevity potion, there is a 1% cumulative chance the effect will be the reverse of what the consumer wants – all age removed by previous drinks will be restored!

Oil of Acid Resistance: When this oil is applied to skin, cloth, or any other material, it confers virtual invulnerability against acid. The oil wears off, but slowly – one application lasts for a whole day (1440 rounds). Each time the protected material is exposed to acid, the duration of the oil is reduced by as many rounds as hit points of damage the acid would have caused to exposed flesh. Thus, if a black dragon breathes for 64 points of acid damage, a person protected by this oil would lose 1 hour and 4 minutes of protection (64 rounds – 32 if a saving throw vs. breath weapon was successful).

Each flask contains sufficient oil to protect one man-sized creature (and equipment) for 24 hours; to protect 24 man-sized creatures for one hour; or to protect any combination of creatures and duration between these extremes.

Oil of Disenchantment: This oil enables the removal of all enchantments and charms placed upon living things, and the suppression of such effects on objects. If the oil is rubbed on a creature, all enchantments and charms on it are immediately removed. If rubbed onto objects bearing an enchantment, the magic will be lost for 1d10 +20 turns. After this time, the oil loses potency and the item regains its enchantment. The oil does not radiate magic once it is applied, and masks the enchantment of whatever it coats, so that an item so coated will not show any enchantment for as long as the oil remains effective.

Oil of Elemental Invulnerability: This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material plane: wind storms, fires, earth slides, floods, and so forth. There is a 10% chance that each such flask will also be effective on the appropriate Elemental plane – this allows the protected individual to operate freely and without danger from elemental forces. Attacks by elemental creatures are still effective, but with a -1 penalty per die of damage. A flask contains enough oil to coat one man-sized creature for eight days or eight individuals for one day. The element protected against is determined randomly.

     D4 Roll    
Element
1
2
3
4
Air
Earth
Fire
Water


Oil of Etherealness:
This potion is actually a light oil that is applied externally to clothes and exposed flesh, confering etherealness. In the ethereal state, the individual can pass through solid objects in any direction – sideways, upward, downward – or to different planes. The individual cannot touch non-ethereal objects.

The oil takes effect three rounds after application, and it lasts for 4 +1d4 turns unless removed with a weak acidic solution prior to the expiration of its normal effective duration. It can be applied to objects as well as creatures. One potion is sufficient to anoint a normal human and such gear as he typically carries (two or three weapons, garments, armor, shield, and miscellaneous gear). Ethereal individuals are invisible.

Oil of Fiery Burning: When this oil is exposed to air, it immediately bursts into flame, inflicting Sd6 points of damage to any creature directly exposed to the substance (save vs. spell for half damage). If hurled, the flask will always break. Any creature within 10′ of the point of impact (up to a maximum of six creatures) will be affected. The oil can, for instance, be used to consume the bodies of as many as six regenerating creatures, such as trolls. If the flask is opened, the creature holding it immediately suffers 1d4 points of damage. Unless a roll equal to or less than the creature’s Dexterity is made on 2d10, the flask cannot be re-stoppered in time to prevent the oil from exploding, with effects as described above.

Oil of Fumbling: This oil will seem to be of a useful type – acid resistance, slipperiness, etc. – until the wearer is under stress in an actual melee situation. At that point, he has a 50% chance each round to fumble and drop whatever he holds –weapon, shield, spell components, and so forth. Only a thorough bath of some solvent (alcohol, etc.) will remove the oil before it wears off.

Oil of Impact: This oil has beneficial effects on blunt weapons and missiles, both magical and non-magical. When applied to a blunt weapon such as a club, hammer, or mace, it bestows a +3 bonus to attack rolls and a +6 bonus to damage. The effect lasts 1d4 +8 rounds per application. One application will treat one weapon.

When applied to a blunt missile, such as a hurled hammer, hurled club, sling stone, or bullet, it bestows a +3 bonus to attack rolls and a +3 bonus to damage. The effect lasts until the missile is used once. One application will treat 4-5 sling stones or two larger weapons. A flask of oil of impact holds 1d3 +2 applications.

Oil of Slipperiness: Similar to the oil of etherealness described above, this liquid is to be applied externally. This application makes it impossible for the individual to be grabbed, grasped, or hugged by any opponent, or constricted by snakes or tentacles. (Note that a roper could still inflict weakness, but that the monster’s tentacles could not entwine the opponent coated with oil of slipperiness.)

In addition, such obstructions as webs, magical or otherwise, will not affect an anointed individual. Bonds such as ropes, manacles, and chains can be slipped free. Magical ropes and the like are not effective against this oil. If poured on a floor or on steps, there is a 95% chance/round that creatures standing on the swface will slip and fall. The oil requires eight hours to wear off normally, or it can be wiped off with an alcohol solution (even wine!).

Oil of Timelessness: When this oil is applied to any matter that was once alive (leather, leaves, paper, wood, dead flesh, etc.), it allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object has a +1 bonus on all saving throws. The oil never wears off, although it can be magically removed. One flask contains enough oil to coat eight man-sized objects, or an equivalent area.

Philter of Glibness: This potion enables the imbiber to speak fluently – even tell lies – smoothly, believably, and undetectably. Magical investigation (such as the 4th-level priest spell, Detect Lie) will not give the usual results, but will reveal that some minor “stretching of the truth” might be occurring.

Philter of Love: This potion causes the individual drinking it to become charmed (see charm spells) with the first creature seen after consuming the draught. The imbiber may actually become enamored if the creature is of similar race and of the opposite sex. Charm effects wear off in 1d4 +4 turns, but the enamoring effects last until a dispel magic spell is cast upon the individual.

Philter of Persuasiveness: When this potion is imbibed the individual becomes more charismatic, gaining a bonus of +5 on reaction dice rolls. The individual is also able to suggest (see the 3rd-level wizard spell, Suggestion) once per turn to all creatures within 30 yards of him.

Philter of Stammering and Stuttering: When this liquid is consumed, it will seem to be beneficial – philter of glibness or persuasiveness, for instance. However, whenever a meaningful utterance must be spoken (the verbal component of a spell, the text of a scroll, negotiation with a monster, etc.), the potion’s true effect is revealed – nothing can be said properly, and the reactions of all creatures hearing such nonsense will be at a -5 penalty.

Plant Control: A plant control potion enables the individual who consumes it to influence the behavior of vegetable life forms. This includes normal plants, fungi, and even molds and shambling mounds – within the parameters of their normal abilities. The imbiber can cause the vegetable forms to remain still or silent, move, entwine, etc.,
according to their limits.

Vegetable monsters with Intelligence of 5 or higher are entitled to a saving throw vs. spell. Plants within a 20′ X 20′ square can be controlled, subject to the limitations set forth above, for 5d4 rounds. Self-destructive control is not directly possible if the plants are Intelligent (see charm plants spell). Control range is 90 yards.

Poison: A poison potion is simply a highly toxic liquid in a potion flask. Typically, poison potions are odorless and can be of any color. Ingestion, introduction of the poison through a break in the skin, or, in some cases, just skin contact, will cause death. Poison can be weak (+4 to +1 bonus to the saving throw), average, or deadly (-1 to -4 penalty or greater on the saving throw). Some poison can be so toxic that a neutralize poison spell will simply lower the toxicity level by 40% – say, from a -4 penalty to a +4 bonus to the saving throw vs. poison. The DM selects the strength of poison desired, although most are strength “J” (see page 73). You might wish to allow characters to hurl poison flasks (see Combat, p. 63).

Polymorph Self: This potion duplicates the effects of the 4th-level wizard spell Polymorph Self.

Rainbow Hues: This rather syrupy potion must be stored in a metallic container. The imbiber can become any hue or combination of hues desired at will. Any color or combination of colors is possible, if the user simply holds the thought in his mind long enough for the hue to be effected. If the potion ls quaffed sparingly, a flask will yield up to seven draughts of one hour duration each.

Speed: A potion of speed increases the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9 becomes 18, and a character normally able to attack once per round attacks twice. This does not reduce spellcasting time, however. Use of a speed potion ages the individual by one year. The aging is permanent, but the other effects last for 5d4 rounds.

Super-Heroism: This potion gives the individual a temporary increase in levels (see heroism potion) if he has fewer than 13 levels of experience. It is similar to the heroism potion, but more powerful, and its effects last just 5d6 melee rounds:

Level of Consumer    Number of Levels Bestowed  
Additonal Temporary Hit Dice
0
1st-3rd
4th-6th
7th-9th
10th-12th
6
5
4
3
2
5d10
4d10 +1
3d10 +2
2d10 +3
1d10 +4

 

Sweet Water: This liquid is not actually a potion to be drunk (though it tastes good). Sweet water is added to other liquids in order to change them to pure, drinkable water. It will neutralize poison and ruin magical potions (no saving throw). The contents of a single container will change up to 100,000 cubic feet of polluted, salt, or alkaline water to fresh water. It will turn up to 1,000 cubic feet of acid into pure water. The effects of the potion are permanent, but the liquid may be contaminated after an initial period of 5d4 rounds.

Treasure Finding: A potion of treasure finding empowers the drinker with a location sense, so that he can point to the direction of the nearest mass of treasure. The treasure must be within 240 yards, and its mass must equal metal of at least 10,000 copper pieces or 100 gems or any combination.

Note that only valuable metals (copper, silver, electrum, gold, platinum, etc.) and gems (and jewelry, of course) are located. The potion won’t locate worthless metals or magical items which don’t contain precious metals or gems. The imbiber of the potion can “feel” the direction in which the treasure lies, but not its distance.

Intervening substances other than special magical wards or lead-lined walls will not withstand the powers that the liquor bestows upon the individual. The effects of the potion last for 5d4 rounds. (Clever players will attempt triangulation.)

Undead Control: This potion in effect gives the imbiber the ability to charm certain ghasts, ghosts, ghouls, shadows, skeletons, spectres, wights, wraiths, vampires, and zombies. The charm ability is similar to the 1st-level wizard spell, Charm Person. It affects a maximum of 16 Hit Dice of undead, rounding down any hit point additions to the lowest die (e.g., 4 +1 equals 4 Hit Dice). The undead are entitled to saving throws vs. spell only if they have intelligence. Saving throws are rolled with -2 penalties due to the power of the potion; the effects wear off in 5d4 rounds. To determine the type of undead affected by a particular potion, roll 1d10 and consult the following table:

     D10 Roll    
Undead Type
1
2
3
4
5
6
7
8
9
10
Ghasts
Ghosts
Ghouls
Shadows
Skeletons
Spectres
Wights
Wraiths
Vampires
Zombies

Ventriloquism: This allows the user to make his voice sound as if it (or someone’s voice or a similar sound) were issuing from someplace other than where he is – from another creature, a statue, from behind a door, down a passage, etc. The user can speak in any language he knows, or make any sound he can normally make. To detect the ruse, listeners must roll a successful saving throw vs. spell with a penalty of -2. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this effect – the combined illusion may be perfect! The imbiber can use the ventriloquism ability up to six times within the duration of the potion.

Vitality: This potion restores the user to full vitality despite exertion, lack of sleep, and going without food and drink for up to seven days. It will nullify up to seven days of deprivation, and will continue in effect for the remainder of its seven-day duration. The potion also makes the user proof against poison and disease while it is in effect, and the user will recover lost hit points at the rate of 1 every 4 hours.

Water Breathing: It is 75% likely that a water breathing potion will contain two doses, 25% probable that there will be four in the container. The potion allows the character drinking it to breathe normally in liquids that contain suspended oxygen. This ability lasts for one full hour per dose of potion quaffed, with an additional 1d10 rounds (minutes) variable. Thus, a character who has consumed a water breathing potion could enter the depths of a river, lake, or even the ocean and not drown while the magical effects of the potion persisted.

Scrolls

Scrolls are generally found in cylinders – tubes of ivory, jade, leather, metal, or wood. Some tubes are inscribed with magic runes or writing PCs must read in order to open the container. This is up to the DM. Taking this approach encourages players to select and use Read Magic or Comprehend Languages spells. It also makes it possible to protect power scrolls with traps (Symbols, Explosive Runes) and Curses.

Each scroll is written in its own magical cypher. To understand what type of scroll has been found, the ability to read magic must be available. Once a scroll is read to determine its contents, a Read Magic spell is not needed at a subsequent time to invoke its magic. Even a scroll map will appear unreadable until the proper spell (Comprehend Languages) is used.

Reading a scroll to find its contents does not invoke its magic unless it is a specially triggered curse. A cursed scroll can appear to be a scroll of any sort. It radiates no evil or special aura beyond being magical.

A protection scroll can be read by any class of character even without a Read Magic spell.

If a scroll isn’t immediately read to determine its contents, there is a 5% to 30% chance it will fade. The DM sets the percentage or rolls 1d6 to determine it for each scroll.

When a spell scroll is examined, the following table can be used to find its nature:

D100 Roll
01-70 Wizard
71-00 Priest

Other classes in the priest group can, at the DM’s discretion, have unique scrolls as well. Only the indicated class of character can use the scroll, except thieves and bards, who can use any scroll, as explained in the Player’s Handbook.

Spell level of Scroll Spells

All scroll spells are written to make use as quick and easy as possible for the writer. The level of the spell and its characteristics (range, duration, area of effect, etc.) are typically one level higher than that required to cast the spell, but never below 6th level of experience.

Thus, a 6th-level wizard spell is written at 13th level of ability, a 7th-level spell at 15th level, etc. The DM can make scroll spells more powerful by increasing the level at which they are written. This will, however, affect the chance of spell failure.

Magical Spell failure

If any spell-user acquires a scroll inscribed with a spell of a level too high for him to cast, he can still try to use the spell – the chance of failure, or other bad effect, is 5% per level difference between the character’s present level and the level at which the spell could be used.

For example, a 1st-level mage finds a scroll with a Wish spell inscribed upon it. The chance of failure is 85%, as Wish is a 9th-level spell attained at 18th level: 18 – 1 = 17; 17 × 5% = 85% . A percentile die roll of 85 or less indicates failure of some sort, and Table 112: is consulted.

In this case, the spell is 30% likely to fail without effect, while the chance for a reverse or harmful effect is 70%.

Table 112: SPELL FAILURE
Caster Level Difference Total Failure Reverse or Harmful Effect
1-3
4-6
7-9
10-12
13-15
16 and up
95%
85%
75%
65%
50%
30%
5%
15%
25%
35%
50%
70%

Use of Scroll Spells

When a scroll is copied into a spell book or read to release its magic, the writing completely and permanently disappears from the scroll. The magic content of the spell is bound up in the writing, and use releases and erases it. Thus, reading a spell from a scroll of seven spells makes the item a scroll of six spells. No matter what a player may try, each spell on a scroll is only usable once. Exceptions should be made very rarely and only when you have a very special magical item in mind – perhaps a scroll that can be read once per week. This would be potent magic indeed.

Casting Scroll Effects

The initiative modifier of a scroll is its reading time. For scroll spells, this is equal to the casting time of the spell. For protection scrolls, the reading time is given in the explanation of the scroll effects.

The only requirements for using a scroll are sufficient light to read by and the actual verbalization of the writings. If the reading of a scroll is interrupted, the scroll effect is lost and that spell fades away and is lost. Spell components are unnecessary for the scroll reader, and no adverse effects associated with casting the spell are suffered – these requirements or penalties have been fulfilled or suffered by the creator of the scroll.

Protection Scroll Effects

If a player character has more than one protection scroll, the effects are cumulative, but not the duration. Scrolls that protect against creatures do not create an actual, physical globe. If the user forces the creature into a place from which further retreat is impossible (e.g., a corner), and then continues forward until the creature would be within the radius of the circle, the creature is not harmed, and the protection is considered voluntarily broken and disappears. There is no way in which a protection scroll can be used as an offensive weapon.

Who Can Use Scroll Spells?

Ability to use scroll spells does not permit a priest to use a wizard spell, or a wizard to use a priest spell. Likewise, it does not extend the ability of spell use to non-spell-using characters except with respect to protection scrolls. Anyone can use a protection scroll. Paladins and rangers cannot use priest scrolls.

Those characters able to read and employ scroll spells can do so regardless of other restrictions. Once the spell is known, it is not necessary to use a Read Magic spell in order to invoke its powers. Scrolls can be read even by mages who are unable to employ the spell copied because of an inability to learn it or because it is too high level (although, in the latter case, there is a chance of spell failure).

Spell level Range

The level range shown in Table 90 gives the parameters for random determination of spell level for scrolls if you choose not to set this yourself. With spell level determined, find the particular spell by consulting the appropriate Spell Tables in the Player’s Handbook.

Cursed Scrolls

Some scrolls bear powerful curses, placed intentionally or as a result of flawed scroll-making. Cursed scrolls take effect the instant they are first read. A cursed scroll can have any effect the DM desires, although few should be outright deadly. Suggested curses include the following:

  • Bad luck (-1 on attacks and saving throws).
  • The character’s beard grows 1″ per minute.
  • The character is teleported away from the rest of the party.
  • Random monster appears and attacks.
  • The character is polymorphed into a mouse.
  • The character shrinks to half his normal size.
  • The character is stricken with weakness, halving his Strength score.
  • The character falls into a deep sleep from which he can’t be roused.
  • The character develops an uncontrollable appetite.
  • The character must always talk in rhyme (preventing spellcasting).
  • The character is blinded or deafened
  • The character is stricken with cowardice and must make a morale check every time a monster is encountered.
  • The character’s alignment is changed
  • The character suffers 2-6 points of damage.
  • The character suffers amnesia.
  • The character feels compelled to give away all his belongings.
  • The character must save vs. paralyzation or petrifaction.

In general, the effects of a curse can be negated or reversed by a remove curse. Some cases (such as petrification) may require the use of other spells. Overcoming a curse should be difficult for the player characters, but not impossible.

Maps

While not magical, maps are special enough to require careful preparation and use by the DM, hence they are included in the listings of magical items. Maps should rarely be given out randomly – the DM must have a suitable map prepared in advance. There is no table to govern the nature of maps. All hint at or imply the existence of great treasures to be found while giving only a vague idea of the risks to be overcome. Some may be genuine, others fake. Because of the wide range of possibilities, the DM should use treasure maps as the springboard for new and exciting adventures.

List of Protection Scrolls

Protection from Acid: (Reading time-6) The reader is protected from all forms of acid, to a maximum damage of 20 Hit Dice or a maximum duration of 1d4 +8 turns, whichever occurs first.

Protection from Cold: (Reading time-3) Protection extends outward from the reader to a 30′ diameter sphere. All within the area are protected from the effects of non-magical cold to a temperature of absolute zero (-460° F). Against magical cold, the scroll confers a +6 bonus to saving throws and one-quarter damage (one-eighth if the saving throw is made). The duration of the scroll is 1d4 +4 turns.

Protection from Dragon Breath: (Reading time-variable) Only the individual reading the scroll is protected. Protection extends to all forms of dragon breath and lasts 2d4 +4 rounds.

Protection from Electricity: (Reading time-5) Protection is provided in a 20′ diameter sphere centered on the reader. Those protected are immune to all electrical attacks and associated effects. The protection lasts 3d4 rounds.

Protection from Elementals: (Reading time-6) There are 5 varieties of this scroll. Roll percentile dice and consult the following table:

D100 Roll Type of Scroll
01-15 Protection from Air Elementals (including aerial servants, djinn, invisible stalkers, and wind walkers)
16-30 Protection from Earth Elementals (including xorn)
31-45 Protection from Fire Elementals (including efreeti and salamanders)
46-60 Protection from Water Elementals (including tritons and water weirds)
61-00 Protection from all Elementals

The magic protects the reader and all within 10′ of him from the type of elemental noted, as well as elemental creatures of the same plane(s). The protection affects a maximum of 24 Hit Dice of elemental creatures if the scroll is of a specific elemental type, 16 Hit Dice if it is against all sorts of elementals. The spell lasts for 5d8 rounds. Attack out of the circle is possible, as is attack into it by any elemental creature with more Hit Dice than are protected against or by several elemental creatures – those in excess of the protected number of Hit Dice are able to enter and attack.

Protection from Fire: (Reading time-8) Protection extends to a 30′ diameter sphere centered on the reader. All in this area are able to withstand flame and heat of the hottest type, even of magical and elemental nature. The protection lasts 1d4 +4 turns.

Protection from Gas: (Reading time-3) This scroll generates a 10′ diameter sphere of protection centered on the reader. All within the area are immune to the effects of any gas – poison gas, gaseous breath weapons, spells that generate gas (such as Stinking Cloud and Cloudkill), and all similar forms of noxious, toxic vapors. The protection lasts for 1d4 +4 rounds.

Protection from Lycanthropes: (Reading time-4) There are seven common types of this scroll. The DM can select one from the table below or make a percentile roll to determine it randomly:

     D100 Roll    
Scroll Type
01-05
06-10
11-20
21-25
26-40
41-98
99-00
Protection from Werebears
Protection from Wereboars
Protection from Wererats
Protection from Weretigers
Protection from Werewolves
Protection from all Lycanthropes
Protection from Shape-Changers

The magical circle from the reading of the scroll extends in a 10′ radius and moves with the reader. Each scroll protects against 49 Hit Dice of lycanthropes, rounding all hit point pluses down unless they exceed +2. The protection is otherwise similar to that against elementals, above. The protection from shape-changers scroll protects against monsters (except gods and god-like creatures) able to change their form to that of man; dopplegangers, certain dragons, druids, jackalweres, and lycanthropes, for example. The magic lasts for 5d6 rounds.

Protection from Magic: (Reading time-8) This scroll invokes a very powerful, invisible globe of anti-magic in a 5′ radius from the reader. No form of magic can pass into or out of it, but physical things are not restricted by the globe. As with other protections, the globe of anti-magic moves with its invoker. The protection lasts for 5d6 rounds.

Protection from Petrification: (Reading time-5) A 10′ radius circle of protection extends from, and moves with, the reader of this scroll. Everyone within its confines is absolutely immune to all attack forms, magical or otherwise, that turn flesh to stone. The protection lasts for 5d4 rounds.

Protection from Plants: (Reading time-1 round). A protective sphere 10′ in diameter is centered on the reader. All forms of vegetable life (including fungi, slimes, molds, and the like) are unable to penetrate the sphere. If it is moved toward plant life that is capable of movement, the plant will be pushed away. If the plant is immobile (a well-rooted shrub, bush, or tree, for instance), the sphere cannot be moved through or past it unless the reader has enough strength and mass to uproot the plant under normal conditions. The protection lasts for 1d4 +4 turns.

Protection from Poison: (Reading time-3) The protection afforded by this scroll extends only to the reader. No form of poison – ingested, contacted, breathed, etc. – will affect the protected individual, and any poison in the reader’s system is permanently neutralized. The protection otherwise lasts 1d10 +2 rounds.

Protection from Possession: (Reading time-1 round) This scroll generates a magical circle of 10′ radius that extends from, and moves with, the reader. All creatures within its confines are protected from possession by magical spell attacks such as magic jar or attack forms aimed at possession or mental control. Even the dead are protected if they are within the magic circle. The protection lasts for 10d6 rounds in 90% of these scrolls; 10% have power that lasts 10d6 turns, but the spell effect is stationary.

Protection from Undead: (Reading time-4) When this scroll is read, a 5′ radius circle of protection extends from, and moves with, the reader. It protects everyone within it from all physical attacks made by undead (ghasts, ghosts, ghouls, shadows, skeletons, spectres, wights, wraiths, vampires, zombies, etc.) but not magical spells or other attack forms. If a creature leaves the protected area, it is subject to physical attack. The protection restrains up to 35 Hit Dice/levels of undead; excess Hit Dice/levels can pass through the circle. It remains in effect for 10d8 rounds. Some protection scrolls of this nature protect only against certain types of undead (one or more) rather than all undead, at the DM’s option.

     D10 Roll    
Undead Type
1
2
3
4
5
6
7
8
9
10
Ghasts
Ghosts
Ghouls
Shadows
Skeletons
Spectres
Wights
Wraiths
Vampires
Zombies


Protection from Water:
(Reading time-6) This protection extends in a 10′ diameter sphere centered on the reader. All forms of water – liquid, solid, and vapor, ice, hail, snow, sleet, steam, and so forth – are unable to penetrate the sphere of protection. If those protected come upon a form of water, the substance simply will not touch them; thus, they will not slip on ice, sink into a body of water, etc. The protection lasts for 1d4 +4 turns.

Rings

All magical rings normally radiate magic, but most are impossible to detect as magical rings without some mystic means. Furthermore, all magical rings look alike, so determination of a given ring’s magical powers is difficult. The ring must be put on and various things tried in order to find what it does. No ring radiates good or evil.

No more than two magical rings can be worn by a character at the same time. If more are worn, none will function. No more than one magical ring can be worn on the same hand. A second ring worn on one hand causes both to be useless. Rings must be worn on the fingers. Rings on toes, in ear lobes, etc., do not function as magical rings.

The spell-like abilities of rings function as 12th-level magic unless the power requires a higher level. In cases where a higher level is necessary, rings function at the minimum level of magic use needed to cast the equivalent spell.

Magical rings can be worn and used by all character classes and humans/humanoids not specifically prohibited elsewhere. You might allow “monsters” with digits to wear rings, and some can actually benefit from them. For example, a troll could wear a ring of regeneration and gain its benefits in addition to its normal regenerative abilities.

List of Rings

Ring of Animal Friendship: When the wearer of this ring approaches within 10′ of any animals of neutral aligrunent and animal intelligence, the creatures must roll saving throws vs. spell. If they succeed, they move rapidly away from the ring wearer. If the saving throws fail, the creatures become docile and follow the ring wearer around. The item functions at 6th level, so up to 12 Hit Dice of animals can be affected by this ring.

Animals feeling friendship for the wearer will actually guard and protect that individual if he expends a charge from the ring to cause such behavior. A ring of this sort typically has 27 charges when discovered, and it cannot be recharged. A druid wearing this ring can influence twice the prescribed Hit Dice worth of animals (24 rather than 12), and a ranger is able to influence 18 Hit Dice worth of animals.

Ring of Blinking: When the wearer of this ring issues the proper verbal command, the item activates, and he is affected as if a Blink spell were operating upon his person. The effect lasts for six rounds. The ring then ceases to function for six turns (one hour) while it replenishes itself. The command word is usually engraved somewhere on the ring. The ring will activate whenever this word is spoken, even though the command might be given by someone other than the wearer, provided that the word is spoken within 10′ of the ring.

Ring of Chameleon Power: Whenever the wearer of this ring desires, he is able to magically blend in with the surroundings. This enables 90% invisibility in foliage, against walls, and so forth.

If the wearer is associating with creatures of Intelligence 4 or greater at a distance of 60′ or less, the ring enables the wearer to seem to be one of those creatures, but each turn of such association carries a 5% cumulative chance that the creatures will detect the ring wearer for what he is. Thus, such an association can never persist for more than 20 turns without the wearer being detected – at the end of that time, the chance of detection has risen to 100%. Creatures with 16 or greater Intelligence use their Intelligence score as an addition to the base chance of detection. For example, a creature of Intelligence 16 would have a base chance of (16 + 5%) = 21% at the end of turn 1, 26% at the end of tum 2, and so forth. Creatures with 3 or lower Intelligence instinctively and automatically detect the wearer if they come within a 10′ radius of him.

Ring of Clumsiness: This cursed ring typically radiates an aura like another, beneficial, ring to disguise its baneful nature. The possible secondary powers are:

01-10
11-20
21-35
36-50
51-60
61-80
   81-100  
Free action
Feather falling
Invisibility
lumping
Swimming
Warmth
Water walking

The secondary power works normally, except when the wearer is under stress – combat, stealth, delicate activity, and the like – at which time the clumsiness takes effect. Dexterity is lowered to half normal, rounded down. Chances for stealth and precise actions are also lowered by one-half, rounded down. Any attempt at spellcasting that requires the handling of a material component or the accomplishment of a somatic component will succeed only if the wearer rolls a successful saving throw vs. spell; otherwise, the spell is botched and annulled.

The ring can be taken off only by a successfully cast Dispel Magic spell (vs. 12th-level magic). Success destroys both the primary and secondary power of the ring.

Ring of Contrariness: This magical ring is cursed, making its wearer unable to agree with any idea, statement, or action. Once put on, the ring can be removed only after a Remove Curse spell is cast upon the individual wearing it. Because of the curse, the wearer will resist any attempts to cast such a spell. The contrariness ring will have one of the following additional magical properties:

01-20
21-40
41-60
61-70
71-80
81-00    
Flying
Invisibility
Levitation
Shocking Grasp (once per round)
Spell Turning
Strength (18/00)

Note that contrariness can never be removed from the ring. The wearer will use his own powers, plus those of the ring, to retain it on his finger. The wearer of the ring will never damage himself. If, for example, other characters suggest that the wearer make certain that attacks upon him are well-defended against, or that he should not strike his own head, the ring wearer will agree – possibly attacking or striking at the speaker’s head – because obviously the result must be contrary in this case. If a ring of contrariness turns spells, the cumulative Remove Curse cast upon the individual wearing it must equal or exceed 100%.

Ring of Delusion: A delusion ring convinces the wearer that it is some other sort of ring – whatever sort the wearer really desires. The wearer will be completely convinced that the ring is actually one with other magical properties, and he will unconsciously use his abilities of any sort (including those of other magical items available) to produce a result commensurate with the supposed properties of the delusion ring. The DM determines how successful the self-delusion is, as well as how observers are affected and what they will observe. The ring can be removed at any time.

Ring of Djinni Summoning: One of the many fabled rings of fantasy legend, the “genie” ring is most useful indeed, for it is a special “gate” by means of which a certain djinni can be summoned from the elemental plane of Air. When the ring ls rubbed, the summons is served, and the djinni will appear on the next round. The djinni will faithfully obey and serve the wearer of the ring, but if the servant of the ring is ever killed, the ring becomes non-magical and worthless. See the Monstrous Compendium for details of a djinni’s abilities.

Ring of Elemental Command: The four types of elemental command rings are very powerful. Each appears to be nothing more than an ordinary ring, but each has certain other powers as well as the following common properties:

  1. Elementals of the plane to which the ring is attuned can’t attack or even approach within 5′ of the wearer. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (saving throw applicable with a -2 penalty to the die). If the charm fails, however, total protection is lost and no further attempt at charming can be made, but the secondary properties given below will then function with respect to the elemental.
  2. Creatures, other than normal elementals, from the plane to which the ring is attuned attack with -1 penalties to their attack rolls. The ring wearer takes damage at -1 on each Hit Die and makes applicable saving throws from the creature’s attacks at +2. All attacks are made by the wearer of the ring with a +4 bonus to the attack roll (or -4 on the elemental creature’s saving throw), and the wearer inflicts +6 damage (total, not per die) adjusted by any other applicable bonuses and penalties. Any weapon used by the ring wearer can hit elementals or elemental creatures even if it is not magical.
  3. The wearer of the ring is able to converse with the elementals or elemental creatures of the plane to which the ring is attuned. These creatures will recognize that he wears the ring, and will show a healthy respect for the wearer, if alignments are similar. If alignment is opposed, creatures will fear the wearer if he is strong, hate and desire to slay him if the wearer is weak. Fear, hatred, and respect are determined by the DM.
  4. The possessor of a ring of elemental command suffers a saving throw penalty as follows:
    Air
    Earth
    Fire
    Water    
    – 2 vs. fire
    – 2 vs. petrification
    – 2 vs. water or cold
    – 2 vs. lightning/electricity
  5. Only one of the powers of a ring of elemental command can be in use at any given time.

In addition to the powers described above, the ring gives characters the following abilities:

Air

  • Gust of wind (once per round)
  • Fly
  • Wall of force (once per day)
  • Control winds (once per week)
  • Invisibility

The ring will appear to be an invisibility ring until a certain condition is met (having the ring blessed, slaying an air elemental, or whatever the DM determines as necessary to activate its full potential).

Earth

  • Stone tell {once per day)
  • Passwall (twice per day)
  • Wall of stone (once per day)
  • Stone to flesh (twice per week)
  • Move earth (once per week)
  • Feather fall

The ring will appear to be a ring of feather falling until the DM-established condition is met.

Fire

  • Burning hands (once per turn)
  • Pyrotechnics (twice per day)
  • Wall of fire (once per day)
  • Flame strike {twice per week)
  • Fire resistance

The ring will appear to be a ring of fire resistance until the DM-established condition is met.

Water

  • Purify water
  • Create water (once per day)
  • Water breathing (5′ radius)
  • Wall of ice (once per day)
  • Airy water
  • Lower water {twice per week)
  • Part water (twice per week)
  • Water walking

The ring will appear to be a ring of water walking until the DM-established condition is met.

These rings operate at 12th level of experience, or the minimum level needed to perform the equivalent magical spell, if greater. The additional powers have an initiative modifier of +5.

Ring of Feather Falling: This ring protects its wearer by automatic activation of a Feather Fall if the individual falls 5′ or more. (See the Feather Fall spell in the Player’s Handbook.)

Ring of Fire Resistance: The wearer of this ring is totally immune to the effects of normal fires – torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, hell-hound breath, or a wall of fire spell will cause 10 hit points of damage per round if the wearer is directly within the conflagration.

Exceptionally hot fires such as red-dragon breath, pyrohydra breath, fireballs, flame strike, fire storm, etc., are saved against with a +4 bonus to the die roll, and all damage dice are calculated at -2 per die, but each die is never less than 1 in any event. As a rule of thumb, consider very hot fires as those that have a maximum initial exposure of up to 24 hit points, those of exceptional heat (25 or more hit points).

Ring of Free Action: This ring enables the wearer to move and attack freely and normally even when attacked by a Web, Hold, or Slow spell, or even while under water. The spells simply have no effect. While under water, the individual moves at normal (surface) speed and does full damage even with cutting weapons (like axes and scimitars) and with smashing weapons (like flails, hammers, and maces), insofar as the weapon used is held rather than hurled. This will not, however, enable breathing under water without further appropriate magic.

Ring of Human Influence: This ring has the effect of raising the wearer’s Charisma to 18 on encounter reactions with humans and humanoids. The wearer can make a Suggestion to any human or humanoid (saving throw applies). The wearer can also charm up to 21 levels/Hit Dice of human/humanoids (saving throws apply) just as if he were using the wizard spell, Charm Person. The two latter uses of the ring are applicable but once per day. Suggestion or Charm has an initiative penalty of +3.

Ring of Invisibility: The wearer of an invisibility ring is able to become invisible at will, instantly. This non-visible state is exactly the same as the wizard Invisibility spell, except that 10% of these rings have inaudibility as well, making the wearer absolutely silent. If the wearer wishes to speak, he breaks all silence features in order to do so.

Ring of Jumping: The wearer of this ring ls able to leap 30′ ahead or 10′ backward or straight up, with an arc of about 2′ for every 10′ traveled (see the 1st-level wizard spell, Jump). The wearer must use the ring’s power carefully, for it can perform only four times per day.

Ring of Mammal Control: This ring enables its wearer to exercise complete control over mammals with Intelligence of 4 or less (animal or semi-intelligent mammals). Up to 30 Hit Dice of mammals can be controlled. The wearer’s control over creatures is so great he can even command them to kill themselves, but complete concentration is required. (Note: the ring does not affect bird-mammal combinations, humans, semi-humans, and monsters such as lammasu, shedu, manticores, etc.) If the DM is in doubt about whether any creature can be controlled by the wearer of this ring, assume it can’t be controlled.

Ring of Mind Shielding: This ring is usually of fine workmanship and wrought from heavy gold. The wearer is completely immune to ESP, Detect Lie, and Know Alignment.

Ring of Protection: A ring of protection improves the wearer’s Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:

  1. The ring does not improve Armor Class if magical armor is worn, although it does add to saving throw die rolls.
  2. Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring – the strongest – functions, so a pair of protection rings +2 provides only +2 protection.

To determine the value of a protection ring, use the following table:

D20 Roll Level of Protection
01-70
71-82
83
84-90
91
92-97
98-00
+1
+2
+2, 5′ radius protection
+3
+3, 5′ radius protection
+4 on AC, +2 to saving throws
+6 on AC, +1 to saving throws

The radius bonus of 5′ extends to all creatures within its circle, but applies only to their saving throws (i.e., only the ring wearer gains Armor Class additions).

Ring of the Ram: This ornate ring can be of any hard metal, usually a silver alloy or iron. It has the head of a ram (or a buck goat) as its device. Anyone who attempts a Detect Magic on the ring discovers an evocation upon it. The wearer can cause the ring to give forth a ram-like force, manifested by a vaguely discernible shape which resembles the head of a ram or goat. This force strikes one target for 1d6 points of damage if one charge is expended, 2d6 points if two charges are used, or 3d6 points if three charges (the maximum) are used. The ring is quite useful for knocking opponents off walls or ladders, or over ledges, among other things. The force of the blow is considerable, and a victim who fails to save versus spell is knocked down. The range of this power is 30′. The target of the blow applies adjustments to the saving throw from the following list:

Target smaller than man-sized     
Larger than man-sized
Strength under 12
Strength of 18-20
Strength over 20
4 or more legs
Over 1,000 lbs. weight
2 charges expended
3 charges expended
-1
+2
-1
+3
+6
+4
+2
-1
-2

The DM can make circumstantial adjustments according to need. For instance, a fire giant balanced on a narrow ledge should not gain any benefit from Strength and weight unless he knows that he about to be struck by the force of the ring. This is a case where common sense will serve best.

In addition to its attack mode, the ring of the ram also has the power to open doors as if a person of 18/00 Strength were doing so. If two charges are expended, the effect is as for a character of 19 Strength, and if three charges are expended, the effect is as if a 20 Strength were used. Magically held or locked portals can be opened in this manner.

Structural damage from the ram-like force is identical to an actual battering ram, with double or triple damage accruing for applications of two or three charges. Magical items struck by the ramlike force must save versus crushing blow if three charges are used; otherwise, the force will not affect them. Non-magical items which are the target of the force save versus crushing blow from the impact.

A ring of this sort will have from 6d10 charges when discovered. It can be recharged by a wizard employing enchant an item and Bigby’s Clenched Fist in combination.

Ring of Regeneration: The standard ring of regeneration restores one point of damage per tum (and will eventually replace lost limbs or organs). It will bring its wearer back from death. (If death was caused by poison, however, a saving throw must be successfully rolled or the wearer dies again from the poison still in his system.) Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course, the ring must be worn, and its removal stops the regeneration processes.

A rarer kind of ring of regeneration is the vampiric regeneration ring. This bestows one-half (fractions dropped) of the value of hit points of damage the wearer inflicts upon opponents in hand-to-hand (melee, non-missile, non-spell) combat immediately upon its wearer. It does not otherwise cause regeneration or restore life, limb, or organ. For example, if a character wearing the ring inflicts 10 points of damage, he adds five to his current hit point total. The creature struck still loses 10 points.

To detennine which type of ring is discovered, roll percentile dice:

01-90      ring of regeneration
91-00      vampiric regeneration ring

In no case can the wearer’s hit points exceed the amount the character began with.

Ring of Shocking Grasp: This ordinary-seeming ring radiates only a faint, unidentifiable aura of magic when examined, but it contains a strong enchantment, capable of inflicting damage on an opponent. If the wearer touches an enemy with the hand upon which the ring is worn, a successful attack roll delivers 1d8 +6 points of damage to the target.

After three discharges of this nature, regardless of the time elapsed between them, the ring becomes inert for one turn. When actually functioning, this ring causes a circular, charged extrusion to appear on the palm of the wearer’s hand.

Ring of Shooting Stars: This ring has two modes of operation – at night and underground – both of which work only in relative darkness. During night hours, under the open sky, the shooting stars ring will perform the following functions:

  • Dancing Lights (once per hour).
  • Light, as the spell of the same name (twice per night), 120′ range.
  • Ball Lightning, as the spell of the same name (once per night).
  • Shooting stars (special).

The ball lightning function releases 1d4 balls of lightning, at the wearer’s option. These glowing globes resemble dancing lights, and the ring wearer controls them as he would control dancing lights. These spheres have a 120′ range and a four round duration, They can be moved at 120′ per round. Each sphere is about 3′ in diameter, and any creature it touches or approaches within 5′ dissipates its charge (a successful save vs. spell halves damage – the contact was across an air gap). The charge values are:

4 lightning balls
3 lightning balls
2 lightning balls
1 lightning ball
2d4 points damage each
2d6 points damage each
5d4 points damage each
4d12 points damage

Release can be one at a time or all at once, during the course of one round or as needed throughout the night.

The shooting stars are glowing missiles with fiery trails, much like a Meteor Swarm. Three shooting stars can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage and burst (as a Fireball) in a 10′ diameter sphere for 24 points of damage.

Any creature struck takes full damage from impact plus full damage from the shooting star burst. Creatures within the burst radius must roll a saving throw vs. spell to take only one-half damage (i.e., 12 points of damage, otherwise they, too, receive the full 24 points of damage). Range is 70′, at the end of which the burst will occur, unless an object or creature is struck before that. The shooting stars follow a straight line path. A creature in the path must roll a saving throw vs . spell or be hit by the missile. Saving throws suffer a -3 penalty within 20′ of the ring wearer, -1 from 21′ to 40′, normal beyond 40′.

Indoors at night, or underground, the ring of shooting stars has the folowing properties:

  • Faerie Fire (twice per day) – as the spell
  • Spark shower (once per day)

The spark shower is a flying cloud of sizzling purple sparks, which fan out from the ring for a distance of 20′ to a breadth of 10′. Creatures within this area take 2d8 points of damage each if no metal armor is worn and/or no metal weapon is held. Characters wearing metal armor or carrying a metal weapon receive 4d4 points of damage.

Range, duration, and area of effect of functions are the minimum for the comparable spell unless otherwise stated. Casting time is 5.

Ring of Spell Storing: A ring of spell storing contains 1d4 +1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells. The class of spells contained within the ring is determined in the same fashion as the spells on scrolls (see “Scrolls” page 146). The level of each spell is determined by rolling 1d6 (for priests) or 1d8 (for wizards). The number rolled is the level of the spell, as follows:

Priest:
Wizard:     
1d6, if 6 is rolled, roll 1d4 instead
1d8, if 8 is rolled, roll 1d6 instead

Which spell type of any given level is contained by the ring is also randomly determined.

The ring empathically imparts to the wearer the names of its spells. Once spell class, level, and type are determined, the properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of five.

Ring of Spell Turning: This ring distorts the three normal dimensions, causing many spells cast at the wearer to rebound upon the spellcaster. Sometimes, a spell’s entire effect is turned against the caster; sometimes, a portion of the effect rebounds.

Some spells are immune from the effects of a ring of spell turning:

  1. Spells that affect an area, and which are not cast directly at the ring wearer, are not turned by the ring.
  2. Spells that are delivered by touch are not turned.
  3. Magic contained in devices (rods, staves, wands, rings, and other items) that are triggered without spellcasting are not turned. A scroll spell is not considered a device.

When a spell is cast at an individual wearing a ring of spell turning, 1d10 is rolled and the result is multiplied by 10. This score indicates what percentage of the spell has been turned back upon its caster.

Once the spell is turned, the effects must be determined. If the spell normally allows a saving throw, the intended target (the one wearing the ring) gains an automatic plus equal to the number rolled on the turning die. The caster receives a bonus equal to the number rolled on this die subtracted from 10. For example, a Charm Person spell is cast at a character wearing a ring of spell turning. A 7 is rolled on the die, turning back 70% of the effect. The ring-wearer gains a +7 to his saving throw; the caster has a +3.

A saving throw is also allowed for spells which normally do not have one if 20% to 80% of the effect is turned. The saving throw adjustment is calculated as given above. No further adjustments are made for race, magical items, or any other condition including existing spells. To save, the character must have a modified die roll of 20 or greater. If the saving throw is made, the effect of the spell is negated.

For example, an illusionist casts a Maze spell at a fighter wearing a ring of spell turning. The spell normally allows no saving throw, but the ring turns 30% of the effect. The fighter is allowed a saving throw with a +7 modifier. The illusionist must also save, gaining only a +3. The fighter’s die roll is 15, which saves (15 +7 = 22); the illusionist’s die roll is a 16 which, while close, fails (16 +3 = 19). The illusionist becomes trapped in his own Maze spell.

Once a spell is turned, the effects are divided proportionately between the two targets. If the spell causes damage, determine the damage normally and then assess the amount to each according to the percentage determined, rounding fractions to the nearest whole number. If a spell caused 23 points of damage, and 30% of it was turned, the intended victim would suffer 16 points of damage, while the caster would suffer 7. Durations are affected in a similar manner. In the above case, the spell duration would be 30% of its normal length for one character and 70% for the other. The effect of permanent spells for both characters remains unchanged.

Some spells affect a certain number of levels. When one of these is aimed at the ring wearer, the spell must be able to affect as many levels as the wearer and the spellcaster combined. If this condition is fulfilled, then the procedure above applies.

If the spellcaster and spell recipient both wear spell turning rings a resonating field is set up, and one of the following results will take place:

01-70
71-80
81-97
98-00    
Spell drains away without effect
Spell affects both at full effect
Both rings permanently lose their magic
Both individuals go through a rift into the Positive Material plane

A ring wearer who wants to receive a spell must remove the ring of spell turning to be able to do so.

Ring of Sustenance: This magical ring provides its wearer with life-sustaining nourishment even though he or she might go for days without food or drink. The ring also refreshes the body and mind, so that its wearer needs to sleep only two hours per day to gain the benefit of eight hours of sleep.

The ring must be worn for a full week in order to function properly. If it is removed, the wearer immediately loses its benefit and must wear it for another week to reattune it to himself. After functioning for any period of seven consecutive days, a ring of sustenance will cease to function for a week while it replenishes itself.

Ring of Swimming: The ring of swimming bestows upon the wearer the ability to swim at a full 21 base speed. (This assumes, of course, that the wearer is clad in garments appropriate for such activity.) The ring further enables the wearer to dive up to 50′ into water without injury, providing the depth of the water is at least 1½ feet per 10′ of diving elevation. The wearer can stay underwater for up to four rounds without needing a breath of air. Surface swimming can continue for four hours before a one hour (floating) rest is needed. The ring confers the ability to stay afloat under all but typhoon-like conditions.

Ring of Telekinesis: This ring enables the wearer to manipulate objects in the same manner as the 5th-level wizard spell, Telekinesis. The amount of weight the wearer can move varies. Roll percentile dice to find the strength of the ring:

01-25    
26-50
51-89
90-99
00
25 lbs. maximum
50 lbs. maximum
100 lbs. maximum
200 lbs. maximum
400 lbs. maximum

Ring of Truth: There is little doubt that wearing a ring of truth is a mixed blessing. The wearer can detect any lie told to him, but he is unable to tell any sort of falsehood himself. If the wearer tries to tell a lie, he finds himself speaking the literal truth instead. On the plus side, the wearer is able to discern the last lie told by another – in fact, the power of the ring causes the voice of the liar to rise to a falsetto.

If the wearer of the ring encounters magic that enables falsehoods to be spoken without detection (such as an undetectable lie spell or a philter of glibness), no lie is detected. However, the ring wearer will find himself unable to hear the voice of the person so influenced, whether or not he is trying to listen. This, of course, reveals the lie indirectly.

Ring of Warmth: This ring provides its wearer with body heat even in conditions of extreme cold where the wearer has no clothing whatsoever. It also restores damage caused by cold at the rate of one point per turn. It provides a saving throw bonus of +2 versus cold-based attacks, and reduces damage sustained by -1 per die.

Ring of Water Walking: This ring enables the wearer to walk on any liquid without sinking into it – this includes mud, quicksand, oil, running water, and even snow. Up to 1,200 pounds can be supported by a ring of water walking. The ring wearer’s feet do not actually contact the surface he is walking upon (but oval depressions about 1½” deep per 100 pounds of weight of the walker will be observed in hardening mud or set snow). The wearer moves at his standard movement rate.

Ring of Weakness: This cursed ring causes the wearer to lose 1 point of Strength and 1 point of Constitution per tum until the individual reaches three in each ability. This loss is not noticeable until the individual actually observes his weakened state through some exertion (such as combat or heavy lifting). The ring can also make the wearer invisible at will (at the cost of double the standard rate of Strength and Constitution loss). When the affected abilities reach 3, the wearer will be unable to function in his class.

Points lost from the ring are restored by rest on a one-for-one basis, with 1 point of each ability lost being restored in one day of rest. The ring of weakness can be removed only if a Remove Curse spell, followed by a Dispel Magic, is cast upon the ring.

There is a 5% chance that this procedure will reverse the ring’s effect, changing it to a ring of berserk strength. This increases Strength and Constitution at a rate of 1 point per ability per turn, to a maximum of 18 each (roll percentile dice for bonus Strength if the wearer is a warrior). However, once 18 is reached in both abilities, the wearer will immediately melee with any opponent he meets, regardless of circumstances. Berserk strength is lost when the ring is removed (by casting a Remove Curse), as are Constitution points gained.

Ring of Wishes, Multiple: This ring contains from 2d4 Wish spells. As with any wish, the DM should be very judicious in handling the request. If players are greedy and grasping, interpret their wording exactly, twist the wording, or simply rule the request is beyond the power of the magic. In any case, the wish is used up, whether or not the wish was granted, and regardless of the DM’s interpretation of the wisher’s request. No wish can cancel the decrees of god-like beings, unless it comes from another such creature.

Ring of Wishes, Three: This ring contains three Wish spells instead of a variable number. It is otherwise the same as a multiple wish ring except that 25% (01-25) of three wish rings contain only Limited Wish spells.

Ring of Wizardry: This ring doubles the number of spells a wizard may prepare each day in one or more spell levels. Only wizards can benefit from a ring of wizardry. Other classes, even those with spell ability, can neither use nor understand the working of such a ring. To determine the properties of a given ring use the table below:

     01-50    
51-75
76-82
83-88
89-92
93-95
96-99
00
doubles 1st-level spells
doubles 2nd-level spells
doubles 3rd-level spells
doubles 1st- and 2nd-level spells
doubles 4th-level spells
doubles 5th-level spells
doubles 1st- through 3rd-level spells
doubles 4th- and 5th-level spells

 

Ring of X-Ray Vision: This ring gives its possessor the ability to see into and through substances that are impenetrable to normal sight. Vision range is 20′, with the viewer seeing as if he were looking at something in normal light. X-ray vision can penetrate 20′ of cloth, wood, or similar animal or vegetable material, and up to 10′ of stone or some metals (some metals can’t be penetrated at all):

Substance Scanned   
Thickness Penetrated per Round of X-Raying Maximum Thickness
Animal matter 4′ 20′
Vegetable matter 2½’ 20′
Stone 1′ 10′
Iron, Steel, etc. 1″ 10″
Lead, Gold, Platinum nil nil

It is possible to scan up to 100 square feet of area during one round. Thus, during one turn, the wearer of the ring could scan an area of stone 10′ wide and 10′ high. Alternatively, he could scan an area 100′ wide and 1′ high.

Secret compartments, drawers, recesses, and doors are 90% likely to be located by Xray vision scanning. Even though this ring enables its wearer to scan secret doors, traps, hidden items, and the like, it also limits his use of the power, for it drains 1 point of Constitution if used more frequently than once every six turns. If it is used three turns in one hour, the user loses 2 points from his total Constitution score, 3 if used four turns, etc.

This Constitution loss is recovered at the rate of 2 points per day of rest. If Constitution reaches 2, the wearer is exhausted and must rest immediately. No activity, not even walking, can be performed until Constitution returns to 3 or better.

Rods

Rods are about three feet long and as thick as your thumb. They are normally found in cases or similar storage places. Rods can be fashioned from metal, wood, ivory, or bone. They can be plain or decorated and carved, tipped or not.

Rods are powered by charges, unless noted otherwise in the description of a particular rod. Each time the rod is used, one or more charge may be expended. Characters do not automatically know the number of charges possessed by an item when it is discovered, although research and spellcasting can reveal this.

A rod can sometimes be recharged according to the rules given for constructing magical items if its charges have not totally been used up. When a rod is drained of all charges, it loses all its magical properties and cannot be recharged ever again.

When discovered, a rod normally contains 41 to 50 (1d10 +40) charges. However, while rods almost never have more charges than this, it is possible to find a rod with significantly fewer charges, particularly if it is captured from an enemy who has previously used the item.

Command Words
(Optional Rule)

A rod is normally activated when the wielder utters a specific command word. This word acts like a trigger, unleashing the power stored within the item. Since control of a rod depends on knowledge of the command word, these are jealously guarded by the owner. An absent-minded wizard can etch the command word on the item or carry it on a piece of paper in his pocket, but this is only rarely done. Most often the character must use spells of the divination school or sages to discover the correct command to activate a rod.

List of Rods

Rod of Absorption: This rod acts as a magnet, drawing magic spells of any nature (priest or wizard) into itself. It then nullifies their effects and stores their potential until the wielder releases this energy in the form of spells of his own casting. The magic absorbed must have been directed at the character possessing the rod. The wielder can instantly detect a spell’s level as the rod absorbs the spell’s energy.

A running total of absorbed (and used) spell levels should be kept. For example, a rod that absorbs a 6th-level spell and a 3rd-level spell has a total of nine absorbed levels. The wielder of the rod can use captured spell energy to cast any spell he has memorized, at a casting time of 1, without loss of spell memory. The only restriction is that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast. Continuing the example above, the rod-wielder could cast a maximum of one 9th-level spell, one 6th-level and one 3rd-level, and so on.

The rod of absorption can never be recharged. It absorbs 50 spell levels and can thereafter only discharge any remaining potential it might have. The wielder will know that the rod’s limit has been reached upon grasping the item. Used charges indicate that it has already absorbed some of its maximum of 50 spell levels and that some of those have been used.

Here is a more specific example: A priest uses a rod of absorption to nullify the effect of a Hold Person spell cast at him by a mage. The rod has now absorbed three spell levels and can absorb 47 more. The cleric can cast any 1st-, 2nd-, or 3rd-level spell he has memorized, without memory loss of that spell, by using the stored potential of the rod. Assume the cleric casts a Hold Person back. This spell is only 2nd-level to him, so the rod still holds one spell level of potential, can absorb 47 more, and has disposed of two charges permanently.

Rod of Alertness: This magical rod is indistinguishable from a footman’s mace +1. It has eight flanges on its mace-like head. The rod bestows +1 to the possessor’s die rolls for being surprised, and in combat the possessor gains -1 on initiative die rolls. If it is grasped firmly, the rod enables the character to detect alignment, evil, good, illusion, invisibility, lie, or magic. The use of these detect powers does not expend any of the charges in the rod.

If the rod of alertness is planted in the ground, and the possessor wills it to alertness, the rod will “sense” any creature within a 120-foot radius, provided the creature intends to harm the possessor. Each of the flanges on the rod’s head then cast a Light spell along one of the main directions (N, NE, E, etc.) out to a 60-foot range. At the same time, the rod creates the effect of a Prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the rod sends forth a mental alert to these friendly creatures, warning them of possible danger from the unfriendly creature(s) within the 120-foot radius.

Lastly, the rod can be used to simulate the casting of an Animate Object spell, utilizing any 16 (or fewer) objects specially designated by the possessor and placed roughly around the perimeter of a 6-foot-radius circle centered on the rod. The selected objects can be 16 shrubs, 16 specially shaped branches, or whatever.

All of the rod’s protective functions require one charge. The Animate Object power require one additional charge, so, if all of the rod’s protective devices are utilized at once, two charges are expended.

The rod can be recharged by a priest of 16th level or higher, as long as at least one charge remains in the rod when the recharging is attempted.

Rod of Beguiling: This rod enables its possessor to radiate an emotional and mental wave of fellow feeling to all creatures with any Intelligence whatsoever (1 or higher Intelligence). The rod causes all such creatures within a 2-foot radius of the device to regard the wielder as their comrade, friend, or mentor (no saving throw).

The beguiled creatures will love and respect the rod wielder. They will listen, trust, and obey him, insofar as communication is possible and instructions given don’t consign the beguiled to needless injury or destruction or go against their nature or alignment. Each charge of the rod beguiles for one tum. It can be recharged.

Rod of Cancellation: This dreaded rod is a bane to all classes, for its touch drains items of all magical properties unless a saving throw versus the cancellation is made. Contact is made by making a normal attack roll in melee combat.

Saving Throw Item
20
19
17
14
13
15
12
3
11 (8)
9 (7)
10
Potion
Scroll
Ring
Rod
Staff
Wand
Miscellaneous magical item
Artifact or relic
Armor or shield (if +5)
Sword (holy sword)
Miscellaneous weapon

* Several small items, such as magical arrows or bolts together in one container, will be drained simultaneously.

To find out if the draining can be prevented, a d20 roll must be made for the target item. If the die roll results in a number equal to or higher than the number listed on the table above, the target is unaffected. If the roll is lower, the item is drained. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are not restorable, even by Wish.

Rod of Flailing: This magical weapon radiates faintly of alteration magic when subjected to a detect magic spell. Upon the command of its possessor, the weapon activates, changing from a normal-seeming rod to a double-headed flail. In close quarters, or if the wielder is mounted, it is the small, horseman’s weapon (base damage 1d4 +1, S-M/L); otherwise, it is a footman’s weapon (base damage 1d6 +1 / 2d4, S-M/L).

In either form, the weapon has a +3 bonus to attack and damage rolls. Each of the weapon’s two heads can be used to attack, so double hits can be scored, either on a single opponent or on two opponents who are man-sized or smaller and standing side by side.

If the holder of the rod expends one charge, he gains +4 bonuses on Armor Class and saving throws for one turn. The rod need not be in weapon-form for this protection benefit to be employed. Transforming it into a weapon (or back into a rod) does not expend any charges.

Rod of Lordly Might: This rod has functions that are spell-like, but it can also be used as magic weapons of various sorts. It also has several more mundane uses. The rod of lordly might ls metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater Strength to wield properly (-1 penalty to attack rolls for each point of Strength below 16).

The spell-like functions of the rod are:

  • Paralyzation upon touch, if the wielder so commands
  • Fear upon all enemies viewing it, if the wielder so desires (6-foot maximum range)
  • Drain 2d4 hit points from a touched opponent and bestow them upon the rod wielder, up to the rod wielder’s normal maximum.

Each such function draws off one charge from the rod. The functions entitle victims to saving throws vs. spell, with the exception of the draining function above – this requires a successful hit during melee combat.

The weapon uses of the rod do not use charges. These are:

  • mace +2
  • sword of flame +1 when button #1 is pushed. A blade springs from the ball; the ball becomes the sword’s hilt. The weapon shortens to an overall length of three feet.
  • battle axe +4 when button #2 is pushed. Again, a blade springs forth at the ball, and the whole lengthens to a length of four feet.
  • spear +3 when button #3 is pushed. The sword blade springs forth, and the handle can be lengthened up to 12 feet, for an overall length of from 6 feet to 15 feet. In 15-foot length, the rod is suitable for use as a lance.

The mundane uses of the rod do not use charges. These are:

  • Climbing pole. When button #4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens 5 to 50 feet in a single round, stopping when button #4 is pushed. Horizontal bars three inches long fold out from the sides, one foot apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds weight. It retracts by pushing button #5.
  • The ladder function can also be used to force open doors. The rod’s base is planted 30 feet or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant Strength.
  • When button #6 is pushed, the rod will indicate magnetic north and give the possessor a knowledge of his approximate depth beneath the surface (or height above it).

The rod of lordly might cannot be recharged. When its charges are exhausted, spell-like functions cease, as do all weapon functions except the mace +2. The rod continues to work in all other ways.

Rod of Passage: This potent item allows its wielder to perform any of the following, one at a time, one per round: Astral TravelDimension Door, Passwall, Phase Door, and Teleport Without Error. It is necessary to expend one charge to activate the rod, but once it is activated the possessor can perform each of the listed functions one time. The rod remains charged for one day, or until each of the five functions is used. None of the functions can be used a second time unless another charge is expended, whereupon all five of the functions again become available.

With respect to Astral Travel, the wielder can elect to use the rod on as many as five creatures (one of which must be the wielder himself). Each creature then takes on astral form and can travel in that form. Any remaining functions of the rod are cancelled by this action. The rod travels into the Astral plane along with the wielder and the other affected creatures, and cannot be used or reactivated until it is returned from the Astral plane.

This five-in-one effect doesn’t work with respect to the rod’s other powers; only Astral Travel can be used more than once per activation, and only in the manner described above.

The rod exudes a magical aura of the alteration and evocation sort. Because the physical bodies of the travelers, and their possessions, are actually empowered to become astral, the recharging of the rod requires a wizard of 20th-level or higher.

Rod of Resurrection: This rod enables a cleric to resurrect the dead – even elven, dwarven, gnome, or halfling – as if he were of high enough level to cast the Resurrection spell. No rest is required, as the rod bestows the life giving effects. The rod can be used once per day. The number of charges used to resurrect a character depends on class and race. Total the number of charges indicated for the character’s class and race:

Class Charges Race Charges
Cleric
Druid
Fighter
Paladin
Ranger
Mage
Illusionist
Thief
Bard
1
2
2
1
2
3
3
3
2
Dwarf
Elf
Gnome
Half-elf
Halfling
Human

3
4
3
2
2
1

Multi-classed characters use the least favorable category. The rod cannot be recharged.

Rod of Rulership: The individual who possesses this magic rod is able to command the obedience and fealty of creatures within 120 feet when he or she activates the device. From 200 to 500 Hit Dice (or levels of experience) can be ruled, but creatures with 15 or greater Intelligence and 12 or more Hit Dice/levels are entitled to a saving throw vs. spell. Ruled creatures will obey the wielder of the rod of rulership as if he or she were their absolute sovereign. Still, if the wielder gives a command that is absolutely contrary to the nature of the creatures commanded, the magic will be broken. The rod has a casting time of 5. Each charge lasts for one turn. The rod cannot be recharged.

Rod of Security: Each time a charge is expended, this item creates a non-dimensional space, a “pocket paradise.” There the rod’s possessor and as many as 199 other creatures can stay in complete safety for a period of time, the maximum being 200 days divided by the number of creatures affected. Thus, one creature (the rod’s possessor) can stay for 200 days; four creatures can stay for 50 days; a group of 60 creatures can stay for three days. All fractions are rounded down, so that a group numbering between 101 and 200 inclusive can stay for one day only.

In this “paradise” creatures don’t age (except from magical causes such as the casting of a Wish spell), and natural healing and curing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved, so that protection from the elements is not necessary.

Activation of the rod causes the wielder and as many creatures as were touched with the item at the time of use to be transported instantaneously to the paradise. (Members of large groups can hold hands or otherwise touch each other, allowing all to be “touched” by the rod at once.)

When the rod’s effect is cancelled or expires, all of the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for “re-entry.”

The rod can be recharged by the joint efforts of a priest of 16th or higher level and a wizard of 18th or higher level.

Rod of Smiting: This rod is a +3 magical weapon that inflicts 1d8 +3 points of damage. Against golems, the rod causes 2d8 +6 points of damage, and any score of 20 or better completely destroys the golem. Any hit upon a golem drains one charge.

The rod causes normal damage (1d8 +3) versus creatures of the outer planes. Any score of 20 or better draws off one charge and causes triple damage: (1d8 +3) x 3. The rod cannot be recharged.

Rod of Splendor: The possessor of this rod is automatically and continually bestowed with a Charisma of 18 for as long as the item is held or carried. Whatever garments the possessor wears (including armor) appear to be of the finest quality and condition, although no special magical benefit (such as a change in Armor Class) is enjoyed.

If the possessor already has a Charisma score of 18 or greater, the rod does not further enhance this attribute. When the possessor expends one charge, the rod actually creates and garbs him in clothing of the finest fabrics, plus adornments of furs and jewels.

Apparel created by the magic of the rod remains in existence unless the possessor attempts to sell any part of it, or if any of the garb is forcibly taken from him. In either of these cases, all of the apparel immediately disappears. The garments may be freely given to other characters or creatures, however, and will remain whole and sound afterward. Characters bedecked in a magically created outfit can’t replace or add garments by expending another charge – if the possessor tries this, the charge is simply wasted.

The value of any noble garb created by the wand will be from 7,000 to 10,000 gp (1d4 +6). The fabric will be worth 1,000 gp, furs 5,000 gp, and jewel trim from 1,000 to 4,000 gp (i.e., 10 gems of 100 gp value each, 10 gems of 200 gp value each or 20 gems of 100 gp value, and so forth).

The second special power of the rod, also requiring one charge to bring about, is the creation of a palatial tent – a huge pavilion of silk encompassing between 1,500 and 3,000 square feet. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and in sufficient supply to entertain as many as 100 persons.

The tent and its trappings will last for one day. At the end of that time, the pavilion may be maintained by expending another charge. If the extra charge isn’t spent, the tent and all objects associated with it (including any items that were taken out of the tent) disappear. This rod cannot be recharged.

Rod of Terror: This rod is a +2 magical weapon capable of inflicting 1d6 +3 points of damage per hit. Furthermore, the wielder can expend a charge to envelop himself in a terrifying aura. His clothes and appearance are transformed into an illusion of darkest horror, such that all within 30 feet who view him must roll successful saving throws vs. rods or be struck motionless with terror. Those who succeed on their save suffer a -1 penalty to their morales and must make immediate morale checks. However, each time the rod is used, there is a 20% chance the wielder will permanently lose 1 point from his Charisma score.

Staves

Staves are about 5 feet or 6 feet long and as thick as a young sapling – about an inch and a half at the base, tapering to an inch at the tip, although they can be of nearly equal diameter throughout. Staves are typically fashioned of wood, often carved, usually metal bound, and likely to be gnady and twisted. They can be unusual or appear to be ordinary.

Staves, like wands and rods, are powered by charges. A stave typically has 1d6 +19 charges when found. Again, it is possible for a stave to have fewer charges, although almost none have more than this number. Some staves can be recharged according to the roles for making magical items. Once all the charges are used, the stave is rendered non-magical and cannot be recharged.

Unless inapplicable or otherwise specified, staves function at the 8th level of magic use. Their spell discharge is that of an 8th-level wizard with respect to range, duration, area of effect.

Damage is nominally 8d6 with respect to fireballs, lightning bolts, etc.

Command Words
(Optional Rule)

If the DM desires, unleashing the power of a stave can require a specific command word or phrase that must be discovered or researched separately from the item itself. This command can be as simple as a single word (“Heal”) or could be as complicated as a rhyming phrase that must be adjusted to fit the circumstances (“I touch this elf; restore his health,” or “In this moment of great toil, I command thee, staff – uncoil!”). Since command words are the key to great power, wise owners will memorize them and destroy all other evidence. Indeed, knowledge of command words can be used as a bargaining point in surrender negotiations

List of Staves

Staff-Mace: This clerical weapon appears to be a normal wooden staff of the type used when trekking in the wilderness. This item is typically made of bronzewood, reinforced by heavy bands and tips of iron. It gives off a very faint aura of alteration magic. Upon command, the staff-mace takes on one of three forms, as desired by the possessor:

Quarterstaff: quarterstaff +3, iron-shod
Great Mace: footman’s mace +1, iron
Mace: horseman’s mace +2, iron

Staff-Spear: When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration. Upon proper command, a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff. Upon a second command, the length of the weapon will elongate to a full 12 feet, and the third command will recall it to its original form. The powers and value of each staff-spear are determined randomly when the item is first employed:

D20 Roll To Hit & Damage* XP Value
1-6
7-10
11-13
14-16
17-19
20
+1
+2
+3
+4
+5
+3
1,000
1,500
2,000
2,500
3,000
3,500

* Does damage as ranseur (2d4), but still acts as a spear if used to thrust or when set to receive a charge.

Staff of Command: This device has three functions, only two of which will be effective if the wielder is a wizard; all three work when the staff is in a priest’s hands. The three functions are:

Human influence: This power duplicates that of the ring of the same name. Each suggestion or charm draws one charge from the staff.

Mammal control/animal control: This power functions only as mammal control (as the ring of that name) when the staff is used by a wizard. In the hands of a priest it is a staff of animal control (as the potion of that name, all types of animals listed). Either use drains one charge per turn or fraction thereof.

Plant control: This function duplicates that of the potion of the same name, but for each 10-square-foot area of plants controlled for one tum or less, one charge is used. A wizard cannot control plants at all.

The staff can be recharged.

Staff of Curing: This device can Cure Disease, Cure BlindnessCure Wounds (3d6 +3 hit points), or cure insanity. Each function drains one charge. The device can be used once per day on any person (dwarf, elf, gnome, half-elf, halfling included), and no function may be employed more than twice per day (i.e., the staff can function only eight times during a 24-hour period). It can be recharged.

Staff of the Magi: This potent staff contains many spell powers and other functions. Some of its powers drain charges; others don’t. The following powers do not drain charges:

The following powers drain one charge per usage:

These powers drain two charges per usage:

* The whirlwind is identical to that caused by a djinni.
** The staff can be used to conjure one elemental of each type per day, each having 16 Hit Dice.
*** Telekinesis is at 8th level also (i.e., 200 pounds maximum weight).

The staff of the magi adds a +2 bonus to all saving throw rolls vs. spell. It can be used to absorb wizard spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit, it will explode as if a “retributive strike” (see below) had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Note also that the wielder has no idea how many spell levels are cast at him, for the staff does not communicate this knowledge as a rod of absorption does. Absorbing spells is risky, but absorption is the only way this staff can be recharged.

Retributive strike is a breaking of the staff. It must be purposeful and declared by the wizard wielding it. When this is done all levels of spell energy in the staff are released in a globe of 30-foot radius. All creatures within 10 feet of the broken staff suffer hit points of damage equal to eight times the number of spell levels of energy in the rod (1 to 25), those between 10 feet-20 feet take 6 x levels, and those 20 feet-30 feet distant take 4 x levels. Successful saving throws versus magic indicate only one-half damage is sustained.

The wizard breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy totally destroys him. This staff and the staff of power are the only magical items capable of a retributive strike.

Staff of Power: The staff of power is a very potent magical item, with offensive and defensive abilities. The powers below cost one charge each:

The following powers drain two charges each:

* 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 random die roll.

The wielder of a staff of power gains a +2 bonus Armor Class and saving throws. He may use the staff to smite opponents. It strikes as a +2 magical weapon and inflicts 1d6 +2 points of damage; if one charge is expended, the staff causes double damage, but two charges do not cause triple damage.

A staff of power can be broken for a retributive strike (see staff of the magi). The staff can be recharged.

Staff of the Serpent: There are two varieties of this staff – the “python” and the “adder.”

The python strikes as a +2 magical weapon and inflicts 1d6 +2 points of damage when it hits. If the priest throws the staff to the ground, it grows from its 6-foot length, becoming a constrictor snake, 25 feet long (AC 3, 49 hit points, movement rate of 9). This happens in one round. The snake will entwine if it scores a hit, the opponent being constricted for 2d4 +2 points of damage per round. The victim will remain trapped by the python until he dies or the creature is destroyed. Note that the python will return to its owner upon command. If it is destroyed while in snake form, the staff is destroyed.

The adder strikes as a +1 magical weapon and does 2d2 points of damage when it hits. Upon command the head of the staff becomes that of an actual serpent (AC 5, 20 hit points). This head remains for one full turn. When a hit is scored, damage is not increased, but the victim must roll a successful saving throw vs. poison (strength E) or be slain. Only evil priests will employ an adder staff. If the snake head is killed, the staff is destroyed.

Neither staff has nor requires charges. Most of these staves – 60% – are pythons.

Staff of Slinging: This magical quarterstaff appears to be a +1 weapon unless it is grasped by a druid, whereupon its power of slinging becomes evident. This power, which can be employed only by a druid, is activated when one end of the staff is touched to a heavy object of roughly spherical shape (a stone, metal ball, pottery crock, etc.) of up to nine inches in diameter and five 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 toward 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 one 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 latter case, reverse the arcing ratio so that one 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, 3d10 points of damage per hit). Whether used as a magical quarterstaff or by employing one of its slinging powers, the staff bestows +1 to the wielder’s attack roll and +1 per die to damage dealt out. The weapon may be recharged by a druid of 12th or higher level.

Staff of Striking: This oaken staff is the equivalent of a +3 magical weapon. (If the weapon vs. armor type adjustment is used, the staff of striking is treated as the most favorable weapon type vs. any armor.) It causes 1d6 +3 points of damage when a hit is scored. This expends a charge. If two charges are expended, bonus damage is doubled (1d6 +6); if three charges are expended, bonus damage is tripled (1d6 +9). No more than three charges can be expended per strike. The staff can be recharged.

Staff of Swarming Insects: A staff of this sort is typically short and thick. When initially obtained or encountered, much of its length is covered with finely done carvings depicting winged biting and stinging insects (bees, deerflies, horseflies, wasps, and the like). Any priest character (cleric, druid, shaman, witch doctor, etc.) holding it can command the staff to create a swarm of such insects, at the same time expending one of the staff’s charges.

Range is 60 feet +10 feet per level of the user. The number of insects produced is 60 plus 10 per level. Every 10 insects will inflict 1 point of damage upon the target victim, regardless of Armor Class, unless the victim is protected by a force field, engulfed in flames, etc. Note, however, that the insects will not affect creatures larger than man-sized with a natural Armor Class of 5 or better.

When a vulnerable target is attacked by the swarm of flying insects, the creature will be unable to do anything other than attempt to dislodge and kill the things. The insect attack lasts for one round. Each time the staff is employed, one of the insect-shapes carved into its wooden surface will disappear, so it is easy to determine how many charges are left in the staff. Unlike others of its ilk, a staff of this sort can have as many as 50 initial charges. However, it cannot be recharged.

Staff of Thunder & Lightning: Casual examination of this stout quarterstaff will show it to be exceptional, and if it is magically examined, it will radiate an aura of alteration magic. Constructed of wood (ash, oak, bronzewood, or the like) and bound with iron set with silver rivets, it has the properties of a +2 magical weapon without any expenditure of its magical charges. Its other magical properties are as follows:

Thunder: The staff strikes as a +3 weapon, and unless the opponent struck saves successfully vs. rods, staves, and wands, he will be stunned from the noise of the staff’s impact – unable to take any further action in the round struck, and automatically having last initiative in the following round. This power requires the expenditure of one charge.

Lightning: A short spark of electricity leaps forth when the opponent is struck, causing normal staff damage, plus 2d6 additional points of damage from shock. Note that the staff might not score a hit, but the electrical discharge discounts any form of metal armor (making the target effectively AC 10 for this purpose), so only such damage might apply. This power requires the expenditure of one charge.

Thunderclap: The staff sends forth a cone of deafening noise, 5 feet wide at the apex, 40 feet long, and 20 feet wide at a point farthest from the source. All creatures within this cone, wholly or partially, must roll a successful saving throw vs. rods, staves, and wands or be stunned for 1d2 rounds (unable to attack during this time) and unable to hear for 1d2 additional rounds. Those who save are unable to hear for 1d4 rounds, but suffer no loss of attacks. This function requires the expenditure of two charges.

Lightning Stroke: A bolt similar to that from a wand of lightning is generated, but it is of 8d6 strength, causing 16-48 points of damage (rolls of 1 are counted as 2) to those who fail a saving throw. The stroke can be single or forked. This function of the staff uses two charges.

Thunder & Lightning: This power combines the thunderclap, described above, with a forked lightning bolt as in the lightning stroke. Damage from the lightning is a total of 8d6 with rolls of 1 or 2 counted as rolls of 3, for a range of 24-48 points. A saving throw applies, with deafness and half damage suffered by those who are successful. This power requires the expenditure of four charges.

The casting time required for any function is equal to the number of charges expended; thus, the thunder & lightning function costs four charges and has an initiative modifier of +4.

Staff of Withering: The staff of withering is a +1 magical weapon. A hit from it causes 1d4 +1 points of damage. If two charges are expended when a hit is scored, the creature struck also ages 10 years, its abilities and lifespan adjusted for the resulting age increase. If three charges are expended when a hit is made, one of the opponent creature’s limbs can be made to shrivel and become useless unless it successfully saves vs. spell (check by random number generation for which limb is struck).

Ageless creatures (undead, demons, devils, etc.) cannot be aged or withered. Each effect of the staff is cumulative, so that three charges will score damage, age, and wither. Aging a dwarf is of little effect, while aging a dragon could actually aid the creature.

Staff of the Woodlands: This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:

* This function duplicates the ability of a treant to cause a large tree to move at a movement rate of 3 and attack as if it were a largest-sized treant, and in all other respects becoming a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function.

In addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day: The +4 staff has no additional powers; the +3 staff also confers the power of Pass Without Trace; the +2 staff confers the powers of Pass Without Trace and Barkskin; the +1 staff confers the powers of the +2 staff plus the power of the Tree spell. To determine which sort of staff has been discovered, assign even chances for each of the four types.

Wands

Wands are 1¼ feet long and slender. They are made of ivory, bone, or wood and are usually tipped with something – metal, crystal, stone, etc. They are fragile and tend to break easily. Because of this, they are often kept in cases.

Wands perform at 6th level of experience with respect to the damage they cause, range, duration, area of effect, etc., unless otherwise stated.

At the DMs option, 1% of all wands can be trapped to backfire.

Wands are powered by charges, each use costing one or more charges (depending on the item). When discovered, a wand typically contains 1d20 +80 charges. Captured wands taken from a defeated foe often have many fewer charges. Wands never have a greater number of charges than those listed. Most wands can be recharged according to the rules for making magical items.

When a wand runs out of charges, it can no longer be recharged. Furthermore, the DM can rule that the wand immediately crumbles into useless dust (settling the issue) or is now a useless, non-magical stick.

Command Words
(Optional Rule)

Like rods and staves, wands can require the utterance of a command word (or phrase) to operate, and like these other items, the key is seldom found in the lock. The DM can rule that the command word is etched in magical writing on the wand (requiring a read magic to translate) or he can make the characters resort to such methods as commune spells and expensive sages. If you choose not to use this option, ignore references to command words in the item descriptions below – all items simply work.

List of Wands

Wand of Conjuration: Grasping this device enables a wizard to recognize any cast or written conjuration/summoning spell (Unseen Servant, Monster Summoning, Conjure Elemental, Death Spell, Invisible StalkerLimited Wish, Symbol, Maze, Gate, Prismatic Sphere, Wish). The wand also has the following powers, which require expenditure of one charge each:

* A maximum of six charges may be expended, one per level of the monster summoning, or six Monster Summoning I, three Monster Summoning II, two Monster Summoning III, or any combination totaling six. The wizard must be of a sufficient experience level to cast the appropriate summoning spell.

The wand of conjuration can also conjure up a curtain of blackness – a veil of total black that absorbs all light. The curtain of blackness can cover a maximum area of 600 square feet (60′ x 10′, 40′ x 15′, 30′ x 20′), but it must stretch from ceiling to floor, wall to wall. The curtain takes two charges to conjure. The veil of total lightlessness can be penetrated only by physical means or magic.

The wand also enables its wielder to construct a Prismatic Sphere (or Prismatic Wall), one color at a time, red to violet, at a cost of one charge per color.

Each function of the wand has an initiative modifier of +5, and only one function per round is possible. The wand may be recharged.

Wand of Earth and Stone: A wand of this sort is typically short and tipped with some form of mineral. It is imbued with the following powers:

Dig
Passwall
Move Earth 
½ charge/use
one charge/use
two charges/use

In addition, 50% of all such wands have the following powers:

Transmute Mud to Rock
Transmute Rock to Mud
     one charge/use
     one charge/use

Wand of Enemy Detection: This wand pulses in the wielder’s hand and points in the direction of any creature(s) hostile to the bearer of the device. The creature(s) can be invisible, ethereal, astral, out of phase, hidden, disguised, or in plain sight. Detection range is a 60′ sphere. The function requires one charge to operate for one turn. The wand can be recharged.

Wand of Fear: When the fear wand is activated, a pale amber ray springs from the tip of the wand, a cone 60′ long by 20′ in base diameter, which flashes on and instantly disappears. Each creature touched by the ray must roll a successful saving throw vs. wand or react as per the Fear spell (1st-level priest spell, Remove Fear reversal). In other words, creatures affected by the wand turn and move at fastest possible speed away from the wielder for six rounds. Each use costs one charge. It can operate just once per round. The wand can be recharged.

Wand of Fire: This wand can function like the following wizard spells:

  • Burning Hands: The wand emits a fan-shaped sheet of fire 10′ wide at its end and 12′ long. Each creature touched suffers six points of damage. The sheet of fire appears instantly, shoots forth dark red flames, and snuffs out in less than one second. It expends one charge.
  • Pyrotechnics: This function duplicates the spell of the same name. It has an initiative modifier of +2 and expends one charge.
  • Fireball: The wand coughs forth a pea-sized sphere that streaks out to the desired range (to a maximum of 160′) and bursts in a fiery, violet-red blast, just like the Fireball spell. The initiative modifier is +2, and this expends two charges. The fireball inflicts 6d6 points of damage, but all 1s rolled are counted as 2s (i.e., the burst causes 12-36 points). A saving throw vs. wand is applicable.
  • Wall of Fire: The wand can be used to draw a fiery curtain of purplish-red flames 1,200 feet square (10′ x 120′, 20′ x 60′, 30′ x 40′, etc.). The flames last for six rounds and cause 2d6 +6 points damage if touched (2d4 points if within 10′ of the fire, 1d4 if within 20′). The flames can also be shaped into a ring around the wand user (but the circle is 25′ in diameter). The initiative modifier is +3, and its use expends two charges.

The wand of fire can operate just once per round. It can be recharged.

Wand of Flame Extinguishing: This sort of wand has three separate functions:

Non-magical fires of normal size can be extinguished without using any charges. Normal size includes anything up to the size of a bonfire or a fire in a regular fireplace – equal to four to six billets of wood burning hotly.

To extinguish large, non-magical fires, flaming oil in quantity equal to a gallon or more, the fire produced by a demon or devil, a flame tongue sword, or a Burning Hands spell, one charge is expended from the wand. Continual magical flames, such as those of a sword or a creature able to ignite, will be extinguished for six rounds and will flare up again after that time.

When applied to large magical fires such as from Fireball, Flame Strike, or Wall of Fire spells, two charges are expended from the wand as the flames are extinguished.

If the device is used upon a creature composed of flame (a fire elemental, for instance), a successful attack roll inflicts 6d6 points of damage upon the creature.

Wand of frost: A frost wand can perform three functions that duplicate wizard spells:

  • Ice Storm: A silvery ray springs forth from the wand and an ice (or sleet) storm occurs up to 60′ away from the wand holder. This function requires one charge.
  • Wall of Ice: The silvery ray forms a wall of ice, six inches thick, covering a 600-square-foot area (10′ x 60′, 20′ x 30′, etc.). Its initiative modifier is +2, and it uses one charge.
  • Cone of Cold: White crystalline motes spray forth from the wand in a cone with a 60′ length and a terminal diameter of 20′. The initiative modifier is +2, and the effect lasts just one second. The temperature is -100 F., and damage is 6d6, treating all 1s rolled as 2s (6d6, 12-36). The cost is two charges per use. Saving throw vs. wands is applicable.

The wand can function once per round, and may be recharged.

Wand of illumination: This wand has four separate functions, three of which approximate wizard spells, and one of which is unique:

  • Dancing Lights: The wand produces this effect at a cost of one charge.
  • Light: The illumination wand sends forth light at an expenditure of one charge.
  • Continual Light: This function requires two charges.
  • Sunburst: When this effect is called forth, the wand delivers a sudden flash of brilliant, greenish-white light, with blazing golden rays. The range of this sunburst is 120′ maximum, and its duration is 1/10 of a second. Its area of effect is a globe of 40′ diameter. Any undead within this globe suffer 6d6 points of damage, with no saving throw. Creatures within or facing the burst must roll successful saving throws vs. wands or be blinded for one round and be unable to do anything during that period. (Of course, the creatures in question must have sight organs sensitive to the visible light spectrum). The function requires three charges.

The wand can be recharged.

Wand of Illusion: This wand creates audible and visual illusions (see Audible Glamer, Phantasmal Force). The wand emits an invisible ray, with a 140′ maximum range. The effect has an initiative modifier of +3. The wand wielder must concentrate on the illusion in order to maintain it – he may move normally but can’t melee during this time. Each portion, audible and visual, costs one charge to effect and one per round to continue. The wand may be recharged.

Wand of Lightning: This wand has two functions that closely resemble wizard spells:

  • Shock: This does 1-10 hit points of damage to a target struck in melee combat, with no saving throw. Characters wearing metal armor and/or shields are treated as Armor Class 10. Plain leather and wood work normally. Magic bonuses on metal armor do not affect Armor Class, but a ring of protection does. The shock uses one charge.
  • Lightning Bolt: The possessor of the wand can discharge a bolt of lightning. The stroke can be either a forked or straight bolt (see wizard spell, Lightning Bolt). Damage is 12-36 (6d6, treating 1s as 2s), but a saving throw is applicable. This function uses two charges and has an initiative modifier of +2.

The wand may be recharged. It can perform only one function per round.

Wand of Magic Detection: This wand is similar in operation to the enemy detection wand. If any form of magic is in operation, or a magical item exists within a 30′ radius, the magic detection wand will pulse and point to the strongest source. Note that the wand will point to a person upon whom a spell has been cast.

Operation requires one round, and successive rounds will point out successively less powerful magical radiations. The school of magic (abjuration, alteration, etc.) can be determined if one round ls spent concentrating on the subject emanation. One charge is expended per turn (or fraction thereof) of use. Starting with the second round of continuous use, there is a 2% cumulative chance per round that the wand will temporarily malfunction and indicate non-magical items as magical, or vice-verse. The wand may be recharged.

Wand of Magic Missiles: This wand discharges Magic Missiles similar to those of the 1st-level wizard spell of the same name. The missile causes 1d4 +1 points of damage. It always hits its target when the wand is wielded by a wizard, otherwise an attack roll is required. The wand has an initiative modifier of +3, and each missile costs one charge. A maximum of two may be expended in one round. The wand may be recharged.

Wand of Metal and Mineral Detection: This wand has a 30′ radius range. It pulses in the wielder’s hand and points to the largest mass of metal within its effective area of operation. However, the wielder can concentrate on a specific metal or mineral (gold, platinum, quartz, beryl, diamond, corundum, etc.). If the specific mineral is within range, the wand will point to any and all places it is located, and the wand possessor will know the approximate quantity as well. Each operation requires one round. Each charge powers the wand for two full turns. The wand may be recharged.

Wand of Negation: This device negates the spell or spell-like function(s) of rods, staves, wands, and other magical items. The individual with the negation wand points the device, and a pale gray beam shoots forth to touch the target device or individual. This totally negates any wand function, and makes any other spell or spell-like function from a device 75% likely to be negated, regardless of the level or power of the spell. The wand can function once per round, and each negation drains one charge. The wand cannot be recharged.

Wand of Paralyzation: This wand shoots forth a thin ray of bluish color to a maximum range of 60′. Any creature touched by the ray must roll a successful saving throw vs. wands or be rendered rigidly immobile for 5d4 rounds. A save indicates the ray missed, and there is no effect. As soon as the ray touches one creature, it stops – the wand can attack only one target per round. The wand has an initiative modifier of +3, and each use costs one charge. The wand may operate once per round. It may be recharged.

Wand of Polymorphing: This wand emits a thin, green beam that darts forth to a maximum distance of 60′. Any creature touched by this beam must make a saving throw vs. wands (success indicating a miss) or be polymorphed (as the Polymorph Other spell). The wielder may opt to turn the victim into a snail, frog, insect, etc., as long as the result is a small and inoffensive creature.

The possessor of the wand may elect to touch a creature with the device instead. Unwilling creatures must be hit and are also entitled to a saving throw. If the touch is successful, the recipient is surrounded by dancing motes of sparkling emerald light, and then transforms into whatever creature-shape the wand wielder wants. This is the same magical effect as the Polymorph Self spell.

Either function has an initiative modifier of +3. Each draws one charge. Only one function per round is possible. The wand may be recharged.

Wand of Secret Door and Trap Location: This wand has an effective radius of 15′ for secret door location, 30′ for trap location. When the wand is energized it will pulse in the wielder’s hand and point to all secret doors or traps within range. Note that it locates either doors or traps, not both during one operation. It requires one round to function and draws one charge. The wand may be recharged.

Wand of Size Alteration: A wand of this sort enables the wielder to cause any single creature of virtually any size to enlarge or diminish. Either effect causes a 50% change in size.

Relative Strength and power increases or decreases proportionally, providing the weaponry employed is proportionate or usable. For humanoid creatures enlarged, Strength is roughly proportional to that of a giant of corresponding size. For example, a humanoid enlarged to 9′ tall is roughly equivalent to a hill giant (19 Strength), a 13′ tall humanoid equals a fire giant (22 Strength).

The wand’s power has a range of 10′. The target creature and all it is wearing or carrying are affected unless a saving throw succeeds. Note that a willing target need not make a saving throw.

The effect of the wand can be removed by a Dispel Magic spell, but if this is done, the target must roll a system shock check. It can also be countered if the possessor of the wand wills the effect to be cancelled before the duration of the effect expires. Each usage of the wand (but not the cancellation of an effect) expends one charge. It can be recharged by a wizard of 12th or higher level.

Wand of Wonder: The wand of wonder is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. The usual effects are shown on the table below, but you may alter these for any or all of these wands in your campaign as you see fit. Possible functions of the wand include:

   D100 Roll  
Effect
01-10 Slow creature pointed at for one turn
11-18 Deludes wielder for one round into believing the wand functions as indicated by a second die roll
19-25 Gust of Wind, double force of spell
26-30 Stinking Cloud at 30′ range
31-33 Heavy rain falls for one round in 60′ radius of wand wielder
34-36 Summon rhino (1-25), elephant (26-50), or mouse (51-00)
37-46 Lightning Bolt (70′ x 5′) as wand
47-49 Stream of 600 large butterflies pour forth and flutter around for two rounds, blinding everyone (including wielder)
50-53 Enlarge target if within 60′ of wand
54-58 Darkness in a 30′ diameter hemisphere at 30′ center distance 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 non-living 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 1/12 height
70-79 Fireball as wand
80-84 Invisibility covers wand wielder
85-87 Leaves grow from target if within 60′ of wand
88-90 10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path – roll 5d4 for number of hits
91-97 Shimmering colors dance and play over a 40′ x 30′ area in front of wand – creatures therein blinded for 1d6 rounds
98-00 Flesh to Stone (or reverse if target is stone) if target is within 60′

The wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.