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"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys above. She called her Provider's name, and all could feel the power she commanded. [name3] summoned his wards, but all that watched knew his efforts were in vain. The next name she offered was his, and the misery of [name3] was legend."

translated from Dekàlan fragment found in ruins of Ilduùn

Book of Spells & Magic - Magical Items

Other

Ebon Talisman. A netsuke-like figurine carved from black hardwood that appears to be an ugly crouching man holding largish hands over his ears.  The face of the figure is very distorted with an overly large opened mouth showing sharpened teeth and a long hanging tongue.  Such figurines are sometimes found in the Shar, but are almost never found north of Panath.  In the Shar these are mystical objects used either to channel forest spirits.  Each talisman is created by a shaman with the help of a (usually minor) local spirit.  Not until the talisman is completed and the spirit is able to manifest within this new vessel does the shaman know whether the spirit is malevolent, or not.  Malevolent talismans are discarded.  It is tradition in the forests of the Shar to never pick-up a discarded talisman; in the unlikely event that one is uncovered.  The practice of making spirit talismans is an ancient one.  D&D:  Spirit talismans can be useful to shamans, but few others. (O-2, 3)

Harp of Calyra. Most renown for the Devastation of Dun Ngur, the Harp of Calyra is a musical instrument with a long and involved history.  Standing nearly six feet tall and weighing over 300 pounds, the harp was not designed to travel, but travel it has.  Most famously, the harp was played by the Solari composer Oberyl.  Following an argument with his henchman Ilsôryl, the mortal protege severed all 84 strings of the great instrument.  Angered by this, and having finished his work, Oberyl forever abandoned his servant in mortal Dream. The destruction of the harp, and the cessation of the enchanting music killed most that lived on the floating isle, which over time had grown accustomed and eventually dependant on its music.  Specific powers of the harp are lost to the annals of antiquity.  D&D:  If a string is mended and struck (within Dream) the magical energy released forces a Wild [magic] Mishap check (see Table X-3, WSpp61,62).

Jade Serpent of Koròdul. A beautifully crafted jade mosaic serpent with onyx eyes.  The jade serpent was uncovered near a Suluthu shrine east of Alèlim in 430 DR but is of unknown origin or manufacture.  The item was found by grave robbers who were unable to find the graves when they returned to the area to find more treasure.  The serpent was originally sold in Alèlim to a Gnorm collector named Aghma Morymra.  The statuette was still inventoried with Morymra's belongings shortly before his disappearance circa 472 DR.  It has not been reported since.  D&D:  When thrown to natural ground, the statuette transforms into a giant snake (see MMp201, Snake, Giant Constrictor, but with +10 natural bonus to AC) which cannot be controlled.  The caster must touch its tail (AC 15, it tries to keep its tail away from the caller) to return it to statuette form (see Touch Attack, PHBp282) during which time the snake might attack the caller. (3 lb)

Rung of Andjar Belor.  A two-handed rod of varying material that is ornately carved.  Careful examination of the rod(s) reveals a cap on one end with a button that can be depressed.  When the button is pushed the rod becomes immovable until the button is pressed again (see below).  Grooves worn along the rod's 2 foot length indicate prior use for heavy lifting, hauling or pulleying.  The contemporary creators of these rods base their design on the works of the great Capharan artificer Andjar Belor, who created the first of these rungs about 4/1620 ER to aid his king's armies with their plans of siege.  History fails to recount which battle the rungs first were used in or how many were made for the task.  Possible uses for a rung might include tethering horses, setting a trip line, or mooring a (small?) ship.  In Orid 652 DR, one of these rods was discovered within the hoard of an Evalshat wyvern.  D&D:  Similar to the Immovable Rod (see DMGp196), this item has no known limit to the amount of weight or force it can support (though this probably is relative to the material from which it was fashioned (rungs of bone, ivory, and metal are known).  Interestingly, the rod may only be moved (un-clicked) by the same person (or hand) that clicked/set it.  Otherwise, a temporary disspelling of magic (a Knock spell might also work) is required to reset the rung to an 'off' state.  When activated the rod draws upon large amounts of ambient magic, which is immediately apparent to all creatures and detections that are sensitive to such 'disruptions'. (2 lb)


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Magical Items

The Magical Items section outlines the powers and history of individual artifacts by category:

Armors
Books
Cloaks
Clothing
Jewelry
Oils
Other
Places
Potions
Rings
Rods
Scrolls
Shields
Staves
Swords
Wands
Weapons

Ref. TG (Touched by the Gods), © Atlas Games; DL (Dragon Lords of Melníboné), © Chaosium; S&S (Spells & Spellcraft), © Fantasy Flight Games; MC:A (Master Class; Assassin's Handbook), MC:S (Master Class: Shaman's Handbook), © Green Ronin Publishing; KKP (Kingdoms of Kalamar: Player's Guide), KVH (Kingdoms of Kalamar: Villain Design Handbook), © Kenzer & Co.; EM (The Book of Eldritch Magic), © Malhavoc Press; WS (Wild Spellcraft), © Natural D20 Press; D&D (The Divine & The Defeated), R&R (Relics & Rituals), © Sword & Sorcery Studios; PHB (Player's Handbook), DF (Defenders of the Faith), Drag (Dragon Magazine), FR (Forgotten Realms Campaign Setting), MF (Magic of Faerun), MW (Masters of the Wild), SS (Song & Silence), TB (Tome & Blood), © Wizards of the Coast