"...[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
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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
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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 |