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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

Wands

Wand of the Fiery Circle. (The Zyrrn Wand)  A short pale polished wood wand with three runes at one end, with other end worn from handling.  The symbls are Zyrrn runes meaning, "fire", "magic", and "circle".  The wand was crafted from the wood of a tree that grew on a mountain's north-slope from the grave of a woman burned at the stake (103 DR).  The wand is powered by the soul of the woman from whose body the tree had grown.  With each use of the wand, another part of the woman's soul is burned away forever.  Use of the wand is not considered evil in most cultures, unless the source of the wand's power is known. Artullyr Daszar fashioned many wands in the region before his death in 140 DR.  The adventuring mage Narras (of Panath) purchased the wand from Artullyr and carried it to Candlan where he was killed in the western hills.  The wand laid amogn the bones of the doomed party for 45 years, until it was found by Anyzzel, a sorceress of Candal.  Anyzzel used the wand for many years, finally granting it to her student Lysseah Zeelara.  Lyseeah, a promising apprentice undertook the studies of Or Dnur following the mysterious dissapearance of her teacher.  Lysseah eventually encountered the Book of Faces and was trapped until 652 DR when she was released by Alcerra Nadrelan and killed by Mishara Silverpoint.  D&D: The wand requires a command word to activate (Kelferid, the name of Artullyr's cat familiar).  When used, the runes at the wand's end glow briefly and a ray of ghostly light emits from the runed end.  The wand fires like a ray (see Ray, PHBp149), but misses require Deviation determination (DMGp68).  Where the ray strikes a circle of white flame erupts from the ground into empty space.  If anything occupies the space (i.e. wall, objects, etc.) the charge is expended but there is no effect.  The ring of fire encircles one hex with flames that rise 5 to 6 ft.  A victim trapped within the fiery circle suffers 2d4 damage a round, or 3d6 damage if they try and pass through the flames (ending the effect).  Uncrossed flames last 1d6+4 rounds. (* lb) (O-17)


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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