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Encyclopedia MagicaT"' Accessory Credits Design: It is impossible to list all of the creators of the items cataloged in these volumes, but credit goes to everyone who has created a magic item in a module, boxed set, accessory, hardbound, or magazine article published in the last 20 years. Compilation and Development: slade Development and Editing: Doug Stewart Project Coordination: Steve Winter Interior Black and White Art: Arnie Swekel Interior Color Art: , Jeff Easley, Fred Fields, Paul Jaquays, John & Laura Lakey, and Robb Ruppel Art Coordination: Peggy Cooper Graphic Design: Dee Barnett Graphic Coordination: Sarah Feggestad Typesetting: Nancy J. Kerkstra Production: Paul Hanchette Acknowledgements: L. Richard Baker 111, Anne Brown, , Bruce Heard, Colin McComb, Roger E. Moore, Steven E. Schend, slade, Georgia S. Stewart, and Doug Stewart who supplied new and unique magical items. And, of course, James M. Ward, for laughing when he heard slade had this project. Volume Two Decoy Dust to Phylactery of Riteousness

T ABLE OF CONTENTS

D ...... 419 E ...... 425 F ...... 465 G ...... 50 1 H ...... Sample...... file...... 551 I ...... 607 J ...... 62 1 K ...... 627 L ...... 635 M ...... 675 N ...... 7 45 0 ...... 76 1 p ...... 80 1

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AD&D, ADVANCED DUNGEONS & DRAGONS. AL-QADIM. BAITLESYSTEM. BLACKMOOR, CARDMASTER, D&D, , DRAGON, DRAGON'S CROWN, , DRAGON MOUNTAIN, DRAGON QUEST, DUNGEON. DUNGEONS & DRAGONS, , FlEND FOLIO, , GAMMA WORLD. . HOLLOW WORLD. MONSTROUS COMPENDIUM. POLYHEDRON , RPGA, 1he Rl'GA Logo, SPELUAMMER. and WORLD OF GREYHAWK ate ~istered tra

C l995 TSR. Inc. All Rights Reserved. First Printing. February 1995 Sample file Dust of Dullness

When the dust is sprinkled over an area Dust (such as with a wave of the arm), it negates a precipitation or cloudburst Decoy spell, or else dries up as much as 15 cubic feet of XP Value: 400 GP Value: 1,200 water. The dust affects only water (whether fresh, The Book of Marvelous Magic salt, brackish, or alkaline), not other liquids. This dust forms the shape of a snake monster. It Ifthe dust is employed against a water elemental appears to attack creatures in the area of effect, or similar creature, the creature must save vs. spell but it is merely a decoy and cannot actually dam­ or be destroyed. A successful save still inflicts 5d6 age anyone. It tries to draw attention and then points of damage upon the water creature. attacks until someone realizes it is harmless. A pouch of this dust contains ld6+4 pinches. However, if any creature tries to use a bite attack against the snake dust, it automatically hits and of Dullness the creature must then make a saving throw vs. XP Value: 250 GP Value: 500 death magic or die in one round, choked by the 's fantastic Adventure dust. Claw and weapon attacks merely pass This appears to be normal, silty dust. One large through the dust, appearing to damage the decoy pinch affects one human-sized creature; a handful but not actually affecting it. Decoy dust lasts for can affect 1d4 + I human-sized creatures. It may be one turn. thrown up to 10 feet, cascading down upon intended targets. When the dust is cast on any liv­ of Disappearance ing creature with senses (sight, taste, hearing, XPValue: l,000 GP Value: 5,000 touch, smell, and/or a "sixth sense" such as psion­ DUNGEON MASTER. Guide, 1st Edition ics or magic that provide unusual sensory capabili­ This dust looks just like dust ofappearance, and ties), roll I d6, and consult the table below. The it is typically stored in the same manner and number rolled affects all senses with a number quantity. All things touched by it reflect and bend equal to or lower than the result. (Example: A roll light of all sorts (infrared and ultraviolet of3 would affect sight, taste, and hearing.) included), becoming invisible. Normal sight is useless when trying to locate dusted creatures or Roll Sense objectst-they can't even be detected by magical l Sight : Vision is blurred for I d6 hours. means, Jet alone anything else. Even detecSamplet invisi­ fileRoll ldlO to find the severity: bility spells don't work. Dust ofappearan ce, 1- 3 - 3 penalty to attack. however, does reveal people and objects made 4-8 - 5 penalty to attack and -3 penalty to invisible by dust ofdi sappearance. movement rate; attempts at faster move­ Invisibility bestowed by the dust lasts for 2d I 0 ment result in a stumble and fall, for no turns (Id IO+ I 0 if sprinkled carefully upon an damage. object). Attacking while invisible is possible, 9--0 Blinded always by surprise if the opponent fails to note the 2 Taste: The victim loses the sense of taste invisible thing and always at an Armor Class 4 bet­ for l d6 hours. ter than normal (while invisibility lasts). Unlike the 3 Hearin g : The victim is deaf for ld6 invisibility spell, dust ofdisapp earance remains turns; a - l penalty applies to all initiative effective even after an attack is made. rolls, and the victim suffers a 50% chance of being surprised in situations where of Dryness sound (footsteps, howling, etc.) is the pri­ XP Value: 250 GP Value: 750 mary factor. Unless some oonaural sig­ D UNGEON MASTER Guide, !st Edition naling method is used, the victim does This special dust has many uses. If a pinch is cast not react to unseen situations until after a into a cubic yard of water, the liquid is instantly I d4 initiative delay (or unti I physically transformed to nothingness, and the dust pinch warned by other characters). becomes a marble-sized pellet, floating or resting 4 Touch: The victim cannot feel anything where it was cast. If the pellet is hurled down, it for l d6 turns, including being touched, breaks and releases the same volume of water. burned, frozen, etc. A penalty of-3 applies 1472

419 Dust. Feather

to the movement rate, and any attempt at Fodder running results in a stumble and fall (for no XP Value: 200/pinch G P Value: 600/pinch damage) within one round. Dexterity is DRAGON Magazine 178 temporarily penalized by -2 points. When This is the solution to many logistical problems. holding objects in hand, there is a 30% A single pinch of this magical dust added to a chance per object of dropping it, checked gallon of water balloons out into a heap of veg­ each turn and whenever an item is used. etable fodder sufficient to feed 30 horses or the 5 Smell: The victim loses all olfactory fac­ equivalent for a day. It usually comes in a small, ulties for Id6 turns, and cannot smelt flat box of 3d4+ I pinches. A single dry pinch, if anyth ing (a boon when investigating consumed inadvertently, expands to kilt the garbage heaps). imbiber in gruesome fashion- save vs. death 6 Sixth Sense: The victim may not receive, magic at + t or die. transmit, use, or interpret psychic, magi- cal, or psionic powers for ld6 turns. All of Forgetfulness those functions related to dreams, intu­ XP Value: 1,500 GP Value: 4,000 itions, "hunches," extra sensory percep­ DRAGON Magazine 99 tions, and/or magical spells or items that This dust looks exactly like other magical dust, would produce, heighten, or elaborate and is stored and delivered in the same manner. these areas are "wiped clean" from the When thrown at a character or other living crea­ victim's mind. No telepathic or empathic ture, the dust causes the victim to forget every­ communication is possible. Spelts thing that has happened in the last hour (including affected are listed below. Magical items having the dust tossed at him or her). Enemies that resemble these spells are treated in encountered during that time wilt be forgotten, the same way, and their use is not pos­ paths explored look unfamiliar, and newly made sible. Spelts affected/negated: friends are viewed with suspicion. If a character's Priest/Druid: All detecr spells, commune with immediate surroundings are similar to those the nature, commune, divination,find traps.find the character was in an hour before, the victim won't path, know alig11me111, locate animals, locale even be aware of the difference without close objec1, locate plants, s1011e tell, and true seeing. examination (if any differences in environment Wizard: All detect spells. clain1oyance, claurau­ exist). After one week, lost memories are dience, contact other plane, ESP, identify,Sample legend restored file- no experience is lost. lore. locate object. mass suggestion, mind blank. P layer characters, if sprinkled with dust. nondetection, suggestion. telekinesis, true sight, should be forbidden by the DM to use "forgotten" vision, and wizard eye. knowledge. No saving throw is given against this power. Feather XP Value: 250 GP Value: 500 Green Sleeping The Book of Marvelous Magic XP Value: 800 GP Value: 1,600 This dust appears identical to allergy dust of Kara-Tur some type. However, it merely creates a cloud of Green sleeping dust is made from the bija tree of small, harmless feathers in the area of effect. The the Quang Muku. rt is primari ly used by ninjas of feathers may obscure vision to a limited extent, the Soretyo family, a secret society based in Foo but settle to the ground in six rounds. Nakar. Shady merchants can get it at a high price, but it is completely effective. There is no saving Fertilization throw if the dust is inhaled, the victim steeps for XP Value: 300 GP Value: 900 five turns. DRAGON' Magazine 30 Dust offertilization , when sprinkled on any plant, of Illusion causes it to gain a year's growth (or full growth in XP Value: 500 GP Value: 1,500 the case of shorter-lived plants) in one week. The D UNGEON MASTER Guide. Isl Edition dust does not work on treants or enchanted plants. This unremarkable powder resembles chalk dust or powdered graphite- unless one stares at it. 1478

420 Dust. Paralyzatio'r

Stare at it and the dust changes color and form. blows the dust into the air and then changes Put a pinch of dust of illusion on a creature and form-as the dust spreads through the area, all the creature appears to become any other creature characters who fail a saving throw vs. spellf01get of similar shape, with a size variance of 50% about Malto's shapechange and lose track of him. (plus or minus) from the actual size ofthe effected Even those spellcasters who successfully save are creature. An unwilling recipient is allowed a sav­ still slowed during casting, giving Malto time to ing throw vs. spell to escape the effect. Thus, a react if need be. could appear as a human of small stature, a human as an ogre, a pegasus as a mule, etc. of Mind Dulling The individual who sprinkles the magical dust XP Value: l,000 GP Value: 3,000 must envision the illusion desired as the powder Tome of Magic is shaken over the affected subject. The illusion­ This dust appears to be harmless, but it is the ary power lasts for ld6+6 hours unless otherwise bane of spell casters. One pinch of the dust can be dispelled. A typical pouch of this dust contains flung up to 30 feet from the user and scatters to ldlO+IO pinches of the substance. fill a sphere with a 5-foot radius. All spellcasters within the area must make a Leech saving throw vs. spell or find their minds dulled XP Value: 1,000 GP Value: 2,000 and their wits slowed. All casting times less than DRAGON Magazine 5 one round are increased by two as the wizards The ominous name of this magical dust is derived hesitate, trying to remember the procedures. from its ability to absorb blood, leeching it out of Spells that normally require one round to cast the victim's flesh, veins, and even bone marrow. now require one full round plus a casting time of When a satchel of leech dust is thrown (up to 20 5 on the following round; spells which normally feet away) it forms a cloud of the same dimen­ have a casting time of two rounds or longer now sions as cloudkill (40 feet wide, 20 feet high, and require 50% more time to cast. The dust persists 20 feet deep). The dust adheres to all living crea­ in the area for one tum unless somehow removed tures within its area of effect, causing immediate (a gust of wind spell would be helpful). Those weakness. This weakness manifests itself as a spellcasters affected by the dust are impaired for 50% reduction in Dexterity and Strength (with all I d4+ I turns after that. penalties or reduction of combat bonuses applica­ ble). In two rounds the victim is unable to fight or of Opposition use spells, in three rounds paralyzed, andSample after XP fileValue: I 00 GP Value: 500 four rounds, dead. All these effects, except weak­ The Book of Marvelous Magic ness, can be countered with a successful saving This dust appears identical to decoy dust, but when throw vs. death magic. the decoy is created, it turns on the user. The victim This sadistic powder may only be removed by a must make a saving throw vs. death magic or die in sprinkling of holy water or the use of dispel one round, choking on the dust. Even if the roll is magic or wish or similar spell. If the victim sur­ successful, the victim coughs and is unable to vives his or her contact with the dust, the lost attack or cast spells for one turn until the decoy Strength and Dexterity return at the rate of 1 disappears. The victim cannot flee from the dust. point per day. However, if a ring ofregeneration The dust ofopposition may be dispersed by spray­ or similar regenerative magical item is worn, lost ing it with a large amount of water (for example, a points can be recovered at double the rate. create water spell ) or by dispel magic cast at the dust (treating it as 15th-level magic). Malto's Dust of Mind Dulling XP Value: l,500 GP Value: 3,000 Paralyzation 1992 Collector Card 508 XP Value: 500 GP Value: 2,500 Matto is known as "the Everything Man" because DRAGON Magazine 2 he changes form so easily and frequently. His Paralyzation dust is similar to dust ofsneezing special dust of mind dulling not only slows the and choking, but the effect of a missed saving ability of wizards and priests to cast spells, but it throw vs. paralyzation is paralyzation for one has the additional effect of a forget spell. Malto hour. 1483

421 'Dust of Revealing r

of Revealing Sleep XP Value: 1,000 GP Value: 4,000 XP Value: 400 GP Value: 800 DRAGON Magazine 126 Dragon Dawn This special dust is commonly found in one or Sleep dust is created with the aid of pixie-cast more eggshell grenades, the price is one such sleep spells. Its physical components consist of powder-filled grenade. When released into the exceptionally rare ingredients-the dusty coating air, the dust magically expands to fill a 30-foot, of pixie wings and the breath ofa hibernating radial area. Everything in this area that is dis­ bear, among others. These ingredients, hulderfolk guised is revealed for what it truly is. magic, and the unusual sleep spells of the Shapechangers (such as lycanthropes and faeriekind give the dust its surprising potency. A bengeyokai) are forced into their natural forms, sparse handful causes a giant to slumber; a sprin­ all magical and mundane disguises are removed, kle puts a human-sized person to sleep, and a sin­ and spells such as/ace and apparition are nulli­ gle pinch is sufficient to bespell and other fied. Unlike dust ofappearance, dust ofrevealing diminutive humanoids. Even elves are not does not reveal invisible, astral, ethereal, or out­ immune to its effects, which are differently of-phase creatures. achieved from those of an ordinary sleep spell. When sleep dust touches a living target, that Rust person (or animal) falls asleep immediately, into XP Value: 1,000 GP Value: 5,000 an enchanted slumber lasting 1d4+ I hours. There DRAGON Magazine 86 is no saving throw allowed to resist the effect. The Rust dust looks like a fine metallic powder simi­ dust is most efficient when sifted upon persons lar to dust ofappearance or other magical dust. It from above, or cast on them from a short distance is usually contained in small silk pouches for dis­ (a foot or two) away. Sleep dust is light, and easily persal by hand or spread by blowing the dust blows away in a breeze. If it should blow back on through a hollow bone tube. lf it is shaken out by the one who cast it, that person is as susceptible hand, one pouch will cover a I 0-foot, radial area; to its effects as any other. Once it settles to the dust blown from a tube will create a cone 20 feet ground or other surface, its magical dweomer dis­ long, I foot wide at the start and 15 feet wide at charges, and it has no more power to cause sleep. the end. Usually, Id l 0 containers of either sort If an insufficient portion is cast on the target (as, may be found at one time. for example, when just a pinch lands upon a Any nonprecious, metallic materialsSample within giant) file, the victim is allowed a saving throw vs. the area of effect of rust dust rust (or otherwise spell to resist the dust's effects. Failure means deteriorate) and fall into useless scrap one round slumber for 1d3 hours. after contact. Precious metals (gold, platinum, and silver, for instance) are not affected. Objects of Sleeping of iron, copper, bronze, tin, and similar metals XP Value: 400 GP Value: 800 or alloys (including mithral and adarnantite) are The Book of Marvelous Magic affected automatically if the metal of the item is This dust is coarser than others. When used, it nonmagical. looks much like fine sand, falling quickly to the Magic items (swords, armor, shields, rings of ground. Each victim of9 or fewer Hit Dice in the protection, and similar items) must save as if area of effect must make a saving throw vs. spell struck by a rust monster, gaining a I 0% chance to or be put to sleep. The sleeping victims can be withstand the dust for every "plus" of enchant­ awakened easily by force, but noises do not stir ment; thus, a sword +4 has a 40% chance of not them. The effect lasts for 24 hours at most. corroding. Magical items or objects without a "plus" rating (such as an iron flask, iron golem, Small Bird Repulsion or ring ofspell storing), have a I 0% chance to XP Value: 50 GP Value: 250 save against the dust. All such saving throws must DRAGON Magazine 30 be rerolled every time a new dose of rust dust is Probably a pest-control device, the dust ofsmall encountered. bird repulsion, sprinkled on an area of up to 20 feet square, prevents any bird smaller than an eagle from landing there for one year. 1488

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