Encyclopedia magica volume 1 pdf free download
Unless noted, these powers are in effect 7 Cause NPC reactions to the user to be whenever the artifact is held or worn. Spell- in effect while the artifact is in hand casters must shout their spells to be suc- 4 Have detect charm continually in effect cessful.
Divination is the complement of detection, 16 Afflict the user with lycanthropy revealing things unknown or uncertain. Unlike 17 Cause the user's touch to be poisonous most detection abilities, these powers tend to saving throw vs. Most function identi- These powers grant knowledge of or control of cally to the spell of the same name.
Some are the elemental forces of Fire. Most function iden- activated by the touch of the artifact while others tically to the spell of the same name. Some acti- transfer their power to the wielder. All 9 Change the user and all possessions car- within 5' suffer 2d6 points of damage ried into a gaseous form, vulnerable each round successful saving throw vs.
The user can spell reduces damage by one-half and remain gaseous for 2d6 rounds and can the user's physical blows inflict 2dS move at full normal movement rate points of damage per hit. Sculpted fire holds its 14 Imbue the user with all sailing and navi- form for 1d6 turns before returning to gation proficiencies for as long as the normal. The passage can be traversed both 17 Imbue the user with water breathing ways and the portal remains open for 1 while the artifact is in hand hour—any creature may use it.
These powers grant knowledge of or control over The character can move through water at the elemental forces of Water, Most function normal movement speeds and takes the identically to the spell of the same name. Some form of a water weird. The user retains are activated by the touch of the artifact while all normal abilities but cannot venture others transfer their power to the wielder. Any creature may use the 7 Shoot a watery blue beam at a single tar- portal.
If struck, the target must roll a suc- cessful saving throw vs. If the saving throw fails, the target is slain as the victim melts into a puddle of ooze. Most function like opposite gender. The user need not pre- the spell of the same name. Some activate by sent the artifact, but the power vanishes touching the artifact while others transfer power when the artifact is no longer in pos- to the user. The passage can be traversed the user the benefits of good fortune.
Some both ways and the portal remains open powers are straightforward, many are unusual, for 1 hour. Any creature may use the and a few are quite potent. These powers tend to portal. The targets may then is good to all die rolls for the division be entranced by the power radiating from the of treasure, including magical items artifact. This bonus is mandatory.
A deer may wander too reaction rolls close to camp, or an innkeeper may 6 Imbue the user with natural luck in com- extend the hand of charity. The user is never suspected or 7 Grant a -1 bonus on all of the user's ini- accused of a crime unless there is no tiative rolls other possibility. Even then, plausible 8 Grant the user a change of luck.
Once per Table Healing game week, the user's player can These powers take away the injuries and woes choose to alter any situation by declar- that beset characters and make the world a better ing that an incredible event has place. Most trigger by touching the artifact to the occurred, as long as it does not involve person to be healed or cured. Only a few are con- magical items or cause the death of a tinually in effect.
The artifact can: creature , and that incident follows. For example, evil wizards could be made to Roll Power trip over their own robes in the middle 1 Constantly provide the user with the ben- of spellcasting, but could not be made efits of accelerated healing to fall off a cliff.
The ing to the paladin's ability to lay on hands power does not prevent general holdups 14 Restore hit points to the user by draining by bandits and the like, only individual 1d6 points from every other creature thefts. Drained points are added to 15 Prevnts mercahnts from overcharging the the user's but cannot exceed the original user, always offering the best deals hp total.
The inert 6 Confer immunity to charm- and hold- body is immune to gases, fire, cold, or based spells and spell-like effects— lack of oxygen, but can still be harmed except those caused by artifacts by physical attacks.
Damage from these 7 Make the user immune to missiles from attacks is subtracted immediately, but magic missile spells death does not occur until the stasis is 8 Imbue the user with immunity to all lifted. No further damage affects the forms of psionics body but all damage suffered and poi- 9 Provide immunity to all magical mental sons still in the system continue their attacks.
The character is still vulnerable, normal course when stasis ends. Only though, to psionic attacks. Saving throws vs. Those listed electrical attack here, however, are much more sweeping—they 16 Make the user immune to energy drains provide a complete shield to certain effects. This power does not the artifact at hand to gain the benefit. The arti- reveal anything where the physical form fact can: has actually been changed, such as poly- morphed objects or creatures.
Roll Power 18 Serves as a moral guide. Whenever the 1 Make the user immune to all normal dis- user intends something evil or unlawful, eases—colds, flu, black death, even food the artifact delivers a powerful, numbing poisoning.
This does not include diseases shock. No damage is taken, but the user caused by spells or monsters like is paralyzed for 1d6 rounds. The shocks mummy rot. Note While it offers no protection from things that this power is only suitable for lawful as mundane as the common cold or the good artifacts. The user must still breathe, however, artifact and are identical to the spells named.
Most function as spells. The creature must be within sight and Table Offensive Powers within 60' of the artifact at the time of These are the powers that are coveted by players. A few are noted as permanent, remaining with the Table Necromantic character even after the artifact is gone. Perma- These deadly powers are among. All affect touched, but may only be used for a single adven- the life force of creatures.
Unless otherwise ture or until the owner is dead. Creatures can pass the artifact is owned through freely from both sides. The user retains all original hit 11 Cast lasting breath at will for as long as points and abilities and gains the immu- the artifact is owned nities of an undead creature.
The name or type of creature 20 Bestow upon the user the ability to use must be known. These powers only func- safety of the artifact's owner and, in some cases, tion when the artifact is present and most require any companions present. Unlike Table that they be activated by a specific command. Thefor- allowing v i e w i n g of whatever lies biddance is not permanent as is the beyond.
The window is one-way, so those spell , but has a duration of 2d6 hours. It viewed do not know it is there. The characters should not undertake any task this day. If this advice is ignored, all characters suffer a -1 on attack rolls and saving throws for the rest of the day. The chance for encounters doubles for the day and a reaction modifier applies to all encounters. The characters will be able to travel half again their normal traveling rate that day.
Opponents will have a -1 on their attack rolls for that day. All the effects of a favorable omen apply. Each of the random tables supplied in DRAGON Magazine the last volume of this Encyclopedia has a sin- 1deal gear for the fledgling underwater adven- gle entry titled "Enchanted Enhancement. After all, table below to determine the exact type of since the PCs are out of their element underwater, enhancement.
Aquatic weapons and armor cost half Roll Enhancement Type as much as their normal counterparts. If the posses- magical despite their "cloaks. If although they do not radiate magic. The items are the item commanded into being is normally made in the strange homeland of the drow, the destroyed in usage, the anything item is also vast underground cities of carved stone and min- destroyed.
If the item duplicated has a short-term, erals, places of weird, fantastic beauty inundated single-use effect such as a horn or drums , then with unknown radiations that impart the special the anything item returns to its original form after properties to drow goods.
When these are exposed one use of that power. If the item has a long-term to direct sunlight, irreversible decay begins and effect such as a helm of underwater action , the the items become totally useless ih 2d6 days. If dweomer of the anything item lasts for one day protected from sunlight, they retain their special 24 hours. If exposed to the radia- tions of the drow homeland for a period of one week out of every four, the items can remain potent indefinitely.
Most polymor- air, although unopened packets of drow poison phed devices produce only one weapon or remain potent for one year. Weight and encumbrance may be reduced by This item can be used on any world where psion- half rounding down when these weapons and ics are present. The frequency of the item is, of armor are used instead of ordinary ones.
No addi- course, determined by the frequency of the tional advantages are given in combat, though psionic ability. Most common are helmets that limit DRAGON Magazine sight, though some designs are collars and mana- Miniaturized items are shrunken, mundane items, cles that serve the same function. When the vidual, immediately inflict a penalty of-8 to any appropriate command word is spoken, they grow power score the psionicist has to make.
Addition- into full-sized, nonmagical weapons, armor, or ally, if the psionicist attempts to use psionic abili- tools. This gives PCs the ability to smuggle weap- ties more than once over the course of a hour ons and armor into restricted areas, which can be period, the dampeners inflict a nasty shock worth particularly useful in urban adventures. The items are no heavier than one-tenth of a Psionic dampeners are permanently charged pound when small the dweomer affects weight items, and require no more maintenance than an as well as size , increasing in weight when they ordinary item.
They can be removed as any ordi- expand. Miniaturized armor grown large must nary items of the same variety; thus, a helmet can still be donned normally. This is also useful when simply be removed, or manacles unlocked. If the the PCs climb vertical surfaces or when encum- one imprisoning the psionicist takes any precau- brance is an issue. An ogre might chase a small tions against this, the psionicist can be rendered knot of unarmed "peasants" and temporarily lose fairly helpless.
Unfortunately, the truth of ambushes is obvious. With an industry. The rationale for such quirks is kind of head gear or adornment includ- simple. Most items arc created normally, they function Item cannot function underground. However, sometimes there is a slight 34—36 Item cannot function at night. Whether or not the item can be Not a l l quirks are bad, however. Some are recharged is up to the DM.
Roll Quirks Present Item is immune to electricity or magi- No quirks cal lightning. If the item is metal, it is One quirk also nonconductive. Roll Result Item causes its owner to become Item has a habit of burying itself in any extremely possessive of it.
If the item is sack, backpack, or container in which it kept for more than 14 days, a mild form is carried. Tf other items are in the con- of paranoia sets in. The owner assumes tainer, 1d3 rounds are necessary for that anyone mentioning the item wants someone to find and retrieve the item.
The owner never relinquishes the Item works normally, but it appears item to anyone as a result. Remove dirty and ready to fall apart. The buzzing is audible type. All saving impossible to surprise anyone while the throws attempted by its owner are made device is buzzing. After 1d4 weeks, the item is ful.
Weight and encumbrance may be eliminated located by the being, and it shows up to altogether when these weapons and armor are claim "its" property. No additional Item must rest for six turns minimum advantages are given in combat, though they do between uses.
The item also has an ego; its personality must be determined as well. Though the item does tell its owner of the powers it offers, it never discloses the number of charges it pos- sesses. Note that an intelligent item never willingly uses its last few charges. These items can always be recharged, regardless of type and capabilities. While it is possible, of course, for humans to make magical items of this sort, their main purpose should be to add more interest in the demihuman and human- oid races.
Because these items are not so versatile as regular magical items, even a relatively weak humanoid tribal shaman or witch doctor could make one with a great deal of effort. When the owner fights a foe of another race, he or she always has the satisfaction that a victorious enemy won't get the same advantage from the magical item that he or she had with it. Acorn of Wo Mai. Several heavy wires are strung across its delicate mechanisms. On each wire are 10 wooden balis.
When mathematical formu- Acorn of Wo Mai las involving numbers adding, subtracting, mul- XP Value: — GP Value: — tipingly, dividing and simple operations are Book of Artifacts spoken near the object, the balls shift about and The acorn of Wo Mai is a large lead vessel, dud the answer is spoken aloud by a disembodied gray in color.
As its name suggests, it is fashioned voice. Two golden bands, inscribed with arcane Accelerator characters, encircle it from bottom to top, where XP Value: 4, GP Value: 45, they meet under a large seal of a dragon coiled War Captain's Companion around a sword.
Although it appears to be tremen- The accelerator is a rapid-fire weapon built by the dously heavy, the artifact can be carried by a arcane for use on spelljamming craft of all types. It sometimes makes Much in the same way that spelljamming helms faint thumping noises, and is warm to the touch. The fiend was sum- tional. When first found or purchased, it does not moned by war-wizards but escaped their control. Only when fitted to a Hearing of the fiend's cruelties, the great Wo Mai ship with an occupied, functioning spelljamming challenged it to battle.
They fought long, the helm, does it radiate an aura of magic. When Wo Mai accelerator's main arm is a 4-foot-long, 6-inch- discovered this, he bound the fiend in irons that it diameter hollow tube with a hand-sized cup at could not break. Next, he and his companions one end. The arm can be elevated and swiveled shaped the acorn, imprisoned the fiend inside, once the weapon is bolted in place. Items placed and brought the prize back to the imperial court. The weapon can be fired twice in a single round.
The acorn is best used if allowed to fall into the The range of the weapon is six hexes 6, hands of the player characters, since its powers yards. It causes 1d2 points of hull damage to and curse can create many role-playing oppor- ships and 1d10 points of damage to individuals.
The PCs could find the acorn as part of a On an attack roll of 19 or greater, it inflicts a crit- treasure trove, or wrest it from another victim ical hit. The When the accelerator is aboard a spelljam- fiend seeks to seduce a PC to his aid, all the time ming ship, it decreases the ship's total SR by one stressing the need for secrecy. Should it be suc- point, even when the accelerator is not mounted cessful, the fiend manipulates the character and or in use. The penalty occurs even if the acceler- even the entire party into freeing it.
Should any ator is merely in the presence of an activated PC oppose it, the fiend does its best to turn the helm. There is no way to block the penalty or others against the enemy. The weapon-handler must To rid themselves of this artifact, the PCs beware.
Anything placed in the cup is shot out should find some way to bury the acorn away, the other end, including sleeves, knives, dag- preferably forever, or they could carry it to the gers, fingers, toes, hands, rocks, helmseekers, lower planes and open it, trapping the fiend in its etc.
Anything living, including any of the vast own plane. Air Spores. Invoked Powers: The fiend within the acorn lope to sustain him. While attempting mouth-to- provides good advice Int 20 , telepathically pro- mouth resuscitation on a Reigar, it soon became viding answers to questions posed by its owner. Curse: The fiend trapped within the acorn is an evil demigod and craves its release more than anything else. Tt is aware of its surroundings, par- ticularly the life forces of creatures nearby, and uses its powers and advice to persuade its owner to free it from its prison.
Once freed, of course, it rewards its former master with death. Only a few wiz- ards know how to make them today. Air spores that still exist are usually sequestered as specimens of study in the labs of powerful wizards. When air spores are ingested by a creature, the Al-Azid's Ghostly Palace spores work their way into the creature's lungs.
While living Secrets of the Lamp out their lives, they create oxygen that the host body This huge palace of fine white marble and slen- can use to breathe when deprived of oxygen from der minarets is magically linked to the Ethereal the environment. The spores can live for 2d4 days. It can be called into existence from that In a normal environment, the spores hinder the plane by the owner of the magical key to the character's normal respiration, causing all Consti- palace's front gate.
The owner of the key can tution checks to be made with a -4 penalty. Fortu- summon the ghostly palace whenever needed, nately, 12 hours of breathing in a normal though it is only visible at night, when its walls environment for each day the spores were used shine in the darkness. By day the palace is invis- will clear the lungs of the colony. Invisible musicians strum Fantasy Collector Card soothing tunes, and unseen servants take care of It is rumored that Chandrasakar saved a crew of whatever cleaning, cooking, and menial chores Reigar with these special air spores.
The story the owner demands with a clap of the hands. Chan- enjoying his mansion after his death. Whoever drasakar had ingested some stolen, space-borne bears the key that opens its doors is perpetually air spores and no longer required an oxygen enve- haunted by an invisible stalker. Amulet of Amiability. The wearer of this item is automatically protected The type of chain that comes with an amulet gen- from being spied on by someone using a crystal erally increases the item's aesthetic value, not its bait or any type of ESP.
Amulets can also be pinned to a shirt, cloak, or headband, but not boots, hats, or Against Disease gloves. It functions have restrictions, particularly if they were created as a. The amulet consists exact effect of the amulet short of trying it on. Once of a inch silver chain from which hangs a the amulet is on, the wearer is unable to take it off disk of tooled adamantite about 3 inches in unless remove curse or dispel magic is cast.
Any diameter. Some type of identifying mark is person wearing the amulet regardless of race, class, placed on the amulet's front, and its inscribed or alignment becomes incredibly nice, kind, and back in Tanar'ri bears the name of the wearer thoughtful.
While the wearer cannot do anything to and the areas to which access is allowed. The amulet enables the wearer to summon He or she freely gives away possessions, bestows tanar'ri aid twice per day. At the wearer's spells, tries to be friendly with everyone even mon- option, it may summon 1d6 manes or dretch.
If approved, the sum- belongs to someone else. The victim does not moned creatures serve without question and attack. If confronted by a monster or a hostile party remain for 3d6 hours or until dismissed. The member, gifts are offered and peace is sought. The summoning requires rounds, depending on character tries to explain to the attacker why every- the speed of the baron's answer.
Summoning one should live in love, peace, and harmony. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook.
Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Encyclopedia Magica, Vol. From Wizards of the Coast. Watermarked PDF. Average Rating 27 ratings. These items have been collected from rule books, campaign settings, supplements, adventures, and magazines dating back to Product History The Encyclopedia Magica, Volume One , compiled and developed by Dale "slade" Henson from the work of thousands of authors, is a work of either tremendous hubris or absolute brilliance.
That can't be all that hard, right? There's a reason that the credits acknowledge James M. Ward, "for laughing when he heard slade had this project. They succeeded almost perfectly. It was without doubt a monumental and mind-numbing task. A Story in Every Item. This tome the first of four is one quarter of your go-to guide for magic item inspiration. The volume begins at Abacus of Calculation and finishes up pages later with Dust of Blending. This volume also includes comprehensive tables and rules for artifacts, money conversion, and enchanted enhancements another name for magical quirks or additional enchantments that could be applied to almost any item.
You'll find Al-Azid's Ghostly Palace, arrows of bow-breaking, multiple chaos-laden bags of beans, boots of star striding, several cloud castles, the Invulnerable Coat of Arnd, a dryad's cordial, the crown of Imperium, Tenser's Tantulus, and more versions of the deck of many things than you can play card pickup with. One of the things that I really enjoy about the Encyclopedia Magica is that the entire item description is included for each item, not just the raw game mechanics.
If there is background, history, or flavor text in the original entry, it's included here. This weapon is also called ShioZuchi's Trident. It can be used on the Prime Material Plane to attack a creature on the Ethereal Plane, requiring only a normal attack roll.
The user must be able to see ethereal things to use the fork by a detect invisible spell or other means. The pitchfork inflicts Id6 points of damage plus Strength bonus per hit. In addition, if an attack is. The victim may make a saving throw vs. They will remain there until removed by another character inflicting I d l O additional points of damage or released by the avatar himself.
This three-lined fork atop a stout rod 6 feet long appears to be a barbed military fork of some sort. However, its magical properties enable its wielder to cause all fish within a foot radius to roll.
This uses one charge of the trident. Fish failing the throw are completely under empathic command and will not attack the possessor of the trident nor any creature within 10 feet of him.
The wielder of the device can cause fish to move in whatever direction is desired and can convey messages of emotion fear, hunger, anger, indifference, repletion.
Fish who make the saving throw are free of empathic control, but they cannot approach closer than 10 feet of the trident. In addition to ordinary fish the. It doesn't affect mollusks, crustaceans, amphibians, reptiles, mammals, and similar sorts of nonpiscine marine creatures. A school offish should be checked as a single entity. These appalling weapons are used by various types of lower planar beings in the pursuit of evil.
The treblehook curves backward and is used to entangle or snag opponents closing or fleeing, causing an additional Id3 points of damage above and beyond the glaive's normal damage. The victim is held fast unless a successful open doors roll is. On a successful strike or touch, this trident will allow the wielder to control any nonairbreathing, swimming creature save vs. This weapon is about 6 feet long. Upon command, the middle tine of the trident retracts into the pole while the shaft of the weapon lengthens to 9 feet, creating a military fork with a short center spike.
The changing of the form of the weapon from trident to fork or vice versa requires one round. As with the dagger dolphins' bane, this weapon has a lawful evil alignment and function. Only the most powerful sahuagin warriors carry them. Once per turn, it can fire a jet of steam in an area 60 feet long, 20 feet high, and 20 feet wide.
The steam inflicts 6d6 points of damage, half if a successful saving throw vs. When fired underwater, the steam travels only half the distance, and causes half damage a saving throw for X damage is applicable. The duration of the hopelessness is 2d4 rounds. After that the creature is normal again. This special weapon was designed by an unknown power, and is extremely old. The blades show centuries of nicking armor. Thousands of polishings, rust removals, and sharpenings are evident.
The leather-bound hilt looks worn, tattered, and partially rotted. The trident appears on the verge of uselessness. When wielded in wildspace or in hostile, other planar environments, it can purify enough air for one person to use in a.
A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile or hungry marine predators within feet. A trident of warning must be grasped and pointed in order for the person using it to gain such information, and it requires one round to scan a hemisphere with a radius of feet. When wielded in the phlogiston, it has the powers stated above, as well as its greatest power. When the weapon strikes an opponent of opposite. This detonates on the target onlythe wielder is protected by the length of the shaft.
The 2-foot fireball inflicts Id3 points of fire damage plus the level of the trident's wielder upon the opponent a 6thlevel wielder would inflict points of fire damage in addition to the trident damage. It takes a week for the weapon to adopt the alignment of a new owner, after that time it will register as the owner's alignment if tested. A trident of yearning looks exactly like any normal trident, and its aura is indistinguishable from that of other enchanted weapons of this sort.
Any character grasping this type of trident immediately feels an overwhelming desire to be immersed in as great a depth of water as possible. This unquenchable longing causes the affected character to proceed immediately toward the largest and deepest body of water availablein any event, one that is sufficient to completely cover his or her person. Once there, the character immersespermanently. The character cannot loose his or her grip on the trident, and only a water breathing spell after submersion or a wish can enable the character to do so.
The trident is otherwise a -2 cursed magical weapon. Note that this item does not confer the ability to breathe underwater. Uluth'gak is very proud of this particular weapon, for it was given to her by her clutch-leader when. A weapon of this nature appears unremarkable, exactly like any normal trident. The wielder of a trident of submission causes any opponent struck to save vs. If the opponent fails to save, it must check morale the next round instead of. Another of the items crafted by sahuagin priests, this trident is normally only found in the possession of the most powerful members of that society.
The pool reflects some far-off scene in a shimmering image on its surface, and any creature submerging itself in the pool finds itself transported to that scene immersion must be complete for the magic to work. To control the destination of the pool requires a magical talisman that the wizard enchants at the same time that the pool is created.
The pool talisman is made of nixie, merman, and nuckalavee hairs magically encased in a large diamond. The process ruins the diamond's value as a precious stone but creates a powerful tool for traveling the dimensions. It has a 14 Intelligence and an Ego of Its special purpose is death or disfigurement to all who won't convert to the worship of Poseidon or any similar sea-god. It functions as a trident offish commanding and as a trident of warning.
It also finds water, confers water breathing and underwater action upon the bearer, and confers a cube of force ability. It possesses speech and telepathy in the common tongue as well as the languages of all sea creatures.
On a natural roll of 20, in addition to its normal damage, wave dehydrates its opponent, draining one-half of his or her remaining hit. To change the pool's destination, the bearer of the pool talisman simply stares at the water and concentrates, and the pool's image shifts to the place or dimension the user has in mind.
The pool remains fixed on that location, and may transport anyone submerged in its waters, until the pool talisman holder changes the destination again. Unless an individual holds the talisman, however, the journey is one-way; the talisman-bearer may return to the pool with up to six comrades by simply concentrating upon it while immersed in a normal body of water. The fluid in this basin is magical as long as it remains in the basin.
If it is removed, it is just colored water. Anything stuck into the liquid reacts. The item remains gold for only two turns. It has the power to detect magic in a foot radius, detect large traps within 10 feet, and detect precious metals in a foot radius.
It is semi-empathic. The magical pool portal is the favored mode of planar travel for psionicist Mellenea, but hers is. Rumors persist of one somewhere in a Sla-mori beneath Qualinost, Ansalon, and on other worlds as well.
Methods of activating the portal vary from merely touching the magical liquid to placing astrallylinked material in it and performing an incantation, but the result is the same as invoking the Psychoportive Discipline, Probability Travel sending the traveler, including his or her physical body, into the Astral Plane.
A dimensional pool can appear as a small pond, an ornate reflecting pool, or anything in between. The pool's form is decided by the wizard who creates it. These pools can be used to travel from. The water falls down a surface of rocks and undergoes a brief magical change.
At its beginning it is merely water, and when it falls into the. If taken during the course of its fall, however, the liquid is. A draft of one pint volume has some effect, similar to a potion. To determine the. Note that the Potion Miscibility Table must be used if more than one such drink is taken. Storage of the liquid in any sort of container causes it to lose all of its magical properties instantly. Ten feet from its edge, the water is 10 feet deep. It is 30 feet deep in the center.
Visibility is 3 feet clearly, 6 feet dimly. Roll 1 2. Magical Effects Baldness: Hair regrows naturally in time. Diminution: As the potion of the same name. Gaseous Form: As the potion of the same name. Growth: As the potion of the same name. Hairiness: All hair grows longer, thicker, and quite bristly, remaining until trimmed or shaved. Philter of Loaf: Sit with feet up or lie.
It is entirely surrounded by an impenetrable force wall created by Porpherio. The wall is a complete ellipsoid a solid oval-shaped body thus tunneling or flying gain invaders nothing if they attempt to enter the garden. In addition to being impenetrable, the wall has strange properties. When viewed from a distance, it is transparentthe garden is visible from afar, from inside the garden there is an excellent view of the surrounding countryside. When approached, the wall gradually becomes opaque.
It begins to mist over when the viewer is 30 feet away and, as someone begins to approach, the opacity increases until about 10 feet away, when vision through the walls becomes impossible. Just prior to his death, Porpherio laid five great enchantments on the entire garden area that are still in effect.
The flow of time in the garden has been slowed in relation to the outside world so that all that dwell inside age very slowly. This may pose a problem for the adventurers since, when they return to the outside world, they may have been absent some time. They will not, however, suffer any ill effects on their return like unnatural aging , apart from a partial loss of memory.
This enchantment also means that from the inside of the garden the passing of time the passage of the sun and other time effects on the outside appears to be going at the expected rate. No fire, natural or magical, can be made to burn in the garden. Magical or psionic flying, and levitation can-. No matter what the season outside the garden, inside it is always summer. During the garden's nights, a little light rain from small, magically produced clouds provides whatever moisture.
For each day spent in the garden, two years pass in the outside world; for each hour spent in the garden, one month passes. The DM must therefore take care recording time. It is possible that characters will try to destroy. Physical assault cannot harm it, though a magical assault may cause a temporary weakening of the field. For this to occur, a spell. Any weakening of the field, however, causes a temporal wind to sweep the caster into a time vortex.
The DM may choose to have the caster arrive in a random dimension, at a random time. As a consequence of the enchantments Porpherio cast, the entire garden and all its contents and inhabitants show a strong dweomer if detect.
Further, such detection indicates all possible forms of magicconjuration, alteration, abjuration, and others are present, thus making. Because the garden has a highly magical. First, druids operate within the confines of the. This affects their spell abilities, hit points and saving throws. Druids gradually become aware of their. The advancement is temporary, lost when the druid returns to the outside world. As the. Thus, the loss.
Then too, many spells do not operate or have. Spells that do not have their usual effects: A chariot of Sustarre cannot operate through the time barrier. Command operates, but creatures do not obey this may confuse the caster as he or she will be of the opinion that command operates normally. Conjure elemental does not conjure a fire elemental, though other elementals may be conjured as normal. Dimension door takes the traveler through the time barrier, but only to the Astral Plane.
Dispel magic only works on a single, specific item; it cannot be used on areas of the garden. Drawmij's instant summons works, but articles called from outside the barrier are lost in time.
A glyph of warding will not produce a fire glyph. Predict weather works, but the forecast is always "fine. Snare operates, but not against the interests of the garden. Suggestion and mass suggestion have the same limitation as snare. Trip is also subject to the snare limitation. The only entrance to the garden apart from planar travel is through a cave complex under the southwestern side of the hill on which the garden stands.
These caves were formed by the river that once flowed freely from the garden but which now, due to the time change, no longer reaches the cave opening. Over the eons, the original river bed in the surrounding countryside was refilled and covered without trace.
If the area is searched, the entrance to the cave complex may easily be found. The garden grounds, portions of which can be seen through the barrier, are extremely well maintained and beautifully ordered, as if by a team of expert gardeners. The grounds fall into two distinct categories: woodland and lawn. The woodlands are pleasant, sunny, open places with the trees well spaced and a rich greensward studded with a multitude of flowers.
Unless otherwise indicated, there is a generous collection of tree species and other plants includ Pundits among the players may complain about the mixture of species for example, shrubbery and grass growing beneath a beech tree , the DM should remind the players that the area is magical and almost anything can happen. The woodlands are threaded with pathways, they are obvious when trod upon or crossed, slight depressions in the turf that bear no flowers.
But, once abandoned, a path may only be found by crossing it. When not on a path, a party cannot. On each turn roll Id6: Roll Direction The party wanders at 45 to the left of their chosen route.
They go where they intend. They wander at 45 to the right of their chosen route. It may only be reached via the teleport mechanism in the garden maze. Not all the garden denizens were present in Porpherio's time.
A treant has made a home here. The lawns are not difficult to cross; characters may go anywhere on them without difficulty and without becoming lost. As in the woodland, the paths cannot be seen unless followed or crossed. Despite their neat appearance, the lawns are never cut, but, like all else here, grow under the.
The garden inhabitants, including a pair of. If the party does no harm, they meet nothing worse than extreme indifference though some inhabitants attack on sight or under certain circumstances left to the DM's imagination. Any form of aggression physical or verbal or any hint that the party has come to take away the two lovers results in an assault by the inhabitants.
Under no circumstances can the garden's inhabitants including those charmed by the fountain A11 Heal be persuaded, charmed, hypnotized, or controlled into betraying the two lovers they believe to be Caerwyn and Porpherio reborn.
During conversation with some of the more garrulous creatures for example the leprechauns , hints may be dropped that somewhere there is a palace. The Palace of Spires once stood as the residence of Caerwyn and Porpherio in the.
Green Man now tends the plants and animals at Porpherio's behest. Two human adventurers, Hamish and Argus, managed to enter the garden, drank from the fountain All Heal and so resolved to remain. Should the party indulge in combat in the garden, there is a chance that the Green Man will appear. If the party kills anything, the odds of his appearance are one in six. Generally, the garden inhabitants will not attack druids or nonevil elves unless attacked by them.
Though the various creatures refrain from. This is a bridge that can be folded up and carried in a pocket. When unfolded, the bridge can span a river or chasm without the use of pillars or other supports.
The portable bridge is as strong as a bridge made of stone. Similar in appearance to a portable hole, a portable shadow resembles a gauzy black circle. When unfolded and laid on any horizontal surface, the portable shadow looks like any normal area of. The shadow can. Dungeon Masters should use common sense. A portable hole is a circle of magical cloth spun from the webs of a phase spider and interwoven with strands of ether and beams of Astral Plane luminaries. When opened fully, a portable hole is 6 feet in diameter, but it can be folded as small as a pocket handkerchief.
When spread upon any surface, it causes an extradimensional hole 10 feet deep to come into being. This hole can be "picked up" from inside or out simply by taking hold of the edges of the magical cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains. The only oxygen in the hole is that allowed by creation of the space, so creatures requiring the gas cannot remain inside for more than a turn or so without opening the space again by means of the magical cloth.
The cloth does not accumulate weight even if its hole is filled with gold, for example. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space, and the bag and the cloth are sucked. If a character attempts to use it to hide in shadow while crossing a featureless plain, the presence of a "black hole" attached to nothing is more likely to attract attention than to divert it.
However, it can provide a shady place to cool off, away from the desert sun. This blue piece of cloth becomes a bubbling spring, pouring forth gallons of water a day whenever it is placed on the ground. Like a portable hole, the spring can be picked up and moved as a piece of cloth, allowing the spring to. This is a simple clay plant pot size varies.
Any insect entering the pot, or alighting on a plant. Pots of plant protection are usually found in groups of Id4, never singly. Potion Potions are typically found in ceramic, crystal, glass, or metal flasks or vials though you can change this, if you want. Flasks and other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects described for each potion below.
Only then do the full. Permanent potions have an effective duration. Early Britain Roman Roads in Britain. Out of the woods. The cat who-- companion. Airmen Without Portfolio. A directory of the Granges in North Carolina, Walking backwards. Countrymen all. Early Elizabethan tragedies of the Inns of Court. Data Structures. From Delhi to Patna: Congress marches ahead. Chronospace PDF Kindle.
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