← Rules
Part 7 • Core p175 • book p.175
Miscellaneous Item Effects
Blasting: When this device is played (as appropriate for its form), it creates a powerful blast of sound filling a cone 10' long and 2' wide at the base. Those within the area of effect suffer 2d6 points of damage and are deafened for 1 full turn. A successful saving throw vs. Death Ray reduces damage by half and reduces the period of deafness to a single round.
The device can also be used to damage or destroy buildings, fortifications, etc. Double the damage listed above when this item is used against a structure. The Stronghold rules in the Game Master section contains further guidance on this.
Blending: The wearer of this item becomes nearly invisible, granting an 80% chance that the wearer can move about unnoticed. If detected by onlookers, the wearer can be attacked without significant penalty.
Cold Resistance: The wearer of this device receives protection as the spell resist cold, but the protection works continually.
Comprehension: The wearer of this device is granted the ability to read any language, including any form of magical script. Being able to read magic does not confer magical abilities upon the wearer, but if worn by a magic-user it grants the effects of read magic constantly. Note that when reading non-magical texts, the limitations described under the spell read languages apply to this device also.
Control Animal: The wearer of this device can charm up to 6 hit dice of animals. The effect works much like a charm person spell, but only affects animals (including giant-sized animals, but excluding fantastic creatures as well as anything more intelligent than a dog or cat). The wearer can activate the power at will, targeting any animal within 60' that they can see. The wearer may choose to end the effect for one or more controlled creatures at any time, in order to "free" enough hit dice to control a new target.
Control Human: The wearer of this device may cast the spell charm person at any target they can see within 60'. The wearer can use this power once per round, at will. If more than one humanoid is to be affected, the wearer cannot control more than 6 hit dice or levels of humanoids at a time; however, the wearer may choose to end the effect for one or more controlled creatures at any time, in order to "free" enough hit dice or levels to control a new target.
Control Plant: The wearer of this device may create an effect equivalent to a Potion of Plant Control at will, affecting plants or plant creatures within 60' that
they can see. The effect lasts as long as the wearer remains within 60' of the plants or plant creatures. A saving throw is allowed just as for the potion.
Courage: When this device is played, all characters and creatures friendly to the user within 60 feet are affected as by the spell remove fear.
Deception: This device grants to the wearer the power of the Deceiver (as described on page 75). Any attacker will believe the wearer is 3 feet from their true location, and the attacker's first strike will always miss. Thereafter, the attacker suffers a penalty of -2 on all attack rolls. This device does not affect mindless creatures, constructs such as golems or living statues, or any sort of undead. Living creatures which are not mindless will be affected even if they do not use sight to target the wearer.
Delusion: Whoever wears this device believes it is some other form of useful magical device, and behaves thus (so for example, if Darion believes he is wearing a Ring of Invisibility he will believe himself to actually be invisible). Unlike the potion of the same name, the device's effect is not dispelled by the wearer suffering damage; in fact, the only way to rid a character of this cursed item is with the spell remove curse.
Djinni Summoning: Each device of this type has a specific djinni bound to it, which will be summoned to the wearer's location when they rub the device while wearing it. The djinni appears in the next round and protects, serves, and obeys the wearer. The djinni will serve at most 1 hour per day, and can be summoned at most once per day. If the djinni bound to a device is ever slain, the ring loses all magical properties.
Doom: When this device is played (as appropriate for its form), this device will create animated skeletons or zombies as if by the spell animate dead. Up to 3d6 hit dice of undead monsters will be so created from remains within a 60' radius of the character who activated the device. If both skeletal and fleshy remains are available in the area of effect, skeletons will be animated in preference over zombies. If the user is a magic-user or cleric, the created undead may be controlled so long as that character retains the device. If played by a fighter or thief, the undead created will be uncontrolled, and will attack any living creatures nearby. The device may be used once per day, but no more than 18 hit dice of undead created by it may exist at any one time.
Fire Resistance: The wearer of this device receives protection as the spell resist fire, but the protection works continually.
Invisibility: The wearer of this device can become invisible (as the spell invisibility) on command. If the invisibility is dispelled (as described for the spell), the device may not be reactivated for one full turn. The invisibility effect otherwise lasts for 24 hours.
Levitation: The wearer of this device may levitate (as the spell) at will by concentrating. There is no limit to how long this device may be used.
Mind Reading: Whoever wears this device has access to a permanent form of the spell mind reading; it is always available but only activates when the wearer spends a full round concentrating upon it, and persists until the wearer ceases to use it. The effect can be activated as many times per day as the wearer wants.
Panic: When this device is played (as appropriate for its form), all creatures more than 20 feet from the user but not over 120 feet away must save vs. Spells or be affected as by the spell cause fear.
Penetrating Vision: On command, and for so long thereafter that the wearer concentrates on it, this device confers the power to see through solid matter as if it were transparent as glass. The effect extends at most 20 feet, and the wearer sees as if in normal light even if they are in fact in total darkness.
This effect is blocked by certain materials; the wearer can see through at most 3 feet of wood or soil, 1 foot of stone, or 1 inch of most metals. Gold or lead no thicker than foil will completely block the effect.
The device may be used three times per day, and each use lasts at most one turn.
Protection: The wearer of an item with this power receives the listed benefit (from +1 to +3) to their Armor Class for so long as the ring is worn. This bonus is also applied to the wearer's saving throw die rolls.
Protection from Energy Drain: This device has the power to absorb and neutralize energy-draining attacks, death spells or effects (such as slay living), and curses that would otherwise affect the wearer. The device has 2d6 charges when found, and each negative level, curse, or spell absorbed consumes one charge. When the device's charges are exhausted it disintegrates into golden sparkles and disappears.
Protection from Scrying: The wearer of this item is immune to all forms of scrying (including crystal balls, clairvoyance, clairaudience, and any other means of location or spying at a distance) as well as any form of mind reading. Other characters who are within 30' of the wearer are also immune to scrying, but not to mind reading.
Regeneration: This device grants the wearer the power of regeneration, exactly as described in the description of the Troll on page 152, including the weakness with respect to acid and fire damage. Note that this device will only heal damage suffered while it is worn; pre-existing damage is not healed by putting on the device.
Scrying: This device can be used to spy upon other people or locations, regardless of distance. A scrying device may only be used by Magic-Users. It can be used three times per day, for up to a turn each time.
The chance of success when using a scrying device is as shown below. Total chances equal to or greater than 100% do not require a roll.
Knowledge and Connection Chance Secondhand Knowledge (heard of) 25% Firsthand Knowledge (seen briefly) 55% Familiar (known well) 95% Possession or garment +25% Body part, lock of hair, bit of nail, etc. +50%
The user of the device is the only one who will see the image. No sound will be heard normally. Detect magic, detect evil, and mind reading have a 3% chance per level of the caster of operating correctly if used with a scrying device.
Scrying, Superior: This item works exactly like a standard scrying device, as described above, but also allows the user to hear any sounds in the location viewed as if they were there.
Speed: The wearer of this device can activate it with a command word (or by clicking their heels together, if the item takes the form of boots) and gain the effect of a haste spell, and can end the effect the same way. The effect can be used for a total of 10 rounds each day.
Spell Storing: These much sought-after devices each contain a number of spells which can be cast by the wearer. Most of them contain Magic-User spells, but 1 in 10 contains Clerical spells instead. No device may contain spells of both types! Each spell stored in the device is cast as if by the lowest-level character who could normally cast the spell, but not less than 6th level in any case.
Any class may wear and use this device, but it can only be recharged by casting the appropriate spell into it. A table is provided below to determine how many spells, and what levels they are. A spell storing device must be recharged with the same spells that were placed into it when it was made; so a Pendant of Two Spell Storing containing fireball and fly can only be recharged with those two spells.
The wearer of one of these devices automatically knows the names of the spells stored within it, but is not granted detailed knowledge of how each spell works. If the wearer is not a magic-user and no such character is available to advise the wearer, there may be some difficulty in using it successfully (and safely).
A device of this type found in a treasure hoard may be completely charged, or discharged, or partially charged, at the GM's option.
d% # of Spells d% Level of Spell 01-24 1 01-30 1st 25-48 2 31-55 2nd 49-67 3 56-75 3rd 68-81 4 76-85 4th 82-91 5 86-97 5th 92-96 6 98-00 6th 97-00 7
Spell Turning: This device reflects spells cast directly at the wearer, but not area effect spells, back at the caster; so a hold person spell would be reflected, but not a fireball. It will reflect up to 2d6 spells before its power is exhausted.