I'm sure many (if not most or all) of us share one of two different first experiences with a monster book... OD&D's Monster & Treasure book, or AD&D's Monster Manual. My first experiences with monster stats were those ubiquitous red and blue saddle-stitched paperbacks of classic D&D. But those are simply not monster books. As I define it here, I'm talking specifically about those books which were (and are) filled cover to cover with monster stats, preferably with pictures.
While I doubt many of us rarely stop to critically examine monster books as I'm suggesting here, I'm sure that many of us know by osmosis if we like a monster book or not. We may not be able to objectively state that the Monster Manual or the Fiend Folio are far superior to Monster Manual II, but we know it... we know it.
So what happens when we start to look critically at monster books? Well, I can't speak for all of you (though the comments below will give everyone plenty of chance to chime in), I can tell you what does or doesn't stand out to me about various books noted below.
OD&D Monsters & Treasure
There's no doubt this is the great-grandaddy of all monster books. Though it be very skimpy compared to later monster descriptions, there's something very important happening here that I think is crucial to a good monster book... IDEAS! I'm not just talking about ideas on the part of the writers. I'm talking about the kinds of monsters that give DMs ideas, particularly those kinds of ideas that act as fuel for dungeon designing and adventure building. It's a given that the classic monsters of myth and literature are here (gargoyles, dragons, orcs, etc.), but there are also some interesting inventions here: the purple worms, gray ooze, yellow mold, and gelatinous cube. How many of you didn't fall in love at first sight with the idea of the gelatinous cube? And springing it on those unsuspecting friends of ours that had never heard of such a thing (because they didn't own the book)?
AD&D Monster Manual
If M&T is the great-grandaddy, the Monster Manual is the grandaddy. Hands down. For somebody that was introduced to D&D by red/blue (as noted above), the Monster Manual stat blocks were a revelation. To this day, the one stat in that block that continues to stand out to me is the monster's intelligence. 13-year old me had no concept of monsters that spoke, or bargained. They were simply dangerous things that needed to be killed so you could take their treasure and/or earn experience points. The more important thing about the MM that stood out to me was that close-to-every monster entry had an accompanying picture. To me, this is a critical componentn of a good monster book. I can't be the only idiot who looked at the caecilia image on page X28 in the Cook/Marsh Expert Rulebook for the first time and thinking it was supposed to go with the blink dog entry above it. Sure, after you read the entries you know with which entry it's supposed to go, but to this day those caecilia eyes keep staring at me, without blinking, mocking me for thinking it was a blink dog. So apart from things like Intelligence stats and pics for each entry, how does the Monster Manual do on the idea front? Admittedly pretty well. Granted, many of the classics came from Monsters & Treasure, or had already appeared in Dragon Magazine, but given that I didn't pick up my first copy of Dragon until issue #68, this was the first time I saw many of those creatures. And there are more of those ideas there. However, what the MM really does is say, "Okay... here are all of the ubiquitous classics you're going to need, and a few cool new fun things that you'll want."
AD&D Fiend Folio
I have to admit that I love the AD&D Fiend Folio mostly for the illustrations. While I know that Russ Nicholson has influenced many an old-school artist, I'm an Alan Hunter man all the way. Granted, I love Russ's work, but Hunter's style is one of the biggest influences on me. Too this day, the hook horror and crab men illustrations are among my favorite old school RPG illustrations. But I think the FF art is reflective of the "slant" of the things inside — there is very little in the way of ubiquitous classic (formorians, e.g.), and much more in the way of interesting takes on classic archetypes (e.g., the blindheim or the carbuncle). Why is this? Is it because these things were created by Brits? Was it because they appeared first in White Dwarf Magazine, which means you're not creating creatures to serve an adventure, but rather to grasp the reader? Neither? Both? Who cares? It's fun and funky and it works! (BTW, I've heard many comment that my Creature Compendium reminds them of the Fiend Folio. That is one of the best compliments a guy like me could ask for.)
Monster Manual II
To me, this is an example of what not to do with a monster book. It feels like filler, gathered from the back pages of modules and the innards of Dragon. Why does the Fiend Folio (which has similar beginnings) seem to work, while the MM2 seems to fall short? My take here is that there are two issues which lead to the shortcomings of this book: 1) it's much too "specific" in some places, and 2) in other places it's trying WAY too hard. What do I mean by specific? Well, let's just say, unless you're traveling the planes, those 5 pages dedicated to modrons isn't going to do you much good. And past a certain point, aren't dinosaurs just dinosaurs? Don't get me wrong. I think there is some good stuff in Monster Manual II. It just doesn't give me enough of that "smile in the mind" feeling as I'd like in a monster book. As I'm writing this, I'm starting to figure out what it is about this book. Take for example the vegepygmies. In the context of a monster book, they're not much more than "vegetable-men." However, in the context of a good adventure (in this case, Expedition to Barrier Peaks they come alive. I think maybe that's what it is about this book — if you've got a good adventure, then there's stuff here that's going to work for you. But, on the whole, these monsters don't give me ideas for adventures.
Creature Compendiums
So with the Creature Compendium, I tried to create monsters that, even without to much ecological information scripted out, DMs would have ideas for how to use such creatures in their adventures and encounters. And that's what I'm trying to do as I continue (albeit slowly) to flesh out Creature Compendium II.
Sunday, June 24, 2018
Thursday, June 21, 2018
New Psionic Oe/1e/BX Monster: Ghaozeg
This is an adaptation of the guardian creature from Robert E. Howard's story The Fire of Asshurbanipal. The creature is unnamed in the story (and is referenced only as the "guardian"), so I created something to that lived alongside some of the other things in the campaign world I've been developing over the last few years (to support the BX Psionics stuff I've been running off and on).
If you've never read it/heard of it, check out this blog post from Black Gate.

If you've never read it/heard of it, check out this blog post from Black Gate.

| Originating from the Beyond, a ghaozeg is gigantic, black and shadowy thing—a hulking monstrosity that walks upright like a man, but like a toad too, winged and tentacled. Borne of the eternal chaos of the Beyond, ghaozeg are primordially tied to the Elemental Plane of Sand. When these things are encountered in the Material Plane, it most often in lost desert cities, guardians of soul gems and jarred demons. A chill hangs in the air about this atrocity. Even unseen, its mere presence is detected up to 60' away as a drop in temperature of approximately 5°. In shadow, this creature is near invisible, surprising on a 1-4 (on 1d6) when emerging from or encountered in shadow or low light conditions (even if the drop in temperature has been discerned). Ghaozeg are immune to damage from both heat and cold. The loathsome visage of a ghaozeg causes stark black madness. Creatures looking upon such a thing must save vs. death or fall into a coma-like state for a number of days equal to the difference between the target number and the result of the saving throw (e.g., a result of 9 when a 12 or better is needed results in 3 days of the coma-like state). This state cannot be removed or negated by any means. After the victim awakes, an additional save is made vs. paralysis: on a successful save, the victim is conscious but stunned for a number of hours equal to the number of days spent in the coma-like state, then returns to normal; on a failed save, the victim awakes but indefinitely remains in the conscious-but-stunned state. At any time after the victim emerges from the coma-like state, the woken catatonia may be negated with a remove curse spell or the psionic discipline psychic surgery. A ghaozeg has soul-shakingly foul breath. All caught in its 30' diameter cloud must save vs. breath or have their sleep filled with nightmares for 1d6 days’ worth of restless sleep. After such nights, spells cannot be memorized and PSPs cannot be restored through meditation. Remove fear will cause the nightmares to cease (restoring restful sleep), but remove curse will not. It may use this breath weapon once every 3 rounds in lieu of its bite attack. The touch of each ghaozeg tentacle drains 1d6 hp (on a successful “to hit” roll), and its bite does 1d4 damage. Surviving the unearthly horror of a ghaozeg bolsters one’s resilience to the horrors of the world and the chaos beyond it. For 24 hours after encountering such a thing, survivors make their saving throws vs. fear as if 1 level/HD higher. | Oe/1E STATS FREQUENCY: Very rare NO. APPEARING: 1-2 ARMOR CLASS: 3 MOVE: 12"/24" HIT DICE: 6 % IN LAIR: 65% TREASURE TYPE: Q×3 NO. OF ATTACKS: 5 DAMAGE/ATTACK: 1-6/1-6/1-6/1-6/1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Immune to heat and cold MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Chaotic evil SIZE: L (10' long) PSIONIC ABILITY: 100 Attack/Defense Modes: C,D/F,G,H BX STATS ARMOR CLASS: 3 HIT DICE: 6** MOVE: 120'(40')/240'(80') ATTACKS: 4 tentacles/ 1 bite or breath DAMAGE: 1d6+special (×4)/ 1-4 or special NO. APPEARING: 1 (1-2) SAVE AS: Fighter:6 MORALE: 11 TREASURE TYPE: L×3 ALIGNMENT: Chaotic PSIONIC ABILITIES PSIONIC LEVEL: 5 (25 PSPs) Attack modes: ego whip, id insinuation Defense modes: mind blank, mental barrier, thought shield |
Wednesday, June 13, 2018
d30 PDF Download: d30 Minotaur Variations
Now that life is settling back in from being uber-crazy for the last 6 months or so, I'm going to try to start making some regular posts to this blog.
This table is one that prepared for the d30 Adventure I ran at this year's NTRPGCon, only the players didn't make it to this level of the tower before time ran out. I prepped 15 tower levels (each was essentially 1 encounter area--some as a single large room, others with several rooms to go through). The minotaur was on Level 7, and they had just made it past Level 5.
Here's the deal, I just can't go an NTRPGCon without an adventure that includes a labyrinth and a minotaur. This year, there were two labyrinths... the d30 players didn't make it far enough to reach theirs, and the intro level animal class party chose a different route in their game. The animal class players heard "labyrinth" and assumed "minotaur"; there was a labyrinth, but there was no minotaur there. Instead, they fought a wave of undead. But I digress...
Here's the minotaur d30 table I created for the d30 adventure at the con. Enjoy!
Click here (or on the image below) to download
a free PDF of d30 Minotaur Variations PDF from MediaFire.
This table is one that prepared for the d30 Adventure I ran at this year's NTRPGCon, only the players didn't make it to this level of the tower before time ran out. I prepped 15 tower levels (each was essentially 1 encounter area--some as a single large room, others with several rooms to go through). The minotaur was on Level 7, and they had just made it past Level 5.
Here's the deal, I just can't go an NTRPGCon without an adventure that includes a labyrinth and a minotaur. This year, there were two labyrinths... the d30 players didn't make it far enough to reach theirs, and the intro level animal class party chose a different route in their game. The animal class players heard "labyrinth" and assumed "minotaur"; there was a labyrinth, but there was no minotaur there. Instead, they fought a wave of undead. But I digress...
Here's the minotaur d30 table I created for the d30 adventure at the con. Enjoy!
Click here (or on the image below) to download
a free PDF of d30 Minotaur Variations PDF from MediaFire.
Monday, November 6, 2017
The System Surpasses 10,000 Downloads!!!
So it seems that while I've been asses and elbows over the last few months with real-world client work, PDF downloads of my generic RPG The System surpassed 10,000 total downloads! The System is the universal RPG that I originally wrote as a high-schooler in 1985, abandoned when I realized GURPS had hit the market, then finally resurrected when I discovered the OSR back in the early part of 2011 (though had yet to understand what a retro-clone was... which The System is definitely not).
As a published RPG product, it predates the other things for which I'm known (including the d30 DM Companion, the otherwise first of my published products). It has been available as a free PDF download (direct from this link) and in print-on-demand from Lulu.com.
If you've never heard of The System, here's the topline overview... I originally wrote/designed this in late 1985/early 1986 (when I was about 16 years old) before other universal role playing systems were available on the market. As I was getting ready to playtest it with my friends, a guy in our gaming group brought in a copy of the (then) newly-released GURPS, and I shelved my system in the disappointment that comes with having someone beat you to the punch. In 2011, I "rescued the from oblivion" (that is, I scanned the old daisy-wheel printed version that came from my dad's word processor at work), gave it a (very) quick polish to the ruleset, and typeset it with a decidedly retro (1st generation) RPG feel to it.
As stated previously, I'm quite willing to admit the game has its flaws... I mean, c'mon, I was 16 or so when I wrote it. (e.g., there is a very convoluted constitution-to-hit-point system, and there is an innovative but ultimately ill-conceived initiative and movement tracking system, and while it purports to handle supers among its genres, I can't claim that it actually scales to reflect the expanse of power levels between the weakest and strongest heroes). But over time, I have more and more appreciation for the fact that it uses d6s only, and led to some underlying things that Welbo and I would like to see become part of a "2nd Edition" of The System. (Should we ever get back to it, but may something it takes us 10 or more years to complete.)
If you want the full story on The System, check out this post.
As a published RPG product, it predates the other things for which I'm known (including the d30 DM Companion, the otherwise first of my published products). It has been available as a free PDF download (direct from this link) and in print-on-demand from Lulu.com.
If you've never heard of The System, here's the topline overview... I originally wrote/designed this in late 1985/early 1986 (when I was about 16 years old) before other universal role playing systems were available on the market. As I was getting ready to playtest it with my friends, a guy in our gaming group brought in a copy of the (then) newly-released GURPS, and I shelved my system in the disappointment that comes with having someone beat you to the punch. In 2011, I "rescued the from oblivion" (that is, I scanned the old daisy-wheel printed version that came from my dad's word processor at work), gave it a (very) quick polish to the ruleset, and typeset it with a decidedly retro (1st generation) RPG feel to it.
As stated previously, I'm quite willing to admit the game has its flaws... I mean, c'mon, I was 16 or so when I wrote it. (e.g., there is a very convoluted constitution-to-hit-point system, and there is an innovative but ultimately ill-conceived initiative and movement tracking system, and while it purports to handle supers among its genres, I can't claim that it actually scales to reflect the expanse of power levels between the weakest and strongest heroes). But over time, I have more and more appreciation for the fact that it uses d6s only, and led to some underlying things that Welbo and I would like to see become part of a "2nd Edition" of The System. (Should we ever get back to it, but may something it takes us 10 or more years to complete.)
To download a free PDF from MediaFire, click here.
To buy a deeply-discounted print copy of The System from Lulu.com, head over here.
Tuesday, August 1, 2017
We Reap What We Sow
Please bear with me as I digress from the normal RPG content that graces this blog, in favor of a post that I just felt like I needed to write.
Let me go back a few years to a time when, as a freelance designer, I spent a good portion of my day working consistently with my laptop at a specific Starbucks location. When you spend that much time at a specific Starbucks, you get to know the other regulars pretty well. Among the folks I met there were a pair of brothers, both in their 60s. One brother owned some oil properties that provided some ongoing (albeit minor) income, as well as bought/refurbished/sold old Martin guitars and old Mercedes diesels. The other brother was a little older, not in great health, smoked pretty heavily, and was generally supported by his younger brother.
I knew these two moderately well (I knew the older one much better), but they were really just very familiar acquaintances, not really friends. Apart from Starbucks coffee and sandwiches, we never shared a meal or had a drink together. We only ever saw each other at the coffee shop.
The older brother died suddenly, and the younger brother was in need of some financial assistance to cover the unexpected costs of his brother's burial (there was no funeral proper). He had reached out to me (and I assume several others) to lend him a couple of hundred dollars, which grew to $500 by the time he had finished explaining his situation. He gave me a post-dated check in return. He told me that he would have oil revenues at the first of the month and would be able to cash the check then. I had a little money to spare (very little at the time), and I really didn't know the younger brother all that well, but I really liked the older brother and wanted to make sure that his burial arrangements happened. So I wrote the check.
I went to his bank just a few days after the 1st to try to cash the check, but there were no funds. As I understood it, the account was set up specifically to receive the oil income, then divert to his normal account, so I'm sure all the funds (that may have been there) were already diverted to another account.
The following month, I kept my regular Starbucks schedule, and for as regular as he had been, I didn't see him at all. So I tried again to cash the check the following month. Again, insufficient funds.
The one thing I cannot explain to you is how angry I got. I left messages on his voice mail--they went unreturned. I left angrier messages, again unreturned. I seethed. I felt genuinely toxic with hate--absolute hate. I shared my story with others and it just filled me with more hatred. I have never in my life felt that kind of disdain for a human being... and I did not like it. I did not like what it was doing to me. I did not like the way it made me feel.
I realized that my feelings weren't doing anything to make the situation better, so I decided I had to let it go.
I'm not saying what he did wasn't shitty... and that at least a phone call to explain would have been nice... but I also realized that what I was doing wasn't making anything better, and it was only breeding more contempt in the world. And we all know that's one thing the world just doesn't need right now.
I cannot explain to you how good it felt it to just be done with the toxicity I was creating. It was me who sowed the anger. It was me who sowed the hatred. It was me that sowed the ground that made me feel progressively shittier and shittier.
I did try one more time to cash the check (literally on the last day the check was going to be good, per its date). Miraculously, it cleared, and the teller gave me $500 in cash. In return, you're probably not going to believe this, but it's absolutely true... I only kept $300 and put the other $200 back into his account. I was trying to put myself in his place... I wasn't sure what he needed, but the $300 was all I needed. Besides, $200 is how much I would have been happy to donate for the older brother's burial (without return) if the younger brother had asked for such a contribution in the first place. I also thought of the $200 as penance for my deadly sin of wrath.
Since I let that contempt go, I have never again been perturbed even in the slightest by the story, even as I recount it now.
Yes, there are shitty people in this world, who do shitty things. But if we're shitty in return, how does that help?
My wife used to teach middle school religion at a Catholic school, and above the door insider her room, so that the kids could see it when they exited the room and went into the world, there was a sign that read, "Who does it serve when I ______?"
Before you throw your contempt and disdain out into the world for people to commiserate with, ask yourself, "Who does it serve when I ______?" And, then, if the answer is "my own hatred or ego," maybe there's a better way to frame it.
What do you think would have happened if I reached out to the younger brother on one of those voice messages and instead said, "Hey, man, I know that it's probably still a tough time, and there's no pressure on my end, but I thought it my be good if we could touch base so we know things are all still good."
Unfortunately, I'll never know because it was too late to unsow the contempt I'd already sown.
To this day, I have not seen the younger brother again.
Let me go back a few years to a time when, as a freelance designer, I spent a good portion of my day working consistently with my laptop at a specific Starbucks location. When you spend that much time at a specific Starbucks, you get to know the other regulars pretty well. Among the folks I met there were a pair of brothers, both in their 60s. One brother owned some oil properties that provided some ongoing (albeit minor) income, as well as bought/refurbished/sold old Martin guitars and old Mercedes diesels. The other brother was a little older, not in great health, smoked pretty heavily, and was generally supported by his younger brother.
I knew these two moderately well (I knew the older one much better), but they were really just very familiar acquaintances, not really friends. Apart from Starbucks coffee and sandwiches, we never shared a meal or had a drink together. We only ever saw each other at the coffee shop.
The older brother died suddenly, and the younger brother was in need of some financial assistance to cover the unexpected costs of his brother's burial (there was no funeral proper). He had reached out to me (and I assume several others) to lend him a couple of hundred dollars, which grew to $500 by the time he had finished explaining his situation. He gave me a post-dated check in return. He told me that he would have oil revenues at the first of the month and would be able to cash the check then. I had a little money to spare (very little at the time), and I really didn't know the younger brother all that well, but I really liked the older brother and wanted to make sure that his burial arrangements happened. So I wrote the check.
I went to his bank just a few days after the 1st to try to cash the check, but there were no funds. As I understood it, the account was set up specifically to receive the oil income, then divert to his normal account, so I'm sure all the funds (that may have been there) were already diverted to another account.
The following month, I kept my regular Starbucks schedule, and for as regular as he had been, I didn't see him at all. So I tried again to cash the check the following month. Again, insufficient funds.
The one thing I cannot explain to you is how angry I got. I left messages on his voice mail--they went unreturned. I left angrier messages, again unreturned. I seethed. I felt genuinely toxic with hate--absolute hate. I shared my story with others and it just filled me with more hatred. I have never in my life felt that kind of disdain for a human being... and I did not like it. I did not like what it was doing to me. I did not like the way it made me feel.
I realized that my feelings weren't doing anything to make the situation better, so I decided I had to let it go.
I'm not saying what he did wasn't shitty... and that at least a phone call to explain would have been nice... but I also realized that what I was doing wasn't making anything better, and it was only breeding more contempt in the world. And we all know that's one thing the world just doesn't need right now.
I cannot explain to you how good it felt it to just be done with the toxicity I was creating. It was me who sowed the anger. It was me who sowed the hatred. It was me that sowed the ground that made me feel progressively shittier and shittier.
I did try one more time to cash the check (literally on the last day the check was going to be good, per its date). Miraculously, it cleared, and the teller gave me $500 in cash. In return, you're probably not going to believe this, but it's absolutely true... I only kept $300 and put the other $200 back into his account. I was trying to put myself in his place... I wasn't sure what he needed, but the $300 was all I needed. Besides, $200 is how much I would have been happy to donate for the older brother's burial (without return) if the younger brother had asked for such a contribution in the first place. I also thought of the $200 as penance for my deadly sin of wrath.
Since I let that contempt go, I have never again been perturbed even in the slightest by the story, even as I recount it now.
Yes, there are shitty people in this world, who do shitty things. But if we're shitty in return, how does that help?
My wife used to teach middle school religion at a Catholic school, and above the door insider her room, so that the kids could see it when they exited the room and went into the world, there was a sign that read, "Who does it serve when I ______?"
Before you throw your contempt and disdain out into the world for people to commiserate with, ask yourself, "Who does it serve when I ______?" And, then, if the answer is "my own hatred or ego," maybe there's a better way to frame it.
What do you think would have happened if I reached out to the younger brother on one of those voice messages and instead said, "Hey, man, I know that it's probably still a tough time, and there's no pressure on my end, but I thought it my be good if we could touch base so we know things are all still good."
Unfortunately, I'll never know because it was too late to unsow the contempt I'd already sown.
To this day, I have not seen the younger brother again.
Friday, July 7, 2017
d30 Feature of the Week: d30 Mummy Variations
Last week, the d30 Ghoul/Ghast Generator was the winner of the "Which Undead d30 Chart Do You Want to See" vote by a slim (single, tie-breaking vote) margin, with 2nd place as a tie between mummies and spectres... so mummies it is!
Click here (or on the image below) to download
a free PDF of d30 Mummy Variations PDF from MediaFire.
Click here (or on the image below) to download
a free PDF of d30 Mummy Variations PDF from MediaFire.
Thursday, July 6, 2017
Some Collected New Magic Items
Those who are circled in with me on G+ know that, for a few weeks I have been posting a new magic item every day to my "New Magic Items" collection. At some point (several months to a year from now) I plan to collect them and publish them. However, every once in a while I will collect the recent creations and post them here (at the blog). So to get you caught up, here they are in reverse chronological order (most recent first).
Spectral Tonic
This potion is usable by anyone.
Upon imbibing this potion, the drinker's visage changes to appear as if they'd become a spectre. This is an illusion that cannot be disbelieved by others. The imbiber does not become incorporeal, and retains their normal abilities.
Anyone taking a sip of this potion when finding it to determine its nature has a 50% chance of mistaking it for spectral brew.
Spectral Brew
This potion is usable by anyone.
Upon imbibing this potion, the drinker becomes incorporeal and appears as if they were a spectre. In this form, a +1 or better weapon is required to hit the character, the character can move through non-magical objects and fly at the same movement rate as a spectre, and the character is able to surprise on a 1 to 4 (on 1d6); otherwise, the character retains their normal abilities.
Ghostly Accord
This item may only be used by those characters permitted the same items as magic-users.
This piece of parchment appears as a contract between two unspecified parties. When read aloud, and as the two parties to the contract the caster uses his or her name and the name of a nearby undead spirit (e.g., a specific ghost, spectre, or poltergeist; within a 120' range of the caster), a truce is forged between the caster and the undead spirit. As long as the caster or the caster's associates do not harm the spirit, the spirit is bound to not harm them. The spirit is not, however, prohibited from being a nuisance or making it more difficult for the caster and the caster's associates to achieve a goal.
Club of Cruelty
This magical weapon is not allowed to characters that are forbidden the use of bladed weapons.
This club, carved from dark ebony wood, features a surface so highly polished, it almost appears as if lacquered. It strikes normally as a +1 weapon, doing 1d4+1 on a successful hit. However, on a natural "to hit" roll of "20," metal spikes magically protrude from the club, doing an additional 1d4 damage before retracting back into the club.
Hydra's Arrow
This item is usable by any character permitted to use a bow as s weapon.
The shaft of this delicately crafted arrow appears to be composed of several smaller intertwined strands of young (green) wood. When fired, the arrow "splits" into multiple (1d4+1) +1 arrows directed at a (single) target creature. A separate "to hit" roll is required for each arrow, but each successful strike lands for 1d6+1 damage. If fired into melee, arrows that miss have a chance of striking creatures engaged with the original target. Recovery of the resulting +1 arrows (after combat) is at the DM's discretion. Once the arrows have split, they cannot be recombined.
Climber's Armor
This item may be worn by any character normally permitted to wear leather armor. However, it provides additional boons to those with thieving abilities.
This stone-gray suit of leather armor features a rope-like motif at its edges. For characters with the ability to Climb Sheer Surfaces (like thieves), it provides a 2 level bonus to such attempts; for all others, it provides the ability to Climb Sheer Surfaces as a 2nd level thief. Additionally, it provides those with the ability to hide in shadows a natural chameleon-like camouflage while climbing, enabling them to be "hidden" while climbing (made as a standard Hide in Shadows check).
Shadow Shield
This item may be used by any character permitted to use a shield.
This rectangular shield of dark iron is incredibly light and easily handled, despite it's rather bulky appearance. Its face features a vertically-elongated diamond overlaid through its middle with two interlocking rings (the triangle represents shadow and the circles represent light and dark—shadow being the place where light and dark meet).
The bearer of this shield becomes naturally cloaked in shadow, benefiting from a –2 Armor Class bonus in all indoor and underground situations. (The benefit does not apply in full daylight or outdoors).
Additionally, the bearer of the shield may shadow walk at will, stepping into a shadow and traveling through the Shadow Plane to another shadow within a 60' range.
Finally, if standing still and concentrating, the bearer of the shield may create a 30' radius of magical shadow, with all “to hit” rolls in the affected area suffering a –3 penalty.
Prismatic Necklace
This item is usable only by magic-users and those with access to illusionary magic (e.g., gnomes with illusory magic).
This 10" silver chain features seven glass beads, each approximately ¼" in diameter and differently colored (from left-to-right in the following order: red, orange, yellow, green, blue, indigo, violet).
Each bead may be used up to five times per day. If used individually, they may be "simultaneously used multiple times" (e.g., the 1d6 damage caused by the red bead may be stacked with another use of the red bed for a total of 2d6 damage). Beads of different colors may be used in combination, but in such cases the effects of a single bead color may not be stacked (e.g., if using the red and green beads in combination, only a single use of each of those beads is permitted at the same time). The range of any effect is 60', and the effects of each bead are outlined below:
Red: The target takes 1d6 fire damage on a failed save vs. spells, or half as much damage on a successful one.
Orange: The target takes 1d6 acid damage on a failed save vs. spells, or half as much damage on a successful one.
Yellow: The target takes 1d6 lightning damage on a failed save vs. spells, or half as much damage on a successful one.
Green: The target takes 1d6 poison damage on a failed save vs. spells, or half as much damage on a successful one.
Blue: The target takes 1d6 cold damage on a failed save vs. spells, or half as much damage on a successful one.
Indigo: On a failed save vs. spells, the target is confused (as the spell) for 1d6 rounds. A successful save negates the effect.
Violet: On a failed save vs. spells, the target is stunned for 1d6 rounds. A successful save negates the effect.
If all 7 colors are used at the same time, the target is automatically blinded for 1d4 rounds.
Medicine Spoon
This item is usable only by clerical spellcasters of lawful or neutral alignment (non-evil), but any class or creature may benefit from its curing properties.
When this decorative gold spoon is filled with purified water and prayed over by a clerical spellcaster for 1 uninterrupted turn, the water becomes a dose of a potion that will cure disease (as the spell). This ability of the spoon is usable 3×/day.
Holy water will not be transformed, nor will water that has not been purified.
Wand of Spell Stealing
This item may only be used by characters able to use those items as magic-users.
This item is carved from ebony, with a core of red dragon bone.
It works similarly to a ring of spell storing (storing a limited total number of spell levels), but gains spells by stealing them from an arcane caster within a 120' range. As a spellcasting action, the wielder need simply point the wand at a target and speak the trigger word, and the wand will absorb a randomly-selected spell of the highest level storable in the wand, remove it from the target's memorized spells for the day, and store it in the wand. If a spell of that level is not available, the wand will randomly steal a spell from the next level down. If no spell is available small enough to fit in the wand, the attempt fails automatically. The target is permitted a saving throw vs. spells to avoid having a spell stolen.
To determine what spells have been stored in the wand requires 1 round of concentration while holding the wand. A spellcaster of any level may use any spell stored in the wand, regardless of the stored spell's level.
Casters are permitted to steal spells from themselves or others who are willing (no saving throw required) in order to store spells for future use.
Ringwood Rings
Ringwood rings are normally usable only by clerics or druids. Some rings may be usable by other classes at the DM’s discretion.
These signet style rings are carved from the center core of a young tree, and the flat surface of each ring’s face features the innermost concentric circles of the tree’s trunk. The properties of each ring depend on the type of wood from which the ring is carved, as outlined below:
Alder: +1 to Charisma; +1 on saves vs. fear and psionic domination
Apple: +2 on reaction rolls
Ash: +1 to Intelligence; +1 to Wisdom; read languages 3×/day; cure disease 1×/week
Basswood: +1 Charisma; charm person 3×/week
Beech: commune 1×/week; heals 1d3 hp per day
Birch: dispel evil 1×/day; slows aging by 25%
Cedar: dispel evil 1×/week; protection from evil (personal) 1×/day; protection from evil 10' radius 1×/week
Cherry: intuition (–1 AC and +1 “to hit” bonuses); doubles the range of all detection spells; speak with animal 1×/day
Elder: protection from evil (personal; always in effect); banishment 1×/day; +1 on all saves vs. magic; heals 1d4 hp per day
Elm: half the normal rest time required after moving/traveling; all opponents save vs. magical effects with a –1 penalty
Hawthorn: +1 to all psionic saving throws; +1 to saves vs. fear; banishment 1×/day
Hazel: locate object 1×/day; polymorph self 1×/day; polymorph other 3×/week
Honey Locust: immunity to non-magical diseases; cure disease 1×/day; +2 reaction bonus when dealing with opposite sex
Ivy: +1 to Strength; –3 AC vs. elementals
Lilac: phantasmal force 1×/day; automatically disbelieve illusions
Maple: heals 1d6+1 hp per day; telepathy (at will) to 120' range
Oak: heals 1d6+1 hp per day; surprised only on a 1 (on 1d6); find secret doors on a 1-3 (on 1d6)
Poplar: +1 to all save vs. magic; opponents save vs. magical effects with a –1 penalty; as ring of spell storing (stores up to 10 spell levels)
Walnut: teleportation 1×/day; commune 1×/week
WIllow: cure disease 1×/day; resurrects as 2 levels higher
Mystic's Mala
This item is usable only by psionic characters.
A mystic's mala is a string of 108 wooden prayer beads tipped with a tassel. The item is designed for chanting or mentally repeating a mantra 108 times. By spending 3 turns (30 minutes) meditating and repeating a mantra 108 times, the character recovers 1 PSP per psionic level, up to the character's maximum. This meditational time is outside of the character's normal meditation (after a full night's rest to restore PSPs). The beads are usable only once per day; once any character has used them for the day, they cannot be used again by anyone until the following day.
Morphstriker
This item is usable by any character class, as long as it is in a form allowed to that character class. For example, a cleric may hold it while it is in the form of the dagger, but may not use it. The cleric may then wish for it to transform into a mace, and use it once it does.
This +1 weapon appears as a finely crafted, but relatively unadorned specimen of any basic/standard handheld melee weapon type. The wielder simply need hold the item and wish for a different weapon, and it will instantaneously transform into that form. It may become as small as a dagger or as large as a pole arm, and may take the form of a slashing, piercing, or bludgeoning weapon.
Fiendish Mantle
Alignment and class restrictions for use of this item are at the discretion of the DM.
This hooded overgarment is sewn from deep red velvet and often crackles with static electricity (a byproduct of the magic coursing within it).
The mantle provides the same resistances and immunities normally possessed by an abyssal demon: half damage from cold, fire, electricity, and gas; no damage from magical energy (e.g. magic missile), poison, or silver; and a +1 or greater weapon is required to hit the wearer.
When the wearer pulls the hood over their head, they polymorph to assume a fiendish appearance (of their choosing at the time the hood is drawn) of approximately the same size and form (e.g., a bipedal humanoid approximately 5'10" tall would appear as a bipedal fiend approximately 5'10" tall). If the wearer chooses to take on a particularly horrifying appearance, all living creatures in a 10' radius must save vs. spells or flee in fear for 2 turns. The wearer may change back to their normal form by pulling the hood down. The wearer cannot change appearance while the hood is up, and must pull the hood down then back up to take on a different fiendish appearance. The fiendish appearance does not grant any special abilities or change attributes or abilities possessed by the wearer (e.g., the fiendish appearance may have wings, but no ability to fly is granted). True seeing (or similar) will reveal the true nature of the wearer.
Fiery Chakram
This item may not be used by those prohibited from using bladed weapons.
This ranged weapon (25'/50'/75') is a flat O-shaped ring of metal with a sharpened outer edge. It measures approximately 10" in diameter with a 7" diameter hole through the middle, and a flame motif inscribed along its surface. On a successful "to hit" roll, it does 1d6 damage, plus the target must save vs. spell or take an additional 1d6 fire damage. The weapon returns to the thrower at the end of the phase.
Periapt of Ethereal Sight
Any character of any class or alignment may use this item.
This platinum amulet features a downward-pointing triangle set in a circle and strung from a thin platinum cord. It provides the wearer sight into the Ethereal Plane from any coexisting plane (e.g., the Material or Astral Planes) to a distance of 60'. If worn by a psionic creature, the range extends to 120'. If the psionic creature has attained access to the clairsentient ckakra, the range extends to 180'. This item does not provide any sort of access to the Ethereal Plane, or any ability to attack into it, or affect it or anything in it.
Stole of Radiance
This item is usable only by lawful clerics.
This band of pure white silk cloth measures 9' long and 4" wide, and its straight ends are capped with a tasseled fringes of gold silk. The long edges of the stole are embroidered with gold silk thread, and each end face prominently features an embroidered 8-spoked wheel symbol (for righteousness). The stole provides the following abilities:
The wearer benefits from a +1 bonus on all attacks and saving throws, and a -1 bonus to Armor Class.
The wearer gains a 1 level bonus on all attempts to turn undead. (Does not provide the ability to. turn undead, only an improvement for those who already possess it. Also, does not provide bonus on attempts to rebuke or command undead.)
The stole prevents 1 HD of level drain per day and provides and an additional +1 bonus (beyond that noted above) on saving throws to prevent level drain (where such a saving throw is permitted).
At will, the stole shines equal to the light of a torch. Turning the light off and on is a spellcasting action by the wearer, but does not limit or prohibit any movement, attacks, or similar physical actions normally allowed for the round.
Kadabra Cloak
This item may only be used by characters able to use those magic-items normally reserved for magic-users.
This simple piece of purple velvet cloth may be worn as a standard cloak. However, when placed over an inanimate object which it completely covers, the cloak's trigger word spoken, and the cloak pulled away, the object underneath the cloak will seemingly have disappeared. In truth, it is transported to a pocket universe. The object can be recalled by placing the cloak over an empty area, speaking the trigger word again, and pulling the cloak away to reveal the object returned from the pocket universe. Only one object may be "pocketed away" at a time. Otherwise, the cloak may be used as often as desired.
Resurrection Ankh
Any character of any class or alignment may use this item.
This item appears as a simple silver ankh about 3" tall, strung from a thin silver chain. This item normally provides the same benefits as a ring of protection +1. However, if a character dies while wearing this item, it has a chance of resurrecting that character. The base chance is 100% minus 5% per level/HD to a minimum of 1%. If successful, the character is resurrected (as a resurrection spell) a number of rounds later equal to their level/HD. Unclassed characters and those with fewer than 1 HD are considered 1st level/1 HD for the sake of the amulet's chances of success and number of rounds until resurrection. Once the ankh has successfully resurrected a character (regardless of HD/level), that benefit is considered expended and it becomes a simple ankh of protection +1.
Spectral Tonic
This potion is usable by anyone.
Upon imbibing this potion, the drinker's visage changes to appear as if they'd become a spectre. This is an illusion that cannot be disbelieved by others. The imbiber does not become incorporeal, and retains their normal abilities.
Anyone taking a sip of this potion when finding it to determine its nature has a 50% chance of mistaking it for spectral brew.
Spectral Brew
This potion is usable by anyone.
Upon imbibing this potion, the drinker becomes incorporeal and appears as if they were a spectre. In this form, a +1 or better weapon is required to hit the character, the character can move through non-magical objects and fly at the same movement rate as a spectre, and the character is able to surprise on a 1 to 4 (on 1d6); otherwise, the character retains their normal abilities.
Ghostly Accord
This item may only be used by those characters permitted the same items as magic-users.
This piece of parchment appears as a contract between two unspecified parties. When read aloud, and as the two parties to the contract the caster uses his or her name and the name of a nearby undead spirit (e.g., a specific ghost, spectre, or poltergeist; within a 120' range of the caster), a truce is forged between the caster and the undead spirit. As long as the caster or the caster's associates do not harm the spirit, the spirit is bound to not harm them. The spirit is not, however, prohibited from being a nuisance or making it more difficult for the caster and the caster's associates to achieve a goal.
Club of Cruelty
This magical weapon is not allowed to characters that are forbidden the use of bladed weapons.
This club, carved from dark ebony wood, features a surface so highly polished, it almost appears as if lacquered. It strikes normally as a +1 weapon, doing 1d4+1 on a successful hit. However, on a natural "to hit" roll of "20," metal spikes magically protrude from the club, doing an additional 1d4 damage before retracting back into the club.
Hydra's Arrow
This item is usable by any character permitted to use a bow as s weapon.
The shaft of this delicately crafted arrow appears to be composed of several smaller intertwined strands of young (green) wood. When fired, the arrow "splits" into multiple (1d4+1) +1 arrows directed at a (single) target creature. A separate "to hit" roll is required for each arrow, but each successful strike lands for 1d6+1 damage. If fired into melee, arrows that miss have a chance of striking creatures engaged with the original target. Recovery of the resulting +1 arrows (after combat) is at the DM's discretion. Once the arrows have split, they cannot be recombined.
Climber's Armor
This item may be worn by any character normally permitted to wear leather armor. However, it provides additional boons to those with thieving abilities.
This stone-gray suit of leather armor features a rope-like motif at its edges. For characters with the ability to Climb Sheer Surfaces (like thieves), it provides a 2 level bonus to such attempts; for all others, it provides the ability to Climb Sheer Surfaces as a 2nd level thief. Additionally, it provides those with the ability to hide in shadows a natural chameleon-like camouflage while climbing, enabling them to be "hidden" while climbing (made as a standard Hide in Shadows check).
Shadow Shield
This item may be used by any character permitted to use a shield.
This rectangular shield of dark iron is incredibly light and easily handled, despite it's rather bulky appearance. Its face features a vertically-elongated diamond overlaid through its middle with two interlocking rings (the triangle represents shadow and the circles represent light and dark—shadow being the place where light and dark meet).
The bearer of this shield becomes naturally cloaked in shadow, benefiting from a –2 Armor Class bonus in all indoor and underground situations. (The benefit does not apply in full daylight or outdoors).
Additionally, the bearer of the shield may shadow walk at will, stepping into a shadow and traveling through the Shadow Plane to another shadow within a 60' range.
Finally, if standing still and concentrating, the bearer of the shield may create a 30' radius of magical shadow, with all “to hit” rolls in the affected area suffering a –3 penalty.
Prismatic Necklace
This item is usable only by magic-users and those with access to illusionary magic (e.g., gnomes with illusory magic).
This 10" silver chain features seven glass beads, each approximately ¼" in diameter and differently colored (from left-to-right in the following order: red, orange, yellow, green, blue, indigo, violet).
Each bead may be used up to five times per day. If used individually, they may be "simultaneously used multiple times" (e.g., the 1d6 damage caused by the red bead may be stacked with another use of the red bed for a total of 2d6 damage). Beads of different colors may be used in combination, but in such cases the effects of a single bead color may not be stacked (e.g., if using the red and green beads in combination, only a single use of each of those beads is permitted at the same time). The range of any effect is 60', and the effects of each bead are outlined below:
Red: The target takes 1d6 fire damage on a failed save vs. spells, or half as much damage on a successful one.
Orange: The target takes 1d6 acid damage on a failed save vs. spells, or half as much damage on a successful one.
Yellow: The target takes 1d6 lightning damage on a failed save vs. spells, or half as much damage on a successful one.
Green: The target takes 1d6 poison damage on a failed save vs. spells, or half as much damage on a successful one.
Blue: The target takes 1d6 cold damage on a failed save vs. spells, or half as much damage on a successful one.
Indigo: On a failed save vs. spells, the target is confused (as the spell) for 1d6 rounds. A successful save negates the effect.
Violet: On a failed save vs. spells, the target is stunned for 1d6 rounds. A successful save negates the effect.
If all 7 colors are used at the same time, the target is automatically blinded for 1d4 rounds.
Medicine Spoon
This item is usable only by clerical spellcasters of lawful or neutral alignment (non-evil), but any class or creature may benefit from its curing properties.
When this decorative gold spoon is filled with purified water and prayed over by a clerical spellcaster for 1 uninterrupted turn, the water becomes a dose of a potion that will cure disease (as the spell). This ability of the spoon is usable 3×/day.
Holy water will not be transformed, nor will water that has not been purified.
Wand of Spell Stealing
This item may only be used by characters able to use those items as magic-users.
This item is carved from ebony, with a core of red dragon bone.
It works similarly to a ring of spell storing (storing a limited total number of spell levels), but gains spells by stealing them from an arcane caster within a 120' range. As a spellcasting action, the wielder need simply point the wand at a target and speak the trigger word, and the wand will absorb a randomly-selected spell of the highest level storable in the wand, remove it from the target's memorized spells for the day, and store it in the wand. If a spell of that level is not available, the wand will randomly steal a spell from the next level down. If no spell is available small enough to fit in the wand, the attempt fails automatically. The target is permitted a saving throw vs. spells to avoid having a spell stolen.
To determine what spells have been stored in the wand requires 1 round of concentration while holding the wand. A spellcaster of any level may use any spell stored in the wand, regardless of the stored spell's level.
Casters are permitted to steal spells from themselves or others who are willing (no saving throw required) in order to store spells for future use.
Ringwood Rings
Ringwood rings are normally usable only by clerics or druids. Some rings may be usable by other classes at the DM’s discretion.
These signet style rings are carved from the center core of a young tree, and the flat surface of each ring’s face features the innermost concentric circles of the tree’s trunk. The properties of each ring depend on the type of wood from which the ring is carved, as outlined below:
Alder: +1 to Charisma; +1 on saves vs. fear and psionic domination
Apple: +2 on reaction rolls
Ash: +1 to Intelligence; +1 to Wisdom; read languages 3×/day; cure disease 1×/week
Basswood: +1 Charisma; charm person 3×/week
Beech: commune 1×/week; heals 1d3 hp per day
Birch: dispel evil 1×/day; slows aging by 25%
Cedar: dispel evil 1×/week; protection from evil (personal) 1×/day; protection from evil 10' radius 1×/week
Cherry: intuition (–1 AC and +1 “to hit” bonuses); doubles the range of all detection spells; speak with animal 1×/day
Elder: protection from evil (personal; always in effect); banishment 1×/day; +1 on all saves vs. magic; heals 1d4 hp per day
Elm: half the normal rest time required after moving/traveling; all opponents save vs. magical effects with a –1 penalty
Hawthorn: +1 to all psionic saving throws; +1 to saves vs. fear; banishment 1×/day
Hazel: locate object 1×/day; polymorph self 1×/day; polymorph other 3×/week
Honey Locust: immunity to non-magical diseases; cure disease 1×/day; +2 reaction bonus when dealing with opposite sex
Ivy: +1 to Strength; –3 AC vs. elementals
Lilac: phantasmal force 1×/day; automatically disbelieve illusions
Maple: heals 1d6+1 hp per day; telepathy (at will) to 120' range
Oak: heals 1d6+1 hp per day; surprised only on a 1 (on 1d6); find secret doors on a 1-3 (on 1d6)
Poplar: +1 to all save vs. magic; opponents save vs. magical effects with a –1 penalty; as ring of spell storing (stores up to 10 spell levels)
Walnut: teleportation 1×/day; commune 1×/week
WIllow: cure disease 1×/day; resurrects as 2 levels higher
Mystic's Mala
This item is usable only by psionic characters.
A mystic's mala is a string of 108 wooden prayer beads tipped with a tassel. The item is designed for chanting or mentally repeating a mantra 108 times. By spending 3 turns (30 minutes) meditating and repeating a mantra 108 times, the character recovers 1 PSP per psionic level, up to the character's maximum. This meditational time is outside of the character's normal meditation (after a full night's rest to restore PSPs). The beads are usable only once per day; once any character has used them for the day, they cannot be used again by anyone until the following day.
Morphstriker
This item is usable by any character class, as long as it is in a form allowed to that character class. For example, a cleric may hold it while it is in the form of the dagger, but may not use it. The cleric may then wish for it to transform into a mace, and use it once it does.
This +1 weapon appears as a finely crafted, but relatively unadorned specimen of any basic/standard handheld melee weapon type. The wielder simply need hold the item and wish for a different weapon, and it will instantaneously transform into that form. It may become as small as a dagger or as large as a pole arm, and may take the form of a slashing, piercing, or bludgeoning weapon.
Fiendish Mantle
Alignment and class restrictions for use of this item are at the discretion of the DM.
This hooded overgarment is sewn from deep red velvet and often crackles with static electricity (a byproduct of the magic coursing within it).
The mantle provides the same resistances and immunities normally possessed by an abyssal demon: half damage from cold, fire, electricity, and gas; no damage from magical energy (e.g. magic missile), poison, or silver; and a +1 or greater weapon is required to hit the wearer.
When the wearer pulls the hood over their head, they polymorph to assume a fiendish appearance (of their choosing at the time the hood is drawn) of approximately the same size and form (e.g., a bipedal humanoid approximately 5'10" tall would appear as a bipedal fiend approximately 5'10" tall). If the wearer chooses to take on a particularly horrifying appearance, all living creatures in a 10' radius must save vs. spells or flee in fear for 2 turns. The wearer may change back to their normal form by pulling the hood down. The wearer cannot change appearance while the hood is up, and must pull the hood down then back up to take on a different fiendish appearance. The fiendish appearance does not grant any special abilities or change attributes or abilities possessed by the wearer (e.g., the fiendish appearance may have wings, but no ability to fly is granted). True seeing (or similar) will reveal the true nature of the wearer.
Fiery Chakram
This item may not be used by those prohibited from using bladed weapons.
This ranged weapon (25'/50'/75') is a flat O-shaped ring of metal with a sharpened outer edge. It measures approximately 10" in diameter with a 7" diameter hole through the middle, and a flame motif inscribed along its surface. On a successful "to hit" roll, it does 1d6 damage, plus the target must save vs. spell or take an additional 1d6 fire damage. The weapon returns to the thrower at the end of the phase.
Periapt of Ethereal Sight
Any character of any class or alignment may use this item.
This platinum amulet features a downward-pointing triangle set in a circle and strung from a thin platinum cord. It provides the wearer sight into the Ethereal Plane from any coexisting plane (e.g., the Material or Astral Planes) to a distance of 60'. If worn by a psionic creature, the range extends to 120'. If the psionic creature has attained access to the clairsentient ckakra, the range extends to 180'. This item does not provide any sort of access to the Ethereal Plane, or any ability to attack into it, or affect it or anything in it.
Stole of Radiance
This item is usable only by lawful clerics.
This band of pure white silk cloth measures 9' long and 4" wide, and its straight ends are capped with a tasseled fringes of gold silk. The long edges of the stole are embroidered with gold silk thread, and each end face prominently features an embroidered 8-spoked wheel symbol (for righteousness). The stole provides the following abilities:
The wearer benefits from a +1 bonus on all attacks and saving throws, and a -1 bonus to Armor Class.
The wearer gains a 1 level bonus on all attempts to turn undead. (Does not provide the ability to. turn undead, only an improvement for those who already possess it. Also, does not provide bonus on attempts to rebuke or command undead.)
The stole prevents 1 HD of level drain per day and provides and an additional +1 bonus (beyond that noted above) on saving throws to prevent level drain (where such a saving throw is permitted).
At will, the stole shines equal to the light of a torch. Turning the light off and on is a spellcasting action by the wearer, but does not limit or prohibit any movement, attacks, or similar physical actions normally allowed for the round.
Kadabra Cloak
This item may only be used by characters able to use those magic-items normally reserved for magic-users.
This simple piece of purple velvet cloth may be worn as a standard cloak. However, when placed over an inanimate object which it completely covers, the cloak's trigger word spoken, and the cloak pulled away, the object underneath the cloak will seemingly have disappeared. In truth, it is transported to a pocket universe. The object can be recalled by placing the cloak over an empty area, speaking the trigger word again, and pulling the cloak away to reveal the object returned from the pocket universe. Only one object may be "pocketed away" at a time. Otherwise, the cloak may be used as often as desired.
Resurrection Ankh
Any character of any class or alignment may use this item.
This item appears as a simple silver ankh about 3" tall, strung from a thin silver chain. This item normally provides the same benefits as a ring of protection +1. However, if a character dies while wearing this item, it has a chance of resurrecting that character. The base chance is 100% minus 5% per level/HD to a minimum of 1%. If successful, the character is resurrected (as a resurrection spell) a number of rounds later equal to their level/HD. Unclassed characters and those with fewer than 1 HD are considered 1st level/1 HD for the sake of the amulet's chances of success and number of rounds until resurrection. Once the ankh has successfully resurrected a character (regardless of HD/level), that benefit is considered expended and it becomes a simple ankh of protection +1.
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