Like spells and psionic powers, magical items
often function differently in Ravenloft. Some evil
items, particularly those based on necromancy,
actually work better in Ravenloft. In most cases,
the following rule of thumb applies: If a magical item
imitates a spell, the item undergoes the same changes that
the spell does. Thus, if a spell does not function in
Ravenloft, then no magical item that duplicates its effects
will operate either. Chapters Eight and Nine detail the
alterations to spells in Ravenloft.
Conversions
and Considerations
This chapter covers changes to standard magical
items, since it would be impossible to discuss
every known magical item from every known
campaign world. The collection is far too vast,
and it continues to grow. Dungeon Masters may even
invent new items for their campaigns, sometimes by
incorporating items from other adventures or importing
items from other worlds.
No matter what the circumstance, the following guidelines
should provide enough information to determine the
changes to any item brought into the Land of the Mists.
Planar Travel
The Mists rarely allow planar travel in Ravenloft. If an item
has a power related to planar travel, that function usually
does not work. Sometimes the item sends its owner to
another location in the Demiplane, and sometimes the
would-be traveler goes nowhere. Any item related to planar
travel works properly only at the Dungeon Master's behest.
In fact, a final adventure might revolve around discovering
and using an item necessary to escape the Land of the Mists.
Summoning
Magical items cannot summon normal animals (wolves,
cats, and so forth) from outside the domain in which the
item is used. Further, animals and creatures summoned
from other planes cannot go home the same way, so they
will probably be very displeased.
Divination
Ravenloft weakens divination within its borders. No spell or
magical item can identify evil or good alignments - only law
or chaos. Likewise, spells of prophecy, clairvoyance, and
the like are markedly less reliable when used through the
obscuring Mists of Ravenloft.
Items that are wholly evil or that are used for evil purposes
require a Ravenloft powers check when triggered. This does
not include cursed items or items that simply cause harm.
To necessitate a powers check, the owner must consciously
choose to keep and use the item for evil purposes.
Frequency of
Magic anft Treasure
Magic, especially in the form of magical items and devices,
is less common in Ravenloft than in other realms. Few, if
any, magical items are created here. Compared to other
worlds, not many people live in Ravenloft. Thus, adventurers
will not find piles of treasure just lying about for the taking.
Here, wealth does not drive people; survival does. This
does not mean Ravenloft lacks the element of greed, or that
magical items do not exist. They are simply uncommon.
Even monsters do not ordinarily keep items they cannot
use. If they hoard treasure, they must have logical and
important reasons to do so; otherwise, the cupboard may be
completely bare. Treasure should not ever accompany an
encounter just because players expect it.
As a rule of thumb, Dungeon Masters should halve the
usual chance that a given type of treasure is present. If
using random die rolls to determine treasure, the Dungeon
Master should generate the results before play begins. If the
results call for a magical item, that item must fit the
encounter logically. If not, the characters find nothing (that
is, it should not simply be replaced with other types of
treasure).
Although magical items are in short supply, money is not.
Characters can readily obtain payment for services
rendered. The folk are not usually rich, but they give up
what they have for a good cause. If the player characters rid
a village of a powerful evil force, the village might reward
the party. They may even offer a rare magical item that they
have been hiding - especially if that item will help the heroes
destroy the village terror. Alternatively, they may tell the
player characters where such an item allegedly exists, and
the characters can then embark on a quest to find it.
In many campaign settings, the search for treasure drives
both the characters and the players, but this should not
happen in Ravenloft. Here, adventurers succeed by keeping
their wits and skins; if they foil an evil plot, they have
excelled. Survival, in most cases, is its own reward.
Intelligent Weapons
The ego of an evil, intelligent weapon rises five points in
Ravenloft. (Weapons of good or neutral alignment stay the
same.) If an evil weapon dominates its bearer, the weapon
has a 50% chance of delivering itself to the domain lord.
At the beginning of each week that a character wields an
evil, intelligent weapon, he must attempt a Ravenloft
powers check.
Artifacts and Relicts
Because of their unusual power, artifacts and relics may
transcend the limitations of Ravenloft. At the Dungeon
Master's behest, abilities and spells cast from an artifact or
relic can function normally, unaffected by the Demiplane.
These powerful items may even help characters escape
from Ravenloft. An evil artifact might not want to leave,
however. Furthermore, any character who owns an evil
artifact or relic must make a Ravenloft powers check once
per week - whether he uses it or not.
Table 35: Altered Magical Items
Amulet of the planes
|
Amulet vs. undead
|
Bag of beans
|
Bag of bones *
|
Book of vile darkness *
|
Bowl of commanding water elementals
|
Brazier of commanding fire etementals
|
Censer of commanding air elementals
|
Crystal ball
|
Cubic gate
|
Curdled death *
|
Dimensional mine
|
Disintegration chamber *
|
Flask of curses
|
Gem of seeing
|
Globe of serenity
|
Helm of telepathy
|
Horn of Valhalla
|
Horn of valor
|
Law's banner
|
Libram of ineffable damnation *
|
Medallion of ESP
|
Medallion of thought projection
|
Mirror of life trapping *
|
Mist tent
|
Necklace of memory enhancement
|
Oil of ethereatness
|
Phylactery of monstrous attention
|
Plate mail ofetherealness
|
Potion of undead control *
|
Powder of the hero's heart
|
Ring of Djinni Summoning
|
Ring of Vampiric Regeneration
|
Rod of Rulership
|
Scroll of Protection vs. Undead
|
Sphere of Annihilation
|
Staff of the Magi
|
Stone of Controlling Earth Elementals
|
Sword +2, Nine Lives Stealer
|
Sword of Life Stealing
|
Sword of the Planes
|
Talisman of Ultimate Evil
|
Teleportation Chamber
|
Thought Bottle
|
Trimia's Catalogue of Outer Plane Artifacts
|
Well of Many Worlds
|
* Could require a Ravenloft powers check