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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

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