Altered Magical Items
Table 35 lists magical items that work differently
in Ravenloft. The following pages present
descriptions of each of the altered magical
items.
Amulet of Life Protection: As long as the amulet is in
Ravenloft, a captured psyche cannot leave the Demiplane. If
the amulet leaves Ravenloft, the psyche can then depart.
Amulet of the Planes: Even if found in Ravenloft, this
device simply does not work within the Demiplane.
Amulet vs. Undead: In Ravenloft, undead are more
difficult to control. The amulet functions at one level below
its usual capacity while on the Demiplane. In addition, the
act of turning undead is itself less effective in Ravenloft, as
indicated in Appendix Three: Character Classes.
Bag of Beans: Each bean has a 20% chance to "sprout" a
Ravenloft encounter.
Bag of Bones: In other campaign settings, this bag can
create a small army of skeletons. The bag works only in
battles where at least one hundred creatures per side are
involved. However, encounters this large rarely occur in
Ravenloft. In the event that this occurs and this bag is used,
twice as many skeletons appear (up to one hundred sixty).
The user must also make a Ravenloft powers check.
Book of Vile Darkness: After reading this book, the evil
priest gains just enough experience points to rise two levels,
not the paltry half-level increase granted in other realms.
Also, the priest still gains one point of Wisdom. A character
of good alignment who reads the sinister scribblings in this
tome must make a madness check.
Reading this book requires a Ravenloft powers check.
Bowl of Commanding Water Elementals:
Brazier of Commanding Fire Elementals:
Censer of Commanding Air Elementals: The elemental
cannot return to its native plane unless it finds a normal
escape route from Ravenloft. Thus, if the elemental breaks
free of control, it almost always attacks the summoner.
Crystal Ball: Domain lords are so much a part of the
Demiplane that the crystal ball cannot distinguish them from
the fabric of the land itself. Thus, characters cannot use
these wondrous devices to study those dreaded creatures.
Attacks that require visual contact can affect the viewer.
Thus, a vampire could feasibly charm the viewer through
the crystal ball.
This item can reach across only a single Mist-bound
region, which may include more than one domain (such as
the Core or a Cluster). However, it does not work in the
Mists themselves, as they distort location and distance.
Cubic Gate: This device does not function in Ravenloft.
Curdled Death: This aromatic oil is actually more
powerful in Ravenloft. Its radius of effect extends to ten feet
(instead of the usual five feet). Using such an evil substance
requires a Ravenloft powers check.
Dimensional Mine: When this mine explodes, it kills all
living creatures within the extradimensional space. It does
not eject them onto the Astral Plane.
Disintegration Chamber: Placing someone—even a
domain lord—in one of these chambers warrants a Ravenloft
powers check.
Flask of Curses: In Ravenloft, this flask can confer even
more horrid curses on the person who opens it. Table 36 lists
the possible curse strengths. For further information to flesh
out the curse, consult Chapter Twelve: The Whispered Evil.
Table 36: Flask of Curses Effects
1d10
Roll |
|
Strength
of Curse |
1-3 |
|
Embarrassing |
4-5 |
|
Frustrating |
6-7 |
|
Troublesome |
8-9 |
|
Dangerous |
10 |
|
Lethal |
Gem of Seeing: This item functions normally, with
the following clarification: The description states that the caster
can detect illusionary and invisible creatures. This does not
include ghosts or other intangible beings, who are real while
not physical. Undead creatures of this ilk do not appear
differently through the gem of seeing. If they look like normal
people, this item does not change the user's perception.
Globe of Serenity: The bonuses of this globe apply to fear
and horror checks, even nullifying the effects of a failed fear
check. If used on someone who has failed a horror check,
he may make a new check to attempt to recover from the
horror. This item does not affect failed madness checks.
Helm of Telepathy: In Ravenloft, undead with a low
Intelligence or better can deliberately project thoughts to
mind-reading characters. Usually an undead creature sends
false, reassuring messages, but it can choose to reveal its
true psyche, requiring the wearer of this helm to make a
madness check.
Horn of Valhalla: As usual, the horn blower summons
berserkers from Valhalla to fight for him. In Ravenloft,
however, the berserkers break free of the enchantment after six
turns, and they cannot return to Valhalla unless they find a
different method of escape. Understandably, the berserkers
will not be pleased about the summons, but if they were
summoned to battle for a "worthy" cause, the newly freed
fighters do not attack the horn blower and his companions.
Instead, they simply leave in search of a route home. If they
are ill-used or forced to act in a manner they find distasteful,
though, the berserkers attack the summoner.
For every twenty-five fighters called, the horn has a 1%
cumulative chance of summoning a greater power of
Valhalla. Not bound by the laws of Ravenloft, it claims its
fighters, takes the horn, and vanishes back to Valhalla. If the
fighters were ill-used, it may even punish the wielder of the
horn. Under no circumstances will this power release the
characters from the Demiplane.
If the horn blower ever leaves Ravenloft, he may still have
to answer for his actions. For each berserker summoned
while in Ravenloft, there is a 1% cumulative chance that a
greater power of Valhalla appears before the user when he
departs the Demiplane. This powerful being demands that
the horn blower justify his actions, condemning him for
trapping the berserkers in Ravenloft. At that point, the
characters must make immediate reparations to the greater
power or suffer the consequences.
Horn of Valor: This item functions as described for mobs
and crowds of villagers, granting them a +2 bonus to their
morale rolls for 1d4 turns. Hearing this horn also entitles a
fleeing mob to a new morale check. If successful, the mob
rallies and may once again approach monsters and the like.
If used for a group opposing the mob, the horn lowers the
mob's morale by one for 1dlO+10 rounds.
Law's Banner: All the effects of this item can affect mobs
and crowds of villagers. The Dungeon Master must
determine whether or not the mob or crowd is sufficiently
lawful, keeping in mind that, almost by definition, a mob is a
chaotic group. However, if the crowd of villagers appears to
be highly organized, as might be the case with a unit of
militia, the Dungeon Master might deem it lawful enough to
qualify for aid from this magical item.
Libram of Ineffable Damnation: An evil character who
reads this vile book in Ravenloft gains just enough
experience points to rise two levels. The grim and terrible
contents of this book require any good character to make
an immediate madness check upon reading it. Otherwise,
nonevil characters suffer the usual effects.
Reading this libram requires a Ravenloft powers check.
Medallion of ESP:
Medallion of Thought Projection: In Ravenloft, undead with a low
Intelligence or better can deliberately project thoughts to
mind-reading characters. Usually an undead creature sends
false, reassuring messages, but it can choose to reveal its
true psyche, requiring the wearer of this medallion to make
a madness check.
Mirror of Life Trapping: Using this item to trap a life
requires a Ravenloft powers check, but freeing a trapped
individual does not.
Mist Tent: Each time this item is used, it has a 5% chance of
transporting the occupants to some other location on the Demiplane. Within the Mists, the chance rises to 25%. Like the Mists,
this item has no compunctions about transferring the tent to a
place above a lake or other potentially dangerous terrain.
Necklace of Memory Enhancement: In Ravenloft, many
things are best forgotten. While wearing the necklace, the
owner receives no bonuses to horror checks for the passage
of time; in fact, the effects of failed horror checks never
wear off. Prolonged use of the necklace (more than a week)
under the weight of a failed horror check forces the wearer
to roll a madness check.
Oil of Etherealness: Though a character can make
himself insubstantial with this oil, he still cannot fully enter
the Ethereal Plane and thus escape the Demiplane of Dread.
The closest that the character can come to such a
transference is a brief stroll in the Border Ethereal.
Phylactery of Monstrous Attention: When donned by a
priest in Ravenloft, this item alerts the domain lord to the
priest's location (within a mile). This phylactery summons
only monsters native to the domain in which it is used.
Plate Mail of Etherealness: Though a character becomes
insubstantial while wearing this armor, he still cannot fully
enter the Ethereal Plane and thus escape the Demiplane of
Dread. The closest that the character can come to such a
transference is a brief stroll in the Border Ethereal.
Potion of Undead Control: An undead target receives a
saving throws vs. spell to avoid the effects of the potion
(undead that are not mindless get a +2 bonus). Domain
lords automatically avoid being controlled. Significantly,
intelligent undead may feign obedience to position
themselves for attack.
Using this potion requires a Ravenloft powers check.
Powder of the Hero's Heart: The +2 bonus to morale
checks also applies to fear checks in Ravenloft. The powder
does not affect horror and madness checks, however.
Ring of Djinni Summoning: After appearing and
performing a service, the djinni will discover that it cannot
return to its own plane. This violates the pact of the ring, so
the djinni is immediately freed. If its former master was kind
and reasonable, the djinni leaves to find its own exit from
the Demiplane. If its former master was cruel and harsh, the
djinni attacks immediately.
Ring of Vampiric Regeneration: Undead do not provide
healing hit points to the wearer. Instead, they send Negative
Plane energy through the channel created by the ring,
inflicting as much damage upon the wearer as they would
have healed otherwise. The undead monsters still suffer
normal damage.
Each use of this ring requires a Ravenloft powers check,
to a maximum of one check per week. (The character can
use the ring more often, however.)
Rod of Rulership: Anyone controlling undead or
extremely evil creatures for personal gain must make a
Ravenloft powers check.
Scroll of Protection vs. Undead: Undead are more
difficult to control in Ravenloft. The scroll's effects last only
5d8 rounds and restrain only 20 Hit Dice of undead.
Sphere of Annihilation: Anyone who attempts to use this
sphere must make a Ravenloft powers check.
Staff of the Magi: The staff is incapable of planar travel in
Ravenloft. Any attempt to utilize its planar travel ability fails
but does not expend any charges.
Stone of Controlling Earth Elementals: The elemental
cannot automatically return to its native plane. Therefore, if
it somehow gains its freedom, the elemental attacks
whoever summoned it.
Sword +2, Nine Lives Stealer: The wielder must make a
Ravenloft powers check each time this sword steals a life.
Sword of Life Stealing: The wielder must make a
Ravenloft powers check each time this weapon steals a life.
Sword of the Planes: Since Ravenloft lies within the
Ethereal Plane, this sword has a +4 bonus here.
Talisman of Ultimate Evil: Using this item requires a
Ravenloft powers check.
Teleportation Chamber: This arcane device cannot help
someone escape the Demiplane. Neither can it teleport
anything or anyone through closed domain borders.
Thought Bottle: A self-willed undead creature could place
in the bottle a thought that reflects its evil essence. Any
mortal who opens the bottle and speaks the command word
would then suddenly experience the depths of evil in the
undead monster's mind, which would require a madness
check. Vampires and liches occasionally use this magical
item as a trap for unwary hunters.
Trimia's Catalogue of Outer Plane Artifacts:
The catalogue itself functions normally, except that it almost always
requires an additional item (besides the money to acquire
the device). The extra item must be placed on the book
along with the required money. Some sample items include
a drop of vampire's blood, a feather from a wereraven, a
stone from the high temple of G'Henna, and so on.
The device that appears is one of the few ways to leave
the Demiplane of Dread. However, in Ravenloft the item has
a 20% chance of a malfunction, far greater than the normal
5% chance. The device vanishes when used, regardless of
success. If unsuccessful, the character remains in Ravenloft.
Well of Many Worlds: In Ravenloft, this item looks like a
simple, seamless piece of black cloth. It radiates strong
magic but does not function.