Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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Magical Items<br />
& Spells<br />
Many <strong>of</strong> the scurrilous villains in this book owe at<br />
least part <strong>of</strong> their infamy-not to mention their continued<br />
existence-to enchanted objects or spells<br />
they’ve created, found, or stolen. Below are the details<br />
<strong>of</strong> the unique magical items, artifacts, and spells<br />
marked with an asterisk (*) throughout this book.<br />
Care must be taken when deciding whether to<br />
allow your campaign’s characters access to the items<br />
or enchantments below. Many <strong>of</strong> each are inherently<br />
evil and any use <strong>of</strong> them at all by good- or neutral-aligned<br />
characters could be considered an evil<br />
act and grounds for possible alignment change and<br />
suitable penalties.<br />
Magical Items<br />
Battle Gorget<br />
One item that Manshoon <strong>of</strong> the Zhentarim always<br />
wears is a battle gorget. This throat protector consists<br />
<strong>of</strong> a metal throat-shield and overlapping, neck-encircling<br />
plates that are attached to a leather belt. It<br />
protects the wearer from all strangulation effects,<br />
death by hanging, and stabbing or piercing damage<br />
done to the throat. It bears an enchantment that improves<br />
the wearer’s Armor Class by 1, and also <strong>of</strong>fers<br />
the following powers (usable one at a time):<br />
Once per day, for a four-round period, the wearer<br />
is protected as if by an ironguard spell (that is, metals<br />
<strong>of</strong> any sort, except enchanted items such as the gorget<br />
itself, pass through the wearer’s body harmlessly,<br />
as if the wearer was insubstantial). This property is<br />
activated by the wearer’s silent act <strong>of</strong> will, and has<br />
foiled several assassination attempts. It has enabled<br />
Manshoon to fight his way safely clear on at least<br />
one occasion. (See Pages From the Mages or Heroes’<br />
<strong>Lorebook</strong> for the ironguard spell.)<br />
When the wearer wills, the gorget can emit a<br />
feather fall twice per day, lasting for up to one turn, <strong>of</strong><br />
sufficient force to slow up to 600 lbs. In practical<br />
terms, this is enough to allow a fully armored heavy<br />
wearer, carrying heavy cargo, such as a second person,<br />
to descend to safety. This power has allowed<br />
Manshoon to survive several falls from dragonback<br />
over the years.<br />
Once per day at the silent mental command <strong>of</strong><br />
the wearer, the gorget can emit a repulsion. This<br />
power causes affected creatures to retreat for six<br />
rounds. The effect duplicates a repulsion spell cast by<br />
a 12th-level wizard except that it works in all directions<br />
from the gorget-wearer, in a sphere. Only beings<br />
directly touching the wearer are immune to the<br />
repulsion.<br />
Once per day, the gorget can project a firebeam in<br />
front <strong>of</strong> the wearer. The wearer must speak a command<br />
word to enact this power. The gorget emits a<br />
cylindrical red shaft <strong>of</strong> fire a hand’s width in diameter,<br />
directly out from the wearer’s throat to 20 feet.<br />
The beam is instantaneous, and all beings it comes<br />
into contact with suffer 4d4 points <strong>of</strong> fiery damage. If<br />
the targets make a successful saving throw vs. spell,<br />
they take half this damage. Items the beam strikes<br />
(such as armor) are subject to forced saving throws<br />
vs. magical fire. The wearer’s own hands or items<br />
may be imperiled by this beam.<br />
Bone Mask<br />
This skull-face mask may be fashioned <strong>of</strong> bone from<br />
any source. The powdered bones <strong>of</strong> many animals<br />
can be used in a paste to augment or even form an<br />
entire mask. When a bone mask is worn, the wearer—<br />
who may be <strong>of</strong> any class-is immune to all undead<br />
draining, chilling, aging, and withering attacks.<br />
(The bone mask also <strong>of</strong>fers protection from all <strong>of</strong> the<br />
nonphysical attacks <strong>of</strong> a demilich such as death ray,<br />
trap the soul, and curse.)<br />
A bone mask also has three other powers that the<br />
wearer can call upon one at a time by act <strong>of</strong> will:<br />
The wearer can turn all undead as if she or he<br />
were a 7th-level priest. Wearers who are normally<br />
able to turn undead have their effective levels<br />
doubled for turning attempts.<br />
The wearer can animate dead by touch. This ability<br />
creates human and monster skeletons or zombies<br />
only, and can make one such entity per round. An<br />
undead animated by the bone mask rises on the round<br />
following the use <strong>of</strong> this ability, and the musk-wearer<br />
can mentally control it on the third round. It will<br />
never attack a being who wears or has worn the bone<br />
mask that animated it.<br />
The mask can emit a spectral messenger once per<br />
day. This insubstantial magical construct looks like a<br />
skeletal bat and flies unerringly at MV Fl 21 (A) to<br />
any living creature visualized by the mask-wearer on<br />
the same plane. (If either <strong>of</strong> these conditions is unfulfilled,<br />
the spectral messenger does not fly <strong>of</strong>f, but<br />
simply circles the mask-wearer’s head until dispelled<br />
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