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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 />

127

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