Fountain, Lasko's Magical
74-80 Highest 81-87 Lowest 88-98 Affects closest to median 99-00 Affects two (roll twice) *If beneficial, no effect
66-80 Jewelry 81-90 Platinum 1 91-99 Double/halve treasure 00 Roll on Table 4f 'Do not roll on Table 4dl
Table 4bl: Number of Points Changed (+/-) Subsubtable Range of Points Roll 1-10 or 1-12 3-18 or 1-20 1-100 1 0 1 5 01 1 5 1 6 01 2 2 6 1 7 02 2 3 4 7 1 8 02 2 8 1 9 02 5 2 3 9 1 9 52 7 9 96-99 3 3 00 3 4 10
Table 4dl: Monetary Gain and Loss Subsubtable Roll Gold Gems Jewelry 1 1 0 1 5 0 50 5 1 6 5100 2 1 66-75 175 2 2 76-85 250 3 2 86-95 400 3 2 96-99 500 3 3 , 0 0 04 00 1 3
Table 4c: Magical Effects Subtable Roll Effect 01-15 16-30 31-40 41-47 48-53 54-60 61-70
1
Ist-level spell 2nd-level spell1 3rd-level spell1 1 4th-level spell 5th-level spell1 1 6th-level spell Enchant next weapon touched (see Table 4cl) 2 71-77 1 extra spell level 78-83 2 extra spell levels2 84-88 3 extra spell levels2 2 89-92 4 extra spell levels 93-99 Enchant next object touched (Table 4cl) 00 Two effects (Roll twice, ignoring 00) 'Roll a random spell until an applicable benefit/detriment appears. 2 lf drinker cannot use spells, no effect. Table 4cl: Magical Enchantment Subsubtable Roll +/01-70 1 71-95 2 96-99 3 00 4
Table 4d: Monetary Effect Subtable (Roll also on Table 4dl) Roll Effect 01-30 Gold 31-65 Gems
Platinum 10 10 25 25 50 50 100
Table 4e: Special Effects Subtable Roll Effect 01-25 Resistance/Susceptibility (Table 4el) 26-45 +/-1 on saving throw (Table 4e2) 46-50 +1-2 on saving throw (Table 4e2) 51 +/-3 on saving throw (Table 4e2) 52-62 Friendship/Hatred (Table 4e3) 63-70 Mental block (Table 4e6) 1 71-75 Switch two characteristics 76-84 Indifference/Greed (Table 4e5) 85-91 Ability/Inability to determine direction 92-94 Blessing/Curse from the powers (or DM) 95-97 Flesh tastes bad/good to monsters 98-00 Sexually aggressive/Timid 'Roll twice on Table 4b ignoring 88-00. If beneficial, and rolls become detrimental, no effect.
Table 4el: Resistance/Susceptibility Subsubtable (also roll on Table 4a3) Roll Occurrence 1 01-20 Lesser undead 1 21-35 Greater undead 36-45 Poison 46-52 Disintegration 53-61 Druidic spells 62-69 Priestly spells 70-76 Electricity 77-84 Crushing blows 83-93 Acid 94-00 Possession ! If beneficial, drinker resists energy drains and paralyzation. If detrimental, drinker takes double drain, no save. Drinker is not initially aware of such detriment until undead attack.
Fountain, Lasko's Magical
Table 4e2: Saving Throw Determination Subsubtable Roll Save vs. 01-10 Cold 11-20 Fire 21-35 Death 36-47 Magic spells 48-60 Wands 61-70 Staves 71-75 Dragon breath 76-82 Stoning 83-99 Lightning 00 All saving throws
Table 4e3: Friendship/Hatred Subsubtable Roll Likes/Hates 01-10 11-20 21-27 28-36 37-42 43-48 49-54 55-59 60-66 67-71 72-77 78-83 84-90 91-95 96-99 00
Elves Dwarves Humans Dragons Tanar'ri Wizards Priests Halflings All other races Undead Fiends Efreeti Treants Unicorns Powers Anything
and traps will still be sprung all the time because the drinker does not realize they are there. Table 4e5: Indifference/Greed Subsubtable Roll Indifferent/Greedy Tendency 01-34 Money 35-40 Clothing 41-55 Magical items 56-67 Gems 68-75 Weaponry (even if he or she can't use it!) 76-82 Junk and broken artifacts 83-95 Armor or protection 96-00 Random or chosen by DM (for example, feathers, pine cones, bags, blades of grass, etc.) Note: Indifference does not mean the drinker will no longer use them, merely that he or she doesn't care about their upkeep or quantity. Table 4f: Experience Effects Subtable (Ignore Table 5) Roll Effect 01-50 1d6 x 100 experience points 51-70 1dl2 x 100 experience points 71-79
1d20 x 200 experience points
80-87 88-91 92-95 96-98
3dlO x 500 experience points 1dlO x 1,000 experience points +5% experience bonus +10% experience bonus
99 +/-1 levels' 00 Roll again and double effect 'If detrimental, reduce drinker's level by one. If
Table 4e4: Mental Block Subsubtable Roll Block
beneficial, increase level by one.
01-15 16-28 29-39
Umber hulks/pits Beholders/traps Nymphs/priests
Table 5: Duration of Effects
40-50
Liches/druids
50-60
Space distortion/random monster class
61-69
Medusae, basilisks, etc./friends
OWO IWk IWk IWk 41-55 IWk IMnth IWk 56-65 IMnth IMnth 2Wk 66-75 2Mnth lYr 1Mnth 76-85 Perm Perm 1Mnth
— IWk — — 2Wk — — IMnth — — 2Mnth — — 4Mnth —
86-95
Perm
Perm
Perm
—
Perm
—
96-00
Perm
Perm
Perm
—
Perm
—
70-78 Phantasmals and illusions/armor 79-86 Symbols/hometown 87-95 Psionic attackers/dungeon exit 96-00 Any two above/one above plus one on Table 4e3
Explanation: Mental blocks are placed in the mind in such a way that the drinker does not realize the block is there. That is, phantasmals will not do any harm, and neither will gaze attacks. However, monsters mentally blocked away can still attack (the exception being psionic attackers)
Roll
4a
Previous Subtable Rolled: 4b 4c 4d 4e 4f
Variations: Have the fountains alignment oriented in such a way that certain alignments always gain benefits and others always get detriments (have the alignments change from time to time also). Have various high-level monsters guarding them (water weirds or water elementals) 1724
Encyclopedia Magica™ Accessory
Credits
Design: It is impossible to list all of the creators of the items cataloged in these volumes, but credit goes to everyone who has created a magic item in a module, boxed set, accessory, hardbound, or magazine article published in the last 20 years. Compilation and Development: slade Development Development and Editing: Doug Stewart Project Coordination: Steve Winter Interior Black and White Art: Arnie Swekel Interior Color Art: Art: Clyde Caldwell, Jeff Easley, Fred Fields, Paul Jaquays, John & Laura Lakey, and Robh Ruppel Art Coordination: Peggy Cooper Graphic Design: Dee Barnett Graphic Graphic Coordination: Sarah Feggestad Typesetting: Nancy J. Kerkstra Production: Paul Hanchette Acknowledgements: L. Richard Baker III, Anne Brown, Ed Greenwood, Bruce Heard, Colin McComb, Roger E. Moore, Steven E. Schend, slade, Georgia S. Stewart, and Doug Stewart who supplied new and unique magical items. And, of course, James M. Ward, for laughing when he heard slade had this project.
Volume Two Decoy Dust to Phylactery of Riteousness TABLE OF CONTENTS
D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .419 E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 .425 F ................................................................................465 G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 0 1 H ............... ................. ................. ................. ..............551 I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 0 7 J . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 2 1 K . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 2 7 L . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 5 M . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . .. . . . . . 6 7 5 N.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 4 5 O . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . 7 6 1 P .................................................................................801 TSR Ltd 120 Church End Cherry Hinton Cambridge, CB1 3LB Unite d Kingdom Kingdom
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AD&D, AD&D, ADVANCED ADVANCED DUNGEONS & DRAGONS, AL-QADIM, BATTLESYSTEM, BLACKMOO R, CARDMASTE R, D&D, D&D, DARK SUN, DRAGON, DRAGON'S CROWN, DRAGONLANCE, DRAGON DRAGON MOUN TAIN, DR AGON QUEST, DUNGEON, DUNGEONS & DRAGONS, DUNGEON MASTER, FIEND FOLIO, FORGOTTEN REALMS, GAMM A WORLD, GREYHAWK, HOLLOW WORLD, MONSTROUS CO MPEND IUM, POLYHEDRON RAVENLOFT, RAVENLOFT, RPGA, the RPGA Logo, SPELLJAMMER, and WORL D OF GREYH AWK are registered trademarks owned by TSR, Inc. ALWAYS ALWAYS AN ADVENTURE ADVENTURE!. !. CREATURE CRUCIBLE, DEITI ES & DEMIGODS, ENCY CLOPED IA MAGIC A, MONSTROUS MANUAL, MYSTARA, PLANESCAPE, RAVEN S BLUFF, ROLE PLAY ING GAM E ASSOCIATION, WILDSPACE, and the TSR Logo are trademarks owned by TSR, Inc. LANKHMAR is a trademark owned by and used under license from Fritz Leiber. All TSR characters characters,, character names, spell names, magical item names, unique place locations, locations, and the distinct likenesses thereof thereof are are trademarks owned by TSR, Inc. Random House House and its affil iat e companies have worldwid e distribution rig hts in the b ook trade for English language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors. Distribute d to the book and hobby trade in the United Kingdo m by TSR Ltd. This work is protected under the copyright copyright laws of the United States of America. Any reproduc tion or unauthorized use of the m aterial or art work presented herein is prohibited by law withou t the express written perm ission of TSR, Inc. 61995 61995 TSR, Inc. All Rights Reserved. First Printing, Februar y 1995
Dust of Dullness
When the dust is sprinkled over an area
Dust Decoy XP Value: 400
GP Value: 1,200 1,20 0
The Book of Marvelous Magic
This dust forms the shape of a snake monster. It appears to attack creatures in the area of effect, but it is merely a decoy and cannot actually damage anyone. It tries to draw attention and then attacks until someone realizes it is harmless. However, if any creature tries to use a bite attack against the snake dust, it automatically hits and the creature must then make a saving throw vs.
(such as with a wave of the arm), it negates & precipitation or o r cloudburst spell, or else dries up as much as 15 cubic feet of water. The dust affects only water (whether fresh,
salt, salt, brackish, or alkaline), not other liquids. If the dust is employed against a water elemental or similar creature, the creature must save vs. spell or be destroyed. A successful save still inflicts 5d6 points of damage upon the water creature. A pouch of this dust contains ld6+4 pinches.
of Dullness XP Value: 250
500 GP Value: 500
death magic or die in one round, choked by the
Mordenkainen's Fantastic Adventure
dust. Claw and weapon attacks merely pass through the dust, appearing to damage the decoy but not actually affecting it. Decoy dust lasts lasts for one turn.
This appears to be normal, silty dust. One large pinch affects one human-sized creature; a handful can affect 1d4+l human-sized creatures. It may be thrown up to 10 feet, cascading down upon intended targets. When the dust is cast on any living creature with senses (sight, taste, hearing, touch, smell, and/or a "sixth sense" such as psionics or magic that provide unusual sensory sensory capabilities), roll 1d6, and consult the table below. The
of Disappearance Disappearance XP Value: 1,000
GP Value: 5,000
DUN GEON M ASTER Guide, Guide, 1st 1st Edition Edition This dust looks just like dust of appearance, and and
it is typically stored in the same manner and quantity. All things touched by it reflect and bend light of all sorts (infrared and ultraviolet included), becoming invisible. Normal sight is
number rolled affects all senses with a number equal to or lower than the result. (Example: A roll
useless when trying to locate dusted creatures or objects—they can't even be detected by magical means, let alone anything else. Even detect invisibility spells don't work. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance.
Roll 1
Sense Sight: Vision is blurred for 1d6 hours. Roll 1dl0 to find the severity:
1-3
-3 penalty to attack. atta ck.
4-8
-5 pena lty to attack atta ck and -3 penalt pen alt y to movement rate; attempts at faster movement result in a stumble and fall, for no damage. Blinded Taste: The victim loses the sense of taste for 1d6 hours. He ar in g: The vi ct im is deaf for 1d6 1d6 turns; a -1 penalty applies to all initiative rolls, and the victim suffers a 50% chance of being surprised in situations where sound (footsteps, howling, etc.) is the primary factor. Unless some nonaural signaling method is used, the victim does not react to unseen situations until after a 1d4 initiative delay (or until physically warned by other characters). Touch: The victim cannot feel anything
of 3 would affect affec t sight, taste, taste, and hearing.) hearing.)
Invisibility Invisibility bestowed by the dust lasts for 2d10
turns (1d10+10 if sprinkled carefully upon an object). Attacking while invisible is possible, always by surprise if the opponent fails to note the invisible thing and always at an Armor Class 4 better than normal (while invisibility lasts). Unlike the invisibility spell, dust of disappearance remains effective even after an attack is made.
9-0 2
3
of Dryness XP Value: 250
GP Value: 750
DUN GEON MA STER Guide, Guide, 1st Edition Edition
This special dust has many uses. If a pinch is cast into a cubic yard of water, the liquid is instantly transformed to nothingness, and the dust pinch becomes a marble-sized marble-sized pellet, floating fl oating or resting where it was cast. If the pellet is hurled down, it breaks and releases the same volume of water.
4
for 1d6 turns, including being touched, burned, burned, frozen, etc. A penalty of -3 applies