THE THRESHOLDS OF DAERLEN
This magic item (actually a set of three items) is found in a cylindrical wooden case about four inches in diameter, five inches tall. The title above is what is inlaid on the casing in Iylar; the thresholds are three different magical portalways, and Daerlen is the artificer who created them (the wording of the name is deliberately vague, implying that Daerlen might be a place rather than a person). Daerlen is a Loar Alchemist still living in southeastern Thuul.
The case opens longitudinally, splitting into two half-cylinders that are held together with a gold alloy hinge, cleverly hidden until the case is opened. The case is held closed by a magnetic latch. Once opened, the case is revealed to be separated into three compartments by wood dividers. Within each is a metallic disk, held gently in place between some black foam-like material. In the top compartment is a single disk, and carved into the curve of the lid opposite is the word window in Iylar. In the center compartment is a pair of disks together, and carved into the lid is the word door. In the bottom niche is a single disk with the word tunnel cut into the lid.
The disks are approximately three inches across and a quarter-inch thick. They are of a pale silver-grey metal with a soft, brushed surface on the face and the rim, and an absolutely black surface on the back. The black surface seems somewhat sticky (though it does not adhere to the black material in the casing). Surrounding the black side there is a tiny bevel cut into the edge (this facilitates removing a disk or separating the pair). On the metallic side of each disk is a faintly etched rune in Uscurac representing a word.
Note: The disks will not harm living tissue in any way, nor will they penetrate magical items or barriers.
The Thresholds:
Window: This disk is essentially a way to see through a solid object. The rune on the disk roughly translates to watch. To use it, one presses the disk to a solid, immobile and anchored surface, such as a wall. It will adhere to virtually any solid material. Once adhered, the user touches the disk, and the surface begins to seem to disintegrate in a one-foot diameter cylinder, with the disk at the center. This is only appearance, however; the material is intact, but is becoming penetrable to sight. As long as the user touches the disk, the depth increases, up to ten feet. The depth can be stopped by releasing the disk, but once released, the depth cannot be resumed for this session. The visibility is one-way; anyone on the other side of the wall/floor/barrier has no inkling that they can be seen. The disk remains where it was placed, now appearing to float in midair. After 99 minutes the window closes, and the disk detaches from the surface. The window can be terminated early by removing the disk.
Door: This is actually two of the disks stuck together. One has the rune for entry, the other for exit. Together they create a sort of Long Door, but with unusual limitations and accompaniments. As with the Window, they must be affixed to some solid immobile surface. The Entry disk should be attached first, then the Exit. The drawback here is that someone must initially get to the exit location with the disk. It must also be placed in such a way as to vaguely face the Entry disk (it will, in fact, not adhere if it is not). Also, there is a range of nine hundred feet. If the range is exceeded the entry disk will automatically rejoin the exit disk (the holder of the Exit disk will get a sense that he is nearing the maximum range of the disk with a successful Light perception roll). However, if the disks are placed within these parameters, a six-foor diameter door opens between them, and the entry disk vanishes. From the Entry, one can clearly see the destination, as if one were to step through a doorway. At the Exit side there is no indication of anything unusual till someone walks out of the wall. This door remains open for only nine minutes, after which, at the exit, both disks detach from the wall, stuck together as before. If the user wishes to terminate the Door early, he simply pulls the Exit disk away from the wall; it will have the Entry disk attached to it.
Tunnel: The rune on this disk is pass. In function, this disk is an odd combination of the two. It is operated by adhering the disk to a solid surface, then pressing. In a manner similar to the window, a circular indentation begins to form. In this case, however, the indentation is six feet in diameter, and the opening is real. The disk moves inward at a rate of about one foot every five seconds, remaining on a solid surface as the cylindrical opening deepens. As long as constant pressure is applied, the disk will continue to tunnel this way for up to thirty feet, through a variety of non-living materials as log as they are essentially continuous (e.g., wood paneling over a stone wall) but it cannot be turned: once begun, the tunnel continues in a straight line. When the disk comes to the end of solid matter, it flips around in midair and hovers. It can be removed, causing the tunnel to immediately close (rematerializing in reverse of the way it formed and at the same rate, pushing anything and anyone in the tunnel back out to the entry) or it will automatically close the tunnel after nine minutes. Note that the tunnel created by the item is magical and is not physically removing the material, even temporarily. Because of this, the device cannot be used to, for instance, remove a pillar and cause a building to collapse.
The GM should determine the number of uses remaining for each of these items; it is strongly recommended that they have a limited number of remaining charges. Either roll 2D10 for the remaining number of uses, or to avoid bookkeeping hassles, have the user roll 5% chance they fail, indicating that the uses have been exhausted (GM discretion: 1D10 or 10% chance failure).
Next time: The laen mortar & pestle!
Previous items:
The Faaw Shryaac
The Faaw Shryaac (K. Talisman of Hiding) is an artifact of surpassing powerand peril. In form it is a staff about six feet in length with a large red jewel set in the top. The jewel is a translucent ruby stone roughly in the shape of a humanoid heart, which sometimes pulses with a reddish light. The gem is actually a shard of the great Crystal at the center of the Jerak Ahrenreths main citadel, broken off by Schrek and shaped using powers known only to him. This massive gem is set on a gnarled staff of blackest Dír-wood, held in place by a claw of silver alloy, which is crafted to resemble long slender talons of a dragon.
The Talisman has many powers, but most significant to him is its ability to allow Schrek to remain in human form indefinitely, while allowing him somealbeit limiteduse of his demonic powers. It was constructed with the help of the Artificer Akesh, who learned much of the art of transfiguration from his mentor Krelij, creator of the Daath Leerssoi. When the Talisman was completed though, Schrek erased all knowledge of it from Akeshs memory.
The Talisman allows Schrek to seem to be a human to all but the most powerful detection or analysis spells. However, because of its nature, the Talisman also locks him into human form, and without the Faaw Shryaac, he cannot assume his true shape or fully access all of his powers.
In 1210 TEI, the Silver Dragon Voriig Kye maneuvered to have himself placed on the Jerak Ahrenreth council. He was nominated by Morloch the Ordainer, who was master of the Ahrenraax citadel, one of the Eight Secrets. It was not long before the Dragonlord began to suspect that Schrek was not what he appeared to be, and that the Elder Minds strange staff might play a role in his ability to retain an artificial form. Voriig of course was no stranger to this charade, since he wore a helm that allowed him to assume human form. Consultation with his fellow Oran Jatar confirmed his hypothesis, though the staff might act in a slightly different manner than the helms. Jatar believed that taking the staff from Schrek might not force him to assume his natural form (the nature of which they still could not determine, though both feared that it was demonic) but instead lock him into his relatively weak humanoid form.
By 1298 TEI, Voriig decided it was time to act. He met in secret with another of the Eight of the Jerak Ahrenreth--the Lyax Khângand convinced him that Schrek was a threat to them all. The Khâng (at the time an elf named Nandaar Darian) stole Schreks staff while the Elder Mind was sleepingor the equivalentand gave it to Voriig. The Silver Dragon in turn brought it to his Artificer cohort Oran Jatar, who confirmed the nature of the staff. They considered destroying it, but Jatar was not certain what would happen to Schrek. The thing was dangerous to keep, however; Schrek would no doubt do whatever he could to find it. Jatar feared that even kregora might not be able to fully mask such an item from a demon as powerful as they believed Schrek to be.
So, the White Dragon volunteered to modify the staff: he would separate it into three parts, thus altering its nature and making it much more difficult to trace. This is a skill known only to a very fewLord Artificers of surpassing skill. Only a handful of beings in the history of Kulthea could achieve such a feat. Besides Oran Jatar there would be Tethior, Krelij Andraax, Akesh, and perhaps a few dozen others in all of history. Few live now who could accomplish such a remaking of an artifact.
He removed the red jewel in the center, leaving an empty gap between the four claws. The gem became known eventually as the Dathmaur Shryak (K. Heart of Agoth or literally, shadow-demon heart). Oran Jatar also cut the actual staff into two parts. The top of the staff he called Raathtruliik (K. Cold leaping flame). The lower part of the staff, a three-foot long rod of Dír-wood that Jatar capped on both ends with a silvery alloy, he named the Riig Pronaa (K. Ember of Hope).
Such was the strange nature of the Faaw Shryaac that each of these three parts acquired unique powers (probably with the help of the White Dragon). The names that Oran Jatar gave to the two halves of the staff are a mystery that he has refused to reveal, though the names have been inlaid on the Dír-wood in silver alloy and cannot be removed without destroying the item.
The three parts can be reunited by simply bringing them in close proximity with each other; if brought within a foot or so they will be drawn to each other as if by powerful magnetism. Also, by their nature each can detect the presence of the other parts (details below); Oran Jatar could not break that bond without destroying the item as a whole and so risking the repercussions. Such is the mysterious craft of the Lord Artificers. Speculation has emerged among those who study such things that the nature of these items might change again should two parts be united without the third (e.g., the Raathtruliik joined to the Riig Pronaa without the Heart of Agoth) but this is pure speculation unless it actually happens.
The top half of the staff -- Raathtruliik --was given to the Elven brothers of Buir Dom on Vog Mur to watch after; Oran Jatar kept the Riig Pronaa for himself, and the Heart--perhaps the most dangerous and intrinsically evil of the three partshe gave to Voriig Kye, who placed it in his vault below Encla Turic.
For many centuries the items lay dormant in their three separate locations. The Heart and the Raathtruliik were each kept in kregora-lined chests constructed especially for them by Jatars apprentices to inhibit their detectability.
In 5030 TEI, upon the return of Ondoval to the Shadow World, Voriig Kye and the Red Dragon Sulthon Nishaang agreed that the Secret Circle was a dangerous but potentially useful organization. They plotted with Morloch to destroy Schrek and seize control of the Ahrenreth. But as their plans neared fruition a decade later, they were betrayed by the Ordainer. In fact, Schrek enthralled Morloch and from his thoughts learned of the conspiracy with the Dragonlords to overthrow him. He plotted a counterattack but the Dragons escaped his trap. Since then Voriigs relationship with Schrek has been one of mutual distrust and suspicion.
Then, in 6036, the banished Loremaster (and allegedly insane) Elor once Dark managed to infiltrate the Silver Dragons castle and steal the Heart of Agoth (along with the Sea-drake sword and pendant). He apparently misplaces them, and Andraax comes to possess all three. He hides them in various locations.
Then in 6052, the awakened demigod twins Sendar and Sendil, guided by their Dark God father, find the Heart of Agoth at steal it from its current owners. It was deep under the Spine of Emer, and had been found by the Murlogi living there; they made it into an object of worship. When it was stolen, they swore to recover their holy object from the thieves.
Meanwhile, the Seer Iæn Shiin of the Ahrenreth learned of Schreks search for the Faaw Shryaac and determined to acquire it himself. As an ally of Schreks rival Lorgalis, he hopes to secure the item first and put it where the demonic lord will never find it. He uses the Order of the Eye to seek for it, and to cover his intentions.
Below are listed the (known) powers of the three parts. Each may possess other powers not yet documented. Also, these powers might not reveal themselves easily.
Powers of the Dathmaur Shryak (K. Heart of Agoth)
Most powerful of the three parts, the Heart combines the power of the Crystal with the Essænce put into it by Schrek. No wonder the Twins--among others--seek it.
1. Sense Brethren. Holder is aware of the presence (but nothing more) of either of the other two parts if they are within one mile, 100 miles if they are unshielded. Holder can sense direction and distance of other parts within 1000 feet if unshielded, 100 feet if they are in their kregora box.
2. Summon Demons. Skill must be acquired to control what demon is summoned (can only be from one of the Six Pales); a failed roll means the summoning is random: 01-30: First Pale; 31-55: Second Pale; 56-70: Third Pale; 71-85: Fourth Pale; 86-95: Fifth Pale; 96-00: Sixth Pale. Demons enter through a temporary Portal up to fifty feet away as designated by the caster (must be in his line of vision). Portal takes 2 rounds to form, and demons come through it one by one; portal collapses after last one exits. Number of Demons is up to the caster, 1 to 4. Again, a failure means the number appearing is random. Demons are not controlled. They remain in this plane until killed or banished, or after 3D10 rounds have passed, after which they are forced back to their Pale. May be cast once per day.
3. Control Demons. Caster can control demons of the Pale, including those summoned by the above spell. Caster is considered 50th level + his own level + Presence bonus + acquired skill in Demon Control (a Secondary Skill, use Staves and Wands cost), and must roll over the Demons level +100. For control purposes, consider demons the following levels: First Pale: 5; Second Pale: 10; Third Pale: 15; Fourth Pale: 20; Fifth Pale: 25; Sixth Pale: 35. If a demon is not controlled, 50% chance it will turn on the summoner, 25% it will attack a random person, 25% it will run off. Once controlled, no concentration is needed, though a fresh roll is needed every day for demons not summoned by the Heart. May be cast once per day, but one casting allows the user one attempt to control all Demons summoned with power #2.
4. Heart of Fire. Caster is able to cast what is essentially an extremely powerful Firebolt: 6x hits, double criticals, 600´ range. However, in order to cast this spell, the Heart requires fuel: a humanoid soul. Caster designates a target within 100´ and attempts to take his/her soul (treat as Dark Absolution). Caster attacks at his own level. The Heart can store up to eight of these charges.
5. Open Portal. Once per day, Caster is able to open a portal to other Pales and beyond; however, caster must have actually been to that Pale/plane in order to reliably open a door to it. Skill in Demon Lore will give a bonus, but there is also a chance the Caster will open a Portal to some other Plane or even the Void. Can also create a momentary Portal to other locations on Kulthea (essentially a Teleport True, with the same restrictions.)
6. Burning Apocalypse. The Heart must be fully charged with eight souls in order to cast this power. Caster becomes ground zero for a 300´ radius and 150´ high (hemispherical) blast. Caster rolls on the Fire Ball table +50. Use range modifications to indicate reduced effectiveness. Double hits, and in addition to the Heat crit, all withing 100´ take an Impact Critical two levels lower. Flammable materials inside the blast are ignited. Caster is unharmed, though clothing might be singed.
7. Other powers, depending on the nature of the attuned owner.
Powers of the Raathtruliik - K. Cold leaping flame
This is the top portion of the staff, which still includes a silver metal claw mounted on the top. The claw is about the size of a large human hand, but in the shape of a partially closed four-digit dragon claw.
1. Sense Brethren. Detects proximity of the Heart of Agoth. The metal inlay and claw become colder when the Heart is within one mile, 100 miles if it is unshielded. Holder can sense direction and approximate distance of the Heart within 1000 feet if unshielded, 100 feet if it is in its kregora box.
2. Water to Ice. This works a little differently from the standard spell. The caster aims the Raathtruliik at the water he wishes to freeze and a stream of white energy comes from the claw area. The range is 100´and the caster can turn twenty-five cubic feet of water to ice every round for as many rounds as he can hold his concentration (i.e., roll under his Temp SD). As soon as he fails, the spell ends and cannot be cast for another day. The shape of the frozen area is determined by the caster (within reason) making a spell roll, and can also be improved by acquiring skill.
3. Protection from heat and fire. Holder (the Raathtruliik must be in casters bare hand) is immune from magical fire, takes half damage from normal and dragon fire. Holder also does not feel heat up to 150°F, but cannot perform extraordinary feats like survive a fall into a lava pool (the Raathtruliik would, however, survive).
4. Immunity. Holder is immune to the powers of the Dathmaur Shryak, specifically the Heart of Fire.
5. Coldrunning. Holder can run on ice with full traction or on top of snow. On these surfaces, the holder can run up to 10 minutes per level, and at 3x his normal running speed, without tiring.
6. Cold-fire Bolt. This power alone makes the Raathtruliik a formidable weapon. Neither an Ice Bolt nor a Cold ball, this is something in between. In addition the wielder has a number of options at his disposal. Use of this power only requires a successful Staves & Wands roll, though a specific spell skill must be developed to aim it. The caster can fire a spell essentially equivalent to a Fire Bolt in effect, but use cold criticals; such a spell can be fired every round without penalty; the Raathtruliik has unlimited charges. If the user can wait three rounds (2 to prepare, fires at the beginning of the third round), he has the option of firing the cold version of Triad Aflame, or a Cold-fire Bolt 300´ or a Cold-fire bolt delivering triple damage, or a Cold Ball, 30´radius. When this power is activated, a coruscating blue-white light forms in the space where the Heart of Agoth was, then springs out with a flash towards the target. When using one of the greater powers, the light builds during the preparation period, and is slightly different for each spell.
Powers of the Riig Pronaa - K. Ember of Hope.
This is the bottom half of the staff, which is a dír-wood staff capped at both ends with a silver-white alloy. Note that the possessor of the Riig Pronaa must hold it in his bare hand for any but power 6 to be effective.
1. Sense Brethren. Detects proximity of the Raathtruliik and the Dathmaur Shryak. Becomes warm and the runes glow red when the upper half of the staff is within one mile, 100 miles if it is unshielded. Holder can sense direction and approximate distance of the Raathtruliik within 1000 feet if unshielded, 100 feet if it is in its kregora box. The Riig Pronaa grows warm in proximity to the Heart, 1000 feet if unshielded, 100 feet if it is in its kregora box. Holder gets no sense of distance or direction regarding the Heart, except that it grows hotter as the heart is nearer and the runes glow an angry red.
2. Immunity. Holder is immune to the powers of the Dathmaur Shryak, specifically the Heart of Fire. All within ten feet of the holder are immune to the Burning Apocalypse.
3. Protection from cold and ice. Holder is immune from magical cold and ice attacks, takes half damage from cold and dragon breath. Holder also does not feel cold up to -20°F. The rod grows warm and the runes glow during the power.
4. Turn Spell. Holder may attempt to turn a directed Elemental or Absolution spell back on the attacker (or anyone else within a 30° arc of the attack from Holders point of view). Caster must first make a successful Perception roll to be aware that he is under attack, and must be able to concentrate. Caster is considered 20th level + his own total directed spell add (include acquired skill in any Directed Spell Skill), and must roll 100+ over the attackers attack roll for complete success. A roll of 50-99 over means the spell misses and goes in a random direction.
5. Banish Demon: Caster can attempt to banish a demon (of Essænce and of the Void) back to its native domain. Caster is considered 20th level + his own level + Presence bonus + acquired skill in Demon Control (a special Secondary Skill, use Staves and Wands cost), and must roll 100 over the Demons level for success. Demon levels are as listed in the SW Master Atlas, or the GM can extrapolate. If a demon is not banished, there is a 25% chance it will turn on whoever attempted to banish it. May be cast once per day.
6. Truest Sight: Sense Reality warp, See Invisible, see True Form. This power may be used the number of rounds per day equal to holders level; after that the holder becomes fatigued.
Powers of the Faaw Shryaac (assembled staff)
1. True Change: Allows Demonic holder to assume a humanoid form and maintain it indefinitely without concentrating. Any intrinsic Demonic powers are reduced, and the humanoid is considered one size smaller in combat (e.g., if as a demon he is a Super-Large creature, as a humanoid, he is a Large Creature). Spell use is as before.
2. Open Portal: Caster is able to freely open portals to other Pales and beyond however, caster must have actually been to that Pale/plane in order to reliably open a door to it. Skill in Demon Lore will give a bonus, but there is also a chance the Caster will open a Portal to some other Plane or even the Void. Can also create a momentary Portal to other locations on Kulthea (essentially a Teleport True, with the same restrictions.)
GM notes: Any of these three parts could fall into the hands of the players, and they would most likely have no idea what they possessed. To further complicate things, in the huge span of time since the staff was taken and separated, the powers could have shifted or been inhibited with curses. They could have an additional mysterious history since Oran Jatar separated the Faaw Shryaac into its parts.
Jade Mantis
A beautiful figurine of a praying mantis made of a greenish metal with a soft sheen and inlays of jade in the thorax, abdomen, and the front pincers. The eyes are emeralds with hundreds of tiny facets. The forewings pivot forward away from the long slender abdomen.
The mantis is part of a set of four insect figurines (the others being a jade beetle, a jade scorpion and a jade spider) made by the female artisan/alchemist Artesia Gogoloria, a Dyar Elf who reputedly still resides in Skystone City in NW Emer. All the items included a curse that made them perilous for men to use.
Powers of the Jade Mantis
1. When the forewings are rotated forward, the mantis transforms into a real giant praying mantis over twelve feet long. It is semi-intelligent, will obey whoever opened the wings and will bear one rider at up to fifty mph airborne. The mantis can be activated once per day, and can remain in its live form for up to one hour before changing back.
2. The mantis will not attack (except in the curse as noted below), but will defend itself if attacked. If it goes over maximum hits, it transforms back to its figurine form and cannot be used for tendays.
3. Cursed. Each time the Mantis time runs out or it is commanded to return to its statuette form, there is a 20% chance that it will attack whoever activated it but only if he is male. If it successfully grasps its prey in its powerful forelegs, it will bite his neck, and if it gets an E critical on the pincher attack, his head is severed. It will then suck the blood out of the body. The mantis must feed periodically or it will revert permanently to its figurine state. This is not a removable curse; it is part of the nature of the item. However, a successful Remove Curse will cancel the mantis attack for this one instance and cause it to revert to figurine form without and ill effects.
Stats of the Mantis:
Lvl: 15
Max Pace/Mnvr: Fspt/20
Hits: 150
AT(DB): 11 (60)
Attack: 100Gr/90Pi/60sl
The Dymirsaren (The Twin Swords)
They were made by the Alchemist Klandis Moro-Lim at Tyrl Buir in Námar Tol between 6400 and 6450 SEI. Swords made as complimentary sets were a popular theme among the powerful Artificers of the late Second Era, who concentrated on making weapons to aid in the fight against the growing power of the Dark Forces in the years leading up to the Wars of Dominion.
Though not exactly twins (i.e., identical), the blades and their scabbards have the exact same design, weight and balance. Where they differ is in the subtle coloring of the metal, the rune etching, and some of the decorative materials. Like all sareni, they are long (in this case forty inches from blade-tip to pommel-end) and slender, with slightly curved blades and one very sharp edge. The blade is only two inches wide at the guard, tapering to 1.5 inches at the end before becoming a deadly point at the last two inches of length. The sareni were forged of a non-corroding Tayn (enchanted steel) alloy, giving them a soft grey sheen with a bluish play of color over the metal. The blades have intricate swirling designsinterwoven with their namesetched in them.
One is named Phrurikanen (L.: Guardian Whirlwind), which has hilts of gold with teak inlay; scabbard is of teak and red wyvern-skin with golden-alloy fittings, and the other Kynoregnuth (L.: Steely Whisper) with hilts of silver with hoen inlay. Scabbard is white hoen-wood and blue wyvern-skin with silver-alloy fittings. The scabbards, like the blades, are enchanted and will not age or be damaged in normal use.
They are a matched set and more: each has special powers that will only operate if it is in proximity to its counterpart. Both blades must also be drawn and held by two individuals, both of whom have been attuned to their blade.
Powers of Phrurikanen (all times)
1. +20 enchanted saren (use saren table if available, otherwise use the conversion chart). BF +150
2. Semi-intelligent, communicates empathically with attuned wielder.
3. When swung (either through the air or in combat), the blade makes a sound like a rushing wind; either a foe in melee (or if not in melee, any target within 20 feet chosen by wielder) must make a RR vs. wielders level or feel a Chill, causing them to be at 25 to all activities (e.g., OB, active DB, maneuver) due to shivering. Effect for those who fail continues as long as the blade is kept in motion; those who resist are immune for the rest of the day. This power can be deactivated by the wielder, if desired)
4. Detects Demons within 300 feet (tells position within about 50 feet)
5. Of Slaying Demons.
Powers of Kynoregnuth (all times)
1. +20 enchanted saren (use saren table if available, otherwise use the conversion chart). BF +150
2. Semi-intelligent, communicates empathically with attuned wielder.
3. When swung (either through the air or in combat), the blade makes a sound like whispering voices; either a foe in melee (or if not in melee, any target within 20 feet chosen by wielder) must make a RR vs. wielders level or feel Distracted, causing them to be at 25 to all activities (e.g., OB, active DB, maneuver) due to shivering. Effect for those who fail continues as long as the blade is kept in motion; those who resist are immune for the rest of the day. This power can be deactivated by the wielder, if desired)
4. Detects Unlife (i.e., servants of the Unlife, such as Priests Arnak) within 300 feet (tells position within about 50 feet)
5. Of Slaying servants of the Unlife.
Special Powers of Phrurikanen (only if Kynoregnuth is drawn and within twenty feet)
1. +20 to frontal melee DB (sword helps to parry); can parry thrown weapons as if they were a melee attack.
2. Additional +10 to OB.
3. +25 to wielders RR vs. spell attacks of all realms; Elemental attacks are at 50 because of the wind effect.
Powers of Kynoregnuth (only if Phrurikanen is drawn and within twenty feet)
1. Wielder can engage two foes simultaneously as long as they are within a 120° arc without penalty (the sword magically aids him). Wielder splits his OB between foes however he decides, but cannot use any OB to parry in this situation.
2. Additional +10 to OB.
3. +25 to wielders RR vs. spell attacks of all realms; +50 to RR vs. Mentalist or Mentalism-hybrid mind attacks (the swords whispering helps the wielder focus and resist the spell.)
The Green Glass Castle
Description: Sculpted of a green transparent crystalline material (a variety of quartz, in fact; not laen), the castle at first seems to have been cut from a single piece of crystal. It has the form of a tall triangular keep with a tower at each corner (each of those three towers a slightly different height), and one larger tower in the center. Each tower has a conical roof, and the castle seems to be set on a rocky summit. The entire sculpture is perhaps six inches across and eight inches tall. While it seems well made, there is not a tremendous amount of detail.
As mentioned above, the castle seems to have been cut from a single mass, but close examination (a successful Medium Perception roll) reveals that the central tower is a separate piece, which can be made to rotate about 270 degrees clockwise. It requires a successful Sheer Folly roll to realize that the shortest tower is also a separate piece, which can be pressed down about a half an inch; it rises slowly back up after being released.
Powers: If one rotates the central tower to its stop at a three-quarters turn, the sculpture begins to glow brightly, then from the central tower erupts a rainbow of undulating lights, like a miniature aurora, in a hemisphere up to about thirty feet out from the sculpture. The effect is much more dramatic in a confined space. The sculpture also makes a sound, like a soft soprano voice singing a wordless but lovely, tune. The central tower slowly rotates back to its original position (imagine a kitchen timer), and the sculpture dims, then goes dark after about an hour. When the sculpture is activated everyone within the radius -- except the one who activated it -- must make a RR vs 30th level Mentalism or be Calmed (as in the Bardic Calm Song: they feel calm and serene, and cannot take any aggressive action. Anyone who enters the radius while the sculpture is active must also make a RR. Anyone who leaves is no longer calmed, but they must make a RR vs 15th level Mentalism, or they do not want to leave until the castle shuts off. Everyone who was in the radius has a +15 to all RRs vs. Mentalism attacks for 25 hours. However, after 25 hours, everyone must make a RR vs addiction to the effect. Initial AF is 2, modified by SD. However, if anyone uses the castle again within 2 days, the AF is doubled (and doubled again each time). Using the castle again after two days means making a RR at the base AF. If everyone makes their AF roll, no one realizes that the effect is potentially addictive. Failure means the target craves the effect again; the GM can either role play this, or cause the target to lose temporary stat values without ever more frequent fixes until the target is reduced to continually using the castle, not eating or sleeping, with the obvious negative effects. The only way to break the addiction is a successful Remove Curse.
The castle has a second, more useful (and less perilous) effect. If you press and hold the shortest tower, then rotate the center tower then release the short tower before releasing the center tower, the short tower stays down until the center tower finishes its rotation, then pops up. In this mode, a sphere of light surrounds the castle in a ten foot radius. It does not inhibit vision or movement or projectiles outward, but anyone outside trying to target those inside are at 30 to aim missile weapons or spells. Anyone entering the sphere must also make a RR vs 15th level Mentalism or suffer Distraction (-30 for all actions). This power only lasts 15 rounds before the tower rotates back, and can only be used once per month.
In using either power, the castle cannot be moved once activated or the effect immediately shuts down.
History: This is one of several small crystal sculptures created by the Dyar Alchemist Rendis Mahtesh and his apprentices sometime in the later centuries of the fourth millennium TEI, and though not the most powerful, it does have some intriguing properties. Mahteshs primary workshops were on an island near Thesmoq, but he also had at least one home in SE Emer.
The castle might be found in a secret room in a ruin, surrounded by skeletons people who died addicted to the pretty lights and music.
The Staff of Doors
Description: The staff is a thick oak rod about three inches in diameter and five feet long, weighing about five pounds. It appears to have once been the trunk of a small tree, and though it has no head, it has three slightly protruding knots spaced evenly along its length and around its circumference. Fitted into each knot is a clear cabochon just over an inch across; one is golden-yellow, one green, and one blue-violet. The staff is polished and stained a dark brown, and the ends are capped with a grey metal that does not corrode. Carved in small letters towards the top of the staff are the words in Iylar The Staff of Doors.
Powers: The staff is able to cast one each of the following spells per day: Magician Undoor I, Closed Mentalist Long Door (500´), Animist Base Tree Door (2000´).These spells are cast at the level of the staff, which is 20. User need only make his wand/staff roll to use the staff; each spell is cast by holding the staff forth and speaking the spell name in Iylar.
History: The Staff of Doors is an unusual item in that it is able to cast a spell from each of the three realms, and thus is Arcane in nature. It was enchanted by the Alchemist Bon Kistavi, an apprentice of Tethior, in the year 6202 SEI.
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