The Book Of Marvelous Magic - FRP World

Transcription

For PennyGary and I would like to thank Mark Acres, Dave "Zeb" Cook,Tracy Hickman, Doug Niles, Penny Petticord, Jon Pickens, Gali Sanchez,Carl Smith, Garry Spiegle, and Ralph "Skip" Williams fortheir contributions.Editor: M. K. WeigelCover Artist: Clyde CaldwellInterior Artist: Doug WatsonAdditional Interior Graphics:Dover PublicationsGraphic Designer: Ruth HoyerDistributed to the book trade in the United States by Random House Inc.and in Canada by Random House of Canada, Ltd. Distributed to the toyand hobby trade by regional distributors. Distributed in the UnitedKingdom by TSR UK Ltd. Copyright 1985 TSR Inc. All Rights Reserved.DUNGEONS & DRAGONS, DAD, ADVANCED DUNGEONS ft DRAGONS,AD&D, GANGBUSTERS, BOOT HILL, TOP SECRET, STAR FRONTIERS,DAWN PATROL, GAMMA WORLD, PRODUCTS OF YOUR IMAGINATION,and the TSR logo are trademarks of TSR, Inc.This book is protected under the copyright laws of the United States ofAmerica. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc.Printed in the United States of America.TSR Inc.POB 756Lake Geneva, WI53147TSR UK Ltd.The Mill, Rathmore RoadCambridge CB14ADUnited Kingdom

Introduction . . . . . 1Selecting MagicalItems . . . . . . . . . . 3AAlternate WorldGate . . . . . . . . . . . 7Amulet . . . . . . . . . 7Anchor . . . . . . . . . 7Anklet. 8Armband . . . . . . . . 9Armchair . . . . . . . 1OAwl . . . . . . . . . . . 1OBBag . . . . . . . . . . . 11Bagpipe . . . . . . . . 11Balance . . . . . . . . 11Ball . . . . . . . . . . . 12Balloon . . . . . . . . 12Banner . . . . . . . . 13Barding . . . . . . . . 14Barrel . . . . . . . . . 14Bead . . . . . . . . . . 16Bell . . . . . . . . . . . 16Bellows . . . . . . . . 17Bench . . . . . . . . . 17Blanket . . . . . . . . 18Boat . . . . . . . . . . 18Bone . . . . . . . . . . 18Boots . . . . . . . . . 19Bottle . . . . . . . . . 19Bowl . . . . . . . . . . 20Brazier . . . . . . . . 20Bridle . . . . . . . . . 2OBrooch . . . . . . . . 2OBroom . . . . . . . . . 2OBuckle . . . . . . . . . 2OBugle . . . . . . . . . 21Button . . . . . . . . 21CCabinet . . . . . . . . 22Cage . . . . . . . . . . 22Caldron . . . . . . . . 22Cameo . . . . . . . . . 22Can . . . . . . . . . . . 22Candle . . . . . . . . . 23Cane . . . . . . . . . . 23Canoe . . . . . . . . . 23TABLE OFCONTENTS

TABLEOF CONTENTS(continued)ICape . . . . . . . . . . 23Cart . . . . . . . . . . 24Censer . . . . . . . . . 24Chalice . . . . . . . . 24Chest . . . . . . . . . 25Chime . . . . . . . . . 25Claw . . . . . . . . . . 25Cleat . . . . . . . . . . 25Cloak . . . . . . . . . 25Collar . . . . . . . . . 25Cot . . . . . . . . . . . 25Crown . . . . . . . . . 26Crucible . . . . . . . 26Cube . . . . . . . . . . 26Curtain . . . . . . . . 27Cymbal . . . . . . . . 27DDeck . . . . . . . . . . 28Desk . . . . . . . . . . 29Door . . . . . . . . . . 29Drum . . . . . . . . . 3 ODust . . . . . . . . . . 31EEarring . . . . . . . . 32Efreeti Bottle . . . 32Egg . . . . . . . . . . . 32FFan . . . . . . . . . . .Figurehead . . . . .Flute . . . . . . . . . .Flying Carpet . . .Forge of Power . . .Fork . . . . . . . . . .Four-Leaf Clover .33333434343435GGaff . . . . . . . . . . 35Gauntlet . . . . . . . 35Gavel . . . . . . . . . 36Gem . . . . . . . . . . 36Girdle . . . . . . . . . 36Gong . . . . . . . . . . 36HHammock . . . . . . 38Handkerchief . . . 38Harp . . . . . . . . . . 38Hasp . . . . . . . . . . 39Hat . . . . . . . . . . . 39Heart . . . . . . . . . 4OHelm . . . . . . . . . . 4OHinge . . . . . . . . . 4OHorn . . . . . . . . . . 4OHorseshoe . . . . . . 41Inkwell . . . . . . . . 42Iron . . . . . . . . . . . 42JJewelry . . . . . . . . 43Jug . . . . . . . . . . . 43KKettle . . . . . . . . . 43Key . . . . . . . . . . . 43Kite . . . . . . . . . . 43LLadle . . . . . . . . . . 44Lamp . . . . . . . . . 44Leaf . . . . . . . . . . 46Lens . . . . . . . . . . 46Libram . . . . . . . . 47Log . . . . . . . . . . . 48Lute . . . . . . . . . . 48MMarble . . . . . . . . 49Mask . . . . . . . . . . 49Mast . . . . . . . . . . 5OMedallion . . . . . . 50Mirror . . . . . . . . . 5OMuzzle . . . . . . . . 51NNail . . . . . . . . . . .Necklace . . . . . . .Needle . . . . . . . . .Net . . . . . . . . . . .Nightcap . . . . . . .5152525253OOar . . . . . . . . . . . 53Ointment . . . . . . 54PParchment . . . . . 54Penny . . . . . . . . . 54Pipe . . . . . . . . . . 54Pipes, Musical . . . 55Pitchfork . . . . . . . 55Plate . . . . . . . . . . 56Poker . . . . . . . . . 56Pole . . . . . . . . . . . 56Pouch . . . . . . . . . 57QQuill . . . . . . . . . . 58RRabbit's Foot . . . . 59Rake . . . . . . . . . . 59Rattle . . . . . . . . . 59Rope . . . . . . . . . . 6 ORudder . . . . . . . . 6OSSaw . . . . . . . . . . . 6OScarab . . . . . . . . . 60Scepter . . . . . . . . 6OSeed . . . . . . . . . . 6 OShovel . . . . . . . . . 6OSlate . . . . . . . . . . 61Slipper . . . . . . . . 61Snuffer . . . . . . . . 61Soap . . . . . . . . . . 61Spinning Wheel . . 61Spoon . . . . . . . . . 62Stair . . . . . . . . . . 62Stone . . . . . . . . . 63String . . . . . . . . . 63Sundial . . . . . . . . 63TTable . . . . . . . . . . 64Talisman . . . . . . . 64Tent . . . . . . . . . . 64Thread . . . . . . . . 65Throne . . . . . . . . 65Tome . . . . . . . . . . 66Treatise . . . . . . . . 66Tree . . . . . . . . . . 67Tub . . . . . . . . . . . 67Tun . . . . . . . . . . . 67UUrn . . . . . . . . . . . 68VVest . . . . . . . . . . 68WWax . . . . . . . . . . . 69Wheel . . . . . . . . . 69Whistle . . . . . . . . 7OWindow . . . . . . . . 71XXantippe . . . . . . . 72Xebec . . . . . . . . . 72Xylograph . . . . . . 72YYoke. . . . . . . . . . 72ZZither . . . . . . . . . 73Zoster . . . . . . . . . 73Zwieback . . . . . . . 73Appendix . . . . . . 74

INTRODUCTIONThe magical items described in this book aredesigned for use with the DUNGEONS &DRAGONS Fantasy Adventure Game. All themiscellaneous magical items that appeared in theD&D Basic, Expert, and Companion Sets—thefirst three boxed sets of the D&D game system—are included here. Also included are over 500 newitems, never before published! Some items are oflimited use and their presence here merelylessens the amount of detail and record-keepingin the game. Many, however, are powerful andunusual and may be of use in conquering monsters, retrieving treasures, and defeating theforces of evil.HOW TO USE THIS BOOKSpecial TermsTwo phrases are commonly used throughout. IfItem A "appears and functions as" Item B, thismeans that the description of Item B applies toItem A.When Item C "appears identical to" Item D,Item C has been given the same name as Item Dbut is not really the same at all. This phrase iscommonly used to describe deceptive or curseditems. Use of a wish to identify the item will notreveal the truth.Item NamesYou may use labels, tags, or other means toreveal a magical item's proper name, but moreoften, PCs (player characters) should discoverand experiment with it first. The reason for thisis that the name of a magical item often revealssome or all of its purpose. Ideally, names shouldnot be easily found, although some will beobvious.Command WordsNormally, a magical item performs a magicalfunction only when a certain word is spoken—the"command word." The character must usuallyhold or wear the item while speaking thecommand word, though some items are activatedwithin a given range. Many items have severaldifferent functions and several differentcommand words. A few have no command wordsand function automatically when the situation isright.Command words never need be spoken byplayers. If the player's character knows an item's1

command word, the item simply becomes usable.If desired, you may invent your ownwords—fantastic, mystical, humorous, orotherwise.Finding Command WordsA libram of identification (q.v.) can be used tolearn the command words for other magicalitems. The libram should become a part of everycampaign by belonging to a powerful NPC(non-player character) magic-user, who sells itsservices to others. For a stiff fee (usually not lessthan 1,000 gp per word), the NPC identifies thecommand word(s) of most items.The slate of identification functions somewhatdifferently (listed herein but described in theD&D Companion Set) but will also identifycommand words. It may be given to a character,and its use can also be easily controlled by meansof "charges," the number of which variesaccording to the power of the magical item inquestion. Most of the items in this book can beidentified by the slate, but only at the cost ofmaking the slate useless for three to thirty days.The NPC should keep the libram's or slate'sexistence secret and offer only the service. Thisavoids attempts at theft. At some point, a playercharacter might find another libram or slate ofidentification, but this should happen rarely.A wish used to identify an item always revealsall its command words. The true name of theitem, however, might remain secret (seedescriptions).You may, of course, invent other items forrevealing the names and command words ofmagical items, but try never to simply give themaway; always require thought, ingenuity, or cashfor their discovery.Using Command WordsSince command words are spoken, a cleric'ssilence 15' radius spell (or similar magical effect)always prevents the use of such magical items.A character with an Intelligence score of 6 orless may have trouble remembering a commandword, or might not pronounce it properly. Thechance for such errors is left to the DM'sdiscretion, but should be based on a single diceroll and easy to apply during a game. Forexample, a 6-sided die could be rolled for eachattempted use of a command word; if the result isequal to or greater than the character'sIntelligence score, the attempt fails. Such afailure should count as one round's action. Thecommand words for certain powerful items, orseveral commands for a single item, may requirea similar check using 1d8, 1dl0, 1dl2, or even1d20! Whatever procedure is used, apply itequally and fairly to all characters.CURSED ITEMS2Nearly any magical item found can be eithernormal or cursed—and there is absolutely no wayto tell the difference. Any cursed item will appearto be a normal one, whatever the means ofidentification (libram, slate, etc.). The curse willbecome apparent when the item is used or, insome cases, touched. You should never mentionthat an item is cursed until, perhaps, after thecurse takes effect. Any curse can be removed,though some are harder to affect than others.However, most curses cannot be prevented andmust be lifted after they take effect; a removecurse spell applied to an unused cursed item willhave absolutely no effect. A wish is the onlymeans powerful enough to absolutely "cleanse"an item without coping with its hazards.The curses mentioned in this book may be oneof four types; each can be removed by a removecurse or dispel evil spell, but differ in that thespell caster must be of a given level or greater. Aminor curse can be removed by any level ofcaster. A second type of curse can be removed byany caster of 15th level or greater; a thirdrequires a caster of 26th level or higher. The mostpowerful (and most rare) curses require a casterof 36th level for their removal. Any wish used toremove a curse is treated as if produced by a 36thlevel caster and thus will remove any curse.Remember that a curse applies to the item orcharacter, never to the player.

SELECTINGMAGICAL ITEMSWhen you include a "Marvelous Magic" itemas treasure, the exact item may be chosendeliberately or randomly. An experienced DMshould choose most items deliberately, pickingitems that will entertain the players or providethe characters with tools needed for futureadventures. To make your selection easier, theitems in this book are divided into general categories.Read all the item descriptions herein and notethe ones you find most desirable for your campaign. Several items may even suggest wholeadventures, structured around the items! 71-8283-8687-9394-9697-00Table 1: CATEGORIESCategory2. Amusements3. Animal-Related Items4. Apparel4a. Head, Face, and Neck Items4b. Foot and Leg Items4c. Hand and Arm Items4d. Other Items Worn4e. Items Carried5. Cloth and Related Items6. Containers7. Foodstuffs8. Furniture9. Household Items9a. Utensils9b. Burnables9c. Other Items10. Jewelry and Valuables11. Musical Instruments11 a. Horns11b. Percussionl1e. Strings11d. Winds12. Oddities13. Paper and Related Items14. Tools and Hardware15. Travel Items15a. Land and Air15b. WaterTables 2-15: Items (by Categories)Find the category indicated by Table 1, and rolld% to determine the exact item.read carefully and examine each item beforeplacing it as treasure. Many of the titles aresomewhat misleading, some involve recordkeeping, and some may not be suitable foryour style of play.After placing a few of your favorite items,select others randomly. To randomly select amagical item, roll percentile dice (d%) and consult Table 1: Categories. Refer to that category's table and roll d% again to find the typeof item. You may have to roll a third time todetermine the exact item 94-00Table 2: AMUSEMENTSItem NameCube (8 types)Deck (7 types)Kite of LightningKite of ReconnaissanceKite of SignalingMarble, Cat's EyeMarble, GraniteMarble of QuarryRattle (3 types)Table 3: ANIMAL-RELATED ITEMSItem NameBarding of Deceptive TravelBarding of Easy TravelBridle (6 types)Horseshoes of FleetnessHorseshoes of FlyingHorseshoes of PetrificationMuzzle of MaulingMuzzle of TrainingYoke of IrritationYoke of ObedienceTables 4a-4e: APPARELTable 4a: HEAD, FACE, AND NECK ITEMSd%Item Name01-1819-3637-5556-9293-9697-00Collar (4 types)Hat (4 types)Helm (4 types)Mask (8 types)Nightcap of SleepNightcap of Vision3

Table 4b: FOOT AND LEG ITEMSd%Item Named%01-2627-8081-8586-9091-9596-00Anklet (5 192-9495-9798-00Boots (10 pairs)Cleats of GrippingSlippers of DrinkingSlippers, GlassSlippers, RubyTable 4c: HAND AND ARM ITEMSd%Item Name01-4647-5455-00Armband (6 types)Claws of RakingGauntlets (6 pairs)Table 4d: OTHER ITEMS WORNd%Item uckle (6 types)d%Item NameCape (6 types)Cloak, DisplacerCloak, ElvenGirdle of Giant StrengthVest of Missile AttractionVest of Missile ProtectionZoster of ZealZoster of ZoophobiaTable 4e: ITEMS CARRIED01-4344-7677-8485-9293-00d%4Bag of DevouringBag of HoldingBarrel (4 types)Bottle (3 types)Cage, BattingCage of CarryingCage of EntrapmentCaldron of HeatingCan (3 types)Chalice (4 types)Efreeti BottleJug of JadeJug of JestingKettle of DrummingKettle of FishPouch (6 types)Tub (4 types)Tun of AleTun of Cursed AleUrn of AshesUrn of AwakeningUrn of Cursesd%Table 7: FOODSTUFFSItem Name01-1718-3334-5051-6768-8485-00Egg, Hard-BoiledEgg, RottenEgg, Soft-BoiledEggs of WonderSeeds of GrowthZwieback of Zymurgyd%Table 8: FURNITUREItem NameCane (5 types)Fan (4 types)Handkerchief of FlirtingHandkerchief of LengthHandkerchief of SneezingTable 5: CLOTH AND RELATED 56-5960-6364-6768-8990-9293-9697-00Table 6: CONTAINERSItem NameItem NameBanner (7 types)Blanket of DevouringBlanket of ProtectionBlanket of SleepingButton of BlastingButton of ConfusionButton of FasteningCurtains of DeathCurtains of SceneryCurtains of SpyingNeedle of DeathNeedle of RepairString (6 types)Thread of AgingThread of CommandsThread of 76-8485-9091-00Armchair (6 types)Bench of EncumbranceBench of LevitationBench of RammingCabinet of MinisteringCabinet of SecurityChest of DrawersChest of SiegesCot of EntrapmentCot of RestlessnessCot of SuspensionDesk of RestudyingDesk of StudyingDoor (8 types)Hammock of EntrapmentHammock of ProtectionMirror (8 types)Stair (6 types)Table (5 types)Throne (4 types)Window (6 types)

Tables 9a-9c: HOUSEHOLD 041-4647-5253-5758-6263-6768-00Table 9a: UtensilsItem NameFork of JabbingFork of TravelLadle (4 types)Poker (4 types)Snuffer (5 types)Spoon (5 types)Table 9b: BURNABLESItem NameCandle of ProtectionCandle of PowerlessnessLamp (6 types)Log (6 types)Pipe (6 types)Table 9c: OTHER ITEMSItem NameBroom of BlindnessBroom of FlyingBroom of ServingKey of OpeningKey of UnlockingPlate, BookPlate of CounterfeitingPlate, DinnerRope of ClimbingSoap of AbrasionSoap of WashingSpinning Wheeld%Table 10: JEWELRY AND VALUABLESItem 5-9697-9899-00Amulet of Protectionvs. Crystal Balls & ESPAmulet of TimekeepingBead (6 types)Brooch of BonesBrooch, LunarCameo of AppearanceCameo of IncompetenceCrown of LeadershipCrown of RulershipEarring (4 types)Four-leaf CloverGem (4 types)Heart (6 types)Leaf (6 types)Medallion (6 types)Necklace (6 types)Penny of LuckRabbit's FootScarab of ProtectionScepter of LightScepter of PowerTalisman of Elemental TravelTables 11a-11d: MUSICAL INSTRUMENTSd%Table 11a: HORN SECTIONItem Name01-1112-2223-3334-00Bugle of RevivingBugle of SleepingBugle of WakingHorn (6 types)Wax (6 types)d%01-3536-3940-4344-4748-5152-6566-00Table 11b: PERCUSSION SECTIONItem NameBell (8 types)Chime of TimeChime of VisitorsCymbal of CrashingCymbal of SymbolsDrum (3 types)Gong (8 types)5

d%Table 11c: STRING SECTIONItem Name01-5758-86Harp (8 types)Lute (4 types)87-9394-00Zither of Zombie ControlZither of Zombie Protectiond%Table 11d: WIND SECTIONItem Name01-0607-4142-7677-00BagpipesFlute (6 types)Pipes, Musical (6 types)Whistle (4 types)d%Table 12: ODDITIESItem Name01-10Alternate World Gates (7 types)11-1718-31Ball (5 types)Balloon (9 types)32-38394041Bone (5 types)Bowl of Commanding Water ElementalsBrazier of Commanding Fire ElementalsCenser of Controlling Air Elementals42-54Dust (8 types)55Gavel of Auctions565758-65Gavel of AuthorityGavel of OrderLens (5 types)66-75Net (6 types)76-85Ointment (6 types)86-95Pole (6 types)9697-98Stone of Controlling Earth ElementalsSundial of Timekeeping9900Tree of LifeXantippe of AnnoyanceTable 13: PAPER AND RELATED ITEMSd%Item Name01-14Inkwell (3 types)15-3738-4243-47Libram (5 types)Parchment of LoopingParchment, Self-Protecting48-80Quill (7 types)81-8586-90Slate of IdentificationTome of TranslationTreatise of -7071-7374-8586-8889-9192-00Table 14: TOOLS AND HARDWAREItem NameAwl (3 types)Balance of ConversionBalance of JudgmentBalance of PowerBellows of BreathBellows of BreezesBellows of RoaringCrucible of BlackflameForge of PowerHasp of LockingHasp of ReloadingHinge of OpeningHinge of ShriekingIrons (5 sets)Nail (6 types)Pitchfork of PenetrationRake (5 types)Saw of CuttingSaw of SnoringShovel (4 types)Tables 15a-15b: TRAVEL 6-00Table 15a: LAND AND AIR TRAVELItem NameCarpet, FlyingCart of ConvenienceCart of DecksTent (8 types)Wheel (8 types)Table 15b: WATER TRAVELItem NameAnchor (5 types)Boat (6 types)Canoe of PortageCanoe of TravelFigurehead of ProtectionFigurehead, CursedGaff of DockingGaff of GaffesMast, HalfMast, PortableOar, EtherOar of RowingRudder of GuidanceXiphoid Xebec

Alternate World GateAmuletAnchorAnkletArmbandArmchairAwlALTERNATE WORLD GATEThese are various odd, unfamiliar items. Whentouched, each item/gate summons a being froman alternate world who appears within one turn.At that time, a door appears near the item (even ifin midair), and a being steps through the door,grabs the item before the characters can react(even if it is apparently secured, stored, or held),and steps back through the doorway. If the characters react quickly you may allow them to stepthrough the door and arrive in the alternate world.Once in such a world, the characters must locatea gem of returning (q.v.) to return to the D&D game world. The characters might not remainhuman after passing through the gate, dependingon the alternate world they visit. You and theplayers should discuss the change at that time;severe changes should be optional, not forced.Alternate world gates should be selected, notrandomly determined. The various items andbeings linked to them are:Blackjack: This small, heavy item is made ofleather wrapped about a strip of steel. It summons an agent from the TOP SECRET game: ashort, wiry, blond human wearing a black woolenoutfit. The agent might stop and eye the characters suspiciously but does not speak.Laser Pistol: This is a plastic and chrome cylinder with a grip on one end. It cannot be firedwithout the user first spending 2-5 turns experimenting. The pistol summons a security robotfrom the GAMMA WORLD game: a metallichumanoid with two arms and two tentacles, eachabout 33 inches long. The robot may muttersomething about "restricted areas" but will notattack or otherwise converse.Lute: This musical instrument is 2 feet long. Along, thin neck makes up one half and a round,flat-topped ornate box the other. Strings ofunknown material are attached to each end. Thelute summons a bard from the ADVANCEDDUNGEONS & DRAGONS game—a normal wellarmed but unarmored human clad in green andcarrying a flute. He may mutter something aboutincompatibility, but will not otherwise converse.Medal: This is a small blue ribbon with a pin onthe back and adorned with a silver metal object ofodd design. The medal summons an ace pilotfrom the DAWN PATROL game—a normal mangarbed in strange clothes who wears a leatherhelmet, a strange device over the eyes, and a longscarf. Though silent, he might, if encounteredoutdoors, examine the sky carefully beforedeparting.Pocket Tool: This odd device is 3 inches longand may be unfolded to reveal a knife, corkscrew,and various other utensils of fine metal manufacture. The tool summons a Yazirian from the STARFRONTIERS game—a man-sized monkeylikebeing with membranes between its arms andbody. The creature may bare its teeth and snarl atthe characters but will not otherwise converse.Star: This silver five-pointed item is apparentlya brooch. The star summons a sheriff from theBOOT HILL game—a normal man clad in finebut thin black leather who wears a metallicdevice strapped to each hip. He pins the star tohis vest and might draw one of his hip devices,twirl it with one finger, and replace it. He thenwinks solemnly at the characters and departs.Violin Case: This strangely-shaped box hasthree hasps; if opened, a golden, furry lining isseen but the box is empty. Both the lining and thematerial of the box are unfamiliar. The case summons a thug from the GANGBUSTERS game—ahuman clad entirely in black, wearing a cloth hat,and carrying an odd-looking metal tube with twohandles and a large rounded middle. He maywave the device about threateningly but will notattack and cannot speak intelligently.AMULETAmulet of Protection vs. Crystal Ball andESP: See the D&D Expert Set.Amulet of Timekeeping: This simple hexagonal medallion is inscribed with three lines connecting the points and crossing in the center.Upon command, the six sections of the amuletslowly turn color, one at a time. Each color shiftoccurs gradually, taking one turn. When the lastsection completes its color shift, exactly one hourafter the command, the entire medallion returnsto its original color and resumes the process. Itstops its timekeeping on command of the user.The amulet functions only on the Prime Planeand stops in mid-change if taken into any otherplane.ANCHORAn anchor holds a vehicle in place. A ship'sanchor is the most familiar sort, consisting of astraight central bar (the shank), an upper cross-7

piece (the stock), and two curved lower arms (thecrown) having widened ends (the flukes). It isattached to a chain or rope (the cable), which istightly secured to the ship. The depth of thewater may be determined, if desired, by marks onthe chain or rope once the anchor rests on thebottom. Most ordinary anchors are made of iron,though other materials, usually metal, may beused. A magical anchor may be of any size ormaterial, but is always shaped like a ship'sanchor.To determine the type found, roll 1d10:1-2 Aerial Anchor: This is a 3-inch-long miniature gold anchor and needs only a thread orstring for a cable. When dropped from any flyingdevice or creature, it keeps that creature or objectsteady at that point in the air, regardless of airmovements or storms of any kind. It also can bethrown upward and then commanded to secureitself where it stops, and cannot be moved untilthe command to release is given. Normal threador string used as its cable supports up to 3,000 cnof weight for as long as the user can hold on(approximately one hour per point of Strength).3-4 Anchor of Weight: This item appearsidentical to an aerial anchor. However, whenused, there is a 50% chance it will suddenly andmagically weigh 20,000 cn, dragging the userdownward. The victim can stop the plunge bycutting the cable immediately or by snapping it,which is determined by a standard "open doors"roll. If the cable is severed, the anchor of weightvanishes upon hitting the ground.5-6 Fishing Anchor: A fishing anchor functions as a seafaring anchor (q.v.). However, oncedropped in a sea or ocean, there is a 25% chanceper use of attracting a sea serpent or spermwhale. If so, the creature swallows the anchorand then attempts to leave. A lesser sea serpentcan tow a vessel having 25 hull points or less; agreater sea serpent can tow a vessel having up to75 hull points; and a sperm whale, a vessel up to150 hull points. Towing speed is half normal8swimming speed for the monster. If the creaturehooked cannot tow the vessel, it will surface andattack. Once a creature swallows it, the anchorwill no longer hoist itself. In this event its cablecan be cut and the anchor lost, or a party can besent underwater to deal with the monster andretrieve the anchor.7-8 Man, Anchor: This item appears andfunctions as a seafaring anchor in all respects.However, it may also be commanded to animate.This means the anchor's stock becomes arms,growing clawed hands (#AT 2; D 1-6 each) andthe crown becomes moving legs which use theflukes as fins for swimming (60 feet per round).The anchor can be animated only when it istouching salt water. It is neither intelligent noralive and is immune to most spells; its iron body(AC 0; 50 hp) is not easily damaged. The anchorman can stand watch but communicates only bytugging on the cable: once for sighting humanoids, twice for dangerous or very large fish, andthree times for other monstrous forms. It defendsitself only if attacked. It returns to the ship ifreduced to 10 hit points or less, if commanded tohoist itself, or if it has been ordered previously toreturn instead of signaling. The anchor man disintegrates if slain, and when removed from thewater turns back into an ordinary inanimateanchor. It may be animated once per day.9-10 Seafaring Anchor: This anchor is 2 feetlong and weighs 1,000 cn. When commanded, itmagically lengthens its cable either to any namedlength or until the anchor touches bottom; thecable's maximum length is 1 mile. It alsoshortens its cable on command and requires nocapstan (cable winch).ANKLETA strip of leather or metal with a hasp on eachend, this piece of jewelry is usually ornate andadorned by gems. In use, it is fastened around theankle; it does not function if fastened to any other

part of the body and cannot be used by any legless creature. Anklets may be found singly or inpairs, but a pair found together need not match.Any magical anklet has two command words: tolock, and to unlock. When locked, an anklet cannot be opened except by being destroyed, by command, by a remove curse applied by a 15th orhigher level caster, or by a dispel magic spell withthe anklet treated as 30th level. A magical ankletcannot be damaged by force, even from magicalweapons, but may be destroyed by dragon breathor by damage-causing spells. Each anklet canwithstand 20 points of damage. An anklet cannotbe placed on an unwilling victim unless the creature is paralyzed, unconscious, or dead.To determine the type found, roll 1dlO:1-2 Anklet of Growth: This anklet appearsand functions as an anklet of levitation in allrespects. However, it also causes the wearer's legto grow at the rate of 1 inch per turn (or part of aturn) for as long as it is worn. The victim's Dexterity score drops by 2 points per foot (two hours)of growth; if two anklets are worn, both legs growevenly, and Dexterity drops by only 1 point perfoot of growth. The anklet(s) may be removed inthe normal ways. The magical growth and loss ofDexterity can be negated only by a remove cursecast by a 26th or higher level caster or by a wish.Although either remedy instantly restores thevictim to normal size and Dexterity, the anklets,wherever they are, disintegrate.3-4 Anklet of Hobbling: When locked on anankle, this item causes the victim to move at twothirds normal rate. If two are used, only one-thirdnormal rate is possible.5-6 Anklet of Levitation: When locked andcommanded to rise, this item does so. It stops andgoes upon command of the person who locked it.If one anklet is used, the wearer is hoisted by oneleg, in a most inconvenient posture; if two areused, normal levitation is obtained. It may becontrolled within a range of 60 feet, but the effectis otherwise identical to the magic-user's spelllevitate, bestowing vertical movement at the rateof 20 feet per round. The victim cannot be"dropped" unless the anklet is suddenlyunlocked or destroyed.7-8 Anklet of Sinking: This anklet appearsand functions as an an

The magical items described in this book are designed for use with the DUNGEONS & DRAGONS Fantasy Adventure Game. All the miscellaneous magical items that app eared in the D&D Basic, Expert, and Companion Sets—the first three boxed sets of the D&D game system— are included here. Also included are over 500 new items, never before published!