XP Value: 8,000 GP 47,500 DRAGON Campaign Set
The of dragon warding has the following powers: it acts as bracers, AC 0 and as a ring of spell turning. The amulet glows with a pure gold light. Any character touching it knows all of its powers,
of Dramatic Death
XP Value: 300 GPValue: 1,500
The Handbook
Only a few of these prized items exist, each cre-ated for a high-level thief who was in the service of two powerful Spellcasters, a wizard and an illu-sionist. They combined their skills to create these unique items. There are six amulets known, which from each other in only one respect;
all have the following common
magic of amulet is activated when the wearer suf-fers one particular attack form (and only that attack form) that would be sufficient to kill or wholly disable the wearer (such as by petrifica-tion). Damage sustained from the attack is wholly and special attacks (such as petrifica-tion) are likewise negated. The thief is at once
made Lastly, a programmed
illusion is brought into operation so that the wearer of the appears to have been slain or disabled by the attack. The programmed illusion is both complete and amulet pro-tecting against magical fire shows the victim of fireball attack as a burned corpse, complete with the smell of roasted flesh. Only direct, tactile checks or a powerful divination spell can reveal the illusion for what it The amulet functions once per day. Roll 1d6 on the table below to determine the single attack form that the amulet protects against.
Roll Protection
1 Magical fire (includes red dragon breath and all other forms),
2 Lightning and Electrical attacks
Amulet of Far Reaching
3 Cold-based attacks 4 Petrification 5 Edged Weapons 6 Blunt Weapons
Amulet of Life XP Value: 5,000 GP Value: 50,000
Magazine 28
Though only one of these devices is known to exist, it stands to reason that others may be cre-ated if its secrets are discovered.
Originally an amulet of this powerful item functions as follows: After the con-struction of the amulet is the first ing creature with an essence who touches the item is then attuned to it. When that being's body is its essence is immediately absorbed into the amulet. being whose essence is con-tained by it is fully cognizant of what is going on in his, her, or its environment. The occupant must then wait for the amulet to be placed about the neck of another creature. At that time, the occu-pant may attempt to dominate new body.
There is a base 25% chance of a
domination. For every point of above or below that of the intended host, 10% is added to or subtracted from the odds. For every point of Wisdom above or below that of the intended host, 8% is added to or subtracted from the chance. For example, if the occupant's statistics are Intelli-gence and Wisdom and the victim's are 13 and Wis the chance for posses-sion is 73% (base chance of 25% plus 40% for superior Intelligence plus 8% for superior Wis-dom = 73%). The struggle for control is totally internal and has no visible sign, nor is the victim alerted. After an unsuccessful domination attempt, the victim feels suddenly fatigued.
Attempts can be made to possess the body every six turns.
As soon as domination is successful, the invader is in full control of the body and pos-sesses all of the host's abilities (spells, combat skills, and all other The host's essence is transferred into the amulet. Strength, Dexterity, Constitution, and Charisma are that of the victim, but Intelligence, and personality arc that of the possessor. If an invader continues to wear the amulet, the victim may try to regain posses-sion with a base 25% chance plus or minus modi-fiers for Intelligence and Wisdom.
This particular amulet is enchanted with a
powerful suggestion spell. Anyone touching it must save vs. spell at -5 to keep from putting the device about his or her neck. A is required for every round a person is in contact with it.
of Command
XP Value: 1,000 GP 10,000
POLYHEDRON 23
See Talisman, Talisman of Elemental
of Emotions
XP Value: GP Value: 5,000 The Revenge of Rusak
T h i s amulet is identical to any other magical amulet. When worn or user does not any However, the amulet magically alters a person's appearance to match his or her emotions of the moment, but greatly exaggerates them. Thus, rage and anger make the person appear horrific and hideous, fear makes the wearer appear weak and sniveling with mousy features, and milquetoast eyes. Once the is put on it can only be removed by a remove curse
of Extension
XP Value: GP Value: 6,000 of Magic
When desired by the caster, this amulet can be to increase the duration of and
spells by 50%, and the duration of 3rd- and spells by 25%. Fractions of and above are rounded up (for example, a spell with duration of 1 round extended rounds is rounded to 2 rounds). Fractions less than are rounded down (a spell with 1 round duration extended to rounds is rounded down to round and thus gains no benefit from the amulet).
The has no effect on spells with instan-taneous or durations. A maximum of
levels can be affected by the each day. Each amulet has its own individual limit, secretly determined when it is found. If this limit is on any given day, the amulet shatters and is destroyed permanently.
of Reaching
XP Value: GP Value:
Tome of Magic
When willed by a caster, this amulet increases the range of spells by 30%, spells
Fiend Amulet
by 20%, and 4th-level spells by 10%.
Fractions of and greater are rounded others rounded down.
The amulet affects only range and does not alter a spell's area of effect. The amulet cannot affect spells with ranges of 0 or touch.
A maximum of d spell levels can be affected by the amulet each day. Each amulet has an individual determined when found.
Fiend
XP Value: — GP —
Tome
Fiend lords and princes maintain their vital essences in small containers, so they are at once protected and yet vulnerable if some enterprising character should gain the amulet. Fiends with amulets are able to magic jar once per day. Fiend amulets cannot be detected as such by any magi-cal means, and they do not otherwise appear unusual in any way. The device need not be with the most powerful princes, although the lesser fiends typically need to carry them on or near their person.
Possession of an amulet gives the possessor power over the to whom it "belongs" for the span of, for example, one adventure, and never more than a day (24 hours). The must then be returned to the it can be
condemning the prince to the Abyss for one year (it may return after that if sum-moned). The use of these amulets is very, very dangerous. Possession of one doubles the chance of calling the attention of another and any fiend not controlled by the device immediately attacks the person possessing such an amulet. If the amulet leaves the hand of the one command-ing the fiend to whom it belongs, that fiend attacks in its most effective fashion, immedi-ately, trying to slay the former possessor. If cessful, it carries all that remains to its own domain, and the character is lost and gone On the positive side, however, if the wielder of the amulet carefully repays the fiend for aid then adds a considerable sum for having the temerity to dare to command the fiend in the first place, and carefully restores the to the the prince might not bear a grudge forever seek to hunt its former master whenever possible.
of Finding
XP 500 GP Value: 2,500 Temple of
These amulets work in pairs. Anyone wearing one may see through the amulet of a person wearing another. Each user sees whatever is in range of the other's amulet.
Furyondy's
XP Value: GP Value: 7,000 Adventures
The first of these amulets was to pro-tect the good natives of Furyondy, though they have since been used by characters of many lands and alignments. Hung around the neck from a sil-ver chain, the amulet bestows a remove curse upon any wearer who is The amulet glows, expending one charge, and any curse sub-ject to the spell remove curse is broken. For example, it immediately allows a character to be rid of a cursed item, such as a helm of alignment change, although it does not cure lycanthropy.
The amulet has charges and cannot be recharged.