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192<br />
Rods, Staves and Wondrous Items<br />
Roll Effect<br />
1-12 Item functions as intended<br />
13-14 Item is non-magical<br />
15-16 Item has a drawback<br />
17 Item is cursed<br />
18 Item is intelligent<br />
19 Item is insane<br />
20 Ghost anchor<br />
� Item is cursed: Much more dangerous than a mere<br />
drawback, this item’s function was shaped by the last,<br />
cursing shrieks of the sacrifice. It has the ‘opposite<br />
effect or target’ curse upon it (see DMG), which cannot<br />
be removed from the item by any means, save destroying<br />
its enchantment.<br />
� Item is intelligent: Some part of the unwilling sacrifice’s<br />
soul and intellect has passed into the item, making the<br />
new magical creation intelligent and forever inimical<br />
to the spellcaster who performed the lifebinding and<br />
anyone it perceives as aligned with or related to the<br />
spellcaster in any way. To determine the exact abilities<br />
of the new, intelligent item, consult the DMG. Games<br />
Masters may consider giving this item a Special Purpose<br />
(see DMG) to defeat/slay the spellcaster’s race or any<br />
members of the religion to which he adheres.<br />
� Item is insane: As an intelligent item, but the terror<br />
and hate felt by the sacrifice in his last moments have<br />
infused the item, making it hopelessly and completely<br />
mad. This item will ferociously resist being used by<br />
anyone, and will strike with all its power against any<br />
wielder overcome by its Ego (see DMG). Additionally,<br />
Games Masters may consider boosting the Ego of the<br />
insane item by five or even 10 points, to reflect its<br />
overwhelming hate and rage. Even someone strong<br />
enough to master the item’s Ego will be subjected a<br />
constant bombardment of insane babbling, feelings or<br />
even thoughts, depending upon the insane item’s means<br />
of communication (see DMG).<br />
� Ghost anchor: <strong>The</strong> item works normally, but holds a<br />
significant and unseen danger. Rather than travelling on<br />
to whatever afterlife awaits it, the fury of the unwilling<br />
sacrifice at the spellcaster has caused it to linger on this<br />
plane as a ghost (see MM). <strong>The</strong> ghost is tied to the item<br />
it unwillingly helped create, though it now spends most<br />
of its time in the ethereal plane. Every day, there is a<br />
five percent chance the ghost will appear and attack the<br />
possessor of the item for which its experience was used.<br />
<strong>The</strong> creator of the item suffers a –4 penalty to all saving<br />
throws against the ghost’s special attacks. <strong>The</strong> ghost<br />
may be turned, though it enjoys an additional +4 to its<br />
turn resistance (granting it a total of +8). However, it<br />
may never be permanently destroyed or banished as<br />
long as the item it is tied to still exists; the item anchors<br />
it to this world and to its undead existence. Note that<br />
destroying the item does not, in and of itself, destroy the<br />
ghost; rather, it makes it possible to destroy the ghost.<br />
Wands<br />
Wands are perhaps the safest of all semi-permanent items<br />
to create by means of lifebinding, though the potential for<br />
catastrophe still merits caution.<br />
Effect Descriptions for Wands<br />
� Wand functions as intended: <strong>The</strong> wand is in all ways<br />
indistinguishable from one created without the<br />
lifebinding ritual.<br />
� Wand is partially charged: <strong>The</strong> resistance of the sacrifice<br />
prevented the wand from absorbing all the magical<br />
power it should have at its creation. Roll d100 and<br />
divide by two (round down, minimum one charge) to<br />
determine the number of charges present in the wand.<br />
Though the wand may be recharged later, it may never<br />
exceed this original number of charges.<br />
� Wand is inert: <strong>The</strong> experience points invested in the<br />
item by both the sacrifice and the caster are lost, leaving<br />
only a non-magical stick. <strong>The</strong> wand is still considered<br />
enchantable, if the spellcaster wishes to try again.<br />
� Wand has a drawback: <strong>The</strong> resistance of the sacrifice<br />
has altered the enchantment of the wand in some minor<br />
way. Roll on the drawback table (see DMG) to see<br />
what effect manifests.<br />
� Wand is cursed: This wand’s function was shaped by<br />
the last, cursing shrieks of the sacrifice. It has the<br />
‘opposite effect or target’ curse upon it (see DMG),<br />
which cannot be removed from the wand by any means,<br />
save destroying its enchantment.<br />
Life After Lifebinding<br />
It is possible to restore a creature that served as a sacrifice<br />
in a lifebinding ritual to life, but under some circumstances<br />
it may prove exceptionally difficult. In most cases, it