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The Tome Of Drow Lore.pdf - RoseRed

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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

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