Magical Items

Necromancers and death priests have an awesome arsenal of magical items at their disposal. In the DMG, all varieties of enchanted daggers (particularly the dagger of venom), darts of homing, swords of wounding, life stealing, and the planes would be ideal weapons for such characters; the axe of hurling is a favorite among high priests of the Murder Goddess. Necromancers would also collect or manufacture scrolls of protection from poison, possession, and undead, rings of wizardry, staves of the magi or power, wands of illumination, conjuration or paralyzation, amulets of life protection or versus undead, and mirrors of life trapping. Death priests seek similar items (providing they are usable by clerics), including rods of resurrection, staves of curing, the serpent, swarming insects, and withering, and the phylactery of long years.

The Tome of Magic also contains a number of magical items that are particularly appropriate to necromancers or death priests: powder of coagulation, the ring of necromantic resistance, bag of bones, claw of magic stealing, jar of preserving, school caps of necromancy, and the tapestry of disease warding.

Undead Masters, Philosophers, and other necromancers who favor conjuration and summonings may own or create rings of djinni summoning, efreeti bottles, and other elemental-summoning devices (bowls, censers, stones, and so on). Many of these items can be modified to work on the evil denizens of the Lower Planes as well, containing one or more imprisoned fiends who are bound to serve the owner of the device. Other items that merely summon a fiend from the nether regions may require some form of sacrifice in order to appease the creature and secure its willing service for some period of time. Note that elemental or fiendish prisons will usually be enchanted with protections for the user; summoning devices, on the other hand, may not be fitted with such amenities and (at the very least) will require the wise user to be warded in a circle of protection from evil.

Many necromantic items are strongly tied to the practice of the Black Arts and, as such, are only appropriate for evil characters. These items may still function if wielded by good PCs, but they usually bring some form of curse on the user (see Chapter Three). A dagger of venom, for instance, may slip in battle and strike an ally (or even the user). All of the dangers associated with criminal necromancy apply to magical items as well as spells. Items created for use by members of a specific religious cult may simply fail to operate when used by a member of a different faith.

The DM is the final arbiter in terms of what items are appropriate for PCs in a particular campaign. He or she must ultimately decide what baneful side-effects and curses (if any) will befall adventurers who rely upon necromantic devices far beyond their understanding and formal magical training. For the remainder of this section, we present a number of new magical items that are appropriate for necromancers, death priests, and other practitioners of ancient and forbidden magic (although they may occasionally be used by any unscrupulous sort of character).

Amulet of Health: These talismans have been enchanted and used since ancient times. Originally, they were carved in the shape of some strong animal, like a lion or elephant, and worn about the neck. More recent amulets, created by the Brotherhood of Sorrow, have been fashioned in the shape of two bound hands, tied at the wrist, and may be worn or carried anywhere on the body in order to benefit from its protection.

  These amulets confer complete immunity to disease and madness (see Chapter Three). They protect against curses, magical items, monsters, and spells that inflict plague and insanity. They even ward against lycanthropy, mummy rot, and other magical diseases. Note that these amulets do not automatically cure any previous afflictions; they only prevent the owner from contracting such disease or madness in the future. A few of these amulets (5%) also provide protection against poison. (1,000 XP.)

Amulet of Terror: These devices were first forged in the distant past by the Necromancer Kings of Nog and Kadar, and their secrets have only recently been brought to light by Kazerabet’s Art of Necromancy. When activated, this talisman cloaks the wielder in a purple aura of malevolence, terrible to behold. Kazerabet has compared the amulet’s necromantic radiance to the chilling aura of a lich, though it has a decidedly different effect. Everyone within 30’ of the wielder must make a saving throw vs. spells with a –2 penalty or stand rooted to the spot, frozen in terror, for 2–5 rounds. These devices have 20–50 charges when discovered. (3,000 XP.)

Arrow of Harm: Similar in appearance to the dreaded arrow of slaying, this black-shafted war arrow is inscribed with fell runes by the powerful priests of Murder and Pestilence. It confers a +3 bonus to hit when shot by any variety of long bow. Any living creature stuck by this necromantic bolt suffers the effect of a harm spell and is automatically reduced to 1d4+1 hit points.

For so long as the bolt remains in the victim’s flesh, the unfortunate is immune to the effects of magical or natural healing. Removing the embedded arrow from a victim’s flesh inflicts an additional 1d8+3 points of damage, which usually results in unconsciousness (or in some campaigns, the victim’s death once he or she reaches 0 hp). Attempts to magically heal a victim with an embedded arrow of harm will only succeed if dispel magic is cast on the bolt during the same round as a cure light wounds (or similar magic) is employed on the victim.

Its rumored that the Cult of Pain has devised an even nastier version, similar to the regular arrow, except that the victim is additionally forced to make a saving throw vs. death magic or be paralyzed with pain for so long as the bolt remains embedded in the flesh (with the same penalties for extraction as the normal bolt).

From 1–4 of these baneful sheaf arrows will be found at once, and they lose their magical abilities after they have been used successfully against a victim (arrows which have missed their target have a 2 in 6 chance of breaking; if not, they can be collected for use again). (600 XP each.)

Bone Ring: This plain finger ring is always carved from human bone. Nebt Bhakau’s Book of Shadows hints at a secret method for enchanting these rings, but only the clerical tome On Coming Forth by Day contains the full details of their construction. A bone ring wards the wearer from all energy- or Strength-draining attacks from all sources (such as undead and hostile spells). Each ring has 1–100 charges. Each attempted drain that the ring absorbs will drain one charge until it finally disintegrates into fine, dry powder. Unless magical divination (such as identify) is employed, the wearer will not be aware of how many charges are remaining.

A few, special bone rings (5%) are rumored to protect the wearer by absorbing wizard spells of black necromancy (see Chapter Four), in addition to warding against spells and undead attacks that drain Strength or life energy. Both versions cannot be recharged. (3,500 XP for lesser; 5,000 XP for greater ring.)

Gloom Candle: These ebon tapers are a boon to evil death priests and necromancers alike and can be enchanted by one of either profession once they reach 12th level, according to the recipe set forth in the Book of Shadows (wizard version) or On Coming Forth by Day (priest version). A gloom candle burns for an hour, although it can be normally extinguished prior to that duration.

While it burns, a gloom candle fills a 100’ radius with a deep shadow, negating any light or darkness in the area of effect. A necromancer (or a type of death priest normally unable to command undead, such as a cleric of Suffering) using the candle gains the ability to control undead as a 6th-level priest. This only affects any undead within the candle’s radius and for the duration of the candle’s power. Evil priests gain a +2 ability to control undead. Non-evil priests and paladins suffer a –4 penalty on their attempts to control or turn undead. Finally, undead within the area of effect regenerate 1 hp per round while the candle burns, although they do not regenerate if reduced to 0 hit points. From 1–4 gloom candles will be discovered. (100 XP each.)

Hades Hand: Also called Bane’s fist (or often by its more generic title, the dagger of slaying), this wickedly curved dagger +1 is enchanted as a receptacle for 2–5 powerful necromantic spells that normally require physical contact to transmit. Instead, these spells are stored in the dagger blade and are triggered and delivered to the victim by subsequent, successful attacks with the weapon.

The release of these stored spells cannot be controlled by the wielder. They are automatically bestowed on all subsequent victims of the blade (until all of the stored spells have been exhausted). The Scabrous Society usually imbues such daggers with cause (fatal) disease, cause blindness, or slay living. It is said that the wizard version of the dagger, employed most often by necromancers, can store an even greater number of deadly spells (2–8), such as vampiric touch, lich touch, and so on.

Those slain by a Hades hand are forever dead. Regardless of whether or not the death resulted from a stored spell or physical dagger damage, the victim of such assault can never be brought back to life by raise dead, reincarnation, or resurrection. Only a full wish can restore a character who has been slain by a Hades hand. Members of any character class (evil alignment only) may employ one of these weapons. Like a ring of spell storing, a Hades hand can be “recharged” with any harmful spell of black necromancy by a death priest or necromancer. (3,500 XP.)

Handglyphs of Power: These ancient weapons, fashioned by the Necromancer Kings, typically took the form of small circular medallions, perhaps three to four inches in diameter. Each medallion would be inscribed with battle glyphs on the front side, the wheel-shaped symbol of the Nog and Kadar adorning the back surface. A small chain was sometimes attached to handglyphs, so they could be worn as a necklace, or wrapped around the wrist in combat. The battle runes on the front side were displayed to any enemy in combat as a command word or phrase was spoken to trigger its power.

Handglyphs were the primary weapons of the Necromancer Kings, enchanted with one type of offensive magic cast at 12th level of ability, usually fireball, lightning bolt, enervation, cone of cold, disintegrate, or death spell. When discovered in ruins, they will usually contain 1–4 remaining charges. Typically short-range weapons, they have a range of at most 30 yards.

Kazerabet reveals the secret to recharging these deadly devices in her Art of Necromancy. She also hints at more powerful handglyphs, known as stun-, blind-, or deathglyphs. These presumably contained power words of stunning, blinding, and killing, respectively, but their existence is mere conjecture, and certainly Kazerabet offers no suggestions to recharging the more powerful variety, even if they do exist. (1,800 XP.)

Horn of the Exalted Dead: This horn is a necromantic version of the horn of Valhalla, except that it raises up the spirits of dead warriors (rather than summoning berserkers from Valhalla) to fight for the owner. According to Kazerabet’s Art of Necromancy, the horn may be enchanted by a necromancer or death priest to bind the spirits of dead warriors into service. The instrument is typically inscribed with the names of 2–7 individuals whom the owner must call before blowing the horn.

Each of these spirits can be summoned from the netherworld once per week to serve the owner. Regardless of their level of experience in life, the spirit warriors now serve in combat as 5th-level fighters, having AC 4 and 30 hp each (THAC0 16). Each is armed with a sword and spear. As spirits, they are immune to all weapons of less than +1 enchantment and unaffected by cold, poison, paralyzation, sleep, hold, and charm spells. They can be turned as wraiths.

After they have been summoned, the spirit warriors remain for up to an hour or until they have been forced to return to the netherworld by being reduced to 0 hp or being subjected to spirit release or dispel evil. In any event, these spirits are not destroyed and can still be called by the horn after another week has passed.

The horn of the exalted dead can be used by either necromancers, death priests, or common warriors, though only members of the former two professions may use the necromantic item with impunity. If the owner is a warrior, upon sounding the horn for the first time, his or her name will be magically appended to the list on the instrument. After the warrior dies, his spirit will be bound to the horn, and subsequent owners will be able to summon that warrior from the netherworld, too. Nothing short of a wish (or the destruction of the horn) can erase the fighter’s name from the ranks of the undying on the horn. (4,000 XP).

Nether Scarab: This ancient talisman, whose secret of manufacture has been thankfully lost to modern priests and necromancers, is a dark and twisted version of the more beneficial scarab of protection. It has the same ability to absorb life draining attacks of certain undead (and spells), but it does not confer a saving throw bonus, nor does it allow a saving throw against spells that do not normally permit one.

Instead, a nether scarab’s most feared power is the ability to store the level-draining attacks it absorbs. The scarab’s owner may then redirect these charges later as an attack. The scarab’s owner need only touch a victim, and if the victim fails a saving throw vs. death magic, the scarab drains a level (or hit die) and bestows any drained hit points on the owner (these may increase the owner’s hit points beyond the normal maximum, but these disappear after an hour as per vampiric touch). Only one level may be drained per round. According to Kazerabet’s scholarship in the Art of Necromancy, these ancient devices usually have 10 charges, but a rare few (5%) have 20 charges. A nether scarab can never be recharged. (5,000 XP.)

Plague Bolts: These light crossbow bolts (or flight arrows) are enchanted by the Plague Priests to spread plague and misery in their wake. The +2 missiles inflict either 1d4+3 points of damage if a bolt, or 1d6+2 if an arrow, but whoever is struck must also make a saving throw vs. petrification. A failed save indicates that the victim has contracted a fatal disease and will die in 1d20 days unless treated by a cure disease spell cast by a priest of 7th or higher level. Any person exposed to the infected victim must also make a saving throw vs. petrification each day or also become infected.

Plague bolts do not lose their potency after being fired, and may be collected for reuse (unless they have been broken in flight, 2 in 6 chance). These dangerous arrows may not be handled with impunity unless the character has learned the venom handling nonweapon proficiency (see Chapter One for more on this). All others must make a save vs. petrification each time they use a plague bolt, or become infected themselves. From 1–6 flight arrows (50%) or bolts (50%) will typically be discovered at once. (150 XP each.)

Robes of the Shadow: A favorite magical item among the followers of the Murder Goddess, these brocaded robes are equivalent to a cloak of protection, varying from +1 to +3 in enchantment. The robe’s primary power, however, enables its wearer to assume shadow form for up to one turn per level of experience, once per day. This power is usually activated by a short prayer to our Lady of Despair (this command phrase is usually sewn somewhere into the garment). These robes are considered to be semi-divine artifacts in the cult of the Death Mother, and her Stranglers will seek to regain a lost set of robes regardless of the cost. (1,000 XP per plus.)

Scepter of the Netherworld: This plain ivory baton, enchanted by priests of the Dead, operates exactly like the most powerful amulet versus undead. Its primary function, which may be used by any character class, enables the owner to turn undead like a 9th-level priest (this power, available once per round, draws one charge whether successful or not).

If the owner is a priest with at least minor access to the necromantic sphere, or a necromancer, the scepter also enables him or her to call upon the spirits with speak with dead (once per week, two charges) and summon spirits (once per month, two charges). Refer to the listed spells for details about these powers (the owner is treated as a 9th-level wizard or priest).

When discovered, the scepter usually contains from 20–50 charges. It may be recharged by any priest of 9th level or higher with major access to the necromantic sphere. (3,000 XP.)

Scroll of Protection from Fiends: These are popular among Philosophers and Undead Masters, who must regularly traffic with extraplanar creatures. Like all of the other protection scrolls, they can be used by any character class.

The scroll requires 1 full round to read if it is to protect against all evil denizens of the Lower Planes, 7 segments if it will ward against greater fiends, and only 3 segments if defending against lesser fiends. The circle of protection created by the scroll extends in a 10’ radius from the reader. No fiend can penetrate the circle physically or magically in any way, but the person(s) located within the protection may launch attacks from inside. The protection moves with the reader of the scroll. Its effect lasts for 5–20 (5d4) rounds.

As with other protection scrolls, the warding circle cannot be used to force a fiend into a place from where further retreat is impossible (such as a corner). There is no way in which the scroll can be used as an offensive weapon. (2,500 XP.)

Shadowblade: This weapon is a prison or receptacle for an undead shadow, and it derives certain powers from its unholy occupant. It functions as a blade +1 (either a dagger or a type of sword), and in addition to inflicting normal weapon damage, it also drains 1d4 points of Strength from a victim with each successful hit.

Anyone drained of all Strength by the weapon becomes a shadow under the command of the wielder. A shadowblade cannot be “turned” or controlled by a priest, though any shadows created by the weapon have no such immunity.

A shadowblade distinctly radiates evil and necromancy, both of which can be detected with elementary divinations. Only evil characters may employ this weapon. Good or neutral characters wielding the blade may be drained of 1–4 Strength points by its shadowy inhabitant unless they make a saving throw vs. death magic for each round they use the weapon. (XP 2,000.)

Staff of Skulls: This staff, usable by all classes, animates skeletal or cadaveric remains with the command word “Arise!” (1 charge). Animated skeletons or zombies are under the command of the staff wielder (see animate dead). If the staff should change hands, control of the undead goes with it. Skeletons or corpses need not be complete, but those lacking parts will, of course, have their actions and mobility impaired. Such animation is permanent, lasting until the undead have been destroyed.

Twenty-five percent of these staves have secondary functions which can be triggered by all generalist mages and most specialists, except Enchanters, Illusionists, or Transmuters. These greater staves can mend broken bones (see bone growth) or reattach severed limbs (see graft flesh) to a wounded and living subject. They can also be used offensively to attack the bones of the victim (see bone blight or throbbing bones (WH)). Each of these four secondary functions draws one charge and requires a successful attack roll in combat if the subject is unwilling.

These staves are sometimes topped by a small ivory skull or hewn from the thighbone of a giant creature. Both versions of these staves can be readily enchanted (or recharged) by a necromancer of 12th level or higher. (900 XP for lesser; 3,500 XP for greater staff.)

Talisman of Divining: These are some of the only non-deadly and useful handglyphs created by the ancient Necromancer Kings. They are similar in appearance and operation to the handglyphs of power, detailed previously. The talismans were created for a variety of divination purposes (choose a power or roll a d6): 1) detect good/evil; 2) detect life; 3 ) locate remains; 4) detect undead; 5) detect poison/disease; 6) detect magic.

These divinations have a range of a 30’ radius around the talisman and are unaffected by the presence of earth, stone, metal, or wood, though they are completely blocked by any quantity of salt water, alcohol, iodine, or quicksilver. These rechargeable devices usually contain 1–100 charges when discovered. (5,000 XP.)

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