Miscellaneous.
Mirror of Self-Image:
This device is a full-length mirror of exquisite make, with an ornate frame made of gold
and silver, inset with two dozen rubies along its sides, and surmounted by a huge Fire
Opal. It functions as a normal mirror in all respects until the owner speaks a command
word ("visage") whilst touching the Fire Opal set at the frame's apex. For the
next turn, the owner may alter his image in the mirror in any way he chooses - clothing,
accoutrements, height, weight, colouration, age, even race and sex. An elderly,
hunchbacked mage might appear as a handsome paladin, a beautiful female elf, or as himself
forty years before. The altered image will move and react exactly as if it were the true
semblance of the person reflected. This power can be used once per day.
The mirror has an additional power, useable at any time during the functioning of the
first. The owner may speak a second command word ("Reverse") and cause his
reflected and true appearances to exchange places. This is a transformation, rather than
an illusion; All the physical abilities, and any clothing or jewellery worn by the altered
image, appear on the owner. Magic items may not be created this way. The user retains his
own skills, however; the abovementioned mage will gain the handsome paladin's strength,
but not his class abilities nor his combat skills. The transfigured person radiates magic
for the length of the transformation. The effect lasts for 24 hours, or until the owner
repeats the command word in front of the mirror a second time. Each use of this power
consumes one of the rubies on the frame, turning it black; once they are all used, the
second power is rendered unusable unless new rubies, of at least 1000gp value, are
correctly enchanted and replaced in the frame. If the Fire Opal is removed, or the
mirror's glass is damaged, the magic is lost.
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Mirror of Images:
This is a full-length mirror, as above, but with a dull, uneven surface and a plain wooden
frame. It is often hung on the wall of a public area, such as a Great Hall, in order that
its powers may be fully utilised. When a command word ("archive") is spoken, the
user may observe, in order, the images of everyone who has looked at, or otherwise been
reflected in, the mirror during the previous 24 hours, and may select one to be
questioned. The image will answer upto nine questions as truthfully and fully as possible,
using the knowledge of their original; however, the image has only a 5% chance per level
of the questioner, upto a maximum of 65%, of actually knowing the answer - a reply of
"don't know" counts towards the maximum number of questions allowed*. Moreover,
the image speaks in the language and idiom of its original, so non-human or foreign images
may be impossible to interrogate. The mirror's active magic may be used twice per day;
only one image may be questioned per use.
(*there is one exception to this rule; if the user questions his own image, the chance for
truthful, accurate answers is raised to a flat 100%. This function is particularly helpful
for a forgetful user, or one trying to remember events from long ago, as the image has
total recall.)
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Mirrorshades:
These devices appear to be crystal lenses mounted on spectacle frames; the lenses are
mirrored on the outside, yet magically allow the wearer to see perfectly from the inside.
The Mirrorshades grant the wearer complete protection from the gaze attacks of medusae,
basilisks, vampires and other creatures; in addition, the attack is reflected back at the
caster, who (unless naturally immune, or otherwise protected) must make a Save vs. Spells
or be struck down by their own power. Mirrorshades also enable the wearer to see through
some illusions; if the wearer chooses to attempt to disbelieve an illusion, the 'shades
add +2 to the success roll.
Mirrorshades are rather fragile; if dropped or struck, they save as glass items vs.
crushing damage. If both lenses are broken, all useful effects are permanently lost.
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Prism of Missiles:
This is a small, hand-held prism of purest, and hardest, crystal; it refracts a rainbow of
colours whenever light strikes it. Apart from its beauty, the device has a particularly
useful magical function; if a Magic Missile (of any type) is cast through the Prism, it
splits into two identical Missiles which may be shot at different targets (but not at the
same target). Because of the light-bending effect of the Prism, the Missiles lose their
ability to always hit; the targets are entitled to a saving throw vs. Spells to avoid
damage. The Prism has no charges, and may be used as often as desired.
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Calitha's Tears:
This is the poetic name given to a set of nine flawless, cabochon diamonds, measuring
1" in length. According to legend, the Immortal Calitha Starbrow shed nine tears over
the deaths resulting from the slaughter on the Night of Long Knives in Minrothad. These
tears were found glistening on the beach the next day, having crystallised into
indestructible diamonds. Whatever the truth of the matter, the Tears are a set of fairly
powerful (non-artifact) magic items, each able to cast a specific spell effect twice per
day. The individual gems (and their spell effects) are as follows:-
- Tear of the Sky (Fly)
- Tear of the Depths (Water Breathing)
- Tear of the Waves (Conjure Elemental - Water)
- Tear of the Mind (ESP)
- Tear of the Shadows (Invisibility, 10' Radius)
- Tear of the Storm (Weather Control)
- Tear of Renewal (Cure Serious Wounds)
- Tear of the Night (Sleep)
- Tear of the Dolphin (Polymorph Self)
In addition to their individual powers, each Tear allows its user to sense the general
location of, and Telepathically communicate with, the bearer of any other Tear, so long as
both tears are on the same plane. No form of mental or magical attack is permitted through
this link, however. There are rumours that clerics of Calitha may use a Tear to Commune
with the Immortal once per month with no chance of failure.
The Tears of Calitha are considered sacred relics of the Immortal, and until recently were
kept in a secret chamber in an undersea cave. Two years ago, a band of thieves found out
the location, slew the guardians, and made off with the gemstones, although most of their
number were killed in the attempt. The gems are most probably scattered by now; The
Priesthood of Calitha have offered a considerable reward for their safe return.
PCs might come across any one of the Tears of Calitha during their adventuring careers (in
a Dragon's hoard, in the hands of an enemy mage, etc). Should the priests of Calitha learn
that one of the Tears has surfaced, they will either offer the reward to the finders or
(if the PCs are experienced enough, in their opinion) hire them to use that gem to track
down the rest using the location power. This quest could form the basis of a good-sized
campaign. The power offered by the completed set of Tears is
considerable; however, should the PCs be tempted to keep them instead of returning them to
the clerics, they will find that Calitha's Priesthood have many more and greater resources
at their disposal, upto and including the power of the Immortal herself....
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Harama's Mirror:
This is a full-length, oval mirror, surrounded by an ornate frame of gilded wood
carved into the shapes of birds, animals and sea creatures - some recognisable, some not.
The mirror is of flawless, if slightly smoked, glass, which makes the viewer's image
appear slightly shadowed. The workmanship is exquisite, but hard to identify, even
for the most knowledgeable sages; the Mirror is obviously ancient, yet miraculously
preserved. Delivane found it in the ocean, half-buried in sludge, nearly thirty
years ago.
Harama's Mirror was created in the last days of the Lhomarrian Empire, by the mage
of the same name. Possessing a touch of second sight - or perhaps the warning of a
kindly Immortal - she resolved to save herself from the coming cataclysm by creating
an item which could preserve her until she reached safety. Her Mirror is a variant
Mirror of Life Trapping, designed to hold a single occupant, and protected from
damage by powerful enchantments researched especially for the item. Harama set up
command words to allow her egress from the Mirror; unfortunately, she found herself
unable to activate them from inside the Mirror, leaving her a helpless prisoner
through the long millennia....
An outsider may peer into Harama's Mirror without fear of entrapment; the Mirror can
hold only one occupant, and is already full. Those who stare at it too long,
however, will begin to see what appears to be roiling cloud within it. Eventually,
if they keep watching, a human form will drift towards the surface, and begin to
communicate telepathically. Harama will relate her sorry tale to the listener - her mode
of speech is archaic, but she has learnt the modern "common" tongue from her
observations of the world during the last three decades - hopefully invoking some sympathy
for her plight, but asking only that he (or she, although she would prefer a man, as they
are easier to manipulate!) return at some time to keep her company. A few visits later,
Harama will let slip that there "may be" a way to free her from her prison; if a
certain sequence of carvings on the frame are touched, and a certain phrase spoken, she
will be released from the Mirror...if another is willing to take her place. She will
promise anything, stressing that she will return after a few days (she just wants to
"feel the sun on her face" once more) or that she will find another to replace
her saviour in the Mirror (so that they can be together at last, etc). It is all lies, of
course; Harama is a supremely selfish individual - after all, her means of
self-preservation was built for her alone - and will happily leave her poor victim to his
fate once she is free, perhaps burying the mirror or hurling it into the sea to prevent
anyone from discovering her crime.
If the situation is allowed to reach this stage, the victim's friends will have their work
cut out for them; both to save their companion, and return Harama to the Mirror - she is a
powerful mage, with a range of spells unseen for millennia on the surface-world. Her stats
are left for the DM to decide, but she should be powerful enough to prove a dangerous
opponent to the adventurers, whatever their level; their problem is compounded by the fact
that she must still be alive to return to her prison.
(NB: those who have played out the WoTI "Corran Keep" adventure will have
experienced a similar "exchange" in Benekander's Mirror-Shield; PCs who remember
that experience will probably be more trusting in Harama's word than might otherwise be
the case. Conversely, if they experience Harama's treachery first, it could result in an
"interesting" conflict when Rhreddrian later asks them to trust him.....)
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The Eye of Justice:
This is a 2" diameter, circular gold disk, hung on a heavy gold chain - it resembles
the kind of ostentatious regalia often worn by Town Mayors on official duties. The disk
appears plain at first glance, but those examining it closely will perceive a faint image
of a human eye lightly carved on the surface. The item appears to be of ancient Milenian
manufacture; it radiates strongly to those detecting for magic.
The Eye provides its wearer with a number of visual enhancements. The wearer possesses
continuous Infravision and the ability to Know Alignment (visible as a coloured aura about
the subject), both as per the spells. The wearer may call upon the Eye to provide the
powers of See Invisible and Detect Magic upto twice per day each, and once per day may use
the item to generate a Wizard Eye; these powers may be used one at a time, and cancel the
continuous powers for as long as they are active. Once per month the wearer of the Eye may
use it to provide Truesight for upto three turns.
The Eye of Justice was created during the height of the surface-world Milenian Empire, and
was the property of the Senate, who used it to maintain order amongst both its petitioners
and its members until approximately 200 BC, when it was stolen at the instigation of
several corrupt Senators in the employ of Emperor Chronoson III. Its loss was, in a small
way, part of the reason for Milenia's slow descent into decadence and decay.
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The Fire Key:
This is a large key, nearly 6" long, carved from a single piece of rose quartz. If
seen in the dark, the crystal appears to glow softly from within, although the
illumination is far too faint to function as a light source. A short phrase is carved on
its length, in an alphabet unknown on Mystara (requires a Read Languages spell to
comprehend it). This translates into the word "Quartha", which is the Key's
command word.
If the Key is touched to any lock, and the command word spoken, the lock opens as if
affected by a Knock spell (effective against Hold Portal and Wizard Lock spells as if cast
at 10th level). This ability may be used once per day. The Key's inner radiance dims to
nothing once the magic is invoked.
On the night following any day that the Key's power is not used up, the holder experiences
strange dreams; fragmentary details may be retained, involving robed figures with their
faces hidden in shadow, the image of a huge black Unicorn, and a huge door made of the
same rose quartz the Key itself.
The Fire Key did not originate on Mystara; it was recovered 50 years ago from the body of
an unknown, blue-skinned humanoid in the Cruth Mountains, who was apparently slain by a
tribe of Goblins (although, judging by the mound of Goblin corpses, the alien being
evidently sold his life dearly). Having passed through many hands through the years, it
eventually ended up in Delivane's Museum, where it currently resides.
Delivane believes that the Fire Key is one piece of a much larger object - the
"Crystal Door" shown in the dream - and is, quite literally, the key to its
power. Where this Door may be found, whether on an alternate Plane, an alien world or some
far-distant time, is as yet unknown; no other members of the dead alien's race have ever
been encountered, and the spells Contact Outer Plane and Lore reveal nothing of the Fire
Key's history before its arrival on Mystara. If the remains of the former bearer could be
found, and its spirit conversed with via a Speak with Dead spell, perhaps more details
could be uncovered....
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