Post by Dungeon Master on Aug 30, 2006 0:41:27 GMT -5
Notes of Intrest for Karnea Dragonbane
October 20, 2001
Month Names (Ergoth Calendar)
Summer: Corij, Argon, Sirrimont.
Autumn: Reorxmont, Hiddumont, H’rarmont.
Winter: Phoenix, Aelmont, Rannmont.
Spring: Mishamont, Chislmont, Bran.
Draconic Heritage[Special]
Your ancestry has been touched by the power of a dragon. Perhaps one of your ancient ancestors possessed draconic blood, or was taught unique magical powers in the Dragon Isles. Perhaps you have been blessed by Paladine or Takhisis. You may not be aware of the true nature of your draconic heritage.
Prerequisite: Arcane spellcaster level 1+
Benefit: Choose one cleric domain from the Player’s Handbook. You know one additional arcane spell of each level that you can cast (except cantrips), as indicated by your chosen domain. If you are a bard or a sorcerer, then you can cast these spells spontaneously as though they were one of your normally known spells. If you are a wizard, you must prepare these spells as you do normal arcane spells.
The chosen cleric domain must be one that a dragon of Krynn can cast as arcane spells; all dragons except black dragons, green dragons, and white dragons can cast arcane spells from two or more cleric domains. The DM may restrict your choice of domains in some way - for example, you might be restricted to the domains available to metallic dragons, or to blue dragons only.
Special: This feat can only be selected at 1st level.
Spawn Draconians
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. +5 ft./level)
Target: 1 metallic dragon egg
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Spawn draconians is the spell used by Harkiel the Bender, a brilliant red dragon, to corrupt the eggs of metallic dragons into hordes of draconian hatchlings. When cast upon any metallic dragon egg, this spell permanently twists and transforms the unborn dragon into a vast number of infant draconians. The metallic surface of the egg turns black and slimy, and the egg grows like a poisonous tumour, changing shape and writhing as if in torment. One minute later, the distended eggshell splits, disgorging many squirming draconian hatchlings.
The number and type of draconans that comes from each dragon egg is shown below:
• Brass egg: 8d12 Baaz hatchlings (½ HD)
• Copper egg: 6d12 Kapak hatchlings (1 HD)
• Bronze egg: 5d12 Bozak hatchlings (1 HD)
• Silver egg: 4d12 Sivak hatchlings (2 HD)
• Gold egg: 2d12 Aurak hatchlings (3 HD)
Hatchling draconians inflict only 1d2 points of damage with their claw and bite attacks, and suffer a -2 penalty to all rolls. They develop and grow quickly, reaching adulthood within five years.
Leading up to and during the War of the Lance, Harkiel the Bender transformed the stolen eggs of the metallic dragons into a draconian army with this spell. In addition, each dragon egg was imbued with the evil spirit of one of Takhisis’ abyssal minions, thus ensuring that the draconians would be evil in alignment and utterly devoted to the Dark Queen. This was done by a human cleric of Takhisis casting planar ally whilst a wizard simultaneously cast permanency on the egg.
Lower-level versions of this spell are rumoured to exist. These spells were used before the draconian creation process was perfected, and spawn weaker, twisted creatures. Known as sesk and traag, these proto-draconians were abandoned by the Dark Queen in the wastelands of Taladas.
Material Component: A drop of dragon saliva.
The Stellar Path
Universal
Level: WHS 5
Components: V, S, M
Casting Time: 1 hour
Range: 0 ft.
Target: Self
Duration: 48 hours
Saving Throw: None
The Stellar Path confers the favour of the gods of magic upon the caster. Since the magical powers of the Wizards of High Sorcery wax and wane according to the position of the moons in the sky, only rearrangement of the cosmos can bring additional power to a Wizard of High Sorcery during a time of reduced power.
Casting this spell causes the Wizard of High Sorcery to see the moon of his order appear at High Sanction, regardless of that moon’s actual position. The Wizard of High Sorcery is affected as though the moon were actually at High Sanction. This does not change the position of the moon for other spellcasters.
If the stellar path brings the moon of the caster’s order into an apparent conjunction with one or both of the other moons, that conjunction has the usual effects upon the caster’s powers.
Material Component: Vellum scroll and 500 stl worth of powdered gems and rare inks, which the caster uses to inscribe magical glyphs, diagrams, and charts of the night sky.
XP Cost: 500 XP per casting.
Timeheal
Conjuration (healing)
Level: WHS 5
Components: V, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell takes the creature it is cast upon and "reverses time" to a point where it was in better health, thus simulating a healing ability without using clerical powers. Time is of the essence in the timeheal spell, for the greater the amount of time that has passed, the greater the chance of failure.
Each level of the caster guarantees reversing time to one minute before the spell was cast. Thus, a 9th-level wizard casting this spell is guaranteed to be able to reverse the condition of a wounded character to the character’s condition nine minutes earlier.
For every additional minute that must be reversed to heal the character, there is a 5% cumulative chance of spell failure. Note that this is added to the chance of arcane spell failure if the caster is wearing armour (see Table 7-5: Armour in the Player’s Handbook). Thus, if the 9th-level wizard tried to reverse 20 minutes of time for a wounded comrade, that would be 11 minutes further than he could guarantee success (20 minutes minus 9 minutes for his level), causing a 55% chance of spell failure - or even higher if he was wearing armour.
Multiple timeheal spells cannot be cast to increase the reversed time that can be guaranteed. In the examples above, the 9th-level wizard could not cast three successive timeheal spells to reverse 27 minutes of time for his comrade without fear of failure.
It is also possible to use this spell offensively, by reversing time on a character who has just received magical healing, although this is usually not as effective as an attack spell of similar power. This is resolved in exactly the same way as detailed above.
Timeheal will not recall a spirit from death; if it is cast upon a corpse, the dead character may be healed of wounds and appears to live, but his spirit has departed and he remains dead . However, if cast upon a disabled or dying character, timeheal can bring them back to full consciousness.
Timereaver
Conjuration (calling)
Level: WHS 9
Components: V, S, M
Casting Time: 30 minutes
Range: 5 ft.
Target: 5-ft.-radius burst, centred on point in space
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The timereaver spell is a closely guarded secret of the Wizards of High Sorcery; supposedly only the Masters of the Towers know it, and rarely if ever risk casting it. The repercussions of carelessly using the timereaver spell could be catastrophic.
Timereaver sends those within its area of effect backward or forward along the timestream of Krynn, into Krynn’s past or future. The caster encloses the recipients in a bubble of energy that travels through time up to 200 years, plus ten years per caster level. Thus, an 18th-level caster could send a group of characters up to 380 years forward or backward in time. The caster need not accompany the recipients of this spell, which can cause a real problem for characters who end up in another time with no way back.
The Wizards of High Sorcery are extremely reluctant to send anyone backwards in time, due to the risk of altering history. Under no circumstances will they consider casting timereaver on a character of any race created by the Greygem of Gargath (such as kender and dwarves), for the very existence of a time-traveller of these races is thought to render the river of time malleable and likely to be altered.
This is the spell that Par-Salian used to transport Cramon Majere, Revered Daughter Crysania, and (inadvertently) Tasslehoff Burrfoot back to the height of Istar, just before the Cataclysm.
Material Component: Diamond or ruby dust worth at least 10,000 stl, sprinkled in a circle around the recipients of the spell.
Orbs of Dragonkind (Dragon Orbs):
These fragile, etched crystal globes contain the essences of evil dragons and are artifacts of vast and dangerous power. A dragon orb can shrink to be only ten inches in diametre, but when the command words carved into its surface are spoken, the dragon orb expands to a diametre of twenty inches. The dragon orbs were created during the Second Dragon War by all three Orders of High Sorcery; powerful arcane spellcasters can use them to summon evil dragons to be destroyed with powerful spells. Five dragon orbs were created during the Age of Dreams; at least three are known to have survived the Cataclysm.
Dragon orbs are intelligent artifacts, and are always of evil alignment. They have Intelligence 20, Wisdom 18, Charisma 18, and an Ego of 26. A dragon orb can communicate telepathically, although it rarely needs to do so.
A character attempting to use a dragon orb must gaze into it and speak the command words. The dragon orb always resists this control with a heightened charm (treat this as a 6th-level spell cast by an 11th-level sorcerer); the character receives a Will save (DC 19) to negate this effect, rolled secretly by the DM.
If the character fails this save, he falls under the control of the dragon spirit within the orb. The spirit will steer the character to further the cause of evil, doing so subtly so that the character's companions suspect nothing until a critical point is reached. This charm ends only if dispelled or if someone else seizes control of the orb.
If the character succeeds in the Will save, he learns all of the powers of the dragon orb, and any evil dragons within 1d4 x 10 miles hasten to the orb's location. When they arrive, these dragons immediately attack any non-allied creatures they find near the orb. If the DM does not know whether there are any evil dragons in range, an evil dragon of randomly determined age and colour arrives 30% of the time.
Using the dragon orb's secondary powers requires the character to resist the orb's charm, and risks summoning nearby evil dragons to the orb's location. The secondary powers of a dragon orb include (but are not limited to):
• Cure serious wounds 3/day
• Detect magic at will
• Light at will
These secondary powers are used as a 20th-level caster. All dragon orbs possess the strange ability to escape destruction. Some dragon orbs might possess additional secondary powers, perhaps derived from the colour of the dragon spirit trapped within, but this is not known for certain.
Dragon orbs possess a precognitive sense for danger, and will use telepathy to convince mortals to transport them elsewhere. In addition, any harmful effect not directly targeted at a dragon orb (for example, a fireball or falling debris) will fail to harm the artifact. If deliberately targeted by an attack, however, dragon orbs are fragile, possessing Hardness 1, hp 5, and Break DC 15.
Karnea picked this up in the Past on the most recent venture.
Candle of Everburning
This resembles a normal wax candle about 6 inches tall. However, once the candle is lit, the flame can be extinguished only by the spoken command of whomever is holding it. Otherwise, the flame continues to burn; it will burn underwater, in any alternate plane of existence, or in the strongest of winds. Dispel magic and similar spells have no effect on the flame. The candle of everburning can burn for 24 hours before all of its wax melts away.
Add to: Table 101 (page 138, DMG ).
XP Value: 300
Parchment of Monster Holding
This 1-foot-square piece of parchment can hold any monster summoned by a monster summoning I spell. The wizard unfolds the parchment and lays it before himself prior to casting the spell. If the spell is successfully cast, the summoned monster is immediately absorbed into the parchment, appearing there as a colored image. The caster can then refold the parchment and carry it with him, holding the summoned monster indefinitely. When the parchment is unfolded and laid on the ground, and the wizard speaks a command word, the monster appears, remaining active for the normal duration of the monster summoning I spell. Any single parchment of monster holding can be used only once; after the monster is released, the parchment crumbles to dust. The parchment also crumbles if it is torn or defaced in any way.
Add to: Table 104 (page 139, DMG ).
XP Value: 150
Dragonlance in Planescape
Dragonlance is a campaign setting which details the Prime Material World of Krynn. Whilst the gods of Krynn take an active interest in the welfare of the world, the inhabitants of Krynn know little about the planes. In fact, it is commonly known that the Clueless of Krynn refer to all of the Lower Planes as the Abyss.
However, occasionally a native of Krynn will leave the Prime and become a fully-fledged planewalker. What is the dark of these exceptional individuals?
Portals In and Out of Krynn
In Ansalon, there are but a few permanent portals to the planes. The best-known is the Portal of the Abyss, also known as the Portal of the Towers. This is the point by which the Dark Queen Takhisis has attempted to enter the Prime Material in the past; it has since been sealed so that it can only be opened by an evil Wizard of Nuitari and a good Priest of Paladine working together.
Other portals can be found in secluded areas of Ansalon, always leading to the realm of a Krynnish god (such as the Grand Forest of Zhan <zhan.html> on the Beastlands, or the Marketplace Eternal <marketplace.html> in the Outlands). One such portal includes Godshome, a secret location hidden deep within the mountains near Neraka.
In Taladas, portals are unknown, although they must exist. However, there are elemental vortexes of immense size to be found throughout the magma sea of Hitehkel.
Of course, the Lady of Pain can open her portals to most parts of Krynn from Sigil, should she choose to do so.
Inhabitants of Krynn in the Planes
• Dwarves - there was an exodus of Krynnish dwarves to the planes a few hundred years ago. For the most part, they have assimilated into planar society, although most still worship Reorx and keep some of their old customs. Krynnish dwarves tend to make a living as professional craftsmen and traders rather than explore the planes.
• Elves - the different elven nations of krynn have little or no interest in other worlds - there are no Kagonesti, Dargonesti, or Dimernesti walking the planes or spelljamming the Prime. The concerns of the Krynnish elven nations are with their own homes. There may be a very few Silvanesti or Qualinesti on the planes, but these are accidental travellers who have passed through a portal to Sigil, and they usually return to their homelands at first opportunity.
• Gnomoi - the gnomoi of Taladas are similar to the gnomes of other world in appearance; however, they come from a technologically advanced culture where steam power, clockworks, advanced metallurgy, and engineering are well-established schools of knowledge. The gnomoi are rare visitors to the planes, and are most often found in Mechanus or the Inner Planes experimenting to prove some theory or another. A very few have set up shop in Bytopia, where they produce minor devices that are superior to any else available. However, the gnomoi work ethic prevents them from creating as production-line style of industry, so gnomoi products are rare and expensive.
• Irda - there are no known irda wandering the planes. Although this mysterious and beautiful race has the magical skill and knowledge to do so, most irda spend their days in solitary ontemplation and live simple lives. However, some few irda were kidnapped by the forces of Takhisis during the War of the lance; whilst most of these captives were taken to Ansalon (where they have since escaped), a few have disappeared from Krynn entirely. While it is entirely possible that these unfortunates are dead, it is rumoured among the priests of Takhisis that they were taken to the Dark Queen's realm of Abthalom <abthalom.html> in Baator. If this is true, then any irda who have escaped are undoubtedly walking the streets of Sigil, using their natural shapechanging abilities to masquerade as members of other races, as they search for a portal back home. Unfortunately, the same powerful enchantment that hides their homeland from discovery on Krynn also affects attempts to scry it from the planes, so these irda may never return to their kinfolk.
• Kender - Kender are some of the most common planewalkers from Krynn. Many kender undergo a period of life which is known as wanderlust ; during this time, they explore their world, and occasionally places outside of it. Prime worlds with knowledge of spelljamming are often familiar with kender, and some places (such as the Rock of Bral) even legislate against them; but many planars are curiosly ignorant, and merely regard the kender as a strange breed of halfling or elf. Of course, once a particular planar has encountered a kender once, he will usually recognise them again... Kender can be found almost anywhere in the planes (an Ansalonian saying goes, "Wherever a rat can go, two kender will be"), but seem to prefer the Outlands, Bytopia, the Beastlands, and any large city.
• Minoi - also known as tinker gnomes, minoi are related to gnomoi. Found both in Taladas and Ansalon, minoi have spread from Krynn at an alarming rate via spelljamming, acciental planar travel, and inexplicable quirks of the multiverse. They are carefully watched in Automata, due to their penchant for "improving" any technological device to the point of imminent explosion, and the modrons of Mechanus round them up and deposit them in the Outlands. Spelljamming ships of tinker gnomes that have somehow made it to the Outer Planes can be seen chasing mortai in the Beastlands and the walking castles of powerul planar wizards. The Fraternity of Order has employed a small abal of minoi to experiment with the effect of different planes upon technological devices (currently, they are in Pandemonium attempting to build a wind-driven flour-grinding and street-cleaning machine). There is a "minoi-underground" in Sigil of minoi priests of Reorx and illusionists who are madly attempting to uncover the secret behind the Lady of Pain's portals so that they can reproduce them as a universal transport system - and a chemical storage device.
• Minotaurs - those minotaurs from the pirate kingdoms of Mithas and Kothas are unlikely to travel the planes, as the minotaur culture does not possess the learning required for planewalkers to emerge.
However, there is another culture of minotaurs in Krynn; that of the League in Taladas <http://travel.to/Taladas>; here, learning and exploration are encouraged, and there are a few minotaur wizards who have discovered their way to the rest of the multiverse. These explorers have brought word of their travels back to the Emperor of the Minotaur League, who is considering whether to engage in trade or conquest in the planes. In the meantime, any minotaur from the League who visits the planes is most likely on a fact-finding mission for the Empire.
October 20, 2001
Month Names (Ergoth Calendar)
Summer: Corij, Argon, Sirrimont.
Autumn: Reorxmont, Hiddumont, H’rarmont.
Winter: Phoenix, Aelmont, Rannmont.
Spring: Mishamont, Chislmont, Bran.
Draconic Heritage[Special]
Your ancestry has been touched by the power of a dragon. Perhaps one of your ancient ancestors possessed draconic blood, or was taught unique magical powers in the Dragon Isles. Perhaps you have been blessed by Paladine or Takhisis. You may not be aware of the true nature of your draconic heritage.
Prerequisite: Arcane spellcaster level 1+
Benefit: Choose one cleric domain from the Player’s Handbook. You know one additional arcane spell of each level that you can cast (except cantrips), as indicated by your chosen domain. If you are a bard or a sorcerer, then you can cast these spells spontaneously as though they were one of your normally known spells. If you are a wizard, you must prepare these spells as you do normal arcane spells.
The chosen cleric domain must be one that a dragon of Krynn can cast as arcane spells; all dragons except black dragons, green dragons, and white dragons can cast arcane spells from two or more cleric domains. The DM may restrict your choice of domains in some way - for example, you might be restricted to the domains available to metallic dragons, or to blue dragons only.
Special: This feat can only be selected at 1st level.
Spawn Draconians
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. +5 ft./level)
Target: 1 metallic dragon egg
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Spawn draconians is the spell used by Harkiel the Bender, a brilliant red dragon, to corrupt the eggs of metallic dragons into hordes of draconian hatchlings. When cast upon any metallic dragon egg, this spell permanently twists and transforms the unborn dragon into a vast number of infant draconians. The metallic surface of the egg turns black and slimy, and the egg grows like a poisonous tumour, changing shape and writhing as if in torment. One minute later, the distended eggshell splits, disgorging many squirming draconian hatchlings.
The number and type of draconans that comes from each dragon egg is shown below:
• Brass egg: 8d12 Baaz hatchlings (½ HD)
• Copper egg: 6d12 Kapak hatchlings (1 HD)
• Bronze egg: 5d12 Bozak hatchlings (1 HD)
• Silver egg: 4d12 Sivak hatchlings (2 HD)
• Gold egg: 2d12 Aurak hatchlings (3 HD)
Hatchling draconians inflict only 1d2 points of damage with their claw and bite attacks, and suffer a -2 penalty to all rolls. They develop and grow quickly, reaching adulthood within five years.
Leading up to and during the War of the Lance, Harkiel the Bender transformed the stolen eggs of the metallic dragons into a draconian army with this spell. In addition, each dragon egg was imbued with the evil spirit of one of Takhisis’ abyssal minions, thus ensuring that the draconians would be evil in alignment and utterly devoted to the Dark Queen. This was done by a human cleric of Takhisis casting planar ally whilst a wizard simultaneously cast permanency on the egg.
Lower-level versions of this spell are rumoured to exist. These spells were used before the draconian creation process was perfected, and spawn weaker, twisted creatures. Known as sesk and traag, these proto-draconians were abandoned by the Dark Queen in the wastelands of Taladas.
Material Component: A drop of dragon saliva.
The Stellar Path
Universal
Level: WHS 5
Components: V, S, M
Casting Time: 1 hour
Range: 0 ft.
Target: Self
Duration: 48 hours
Saving Throw: None
The Stellar Path confers the favour of the gods of magic upon the caster. Since the magical powers of the Wizards of High Sorcery wax and wane according to the position of the moons in the sky, only rearrangement of the cosmos can bring additional power to a Wizard of High Sorcery during a time of reduced power.
Casting this spell causes the Wizard of High Sorcery to see the moon of his order appear at High Sanction, regardless of that moon’s actual position. The Wizard of High Sorcery is affected as though the moon were actually at High Sanction. This does not change the position of the moon for other spellcasters.
If the stellar path brings the moon of the caster’s order into an apparent conjunction with one or both of the other moons, that conjunction has the usual effects upon the caster’s powers.
Material Component: Vellum scroll and 500 stl worth of powdered gems and rare inks, which the caster uses to inscribe magical glyphs, diagrams, and charts of the night sky.
XP Cost: 500 XP per casting.
Timeheal
Conjuration (healing)
Level: WHS 5
Components: V, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell takes the creature it is cast upon and "reverses time" to a point where it was in better health, thus simulating a healing ability without using clerical powers. Time is of the essence in the timeheal spell, for the greater the amount of time that has passed, the greater the chance of failure.
Each level of the caster guarantees reversing time to one minute before the spell was cast. Thus, a 9th-level wizard casting this spell is guaranteed to be able to reverse the condition of a wounded character to the character’s condition nine minutes earlier.
For every additional minute that must be reversed to heal the character, there is a 5% cumulative chance of spell failure. Note that this is added to the chance of arcane spell failure if the caster is wearing armour (see Table 7-5: Armour in the Player’s Handbook). Thus, if the 9th-level wizard tried to reverse 20 minutes of time for a wounded comrade, that would be 11 minutes further than he could guarantee success (20 minutes minus 9 minutes for his level), causing a 55% chance of spell failure - or even higher if he was wearing armour.
Multiple timeheal spells cannot be cast to increase the reversed time that can be guaranteed. In the examples above, the 9th-level wizard could not cast three successive timeheal spells to reverse 27 minutes of time for his comrade without fear of failure.
It is also possible to use this spell offensively, by reversing time on a character who has just received magical healing, although this is usually not as effective as an attack spell of similar power. This is resolved in exactly the same way as detailed above.
Timeheal will not recall a spirit from death; if it is cast upon a corpse, the dead character may be healed of wounds and appears to live, but his spirit has departed and he remains dead . However, if cast upon a disabled or dying character, timeheal can bring them back to full consciousness.
Timereaver
Conjuration (calling)
Level: WHS 9
Components: V, S, M
Casting Time: 30 minutes
Range: 5 ft.
Target: 5-ft.-radius burst, centred on point in space
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The timereaver spell is a closely guarded secret of the Wizards of High Sorcery; supposedly only the Masters of the Towers know it, and rarely if ever risk casting it. The repercussions of carelessly using the timereaver spell could be catastrophic.
Timereaver sends those within its area of effect backward or forward along the timestream of Krynn, into Krynn’s past or future. The caster encloses the recipients in a bubble of energy that travels through time up to 200 years, plus ten years per caster level. Thus, an 18th-level caster could send a group of characters up to 380 years forward or backward in time. The caster need not accompany the recipients of this spell, which can cause a real problem for characters who end up in another time with no way back.
The Wizards of High Sorcery are extremely reluctant to send anyone backwards in time, due to the risk of altering history. Under no circumstances will they consider casting timereaver on a character of any race created by the Greygem of Gargath (such as kender and dwarves), for the very existence of a time-traveller of these races is thought to render the river of time malleable and likely to be altered.
This is the spell that Par-Salian used to transport Cramon Majere, Revered Daughter Crysania, and (inadvertently) Tasslehoff Burrfoot back to the height of Istar, just before the Cataclysm.
Material Component: Diamond or ruby dust worth at least 10,000 stl, sprinkled in a circle around the recipients of the spell.
Orbs of Dragonkind (Dragon Orbs):
These fragile, etched crystal globes contain the essences of evil dragons and are artifacts of vast and dangerous power. A dragon orb can shrink to be only ten inches in diametre, but when the command words carved into its surface are spoken, the dragon orb expands to a diametre of twenty inches. The dragon orbs were created during the Second Dragon War by all three Orders of High Sorcery; powerful arcane spellcasters can use them to summon evil dragons to be destroyed with powerful spells. Five dragon orbs were created during the Age of Dreams; at least three are known to have survived the Cataclysm.
Dragon orbs are intelligent artifacts, and are always of evil alignment. They have Intelligence 20, Wisdom 18, Charisma 18, and an Ego of 26. A dragon orb can communicate telepathically, although it rarely needs to do so.
A character attempting to use a dragon orb must gaze into it and speak the command words. The dragon orb always resists this control with a heightened charm (treat this as a 6th-level spell cast by an 11th-level sorcerer); the character receives a Will save (DC 19) to negate this effect, rolled secretly by the DM.
If the character fails this save, he falls under the control of the dragon spirit within the orb. The spirit will steer the character to further the cause of evil, doing so subtly so that the character's companions suspect nothing until a critical point is reached. This charm ends only if dispelled or if someone else seizes control of the orb.
If the character succeeds in the Will save, he learns all of the powers of the dragon orb, and any evil dragons within 1d4 x 10 miles hasten to the orb's location. When they arrive, these dragons immediately attack any non-allied creatures they find near the orb. If the DM does not know whether there are any evil dragons in range, an evil dragon of randomly determined age and colour arrives 30% of the time.
Using the dragon orb's secondary powers requires the character to resist the orb's charm, and risks summoning nearby evil dragons to the orb's location. The secondary powers of a dragon orb include (but are not limited to):
• Cure serious wounds 3/day
• Detect magic at will
• Light at will
These secondary powers are used as a 20th-level caster. All dragon orbs possess the strange ability to escape destruction. Some dragon orbs might possess additional secondary powers, perhaps derived from the colour of the dragon spirit trapped within, but this is not known for certain.
Dragon orbs possess a precognitive sense for danger, and will use telepathy to convince mortals to transport them elsewhere. In addition, any harmful effect not directly targeted at a dragon orb (for example, a fireball or falling debris) will fail to harm the artifact. If deliberately targeted by an attack, however, dragon orbs are fragile, possessing Hardness 1, hp 5, and Break DC 15.
Karnea picked this up in the Past on the most recent venture.
Candle of Everburning
This resembles a normal wax candle about 6 inches tall. However, once the candle is lit, the flame can be extinguished only by the spoken command of whomever is holding it. Otherwise, the flame continues to burn; it will burn underwater, in any alternate plane of existence, or in the strongest of winds. Dispel magic and similar spells have no effect on the flame. The candle of everburning can burn for 24 hours before all of its wax melts away.
Add to: Table 101 (page 138, DMG ).
XP Value: 300
Parchment of Monster Holding
This 1-foot-square piece of parchment can hold any monster summoned by a monster summoning I spell. The wizard unfolds the parchment and lays it before himself prior to casting the spell. If the spell is successfully cast, the summoned monster is immediately absorbed into the parchment, appearing there as a colored image. The caster can then refold the parchment and carry it with him, holding the summoned monster indefinitely. When the parchment is unfolded and laid on the ground, and the wizard speaks a command word, the monster appears, remaining active for the normal duration of the monster summoning I spell. Any single parchment of monster holding can be used only once; after the monster is released, the parchment crumbles to dust. The parchment also crumbles if it is torn or defaced in any way.
Add to: Table 104 (page 139, DMG ).
XP Value: 150
Dragonlance in Planescape
Dragonlance is a campaign setting which details the Prime Material World of Krynn. Whilst the gods of Krynn take an active interest in the welfare of the world, the inhabitants of Krynn know little about the planes. In fact, it is commonly known that the Clueless of Krynn refer to all of the Lower Planes as the Abyss.
However, occasionally a native of Krynn will leave the Prime and become a fully-fledged planewalker. What is the dark of these exceptional individuals?
Portals In and Out of Krynn
In Ansalon, there are but a few permanent portals to the planes. The best-known is the Portal of the Abyss, also known as the Portal of the Towers. This is the point by which the Dark Queen Takhisis has attempted to enter the Prime Material in the past; it has since been sealed so that it can only be opened by an evil Wizard of Nuitari and a good Priest of Paladine working together.
Other portals can be found in secluded areas of Ansalon, always leading to the realm of a Krynnish god (such as the Grand Forest of Zhan <zhan.html> on the Beastlands, or the Marketplace Eternal <marketplace.html> in the Outlands). One such portal includes Godshome, a secret location hidden deep within the mountains near Neraka.
In Taladas, portals are unknown, although they must exist. However, there are elemental vortexes of immense size to be found throughout the magma sea of Hitehkel.
Of course, the Lady of Pain can open her portals to most parts of Krynn from Sigil, should she choose to do so.
Inhabitants of Krynn in the Planes
• Dwarves - there was an exodus of Krynnish dwarves to the planes a few hundred years ago. For the most part, they have assimilated into planar society, although most still worship Reorx and keep some of their old customs. Krynnish dwarves tend to make a living as professional craftsmen and traders rather than explore the planes.
• Elves - the different elven nations of krynn have little or no interest in other worlds - there are no Kagonesti, Dargonesti, or Dimernesti walking the planes or spelljamming the Prime. The concerns of the Krynnish elven nations are with their own homes. There may be a very few Silvanesti or Qualinesti on the planes, but these are accidental travellers who have passed through a portal to Sigil, and they usually return to their homelands at first opportunity.
• Gnomoi - the gnomoi of Taladas are similar to the gnomes of other world in appearance; however, they come from a technologically advanced culture where steam power, clockworks, advanced metallurgy, and engineering are well-established schools of knowledge. The gnomoi are rare visitors to the planes, and are most often found in Mechanus or the Inner Planes experimenting to prove some theory or another. A very few have set up shop in Bytopia, where they produce minor devices that are superior to any else available. However, the gnomoi work ethic prevents them from creating as production-line style of industry, so gnomoi products are rare and expensive.
• Irda - there are no known irda wandering the planes. Although this mysterious and beautiful race has the magical skill and knowledge to do so, most irda spend their days in solitary ontemplation and live simple lives. However, some few irda were kidnapped by the forces of Takhisis during the War of the lance; whilst most of these captives were taken to Ansalon (where they have since escaped), a few have disappeared from Krynn entirely. While it is entirely possible that these unfortunates are dead, it is rumoured among the priests of Takhisis that they were taken to the Dark Queen's realm of Abthalom <abthalom.html> in Baator. If this is true, then any irda who have escaped are undoubtedly walking the streets of Sigil, using their natural shapechanging abilities to masquerade as members of other races, as they search for a portal back home. Unfortunately, the same powerful enchantment that hides their homeland from discovery on Krynn also affects attempts to scry it from the planes, so these irda may never return to their kinfolk.
• Kender - Kender are some of the most common planewalkers from Krynn. Many kender undergo a period of life which is known as wanderlust ; during this time, they explore their world, and occasionally places outside of it. Prime worlds with knowledge of spelljamming are often familiar with kender, and some places (such as the Rock of Bral) even legislate against them; but many planars are curiosly ignorant, and merely regard the kender as a strange breed of halfling or elf. Of course, once a particular planar has encountered a kender once, he will usually recognise them again... Kender can be found almost anywhere in the planes (an Ansalonian saying goes, "Wherever a rat can go, two kender will be"), but seem to prefer the Outlands, Bytopia, the Beastlands, and any large city.
• Minoi - also known as tinker gnomes, minoi are related to gnomoi. Found both in Taladas and Ansalon, minoi have spread from Krynn at an alarming rate via spelljamming, acciental planar travel, and inexplicable quirks of the multiverse. They are carefully watched in Automata, due to their penchant for "improving" any technological device to the point of imminent explosion, and the modrons of Mechanus round them up and deposit them in the Outlands. Spelljamming ships of tinker gnomes that have somehow made it to the Outer Planes can be seen chasing mortai in the Beastlands and the walking castles of powerul planar wizards. The Fraternity of Order has employed a small abal of minoi to experiment with the effect of different planes upon technological devices (currently, they are in Pandemonium attempting to build a wind-driven flour-grinding and street-cleaning machine). There is a "minoi-underground" in Sigil of minoi priests of Reorx and illusionists who are madly attempting to uncover the secret behind the Lady of Pain's portals so that they can reproduce them as a universal transport system - and a chemical storage device.
• Minotaurs - those minotaurs from the pirate kingdoms of Mithas and Kothas are unlikely to travel the planes, as the minotaur culture does not possess the learning required for planewalkers to emerge.
However, there is another culture of minotaurs in Krynn; that of the League in Taladas <http://travel.to/Taladas>; here, learning and exploration are encouraged, and there are a few minotaur wizards who have discovered their way to the rest of the multiverse. These explorers have brought word of their travels back to the Emperor of the Minotaur League, who is considering whether to engage in trade or conquest in the planes. In the meantime, any minotaur from the League who visits the planes is most likely on a fact-finding mission for the Empire.