The Dragonlance Nexus

Printed From:

The Triad of Mirrors

D&D 3e (3.0/3.5) Rules

by Luis Fernando De Pippo

There have been many magical mirrors created during the long ages of Krynn, some have been beneficial while some have been truly diabolic. In fact some of those designs have become so common that they now count as standard magical items that any wizard with the right ability can create. Examples include the Mirror of Mental Prowess and the Mirror of Opposition.

But there are three mirrors, all created by the same group of sorcerers in the distant past of Krynn, which stand above them as a dragon stands above a wyvern. These mirrors, encountered by the famous knight Huma during his travels have survived two Cataclysms and are ready to be found on this new age of Krynn.


The Triad of Mirrors are ancient beyond belief, older even than the practice of High Sorcery and the advent of the three gods of magic. In fact during the Age of Dreams many sages speculated that they were created by the three elven brothers that become the first wizards of High Sorcery, before they renounced their wild magic. But as with ancient rumors the truth is much stranger.

During the early Age of Dreams a trio of unnamed Scions, or maybe their names were lost to history, gathered in the place that would later become Ergoth. Using their powerful wild sorcery they raised a mighty fortress that was guarded by a magical grove of trees, ancient summoned elementals and powerful spells of misdirection and illusion. This fortress would later gain renown as the abode of Magius friend of Huma, but for the Scions it was simply a place to test their powers.

For a decade they gathered what they could of wild magic and bent it to their will, creating many wondrous and dangerously chaotic uncontrollable items. The Scions considered these powerful items only trinkets, for they longed to create a controllable artifact that would act as capacitor, draining wild magic from different sources and storing it in itself to be used safely without the usual dangers that the wild energy entailed.

But to create such a capacitor they needed to drain the greatest known source of wild magic, the Graygem. And there laid their problem as the powerful artifact was impossible to track, even by magical means, and its baleful energies were not easily harnessed, even when trapped. Chaos refuses to be tamed and nowhere is this better exemplified than in the mighty Graygem.

Fixed on their new purpose they chanced upon the idea to create a set of magical mirrors to get to the chaotic artifact. They devoted more than 20 years solely to research the properties of wild magic and the Graygem and finally they were ready to create the mirrors.

As all was in readiness and the spells were being cast, the Graygem materialized inside the spellcasting chamber and the chaotic energies emitted by the artifact disrupted the complex weaving of mighty spells, resulting on the death of the Scions drained of all magic, and the creation of the first Ordu, or as they are now known to the few sages that are aware of their existence: Graygem Undead.

Despite their deaths and the disruption of their spells the Scions prevailed and created the mirrors, but for centuries they laid forgotten upon the casting chamber. It was by chance that the mirrors felt into the hands of an ancient green dragon known today only as Greenhaunt. The ancient wyrm quickly surmised their abilities and used them as part of a plan to trap the Graygem and ascend to godhood in the place of Takhisis. Of course the plan failed and the wild backlash fragmented Greenhaunt psyche and body into thousands of pieces and scattered them throughout Ansalon.

The mirrors were soon found again. The three elven brothers, forewarned by the moon gods, liberated the mirrors from Greenhaunt's lair after he was destroyed and, seeing the potential for chaos that the mirrors held, they used powerful High Sorcery spells granted directly by the moon gods to bind the chaotic energies seething within the magic mirrors. The combination of two magics, each anathema to each other, produced an unexpected effect both limiting and augmenting the vast powers that lie inside these mirrors. Horrified of what their powers had wrought the brothers scattered the mirrors through the face of Krynn, as every effort to destroy them proved futile.

The Mirror of Destiny has had many owners during the long centuries, and it has usually brought much death and destruction, for that seems to be the destiny of its owners. A strange twist of fate made Magius the owner of this mirror, and he choose to take it into his ancient fortress, that was in fact the birthplace of the artifact. After Magius death the mirror was carted to many different locations and had many different masters, but knowing their destiny did not help any of them.

During the Age of Mortals it was taken by Khellendros, but it was not in his lair after Mina destroyed the powerful blue. There are rumors of a powerful mirror in the possession of the Solamnic Knights of Sanction, but no one knows if it is this mirror or some other powerful reflective surface.

The Mirror of Dreams ended in the hands of a Nymph deep in the Ergothian wilderness and she gleefully uses it to see into the dreams of others to provide her with endless diversion. The mirror is supposed to still be there with its guardian nymph, though lucky humans have been known to catch her fancy and catch a glimpse of the mirror in her aquatic home.

The Mirror of Passage was entombed along with Wyrmfather. At once the ancient dragon immediately knew of its special properties. Sadly for the gigantic wyrm his bulk prevented his use and it gathered dust for centuries with all the valuable things in the dragon's hoard. The mirror was then used by the famous knight Huma who discovered one of its properties, it does not only grant you passage but sometimes it takes you where you should be instead of where you want to be. After the Third Dragon War was over the Conclave removed the mirror to the Tower of High Sorcery of Daltigoth. Even the awesome power released when the mages destroyed the tower during the Lost Battles failed to destroy such powerful artifact. Instead the magical energies released sent the mirror to an unnamed stretch of wilderness in Estwilde and now it is used by a group of Lahute cannibals to raid nearby villages.


The Mirror of Destiny is high and oval decorated with gold trimmed scrollwork. When at rest it appears quite ordinary but when functioning images appear and flicker on its surface.

The Mirror of Dreams is triangular and about 2 feet tall, decorated with what appear to be elven motifs, such as trees and flowers, it is silver trimmed.

The Mirror of Passage is tall, almost as high as two men put together. It is rather unassuming and kept in place by two platinum columns.


The original purpose of the mirrors was threefold and it was centered on the Graygem. With the Mirror of Dreams one could see where the Graygem would appear; then he Mirror of Passage was used to travel to that place and, finally, the user would trap the Graygem within the Mirror of Destiny using the energy of the dimensional crossing to capture the elusive gem. Of course this purpose was never realized and the mirrors lay forgotten in the fortress for the longest time.

Mirror of Destiny

When gazing into the mirror with the intent of using it, the user must make a Will Save (DC 30) or gaze into his own destiny. Said destiny is usually bloody and the mirror appears to take delight on showing the moment of death of the one using it. Once a person has gazed into his destiny he must make another Will Save at the same DC or become obsessed with what he saw in the mirror and with the different ways he can try to avoid it. This is a compulsion mind-affecting effect that can affect even creatures immune to mind affecting spells (such as the undead).

If the Will Save succeeds the character can use the mirror as a Scrying device, but only on things, places or people that relate to the destiny of the character. For example one cannot scry Lady Crysania, unless she is important to one's destiny. The mirror can even scry people protected against scrying such as those under a Mind Blank spell.

Mirror of Dreams

At will the user can peer into the dreams of others, provided they know the name or the nickname of the person being viewed. Dreams can last from a few seconds to hours and can provide an insight on what the target plans to do, but usually the images are far too disjointed to make any sense. Creatures that protect their dreams with spells are not protected against the power of this mirror. To activate this feature the mirror must be shaken.

Also at will the user can peer into random dreams. Once it has made contact with a particular dreamer, it can be contacted again, even if the name is not known.

At any time while viewing a dream the user can cast a Dream, Nightmare, Message, Suggestion and Charm Person on the dreamer. A DC 25 Will Save prevents any of the powers from working, as does an active Mind Blank spell. This is a Compulsion mind-affecting effect.

The mirror carries a small curse. With each use the mirror distorts the dream of the user, subjecting him to the effect of a Nightmare spell. A DC 20 Will Save prevents the spell from functioning.

Mirror of Passage

This mirror can take a man-sized creature not where he wants to go but where he should be (DM's discretion). The travel is instantaneous and the user arrives without any disorientation effects. The trip may be round, that is the mirror may return the user to the place where he began the journey, if it has fulfilled its purpose in the location the mirror transported him. The mirror can even transport people to places that cannot usually be breached by teleportation effects.

The mirror can transport up to 6 people and again they would all appear where they need to be, not where they wish to go. This limitation cannot be overcome by any mortal magic. If the user truly wants to go to a specific location, then he must pass a Will Saving Throw (DC 30) to do so.

Resonating Powers

When all three mirrors are brought together into the same chamber their resonating powers awake and the potential of the mirrors skyrocket, but so do its dangers. All the powers of the mirrors that allowed a saving throw no longer do so and no protection against their powers ever works, except for direct divine intervention.

The original purpose of the mirrors only comes into play when within 30 feet of each other and their powers resonate. If this conditions are met then the Mirror of Dreams can be used to track the movements of the Graygem; the Mirror of Destiny can be used to fix the image and at the same time fix the Graygem in that location and finally the Mirror of Passage can be used to travel to the location of the Graygem and entrap it within the Mirror of Destiny, where its chaotic energies could be used at will.

Suggested Means of Destruction

Popular legend believed that the mirrors could only be destroyed when the Graygem was no more, but the advent of the Fifth Age proved them wrong.

In fact the mirrors can only be destroyed with the concerted effort of the three heads of the Conclave with the help of three powerful users of wild magic, each one using order (high sorcery) and chaos (wild sorcery) to destroy the frame of the mirrors and disrupt their powers forever.

Ordu (Graygem Undead)

Ordu, both singular and plural, are an extremely rare form of undead created when the chaotic energies of the Graygem are released in conjunction with a great feat of Wild Sorcery.

An ordu looks like it did in life, except that it is utterly and completely gray, a testament of the powerful chaotic energies that seethe within it.

Sample Ordu

A completely gray hobgoblin stands before you. No other color shines in his person and a tangible aura of chaos emanates from it.

This example uses a 1st level hobgoblin as the base creature.

Hobgoblin, 1st-Level Warrior
Medium Undead Augmented Humanoid (Goblinoid)
Hit Dice: 1d12+4 (10 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 22 (+2 Dex, +6 deflection, +3 studded leather, +1 light shield), touch 18, flat-footed 20
Base Attack/Grapple: +3/+5
Attack: Longsword +4 melee (1d8+3/19-20) or javelin +3 ranged (1d6+1)
Full Attack: Longsword +4 melee (1d8+3/19-20) or javelin +3 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chaotic Disruption, Chaos Taint
Special Qualities: Darkvision 60 ft, Turn Resistance, Law Vulnerability
Saves: Fort +4, Ref +2, Will -2
Skills: Hide +6, Listen +1, Move Silently +4, Spot +1
Feats: Alertness, Toughness, Improved Toughness
Environment: Any
Organization: Solitary
Challenge Rating:
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: By character class
Level Adjustment: +1


The save DC is 10 + 1d20

Chaotic Disruption (Su): Arcane and Divine spellcasters that use focused magic must make a Will saving throw or lost all prepared spells from memory in an area of 5 feet around the Ordu.

Chaos Taint (Su): Those touched by the Ordu must pass a Fortitude saving throw or gain the chaotic disruption ability, as above, for a number of rounds equal to the damage dealt by the ordu. Multiple Chaotic Disruptions stack and a character must make a new save for all of the active auras.

Creating an Ordu

Ordu is an acquired template that can be added to any humanoid, monstrous humanoid or giant creature (referred to hereafter as the base creature)

Size and Type: The creature type changes to undead (augmented humanoid, augmented monstrous humanoid or augmented giant). Do not recalculate base attack bonus, saves or skills points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armor Class: The creature gain a +6 deflection bonus to AC. Natural armor remains unchanged.

Attack: An ordu retains all the attacks of the base creature but does not gain a slam attack if it didn't already have one. A creature with natural weapons retains those natural weapons. An ordu fighting without weapons uses either its unarmed strike attack or its primary natural weapon (if it has any).

Damage: Damage remains unchanged.

Special Attacks: An ordu retains all the special attacks of the base creature, unless they are Supernatural or Spell-like in nature, which are lost upon the transformation. An Ordu gains the abilities described below. Saves have a DC of 10 + 1d20 + Cha modifier to reflect the chaotic nature of its powers.

Chaotic Disruption (Su): Ordu resonate Chaos, emitting waves of wild sorcery in an area equal to 5 feet per Hit Dice. Arcane and Divine spellcasters that use focused magic must make a Will saving throw or lost all prepared spells from memory.

Chaos Taint (Su): Anyone touched by an Ordu must pass a Fortitude saving throw or gain the chaotic disruption ability, as above, for a number of rounds equal to the damage dealt by the ordu. Multiple Chaotic Disruptions stack and a character must make a new save for all of the active auras.

Special Qualities: An ordu retains all the special qualities of the base creature, unless they are Supernatural or Spell-like in nature, which are lost upon the transformation. An Ordu gains the abilities described below.

Turn Resistance (Ex): Ordu can only be turned or rebuked by a cleric of lawful alignment that follows a lawful deity. All other attempts automatically fail.

Law Vulnerability (Su): An ordu suffers double damage from all spells with the law descriptor. If the spell does not deal damage but it has additional effects, then the duration is doubled.

Abilities: Increase from the base creature as follows: Str +4, Dex +2. Decrease as follows Int -2, Wis -2, Cha -2. As an undead creature the Ordu has no Constitution score.

Skills: Ordu have a +2 template bonus on hide checks. Otherwise as the base creature.

CR: Same as the base creature +2.

Fan Ratings

Oops! You don't have the site cookie set. Please wait a minute and try again or click the help icon for more information.
. Tell us what you think! 

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.