The Dragonlance Nexus

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Raistlin's Magic Items

D&D 3e (3.0/3.5) Rules

by Bennet Oppel


The Staff of Magius

The Staff of Magius is a particularly potent artifact that has been used by some of the most famous Wizards to grace the Towers of High Sorcery. Throughout its long existence it has seemingly surfaced at moments of crisis, appearing in the hands of Wizards who played critical roles in the various conflicts and struggles for power that have ravaged Krynns surface for countless ages. Originally wielded by Magius during the third Dragonwar the staff was locked away in the Tower of Wayreth following his death for over 1000 years until it was eventually given to Raistlin Majere by Par Salian following the completion of his testing. The staff remained with Raistlin throughout the War of the Lance and also during his struggle to overthrow Takhisis with ultimately resulted in his death. Following Raistlin's misguided attempt to become a god it was for a time hidden away in the Tower of Palanthas before somehow ending up in the hands of Raistlin's nephew Palin, an event which caused much speculation at the time. Palin held the staff up until the end of the Chaos war when apparently Raistlin reclaimed it and it has never been seen since.

The Staff of Magius is a +2 dragonbane quarterstaff that also provides an additional +3 armor bonus to its wielder. The Staff possesses a number of potent abilities for arcane spellcasters.

Once per day it can cast daylight and featherfall upon command of its wielder. For arcane spellcasters above level 6 the staff can also bestow a number of additional potent affects. Five times per day the Staff can at the will of the wielder alter a spell cast by him as if it were affected by the Extend Spell feat. It also enhances the damage capability of the spells cast by its wielder, 3 times per day at the wielders command the staff can affect a damage spell cast by him as if it were subject to the Empower Spell feat.

For arcane spellcasters above level 10 the staff can furthermore act as a ring of spellstoring, allowing its wielder to store up to his arcane caster level in spell levels in the staff. These stored spells can usually be used only by the staff's owner but the staff itself can choose to expend them at its own discretion particularly if someone other than its true owner is wielding it.

The staff is possessed of limited intelligence (treat the Staff as having an Ego score of 18 ) and will try to act in the best interests of whoever it perceives as being its true and rightful owner. Whether the staff possesses any other agenda other than to faithfully serve its master remains unknown, perhaps even to those few wizards who have held it throughout the ages. In the hands of an unworthy wielder however its behaviour can be erratic and some of the spell enhancement features may not function without a will check. What constitutes an unworthy wielder however is left entirely to the Staff's and ultimately GM's discretion.

Orbs of DragonKind

The Orbs of DragonKind are some of the most powerful artifacts ever created on Krynn. They were originally forged during the Third Dragon War by the Wizards of High Sorcery to aid in the destruction of evil dragons during that volatile period in Krynns history. Many of the orbs disappeared or were destroyed in the longs years leading up to the War of the Lance and few by that time knew of their existence or use. They are however extremely perilous to use, particularly for the weak willed who quickly fall prey to the draconic spirits bound to each Orb. In appearance they seem like small delicate crystal orbs that contain a swirling mist of shifting color. The Orbs size can vary greatly from 20 inches to 10 inches in diameter as the Orb shrinks and expands to suit its own purpose (usually the disorientation of the person attempting to use it).

To use an Orb a character must place both his hands on the Orbs surface and recite the appropriate command words. These command words are sometimes etched on the Orbs surface and can be deciphered if the character makes a Spellcraft check (DC 20) .

Dragon Orbs are highly intelligent items and a character attempting to control one will first have to dominate the draconic spirits that are contained within the Orb. For the purposes of will contests treat each Orb as having an Ego score of 25. A will contest is initiated the very first time an individual attempts to use the Orb and failure will result in the character being charmed by the Orbs spirit. Charmed characters are used by the Orb to further the cause of evil and usually in subtle and discreet ways that are not even apparent to the victim. Success results in the wielder being granted knowledge and use of the Orbs primary ability. The Orb can initiate further will struggles if it feels its survival is threatened or if its user is in a position of unusual weakness.

Primary power
Dragon Call- Each Dragon Orb has the ability to call any evil dragon in a 1d4x10 mile radius. A Dragon within the area of affect has to make a Will Save (DC 30) or hasten to the Orb with all possible speed. Any dragon summoned will attack any non-evil creature they find near the Orb.

Secondary abilities

Each Dragon Orb also possesses a number of potent secondary abilities. These secondary abilities will vary from Orb to Orb and only become apparent through use and investigation by the character (determining some secondary abilities might require further will struggles at the discretion of the GM). The most well documented of these artefacts was the Dragon Orb of Silvanesti and following is a brief description of some of its additional powers.

Each of these abilities functions at 20th level of ability
Scrying - Once per Day (This scrying ability is very powerful and can not only look at events unfolding on different planes but also in different times)
Speak with Dead - Once per Day
Heal - Once per Day
Teleport without Error - Once per Day
Command Dragon - Once per day the user can attempt to dominate an evil Dragon. The Dragon must make a Will Save (DC 25) or be forced to obey the Orbs wielder for 1d20 turns. The Dragon will usually attempt to pervert any command it is given in an attempt to thwart the desires of its master.
Legend Lore - The Orb has a 25% chance to be able to act as a legend lore spell on a particular given subject.

The Spellbooks of Fistandantilus

The spellbooks of Fistandantilus represent a considerable portion of the lich's knowledge throughout his age long existence. The lore recorded in these books represents over 1000 years of research and observation on magic. More importantly the books contained the means to cross the threshold between mortal and god, an ambition that was Fistandantilus burning desire. Ultimately Fistandantilus's research proved to be his undoing as it was taken up by Raistlin and used against him with deadly effect.

The exact size of this collection is uncertain but it could possible stretch to over 100 tomes. As time progressed many of the books became scattered across Krynn, some remained in hidden away in the secret laboratories that Fistandantilus constructed while others made their way to some of the centres of magical research such as the towers of Palanthas and Wayreth. Some of the books even went further afield than that and ended up in unusual places such as Xak Tsaroth.

After the Cataclysm much of the collection vanished without trace. A few books could occasionally be found in the remains of places once used by Wizards but a great many books were destroyed it seems in the global destruction that ravaged Krynn at the time. It is also possible that a number of books perished when the Conclave destroyed two of the towers of High Sorcery. The single largest source of Fistandantilus's work after the Cataclysm was for a considerable period of time the Library of Palanthas to which much material of an arcane nature had been removed to during the persecution of wizards that the Kingpriest had brought to pass. Following Raistlin's rise to power all of these books were returned to the tower of Palanthas though Dalamar sealed them in the Laboratory after Raistlin's death.

Anyone attempting to read one of the books that had been contained at the great library will be doomed to fail unless they possess a device called the key of knowledge. To anyone lacking this mysterious item the books will appear as gibberish and be utterly impossible to understand. When exactly the books were encrypted is not clear but possibly it was an attempt by the Wizards of High Sorcery to stop potentially dangerous material falling into the wrong hands or it could have been the work of Astinus himself who would probably have understood better than most the power these books contained within their pages.

Each one of the Spellbooks of Fistandantilus appears as a nightblue bound tome with silver runes etched on the spine. They are deathly cold to the touch and some could potentially be guarded by powerful wards.

The complete collection of the Spellbooks contained all the spells from the schools of Conjuration, Necromancy, Evocation and Transmutation. In addition they also contained all the spells of up to level 5 from the schools of Divination and Enchantment. The most potent feature of these great tomes however is the vast number of epic spells that Fistandantilus researched. Many of these spells are beyond the ability of even the most capable archmage but for those with the intellect and courage to use them they offer quite staggering power.

Dagger of Magius

This particular item was supposedly purchased by Raistlin from the Tower of High Sorcery in return for services rendered. Roughly six inches long and carved in the shape of a dragon its greatest asset is perhaps its ability to remain hidden on a person. Raistlin often carried the dagger by means of off a leather thong attached to his right arm which allowed the blade to slip into his hand with a quick flick of the wrist.

The Dagger of Magius is a +3 dagger that has the additional property that anyone attempting to find it concealed on a person must make a Spot check (DC 18).

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