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AD&D 2nd Edition » Magical Items
The Shadow Eye
Misc. Magical Items
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The origins of this powerful item are unknown. It appears to be a large Black Sapphire, which seems to draw all available light into itself and appears to roil with inner darkness.
Its powers are dormant until the holder presses it to one of his eyes, then its powers and true nature reveal themselves. Upon touching one's eye with the Shadow-Eye a burst of magical energy occurs, doing 3d6 hit points of damage to the holder and to all those within a 10-foot-radius of the holder. Once the smoke clears the Sapphire seems to have grafted itself into the character's eye socket. The character then falls into a coma for 3 days, during which time he learns how to use all of the powers of the Shadow-Eye.
Any attempt to remove the Eye during this coma results in another burst of magical energy, doing 3d6 hit points of damage to whomever is attempting to remove the Eye, by whatever means. The Eye cannot be removed, not even a Wish or the intervention of the Gods will affect the Eye. Once the character awakens he knows how to use the Eye, which appears as a patch of dense blackness embedded in the character's eye socket, which draws any light into itself. (Results in a -3 penalty to the character's Charisma score)
The power of the Shadow-Eye is dependent on the lighting conditions/degree of shadow that physically exists around him. The bonuses and penalties for different lighting conditions are given on the following table:
Lighting Saving Level
Condition:
Throws:
Modifier:
Bright daylight(1)
-1 penalty
10th level
Weak daylight/dusk(2)
no bonus/penalty 14th level
Twilight/moonlight(3)
+1 bonus
16th level
Weak moonlight/torchlight
+3 bonus
18th level
Candlelight/starlight
+1 bonus
14th level
Total darkness(4)
no bonus/penalty 10th level
NOTE:
(1) Equivalent to a Continual Light spell
(2) Equivalent to a Light spell
(3) Equivalent to a Faerie Fire spell, lantern light, or similar sources
(4) Equivalent to a Darkness spell
It possesses the following powers:
- Confers to the character the ability to Detect Invisibility, including astral, ethereal, hidden, or out of phase objects in a 30-foot-wide path, along the character's line of sight, to a 120-foot-range. Similarly the Shadow-Eye also confers Infravision to a 60-foot-range.
- Three times per turn the character can enact an Aura of Shadows on his enemies (Range: 12 feet per level, Duration: 5 rounds per level, Area of Effect: 1-human-sized creature per level). This power causes all shadows in range to move and flow around the target creature(s). The shadows do no real damage, but continue to move and flow all about the target for the duration of the spell. The target suffers a -2 penalty to all rolls and a +2 penalty to its Armor Class. In addition, any spell casting has a 10% chance of spell failure, rolling once for each attempt.
- Once every 2 turns the character can enact a Shadow Cloak spell around himself (Duration: 1 round per level). This power creates a semi-solid fog of amorphous shape that is centered on the character and moves with that being to hide him completely form view. In bright conditions, a rolling, roiling, moving cloud of shadow can readily be seen, concealing only the spell recipient's precise identity, but in darkness, an unsuspicious observer is only 15% likely to think something is amiss with what he is seeing (the darkness) and a successful Intelligence check must be made to notice something is amiss. This power both confuses attackers with it s swirling, smoky chaos, and slows strikes, so that all attacks against the character occur at a -3 penalty to hit and -1 penalty per damage die. The cloaked being also has all sounds it makes muffled (regardless of that being's desires) so that even shouted speech seems faint and distant, and all sounds short of breakage and metallic ringing or clinking are very likely to be completely absorbed. Torches, fire, smoke and magical radiances are unaffected by contact with the spell, but they in turn have no effect on it and do not force it to part, or light up its gloom. An observer outside a Shadow Cloak would be able to see the presence of a light source inside it because it would lighten the dark appearance of the fog around it to a light gray, but the observer would not be able to see other things within the Shadow Cloak because of the illumination.
- Three times per day the character can enact a Shadowfire Armor spell on himself. This creates a mystic suit of plate armor, comprised entirely of dancing, gray and black shadows. The Armor is equivalent in protection to Plate Mail +1, and will absorb 10 points of damage per level of the caster, and lasts 10 rounds per level of the caster, or until all of the Armor's hit points expire. A Light spell cast upon the Armor will do 6 points of damage, a Continual Light spell will do 12 points.
- Three times per day the character can enact a Shadowfire Shield spell on himself (Range: Touch, Duration: 1 turn per level). Creates a shield-like area of magical force, composed of Shadowfire. It is equivalent to a Large Shield +2 and also imparts to the caster a +2 bonus to Save vs. Spells, against any spells cast directly at the caster.
- Six times per day, the character can use the power of the Shadow-Eye to enact a Shadowfire Sword spell. This power requires but a moment's thought and instantly conjures a ball of grayish-black flame in the character's hand. This ball of flame blossoms into a 4-foot-long, sword-like bar of flames. The character wields the weapon as a Fighter equal to his level, striking up to 3 times per round (Damage: 2d4+6/2d8+6, the additional damage is from the intense flames that dance up and down the blade, these flames will ignite any combustibles they come into contact with). Duration is 6 turns per spell. Once cast, however, the caster can elect to deactivate the spell and then activate it instantly, at will. In addition, while the Shadowfire Sword is in effect the power of Battlefate is in effect as well: This power alters probability to favor him. His opponent may stumble at an awkward time, a clumsy parry might catch the enemy's weapon at just the right angle, or the character happens to notice the foe moving in for a flank attack. The character has a +6 combat modifier. The exact form of the aid or assistance varies from round to round (roll a d8 to see which aspect of the character's combat abilities are affected in any given round).
TABLE I:
Die Roll: Effect:
1 Nothing happens
2 Defenses enhanced, apply bonus to Armor Class
3 Luck enhanced, apply bonus to Saving Throws
4 Accuracy enhanced, apply bonus to attack rolls
5 Damage enhanced, apply bonus to damage rolls
6 Lucky opening, subject gains one extra attack with either enhanced accuracy or damage
7 Roll Twice, ignoring all 1's
8 Roll Twice on this table and once on Table II
TABLE II:
Die Roll: Effect:
1 Windmill: He whirls his blade in a circular or butterfly pattern so quickly that the foe is dazzled and misses all of his attacks until the end of the next round and suffers a +2 penalty on Armor Class for 2 rounds.
2 Kiss of Steel: He strikes his opponent with his sword's pommel; the foe must roll his Constitution or lower, at a -6 penalty, or be stunned losing all his attacks for 1d4 rounds.
3 Ghost Step: He strikes for normal damage, then pivot steps to the right or left and steps behind the foe, gaining a backstab attack, at +4 to hit and doing double damage
4 Spinning Hurl: He twirls his weapon in front of him and sends it spinning, cartwheel-like at the foe in a side-armed hurl. Range is 30 feet and does double damage
5 Rebuke: Creates an opening for 1d3 extra attacks that he must use in that round.
6 Roll twice, ignoring this roll hereafter.
NOTE: If the character does not make a roll of the specified type in the round he gains no benefit from the spell.
- Four times per day the character can enact a Shadowfire Darts spell. This power creates 2-7 (1d6+1) dart-like missiles composed of Shadowfire. They shoot from the caster's hands, to a range of 30 feet per level of power of the character, following a straight path toward the target(s) the caster selects. The Darts automatically strike, unless a Save vs. Spells is made, and there is a -2 penalty if the range is 10 yards or less. Each Dart inflicts 1d4+4 damage if it hits. The caster may loose all of the Darts at once (1 target only) or may fire on many targets, loosing 2 Darts per round until he has fired off all of his Darts.
- Three times per day the character can enact a Mantle of Twilight on himself (Duration: 1 round level). This power summons into existence a wispy cloak of shadow-stuff that hangs from the shoulders of the caster. The Mantle appears to twist and roil, becoming agitated if the caster enters combat. The Mantle provides a +2 bonus to AC, which is cumulative with other protective magic. While the spell lasts the caster may strike creatures that are insubstantial or ethereal as if they were normal flesh and blood. Alternately, the caster can pull the Mantle close, transforming into an insubstantial shadow and making it impossible to hit the caster with anything less than a +2 Magic Weapon. However, if the caster employs this option the ability to hit ethereal creatures is lost.
- If the command word "Jorune" is uttered, the Shadow-Eye can Teleport its possessor once per week, without error, to any destination well-known to him. Up to 1,000 pounds may be teleported along with the character.
- Confers Magic Resistance of 50% to the character and grants him a +5 bonus to Save vs. Spells.
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