The Jewellers Bauble House

 

Here you will find wonderous medallions, talismans, circlets, gems, stones and bracelets for your fantasy RPG campaign.

Contents

Amulets

Medallions/Talismans

Circlets/Bracelets

Gems/Stones

of the Astral Plane

of Concentration

of Psionics

of Return

of Sustenance

of Histah

Charm

of Poison Detection

of Spell Deflection

of Mordiallac

of Summoning

Cups and Goblets

Goblet of Truth


Amulet of Sustenance

by Rick Underwood

(from the Dying Earth novels by Jack Vance)

This amulet usually appears as a thick, metal rectangle with rounded corners. When this amulet is rubbed against some normally inedible item (eg a tree branch, a rock, or even a weapon) it will soften that item and bestow nutrients to render it edible. However, it does absolutely nothing for the flavour. The amulet also chimes when held within two inches of any foodstuffs or liquid poisonous to humans..


The Gem of Return

by Rick Underwood

This gem can be of any type with a base gold piece value of 500 gp.

This gem will return to the hand of the person who speaks the command word. Note that the gem teleports, rather than floating through the air. Therefore, if the gem is locked in a lead-lined container, it will not be able to return.

A favourite among tricksters. .


The Goblet of Truth

by Khavik
<khavik@datarecall.net>

The Goblet of Truth appears to be an austere silver goblet, with the image of two snakes entwined with one another embossed around the lip.

Anyone who drinks anything from the goblet will be forced to tell the truth, for the remainder of their lives. Those whom have drunk from the goblet can tell when anyone who speaks, lies, even if the language is unkown.

A heal or wish spell will restore the afflicted individual's ability to lie, though he will lose the ability to detect lies.


Amulet of the Astral Plane

by Rick Underwood

This amulet gives a bonus of +4 on saving throws from psychic wind, as well as mental, psionic or magical attacks from monsters either in or from the astral plane.

In addition, each amulet will have one other benefit, usually duplicating the effect of a ring or other amulet (feather fall, fire resistance, etc), the type depending on the requirement of the creator.

The ingredients in the making of the Amulet include silver, poppy seeds, mandrake, and the 9th level astral spell..


Talisman of Mordiallac

by Rick Underwood

Mordiallac was a cleric of Bane with a sinister reputation. He invented these amulets and passed them among his most faithful followers. Fifteen are known to exist, but there may be more.

The talismans always appear as a black hand of Bane over a red sun insignia.

It may be worn by any alignment or class, but always has the same effects. The powers of the Talisman are powered from the amulet and also from the wearer in the form of hit point cost. These are deducted immediately from the wearers hit point total, even if this means the unconsciousness or death of the wearer. Hit points thus deducted may be regained normally. The talisman's powers may be used as many times as the wearer can afford.

The abilities and costs are as follows:

  1. Detect good 30' radius - 1 hp.
  2. Protection from good 10' radius - 1 hp per round maintained.
  3. Know alignment - 10 hp.
  4. Remove/bestow curse by touch - 15 hp.
  5. Animate dead (as level of wearer) - 15 hp.

Rumour has it that Mordiallac's very own talisman has even more powers than these listed, but details are not available. .


Periapt of Poison Detection

by Rick Underwood

This device determines the edibility of food or water. When this blue amulet is held near a sample of food or drink, it changes colour to indicate the presence of substances poisonous to the wearer. If the periapt remains blue, the food/drink is safe to consume, although not necessarily nutritious. If the periapt changes colour to a dull, grey colour, there are disease producing agents present which constitute a danger to the wearer. A dark, malignant colour shows the food/drink has been poisoned, the darker the colour, the more potent the poison.

This item is good for low level and/or specific campaigns, and is a favourite in the courts of rulers who fear assassination by poison.


Talisman of Histah

by Rick Underwood

This talisman appears as a snake bracelet worn on the arm or around the ankle.

It has no effect until the wearer is wounded, and drops of his/her blood are sprinkled on the talisman. The talisman will then will animate, and grow into a giant poisonous snake (random hit points). It will attack the creature which last wounded the wearer, and no other, relentlessly pursuing its prey. This ability can only be activated once per day. Only the wearer may utter the command word which returns the snake to bracelet form.

On the death of the creature pursued, the snake automatically returns to bracelet form. If the snake is killed, it returns to bracelet form, bereft of magic ability. This bracelet may be re- enchanted, but only by priests of Histah, the snake deity worshipped by members of this beast cult.

These talismans are favourites among these priests, and are used exclusively by them, and therefore are almost never found in a pile of random treasure.

The making of this talisman requires gold, blood, and the venom of a giant poisonous snake, as well as two small topaz (for the snake's eyes). A priest of Histah must cast bestow curse, protection from good and sticks to snakes. Other requirements are not known.

Anyone wearing such a talisman and who is not a priest of Histah will be relentlessly pursued by the cult, with the aim of retrieving the talisman, and bestowing a grisly death upon the wearer.

Note: for more information on Histah check Beast Cults in the article "Against the Cult of the Dark"


Amulet of Spell Deflection

by Rick Underwood

This amulet was accidentally invented by Tumus Herantos of Baldur's Gate when he was trying to make an amulet of spell turning (similar properties to the ring).

Whenever a spell is cast at the wearer of one of these amulets, there is a 50% chance that the spell will be deflected away in a random direction (see below). This may cause friend and foe alike considerable consternation. For example, an attack spell such as lightning bolt or magic missile will be deflected away, returning to strike the caster if the range is long enough and a one is rolled on the table below. If a personal spell is cast, such as hold person, the spell will be deflected onto a random person within range. Area affect spells are unaffected.

The DM must obviously known where everyone is during a spell casting battle, by using figurines, or alternatively, rolling a random person being affected rather than using the direction table.

If direction of deflected spell is required, use table below. All are deflected at waist height of person wearing amulet of spell deflection. Roll d8, the intended victim of the spell is the reference point, his/her facing is 000 degrees.

  1. Straight ahead (000/360 degrees).
  2. 45 degrees right.
  3. 90 degrees right.
  4. 135 degrees right.
  5. Straight behind (180 degrees).
  6. 135 degrees left (225 degrees).
  7. 90 degrees left (270 degrees).
  8. 45 degrees left (315 degrees).


Charm Bracelet

by Rick Underwood

Made of silver, this magical bracelet confers a +2 on all saving throws while worn and while any of the magical charms are still attached. When a charm is detached and thrown to the ground, the magic of that particular charm is activated. Each magical charm may only be used once.

The following is a non-exhaustive list of some of the charms which may be found on a charm bracelet. DM's may come up with more (and if you do - let me know and I'll add them on with credit to you).


Circlet of Psionics

by Rick Underwood

A thin, gold circlet with a single gem, usually a sapphire.

When worn it bestows a random wild psionic talent (See Complete Psionics Handbook page 19-20 or Players Option: Skills and Powers page 156). The circlet affects different people in different ways, thus when a new character wears the circlet, a new roll on the wild psionic talent table is made. The talents bestowed on an individual last only while the circlet is worn, and never change (so taking it on and off will not generate new powers). .


Bracelet of Summoning

by Rick Underwood

A bracelet of black metal shining with a purple lustre. Around the circumference are 10 gemstones. Each gemstone is circled by a set of engraved runes.

When a gemstone is pressed, a groan, moan, wail or shriek can be heard from an indeterminable source. When a gemstone is pressed and the encircling runes read out loud correctly, a captive outer planer creature is released from the gemstone. It will perform one service for the summoner, and then will be transported to its home plane. The service cannot last longer than 24 hours, as the creature will return to its home plane after that time. If the task is difficult or goes against its alignment, or the gems have been pressed often (pressing the gemstone causes the creature pain), the creature will bear a grudge against the summoner for the rest of its life (a very, very long time). The creature can be from any outer plane, from the Seven Heavens to the Abyss.

After the creature has been summoned, the gemstone turns white, and loses all magical properties. The runes around the gemstone also fade from the bracelet.

When one of these bracelets is found 1-10 gemstones will be unused.

This type of bracelet was originally invented by a noble wizard in an unknown kingdom centuries ago, when nations flowered where now stands Anauroch, the Great Desert. The noble wizard's own bracelet, known as The Bracelet of Slaye, is considered a minor artifact, and has greater powers than those copied from it. (Stay tuned for that one)..


Medallion of Concentration

by Adrian Smith

This is a Silver Medallion about 10 centimetres across with a sigil for magic on one side and a picture of The Thinker on the other side. It is attached to a golden chain.

When worn by any character it gives a +2 to saving throws against the mind and also prevents psionic attack on the mind. Trap the soul and magic jar will also not be effective against the wearer.

If worn by a magic user it also has the following abilities. When worn by a mage, he can not be disturbed whilst casting a spell. So although he may be hit or would otherwise be distracted, a mage wearing this medallion will continue casting his spell. As per berserkers he could feasibly be killed, but would not take any affects until the spell has been cast.

If struck whilst wearing the medallion and casting, the caster loses his dexterity bonus but is given a +2 to protection from the power of the medallion. .