Usable by all classes. A bell has a clapper and is usually attached to a small handle so that it can be rung by shaking or waving it. A chime is similar to a bell, but it is usually thinner and has no clapper, so it must be struck to be rung. As with most handheld magical items, holding a bell or chime precludes making the gestures that accompany spellcasting. Unless otherwise specified, a magical bell or chime acts only when it is deliberately rung by the one carrying it, and any zone of effect is centered on the user. By default, bells and chimes have no burnout chance.
Level 2. When this bell is rung, all deciduous plants in a 6" radius drop their leaves and fruits, as if in autumn. Grain and fruit finish ripening, becoming ready to harvest. The Bell of Autumn can be used at most once per day.
Level 1. When rung, this bell immediately awakens all sleeping beings within a 6" radius, including those under the influence of magic. It even affects those who could not normally hear the bell ringing, such as a deaf person or someone asleep within a clerical Silence. It is usable three times per day, although this restriction may be removed if a burnout chance, suggested at 5%, is specified in the item list instead.
Level 2. When this bell is rung, 2D4 vampire bats immediately appear. The bats are AC 2 (AC 7 when fastened), HD1, fly at 24", and bite for D4 damage. When a bat successfully hits, it fastens itself to the body of the victim and drains blood at 1 hit point per round until it drinks an amount equal to its own hits. The bats obey the command of the user, and disappear after one hour. The Bell of Bats is usable once per week.
Level 1. Cursed-12. This item appears to be another type of magical bell. Once rung, this bell may only be gotten rid of via a successful Remove Curse as versus a 12th level. A clear ringing sound issues from the bearer whenever he moves. Anyone within 12" who is not acoustically isolated from the bearer can determine the direction and approximate distance to the bell by the sound. Only by remaining motionless can the bearer be silent. (Remaining motionless is impossible while engaging in combat or making the gestures that accompany spellcasting.) The ringing awakens normally sleeping people within 12". Muffling the bell by any mundane means, such as wrapping it in cloth, does not affect the sound.
Level 1. It takes one day to sensitize the bell to a particular door. During that time it must remain in the hand of the user and within 20 feet of the door. The bell may only be sensitized to two doors at any given time, but old ones may be dropped to make room for new ones. When the bell is rung within 6" of a sensitized door, the door swings open if closed, or swing closed if open. If the bell closes the door, it fastens it with the mage spell Wizard Lock, in its Hard-to-Knock mode, as if it were cast by a level 6 mage. If an existing Wizard Lock is on the door, the bell casts the mage spell Knock at it, as if thrown by a level 6 mage, although it always succeeds against a Wizard Lock it previously established.
Level 4. Every time this bell is rung, at least one of those within 6" who hears it (including the user) will die within the next 24 hours. If none of this group has died at the end of the 24 hours by other means, one of them picked at random dies suddenly. Any of the group who receive a successful Remove Curse as versus a 20th level will not be subject to this fate. The Bell of Fate is usable once per week.
Level 3. When the Bell of Freedom is rung, all entities within 6" are automatically freed from outside control. (This would include controlled undead, summoned elementals, anyone under the influence of any type of charm or Suggestion spell, etc.) Any creature freed by the bell will be aware that it was just released from someone else's control, and will generally react according to the situation in which it finds itself. The bell is usable once per week.
Level 2. Cursed-12. This item often appears to be a Chime of Time. Once rung, this bell may only be gotten rid of via a successful Remove Curse as versus a 12th level. The bearer is unable to keep track of time intervals shorter than one day. For example, if he were asked to meet someone at a particular time of day, or to stand watch for two hours, or to crash through a door after 5 minutes, he would somehow get mixed up. His errors are generally between minus and plus 50% of the interval involved (D100-50 percent). He will misread or forget to look at timepieces. Any timing device he carries ceases to function properly.
Level 2. When this bell is rung, all plants within 6" grow rapidly, as if affected by the mage spell Growth Plants. The Bell of Spring is only effective outdoors, and is usable at most once per day.
Level 1. When this bell is rung, any living being within 6" has its body surrounded by a 1 inch thick zone that adheres to it and follows its movements. Within this zone the temperature will be maintained at a minimum of 75 degrees Fahrenheit (i.e., there is no noticeable effect until the natural surrounding temperature falls below 75 degrees.) It does not counter cold or ice spells, but it is useful against extended exposure in very cold climates. The zone remains around all those initially affected for 1 day. The Bell of Summer is usable at most once per day.
Level 2. When this bell is rung, all creatures within a 6" radius that are not active during the winter fall asleep. (This includes most fish and invertebrates, amphibians, reptiles, and hibernating mammals.) All affected creatures will sleep for 1 hour or until disturbed. The bell is usable once per day.
Level 1. Cursed-10. Ringing the chime invokes the curse, after which the owner may only get rid of it via a successful Remove Curse as versus a 10th level. From then on, every time the possessor tries to give his opinion, the item chimes in with its own contradictory opinion. The user suffers a -6 to his charisma in all encounters. A whining nasal tone for the chime is recommended for maximum embarrassment.
Level 1. When rung, this chime gives off a light equivalent to the clerical prayer Continual Light. It remains on until the chime is rung again.
Level 2. When this chime is rung, all doors and portals within 3" open as if affected by the mage spell Knock. For level-vs-level purposes in opening Wizard Locked doors, the Chime is treated as level 4. The Chime of Opening may be used at most three times per day.
Level 3. When rung, the Chime of Peace temporarily gives the user incredible charisma, which is noticed only by those who have known him for at least one day. Thus, when it is used, it silences all arguments among members of the party, who will obey the decision of the ringer. (The GM must exercise discretion and limit the use of this effect to decisions generally made by the party as a group. This item is discouraged for convention use.) It is usable at most once per week.
Level 4. When this chime is rung, D6 mummies appear next to the user. Each mummy has a 50% chance of attacking the ringer only, and a 50% chance of attacking at random anyone within line of sight (including the user). The mummies are AC 3, HD5+1, move 6", and have one attack each for D12. The mummies are undead, and require silver or magical weapons to hit. For each successful hit by a mummy, the target must make a physical saving throw or become infected with a rotting disease. For each infected injury, the target loses 1 hit point every hour that passes, starting immediately. Cure Wounds prayers and items will not affect these hit point losses until the victim is treated with a Cure Disease. Each mummy disappears as soon as it is destroyed, its target is killed, or 20 rounds have passed. The chime has a 5% burnout.
Level 5. When rung, this item invokes the effects of the mage spell Time Stop in a 3" cube around it. 90% of the time, the user may move freely about in the zone of effect, and the Time Stop lasts for D4+2 rounds. The other 10% of the time the user becomes a victim of the Time Stop himself, and the duration of the effect extends to D4+2 days. The chime has a 10% burnout.
Level 4. When this chime is rung, it acts as the clerical prayer Toll, creating a mystical disturbance within a radius of 1 mile. The chime may be used three times per day.
Last Modified on September 11,1995.
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