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Eyes and Glasses

Usable by all classes. Magical eyes are a sort of contact lenses, usually found in pairs. They stay magically in place until the user wishes to remove them. Unless otherwise specified, the pair must be worn together for any effect. Magical glasses consist of a pair of lenses in a frame worn on the nose and ears. Only one magical lens (including glasses) can be worn on each eye. A magical lens that provides protection or enhanced vision only functions for the eye on which it is worn. One-eyed vision gives -10% to melee and -20% to missile attacks. It may also give a 20% chance of mistargeting spells. Most magical eyes have limited uses or constant effect; by default, they have no burnout.

Bull's Eye

Level 1. Cursed-20. The Bull's Eye often occurs as a single lens. The wearer is never missed by any missile fire directed at him, provided the missile had some chance to hit him. It cannot be removed except via a successful Remove Curse as versus a 20th level.

Eyes of Charming

Level 4. The wearer of these eyes can charm people much as a vampire would. Anyone within 30' of the wearer who looks directly into his eyes must make a mental saving throw or be charmed into obeying him. These eyes cannot be used with a full visored helm, nor against a blinded opponent or one looking away. Give a +10% to save if the victim is trying to avoid the gaze, -10% to -20% if engaged in close conversation. The victim is affected as if by the mage spell Charm Monster, except that the wearer does not need to concentrate to maintain the charm.

Eye Conquered

Level 1. The wearer can gain +20% versus attacks and on saving throws versus a particular species, other than humans. In order to do so, the user must take a pair of eyeballs from a creature he has personally killed. (If more than one character did damage during the round of death, determine who gets credit randomly.) He must place one eyeball to each lens within one hour, whereupon the eyeball magically vanishes into the lens. The lenses then provide the 20% advantage, but only for that character versus that species. If a nonhuman character dies while wearing them, he permanently loses his eyes, even if raised from the dead. If the person who killed him puts on the eyes within an hour, he gains the advantage against that species. The advantage only applies to the most recent species for which eyeballs were applied to the lenses. (GMs are discouraged from using this item at PrinceCon because of the difficulties with reliably keeping record of the species against which the bonus is currently applicable.)

Evil Eye

Level 3. Once per day, the user of this eye can throw a paralyzation spell at a single target within 1". If the victim fails a physical saving throw, he is paralyzed. A paralyzed target gets an additional chance to save every 80 minutes, and when he saves he must make a constitution survival roll or die. The Evil Eye usually occurs as a single lens.

Eye of the Law

Level 3. Once per day the wearer can use the clerical prayer Portal of Justice, as if cast by a level 12 cleric of Janda. When this prayer is thrown on a doorway or gate, it indicates whether or not any being passing through the portal is evil by glowing red. "Evil" is as defined by the Janda religion in this case.

Eyes of the Peaks

Level 2. The wearer can see on command what he would see if he were standing on a nearby mountain peak. The peak must be within 5 miles and over 3000 feet tall. The wearer may magnify what he sees from the peak, as per Eyes of Telescopic Vision (things seem closer by a factor equal to twice the user's level).

Eyes of Petrification

Level 3. These eyes seem to be some other type of eyes until used, whereupon they turn the user to stone, no saving throw.

Eyes of Plane Sight

Level 2. The user of these eyes can see into any plane (normal, astral, ethereal, etc.) from any other. These eyes can only see into one other plane at a time.

Eyes of Protection

Level 1. These eyes protect the wearer from the effects of any attacks to or through the eyes, such as Power Word Blind, Blinding Flash, a vampire's gaze, or petrification from viewing a medusa.

Eyes of Second Sight

Level 1. The wearer of these eyes can use the mage spell Second Sight once per day. This spell allows the wearer to see perfectly normally without the use of his eyes, or the need for any light. (This is useful when blinded, in darkness, fighting medusae, etc.)

Eye of the Storm

Level 2. The wearer of these eyes can cast the mage morphic spell Skylore, in the wind sphere. He can only use the spell to decrease the wind velocity in his area. Up to 5 spell levels are available per day from the eyes, to be divided up as the wearer chooses, except that he can never cast the spell at range. (The wearer cannot add his own spell points, if any, to the eyes to add modifiers to the Skylore spell.) If only one eye is worn, 2 spell levels are available to the user per day.

Eyes of Telescopic Vision

Level 1. The wearer of these eyes may concentrate on one region or object, and he will see things as if they were closer to him. The maximum magnification factor is twice the level of the user; e.g., a 5th level user can see things at 10 times normal size.

Eyes of True Sight

Level 4. These eyes allow the user to see as if under the effect of the mage spell True Sight. He can see the true state of affairs, as if no illusions or delusions were in progress. They are useful versus disguises, illusions, Mirror Image, dopplegangers, Projected Image, Hallucinatory Terrain, Massmorph, etc. Any illusion simply does not exist for the user. The eyes do not enable the user to see in the dark, or through walls, or the like. If he is wearing only one Eye of True Sight, there will be occasions on which he must make a mental saving throw or go insane due to the vast contrast between what he sees through his two eyes. (The GM must use discretion in deciding what constitutes such a situation.)

Dwarven Glasses

Level 1. These glasses allow the wearer to see via infravision and to distinguish metals and evaluate gems and jewelry as a dwarf.

Gaze Reflection Glasses

Level 1. These tinted glasses prevent anyone from making eye contact with the wearer. They therefore protect him from attacks such as a vampire's gaze or Eyes of Charming. The wearer is also immune to the effects of the spells Mini-Flash and Blinding Flash.

See Invisible Glasses

Level 2. These glasses allow the wearer to see invisible objects or beings, if he would otherwise be able to see them.

Wizard Eye Glasses

Level 2. These glasses allow the wearer to use the mage spell Wizard Eye. By default, Wizard Eye Glasses can be used once per day, but a burnout (suggested at 10-20%) may be specified in the item list instead.

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Last Modified on September 25,1995.

ammulder@princeton.edu