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Lights

Usable by all classes. Lights include candles, candelabra, lamps, and lanterns. For PrinceCon purposes, no distinction need be made between these types of items. A candelabrum is a branched metal candlestick with several candles. A lantern is a protective case, with transparent openings, in which a light may be carried. By default, a magical light at PrinceCon includes fuel (candles or oil) that lasts until the item burns out. A magical light must be held to be lit, but it continues burning thereafter as any ordinary light would. A light is activated by lighting its wick (or wicks); this requires a full round, and takes effect in the item phase. Anyone holding a light can extinguish it in a single round. Unless otherwise specified, all lights have a 2% burnout chance. Roll each time one is lit, and once each turn that it remains lit.

Candelabrum of Darkness

Level 2 C. When this item is lit by a cleric, it radiates a zone of darkness equivalent to the clerical prayer Continual Darkness. (If the cleric's god is one whose dominion includes darkness and night, the zone of darkness also renders all magical sight useless within it.) If the candelabrum is lit by anyone other than a cleric, it radiates nonmagical light as a normal candelabrum.

Candelabrum of Distress

Level 2. When lit, this item sets off a great pyrotechnic display. These fireworks rise over a mile into the air and are visible for up to 100 miles. If the candelabrum is lit underground or indoors, the display rises only as high as the ceiling. The pyrotechnics last as long as the candelabrum is lit, and do no damage to anything.

Djinni Lamp

Level 4. This lamp has no fuel and cannot be activated by being lit. Instead, the user can summon a djinni from the lamp by rubbing its side with the palm of his hand. The djinni is AC 5, HD7+1, flies at 24", strikes for 2D8, and may become invisible or gaseous at will. As an alternative mode of combat it may form a whirlwind that does 1D6 damage to all beings vulnerable to nonmagical weapons in a 10 foot radius, each round they remain. He is larger than man-sized and can carry up to 600 pounds of weight at his flight speed. (Assume 40 m.p.h. for long-distance travel times.) The djinni can create mundane objects of any type, up to 100 pounds per day; metallic objects so created will fade away after 6 hours, but soft substances (such as fabric or food) are real and lasting. The djinni serves the user for one day every time he is summoned, although he may pervert or refuse to obey orders which are strongly against his nature or blatantly self-destructive. Each time he is summoned, there is a 25% chance the djinni becomes permanently free of the imprisoning enchantment, at which point he may act as he chooses, including attacking or cooperating with the user.

Light At the End of the Tunnel

Level 3. Cursed-20. The unlucky user who lights this candelabrum cannot get rid of it until the curse is removed. He henceforth has an unreasoning sense of optimism that once he starts on a task he can carry it through to a successful conclusion. When presented with contrary opinions or evidence, he will light the candelabrum and attempt to convince others to proceed with the task, adding 6 to his charisma while doing so. He persists in disregarding any arguments or evidence to the contrary unless everyone remains adamantly opposed to him. Anyone who attempts to extinguish the light during one of these exhortations must save vs. spiritual or immediately come to see the argument the user's way. The GM must use great discretion in running the effects of this item. This candelabrum has no burnout chance, and radiates nonmagical light as a normal candelabrum when lit.

Candelabrum of Hospitality

Level 3. This item radiates light as a normal candelabrum. When it is activated, all poisons in its light within 20 feet are automatically neutralized. Spells and items that create poison do not work, although if taken out of the zone of effect they continue to function. Venomous creatures are unable to produce or inject poison in the area of illumination. Any beings who eat together within the zone of effect will not be able to take any hostile action against each other for 24 hours after leaving the item's aura. The candelabrum can only be lit once per day, and puts itself out after one hour if not extinguished before then.

Light of Reason

Level 3. When lit, this item illuminates as any normal light. While activated, it automatically dispels the following clerical prayers whenever any portion of their zones of effect come within 20 feet of the item: Darkness, Continual Darkness, Light, Continual Light, and Silence 15'r. In addition, anyone holding the light gets +15% on all spiritual saving throws when it is lit. Any cleric who approaches within 20' of this item when it is lit must save vs. mental or be affected as per the mage spell Fear. If a cleric activates the light, he must save vs. mental at -20% or suffer the effects of both the mage spell Fear and Power Word Blind.

Light of Right

Level 3 "clerics of Janda". When lit by a Janda cleric, this item gives off light equivalent to a Continual Light prayer. It automatically dispels all illusions within 2". The light continuously subjects anyone within its zone of effect to the prayers Detect Guilt, Detect Lie, and Detect Oathbreaker, with no saving throw. Anyone detected by the item glows in the light's illumination, and his status as a guilty criminal, liar, or oathbreaker is obvious to everyone in line of sight.

Skylight

Level 1. When this candelabrum is lit, it flickers and sputters, failing to illuminate much with the light of its candles. This item has no effect outdoors. When lit indoors or underground, the light is splashed across any walls or ceiling within 20 feet to produce an exact duplicate of the sky outdoors, without clouds. If activated during the day, the light is projected onto the ceiling, dimly focused in the position of the sun. At night, the positions of the moon and stars are duplicated exactly as they would be seen if they were viewed from that spot under a crystal clear sky. The projection slowly changes to reproduce the movements of the celestial bodies in the sky (like a projector in a planetarium). Navigators can steer by these sky scenes.

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Last Modified on September 25,1995.

ammulder@princeton.edu