New Items (PWH)

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The following items represent a smattering of the unique magical items to be found on the planes. Some have appeared in previous Planescape products and are included here for a comprehensive listing.
==Baku's Trumpet==
This nondescript brass horn is in fact a magical item crafted on the Upper Planes. Similar to the attack of the creature for which it is named, a baku's trumpet inflicts 1d8 points of damage upon evil creatures within 40 feet when it is sounded. Further, such creatures must make a saving throw versus paralyzation or flee as though affected by a fear spell. This item can be used three times per day.
Evil bashers who attempt to use this item must make a saving throw versus paralyzation or be struck mute. In any event, the item does not function in their hands.
==Bottled Breath==
This magical bottle holds pure, clean air—a limitless supply of the stuff. To use it, a body simply uncorks it and drinks from the bottle as though she were drinking liquid. A basher can remain alive indefinitely by drinking air from the bottle when there's no other breathable air available, but the bottle can't be left open for more than one round at a time. It must be recorked after each draught or its magic becomes inert. The clear glass bottle looks empty (it's only got air inside, after all).
==Chains of Light==
These chains, forged from solid sunbeams, are reputed to have been designed by the power Reorx himself. Whether they came from his halls, or from the halls of Clangeddin Silverbeard, or from the more ordinary smithies of Arcadia, the fact remains that these chains are hugely effective when used against the right targets.
When these shiny metallic chains are used to bind an evil creature, they glow with intense light equal to a continual light spell. Those of evil or chaotic bent who look upon this light must save or be blinded (-4 to attack rolls, saving throws, and AC) for 1d6 rounds. Lawful good, neutral good, and lawful neutral creatures who gaze into the light can see the creature bound within surrounded by a bright light, but take no penalties from the brilliance.
If the bound creature tries to escape, the chains heat (or cool, depending on which inflicts more damage on the creature), causing td2 points of damage the first round, 1d4 the next, td6 the third, and so on to a maximum of 1d12 per round. This heat or cold ceases immediately when the creature ceases its struggles.
==Fiend Globe==
Small hollowed ceramic globes measuring no more than 3 inches across, these items are the bane of fiends of all types—at least those of minor to medium status. When broken a fiend globe summons a minor fiend from the Lower Planes. Although the fiend is not always powerful, the magic that calls it is, for these magical items operate even on planes on which it would normally be impossible to summon a fiend. Nothing short of an antimagic shell stops the enchantment on these globes. When a globe is broken, roll on the following table to determine what fiend appears:
1d100 Roll	Creature
01-15 	Nupperibo
16-25 	Spinagon
26-35 	Manes
36-45 	Lemure
46-50 	Quasit
51-55 	Imp
56-60 	Barbazu
61-65 	Hamatula
66-70 	Hordling
71-75 	Bar-lgura
76-80 	Rutterkin
81-85 	Osyluth
86-90 	Abishai
91-95 	Dergholoth
96 	Succubus
97 	Erinyes
98 	Hydroloth
99 	Bodak
00 	Night hag
The fiend remains for 1 hour, serving the individual who broke the sphere faithfully, even unto death. At the end of the hour, the magic of the globe draws the fiend back to its home plane. Obviously, each sphere can be used only once. The chant is that these globes were developed by powerful baatezu lords to give to their faithful servants as rewards.
==Grue Bottle==
Another magical bottle, usually made of opaque glass, this item is an object of summoning. When shaken vigorously and then opened, a very temporary gate opens within it to an Elemental Plane. The gate manifests itself as colored smoke, steam, liquid, or ooze that pours forth from the bottle and forms into a creature from the Inner Planes. The creature serves the bottle's owner for a total of 10d10+50 minutes (rounds). This time need not be consecutive; the owner can command the entity to return to its own plane at any moment before its time runs out. After the first (random) summoning, that particular elemental is bound to the bottle and can be summoned again by utilizing the bottle at a later time, although the item can be used only once per week. The number of rounds left in the creature's service does not change even if the bottle passes to a new owner—it's based on the total number of rounds already expended.
When the creature finishes its term of service, it is free to act as its nature dictates, usually either attacking the sod who last summoned it, or immediately trying to find a way home. Unlike a.fiend globe, the grue bottle does not return the elemental creature to its home plane.
To determine the type of creature summoned by the initial opening, roll on the following table.
D100 Roll	Creature
01-20 	Fire grue (harginn)
21-40 	Water grue (varrdig)
41-60 	Earth grue (chaggrin)
61-80 	Air grue (ildriss)
81 	Fire mephit
82 	Radiance mephit
83 	Water mephit
84 	Ice mephit
85 	Magma mephit
86 	Ash mephit
87 	Mineral mephit
88 	Steam mephit
89 	Air mephit
90 	Smoke mephit
91 	Earth mephit
92 	Ooze mephit
93 	Dust mephit
94 	Salt mephit
95 	Lightning mephit
96 	Mist mephit
97 	Xorn
98 	Phantom stalker
99 	Aerial servant
00 	Nereid
==Horn Caps of Battering==
These small 1-inch-long brass items fit over the ends of a bariaur's horns. They allow a male bariaur to make his charging attack against construction, such as walls or doors. Such an attack inflicts structural damage identical to a battering ram. Note that these caps must be attached to natural bariaur horns, and not (for example) to those provided a female bariaur by a homed helm.
==Net of Crystal Capturing==
Fashioned of strong cords and laced with tiny crystals, this net is useless as a weapon due to its small size (only 2 feet by 2 feet). It's used to capture spell crystals as they pass by or near the wielder. A successful attack roll is required .to catch a crystal, which has an AC 3 for this purpose. If the wielder of the net misses a crystal, he must make a successful saving throw versus spell or the crystal affects him automatically.
Only one spell crystal can be held within the net at a time, but the net can hold such an item indefinitely. The most obvious use for captured crystals is to release them upon one's enemies. Spell crystals result from a prime material wizard's spellcasting, and they usually either summon a body off of the Outer Planes without warning or demand immediate answers to the wizard's divinations.
==Oil of Stone Integration==
This oil must be applied-to a cutter and all his possessions in order to work. One flask of this oil coats two man-sized individuals or one humanoid and a lot of possessions. Application of the oil takes 1d10 + 10 rounds. When completed, the user can pass through stone and earth as if it did not exist. Stone weapons and creatures composed of earth (such as elementals) can inflict no harm upon the user, but the user cannot handle or touch any item made of stone. The same is true of any item coated with the oil, although if the user picks up a nonstone object (such as a wooden stick), he can touch or bang that object against stone. A stone object coated with the oil becomes untouchable and immovable until the oil wears off. Each application lasts 10d6+30 minutes.
==Planar Compass==
Functioning somewhat like an elemental compass (see the Tome of Magic), this device allows a cutter to find his way around the Outer Planes. The compass resembles an iron sphere approximately 6 inches in diameter. The two halves of the sphere separate if pulled apart, revealing a hollow cavity within. If an object or portion of an object from a particular plane is placed within this cavity (which is approximately 4 inches in diameter), and the two halves joined, the compass indicates the direction of the nearest portal, conduit, path, or vortex that leads to that plane. The compass spins about, eventually stopping and indicating the direction by means of a small arrow which juts out of one of the halves. Once activated, the compass continues to point in the direction of the plane until it reaches that plane or until the object is taken out of the sphere.
==Planar Mancatcher==
The planar mancatcher looks a lot like the prime version of the weapon: a long pole with a set of spring-loaded, sharpened jaws at one end. Difference is, the planar mancatcher is a +2 weapon made entirely of steel or harder metals and engraved with mystic runes. It was made to catch githyanki, githzerai, tanar'ri, and other creatures that can plane shift or teleport at will. Since it's nearly impossible to bold these beings when they can simply shift away to a more hospitable place, law enforcement officials plagued by such shifters finally devised the planar mancatcher. Such items are, of course, very popular with the Harmonium, whose patrols often carry them.
To use the mancatcher, all a body needs to do is hit the target (S-, M-, or L-size creatures only; bigger ones are just too big to bold and smaller ones slip right through). Always treat the target as AC 10, though Dexterity bonuses can modify this—magical bonuses and armor do not. Damage and other effects are as a normal mancatcher. If the victim attempts to use a plane shift or teleport-style spell or ability, the shift fails and the mancatcher sends a dose of painful magic coursing through the shifter's body. Every attempt inflicts 1d10 points of damage on the victim. The sod has a 1% chance for every point of damage sustained (cumulative during a single entrapment) of being knocked unconscious by the magical resonance.
==Planar Wards==
Planar wards are expensive (and rare) items based on the 4th-level priest spell, surelock. These wards generally last a lot longer and cover more area than the spell. Plus, they have a couple of extra features.
Planar wards come in sets of four or more (up to eight) and must be. used together. The chant is that these carved blocks of marblelike white stone come from the destroyed portals of Sigil. Most bloods scoff at this, since portals come in all shapes, sizes, and materials. Still, more than one cutter has proven the wards effective against portals.
Each block is carved with two numbers. The first tells the user where in the sequence of wards to activate it, and the second denotes how many blocks are in the set. Each block works only with the other blocks of its set—planar wards go inert if a body attempts to use them with another set.
When activated in sequence (one command word activates the set), the blocks emanate an invisible wall that prevents portals, gates, or conduits from appearing inside its boundaries. The way the stones are laid determines the shape of the wall; they can be arranged up to 60 yards apart, in any pattern the user desires. The wall extends 60 yards above and below the ground as well.
The wall also provides protection against creatures using any sort of teleportation or plane-shifting magic to enter the area. This includes teleportation, blinking, oil of etherealness, and the like. Folks attempting to enter the warded area can do so physically; spells or shifting abilities take them only as far as the wall. A body using a spell to deliver him to an exact point within the wards instead pops into existence 60 yards away, suffering no damage—'cept from whatever arises once he gets there.
Cutters in the warded area can deactivate the wards, if they know how. (Usually it takes another command word.) Otherwise, the wards last ld4 weeks after activation; when the wall fails, the blocks become normal pieces of stone. Planar wards aren't rechargeable.
==Portal Trap==
This device looks and feels like a small ball of lead ½ inch in diameter. Its enchantment is activated by two conditions, both of which must be met. First, a command word (sometimes etched in tiny printing on the ball itself) is spoken. Then, the ball is placed within the portal's framework—doorway, arch, or whatever. The portal can be active or inactive at that point. When next a creature uses that portal (either way if the portal is of the two-way variety), the portal trap explodes with the force of a 6d6 fireball cast by a 6th-level wizard. The portal is usually unharmed by the trap (the portal's framework is destroyed 1% of the time). Interestingly enough, the trap's enchantment is such that the explosion extends through both ends of the portal, half in one direction, half in the other, regardless of the type of portal.
==Potion of Elemental Breathing==
There are as many different versions of this potion as there are Inner Planes without a breathable atmosphere, and potions for those that have a marginally breathable atmosphere as well. They all function identically to a potion of water breathing, allowing a basher to breathe a substance other than air. When found, the potions are 75% likely to contain two doses, and 25% likely to contain four. Each potion dose lasts 1 hour plus 1d10 minutes. Roll on the following table to determine the type of potion found:
D100 Roll	Potion
01-20 	Water breathing (includes Steam and Ooze)
21-40 	Fire breathing (includes Magma)
41-60 	Earth breathing (includes Mineral)
61-70 	Smoke breathing
71-80 	Ash breathing
81-90 	Salt breathing
91-00 	Dust breathing
==Ring of Bariaur Lord==
In appearance, this item looks a little like a ring of the ram, with a small ram's head adorning the ring. The powerful magic of this ring only activates when it's worn by a bariaur. While wearing this ring, a bariaur can use any magical item normally prohibited because of his bodily form, such as boots, shoes, slippers, leggings, and so on. Such items are transformed into objects that the bariaur can use, without losing any of their magical properties (DM's discretion). The transformation lasts as long as the bariaur remains in possession of the item and wears the ring.
==Scourge of Lightning==
This weapon is used primarily on the Lower Planes, especially the Abyss. Its cruel barbs and cutting pain are effective against most any petitioner, and the lightning is effective against leatherheaded berks who just don't get the point the first time. The scourge functions as a +2 weapon in the Abyss.
A scourge of lightning is a small whip, about 4 feet long, 1 foot of which is the handle. The length of the whip is studded with small metal barbs, sharp enough to pierce flesh and small enough to grab armor or tear clothes that get in the way. Unless the clothes are tough leather, the scourge shreds them in two rounds. Leather requires another round. Each lash inflicts 1d4 points of damage.
Its main value lies in the ability of the wielder to release electricity through the metal barbs. When the user desires, the scourge begins sparking and flaring. A sod hit by the weapon in this state sustains damage as from a regular scourge, as well as an additional 2d8 points of electrical damage (save versus spell for half damage). The electrical attack can be activated at any time by a tanar'ri of at least 5 Hit Dice. Anyone else can call the electricity only five times a day.
==Scroll of Outer-Planar Protection==
(Reading time—8) These magical scrolls operate as do most scrolls of protection. As usual, these protections do not affect creatures on their home planes. Otherwise, the magic protects the reader and all within a 10-foot radius that moves with the reader. Protection affects a maximum of 50 Hit Dice of creatures, and lasts for 1d6 + 10 rounds. Attacks directed out of the circle of protection are possible, as is attack into the circle by those creatures exceeding the Hit Dice limitations.
D100 Roll	Type of Scroll
01-15 	Protection from celestials (including aasimar and all upper-planar natives)
16-25 	Protection from neutral creatures (including rilmani and all natives of the Outlands)
26-65 	Protection from fiends (including tieflings and all lower-planar natives)
66-75 	Protection from modrons (including all natives of Mechanus)
76-86 	Protection from slaadi (including all natives of Limbo, but not githzerai)
87-00 	Protection from all outer-planar creatures
==Scythe/Sickle of Flame==
There's some confusion as to whether this item originated on the Upper Planes or the Lower Planes. Whatever the case, denizens of both see some value in this weapon, for each has champions who use the weapon indiscriminately. Wherever it was created, bloods know this much: The scythe of flame is a weapon of +3 enchantment on any plane. When the command word is spoken, the scythe's blade flares up in a bright flame. This flame is real—it illuminates as well as a good strong torch and can set fire to any flammable material. The scythe inflicts ld6 additional points of damage to any creature with a special vulnerability to flame. The flare lasts until the command word is spoken again, or until three hours have passed.
==Scythe/Sickle of Light==
Made on Mount Celestia, the scythe of light is more than just a formidable hand-to-band weapon. It's also extremely valuable against the undead and as a light source. On its home plane, it functions as a +4 weapon.
By invoking the proper command word (inscribed into the gold-tinged blade itself), the wielder can turn undead as a 7th-level cleric; a body can use this power three times a day. Likewise, by speaking the command word, the wielder causes the scythe of light to produce a bright sphere (equivalent in size to a continual light spell) for up to one hour. This power also can be invoked three times a day. The wielder can dispel the sphere at any time, but any use at all counts against the daily limit.
==Scythe/Sickle of Pain==
The scythe of pain is used almost exclusively by the baatezu to force order upon the petitioners unlucky enough to fall into their clutches. Only baatezu of 6 HD or more carry these scythes, so it's a cinch any other berks who carry one will be marked for death by the first baatezu that spy them.
The scythe is a +3 weapon on Baator. If that ain't enough, it also has the ability to cause pain. When the command word is spoken, the pain-causing ability is activated and those hit by the scythe must save versus spell or suffer an unbearable rush of agony through their bodies. The influence of this pain reduces Dexterity by 3 points, Armor Class by 2 grades, and applies a -4 penalty to attack and damage rolls. The effects last 1d6 rounds.
==Scythe/Sickle of Paralyzation==
The scythe of paralyzation originates on the Outlands, where it's available to anyone with enough jink. This +2 weapon inflicts damage as a normal +2 weapon, and has the added benefit of rendering its victims immobile. All the wielder needs to do to activate this power is speak the name of the weapon, which is usually written along the wooden handle itself or along the pegs on the handle. When the paralyzation ability is activated, anyone the weapon hits must save versus paralyzation or be unable to move for the next 2d4 rounds. Users can activate this power 1d10 times a day, but here's the dark of it: They won't know how many charges are left until they're gone.
==Shifters' Manacles==
Designed along the same lines as the planar mancatcher, the shifters' manacles prevent whoever's wearing them from plane shifting away from their troubles. This item was designed by the Mercykillers, who got tired of seeing folks fly out of their birdcage because they could shift at will. Members of the faction vowed to lose no more prisoners and set their mages to work on devising manacles that could hold against any type of plane-shifting magic.
The thing is, the mages had to produce the manacles quickly and in bulk, so they didn't have the time to throw in the small details. Therefore, the manacles are big and heavy and do not shrink or expand to fit the being wearing them. Fortunately, the Mercykillers have a lot of these lying around the Prison in Sigil, to fit creatures of almost any size. The metal of the manacles proves resistant to rust and magic, preventing a captive from bursting free of its bonds by either means. The metal is also specially enchanted to resist psionics.
Anytime a body tries to use shifting power while wearing manacles, not only does the power fail to operate, but the prisoner suffers 1d10 points of damage as fiery pain races up and down its nerves. The would-be shifter might even pass out from the pain (a 2% chance for each point of this damage). Unconsciousness lasts for 1d3 turns (or, if the creature regenerates hit points, as long as it takes to regain those it lost).
==Seeker Stones==
Planar groups use seeker stones to locate friends and companions. These items come in a set of two perfectly clear peridot balls. To activate a seeker stone, all a body has to do is speak the command words inscribed into the bottom of the matching stone.
Once activated, a stone homes in on its match, if it is within 10 miles. A glowing arrow appears in the center of the translucent ball, pointing toward the other stone as a compass homes in on magnetic north. The arrow grows fatter and brighter as it's carried closer to its mate. When the matching stone is within 5 feet, the arrow abruptly dies—if a berk can't figure out how to find the companion stone from here, he doesn't deserve to find it. If the distance between the two increases again before the enchantment is deactivated, the seeker stone flares into life again. (Speaking the command words in reverse dispels the power.)
Either stone can be activated to seek its mate, though the uses are independent of each other. In other words, both, either, or neither one may be activated at any given time.
Although the stones have a range of only 10 miles, the chant whispers of seeker stones that can actually span planar boundaries. But don't place too much stock in the rumor, berk: No reliable blood has ever reported seeing such a set.
==Transient Sword==
In all respects, this Jong sword appears and functions as a normal sword +2, although no spell, sage, or tome reveals the blade's origins. The true magic of this strange and potent item is not revealed until the wielder moves to another plane. At that time, the wielder notices (as soon as he uses the blade) that the enchantment of the sword remains the same. The dark of the sword is this: It's somehow a weapon without ties to any plane. Its enchantment always remains at the same level (+2), no matter where the wielder goes. The sword's true origins are unknown and possibly permanently obscured.
==Vambraces of Evil's Warding==
These armbands, when worn and invoked, protects the wearer from missiles fired by evil bashers. They're shiny metallic pieces of armor, graven with warding runes, that fit snugly over the arms of whatever creature dons them. When the runes are traced by the wearer, the vambracesg low blue for an instant, and then fall back to apparent quiescence.
Once triggered, they're active until removed. If someone of evil alignment fires a missile (sling, arrow, quarrel, javelin, and so on) at the wearer, the attack roll's made at -4. If the attack fails, the missile's attracted to the vambraces and bounces off harmlessly. Even magical weapons are subject to this stricture, though they still have their magical bonus. Weapons that automatically strike the victim continue to do so, and melee weapons are unaffected by the power of the vambraces. Area effect attacks such as breath weapons and spells have normal effect.
It's said that the vambraces were created from the spirits of fallen petitioners on Arcadia, and their desire to combat evil still lives within the items. This theory's borne out by the fact that when an evil sod dons the vambraces, she suffers 2d8 points of damage for every 10 rounds she wears them.