Kybal's Cord (Magic Cord)

These lines are only found in crypts, treasure vaults, ruins, and other places that have long been undisturbed. Made of a now-lost fiber that neither rots nor frays, these cords can be cut only by magical or silver weapons. Typically, 2to 4' in length, such cords usually have a number of enspelled knots tied in them. Untying the knot unleashes its magical effects. Much research and experimentation must be undertaken to learn the process of enshelling these knots (which are only effective when tied in accord of this type), but the knots are easily tied, recognized, and untied.
Enspelled and ordinary knots are identical in appearance, and many cords have ordinary knots with enspelled ones as safeguards or to deceive buyers. Feared wizards such as Sespetar and Turgohn the Two-Fingered are known to wear such cords as belts when they travel. Powers of some of the known knots follow. Untying one type calls up a strong, steady wind lasting 3d12 turns, which blows in the direction at which the person untying the knot points the free end of the cord. Such winds have been used to aid navigation at sea, cause storms, and drive vessels onto rocks.
Another knot calls down a flame strike upon anyone within 200' that the unbinder points at with the free end of the cord. Yet another dispels web or entangle spells. One negates polymorph spells; another breaches walls of force. One knot, when it is undone, binds all creatures that exist on two or more planes and are within60' of the knot, to the Prime Material Plane for one turn (undead are not destroyed by this temporary restriction, but lose any energy draining attacks they normally possess for the duration). One causes all nonmagical ropes within a 20' radius to silently untie themselves. One negates an antimagic ray within a 40' radius around the cord, moving with it and remaining effective for nine rounds. On every rare knot frees summoned creatures (such as elementals, efreeti, and invisible stalkers) from control by their conjurer. Another rare knot may be relied around a rechargeable magical item, and restores 1d12 charges to the item. This process involves draining and destroying the cord, regardless of how many knots remain-all crumble into dust.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Cords