quaals bag of ioun figurines.doc

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Quaal’s Bag of Ioun Figurines This is really a collection of collections. The most common “homebrewed” items in D&D are The Deck of Many Things (which is covered in another file over 100 pages long), Ioun Stones, The Bag of Tricks, new items for a Robe of Useful Items, Figurines of Wondrous Power, and Quaal’s Feather Tokens. Collected here are all the canon, official release, net additions that I could find and a few of my own. No infringement on copyright is intended as this is a gamers’ only collection for reference. Net contributors are credited wherever possible. Enjoy! F Haskell First up is the Robe of Useful items. This is a first edition list with a twist first listed in a module. As a game item it has WAY too many items and powers but shows ALL the added possibilities. The core items are there as well as some from the web (they were random listings so no credit is possible) and the rest from the back of one of the core books. What follows is a Robe of Bones I enhanced. Robe of Useful Items, also a robe of Scintillating Colors hypnotize or transfix for 2-5 rds or turns. It appears as a gypsy robe of multiple colored silk rags but in reality is an elegant robe with real gold work embroidery and embroidered patches inside that can be peeled and used by the owner. Even if all patches are used, the robe retains its scintillating color power and still appears altered to outsiders. [AD&D] 2 daggers 2 10' poles 2 lanterns 2 50' ropes 2 lg. mirrors 2'X4' 2 lg. sacks 3 bags 100gp 1 cask ale 2 12' rowboats 1 sm. Bonfire 1 cask wine 2 pack mules 4 pair wardogs 1 caltrops, 6 1 4' crowbar 1 lit torch 2 2'X4' windows 1 cask brandy 1 12' ladder 1 rooster 1 silver dagger 1 shovel 1

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Page 1: Quaals Bag of Ioun Figurines.doc

Quaal’s Bag of Ioun Figurines

This is really a collection of collections. The most common “homebrewed” items in D&D are The Deck of Many Things (which is covered in another file over 100 pages long), Ioun Stones, The Bag of Tricks, new items for a Robe of Useful Items, Figurines of Wondrous Power, and Quaal’s Feather Tokens. Collected here are all the canon, official release, net additions that I could find and a few of my own.No infringement on copyright is intended as this is a gamers’ only collection for reference. Net contributors are credited wherever possible. Enjoy!

F Haskell

First up is the Robe of Useful items. This is a first edition list with a twist first listed in a module. As a game item it has WAY too many items and powers but shows ALL the added possibilities. The core items are there as well as some from the web (they were random listings so no credit is possible) and the rest from the back of one of the core books. What follows is a Robe of Bones I enhanced.

Robe of Useful Items, also a robe of Scintillating Colors hypnotize or transfix for 2-5 rds or turns. It appears as a gypsy robe of multiple colored silk rags but in reality is an elegant robe with real gold work embroidery and embroidered patches inside that can be peeled and used by the owner. Even if all patches are used, the robe retains its scintillating color power and still appears altered to outsiders. [AD&D]2 daggers2 10' poles2 lanterns2 50' ropes2 lg. mirrors 2'X4'2 lg. sacks3 bags 100gp1 cask ale2 12' rowboats1 sm. Bonfire1 cask wine2 pack mules4 pair wardogs1 caltrops, 61 4' crowbar1 lit torch2 2'X4' windows1 cask brandy1 12' ladder

1 rooster1 silver dagger1 shovel1 oak tree 30'1 pick1 oak door1 stack 50sp1 wasp nest1 giant owl1 24' ladder1 10' cube pit1 meat haunch, beef1 campfire1 Chess set1 Tent, pitched1 Wooden bathtub w/ hot water1 Lady's hat and handbag1 mallet & 10 stakes1 meat haunch, roast mutton

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1 meat haunch, venison1 meat haunch, pork2 gems 10 of 100gp2 potions extra-healing1 scroll protection from shape changers1 500gp silver coffer1 scroll protection from petrification1 cask water 3 gal.1 scroll protection from undead2 10X10 iron doors1 Ballista, loaded, w/ 10 bolts1 Portable Ram 10’ long1 Camping set, iron set (including a knife, fork, spoon, cup, plate, small bowl, stew pot, and three pans)1 Picnic set (a basket full of food and drinks for 4 persons, parasol, and carpet)1 roll of fine linens (toilet paper)1 scroll of protection from possession1 4' x 6' dinner table with settings for four, including good wine (one goblet each), lit candles, and a tasty chicken and vegetable dinner.1 horse with pack2 roast turkey legs2 tankards ale4 clay pots of oil1 50' length of silk rope with grapnel1 10'x5' door1 caltrops, 122 dice d62 heavy maces2 long spears1 tower shield1 set leather armor1 hvy crossbow, 10 bolts2 automaton warriors1 everburning torch

1 sack containing 400 gp and 1,000 sp1 Masterwork alchemical silver heavy mace1 Masterwork heavy crossbow and five adamantine bolts1 Trail rations (1 day)1 Potion Oil of daylight2 hunting spiders1 Rock fall (5 ft. by 5 ft. by 5 ft.) inflicts 2d6 damage and creates dense rubble1 bedroll1 set exploring clothes1 climbing set1 Shapeable wooden barricade ( 5 ft. high) up to 100 ft. long; treat as dense undergrowth (Boma)1 Dense undergrowth (5 ft. by 5 ft. by 5 ft.)1 Spyglass1 Potion of Flying1 Cart and pony2 wolves1 Pool of fresh water (5 ft. by 5 ft. by 1 ft. deep)1 Sunrod1 Spell component pouch1 set Cleric’s vestments1 Wooden holy symbol1 Religious tract4 vials of holy water1 Masterwork breastplate and masterwork light steel shield1 Stone statue of wearer’s god (10 ft. high, 5 ft. wide)1 Phylactery of faithfulness1 Bell1 Stone altar (5 ft. by 5 ft. by 5 ft.)2 divine guards1 Healer's kit and vial of antitoxin1 Sheet of parchment, vial of ink and quill

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Robe of Bones, GreaterThis handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe covered in sewn on bones and small skeletons, like a shaman's robe. A character who dons it notes that it is adorned with small full skeletons, some enchanted small, some from minimals, some just enchanted single bones. These figures are known intrinsically by the robe's wearer to be magical. Only the wearer of the robe can see the figures and recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature under the control of the robe wearer.2 goblin skeletons 2 goblin zombies2 wolf skeletons 2 medium wolf zombies2 human skeletons 2 human commoner zombies1 hill giant skeleton can speak 1 Zombie Lion1 Iron Skeleton Armed can speakModerate necromancy [evil]; CL 6th; Craft Wondrous Item, animate dead; Price 2,400 gp; Weight 1 lb. [Fred Haskell mod]

One deck I will include is the Deck of Illusions that always should have been expanded to a full 54 card deck. You normally would cut the deck and give the players an incomplete one anyway but a full listing was in order.

Deck of Illusions:

A: Red Dragon Beholder Lich Iron GolemK: Fighter 4gds. MU 1app Cleric 2pr Thief 3 cohortsQ: Succubus Night Hag Medusa ErinyesJ: Druid Assassin Monk Bard10: Fire Elemental Air Water Earth9: Cloud Giant Fire Giant Frost Giant Hill Giant8: Ettin Orge Mage Troll Ogre7: Bugbear Gnoll Hobgoblin Orc6: Goblin Kobold Xvart Norker5: Pseudo Dragon Brownie Imp Quasit4: Cobra Python Rattlesnake Sea Snake3: Treant Galeb Dhur Dryad Nerid2: Sprite Fairy Sylph Will-O-Wisp2 Jokers as the deck owner [AD&D supplement mod Fred Haskell]

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Next are the numerous Bags of Tricks. The canon are included as well as the 3.5 and 4.0 ed. versions. I added a few and I got the Arctic bag years ago and can no longer find the reference. If you are its creator please let me know.

Bags of tricks:a) White cotton bag: weasel, skunk, badger, wolf, giant lynx, wolverine, boar, giant stag [AD&D canon]b) Linen bag: rat, owl, dog, goat, ram, bull, bear, lion [AD&D canon]c) Burlap bag: jackal, eagle, baboon, ostrich, leopard, jaguar, buffalo, tiger [AD&D canon]d) Elephant leather bag: prehistoric bag of tricks: eohippus, dire wolf, Haast hawk, smilodon, cave bear, entelodont, Teratorn, mammoth. [Fred Haskell]

e) White fur bag: Arctic Bag of Tricks: [Web] 1d8 Animal AC HD HP Move Damage 1 White Weasel 6 1/2 3 12 1-3 2 Snowy Owl 7 1 6 3, fl 18 1-4/1-4 3 Arctic Badger 5 2 10 9, bw 3 1-3/1-3/1-4 4 Timber Wolf 7 2+2 12 18 2-7 5 Giant Lynx 6 3+3 18 15 1-4/1-4/1-6/1-3/1-3 6 Giant Wolverine 5 5 25 9 1-6/1-6/2-8 + musk 7 Polar Bear 5 6 30 15, sw 12 1-8/1-8/1-10/2-12 (hug) 8 Snow Tiger 6 8 40 15 2-7/2-7/1-12/2-8/2-8f) Canvas bag: rabbit, penguin, fox bat, python, horse, cow, orangutan, rhino [Fred Haskell]g) Alligator skin bag: Compsognathus, pterodactyl, Stegosaurus, anklyosaurus, velociraptor, Apatosaur, Triceratops, T. Rex [Fred Haskell]h) Gray wool Bag: Bat (move 6); Rat (night vision); Cat (this creature also knocks the target prone on a hit); Weasel (silent moving); Snake (+2 poison); Badger (+1 hit); Spider (climb 6); Scorpion (black scorpion is +1 poison) [D&D 4.0]i) Rust wool Bag: Bear (grabs on hit); Ape (hit stuns); Wolf (hit knocks down target); Bull (hit shoves target 20'); Spider, large (+5 poison damage); Warhorse (rider gets +5 to damage while mounted); Macetail Behemoth (Ankylosaurus) (tail att 2d8); Rage Drake (small dragon does +3 on all damage) [D&D 4.0]j) Vermillion wool Bag: Bloodspike Behemoth (Stegosaurus) (knocks down targets); Large Crushgrip Constrictor (bites and grabs); Large Blade Spider (bursts of blades area attack); Large Stone-Eye Basilisk (paralyzing venom); Large Wyvern (+10 poison); Huge Guulvorg (+5 damage and knocked down); Large Iron Gorgon (shoves targets 10', double damage); Huge Carrion Crawler (slow poison, shoves 20') [D&D 4.0]k) Metal mesh bag with what looks like a shell inside: Ocean Aquatic Bag of Tricks: minnow, porcupine blowfish, malo kingi box jellyfish,

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salmon, barracuda, moray eel, ancient sea turtle, stonefish, large Humboldt squid, large sea snake (9ft long), porpoise, tiger shark, great white shark, orca [Fred Haskell]l) Copra net bag with a coconut inside: Fresh Water Bag of Tricks: candiru, fresh water stingray (12 ft.), salmon, large Piranha (2 ft.), giant carp, giant catfish, large electric eel (6ft long, 30 lbs.), large alligator snapping turtle (5' long, 403 lbs.), river shark, Nile crocodile [Fred Haskell]m) Gray Cloth bag: Bat, Rat, Cat, Weasel, Badger [D&D 3.5]n) Rust Cloth bag: Wolverine, Wolf, Boar, Black Bear [D&D 3.5]o) Tan Cloth bag: Brown Bear, Lion, Heavy Warhorse, Tiger, Rhinoceros [D&D 3.5]

p) Leather sack: Bear (AC5, 1-3/1 -3/2-8 + hug, HD6), Lion (AC6, 1-4/1-4/1-10, HD5), Bull (AC6, 1-6/1-6, HD4), Ram (AC7, 2-8, HD3), Wolf (AC7, 1-6, HD2), Jackel (AC8, 1-2, HD½). [Greyhawk]

Here is the most complete collection of Figurines of Wondrous Power and Figurines of Fabulous Power from Arduin that I know of. The Tiger Minions are my creation just not fleshed out completely. Following them are the pewter figures from Spelljammer as they are also magical figures.

Figures and Figurines of Wondrous Power [AD&D supplement mostly]Agate Buraq: cross dimensions, move 48", 8hrs/week [Dragon Magazine]Agate Wallaby [Arduin]:4" brown-black and white wallaby kangaroo figurine. Transforms into 9 foot tall, 29 HP, 5 HD monster, AC: 9, Dex: 21, It can hop 220’ per melee round, leap up 45’, and across 25’. It can kick for 2-15 HP damage, or tail swipe for 2-16 HP damage plus knock down. It can carry up to 600lbs. or two full sized people in its pouch and obeys all commands of its owner. Used up to 1/week for up to 12 hours.

Alabaster Griffon: 40hp 1d4/1d4/2d8 dam used once/week for 12 hours, if slain three week delay in reuse. [AD&D supplement]

Alabaster White Pegasus of the Stone Mountains, fine reproduction of a pegasus in full barding, 8HD pegasus, +2 banded barding.2 times per week, 6 hours at a time. [AD&D supplement]

Amber Desert Camel: 24 MDC, 18", needs no water, 1 week per month [Dragon Magazine]

Amber Monkeys: 4, can blink 30', use 1/day for 10 minutes [AD&D supplement]Monkey of Deafening: grabs ears, deafens character, chimpanzee sizedMonkey of Blinding: grabs eyes, blinds character, chimpanzee sized

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Monkey of Muting: grabs throat with tail, mutes character, capuchin sized, only one use to killMonkey of Thinking: uses mental Blast against evildoers, spider monkey sized [Fred Haskell]

Amber Mountain Camel: 24 MDC, 18", 1 week per month [Dragon Magazine]Amber Racing Camel: 24 MDC, 24", 1 week per month [Dragon Magazine]Amber Tiger: summons a normal large tiger, AC: 4, Move: 15", HD: 8, 64 MDC, THAC0 13, dam 2-5/2-5/1-10/2-8/2-8 (all +2 H), size L (12'), 24 hours per 2 days [Fred Haskell]

Amber War Camel: 30 MDC, 18", 1-6/1-6, 1 week per month [Dragon Magazine]Aquamarine Shark: banana-sized chunk of aquamarine fashioned into an intricately carved shark showing gills and teeth. Command must be given placing figure in water, a tiger shark of the largest size appears. If slain, cannot be brought back for one full week. used 1/day for 1 hour. When deactivated the figurine reappears in the owner's possession. [AD&D supplement]

Ashoka's Bone Lion Kings: 4 lions AC 5/6, 5+2 HD, 1 time for a week once a month, guard, fight, protect, advise as wise kings, L/G. Abraham the black lion with black on black eyes appears as a burned bone figure, Methuselah the lion appears as a tan lion with golden yellow eyes and a rich honey colored mane is a an ivory colored bone figure, Isaac the Barbary lion is a light almost gold tan color with thick black mane that covers his head and down under his chest and belly. He has green eyes and appears as a bone lion figure with dark haversian lines, Noah the white lion with blue eyes appears as a bleached white bone figure. [Dragon Magazine]

Basalt Glyptodon (32000 GP) Forms a Glyptodon (giant aramdillo). Used 1/week for up to 6 hours. Can burrow 10/rd. [AD&D Frostburn]

Basalt Xantippe of Annoyance: Small basalt shrew, turns into a giant shrew 1 day per week 40 MDC, or an ethereal woman who criticizes the user loudly for 1 week per month. [Dragon Magazine]

Black Mithril Dark Beauty: This statuette is a finely detailed representation of a winged, fiendish unicorn. On command, it assumes life-size form and possesses all the abilities of a winged fiendish unicorn except the ability to teleport. The figurine can be used once per week for one continuous period of up to 24 hours. Flying bat winged Unicorn that can cast cure spells 3/day, flys: 80’ MC: B. Weight: 1 lb. Price 25000 GP [AD&D Fey Feature]

Blue Ceramic Baboon, animates into a collection of a dozen hideously ugly and loud baboons, each roughly the size of a large dog. They follow the orders of the user as long as it involves stealing, fighting or travelling, but are never quiet, nor orderly. Typical stats. 1/day, 1hour/use.Each baboon slain causes non-activation for 2 days. If all twelve baboons are slain before the duration expires or the command word is given, then the figurine is ruined and will not work again. [AD&D supplement]

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Blue Quartz Eagle: Transforms into an eagle for up to 24 hours per ten days. The eagle is an ideal scout, with an amazing +19 spot check passively sending the info. [AD&D Races of Faerun]

Bloodstone Spider – creates actual spider made of bloodstone, move: 6, AC: -2, small as a human hand, HP: 16, poison bite 1d2 plus 1d8 +5 poison. 8hrs/day. [AD&D 4th ed.]

Bloodstone Boar summons a Red Infernal Boar used as war mount. Used 1 week per month. [AD&D 4th ed.]

Bone Ape (10000 GP). 1/wk for up to 8 hrs., black furred ape with a white face. [AD&D Ghostwalk]

Bone of Animation: fossil tooth which turns into a giganthopithicus skeleton, AC: 4, hp 50. Can carry 6,000 gp in weight. once per day for 1 hour. [Fred Haskell]

Bone White Tiger: This is a white tiger bone figurine which will transform into a large white tiger, 12 hours/day, AC:2, HD:5+5, HP:43, THAC0:15, #Atk:3, Dmg:1d8+1/1d8+1/2d8, Alignment : Neutral, Spec Def: +1 or better to hit; surprised only on a 1, Spec Att:* If both front claws strike successfully, rear claws rake for 2d6 points of damage each.* Tiger is able to leap up 15' or 20'-40' (1d20+20) forward in attack.* Tiger has 120' Infravision and has mental link with its master if within 300' and master is able to see through Tiger's eyes if within 150'.* Tiger's roar causes FEAR in all opponents (as per spell cast by 12th lvl wizard, save vs. spells will result in Attk at -2 to hit).* Saliva acts as a Potion of Healing if Tiger licks PC wounds - maximum of 4 times per at 1d8 each. [Web]

Brass Sneaky Monkey, figurine is about an inch tall. When activated, it animates into a friendly and curious little monkey still 1” tall, still made of brass (hardness 8), but with an intelligence of 10 and a Search skill bonus of +12, Move Silently skill of +12 and Hide skill of +12. The monkey can speak in common and terran, and has the special ability to detect traps as a rogue. Can be animated 1/week for 4 hours. [Web]

Brass Liger: summons a male "liger," tiger-lion cross, VERY large, 1,200 pounds, AC: 4, Move: 15", HD: 10, 80 MDC, THAC0 13, dam 2-6/2-6/1-12/2-10/2-10 (all +2 H), 24 hours per week [Fred Haskell]

Bronze Bison of Banishment: small bison (buffalo) in exquisite detail. The white bison grows to full size and attacks the designated target(s) for 3d2 rounds. THAC0: 10, AC:3, HP:70. Can be used 3-6 rounds (minutes) every 24 hours. When the bison hits target must save vs. spells at -2 penalty, or suffer a Teleport Without Error effect to a random location within 1,000 miles on the campaign world. The location will be common in that it itself will not kill the creature. If the subject saves the bison does 1d10 points of damage. [Web]

Bronze Gryphon: Has AC 4 70hp, serves as a normal gryphon for 2/week for up to 6 hours at a time. [AD&D supplement]

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Bronze Warrior: real warrior with composite bow +1, 20/+1 arrows, +1 long sword and javelin of piercing (180' rg. 1d6+6 dam, +6 hit) serves for 3 turns/day. Has AC-2 40hp, 6th lev, str 18 dex 18. [AD&D supplement]

Carnelian Lizard, carved in the form of a long, heavy-jawed lizard. Becomes a blood lizard, a deep red scaled 5-foot long lizard. It is treated as a monitor lizard, but is surrounded by an aura of desecration, as per the desecrate spell. If the spell effect is negated, it comes back again. After fighting it stops to eat its victim. Victim is animated as a skeleton under the control of the carnelian lizard’s owner. 1/week 4 hours. [AD&D supplement]

Cedar wood Assassination Guardian Statuette: one foot tall depicting a cloaked man holding a dagger poised to strike. During sleep if an assassin enters within a 30' radius of the owner of the statuette, the statue shouts a warning and animates to attack the intruder (still 12” tall). The statue has an AC: 2, hp: 1 MDC, but can cause only 1 point of damage per attack. Attacks as a 3rd level fighter. Any number of times up to 1 hour/day. Also repels insects in a 10' radius. [Dragon Magazine]

Ceramic Armadillo, brilliantly-painted little clay statuette becomes a giant armadillo of immense size with a pagoda built into the armor of its back. It is treated in this form as an elephant, but with a natural AC bonus of +20 (AC 28) and a single bite attack dealing 1d8+15 damage. Pagoda can fit up to 4 people with cover from the elements. 2/month 24 hours. [AD&D supplement]

Clay Phoenix, hard clay unfired of bird with wings spread and no legs. Becomes a phoenix with 20-foot wingspan like giant eagle (flight class B). If defeated, clay phoenix can explode in a blast of hardened clay shards, 8d6 to all 20’ rad. Becomes lump of clay in the shape of an egg that slowly reshapes into bird. 1 week. Otherwise, used 2/week 1 hour each use. [AD&D supplement]

Copper Beastly Boar: a normal fiendish dire boar under the command of its possessor. The item can be used 2/week for up to 6 hours per use. Price 10,000 gp; Weight: 1 lb. [AD&D Fey Feature]

Copper Wolf, animates into the form of a red-furred dire wolf with glowing red eyes. Used 2/week 4 hours each. Immune to electrical attacks, healed by them. [AD&D supplement]

Coral, Black Zeuglodon (42000 GP). Forms a Zeuglodon (60 foot prehistoic killer whale) when thrown into water and activated by command. If killed in creature form the figurine reforms in the owner’s hand. Used 2/week up to 4 hours each use. [AD&D Frostburn]

Coral, Red Dragon: 64 MDC, 12"/24"fly/36"swim, 1d10/1d10/2d6, gust of wind, airy water, create water, very wise, 4 hrs/week, these "tokens" represent a true variant dragon race. [AD&D supplement]

Coral, White Dolphin Transforms into an especially intelligent (INT: 15) dolphin twice per ten days for 4 hours per use. Has blindsight out to 120'. [AD&D Races of Faerun]

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Diamond Badger, normal badger, with the standard statistics, except made of clear crystal, providing a natural AC bonus of +8 (AC 21) and a hardness of 10. (1st ed AC: -3) The user can see through the eyes of the badger by concentrating, wherever the badger is as long as it is on the same plane of existence. Can fight like a wolverine. Can tunnel 10 X 10' hole per rd. Used 2x week for up to 12 hours per use. If slain, the diamond badger cannot be used for one month. [AD&D supplement]

Diamond Eagle, normal eagle, with the standard statistics, except made of clear crystal, providing a natural AC bonus of +8 (AC 21) (1st ed AC: -1) and a hardness of 10. The user can see through the eyes of the eagle by concentrating, wherever the eagle is as long as it is on the same plane of existence. Used 2x week for up to 12 hours per use. If slain, the diamond eagle cannot be used for one month. [AD&D supplement]

Diamond Ice Toad (33000 GP) Forms a crystal cleat transparent Ice Toad that obeys the owner. Used 2/week up to 1 hour each time. [AD&D Frostburn]

Ebony Fly: pony sized AC4, 36 MDC, 210lbs. weight carried, 36" move, 48" no rider, 3/week, 12hrs/day. [AD&D Canon]

Elderwood Falcon: depicts a falcon with wings outspread. Conjures an ancient falcon of the Feywild. Nightsight vision, HP:15, AC-4; 2d4+4 damage, neutral, Str 11, Dex 19, Wis 18, Con 16, Int 2, Cha 8. 8hrs/day [AD&D supplement]

Electrum Unicorn: normal unicorn that will let the owner ride it. The unicorn can teleport with its rider teleporting without error. AC: 4, 60 MDC, 3 att, 3-6/3-6/8-16, move: 24", 1/week, max 8 hours. [AD&D Canon]

Emerald Dragonfly [Arduin]:9" long emerald with star ruby eyes and rainbow crystal wings. Transforms into 15' long, 57 MDC, Dex 20, and AC: -3 creature for transport or combat. Lifts 480 lbs. #Atts 1/seg. Bites for 1-12 damage points. It flies at 50"/turn (500 ft/seg or 56 miles an hour) and can dive at 100"/turn but there is a 15% chance that it cannot pull out of a dive. Can be used 1/day for 3 hours at a time. Maneuverability class is A, the best.

Emerald Frog: 1 MDC (AD&D 1st ed AC: -9) almost impossible to hit, kills all creatures with exoskeletons 5'rg, user sees through its eyes, 1/day [Dragon Magazine]

Emerald Winged Serpent: 1/week for 1 hour 50 MD, 2d10, 24" [Dragon Magazine]Fulgurite Octopus, This very light and lumpy statuette looks vaguely like a multi-tentacled creature with a hollow interior made of a translucent mineral and sand. Fulgurite is a lightning strike in sand. About an inch and a half long, when animated this statuette becomes a large octopus that crackles with electricity. The fulgurite octopus is treated as a normal octopus, but its attacks also deal 2d6 lightning damage. 8 uses only for 1 hour each. [AD&D supplement]

Fistful of Rats, claystone (pipestone), collection of small lumps on a 2-inch wide disk. Fistful of rats becomes a swarm of rats, 100 rats. Once per week, if the swarm enters into water, the water becomes host

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to filth fever disease. This ability can affect up to 400 gallons of water. Used 3/week 2 hours each. [AD&D supplement]

Gold Beetle (11500 GP) Activated it becomes a giant stag beetle. Int is 6. able to understand Common and Elven, and it is able to move across any sand terrain at normal speed. The beetle is treated as a magical beast when in its living form. Used up to 24 hours/week but the duration need not be continuous. 20' speed. [AD&D Sandstorm]

Golden Lions, 2: 42 MDC, AC 5, 2-10/1-8/1-8, 1/day [AD&D Canon]Goldstone Buddha: a man appears granting very powerful contact higher plane, 1/month for 3 hours [Fred Haskell]

Granite, White Bull: AC 4, 6+6HD, 2d6/2d6dam, fights only in defense, pulls 10,000 lbs. at Move of 12. 1/day sunrise to sunset. [Dragon Magazine]

Granite Lump, lump of dark gray granite have been worn smooth, as if having been handled and rubbed for ages. Becomes a full-sized gray ooze under the command of the owner. 1/week up to 1 hour. [AD&D supplement]

Granite Pegasus, pink granite statuette is a very fine reproduction of a pegasus. Normal pegasus with a fine military saddle under the command of its possessor. 2/week 6 hours each. [AD&D supplement]

Gypsum Hound (Dairon’s Soapstone Hound): saves as magical material, finds north by touch anytime, summons gray wolfhound with slate gray eyes with no pupils, can serve up to 16 hours but needs rest of 1 hour for every 4 spent summoned, can fetch, track, guard or fight, 24 MDC, AC 5,1-10. [AD&D supplement]

Guenhwyvar is a unique figurine in that the black onyx statuette summons its creature rather than transforms into it. This could be due to the strange circumstances of its creation and the uniqueness of the beast, a particularly intelligent and powerful panther. It can be summoned for up to twelve hours of every 48 but although it is possible for it to be summoned for longer than that or before the cycle of 48 hours begins again, it is very draining and probably unwise to do so. Guen also has the power to transport any creature touching it to its Astral home or to the Ethereal Plane. Guenhwyvar is a 600-lb. panther who resides on the Astral Plane. When summoned, the figurine emits a gray mist which quickly solidifies into the panther shape. Due to her nature as an astral being not of the Prime Material Plane, she is highly resistant to biological poisons and quite resistant to physical injuries as well. Her name is Elven for Shadow. [AD&D supplement]

Hematite Cat, tiny hematite charm is intricately carved in the form of a domestic cat. Typical domestic cat. Each attacked target suffers a doom spell. 2/day 5 minutes. [AD&D supplement]

Hematite Elven Hound: 1/week for 6 hours, Forms a cooshee who speaks Elven when activated [AD&D supplement]

Iron Badger, rusty little figurine of a common badger flakes and leaves a fine residue of rust on the hands of anyone handling it. Becomes badger the size of a large bear, but still made of iron. The iron badger is treated as a brown bear with a natural AC bonus of +12 (AC 22), (1st ed AC: -2) a hardness of 10, and a base Survival bonus of +20

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when tracking. The iron badger can be sent on the trail of any target, and will track to the best of its ability, attacking the target if it catches it. If slain in combat, the iron badger cannot be brought back from statuette form for a full month. 1/week for 24 hours. [AD&D supplement]

Iron Megaloceros (27000 GP) Forms a giant deer or “Irish Elk” actually made of iron under the command of its possessor. Immune to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, chimes, songs, compulsions, geas, quest, phantasms, patterns, and morale effects). It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, curses (lycanthropy, mummy rot), fatigue, exhaustion, or energy drain. It cannot heal damage, but can be repaired. Has darkvision 60 ft. and low-light vision. It has 63 HP. It can be affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell. It functions in all other ways like a standard megaloceros. Used 2/week up to 6/hours per use. [AD&D Frostburn]

Ironwood Hound: depicts a hunting hound dashing toward its prey. Conjures a yellow-furred hunting hound. Nightsight vision, high level scent, HP:15, AC-4; 2d6+4 damage, neutral, Str 13, Dex 12, Wis 16, Con 18, Int 2, Cha 8. 8hrs/day [AD&D supplement]

Ivory Bear, Whale tooth ivory 4”tall figurine. Animated, the figurine becomes a massive polar bear under the command of the owner, surrounded by the chill of northern winters, and concealed within a sudden storm of sleet and freezing rain. For the entire time that the ivory bear is animated, it is at the centre of a sleet storm as per the spell of the same name, although the ivory bear itself remains unaffected by it. 1/month 1 hour each use. [AD&D supplement]

Ivory Bear, fetish: Walrus tooth ivory bear with flint arrowhead on back held by bear gut twine. A giant Cave Bear weighing 1.5 tons and stands 15', 80 MDC 1/month for up to 4 days. [Fred Haskell]

Ivory, Black Ivory Dream-Guard: winged humanoid, clad in black armor.When activated, 1/day for 8 hours, the statue seems to grow, becoming full size over the course of one round. As it grows the figure becomes fainter and more indistinct. By the time it reaches full size it has become completely ethereal. The status itself remains on the ground, but turned bone white. Moving the figurine will break the effect and wake the person who activated it. So long as the dream guard is activated the dreams of the person it guards are safe from intrusion (by for instance likes of night hags, the nightmare spell or even the dream spell). While on the ethereal plane the dream guard has all the abilities of an Avoral. If defeated, the figurine will shatter, instantly awakening the possessor and thus alerting him to the attack, and lack of future defenses. [Web]

Ivory Camel (8500 GP). Becomes a dromedary camel except that it has an Int 8, can speak Common, and is exceptionally heat-tolerant. It has a +4 bonus on saves to resist heat and dehydration, and it is unaffected

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by sun glare. Used up to 12 hours/week but does not need to be continuous. 50' speed. [AD&D Sandstorm]

Ivory Giant: tiny giant skeleton covered with gold armor. 1 hour/week, creates 26' tall giant skeleton in armor with two-handed sword. Huge-Size Undead; HD 19d12; hp 123; Init +5 (+1 Dex, +4 Improved Initiative); Spd 40 ft.; AC 26 (-2 size, +1 Dex, +12 natural, +5 breastplate) (1st ed AC: -6); Atk +23 two-handed sword (4d6+21); SQ Undead (Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and diseases. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Infravision of 60'), Skeleton Immunities (cold immunity; takes only half damage from piercing or slashing weapons.); AL N; SV Fort +6, Ref +7, Will +11; Str 39, Dex 12, Con -, Int -,Wis 10, Cha 11 [Web]

Ivory Goats, 3: [AD&D Canon]Goat of Travelling: mount 24 MDC 1-8/1-8, 48" 24 hrs use per weekGoat of Travail: larger than a bull 4-10/4-10/2-8, horns 2-12/2-12, +6 damage in charge, 96 MDC 24", 1/monthGoat of Terror: destrier-like mount 36" 48 MDC, horns are +3 lance and +6 sword, terror radiates for 30', -3 to be hit one use per 2 weeks.

Ivory Mistboat: This powerful magic item only works on water; carved from whalebone, it is a miniature of a scrimshaw sailing vessel that displays fine craftsmanship. More than just a carving, it can be commanded to transform into a full-sized ship made entirely of mist. Despite its appearance, the mist is as solid as any real ship, and can carry crew and cargo as a sailing ship. However, the owner of the figurine can control the movement of the ship without need of a crew, as long as she concentrates on sailing it. The ship comes completely equipped with four ballistae, one light catapult, and one heavy catapult. Each weapon is equipped with 10 rounds of munitions. The mistboat is impervious to non-magical fire and cold, and to crushing attacks, excluding ramming and constriction. A fog cloud repairs 1d6 points of damage per caster level (to a max of 5d6) to the ship; solid fog repairs 1d8 points of damage per caster level (to a max of 10d8). If the ship sustains more than 150 points of damage, the mist fades and the scrimshaw miniature crumbles to dust. A mistboat can be used up to three times a week, for a maximum of 24 hours each time. [AD&D supplement]

Ivory Whale (whale's tooth ivory): used 1/week for up to 1 day, Astral Leviathan, AC –2, 150 MDC. [Fred Haskell]

Jade Bat: black jade bat used 1/day for up to 12 hours of darkness, AC 8, 50 MDC, sonic attack for 1-12, bite for blood draining 2d6. It becomes a giant bat that can carry one rider for up to 12 hours but only during darkness. If forced to fly in the light at all, or in the dark for more than 12 hours, it cannot be summoned again for 1 month. [AD&D supplement]

Jade Battlecat: green jade saber tooth used 1/day for 3hrs. AC 4 Smilodon 58 MDC [AD&D supplement]

Jade Blasphemous Figurines of the Void

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Four small figures carved of jade stored together in a black velvet bag. Each figure may be activated once per day, and only one figure may be activated at a time. The owner must store all four together or they do not recharge. [AD&D supplement]

Alintyl, the Corruptor – +5 Profane bonus on Bluff & Diplomacy check for 1 hour. Green Jade

Ilanserbli, the Seductress – Charm Person, by touch with a 1 hour duration. 1/day. White Jade

Nolanlo, the Devourer – Darkness (centered on the figurine) and all food & water within 30’ becomes tainted. Lasts 1 hour. Black Jade

Vandommezeron, the Destroyer – Rage (self only) at 5th level. Red JadeJade Green Ankylosaurus (macetail behemoth) – Move: 5, AC: 6, tail 1d10 +6 dam, 8hr/day. [AD&D 4th ed.]

Jade Green Gnome of Gastric Galore: This is a little bright green jade figure of a gnome. He can be used 3/day up to 3 hours per use. When activated it will act as a normal gnome master chef making the best food it can from the resources available. [AD&D supplement]

Jade Leviathan, 6” long depicts a massive sea creature with a wrecked ship upon its back. When animated within a body of water at least 100 feet across and deep, the jade leviathan becomes a gargantuan green baleen whale. When animated, the jade leviathan can be used to harmlessly transport up to twelve medium sized creatures through a body of water within its stomach. 1/month 48 hours. [AD&D supplement]

Jade Monkey: red jade monkey which turns into a common monkey with high intelligence (1d3 +7) and it can speak/read/write common. It serves for 2 hours/day. Upon command it can turn into a Dire Ape with the same abilities for not more than 1 minute/day and not more than 2 times per week. [AD&D supplement]

Jade Palace: white jade castle 200' X 100'tall palace grows upward, permanent with one use. [AD&D supplement]

Jade Sea Snake: Green jade snake figure becomes large sea snake that can transport 6 man sized characters. 8hr/day, AC:0, speed:6"/swim10", HP:35, 1d10 damage +6 poison, no save. Str:22. Riders can breathe water.[Dragon Magazine]

Jade Snakes, 2: used 1/day each [Dragon Magazine]Green Jade Snake of Striking: 12' anaconda, 50 MDC 1d4/2d6White Jade Snake of Soothing: 6' python, tongue touch cures disease, poison, 6-24 hp has 50 MDC of its own

Jasper Hyena: 1/week for 8 hrs, 24 MDC, 2-8 [AD&D Canon]Jasper Hyena, Giant: 1/week for 8 hrs, 40 MDC, 3-12 [AD&D Canon]Jasper Spider: Transforms into a Large monstrous Spider for up to 12 hours per day. This Spider can be ridden by medium creatures. Has tremorsense 60’, climb speed 20’ [AD&D 4th ed.]

Jet Cobra: 6 hours/week, forms spitting king cobra, 8' long, can jump 10', can spit poison 10', 13 MDC, 1d4 + poison [AD&D supplement]

Jet Gorilla: roughly carved, vaguely resembles a gorilla; for its shape, it could be any primate-like animal. It only detects as being faintly

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magical. When command word is spoken, the figurine grows into a full-sized adult male gorilla. very intelligent (Int 8), and with patience, the owner can learn to communicate with it through hand signals and sign language. Can be called forth up to 3/week for a maximum of 4 hours each use. [AD&D supplement]

Jet Black Spider: Transform into a Huge green spider, called Kitthix, for five minutes once a day. She can use her Web Tangle ability. Kitthix attack is poisonous. [Balder’s Gate 2]

Jet Serpent (12000 GP) Carved from unfaceted jet and forms a black medium sized (5’ long) constrictor snake with a +1 to hit and +1 to morale. 2/week up to 8 hours at a time. [AD&D Ghostwalk]

Jet Wasp: 2/week for 12 hrs, carries rider, immune to fire, firebreath for 40 MD, poison sting, flies at 48" [AD&D Canon]

Hanuman Lignum Vitae Monkey: AC 3, 2HD, 1d6/1d6, 18 Dex, 95% thieving skills except reading, spies for owner. 1/day. [Dragon Magazine]

Lead Falcon: This falcon is heavy and 6" tall. It creates a Roc sized falcon which can fight or be ridden. AC:4, Move:3"/40", 60' wingspan, dam/att: 4-14/4-24/5-30. The falcon is more of a predator bird than the vulture-like Roc and so does more damage and is slightly faster. 1/week for 12hrs. [Fred Haskell]

Limestone Crab: crab appears as a miniature statuette often badly eroded. Becomes a living monstrous crab, obeys and serves its owner; it understands Common but does not speak. Can be a beast of burden, a mount, or a combatant as desired. Unlike a normal living crab, it has limestone hardness of 3 when alive. Used 2 times week up to 6 hours per use. Statuette crab always feels damp to the touch, as if it just came from the sea. 40’ land speed, 30’ swim [AD&D supplement]

Limestone Leprechaun: animates and plagues enemy for one day [AD&D supplement]

Malachite Bat, ½” tall figure adorned by a small hole atop its head where it can be threaded onto a necklace. The malachite bat can be animated in two different forms, the first is that of a normal bat with an Intelligence of 8 that follows the orders of its owner and can speak in common. In this form, the malachite bat can be used to communicate with others by sending and retrieving verbal messages, or as a scout, reporting back to the owner with what it observes. It can be animated into this form for up to 24 hours per week, although this duration does not need to be continuous. The second form of the malachite bat is that of a massive dire bat with a military saddle suited for use as a mount.

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In either form the bat retains the green color of Malachite. It can be animated in this form once per week for 12 hours. [Fred Haskell]

Malachite Devaronian Tiger: The figurine first appears as a small green stone that radiates magic. A Beastlands tiger appears 14' long, 1,500 pounds, with black fur and green stripes, with dragon's wings and glowing green eyes, AC:4, Move: 18"/24" (14"ground and 18" air with rider), MC:C (D with rider), HD: 10, 50 MDC, THAC0 13, dam 1-8/1-8/1-10/2-10/2-10 (all +2 H), If both claw attacks are successful, the tiger will pin its prey to the ground and bite for 1d10 points of damage each round unless the prey can manage to free itself from the tiger's weight. If three of these attacks are successful, the tiger may attempt to tear away the head of its prey. This can only be avoided if the beast is not intending to kill its target or if its prey is larger than man-sized. The tiger can employ a breath weapon in combat as well as its sharp claws and bone-crushing bite. The breath weapon is a sonic roar with a maximum distance of 10', which inflicts 2d10 points of damage unless a saving throw versus breath weapon is successful. The tiger has the ability to speak a harsh form of the common tongue, which gets very garbled by the tiger's bestial, throaty growling. 5 hours/day. [Web]

Malachite Falcon: This figurine actually appears to be more of a lapel pin than a statuette. The pin can be worn on clothing but must be removed to be activated. Made of gold and malachite. When tossed into the air and command is given a hunting falcon of tremendous size (use stats for an eagle) appears. The falcon can communicate what it sees with its owner by telepathic means. Used 2/week, 12 hours each use. When deactivated it appears in owner’s hand. [AD&D supplement]

Malachite Smilodon (36000 GP) Forms a Saber Toothed Tiger. When animated, a malachite smilodon acts in all ways like a normal smilodon under the command of its possessor, except that its fangs are exceptionally sharp. Critical hit on a roll of 17–20, and do ×3 damage on a successful critical hit. The item may be used 1/day for up to 2 hours. If slain in animal form, a malachite smilodon cannot be brought back from statuette form for one full week. [AD&D Frostburn]

Marble, Black Bandicoot Mount: normal sized rat, owner shrinks to 6" and rides. 1/day for 2 hours. [Dragon Magazine]

Marble, Black Oliphant: 4/month, for 24 hrs, 120 MD, 4-24/4-24/3-18/2-16/2-16 [Fred Haskell]

Marble, Brown Pygmy Mammoth: 4/month, for 24 hrs, 32 MD, 1-6 X2 attacks [Fred Haskell]

Marble, Green Carthaginian Elephant: 4/month, for 24 hrs, 56 MD, 1-8 X5 attacks [Fred Haskell]

Marble, Pink Winged Wooly Elephant: about a foot tall, 40 hours/week, appear as a small wooly pink elephant with wings, even has colored polka dots, they can fly 30", MC: A, move on land 3", Plane shift to the Astral Plane with one other being at will, and create the effects of a Horn of Blasting 1/day, with its trumpet. They also have the

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appraising proficiency for any alcoholic beverage. AC: 2, 10 MD, Attacks: 1 horn or ram for 1d6. [AD&D supplement]

Marble, Red Pygmy Elephant: 4/month, for 24 hrs, 32 MD, 1-6 X2 attacks [Fred Haskell]

Marble, White Elephant: 4/month, for 24 hrs, 80 MD, 2-12 X5 attacks [AD&D Canon]

Marble, White Loxodant: 4/month, for 24 hrs, 88 MD, 2-16 X2, 2-12 X3 attacks [AD&D Canon]

Marble, White Mammoth: 4/month, for 24 hrs, 104 MD, 3-18/3-18/2-16/2-12/2-12 [AD&D Canon]

Marble, White Mastodon: 4/month, for 24 hrs, 96 MD, 2-16/2-16/2-12/2-12/2-12 [AD&D Canon]

Marble, Yellow Pygmy Boreno Elephant: 4/month, for 24 hrs, 40 MD, 1-8 X5 attacks [Fred Haskell]

Mercury Wasp, a fixed mercury wasp about 2" tall, morphs into a swarm of 100 angry black wasps. Many believe these wasps speak to the character of the lost peoples destroyed long ago. They can be commanded to attack. AC:-7, HP:21, move:10"/40", Manu Class: A, save at +3 or take 2d10 poison damage. Stings do 1d4. 8hr/day [4th ed. AD&D supplement]

Mithral Ape, animated, the mithral ape becomes an ape, but retains the silver sheen and hardness of mithral (Hardness 10), Int 12, Wis 12, The mithral ape also has three predefined knowledge skills with a +12 bonus, typically Knowledge (arcana), Knowledge (local) and Knowledge (the planes) or Knowledge (Nobility & Politics). Most are also expert chess players. While designed to work as an advisor, the ape is a fair combatant as well. 1/week 8 hours. [AD&D supplement]

Moonstone Rabbit: 8 MDC rabbit digs 10 X 10' hole per rd. for 12 rds 1/day [Dragon Magazine]

Oak Turtle, animated, the oak turtle becomes a giant turtle with a mighty horn on its armored beak. It has the same stats as a rhinoceros, but slower. In addition, when animated, a second command word changes the turtle from its animated form to that of a huge magically hardened wooden wall. 1/week 8 hours. [AD&D supplement]

Obsidian, Black Lion: 1/month as long as needed, normal lion although of the largest type, AC 6, MV 15, HD 3+1, 27 MDC, THAC0 17, #att 3, Dmg 1-3/1-3/1-6, SA rear claws (1-4/1-4), SZ L, ML 20, INT non (0). [AD&D supplement]

Obsidian, Black Steed: 24 hrs 1/week, travels astrally, or ethereally, a Nightmare, 54 MDC, 2-8/4-10/4-10 smokes [AD&D Canon]

Obsidian, Green Steed: 48 hrs 1/week, responds best to neutrals, travels astrally, or ethereally, a heavy warhorse, 50 MDC, 2-8/4-10/4-10, can talk Int 10, flies move 12, move class D. [AD&D supplement]

Onyx, Black Panther: AC 4, HD6+6, 45 MDC, move 15, 3att, 1d4/1d4/1d12 and rear claws 2d4/2d4 if front hit, move silently, hide in shadows 95%, never surprised, dark vision, used 12 hours every 2 days. [AD&D supplement]

Onyx, Brown Dog: transforms into a riding dog 1/week for 6 hours. HP 18, 2-8 dam, AC 5. [AD&D supplement]

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Onyx Mastiff, (dark onyx) identical to an onyx dog, the onyx mastiff is a far less pleasant creature. Becomes a shadow mastiff. If commanded to bray, the user is immune to the effect of the braying. The onyx mastiff must kill a living being with a CR of 1⁄2 or greater every week, otherwise, on the night of the seventh day since its last kill, it animates on its own and sneaks away from its owner to hunt and kill. For these hunts, the mastiff prefers to target humanoids over all other prey, but is cunning enough to seek out those that will not provide too much of a fight, such as children and the elderly. Every two days for 2 hours. [AD&D supplement]

Onyx, Orange Dog: int 10 war dog can speak, 100% to track, 90' infravision, 50% non-dim, 65% to spot invis, 30' ultravision, 6 hrs for 1/week, 18 MDC, 2-8. [AD&D supplement]

Onyx, party colored like the kitten produced with blue sapphires for eyes: a small kitten appears that acts like a small kitten for 8 hours/day. The kitten will always be friendly to its summoner. When first summoned it will be energetic and wanting to play. Does not need food but will eat. If kept for longer than three hours, it will tire and take a nap. If mistreated, it does not have to answer a summons. It will not appear where it cannot survive. Will not fight. If cornered it will fight as a 1/2 H.D. monster. 3/att, 20 THAC0, damage nil/nil/1. Blessing of Bast: Any who harms one of these kittens, or uses them or abuses them, will find himself under the Curse of Bast. All normal cats will go out of their way to harass the character. A thief Hiding will find a cat yowling to give away his position. A mage or priest will find a chorus of cats outside their window, yowling to ensure the spellcaster can not get enough sleep to regain his spells. 5% are Flutter kittens and can fly MC:A, 18". [AD&D supplement]

Opal Carp: white opal carp carved with scales transforms into a giant carp to be ridden, rider can breath water. Last 8hr/day. AC:0, HP:20, all missile attacks or area attacks fail to hit carp or rider. Slam attack at 1d6. [AD&D supplement]

Opal Cats, 3: [AD&D Canon]Mother Cat: black opal, black panther 25 MDC 1-3/1-3/1-6/1-4/1-4, 1/dayKitten of Caterwauling: fire opal, orange kitten piercing wail for 120' 30' wide does 2d6 MD and are stunned for 2 rds and deafened for 4, 8 MD 1/weekKitten of Contemplation: white opal, white kitten, hypnotic purr stops confusion helps spell learning 8 hrs 1/day, 8 MD

Pearl Seahorse (real freshwater pearl, not mother of pearl) with saddle, conjures a majestic sea horse 14HP, +2 to water attacks, tail slap 2d8+4 damage, move 10, AC:7, must have water to materialize. While riding the sea horse, breathe water and speak normally underwater. The sea horse can carry one Medium or Small character weighing no more than 300 pounds. 8/hrs once a day. [AD&D supplement]

Pearl Octopus (5000 GP) 3/week up to 4 hours each use. Carved into a pearl sphere resembling an octopus. Forms a small blue octopus that

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can, pf course, change color and form. Just having it adds +10% to the owner’s camophlage ability. [AD&D Ghostwalk]

Pearlsteel Turtle (10000 GP) Hand sized, this figure is made of rare undersea pearlsteel. Tossing down the figurine and uttering the command word causes it to transform into a giant sea turtle. The creature obeys and serves its owner; it understands Common but does not speak. The giant sea turtle described here is a Huge version of a common sea turtle and is not aggressive. It serves only as a transport and does not obey orders to attack, although it will defend itself if threatened. CR 3; HD 8d10+32, hp 87; Init +0; Speed 20 ft., swim 30 ft.; AC -3, Atk or Full Atk +13 melee (1d8+3, bite)*; Space/Reach 15 ft./10 ft. (bite 10 ft.); SQ darkvision 60 ft., hold breath, low-light vision; AL N; SV Fort +10, Ref +6, Will +6; Str 25, Dex 10, Con 19, Int 6, Wis 14, Cha 6. *A giant turtle’s bite is treated as a secondary attack and adds only half the creature’s Strength bonus to the damage roll. Skills and Feats: Listen +10, Spot +9, Swim +12; Alertness, Iron Will. Languages: Common (does not speak). Hold Breath can hold its breath for 1 hour before it risks drowning. This creature can be harnessed to pull a boat or raft at up to one half its swim speed. Used 3/week up to 6 hours each time. [AD&D Stormwrack]

Pewter Guardian, Shield Guardian 2/week 12 hours. [AD&D supplement]Pipestone Monkey of Spanking. Made of red pipestone, this monkey looks guilty, as if he has done something very naughty. The statuette is about an inch high. Activated, the statue grows to a foot in height and intones 'I have been a very bad monkey, spank me.' Spanked, it shrinks back to figure size. The spanker is then immune to any spells or effects related to sex for 24 hours, as well as any sexual tension. [Encyclopaedia Arcane Blue Magic]

Platinum Pike, massive celestial pike, which obeys its owner’s orders. Treated as a large celestial shark, and it automatically purifies any water it swims through, as the effect of a purify food and drink spell affecting 40 cu feet of water every round. The owner can also ride the platinum pike, gaining the benefits of the water breathing spell as long has he remains mounted upon the pike. 1/week 24 hours. [AD&D supplement]

Platinum Sea Cat with a mane of pure gold. The sea cat figurine can be summoned twice a week and remains for up to 6 hours per use. [AD&D supplement]

Pumice Sheep, odd and misshapen sculpture of white sheep animate become a large normal sheep. Same stats as a donkey, but targets hit by sleep spell. 1/day 1 hour. [AD&D supplement]

Purple Rainbow Fluorite Butterfly: transforms into a giant Butterfly Armada (but a living ship) which can travel as an armada with the best helm and ratings which can carry a full load for as long as needed for 1 year and a day once every 5 years. Being alive it can land on land or water and fly in atmosphere or under water. [Fred Haskell]

Quartz Butterfly, small quartz statuette of a butterfly. On command, the statuette animates into a cloud of butterflies. Treat as a spider

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swarm, but with a fly speed of 20 feet. No damage, instead save vs. daze attack. Except in complete darkness, all creatures within 60 feet of the butterfly swarm (friend and foe alike) are also dazzled. 1/day 10 minutes. [AD&D supplement]

Quartz, Milk White Panther: AC 4, HD6+6, 45 MDC, move 15, 3att, 1d4/1d4/1d12 and rear claws 2d4/2d4 if front hit, move silently, never surprised, used 12 hours every 2 days, known as the panther spirit it is an all white panther with blue eyes and will not fight with any other panther figurine. It is also immune to the effects of cold, even cold weapons, or white dragon's breath. [AD&D supplement]

Royal Tiger Minions1) White Milk Quartz Albino Tiger – summons an albino snow white tiger with no stripes and red eyes.2) White Opal Ghost Tiger – summons a ghost (a coloration not a spirit) tiger white with extremely pale vanilla stripes and pale ice blue eyes.3) Marble White Tiger – summons a white tiger with black stripes and sapphire blue eyes.4) Topaz Tabby Tiger – summons a tabby tiger colored tan and white with emerald green eyes.5) Tiger-eye Normal Tiger – summons a normal orange, white and black striped tiger with yellow topaz eyes.6) Bloodstone Balinese Red Tiger – summons a red, white and black striped tiger with orange amber eyes.7) Hematite Gray Tiger – summons a gray, white and black striped tiger with gray eyes.8) Jet Melanistic Black Tiger – summons an all black tiger with black on black stripes and black on black eyes.9) Lapis Blue Tiger – summons a rare blue, white and black striped tiger with light gray eyes.10) Golden Gold Tiger – this figure summons a magical gold metal colored tiger with gold, and silver (where white would be) hair, and copper stripes. His teeth are silver and claws gold. The eyes are gold in silver with glowing white pupils. This figure only responds to its owner, not just anyone who happens to pick it up. It is a command figure, meaning it automatically countermands other tiger figures. If someone sent a black tiger minion to attack the owner it would be stopped by the gold tiger. The gold tiger can also activate other figures of wondrous power for its owner and can automatically activate other tiger minions owned by its owner even at a distance, they are simply summoned. This gold tiger minion can pass into the astral or ethereal planes at will and take its owner along.

Ruby Pseudodragon: fist-sized ruby, carved stylized dragon, curled up around itself. When commanded transforms into a full-sized pseudodragon. Just as real psuedodragon prized by wiazrds can be bonded as a familiar. Each ruby pseudodragon has a unique and distinct

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personality, and they will only bond with a wizard or sorcerer that they like. When bonded, they gain all the benefits of any other familiar, including increased hit dice, attack bonus, shared saves and spells, etc. Likewise, the wizard or sorcerer to whom it is bonded gains the benefits of a familiar while it is active. The pseudodragon can be used every day for up to 8 hours. This time need not be in a continuous block. [AD&D supplement]

Sardonyx Stone Flyer: Transforms into an adult Stone Flyer which may be ridden. The Stone Flyer persists for up to one hour, each day. Stone Flyers glide through stone as easily as other winged creatures glide through air. They are social creatures, usually found in large packs. Fierce carnivores, Stone Flyers strike quickly in great numbers, seeking to kill and carry away their prey. A Stone Flyer appears as a wolf with great wings. Its hide is a mixture of black, gray, and brown, like stone. Stone Flyers speak Common. Grants featherfall to its owner and has tremorsense 60’. Used up to 1hr/day. [AD&D Underdark]

Serpentine Owl: normal owl AC 7, move 24”, 4hp, 1d2/1d2, 90' infravision, moves silently 95%, hears 60', telepathic, in giant form 32 MDC, 2-8/2-6/2-5, 8hrs/day. [AD&D Canon]

Shale Claw: large sized Velociraptor AC 3, move 24”, 74 MD, 1d8/2d12/2d12, 90' infravision, moves silently 95%, hears 60', 12hrs/day [Fred Haskell]

Silver Carp: 2' long carp purifies 100 gal, pours out water 1 gal/rd can blind with scintillant flashing colors in 10' rg, for 2d4 rds, 8 MD, 1 hr for 1/day [AD&D Canon]

Silver Raven: turns into a normal sized raven that can carry a message as an animal messenger spell. It has no other special abilities but can follow commands and fight as a normal bird. It retains its silver color and hardness however (of 10) for an AC of 2, 5hp, +2 Dex, claws +4 hit for 1d3, works for 24 hours/week. [AD&D Canon]

Silver Wolf: turns into a giant dire wolf (a warg), AC: 4, 7 HD, 48 MDC, 1d6+4 Dam, 12 hours/day but only night hours, if used during the day can't be used again for a week. [AD&D Canon]

Slate Gargoyle, dark and rough figurine animates to become a black, winged gargoyle of human size. Unlike most gargoyles, the slate gargoyle is lawful neutral in alignment, and follows the orders of its owner to the best of its ability. It also has the ability to see invisibility, and to use whispering wind as a spell-like ability. Animated for up to 72 hours per month, continuously or in any combination of periods totaling 72 hours. [AD&D supplement]

Soapstone Figurine Of The Willing Wanton - This appears as a tiny (an inch or so high) statuette of an androgynous (male or female) nude figure. When the figurine is tossed down and a command word spoken, it becomes a very attractive living normal sized person that will serve him/her and appears as male or female as desired. The person serves willingly and well, but at the end of 12 hours it returns to statue

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form. The figurine does not come with any gear or clothes. The figure can't do anything but perform basic sexual acts. [AD&D netbook carnal knowledge]

Spinel Flamingo, Blue-Black:The Flamingo of Oblivion: This statuette becomes an enormous creature, as large as a roc. Can cause fear whenever the flamingo attacks, charges, or flies overhead. Creatures within a radius of 300’ are effected if they have fewer HD than the flamingo (18 HD). On a failed save, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. 1/month 12 hours. [AD&D supplement]

Spinel Flamingo, Pink:The Flamingo of Life: This statuette becomes a giant bird the size of a small pony, radiant and pink and imbued with healing magic. It is treated as a unicorn in all ways. Flight class C. 1 day/week. [AD&D supplement]

Tourmaline Turtle: giant turtle 20' long, 1/week for 12 hrs, carries 8 in water at 36" or 3" on land, AC 0, 60 MD, bites for 4d12, Special command to dive to any depth with airy water around passengers. [Dragon Magazine]

Turquoise Minotaur, smooth blue turquoise bull head with horns of a white bone. 1/week 4 hours. Becomes a normal minotaur but is blue in color. Knows directions through mazes etc. Owner immune to maze spell. [AD&D supplement]

Zircon Viper, zircon viper is a nearly colourless figurine of hard crystal. When animated, the zircon viper becomes an invisible viper of huge size that attacks a target designated by the user. The invisibility lasts until the first attack. The zircon viper also has a +10 natural armor bonus (AC 0) and is immune to sneak attacks and critical hits as well as all forms of poison. The venom of the zircon viper is truly to be feared, with a save DC of 14, causing permanent petrification as well as 1d10 Con damage on a failed Fortitude save. The zircon viper can be animated 1/week 15 minutes. [AD&D supplement]

Pewter figures 4” inches tall (11):Asian Cook, AC 9, 10hp, move 12, appears wearing leather apron,

has cleaver and soup pot. He can prepare a wonderful stew with the meagerest of ingredients even if no water or heat is available. If a kitchen is available he can prepare other items than stew. If ever attacked will strike 3 times with his +4 cleaver of sharpness and then returns to figure form for a week. Can otherwise be used 3/day, 1 hr each to prepare food. [Fred Haskell]

Cabin Boy, AC 9, 5hp, move 14, appears as a young (9 or 10 year old) boy who acts as a valet, shoeblack, server, busser, messenger, “gopher,” etc. Can be summoned for up to 2/week up to 3 days at a stretch. [Fred Haskell]

Jester, this is not a magical jester but an entertainer. He appears with lyre, 2 sets of cards, three juggling balls, some balloons, a clown nose, and a set of dice. He is a contortionist,

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acrobat, tumbler, trapeze and trampoline artist, tightrope walker, a juggler, dancer, singer, ventriloquist, puppeteer, a clown, can make balloon animals (only a few as he does not bring many balloons), can play any musical instrument (but not magical ones), a sword swallower, fire eater, master conventional illusionist and magician, mime, vocal impersonator, a female impersonator, a performance artist, can play card and dice games as well as chess and others, a comedian, can balance spinning plates, coach etiquette, arrange silverware, tutor courtly manners, etc., and can do dramatic readings or recite poetry in any language his audience can understand. He can also arrange flowers and is a masseuse (standard, Swedish or shiatsu). Lastly, he is also a master mixologist. AC 6 (*from DEX), 10hp, move 12, can be summoned 2 hours per day. Other than being a mixologist and balloon maker, he cannot change or alter things left behind after he becomes a figure again, so no writing, sculpting, painting, or cooking. [Fred Haskell]

Medic with Bag, AC 10, 8hp, move 12, cure light wds 5/day, serious 2/day, or critical 1/day, heal 1/wk but that is all for that wk, 1 person per day.

Old Captain with pipe, gives unerring advice on navigation or attack +1 attacks and initiative, AC 4 23hp, used 1/day for 1d4 rds.

Pirate with Peg Leg and a squeeze box, all enemies must jig for 1d6rds 1/day, even saving is at –1 attack, AC10 12hp move 12.

Pirate Mate with Rapier and Parrot, fights along with the crew 1/day, Aver INT, AC5, move 12,HD6, 60hp, THAC0 15, #att3/2, Dam1d8+3, +3 att/dam,ML20, 6’ tall.

Sails’ Boy with Rope, 1hr 1/day use, increase MC of ANY ship by 1, AC6 12hp move 12.

Old Salty with Raincoat, works all the time projecting weather for 24hrs, eyes glow during magical weather, shorts appear for hot weather, normal clothes for average weather and a parka for winter weather. When there will be rain he appears with a raincoat. He always remains in figure form.

Skipper with Hat, +1 SR to ship, he yells commands to helmsman, 1/day for 1hr, AC2 35hp move 12.

Swabbie with Bucket, cleans deck at rate of 1 minute per 5 square feet of deck, works until done 1/day even if it takes longer than a day, AC8 12hp move 9.

Wanton Lass (or Wayward Wench), 6hr per 1/day, AC10 10hp move 12, 0 level, CHA 17, operates as desired. [Fred Haskell]

Weaponsmaster, 1hr per 1/day, AC4 45hp move 12, 6th level fighter, operates as a whole weapons crew for one weapon or fight man to man as needed.

Whaler with Harpoon, goes to edge of ship and summons fish even in the phlogiston, 1d12 per day 1d20+20 inches long, used 1/day, can fight a sea monster or in sea encounter as a 6th level fighter, AC4 35hp, move 12, +2 to att/dam, 2d8+4dam with harpoon. He also carries a hatchet, knife, and belaying pin. If he is forced to fight other than a

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sea monster or some monster attacking the ship (like people), he will fight until the fight is over but then returns to figure form for a week.

Planar Figures

These figurines are command-word activated devices that cast Lesser Planar Ally (summoning a celestial or infernal creature of up to 6 HD – determined at the time of creation, such as a celestial brown bear), limited to a duration of service of 10 minutes.

Planar Figurines such as these exist in several variations including: barghest, bearded devil, bralani, celestial bronze dragon (wyrmling), celestial brown bear, hound archon, advanced medium elemental, infernal blue dragon (wyrmling), infernal huge viper, infernal advanced dire weasel, infernal dire wolf, infernal white dragon (very young), janni & succubus.

FIRE AIR EARTH WATER POSITIVE NEGATIVE FIRE -- Smoke Magma Steam Radiance Ash AIR Smoke -- Sand Ice Lightning Vacuum EARTH Magma Sand -- Ooze Minerals Dust WATER Steam Ice Ooze -- Mist SaltPOSITIVE Radiance Lightning Minerals Mist -- Shadows NEGATIVE Ash Vacuum Dust Salt Shadows --

The Outer Planes

The outer planes include:The Seven Heavens (7)The Twin Paradises (2)Elysium (4)The Beastlands (3)Olympus (3)Gladsheim (3)Limbo (5)Pandemonium (4)Abyss (666)Tarterus (6)Hades (3)Gehenna (4)The Nine Hells (9)Acheron (4)Nirvana (1)Arcadia (3)Concordant Opposition (1)

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The Quaal’s Tokens are all canon and some from a Dragon Article. One, the Arrow cluster is Gygax’s from the Tharizdun module (with picture). The dragon article descriptions and the arrow cluster lead me to believe that the tokens need not be MADE all of feathers only small feather light tokens. A few others are added from the net. The Boat token was from an April Fool’s edition that I cannot recall.

Quaal's Feather Tokens [AD&D supplement]Anchor Finger Stone 20"(1¼")Arbor Flame Stone 24"(1½")Arrow Cluster Jug, Black Stone 28"(1¾")Bind Jug, Brown Stone Cluster (1")Bird Jug, Pink Swan BoatBoat Jug, White SwordBoulder Key TreeBridge Mud VineChest Spoon (56 Bites) WagonChicken Stone 4"(¼") WeedCoffer Stone 8"(½") WhipCrown Stone 12"(¾") White FeatherEye Stone 16"(1") WingFan

AnchorA token useful to moor a craft so as to render it immobile for 1 full day (or at any time prior upon command from the

token's possessor).Experience point value: 500Gold piece value: 2,000

ArborThis token, activated by grinding it underfoot, lets the user take the form of a tree rooted to the ground at that spot.

The tree will blend perfectly with surrounding trees with regard to type and size, if there are any, and it will seem like a normal tree to all examinations short of a Wish or Limited Wish. However, when struck with a weapon, the tree will bleed as the user would normally.

Unlike the druidic Tree spell, anyone assuming tree-form by the use of this token loses awareness of self and surroundings, lapsing into a dreamlike state. He will remain so until 7-84 (7d12) days have elapsed, or until cumulative damage of more than half of the user's hit points (at the time of the token's use) has been suffered. Awakening from the trance and returning to normal shape takes one round. All clothing, accouterments, and paraphernalia change shape with the user, and are hidden by the token's magic so that Locate Object or Detect Magic (in the case of magical items) and similar magics will not reveal them.

Experience point value: 1,000Gold piece value: 5,000

Arrow Cluster

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This token resembles four match sticks with feathers. The token when touched to any bowstring turns into a long full-sized magic arrow +4. When fired it splits into four +4 arrows headed to the target. If other enemy targets are within 20' of the central target, the arrows fly apart to strike the other targets. The main target always gets one arrow or any extras. Three targets would mean one arrow for each and two for the main target, while four or more targets would mean one arrow for the main target and one for three of the closest other targets.

Experience point value: 1,000Gold piece value: 5,000

BindThis token, when placed against a door, will adhere to it and when commanded will close and seal the door with a

Wizard Lock of power as if it had been cast by a 7th level magic-user. If placed in an archway or open portal (not more than 60' wide), it will, upon command, Web the passageway closed if firm anchor points for the web exist.

If thrown upon or touched to (successful "to hit" roll required) any one being or monster, it will serve as a Hold spell of 9 rounds duration. Creatures so touched can make a saving throw by rolling their number of hit dice or less on a 1d20. Creatures existing on more than one plane gain +3 on their saving throws. Undead cannot be held by this token. Flying creatures so held will hang motionless in midair and will not fall.

A Bind may also be placed on, or just under, a horizontal surface (ground, stone floor, step, etc.), and will Slow for 9 rounds the first being to step or pass upon, or exactly over, it.

Experience point value: 1,000Gold piece value: 6,000

BirdA token that can be used to drive off any sort of hostile avian creatures or as a vehicle of transportation equal to a Roc

of the largest size in all respects (1 day duration).Experience point value: 1,000Gold piece value: 7,000

BoatA 32 man boat forms whenever the token gets wet. This may be a problem travelling in the rain even if the boat is

needed. It will not shrink down until dry. It is usable forever.Experience point value: 1,000Gold piece value: 7,000

BoulderA token that causes a huge boulder to appear (literally takes up a "huge" space). This is an instantaneous effect. The

token resembles the "Stone" token but is about the size of a golf ball. The boulder is about 10' in diameter and cannot be used as a weapon as it does not form until it hits ground. If dropped off a cliff, for example, it merely forms on landing with no impact damage. [Web:Temotei]

Experience point value: 500Gold piece value: 350

BridgeA token that forms a magical bridge of force (cf. Wall of Force), spanning any gap of 670' or less. Duration: 1 day (or

less upon command of the user of the token).Experience point value: 500Gold piece value: 5,000

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ChestA token which upon command forms a container that will appear as a silvery chest about a foot square. Any volume

of material can be placed in this chest, so long as it can be passed through the chest's top (one square foot in area) and does not exceed 666 pounds in weight. The chest, which will last for one day, is watertight and airtight (unless the one using the token wishes otherwise) and always seems to weigh about five pounds, even when filled to its weight capacity. If the chest is dropped or thrown, it will drift very slowly through the air and come to rest gently.

Living things may be placed in the chest, but it will only hold one living thing at a time, regardless of weight. Anyone within the chest can control his supply of air and water despite the wishes of anyone outside the chest -- even the person using the token -- and can see out of the chest as though it was transparent. The chest is in no way a prison, although it may only be opened from the outside by someone who touches the token while the command word is uttered. From within, the chest may at any time be "passed through" and exited. This ability applies to anything having full awareness and any degree of locomotion, no matter how feeble. Thus, an intelligent dancing sword, for example, could leave such a chest at will. Items in a chest when it vanishes at the end of the day will vanish with it, while any living thing in the chest will be pushed out.

Experience point value: 1,000Gold piece value: 5,000

ChickenA chicken springs into being, Most of the time, the chicken is plump and delicious to eat, but 1%

of the time, the token creates a chick instead 1% of the time when the token ought to summon a chick, the token creates a fertilized chicken egg. 1% of the time, the egg will hatch a full-grown ornery cockatrice instead of a baby chick. The token is a carved wooden rooster. [Harvest Moon Campaign World Copyright 1998-2007 Adam Fasoldt]

Experience point value: 1,000Gold piece value: 10

CofferA standard chest springs into being. It is wood and holds about 2 cubic feet. It is permanent after

creation. The token looks like a small chest. [Harvest Moon Campaign World Copyright 1998-2007 Adam Fasoldt]

Experience point value: 1,000Gold piece value: 50

CrownA token that causes the holder to appear richly garbed, lordly, and wise. This illusion lasts for one full day, or less

than that if the token leaves the user's hand. Other beings will view the token-holder as a great personage, leader, or ruler, and will tend to respect him. They may also, of course, decide to seize or attack such a rich prize.

Experience point value: 1,000Gold piece value: 2,000

EyeWhen this token is fitted over one eye, the object instantly confers upon the user the power of True Seeing (cf. the

spell), save that the aura (and thus, nature) of a creature is not visible. The token vanishes when its powers are transmitted, and all of the token's effects last for 2 turns.

Creatures of less than 8 hit dice employing the Eye may look upon a Prismatic Sphere without harm, and so on. Symbols are clearly visible, and will not be triggered by the gaze of the token user, although they are in no way negated and will take effect upon touch, the gaze of others, etc. (Symbol spell). Similarly, the user is immune to the confusion effects of a creature's gaze (cf. Umber Hulk).

Alternatively, this token can be used to cure blindness in any one eye, merely by placing it upon the afflicted orb.Experience point value: 1,000Gold piece value: 7,000

FanA token that forms a huge flapping fan which can cause a strong breeze in an area large enough to propel one ship.

This wind is not cumulative with existing wind speeds -- if there is already a strong breeze blowing, this token cannot be added to it to create a gale. It can, however, be used against it to create an area of relative calm or lesser winds (though this will not affect wave size in a storm, of course). The fan can be used up to eight hours a day. It will not function on land.

Experience point value: 1,000Gold piece value: 6,000

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FlameA token that creates a burst of flame upon impact, when a command word is spoken and it is thrown. If it is used as a weapon, the fireburst will do 2-8 points of damage to each creature or character in a 10' radius area around the blast. The flame can ignite flammable materials (such as cloth or wood) even in extreme cold or high winds, or when the material is wet, frozen, or otherwise fire resistant; such a fire, unless quenched by magical means, will last for one full day, regardless of the amount of material, or less, if so commanded by the user of the token. A sudden, hard impact upon the token (such as that caused by a blow or fall) within 1 round after the command word has been uttered will set off the fireburst.

Experience point value: 500Gold piece value: 2,000

FingerWhen this token is pointed at any visible location and the command word is spoken, the user will be teleported

instantly to the spot desired. This one use Teleport is limited in range by direct visibility, and has no chance of error. The user may choose any location -- mid-air, a window, a treetop, or minaret -- and will arrive safely there, along with all that he was wearing and holding.

Experience point value: 500Gold piece value: 1,000

JugThis token will, upon command, metamorphose into a pitcher from which will pour clean, drinkable water for 8

rounds, enough to fill a volume of 4 cubic feet. Once begun, the stream is unstoppable, and the Jug will dissolve into water droplets and join the trial of the waterflow.

A small number (5%) of these tokens pour Holy Water, and 5% give forth Unholy Water, but only when used by those of good or evil alignment, respectively. A "special" Jug will simply produce normal water when used by an owner of improper alignment.

A even smaller number (3%) are sweetwater jugs that pour forth 4 cubic feet of sweetwater. This sweetwater is more powerful than most and will purify 10 to one in volume. The jug will clean up to 40 cubic feet of water or 300 gallons.

Experience point value: 500Gold piece value: 2,500

KeyThis token, when touched to a wall, gate, or door, will permit passage. Through walls, the token will open a passage 4

feet wide by 6 feet high by 10 feet deep (cf. Passwall). Through gates, the Key will eat away (in the manner of an acid) a 4 foot diameter round opening with the lower edge touching the floor, so that one may crawl through. The token will unlock, unspike, unbar, and unchain any door, negating any traps on it and also negating spells such as Wizard Lock and Hold Portal. The Key would not negate or trigger a Glyph of Warding or a Symbol, but would reveal its presence, causing the rune or inscription to glow.

In all three cases the Key takes one round to make an opening, and the opening will be permanent, remaining until physically repaired, blocked up, etc.

Experience point value: 500Gold piece value: 7,000

MudA token creating a 10x10-foot puddle of mud six inches deep. This is an instantaneous effect. It looks like a small mud

ball. [Web:Temotei]

Experience point value: 1,000Gold piece value: 100

SpoonThis token will, upon command, metamorphose into a plate of a familiar, hearty meal. A plate replenishes itself until

4-16 people are fed. The meal is kept warm, and palatable of itself, and can be covered and carried for long periods and distances without spoiling (one month's duration). The plate is edible, too: A single bite of it neutralizes all poisons in the eater's body, dissolves rot grubs harmlessly, and cures the rotting disease of a Mummy, the only disease it affects. The plate has 56 bites and will retain potency for 1 year.

Experience point value: 750Gold piece value: 5,000

Stone

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This token can be a stone of any small size, although it is typically found as a white, round pebble. When thrown or slung, it becomes a large rock and strikes as a +2 weapon. Such missiles are of the following diameters:

Dice Roll Diameter (In.) Damage Caused01-05 4 1-406-15 8 2-816-30 12 3-1231-70 16 3-1871-85 20 4-2486-95 24 4-3296-00 28 5-40

Creatures struck are entitled to saving throws -- at +1 if rigidly armored and/or with a ready shield, and with dexterity bonuses also applying -- and, if this save is made, damage is halved (a glancing blow). The size of the missile produced by this token is not usually known until the token is thrown. The thrown missile shatters upon impact, and the shards vaporize immediately.

Ten percent of these tokens are a special form: Avalanche. This token will cause a rockslide if thrown or slung against a rocky slope or mountainside. The area effected and resulting damage is not under the direct control of the user of the token. If such a token is thrown or slung as a normal weapon, it strikes at +2 to hit, but splits in mid-air into a hail of 2-24 (2d12) 4" diameter stones, each of which does 1-4 points of damage. (If the "to hit" roll is successful, all of these missiles will hit the target.)

Experience point value: 500Gold piece value: 2,000

Swan BoatA token that forms a huge swan-like boat capable of swimming at 24" speed, and carrying 8 horses and gear or 32

men or any combination equal thereto (duration 1 day).Experience point value: 1,000Gold piece value: 7,000

SwordA token that grows from a miniature blade to a full-sized steel weapon, enabling the owner of the token perhaps to

smuggle a weapon in where it is normally forbidden. The full-sized sword will last for 4 turns, and then it vanishes. This token is highly prized by Assassins. (Magic-Users and Clerics cannot, of course, fight with the sword.)

Experience point value: 1,000Gold piece value: 6,000

TreeA token that causes a great oak to spring into being – 6' diameter trunk, 60' high, 40' top diameter.Experience point value: 500Gold piece value: 2,000

VineA token sprouting vines in all directions. These vines create difficult terrain, good climbing material, or perhaps fire

material. This is an instantaneous effect. It creates a mat of vines 20' by 30' flat or even straight up a cliff face. [Web:Temotei]

Experience point value: 1,000Gold piece value: 150

WagonA wagon appears next to the user. It is the standard wagon and is permanent after creation. If the

terrain is snowy, a sled appears instead. The token resembles a small wagon craved of wood. This token does not create pack animals to pull the wagon. [Harvest Moon Campaign World Copyright 1998-2007 Adam Fasoldt]

Experience point value: 1,000Gold piece value: 350

WeedA token causing weeds to grow all around it in a 10' radius. This is an instantaneous effect. The token resembles an

actual feather cut to look like a bush. [Web:Temotei]

Experience point value: 500Gold piece value: 50

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WhipA token that causes a huge leather whip to appear and be wielded against any opponent desired (+1 weapon, 9th level

fighter "to hit" probability, 2-7 hit points damage plus save versus magic or be bound fast for 2-7 rounds) for up to 6 turns. (Cf. Dancing Sword.)

Experience point value: 1,000Gold piece value: 3,000

White FeatherA token that causes a white carrier pigeon to come into existence that can fly up to 500 miles with unerring accuracy

back to the player’s home base. If used by another at home, it seeks out its owner within 500 miles and delivers a message.Experience point value: 1,000Gold piece value: 4,000

WingA token that causes miniature wings to appear on all solid objects (including living things) in a 20' radius sphere about

its point of activation. These act as a Feather Fall spell, beings so effected cannot maneuver in the air, however, without other means (e.g., Telekinesis), but will merely fall slowly straight down. The wings will disappear from each effected object when each touches the ground or is grabbed out of mid-air by a character or creature.

Experience point value: 1,000Gold piece value: 6,000

This is the most complete list of Ioun Stones I know of.

Bag of Ioun Stones [AD&D supplement]White Anhedral Crystal Group +1 to AC, as bless spell

Black*** (loadstone) Barbell add or subtract 2 G's of gravity, 2d10 charges

Sparkling Rainbows Brilliant Cut Diamond Summons a Jinn 1/week or a Jannkin 1/day

Black w/flying stars Bucky Ball Acts as Major Helm. On ship with helm adds +2 SR.

Brown Cardioid +1 to CON saves.

Pink & Blue Twist Cardioid heal self or others 1/day

BlackCephaloid (head shaped) Obscure Alignment 20' radius.

Blue w/ vertice plasmas Chiliagon People are shocked when trying to grab ANY iouns around user, 2d6 damage

Gold Metal Coil Brings dying creature back to one hit point then turns grey.

Shining Black Coil Acts as Helm of Teleportation.

Blue Cone Detect Poison, as the spellShiny Crimson (glows IR) Cone Infravision 60' range or double normal Infravision

Incandescent Red Cone Detect Secret Doors, as the spell

Iridescent Blue Cone Detect Scrying, as the spell

Saffron Yellow Cone Know Direction, as the the spell

Frosted Scarlet Cone Detect Magic, as the spellSky Blue & White Clouds Cone Air Stone, Whirlwind (tornado), as the spell, 3/day††

Clear* Connected Spheres user and 200lbs. can become insubstantial 1 turn, 1d6+1 charges

Clear Brown Connected Spheres +1 to Charisma

Black Cube Spell Focus (Enchantment), -1 saves vs. Enchantment spells cast.

Black and Green* Cube Spell Focus (Necromancy), -1 saves vs. Necromancy spells cast.

Black and Red Cube Spell Focus (Transmutation), -1 saves vs. Transmutation spells cast.

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Black Basalt Cube Fire Stone, Stinking Smoke Cloud, as the spell, 3/day††

Bright Red Cube Acts as medallion of thoughts.

Deep Red Cube Spell Focus (Evocation), -1 saves vs. Evocation/Invocation spells cast.

Forest Green Cube Spell Focus (Abjuration), -1 saves vs. Abjuration spells cast.

Opaque White Cube Spell Focus (Conjuration), -1 saves vs. Conjuration spells cast.

Orange Cube resistant to mind-affecting spells as if user had Wisdom of 20 (+5)

Pale Green Cube Spell Focus (Divination), -1 saves vs. Divination spells cast.

Pink and Green Cube Spell Focus (Illusion), -1 saves vs. Illusion spells cast.

Puce Cube bestows ESP ability at will, read surface thoughts in 30' rg.

Silvery Mirrored Cube +1 save vs. gaze attacks (Medusa etc.)

Yellow Cube +1 to DexterityVibrating Brown Topaz Cuboctahedron Summons a Dao 1/month or a Daolani 1/week

Bright Silver Cylinder user and 200lbs. can go ethereal for 1 hr., 2d10 charges

Clear Cylinder Enlarge Spell, increase spell range 100% (doubled)Clear w/ half sphere ends Cylinder eyes of hawk see 20x to 2 miles

Clear Blue Cylinder Maximize Spell, all spell effects are maximized (and can still be empowered)

Clear Green Cylinder Heighten Spell, spell is as though one level higher but 9th level spells max

Clear Rose Cylinder Empower Spell, all spell effects are one half times stronger

Incandescent Blue* Cylinder Silent Spell, allows verbal components to be silent

Green Cylinder +1 saves vs. acid

Lead Silver Cylinder Earth Stone, Earthquake, as the spell, 3/day††

Pale Green Cylinder Extend Spell, increase spell duration to double

Saffron Yellow Cylinder Quicken Spell, speeds spellcasting by 50%

Scarlet* Cylinder Still Spell, allows somatic (gesture) components to not be needed

Aquamarine Decahedron Sustain user without water.

Black Dendroid (tree shaped) Adds one level of ability, not cumulative.

ClearDitrigonal Scalenohedron acts as a Periapt of Health

Forest GreenDitrigonal Scalenohedron acts as a Periapt of Wound Closure

Rainbow Clear Crystal

Ditrigonal Scalenohedron Provides 15 psionic strength points.

Brilliant Green w/ lightning Dipyramid

Positive Energy pulse, 1d8/rd for 1d10 rds 60'rg. 20' rad is as heat metal, 2d6 charges

Clear Yellow Dipyramid Zone of Truth, as the spell

Incandescent Purple Dipyramid See Invisible, as the spell

Pale Green Dipyramid Suggestion, as the spell 3/day

Saffron Yellow Dipyramid Tongues, as the spell

Salmon Pink Dipyramid acts as a Periapt of Proof against Poison

Aqua Green (liquid) Disk immune to pressure and pressure change at any depth and to vacuum

White Disk Restore Mind self or others 1d3 times

Black DodecahedronNegative Plane Protection, as the spell, can summon a Xag-Ya with other stones††

Blue Dodecahedron Protection from Normal Missiles, as the spell

Dark Orange Dodecahedron adds 20% magic resistance

Iridescent Blue Dodecahedron Shield, as the spell, -4 to AC to incoming attacks even incorporal ones

Iridescent Green Dodecahedron Entropic Shield, as the spell, any ranged attack has a 20% to miss

Pale Green Dodecahedron Barkskin, as the spell, +5 armor bonus

Pale Lavender Dodecahedron Mage Armor, as the spell, +5 to armor

Pale White DodecahedronActs exactly as Scarab of Protection & blocks ghosts' aging attacks 1use/yr, 24 uses

Purple Dodecahedron teleport without error once per day, 2d10 charges

Scarlet Dodecahedron Death Ward, as the spell, protected from death spells and the like

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White* DodecahedronPositive Plane Protection, as the spell, can summon a Xeg-Yi with other stones††

Jet Black Donut RingLow-light vision, light sources reduced by 1/2, +10' crit rg. on single, use as spying device, no knock enemies unconscious

Orange Echinid (sand dollar) User can Detect Magic.

Blue Egg Shaped Allows water walking for one hour.

Brown Egg Shaped causes rampant fecundity 8 hours/day, works when activated

Bile Yellow Ellipsoid +1 to saving throws vs poison gas

Black Obsidian Ellipsoid1/day, attack is vampiric and dfrains 1 life level from target, points transfer to owner

Black and White Ellipsoid Provides mind blank effect against scrying.

Brown Pearl Ellipsoid Acts as boots of speed.

Burnt Umber Ellipsoid Tremorsense 60' radius, 120' radius in water.

Clear Ellipsoid Sustains a creature in any environment without food, water, or air.

Clear Translucent Ellipsoid Assume liquid form 10 minutes 2/day.Clear with Red Speckles Ellipsoid Dodge attempt ANY attack 3/day using acrobatics.Clear with Silver Flecks Ellipsoid Extra revelation granted.

Crackled Rainbow Ellipsoid Allows the user to cast prismatic spray once. 1 use.

Dark Green Ellipsoid +5 luck bonus to AC

Deep Red & Black Ellipsoid Combat Reflexes, +1 to hit/parry

Deep Green Ellipsoid Animal Empathy or +10 to exisiting Empathy

Gold Ellipsoid user and 200lbs. can go astral for 1 hr., 2d10 charges

Frosted Blue Ellipsoid Absorbs 5pts. of cold damage per round.

Frosted Green Ellipsoid Absorbs 5pts. of acid damage per round.

Frosted Indigo Ellipsoid Absorbs 5pts. of combat (physical) damage per round.

Frosted Orange Ellipsoid Absorbs 5pts. of sonic damage per round.

Frosted Red Ellipsoid Absorbs 5pts. of fire damage per round.

Frosted Violet Ellipsoid Absorbs 5pts. of force damage per round.

Frosted Yellow Ellipsoid Absorbs 5pts. of electricity damage per round.

Lavender and Blue Ellipsoid Absorbs 9th level spells. At 120 levels absorbed it turns grey.

Lavender & Green* Ellipsoid absorbs spells up to 8th level¹

Pale Lavender* Ellipsoid absorbs spells up to 4th level¹

Pale White* Ellipsoid Dehydration pulse 60' rg. Save or become a desiccated husk. 1d4+2 uses

Pulsating Red Ellipsoid When user is a target of a projectile spell, a like spell is cast at the caster.

Rainbow Ellipsoid user can levitate at will

Red Ellipsoid regeneration 10 points per round while bloodied 1/day.

Sickly Ochre Ellipsoid 5/day acid spray 2d6 10' rad. +5 acid resist.

Silver Mirrored Ellipsoid +5 vs. saves to Necromancy

Smokey Black Pearl Ellispoid 1/day, knowledge skill attempt with +20 insight bonus

Tan Ellipsoid Identify spells and magic.

Translucent White Ellipsoid User gains darkvision 60' or adds 30' to darkvision.

Transparent Golden Ellipsoid Intelligent stone, provides extra attacks by advice.

5 Transparent Green Ellipsoid +5 hit points³

Damp Green Emerald Cut Prism Summons a Marid 1/month or a Maridan 1/day

Black Euhedral Crystal Group Has the power of any two ioun stones.

Ice Blue/White Eye Eye Ball Shaped Allows seeing behind, and +1 on all surprise, and +1 attacks.

Moonstone Half Sphere lowers Mental AC by 2 to increase protection

Pink and Blue Helicid (Helix) User can turn gaseous for one hour.

Orange Heptahedron Strength spell once per day for one hour.

Purple Heptahedron +1 to saving throws vs electricity

Pink Hexagon Hums softly when poison is within 20 feet.

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ClearPointed Hexagonal Antiprism Ioun Familiar†††

Rutilated Gold Hexagonal Dipyramid Attack weapon, as level of user. Does 1d6 dam. +3 H&D, 60' rg., returns

Brushed Titanium Hexagonal PrismActs as Minor Helm, is dormant if Major Helm Ioun stone is had but adds +1 SR.

Clear Yellow Hexagonal Prism Shed continual light on command.Clear w/ light motes*** Hourglass user can slow or speed time 10 to 1, 2d10 charges

Red w/ Flames Icosahedron Summons an Efreeti 1/month or an Efreetikin 1/day

Brass Lozenge adds 2d4 +2 HP to user on command, once per day, 2d10 charges

Clear Lens* Lozenge see minute objects 400x at 7 feet

Frosted Black Lozenge +1 to saving throws vs charm spells

Pale Green Lozenge Bestows nondetection.

Pale Turquoise Lozenge Double carrying capacity.

Pale Yellow* Lozenge bestows water walk ability at will

Clear Marquis Diamond ShapeAdaption, Sustains creature without food or water, resist environmental temperatures, stop ongoing damage.

RedMonoclinoid (flower shape) Disables infravision within 20 feet.

Black Kidney Shape Nephroid Grants 5% magic resistance.

Frosty White Octahedron Grants 1-4 wishes then turns grey

5 Gold & Clear Octahedron +1 to Comeliness³

Pure White Octahedron +1 to Charisma versus creatures of the same race

Clear Octahedron Air Walk, as the spell

Iridescent Green Octahedron Haste, as the spell 3/day

Pale Lavender OctahedronCasts illusion on all Ioun Stones (itself too) that confuses others what they look like

Salmon Pink Octahedron See Aura, as the spell, all the time

Scarlet Octahedron Grants True Sight, as the Spell, 3/day

Sky Blue Octahedron Freedom of Movement, as the spell

Wine Dark Blue Octahedron Feather Fall, as the spell, at will

Yellow Octahedron Protects owner with continual mind blank spell.

Blood Red Orthorhomboid Transmuter change nonliving matter to energy in a 10 cube. 1-8+2 charges

ClearOrthorhomboid Dipyramid +1 to INT

Ruff Brown Pebble Invisibility to Undead once per day.

Tan Peg ShapedProvides a bonus of 10 extra energy levels for spellcasting (or 10 more hours of spelljamming).

Rutilated Pink Pentagon restoration on self or others 3 uses only

Brown Pentahedron Free action once per day for one hour.

Black Prism Stores one "0" level spell.

Brilliant Red Prism +3 insight bonus to Armor Class

Brilliant White Prism Stores one 1st level spell.

Clear Prism Stores 2d6 spells of any level for later use.

Clear Deep Purple Prism User can see in magical darkness.

Cloudy Yellow Onyx Prism +1 insight bonus in combat.

Crackled Blue PrismAllows the user to shoot a blue ray 10' turning target to stone save vs. no damage. 1 use.

Crackled Green PrismAllows the user to shoot a green ray 10' causing the target to be poisoned save vs. death or -1d6 CON. 1 use.

Crackled Indigo PrismAllows the user to shoot an indigo ray 10' causing insanity in the target if save failed. 1 use.

Crackled Orange PrismAllows the user to shoot a orange ray 10' doing 40 points acid damage. Save for half. 1 use.

Crackled Red PrismAllows the user to shoot a red ray 10' doing 20 points fire damage Save for half. 1 use.

Crackled Violet PrismAllows the user to shoot a violet ray 10' causing target to be plane shifted. 1 use.

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Crackled Yellow PrismAllows the user to shoot a yellow ray 10' doing 80 points electricity damage. Save for half. 1 use.

Dark Gray/Silver Interior Prism +2 insight bonus to avoid attacks.Deep Purple (glows UV) Prism Ultravision 60' range or double normal Ultravision

Dusty Rose Prism gives +1 protection

Flaming Yellow Prism (internal flames)Heart of fire, +2 level higher for fire spells, +6 bonus to Know (the planes) and (arcana), 1/day cast Quench/Empower fire spell

Glassy Black Prism Stores one 9th level spell.

Glowing Rose Prism +5 protection.

Light Blue Prism understand all spoken languages

Lime Green Prism Ignore the effects of heat and ice.

Orange Prism +1 level of experience

Pale Aquamarine Prism Stone of Steadfastness; fear immunity

Pale Blue Prism User is immune to flesh to stone spells.

Pale Glowing Green Prism +5 competence bonus on attack rolls

Pale Green Prism +1 competence bonus to all rolls

Pale Yellow Prism Glows like a sunrod. Any sensitive to sunlight must save or take damage.

Shadowy Onyx Prism 2/day travel in shadow form leaving body behind for 20 minutes.

Slate Prism +2 to insight bonus on dungeoneering

Slate Blue Prism Bonus smite attempt, turn attempt or 2nd level divine spell.

Swirled Onyx Prism +1 insight bonus to comnbat

Vibrant Blue Prism Stores one 6th level spell.

Vibrant Green Prism Stores one 5th level spell.

Vibrant Indigo Prism Stores one 7th level spell.

Vibrant Orange Prism Stores one 3rd level spell.

Vibrant Purple* Prism stores 2-12 levels of spellsVibrant Purple (glows UV) Prism Stores one 8th level spell.

Vibrant Red Prism Stores one 2nd level spell.

Vibrant Yellow Prism Stores one 4th level spell.

White Pearl Prism Repairs 1 point of damage per turn (10 minutes).Black* w/ black flames Pyritohedron

Negative Energy pulse, 1 Life Level, 60'rg., nonliving save vs disint. 2d4 charges

Blue Pyramid Spell Penetration, 10% chance to overcome magic resistance

Bright Orange Pyramid user and 200lbs. can Passwall like a Xorn for 1 hr., 2d10 charges

Dark Purple Pyramid Acts as ring of wizardry IV.

Indigo Blue Pyramid Regenerate one hit point every four hours.

5 Scarlet Pyramid +4 Skill Points to a pre-defined skill (+20% in 2nd ed)³Sky Blue (cold to touch) Quartz Crystal Summons a Djinni 1/month or a Djinnling 1/day

Aquamarine Rectangle +1 to saving throws vs. poison

Bright White* Rectangle +1 save vs. acids

Copper Rectangle user can read magic at will

Soft Black Rectangle protection vs. life-level draining, 2d10 charges

Brown* Rhomboid user and 200lbs. can assume gaseous form for 1 hr., 2d10 charges

Black and White RhomboidStone of Sustenance; require no food, water or air, and require half normal rest.

Blue Pearl Rhomboid5/day, for 10 min, owner uses slipstreeam wave of water, spd 22", swim speed 40"

Brilliant Blue Rhomboid +3 deflection bonus to Armor Class

Brilliant Green Rhomboid +3 luck bonus to Armor Class

3 Brown Onyx Rhomboid +2 increase to CON (up to +6)°

Cerulean Blue Rhomboid bestows free action on user, as per the magic ring

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Dark Blue Rhomboid Alertness, -1 to be surprised.

Dark Green RhomboidStone of True Sight; darkvision, +6 to Perception and Insight, 1/day see invisible

Dark Red Rhomboid Allows casting of hexes or curses.

Dull Orange Rhomboid Acts as Brooch of Shielding.

Dusky Red Rhomboid Allows casting double strength hexes or curses.

Frosted Blue Rhomboid Absorbs 10pts. of cold damage per round.

Frosted Green Rhomboid Absorbs 10pts. of acid damage per round.

Frosted Indigo Rhomboid Absorbs 10pts. of combat (physical) damage per round.

Frosted Orange Rhomboid Absorbs 10pts. of sonic damage per round.

Frosted Red Rhomboid Absorbs 10pts. of fire damage per round.

Frosted Violet Rhomboid Absorbs 10pts. of force damage per round.

Frosted Yellow Rhomboid Absorbs 10pts. of electricity damage per round.

Gold Metal Rhomboid Absorb 20 points of damage then turns grey.Green Opaque w/ gold flecks Rhomboid track 5 targets, for 12 hrs,

Jade Green Rhomboid +1 to saving throws vs. fire

2 Pale Blue Rhomboid +1 to Strength, 18 max†

2 Pink Rhomboid +1 to Constitution, 18 max†

Puce Rhomboid Touch attack 1/day of mummy rot.

Rainbow Rhomboid Allows the user to plane shift, as the spell, once per day.

Silver Rhomboid Grants 20% miss chance against attacks against owner. 50 charges

Steel Grey* Rhomboid drain 1 life level per touch 1/day, 2d10 charges

White and Pink RhomboidStone of Perfect Language; understand all spoken languages, +5 to Charisma-based skills

MagentaRhomboid, Non-Euclidean User can teleport; stone turns grey when used once.

Magenta Ring Shape user can become invisible (improved) at will

Gold Metal Rod User can comprehend language as the spell.

Silver* Rod +1 save vs. electrical attacks

Flickering White Snowflake +1 save vs. cold attacks

Blue Round Bead Continual Read Magic

Red Six Sided Star +1 to STR

Agate Eye Sphere allows normal vision in 360° all the time

Amber Sphere +1 WIS check bonuses and Intelligence checks, acts as Holy (Unholy) Symbol.

Brilliant Purple Sphere Grants the user immunity to poison

Brown SphereDiscerns the direction of north, or south (if below the equator), or the wildspace sphere center or the nearest sphere in the flow.

5 Clear* Sphere 5% magic resistance, 25% max³Clear with Black Core Sphere 120' darkvision

Clear Pink* Sphere Spirit Storage ²

Crackled Rainbow Sphere Allows the user to cast prismatic sphere once. 1 use.

3 Crimson Sphere +2 enhancement bonus to Intelligence, stacks up to +6

Deep Black* Sphere allows user to see in magical darkness (30' range)

2 Deep Red Sphere +1 to Dexterity, 18 max†

Dull Grey Sphere Provides 20 psionic strength points then turns shiny grey as grey stone.

Flat Black Sphere Spells cast at user backfire to caster at 1d6 damage per level. 50 charges

Flat Yellow Sphere (Balian's) +1 to a randon ability score every day.

Frosted Blue Sphere Absorbs 15pts. of cold damage per round.

Frosted Clear Sphere +5 to perception checks, +20% to notice invs/ether creatures, +2 to hit invis or hidden creatures.

Frosted Green Sphere Absorbs 15pts. of acid damage per round.

Frosted Indigo Sphere Absorbs 15pts. of combat (physical) damage per round.

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Frosted Orange Sphere Absorbs 15pts. of sonic damage per round.

Frosted Red Sphere Absorbs 15pts. of fire damage per round.

Frosted Violet Sphere Absorbs 15pts. of force damage per round.

Frosted Yellow Sphere Absorbs 15pts. of electricity damage per round.

Green Sphere +1 save vs. gas attacks

Gold Metal Spheregain ranged touch attack at 6d6 damage on any who attack the user. 50 charges

Gold Mirrored Sphere Distracts viewers from your disguise. Acts as ubiquitous spell.

Grey Pulsing Sphere Turns all iouns in obit around user (including itself) invisible, as spell.

Grey Sparkly Sphere User turns invisible, as spell.

2 Incandescent Blue Sphere +1 to Wisdom, 18 max†

Incandescent Green Sphere +1 to spell casting ability

Incandescent Indigo Sphere (Larloch's) +6 WIS

Incandescent Silver Sphere3/day, owner can choose to add 2d8 points of force damage to an attack with flash of light

Mottled Blue and Green Sphere +1 to saving throws vs. petrification

Orange Sphere Bonus to +1 to Will and knowledge checks, shed light on command.

Pale White Sphere Recall 3 9th level spells, as Pearl of Power.

Pink SphereCan be any shape or color. Cursed singing stone disrupts concentration except for rune singers.

2 Pink & Green Sphere +1 to Charisma, 18 max†

Powder Blue SphereThe Master’s Finch Sphere See description Legacy item. Familiar ioun stone.°°

Powder Purple SphereFamiliar stone that flies (teleports) messages to others up to 1000' distant up to 170 words.

Pulsing Orange*Sphere with orbiting lights user is immune to ionic and electromagnetic radiation

Red Sphere Bestows Protection from fire.

Red Mirrored Sphere Reflects nine spell levels, as spell turning, on command 3/day.

2 Scarlet & Blue Sphere +1 to Intelligence, 18 max†Scarlet & Blue yin/yang Sphere (Larloch's) +6 INT

Silver Mirrored Sphere negates rear-attack bonuses against user from any source

Sky Blue SphereDelay elemental damage, -4pts from heat or cold, or drowning, or other weather effects.

White and Gray Mottled Sphere acts as ring of counterspells

White Marble SphereProtects other ioun stones from damage, all stones (even grey) are at +5 hit points.

Yellow Sphere sheds continual light 15' radius, on command

Yin & Yang (Bk/Wh) Sphere sustained without sleep

5 Amber Spindle +1 resistance bonus on all saving throws, stacks up to +5³

Black Spindle See through Mist.

Black Pearl Spindle Regenerates Undead 1hp/hour.Black with White Stripes Spindle

User is immune to all death spells, magical death effects, energy drain, and any negative energy effects.

Blue Green Spindle bestows airy element (even Vacuum) in a 10' Sphere at will

Bright Yellow Spindle Fly, as the spell, at will

Clear Spindle sustained without food or water

Clear Flawed Spindle Cursed. Attacks user for 1d6 every turn until turned grey or destroyed.

Clear Sapphire Blue Spindle Water Stone, Fog Cloud, as the the spell, 3/day††

Cloudy Gray Spindle3/day incr. orbit speed to make a whirlwind for 3/rds, 10' +10'per rd. until 30' high. 1d6+6 dam. Save or be lifted.

Crackled Rainbow Spindle Allows the user to cast prismatic wall once. 1 use.

Flat Black SpindleUser’s unarmed attacks are vampiric, draining a level from the target, giving a HD to the user.

Iridescent Clear Spindle sustained without air

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Milky White Spindle Recover hit points equal to CON score 1/day

Ochre Spindle Grants 360 degree vision.

Pearly White Spindle regenerate 1hp/turn

Rainbow Spindle user and 200lbs. can polymorph self for 1 hr., 2d10 charges

Silver w/ gold flecks SpindleLine of sight teleport 1001' burst of lightning 10' rad 6d6 on leaving or arriving, 20 charges

Silver Pearl Spindle 3/day; turns single ranged attack into three

Sky Blue Spindle Invisibility to animal mounts and companions (and familiars) 1/day.

Translucent White Spindle User gains truesight.

Yellow Spindle +1 on saves vs. petrificationClear Flecked with Silver Square

Projects antimagic shell around user once then the stone turns grey when used.

Black Star Absorbs 62HP of fire damage then turns grey.

Blue Star Sustain user without food.

Deep Green Star +5 stone of good luck

Maroon Star user is harmed only by magic weapons or spells for full damage

Pulsing Red* Star +1 save vs. fire attacks

White Star Use light once per day.

Clear Tear Drop Use detect undead at will.

Pearlescent Pearl* Tear Drop user can see underwater 100' range

Clear Blue Tetrahedron +1 to saving throws vs cold

Black* w/ black light Tetrahedron magic darkness continual 15' radius, on command

5 Florescent Blue Tetrahedron shield 20 HP for 1hr 3/day, each stone builds to 100 HP max ³

5Ruby Red (Incandescent) Tetrahedron

As a contingency spell, user plants contingency, incandescent active, 1 use then grey³

Gold MetalTetragonal Scalenohedron Creates Gate 1d6 times

Iridescent SarletTetragonal Scalenohedron Alter Self, as the spell

Pale GreenTetragonal Scalenohedron Nondetection, as the spell

Saffron YellowTetragonal Scalenohedron Tiny Hut, as the spell

Milk White Three Lobed Sphere +1 to WIS

Indigo Blue Trapezohedron Fossilization pulse 30' rg/rad. Save -4 or turn to stone or crystal. 1d4+2 uses

Dark Purple Triangle Acts as ring of wizardry.

Sunstone Gold Triangle read any written language

Clear Red Tube Shape Grants infravision with a range of 120 feet.

Turquoise* U Shape silence 15' radius on command

5 Grey** Any adds 10 points to psionic strength total, 50 max³

¹Absorb from 10-40 or from 20-80 spell levels, respectively, then they burn out.²User's soul is transferred into the stone when a death blow is received, where it can be

returned to the body easily through the power of a restoration spell. The body will have 1 HP, however.

³Up to five duplicates may be used to build +5 Comeliness, 25% resistance, a 100 HP shield, 5 skills, 5 contingencies, or 50 extra psionic strength points, etc. respective of the type stone in question.

†Up to two duplicates of each of these stones may be used for a total bonus of +2 to any ability score.

††These six stones have their own powers but when any two are held, each elemental stone can summon an elemental. Also holding any two of these stones allows summoning a para-elemental or quasi-elemental from the plane inbetween -- i.e. the fire stone and an earth

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stone allow a magma para-elemental to be summoned. Holding all six stones allows for the summoning of any of the six para-elementals, any of the 8 quasi-elementals, or a shadow. Holding all six also allows for the summoning of a Xag-ya, Xeg-Yi, or a Xag-Az. Summoning can occur 1/day per stone or pair of stones in the case or a para or quasi-elemental.

†††The Ioun Familiar must be activated as a familiar or merely acts as a grey stone but gives 20 PSP points. Only 50 points can be gained in this way per day so it would take the place of two grey stones. It has HP: 20 and an AC: -8. When "killed," it goes grey and provides only 10 PSP like any normal grey stone. A further HP: 10 at AC: -4 destroys it.

*These stones are from the Plane of Salt and draw their power from the Negative Material Plane, as opposed to the Plane of Minerals and the Positive Material Plane like other Ioun Stones. There are 330 stones in all. 376 total counting 5 maximum for the magic resistance and shield stones, comeliness stones, 12 ability stones, skill stones, contingency stones, five hit point stones, three CON stones, five saving throw stones, three INT stones, and 5 Grey stones.

**Grey Ioun Stones may be found either in the Plane of Salt or the Plane of Minerals. Note that any number of stones may be used at once but duplicates are inactive. In addition, stones orbit user at 1'-3' but can wonder as far as 12', following the aura of the user. They are all AC: -4 HP: 10 to burn out. Any burned out stones continue to "fly" and operate as Grey stones until they are destroyed by an additional10 HP damage. Stones save as hard metal, +3. Stones burn out due to damage, the use of all charges, or maximum use or drainage. The attack stone has an AC: -10 HP: 20. After burn out or damage it is as a normal Grey stone and keeps flying until it takes another 10 HP to be destroyed. It is AC: -4 as a Grey stone.

***These stones are from near gates to the Demi-Planes of Electromagnetism and Time, respectively.

°Up to three of these stones may be used at once to stack benefits.°°The Master’s Finch, this powder blue stone functions like other stones but is a highly magical

familiar stone made by a Druid to capture the spirit of a loyal finch Its name is Taes and it can project illusions, and teleport the user and others up to 2,000 miles. It can carry 3 messages up to 140 words each. It has the intelligence of a trained bird and an INT of 4.

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