A horrific device only employed by the most black hearted of magic users.
Crafted from the leg bone of the slain wyrm Ashirkelenge, this rod has tremendous magical power in the right hands.
An ornate reliquary box, covered in fine metalwork that twists the eye and causes headaches.
The Wands were created by the Aldruku as a weapon to finally destroy their Nyorian enemies.
Be wary, adventurer, of the smoke of Mal’Mennoth, that dread, choking cloud that blots out the very sun! Be wary, adventurer, of the demon’s dread shadow, of the things that prey on your mind!
You should feel proud today, knowing that you will be the reason why another person will live. Why they will escape the brink of death and be able to heal all injuries. This is a great thing and you should feel elation knowing because of you, they will live. Unfortunately you must die for them to live; such is the way of the world.
-Inganno - Follower of Caedmon, Alchemist of Shadow
This creation of Necromancy allows a true Necromancer access to certain powers engineered specifically for the spread of the practice. Created in the Forgotten Realms, a mysterious item ideal for the young or old.
Full Powers and the Full History of the item are included.
Day in and day out the library and labs Robert was always about. When questioned of his motions, he explained he was fetching his master’s potions, but secretly crafting a wand is what he pained. In the end an ebony wand was made, it would be known later as Trotters Unfair Trade.
This staff is equally powerful the the staff of Leviadan. The differences are that it is an evil craft, those who are not already evil shall be currupted should the staff stay in the possesion of good men to long. The trait that gave it it’s name is that it gives you "TEMPORARY" controle over the minds of dragons and griffins.
In a long-lost age, a party of adventurers are frozen into stone by the stare of some gorgon-like creature. An unscrupulous rogue, coming across the frozen party several centuries later, decides to haul off two of the statues to decorate his den. Upon his death, an artisan friend of his claims a statue and sells it to a rich merchant, passing it off as his own work. Years later, the merchant gilds the statue in bronze and re-sells it at a much higher price. After passing through the art markets for many decades, the statue ends up in the hallways of a mage academy. Imagine the chaos and confusion when a young mage's spell happens to break the curse of stone, returning the adventurer to life several centuries after his petrification! Is he interrogated by historians? Driven mad by the change of times? Or does he set off on a quest to find and liberate his other frozen party-members?