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A talisman was a fetish or item of jewelry enchanted to act as a magic item.[1][2] Talismans were particularly common in the lands of Kara-Tur and Maztica.[3]

Description[]

A talisman was generally no bigger than a holy symbol and very light.[1] The form of the talisman was often a clue to its magical power.[1][2] For example, a talisman shaped like a goldfish scale might grant the user the ability to breathe underwater.[1]

Most talismans were made from natural materials, such as bone, feathers, or dried plants. In some lands, a talisman could be made from folded paper.[1] The orcs of the Thousand Fists tribe integrated silver and iris agate into the crafting of their talismans of spell turning.[4] In Maztica, talismans were always items of beauty and symmetry.[3]

Powers[]

Talismans usually granted some sort of benefit or protection to the user, rarely ever any sort of offensive capabilities. Like wands or potions, the rules of magic usually limited the creation of talismans to weaker spells.[1]

The method of activation for talismans varied but usually involved touching the object and concentrating for a brief moment[1] or speaking a word of command.[3] Anyone could use a talisman's powers; one did not have to be trained in magic to do so.[1][3] Most (but not all) talismans could be used a single time before their magic was spent. When used, such talismans crumbled away to ash or dust.[1]

Talismans made of sunstone had the power to ward off any undead that were affected by sunlight.[5]

In Maztica, Azuposi priests and special roughish spellcasters called fetishists could use talismans to enhance the powers of their spells.[2]

Creation[]

In Maztica, two broad categories of talismans were crafted, and it required a particular powerful spell to create them. These were talismans of pluma and talismans of hishna.[6]

In Zakhara, the spell death talisman was used to create a special talisman that would perpetually remain in its current condition until the caster's death. For example, a small piece of equipment could be made to resist water damage or decay from age, and it would also fade away into dust when the owner was no longer alive, preventing anyone else from inheriting the item.[7]

Reputation[]

Unlike in other lands, in Kuong Kingdom, wu jen kept themselves hidden from general society, and the wearing of talismans was used as a secret means of identification.[8]

Notable Talismans[]

Some talismans were more powerful than usual and warrant special mention here:

  • The Water Ochimo, a spirit warrior created by the Dead Spirit King of the island of Akari (south of Kozakura), wore a talisman of the restless dead, which allowed it to Animate skeletons.[9]
  • Monkey head talismans were created by Hu Sen, the "Mad Monkey", to speed the learning of his special style of martial arts.[10]
  • The legendary talisman of pure good was supposedly used to sink the temple of the evil Black Leopard Cult to the center of the planet.[11]
  • The Order of the Snake talisman granted the wearer the ability to invade other people's dreams.[12]
  • The couatl Uxma possessed a pluma talisman that was a kaleidoscope made of feathers. This talisman charmed those looking at it.[13]

Appendix[]

See Also[]

Adventures[]

External Links[]

Talisman article at Wikipedia, The Free Encyclopedia.

References[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), pp. 135–136. ISBN 0-7869-2015-7.
  2. 2.0 2.1 2.2 John Nephew and Jonathan Tweet (April 1992). City of Gold. (TSR, Inc), pp. A14–A15. ISBN 978-1560763222.
  3. 3.0 3.1 3.2 3.3 Douglas Niles (August 1991). “A Journey to the True World”. Maztica Campaign Set (TSR, Inc.), pp. 72–73. ISBN 1-5607-6084-2.
  4. Eric L. Boyd (2002-01-30). Part 10: Chronicler's Compendium. Mintiper's Chapbook. Wizards of the Coast.
  5. Ed Greenwood et al. (December 1988). Lords of Darkness. Edited by Scott Martin Bowles. (TSR, Inc.), p. 91. ISBN 0-88038-622-3.
  6. Douglas Niles (August 1991). “A Journey to the True World”. Maztica Campaign Set (TSR, Inc.), pp. 80, 89. ISBN 1-5607-6084-2.
  7. Tim Beach, Tom Prusa and Steve Kurtz (1993). “Golden Huzuz”. City of Delights (TSR, Inc), p. 94. ISBN 1-56076-589-5.
  8. Mike Pondsmith, Jay Batista, Rick Swan, John Nephew, Deborah Christian (1988). Kara-Tur: The Eastern Realms (Volume II). (TSR, Inc), p. 104. ISBN 0-88038-608-8.
  9. Jeff Grubb (1987). Ochimo: The Spirit Warrior. (TSR, Inc), p. 47. ISBN 0-88038-393-3.
  10. Jeff Grubb (1988). Mad Monkey vs the Dragon Claw. (TSR, Inc), p. 55. ISBN 0-88038-624-X.
  11. Jeff Grubb (1988). Mad Monkey vs the Dragon Claw. (TSR, Inc), p. 39. ISBN 0-88038-624-X.
  12. Rick Swan (1990). Test of the Samurai. (TSR, Inc), p. 30. ISBN 0-88038-775-0.
  13. Jeff Grubb and Tim Beach (September 1991). Fires of Zatal. (TSR, Inc), p. 25. ISBN 1-5607-6139-3.