Whats Hot!

The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

Most Useful

Reference Scrolls

May 05, 2015

demoSome of the most viewed pages on this site are the O.C.C. List, Race List, and Skills List, all for Palladium Fantasy. This includes material from the various books, along with which book they're located in. This is an invaluable resource for new and experienced gamers alike.

Need Help?

Checkout the Sitemap

September 05, 2015

demoWhether you're new to the site or a long time fan but can't find an old favorite, feel free to check out the Sitemap. This is a list of all the pages on this site to help navigate you through your trip into the fantasy.

Magical Instruments

Magic Items


Throughout the history of the Palladium World, a number of magical instruments have been created whose mere tune could move men and women on an instinctual level. When played by a master, so great is their power that one of these instruments could inspire a nation or cause an army to cower and flee in terror. However, the creation of these instruments has been lost since the Age of a Thousand Magicks, and only a handful have survived over the passage of time.

Finding one of these magical instruments is rare, but this is only the first step to unlocking they're true strength. To harness the power of each instrument, a specific tune must be played. Learning the proper song can be an even greater challenge. These tunes are difficult to perform, inflicting a -20% penalty to the musician's skill check. Bards suffer only a -10% while only the instrumental skill of Minstrels fully negates the penalty.

Note: More information on (non-magical) musical instruments in the Palladium World can be found in Book 3: Adventures on the High Seas. Descriptions of the various instruments, their history, prices, and other possible skill penalties can be found under the Minstrel O.C.C., page 20.


Angel's Lyre

Stories tell of an angel (a.k.a. Spirit of Light) gently descending from the heaven's above playing a lyre with such a sweet melody that an army of demons fled in terror. As the sun rose in the distance and calm set upon the land once again, the angel bestowed its great harp upon the brave mortal defenders who would stand against unspeakable evil. Whether the stories or origins of the Angel's Lyre are true or not, its power is undeniable.

The Angel's Lyre is a 7 stringed instrument and often thought of as a small harp that can be easily carried. When the proper tune is played, any supernatural evil in audible range must make a Save vs. Horror Factor 15 or higher. A failed roll results in the supernatural being fleeing from the immediate area and unable to end until the song ends. If the supernatural being rolls a successful save, it suffers no penalties and may remain in the area, usually with a desire to dismember the individual playing the lyre.

The Harmony of Light: A variation of the Angel's Lyre that serves as a potent instrument of defense against the supernatural. The melody is difficult to master (an additional -10% penalty) and the exact notes believed to have been lost over the ages. When played, the Harmony of Light strikes at the very nature of demons, deevils, or other supernatural evil causing them to suffer loss of initiative, one attack per melee, and a -2 to parry and dodge for the duration of the tune.

After a full melee round (15 seconds) any supernatural evil still in the area risks being forced back to its native dimension and unable to returned for 1D4 weeks There's an 80% chance of banishing lesser supernatural beings, while greater supernatural beings are more resistant with only a 40% chance. Even if not exorcised from the current dimension, supernatural evil beings suffer the loss of initiative, one attack per melee, and a -2 to parry and dodge, as if their very nature is under attack. Gods and Alien Intelligences are either immune or suffer only a 10% chance of being exiled (and suffer no penalties while the song plays). Smart supernatural beings will either flee to avoid exorcism or destroy the musician (and/or lyre) before it's too late.


Faerie Silver Bells

A set of faerie bells (costume/instrument) where all the bells are literally made of silver. This magic compels (Save vs. Magic, 16 of higher) anyone within 8 feet (2.4 m) of the tune to dance in circles around the performer. While dancing, victims of this magic are fairly helpless, suffering -8 to strike, parry, and dodge, and can perform no other skills/actions other than dance. This can be used to humiliate, allow allies to attack a relatively defenseless opponent, or if used at a choke point can halt enemy movements or prevent them from giving chase to another. The only way to free those ensnared by the spell are to stop the performer with the Faerie Silver Bells from dancing.

As an additional benefit, while wearing this outfit Faerie Folk with treat the character like a Silver Bell (for better or worse). This can grant a character safe passage through the territory of Faerie Folk, and may even allow a mortal to enlist the help of Faeries in the area. Any big folk who pick on the silver bell (minstrel) will suffer the full wrath of any nearby Faerie Folk.


Lute of Heart

With the power to uplift spirits, this magical lute helps summon forth an individual's inner spirit. While under the effects of the lute, allies feel light of heart allowing them to resist negative emotions and doubts. This means if a character is insecure or dealing with regret over a past decision that weight feels temporarily lifted so the individual can act with the courage and determination of 10 men. In addition, the character receives a +2 bonus to Save vs. Horror Factor, and +6 to Save vs. attacks such as Empathic Transmission or other mood altering abilities.

If combined with a rousing song, such as that of a Bard, those who hear the lyrics and beat receive +5 S.D.C., +2 to Save vs. Poisons/Toxins, and all fatigue is forgotten allowing the character to function as if completely rested for the duration of the song. These bonuses can tip the scales in an otherwise even battle, or even turn the tide with newly inspired soldiers. The Lute of Heart is believed to have been created as a direct counter to the Thunder Drums.


Pied Pan Pipes

A pan pipe painted multi-colored, this magical instrument has the power to hypnotize entities and ghosts. Any entity or ghost hearing the sound of these pan pipes feel compelled to follow as if in a trance. This allows the musician to harmlessly lure them away from cities or other areas. Even after the song ceases to play the entities tend to feel at peace and are unlikely to attack anyone, including the minstrel, for 1D4 days. That is its main purpose and original intent when created. However, additional purposes for this instrument have been found.

There's a thin line between ghosts and astral beings. With a slight variation to the song (an additional -10% to any skill check), the tune can be used to lure astral beings, including psychics or magic users currently in astral form (using Astral Projection). When used in this form the sound will also attract children under the age of 13, as well as some animals. The exact reason it also attracts children is unknown, but there's believed to be linked to the mysterious reason why children can also see astral beings.


Thunder Drums

These dragon drums, sometimes referred to as Drums of the Thunder Lizard, let out a thunderous boom with each strike that can be heard for over one mile (1.6 km) away. Thunder Drums are played during the full march of an army. The thunderous sound serves as a warning for innocents to evacuate as well as to instill the fear of impending doom within enemy soldiers. For those who hear the ominous boom and see the approaching army (unless the army is of an insignificant size), this creates a Horror Factor of 8. In addition, the noise is startling and distracting, granting the allied army a +1 to strike, parry, and dodge while within its influence.

The Dark Overture: A frightening variation on the Thunder Drums tune, while the Dark Overture sounds the skies overhead darken with brooding storm clouds and blot out any natural light. While the booming drum can only be heard for up to one mile (3.6 km), the stormy skies span up to a 10 mile (16 km) radius around the drum. This dark magical effect is so powerful it even allows vampires to march under its cover even during daylight hours. The sound of the drums provides a +1 to Horror Factor to any supernatural being within its range, and a +2 specifically to vampires. After a vampire army attempted to conquer the world, the forces of light attempted to wipe all traces of this song from world. The tune/song required to summon the Dark Overture is believed (or at least hoped) to be lost to history. However no purge, no matter how thorough, is ever complete.