The Flute of Dismissing possesses the power to disrupt the
magics that bind conjured or summoned monsters in their enchanted states.
Thus, such creatures will simply disappear
when certain special tunes are played on the flute. The device
can also send creatures from other planes back to the plane they
came from. It is usable by all classes of characters.
The magic items, spells and creatures the flute can affect are as follows:
Magic items: Bag of tricks,
Bowl commanding water elementals, Brazier commanding fire elementals, Censer
controlling air
elementals, Efreeti bottle, Horn of Valhalla, Iron flask, Pipes of
the sewers, Ring of djinni summoning, Stone of controlling
earth elementals, Wand of conjuration.
Monsters: Aerial servant, Demons, Devils, Djinni, Efreet, elementals,
Ghost, Hell hound, Invisible stalker, Night hag, Nightmare, Salamander,
Shadow, Spectre, Thought eater, Triton,
Umber hulk, Vampire, Water weird, Wight, Wind walker, Wraith,
Xorn.
Spells: Aerial servant, Animal summoning, Call woodland beings, Conjure
animals, Creeping doom, Insect plague, Monster
summoning, Mordenkainen’s faithful hound, Summon insects,
Summon shadow.
A different melody is required for each item, monster or spell
to be affected by the flute. The first time the owner of a flute
attempts to dismiss a certain object or spell, he will necessarily
produce a poor rendition of the melody — even assuming that
the user of the flute knows which melody to use in a given
situation. Any user’s first try at a certain melody will take four
rounds to play and have a 25% chance of being successfully
reproduced. The second try (regardless of the outcome of the
first try) will take two rounds to play and have a 50% chance of
success. On the third and subsequent attempts, a fair amount of
expertise is achieved, such that the melody takes one round to
play and is always successful.
Even when a melody is successfully played, the object of the
melody is allowed a saving throw (if applicable) vs. paralyzation.
A check against magic resistance must also be made in cases
where the object of the flute playing has such protection. The
flute operates at 10th-level power for purposes of determining
the magic resistance saving roll.
It is suggested that a side record of a character's attempts with
the flute be kept. The flute can be played an unlimited number of
times.
Experience point value: 4,000
Gold piece sale value: 30,000
Dragon | - | Magic Items | - | Dragon 47 |