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 1st 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 4
rounds to play and have a 25% chance of
being successfully
reproduced. The 2nd try (regardless of
the outcome of the
1st try) will take 2 rounds to play and
have a 50% chance of
success. On the 3rd and subsequent attempts,
a fair amount of
expertise is achieved, such that the melody
takes 1 round to
play and is always successful.
Even when a melody is successfully played,
the object of the
melody is allowed a SAVE
(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 | Dragon 47 | - | Magick Items | 1st Edition AD&D |