Reptar's Wall
by Ed Greenwood

Named for the ranger who once bore it,
the Wall  is a large, heavy shield constructed
of iron plates riveted to an iron frame. Its
origin, lost in antiquity, is unknown. Two
words are engraved on the frame in the
common tongue, facing the bearer at eye
level when the shield is held ready for bat-
tle: ?Eiruvan? and ?Thammis.? The shield
is magical, and has the following powers
and abilities:

Despite its construction, the  Wall  does
not rust or corrode, or conduct heat or cold,
its metal remaining inactive. It is a +1
shield, and gives forth no sound when
struck or dropped. It does not ring or grate,
but is absolutely silent; the heaviest blows
falling upon it cannot be heard.

When the bearer (not another creature,
nor anyone not wearing the shield slung on
an arm, ready for battle) speaks or whispers
the word ?Eiruvan,? the shield and bearer,
plus any accoutrements worn and held,
become  invisible  to both normal sight and
infravision for 2-8 rounds. During this time
the shieldbearer moves silently, because of
the shield?s sound-absorbing qualities, and
can move about or strike at opponents while
so concealed. A successful attack made on
an opponent by the bearer will cause the
bearer and shield to immediately become
visible.

Carrying an active source of light will not
affect the invisibility of the carrier, but the
light will be clearly seen and can be used to
determine the location of the  invisible
shieldbearer. The casting of  light, detect
magic,  or  dispel magic  in the area where the
invisible  shieldbearer is suspected to be will
never reveal the presence or precise location
of the shieldbearer. Once exercised, this
power will not work again until 96 turns (16
hours) have elapsed from the cessation of
invisibility.
The shield?s major power, made active
when the bearer speaks or whispers the
word ?Thammis? while wearing the shield
slung for use, is the ability to  fly  (as per the
magic-user spell) for 2 turns. Shield and
bearer, plus any non-living accoutrements
of up to 4000 gp weight, are empowered to
fly  at maneuverability class A, with a move-
ment rate as per the spell; the magic also
confers full stability for wielding weapons in
midair. The flight ability will last until 2
turns have elapsed or the bearer wills it to
end, whichever occurs first.

Use of the  fly  power has an unexpected
side effect in that at the onset of flight, the
nearest magic item or artifact will be per-
manently drained of one charge, which
serves as energy to power the shield. If the
nearest item is of a permanent nature and
has no charges (e.g., a magical dagger), all
of its powers are negated for 4 turns. The
item closest to the shield is always affected,
regardless of the shieldbearer?s wishes. The
shieldbearer is usually unaware of the
?draining.? If no magic item is within 9? of
the shield when its  fly power is activated,
the shield?s own other abilities ? including
its sound absorption and +1 bonus ? are
negated for 6 turns. The Wall  is directed in
flight by the will of its bearer, who must
remain in full physical contact with it, or
the shield and former bearer will both
plummet to the ground; the shield will not
fly  alone.
 
 
Dragon - Six Shields - Dragon #89