Horn of Change
Encyclopedia
The Horn of Change is an ancient artifact in the form of a wind instrument, in the Dungeons & Dragons
fantasy
role-playing game
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(1976).
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The Horn of Change once existed in Maure Castle's Room of Randomness (in the Chambers of Antiquities) until one of the lesser members of the Maure family accidentally triggered it. The Horn destroyed a set of bookshelves and vanished to parts unknown, along with its foolish user. A region of unstable magic has remained in the room ever since. Anyone who steps into this area is subject to a random magical effect, including "brittleness," delusions, and temporal or spatial distortions.
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...
fantasy
Fantasy
Fantasy is a genre of fiction that commonly uses magic and other supernatural phenomena as a primary element of plot, theme, or setting. Many works within the genre take place in imaginary worlds where magic is common...
role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...
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Dungeons & Dragons (1974-1976)
The Horn of Change first appeared in the fourth supplement to the original D&D rules, Eldritch WizardryEldritch Wizardry
Eldritch Wizardry is a supplementary rulebook by Gary Gygax and Brian Blume, written for the original edition of the Dungeons & Dragons fantasy role-playing game, which included a number of significant additions to the core game.-Contents:...
(1976).
Advanced Dungeons & Dragons 1st edition (1977-1988)
The Horn of Change was also mentioned in the original 1979 Dungeon Master's GuideDungeon Master's Guide
The Dungeon Master's Guide is a book of rules for the fantasy role-playing game Dungeons & Dragons...
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Advanced Dungeons & Dragons 2nd edition (1989-1999)
The Horn of Change was further developed in 1993's Book of ArtifactsBook of Artifacts
The Book of Artifacts is a supplemental sourcebook to the core rules of the second edition of the Advanced Dungeons & Dragons fantasy role-playing game. This book, published by TSR, Inc. in 1993, details 50 different artifacts, special magic items found within the game at the Dungeon Master's...
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Description
The horn appears the same as one of the more common magical horns, such as the horn of blasting or horn of bubbles. It is made of polished brass and shaped like the curving horn of a ram. Sigils are stamped on its rim and it can be carried by an attached golden chain.Powers
Three blasts on this horn will cause a variety of effects, at random. The horn may be used any number of times with the effect being determined separately each time. Some of these powers are useful and some are cataclysmic.Curse
Each day that the Horn of Change is used, there's a chance that the user will be struck by a gambling fever that will only pass if the Horn is given away or lost.History
Several hundred years ago, the rogue Eustos was on a winning streak at the gambling tables. He foolishly boasted that he must have won the favor of the gods of luck. A charismatic stranger came to the table in response to this, and suddenly Eustos's luck changed. Suddenly, there was no throw of the dice that Eustos could make, and the stranger won game after game. Finally Eustos offered the only thing of value he had left: his soul. Against that wager, the stranger put up a plain blass horn. Somehow, Eustos won the throw. The stranger smiled and gave him the Horn of Change, warning him it could grant him great power, but also immense woe. Eustos gained a reputation for wonders with the Horn before vanishing one day, never to be seen again.The Horn of Change once existed in Maure Castle's Room of Randomness (in the Chambers of Antiquities) until one of the lesser members of the Maure family accidentally triggered it. The Horn destroyed a set of bookshelves and vanished to parts unknown, along with its foolish user. A region of unstable magic has remained in the room ever since. Anyone who steps into this area is subject to a random magical effect, including "brittleness," delusions, and temporal or spatial distortions.