An interesting magical item from the AD&D Comic book 1989, issue 2.
Highlights
- ๐ฎ Lockstone Description: A magical device resembling a crystalline or metallic orb or egg, believed to originate from the outer planes.
- ๐ Timed Functionality: Lockstones are set to release one or more spells when specific conditions are met.
- ๐งโโ๏ธ Programming: Can only be programmed or reprogrammed by a wizard of at least 16th level.
- โจ Spell Storage: Capable of storing up to three spells; becomes dormant for at least a year after use.
- ๐ Versatile Utility: Often used to trap extraplanar creatures or safeguard valuable treasures.
Key Insights
- โ๏ธ Preconditions: Up to two preconditions must be met for the Lockstone to activate, such as time passage or specific interactions.
- ๐ฅ Example Use: Imig Zu used a Lockstone to imprison a fire elemental with conditions tied to time and physical interaction.
- ๐ Creature Guardian: Activation may release a creature, like a Greater Basilisk, as part of the Lockstoneโs effects.
- ๐ Rare Artifact: Lockstones are uncommon and have only been discovered a few times in specific regions, such as the North.
- ๐ Historical Significance: These artifacts may hold lore or be central to grander magical or planar events.