Tears of Mishakal

The Tears of Mishakal are featured in the Age of Mortals 3.5 edition Dragonlance trilogy of adventures. They are powerful items that when pure, can grant powers to rival the greatest clerics of Mishakal. They can be corrupted, however, and when one is, it is a powerful force of evil and destruction. Please read Spectre of Sorrows to see one method of cleansing a corrupted Tear. Below is a link to a PDF version of the Tears for easy download and printing.

Link: Tears of Mishakal2[296]

 

Tear of Mishakal (pure)

Wondrous item, very rare (requires attunement by a
non-evil-aligned user)

Each Tear hold 14 charges. It regains 1d4 charges every
morning at daybreak.
When used to cast a spell from it, the Tear glows with a soft
blue radiance equivalent to a Light spell that lasts 1 round.
Spells. The user of the Tear can command it to use the
following spells, using the spell’s casting time.
The following spells expend 1 charge: bless, cure wounds,
sanctuary
The following spells expend 2 charges: calm emotions, cure
wounds (level 2), lesser restoration
The following spells expend 4 charges: cure wounds (level 4),
prayer of healing, protection from poison
The following spells expend 6 charges: cure wounds (level 6),
death ward, dispel evil & good (evil only), revivify, greater
restoration
The following spells expend 10 charges and may only be used
if both Tears are used: heal, heroes’ feast, raise dead
In addition, a Tear possesses other powers. If submerged for
24 hours in a vessel containing no more than a gallon of water, the
water is turned into holy water.
As long as the bearer has one of the Tears on his or her
person, and it contains at least 1 charge, they benefit from a
continual Shield of Faith spell.
Finally, as long as the bearer has a Tear on his or her person,
they cannot be affected by spells that move them to a different
dimension such as Teleport, Dimension Door, Blink, Plane Shift,
or similar magic.

 

Tear of Mishakal (corrupted)

Wondrous item, very rare (requires attunement by a
non-good-aligned user)

Each Tear hold 14 charges. It regains 1d4 charges every night
at midnight.
When used to cast a spell from it, the Tear glows with a
sickened green radiance equivalent to a Light spell that lasts 1
round.
Spells. The user of the Tear can command it to use the
following spells, using the spell’s casting time.
The following spells expend 1 charge: bane, inflict wounds,
ray of sickness
The following spells expend 2 charges: blindness/deafness,
inflict wounds (level 2), ray of enfeeblement
The following spells expend 4 charges: animate dead, bestow
curse, inflict wounds (level 4)
The following spells expend 6 charges: inflict wounds (level
6), contagion, blight
The following spells expend 10 charges: circle of death,
dispel evil and good, mass inflict wounds, summon greater
demon (Shadow Demon)
In addition, the corrupted Tear possesses other powers. If
submerged for 24 hours in a vessel containing no more than a
gallon of water, the water is turned into unholy water.
Finally, as long as the bearer has a Tear on his or her person,
they cannot be affected by spells that move them to a different
dimension such as Teleport, Dimension Door, Blink, Plane Shift,
or similar magic.

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