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===Nightmarish magic items=== Nightmares are the inspiration for several magic items, including some things typically found in stables. Bazaar of the Bizarre in Dragon #47 details the horseshoes of Hades. When all four are attached to the hooves of a normal horse, it is transformed into an uncooperative and likely hostile nightmare. The nightmare harness from Dragon #234 is a magic item made by a lich in order to summon a nightmare. It is studded with platinum and precious gems which glow with an inner fire. Once summoned, the nightmare will serve the lich indefinitely, but should the nightmare die while in service, the harness crumbles to dust. Also capable of summoning a nightmare is the darkest bridle from Dragon #244. Made of black leather studded with onyx, when cracked against the possessor's leg, the bridle summons a flying steed. The creature summoned is determined randomly, with a nightmare the least likely monster to appear. A saddle of the nightmare (detailed in Adventurer's Vault) allows the rider of a teleporting mount to travel with the steed, even if that would not normally be the case. There are at least two types of magical figurines which transform into nightmares. The most well-known of the two is one of the figurines of wondrous power first detailed in the 1st Edition Dungeon Masters Guide. There it is described as a "small, nearly shapeless lump of black stone" vaguely resembling a quadruped. The obsidian steed figurine becomes a nightmare upon the utterance of the command word. It will allow itself to be ridden, but should the rider be of good alignment, there is a 10% chance that he or she will be dropped off in Hades. Bizarrely, the description of the obsidian steed in the Dungeon Master's Guide v.3.5 makes no reference to nightmares. Instead, it says only that the steed transforms into a "fantastic mount" capable of travelling to the Astral and Ethereal Planes. The goat of travail figurine, however, becomes an enormous creature with the statistics of a nightmare. In the 5th Edition Dungeon Master's Guide the figurine is back to changing into a nightmare, but the workmanship has improved, since the illustration clearly resembles a horse. The second type of figurine is the equus, introduced in Dungeon #22. This is a magical piece of jewelry that polymorphs on command into a beast of burden. Although a nightmare is not one of the standard options for creatures into which the equus polymorphs, it is mentioned as a possibility for an evil version of the item. One of the four functions of a wand of darkness, first detailed in Dragon #102, is to summon a nightmare. This costs three charges. The nightmare is under the control of its summoner, and serves for 90 minutes. It can transport a rider to the Astral or Ethereal Planes. A staff of fiendish darkness (Magic of Faerûn) can be used to summon a nightmare at a cost of two charges. (This item was renamed to be a runestaff of fiendish darkness in the Magic Item Compendium.) The warrior Ardenor Crush, who has been reincarnated into the body of a hobgoblin, is detailed in FR15: Gold & Glory. He wears an amulet that allows him to summon a nightmare. In Marco Volo: Arrival, the malevolent artifact known as the Dragonking's Eye is in possession of transport gems that can be used to summon extra-planar allies, including a nightmare. Dragon #76 notes that although a potion of fire resistance is ineffective against the most powerful of devils, it does work against the magical fires produced by a nightmare. The article The Many Facets of Gems in Dragon #83 states that diamonds are supposed to provide protection from creatures like spirits, ghosts and nightmares. Finally, one of the many creatures into which a paddleboard of wondrous transformations can polymorph its target is a nightmare. This item is detailed in Dragon #134.
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