# The Pen of the Void

)   The Pen of the Void   

Base item

athame

Damage vs. small

1d4 x2 + (special)

Damage vs. large

1d3 x2 + (special)

To-hit bonus

+1d5

Bonus versus

pen restored

Weapon skill

dagger

Size

one-handed

Affiliation

GnosticBinder

When carried

(none)

When wielded

(special)

When invoked

see article

Base price

2500 zm

Weight

10

Material

iron

The Pen of the Void is an artifact athame that appears in dNetHack. It is the guaranteed first sacrifice gift for the Binder, and is enhanced into their quest artifact.

Contents

1 Single-blade form
2 Dual-blade form
3 Void Chime
4 Pen binding
5 Spirit effects

Single-blade form
Before the quest nemesis is slain, the Pen is a normal athame, though it can be enchanted to only +5 max (attempts to overenchant the Pen simply fail). In this form, the pen can store one spirit (as detailed below) and has no #invoke effect. Reading the Pen will show that it was once a dual-bladed athame, but the second blade has been snapped off. Note that for a non-binder the Pen will always be single bladed, as the double bladed form requires you have both killed your nemesis and also are a Binder.

Dual-blade form
After the quest nemesis is slain, the Pen deals double damage, can be enchanted to +10, and can store two spirits. The effects of each spirit also increase. In this form the Pen can be #invoked to activate the Void Chime power. Reading the Pen will show that it now has both blades.

Void Chime
Invoking the restored Pen activates the Void Chime power. For the next 5 turns, any spirits stored in the blade count as being bound to the character as well, and all spirits bound to the player count as being in the Pen. While the Void Chime is sounding, breaking a spirit's taboo does not unbind it. The Void Chime also resets the cooldowns of all spirit powers.

Pen binding
If a Binder with no free slots attempts to bind a spirit while wielding the Pen of the Void, the spirit may instead be stored in the Pen. The spirit's binding timeout is set as normal, and its seal appears on the Pen. Spirits stored in the Pen do not grant their usual abilities, and the character is not subject to their taboos. Instead, each spirit modifies the Pen in some way. If the Pen is still single-bladed, you may only bind one spirit inside it. The dual-bladed pen can store two spirits. Reading the pen will tell you what spirits are inside it.

Spirit effects

Spirit

Single-blade Pen effect

Dual-blade Pen effect

Ritual modifications

Ahazu

20% chance of subtracting 3 movement points and +1d4 damage

20% chance of subtracting 3 movement points and +4d4 damage

Amon

+1d4 fire damage

+4d4 fire damage

Andrealphus

Can engrave teleport and teleport control wards

The Pen burns engravings

Andromalius

Sneak attack, resist theft of weapon

Extra sneak attack damage

Astaroth

+1d4 Shock

+4d4 Shock

The Pen must be rusty or corroded.

Balam

+1d4 Cold

+4d4 Cold

Berith

Can joust, +1d4 Blood Merc damage

Can shatter weapons, +4d4 Blood Merc damage

Buer

Heal 1d4 HP per hit

Heal 4d4 HP per hit

Chupoclops

10% chance of +1d4 and create web

10% chance of +4d4 and create web

Dantalion

10% chance of +1d4 and probing

10% chance of +4d4 and probing

Echidna

+1d4 Acid

+4d4 Acid

Eden

+Silver

+2×Silver

Enki

+1d4 Water

+4d4 Water

Eurynome

5% chance of counterattack

10% chance of counterattack

Eve

Pen can launch any projectile

Pen has unlimited range with projectiles

Fafnir

+2d4 vs golems, +1d4 vs nonliving

+8d4 vs golems, +4d4 vs nonliving

Huginn and Muninn

vs sighted: +1d4 and blind 1 turn

vs sighted: +4d4 and blind 1 turn

Iris

+1d4 Wilting

+4d4 Wilting

Jack

Pen is a light source

Pen gains the "Bright Light" artifact property

Malphas

5% of killed enemies become pet crows

10% of killed enemies become pet crows

Marionette

Pen can be applied like a polearm

Pen gets 2× Strength bonus.

Mother

5% chance of paralyzing

20% chance of paralyzing

Naberius

+1d4 vs peaceful or frightened

+4d4 vs peaceful or frightened

Orthos

10% chance of dealing +2d8 and knockback

10% chance of +8d8 and knockback

Ose

20% (or 100% vs telepathic monsters) chance of dealing +1d15 damage

20% (or 100% vs telepathic monsters) chance of dealing +4d15 damage

Otiax

+1 and 5% chance of theft

+1d4 and 5% chance of theft

Paimon

Gain 1 energy per hit

Gain 4 energy per hit

Shiro

Throw rock at melee target

Throw boulder at melee target

Simurgh

Stun target

+2d4 and stun target

Tenebrous

5% chance of draining level

25% chance of draining level

Ymir

Poison Pen

Set strength to 25