Magic

This is where the magical items acquired or discovered by the players are listed.

Amulet of Achaekek

A large silver medallion attached to a slender silver chain, the amulet of Achaekek grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion’s power fades away entirely and it becomes a simple piece of silver jewelry. This amulet possesses a faint lawful evil aura.



Amulet of Nurgal 

An orange tourmaline carved with the symbol of Nurgal inserted in an otherwise plain iron disk provides the wearer with a +2 competence bonus on Intimidate checks when it can be seen by the intended target. It also increases the DC of any fear effect created by the wearer by +1. This amulet possesses a faint chaotic evil aura.




Amulet of Spell Storing

A large earthen medallion on a small gold chain, this amulet allows a spell caster to store any spell of level 1 and recall it out at a later time. Any spell placed in the amulet remains there until either recalled by the spellcaster or dismissed.


Belt of the Fair Lady

A slim belt made of leather and inscribed with silvery runes all around, the belt of the fair lady sports a refined silver buckle shaped like a wild rose. The belt provides a +4 Strength bonus to its wearer, as well as a +4 competence bonus on acrobatic rolls.


Belt of Swords

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Blue Pegasus

A strange blue powder can be shaped in the form of a pegasus, which immediately comes to life. This construct obeys the summoner's orders and continues to serve until destroyed or dismissed. Unfortunately, there is only a limited amount of blue powder left following the fire in Fort Inevitable that destroyed Darelle's house along with that of many others. Dr. Mordel investigated the powder and did some research on how to recreate it, and discovered that the main ingredient is a pegasus' hoof.


Book: Book of the Damned

Made of humanoid skin and covered in lettering written in blood in Infernal of the 7th level, the book oozes evil. This book actually consists of six parts, or chapters. Each chapter of the  Book of the Damned provides magical enhancements, but at the cost of one's sanity and a shift towards evil.
  1.  The first chapter of this book, which can only be read with glasses of truth or other similar powerful magic, grants  +2 intelligence, as well as the ability to control 10 HD of undead. 
  2. The second chapter grants the ability to corrupt spells but it also shifts one's alignment one step towards evil. A person already evil shifts instead one step towards chaos. A chaotic evil person does not experience this shift. 
  3. The third chapter grants the reader a permanent death ward. It also shifts one's alignment one step towards evil. A person already evil shifts instead one step towards chaos. A chaotic evil person does not experience this shift.
  4. The fourth chapter grants the reader a +2 charisma, as well as the ability to control an additional 5 HD of undead. However, the reader can no longer use healing spells of any kind on himself or others. He can instead recuperate 1d8 hit points by ritually bleeding a living humanoid and drinking its blood. The reader can perform this action a maximum of four times a day. It also shifts one's alignment one step towards evil. A person already evil shifts instead one step towards chaos. A chaotic evil person does not experience this shift but must instead succeed a DC 20 Will save or immediately become insane.
  5. The fifth chapter grants the reader the ability to inflict a killing blow with his favorite weapon. Whenever a critical is confirmed with that weapon, the reader's attack deals an additional amount of damage equal to half the reader's level. The victim must roll a Fortitude save with a DC equal to the reader's level or die. Creatures immune to critical hits are unaffected. It also shifts one's alignment one step towards evil. A person already evil shifts instead one step towards chaos. A chaotic evil person does not experience this shift but must instead succeed a DC 25 Will save or immediately become insane.
  6. The sixth chapter transfers the reader's soul into a phylactery, effectively transforming the reader into a lich. Apply the lich template to the character. It also shifts one's alignment one step towards evil. A person already evil shifts instead one step towards chaos. A chaotic evil person does not experience this shift but must instead succeed a DC 30 Will save or immediately become insane.

Book: Book of Geometry

Designed to create the appearance of another space, a Book of Geometry is used by individuals who wish to hide structures in plain sight. The owner of the book draws floor plan(s) to scale within the blank pages of the book, then indicate on the floor plan what visual or spacial differences can be perceived by those not privy to the power of the book. For example, a two story house can be seen as a single story house by all but the owner and his friends. Extra-dimensional space can also be created by means of this book, for example by adding another room to the drawing and indicating that only the owner and those he names can have access to it. The book's owner identifies which individuals can see the actual structure by name. True sight and similar spells can perceive there is a difference between the way the structure looks and its actual shape, but are unable to further determine what said difference is.


Book: Strength of the Mighty

Written in dwarven, this thick tome about three feet wide by two feet long and a foot thick is bound in two heavy iron plates with iron ring bindings. The pages are carefully calligraphed in colorful inks on silvery thin and foldable metal. At over five hundred pages, this book contains an extensive collection of physical exercise, each with purpose, description, and illustrations. The book also contains suggestions for healthy diets in a multitude of different environments. Entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent +3 bonus to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book. 

Aura strong evocation (if miracle is used); CL 17th
Slot —; Price 82,500 gp; Weight 5 lbs.
Construction Requirements
Craft Wondrous Item, wish or miracle; Cost 78,750 gp.


Corset of the Fair Lady

Made of light brown leather, this corset fits the wearer perfectly. Once laced up, it provides a +2 magical bonus to AC as well as a free action twice per day that allows the wearer to squeeze herself into tight spots. Its estimated value is 10,000 crowns.


Earthernware Jug

Crudely made, this jug nonetheless transform water into wine.


Eastern Star Ioun Stone

The eastern star ioun stone is a red crystal  perfectly cut in the shape of a five-pointed star. Its user understands spoken languages, and reads as if under the effects of comprehend languages. Worth about 6,000 crowns, it has an faint aura of divination. It costs 3,000 crowns to craft, and requires both Craft Wondrous Item and comprehend languages.


Everwar Holy Fury

Crafted by the renowned Chelaxian Evidus Bronus in 4305 AR just in time to serve in the Everwar, this +4 falchion imbued with the holy and anchoring properties was carried into battle by Severnus the Wise. Second in command of a Chelaxian army sent to expand the frontiers of Cheliax and crush its enemies in Nidal. In 4307, when the infernal general was mortally wounded, Severnus assumed command and turned the tide from defeat to victory on the fields of Ridwan, killing over three hundred men in combat with his trusted falchion in his hands. His weapon thus acquired the moniker Holy Fury based on this exploit. Severnus went on to lead his Army of Fury in several major engagements over the course of 31 years, resulting in the complete conquest of Nidal. Ensconced as the viceroy of Nidal, Severnus died in his sleep four years later, in 4342, at the age of 74.

Holy Fury became a symbol of Cheliax' control of its colony and was awarded to every viceroy that followed Severnus. The fall of the cult of Aroden and the rise of diabolism in Cheliax starting in 4606 AR caused relations between Cheliax and Nidal to warm up, and the viceroy was withdrawn. Holy Fury, which had acquired the moniker Everwar to celebrate its crucial role in that conflict, disappeared in obscurity before being found by Roscoe on the battlefield outside Fort Inevitable in 4712 AR.

Aura moderate evocation and transmutation; CL 10th
Slot —; Price 32,000 gp; Weight 3 lbs.
Construction Requirements
Craft Magic Arms and Armor, levitate, holy smite, creator must be good; Cost +4 bonus 


Goggles of Truth Seeing

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Hand of Banishment

This item appears to be nothing more than a metal glove once part of a suite of full plate armor. The metal is tarnished and shows signs of major wear. In fact, the hand of banishment has been imbued with the ability to repel demons. When a demon comes within 75 feet of the hand of banishment, it immediately suffers the effects of a banishment spell as if cast by a 20th level wizard. This item works once before it must be recharged.


Horn of Ovtik

This legacy item can be found here. 


Jar of Cloud

Invented by the great cloud giant wizard Zoarth, This item first appears to be a quart-sized glass jar. The glass lid is sealed with blue wax, and the contents are pure white and give a soft glow. When opened, the contents of the jar are revealed to be a solid cloud. This cloud, about 4,000 cubit feet, can be pulled out all at once or in as small increments as a fistful. Though the cloud feels very soft, it can easily support a large structure or a party of characters. It is unaffected by fire or lightning, and anything less than hurricane-forced wind can move the cloud.The person who opens the jar of cloud is immediately aware that he or she can mentally control the direction and the speed of the cloud. The cloud moves at a maximum of 20 miles per hour under fair weather conditions. The cloud can raise up to two miles before reaching its ceiling. The jar's owner can shape the cloud to fit his or her purpose, and can also change the color from pure white to pure black. The owner can attempt to put the cloud back in the jar, but on a roll of 1 out of 20 the cloud outside the jar dissipates instead.

Aura strong conjuration ; CL 12th
Slot —; Price 96,000 gp; Weight 1 lbs.
Construction Requirements
Craft Wondrous Item, permanency, gust of wind, solid fog; Cost 17,500 gp.


Jawcrusher

This +2 marrowcracker hammer was the pride and joy of Dhorl Urhgrold, fabled leader of the united tribes of the Uthgardt barbarians. In 4543, Dhorl Urhgrold succeeded in uniting the various Uthgardt tribes of the Dessarin Valley and ranged far and wide, conquering a large territory and bringing war to the gates of Janderhoff in 4547 before being defeated. He was eventually confronted by a large force of various Varisian kingdoms and principalities and was killed at the battle of Black Maw Bog. This large blue steel hammer features a handle wrapped in tendons. One face of the warhammer features a stylized elk, while the second face sports a great horned owl. Using the elk face allows the wielder to immediately strike another target withing range on a successful hit on the first target, similar to using the great cleave feat (-2 to AC for the next round). Using the great horned owl gives the wielder the ability to transfer some of the potential damage from the weapon to protect himself or herself, up to -5 points of damage to +5 armor class. Jawcrusher was once an unholy weapon, but has now been redeemed. Jawcrusher is a +2 hammer (2d8+2 plus an additional 2d6 versus evil creatures).


Living Staff

Made of silver maple, this 5 feet long quarterstaff pulses with plant life. Thirteen different runes of power have been carefully and lovingly carved around the staff and faintly glow green. Wielders of the Living Staff gain the following abilities based on their total character level:
  • Cure Light Wounds (sp): At 1st level, the owner of the quarterstaff gains the ability to use the Living Staff to draw life energy for the purpose of healing oneself or others. Up to four times a day, activating this rune of power provides 1d8+5 hit points to a willing recipient.
  • Entangle (sp): At 1st level, the owner of the quarterstaff can activate a rune of power to gain the ability to use nearby plant to wrap around all creatures within a 40-feet radius. Lasting one minute per character level, creatures that fail their Reflex save (DC 11) are immobilized for the duration of this spell unless they successfully free themselves in subsequent rounds by succeeding another Reflex save. This ability can be used once per day.
  • Fleet feet (su): At 2nd level, the owner of the quarterstaff can activate a rune of power to gain a +2 circumstance bonus per level to his or her stealth check. This ability lasts 1 minute per character level and can be used once a day.
  • Quiet contemplation (ex): At 2nd level, the owner of the quarterstaff can activate a rune of power to defuse a conflict. Any creature within a 25-feet radius who can comprehend the language spoken by the wielder must succeed at a Will save (DC 15) or find themselves growing pensive and contemplative, reflecting on the harm they have inflicted on the world and others. Those who succeed at their Will save still suffer a -1 morale to attack rolls for 1d4 rounds, then a -3 morale penalty for another 1d4 rounds. Victims of this spell do not suffer penalties for defending themselves if attacked while under the influence of this spell. This ability can be used once per day.
  • Living attack (ex): At 3rd level, the owner of the quarterstaff can activate a rune of power to  add +2d6 points of damage to attacks made. This ability lasts one minute per level and can be used once per day.
  • Barkskin (sp): At 4th level, the owner of the quarterstaff can activate a rune of power to gain a +2 enhancement bonus to his or her existing natural armor bonus. This enhancement bonus increases by 1 for every three levels above 4th, to a maximum of +5 at 13th level. This ability can be used once per day.
  • Living Wisdom (su): At 5th level, the owner of the quarterstaff can activate a rune of power to draw upon the collective knowledge of the living world surrounding him or her to temporarily increase his or her Wisdom by 1d4+1 points for 1 hour per level. This ability can be used once per week.
  • Dominate animal (sp): At 6th level, the owner of the quarterstaff can activate a rune of power to establish a mental link between the owner and a target animal. The animal can be directed by silent mental command as long as it remains within 50 feet of the Living Staff, but it is not necessary to see the creature to control it. No direct sensory input is received from the creature, but the owner senses what it is experiencing. Because the owner of the Living Staff is directing the animal with his or her own intelligence, it may be able to undertake actions normally beyond its own comprehension. The wielder of the quarterstaff need not concentrate exclusively on controlling the creature unless he or she is trying to direct it to do something it normally couldn’t do. This ability can be used four times per day.
  • Living shockwave (ex): At 7th level, the owner of the quarterstaff can activate a rune of power to deliver a melee attack beyond the physical reach of the Living Staff. By striking the ground with the staff at the same AC as the target, the force of the blow is transported through the ground up to 50 feet per level away, striking the target and dealing damage. This ability can be used four times per day.
  • Warp wood (sp): At 8th level, the owner of the quarterstaff can activate a rune of power to  cause wood to bend and warp, permanently destroying its straightness, form, and strength. Using this power allows one Small or smaller object or its equivalent to be warped per level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. This ability can be used once per day.
  • Wood shape (sp): At 9th level, the owner of the quarterstaff can activate a rune of power to  form one existing piece of wood into any shape that suits your purpose, including fine details working pieces or mechanisms such as hinges or wooden locks. This ability can be used once per day.
  • Throw of thorns (ex): At 10 level, the owner of the quarterstaff can activate the last rune of power to hurl a volley of sharp thorns in the shape of a cone, up to 60 feet plus 5 feet per level away. The thorns are small enough to find exposed skin, causing 10d6 points of damage. On a successful Reflex save, a target receives half the damage dealt. This ability can be used twice per day.

Octillio Crystal Sphere

A powerful wizard, Octillio lived over two thousand years ago. Intrigued by the power of destruction for its own sake, Octillio spent his entire magical career investigating means of utter destruction. His discovery of a sphere of annihilation led to further research into this minor artifact. Eventually, Octillio was able to reproduce the effects of the sphere on a much larger scale. His weapon of utter destruction was built inside a large crystal sphere. The crystal sphere permits a look on the inside, which is completely black. No light that enters the crystal sphere escapes. The malevolent energy that is emitted by the crystal sphere attracts all evil creatures surrounding the sphere, with more powerful evil creatures sensing the sphere from longer distances. To diffuse some of this energy, Octillio wrapped the ball into a lead casket and added several levels of wizard locks on the casket. Unfortunatel, or fortunately, Octillio was soon after slain by a party of paladins, and his the trace of his crystal sphere disappeared.


The crystal sphere can be triggered by throwing it violently against a target. The negative and evil energies distilled inside the crystal sphere engulfs the target and everything around it up to a 100 plus 5d20 feet radius, including matter, magic, and any planar creatures unfortunate enough to be present in the same spot in both Astral and Ethereal planes. Anyone touching the crystal sphere must succeed a DC 30 Will save to be able to throw it away. Failure indicates that the individual has become mesmerized by the sphere's blackness and simply refuses to destroy it.


Aura strong transmutation, evocation, and evil ; CL 20th
Slot —; Price priceless; Weight 27 lbs.

 


Orb of Command

A large ball of solid gold about six inches in diameter, the orb of command appears at first to be nothing more. However, when gently rubbed, the ball becomes transluscent and a ghostly figure appears in the middle. The figure questions the wielder, "what is thy command, my lord / lady?" Upon being commanded, the figure completes the command as truthfully as possible. Commands must be mundane actions such as "tell me," "prepare," "predict," and so on. The orb of command cannot attack anyone, though it can protect against a specific attack or a specific condition. In this case, the protection lasts until this type of attack occurs or until the end of they day. The orb of command can only be used once a day. 

Every time the orb of command is used, there is a 1 in 20 chance that the ghostly figure will manage to break free of the orb and flee. If this happens, the orb of command loses its magic but remains a valuable ball of gold.


Orb Beyond

The orb beyond is a large gem from another world tied metaphysically to the spirits of those who have died wrongly but whose names are now forgotten by all remaining alive. Called the Pale Ones, these are the hungry, angry spirits of those who cannot be avenged, but forever seek vengeance. The orb slips from world to world of its own volition, enabling the creation of doorways through which the Pale Ones can travel. To use it, one need not be a spellcaster. However, the orb beyond is drawn only to those who seek revenge. The wielder of the orb beyond performs an elaborate ritual that tears a hole in the world. It’s a process without finesse, and it must be done in a locale with some significance to the wielder. The tear can be fixed with difficulty using one of the following methods:



Rainbow flower

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Ring of Life

Long ago this ring of life was created as a gift to provide better health. Little is known regarding their history. When a ring of life is worn it bestows  temporary hit points on the wearer. When the temporary hit points are expended the ring is drained of all magic and will no longer function nor be detected as magical. Creation: aid, shield other, ring of protection +1 (10 hp), +2 (20 hp), +3 (30 hp).
Aura moderate transmutation; CL 12th;
Slot hand; Price 1,000 to 6,000 gp; Weight 3 oz.


Scepter of Merciful Reprieve

A small two and a half feet tall rod of gold inlaid with five green peridot gems crowned with a golden castle, the scepter of merciful reprieve creates an extra-dimensional fortress that is impregnable to outside attacks. It can comfortably shelter ten people in a comfortable environment with plain yet nourishing food and fresh water, as well as bathing, sleeping, and storage facilities.

Upon uttering the activation word "merciful," the fortress appears and the persons indicated by the wielder are immediately transported inside. Anyone can leave the fortress, but the person is then unable to re-enter the fortress. Several windows can be opened to glance and listen upon the physical space where the fortress was conjured, but attacks from the fortress are not possible. Individuals in the physical space cannot perceive the fortress, even when the windows are opened.

The fortress effects lasts 6 hours plus 1d6 hours, and can be used once a day.


Scroll of Spells

Made of vellum, the scroll of spells transforms itself into any known 2nd level spell and can then be cast by the wielder. The scroll can be used a maximum of six times per day.


Self-Emptying Chamber Pot

This small white porcelain chamber pot features blue and red bucolic pastoral scenes. The real magic belongs on the inside of the chamber pot, which has been fitted with a portable hole to transport the waste away to a pocket dimension. This chamber pot must be emptied after ten years of heavy usage, releasing a torrent of 280 cubit feet of liquids and solids.


Shadowborn Dress

A pure white dress of the finest silk thread, the Shadowborn dress was enchanted by Karolina Shadowborn. Designed in a style now recognized as the height of Absalum, the Shadowborn dress fits the wearer perfectly. It provides the following benefits:

+4 Charisma to the wearer;
+2 AC bonus to the wearer;
The dress will never soil and cannot be damaged or ripped;
+6 Diplomacy, but on a 1 on 1d10, attitudes of onlookers become immediately hostile and they want to kill the dress wearer.


Staff of Life


Made of a rare dark wood that seems to pulsate with life, the staff of life allows the wielder to trigger a spell that will fully heal all allies within a 30 feet radius. However, when the staff's activation takes an hour before the spell's effects are delivered. In addition, the staff of life removes afflicted conditions such as fatigue or exhaustion.

Additionally, the staff of life can be used to destroy up to 10 hit dice worth of undead, beginning with the lowest amount of hit die. This ability can be activated once per combat.


Sword of Savith, the Decapitator

This exquisitely crafted long sword is made of a lightweight steel that glows a soft green when pulled out of its leather scabbard. Of obvious Azlanti design, this sword once belonged to Savith, an Azlanti hero who led an army into the Darklands realm of Sekamina during the wars against the serpentfolk where, in single combat, he defeated and beheaded the serpent god Ydersius.

Bearing a strong aura of necromancy and transmutation, this +4 longsword possesses the vorpal quality.


Tree Token

Shaped like a miniature maple tree, the tree token allows the wielder to transmit a message to anyone on the Prime Material Plane. When activated, a miniature bird emerges from the tree and grows to the size of a seagull. A small piece of bark peels off from the token and increases to a thin square of bark about a foot wide. The wielder thinks of a message, which inscribes itself on the bark scroll. The bird will fly unerringly to its target, carrying this message. The bird does not stop flying until it reaches the target. It delivers the message then vanishes. Depending on the distance between the wielder and the target, delivering the message could take as short as a few seconds or as long as a month. A maximum of five birds may be in the air at the same time.


Western Star Ioun Stone

This blue crystal is perfectly cut into a five-pointed star. As a standard action, its user can alter her appearance as with a disguise self spell. When so disguised, the user may render this ioun stone and any other ioun stones in her possession invisible.  Worth about 4,000 crowns, it has an faint aura of illusion. It costs 2,000 crowns to craft, and requires both Craft Wondrous Item and disguise self

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