Epic Magic Items
INTELLIGENT ITEMS
Just like nonepic magic items, epic magic items sometimes possess
intelligence of their own. Such items are fully sentient and
should be treated as NPCs. The Random Epic Magic Items section
details the chances that epic armor, shields, rings, rods,
staffs, wondrous items, and weapons might be intelligent. In
short, a ring, rod, staff, wondrous item, armor, or shield has a
1% chance to be intelligent, a ranged weapon has a 5% chance to
be intelligent, and a melee weapon has a 15% chance to be
intelligent. Rather than using the tables for nonepic items, use
the tables below to determine the properties of an intelligent
item: the number of powers, unusual properties, alignment, and
special purpose of the item (if any). Of the three mental ability
scores, two scores are favored (2d6 + some number) and one is
completely random (3d6). Choose which scores get assigned which
number, or roll 1d4 and determine randomly according to the
following table.
Table: Mental Ability Scores for Intelligent Items
1d4
|
High Score
|
Medium Score
|
Low Score
|
1
|
Intelligence
|
Charisma |
Wisdom |
2
|
Intelligence |
Wisdom |
Charisma |
3
|
Wisdom
|
Intelligence |
Charisma
|
4
|
Charisma |
Intelligence |
Wisdom |
The first step in determining the properties of a random
intelligent epic magic item is to determine its general
capabilities. These are found by rolling d% and consulting Table:
Epic Items Intelligence, Wisdom, Charisma, and
Capabilities.
Table: Epic Item
Intelligence, Wisdom, Charisma, and Capabilities
d%
|
Ability Scores
|
Capabilities |
01-22
|
Two 2d6+10, one 3d6
|
Three primary abilities, one extraordinary power
|
23-40
|
Two 2d6+11, one 3d6
|
Three primary abilities, two extraordinary powers
|
41-54
|
Two 2d6+12, one 3d6
|
Four primary abilities, two extraordinary powers
|
55-64
|
Two 2d6+14, one 3d6
|
Four primary abilities, three extraordinary powers |
64-71
|
Two 2d6+16, one 3d6
|
Four primary abilities, three extraordinary powers, one
awesome power
|
72-73
|
Two 2d6+18, one 3d6
|
Four primary abilities, three extraordinary powers, two
awesome powers |
74
|
Roll again, but add 1d6 to each
ability score1
|
75-100
|
Use nonepic magic item Table: Item
Intelligence, Wisdom, Charisma, and Capabilities
|
1
Cumulative if rolled multiple
times.
|
MARKET PRICE MODIFIER
To find the market price for an epic magic item, use these
expanded guidelines, adjusting as necessary to find an
appropriate final price. Each point of Intelligence bonus, Wisdom
bonus, or Charisma bonus increases the item’s market price
by 400 gp. Any form of communication possessed by the item
increases its market price by the number shown on Table: Epic
Item Communication. Each primary ability possessed by the item
increases its market price by 2,000 to 10,000 gp (average 6,000
gp). Each extraordinary ability possessed by the item increases
its market price by 15,000 to 35,000 gp (average 25,000 gp). A
special purpose increases the item’s market price by 50,000
gp. An awesome power increases the item’s market price by
100,000 gp.
INTELLIGENT ITEM ALIGNMENT
Any item with Intelligence has an alignment. Make sure that the
alignment choosen or determine randomly (using Table: Item
Alignment) matches any alignment-oriented special abilities of
the item. Any character whose alignment is not compatible with
that of the item gains one negative level for every 10 points of
the weapon’s Ego (see Item Ego, below) if he or she so much
as picks up the item. Although this never results in actual level
loss, the negative levels remain as long as the item is in hand
and cannot be overcome in any way (including restoration spells).
These negative levels are cumulative with any other penalties the
item might already place on inappropriate wielders.
Table: Item Alignment
d% |
Alignment of Item |
01–05 |
Chaotic good |
06–15 |
Chaotic neutral1 |
16–20 |
Chaotic evil |
21–25 |
Neutral evil1 |
26–30 |
Lawful evil |
31–55 |
Lawful good |
56–60 |
Lawful neutral1 |
61–80 |
Neutral good1 |
81–100 |
Neutral |
1 The item can also be used by any character
whose alignment corresponds to the nonneutral portion of the
item’s alignment. |
ITEM COMMUNICATION
Like a character, an intelligent item speaks Common plus one
language per point of Intelligence bonus. Choose appropriate
languages, taking into account the item’s origin and
purposes. An item with multiple modes of communication can use
any of its modes at will.
Table: Epic Item Communication
d%
|
Communication Mode
|
Market Price Modifier
|
01-10
|
Semiempathy1
|
+1,000 gp
|
11-35
|
Empathy2
|
+2,000 gp
|
36-75
|
Speech3
|
+3,000 gp
|
76-85
|
Telepathy4
|
+5,000 gp
|
86-100
|
Speech3 and telepathy4
|
+8,000 gp
|
1 The possessor receives some signal (a throb
or tingle, for example) when the item’s ability
functions. ???
2 The possessor feels urges and
sometimes emotions from the item that encourage or discourage
certain courses of action. ???
3 Speaks Common plus one
language per point of Intelligence bonus. Roll d%: 01-05, the
item cannot read any languages; 06-75, the item can read any
language it can speak (+1,000 gp to market price); 76-90, it can
read all languages (+2,000 gp to market price); 91-100, it can
read all languages as well as read magic (+3,000 gp to market
price). ???
4 The item can communicate
silently with any wielder who has an Intelligence of 1 or higher,
regardless of any language barrier. ???
|
INTELLIGENT ITEM ABILITIES
Using the number of capabilities determined above, find the
item’s specific abilities by rolling on the appropriate
tables below.
d%
|
Primary Ability
|
01-04
|
Item has 10 ranks in Intuit Direction ???
??
|
05-08
|
Item has 10 ranks in Sense Motive |
09-12
|
Wielder has free use of Combat
Reflexes |
13-16
|
Wielder has free use of Blind-Fight |
17-20
|
Wielder has free use of Improved
Initiative |
21-24
|
Wielder has free use of Mobility |
25-28
|
Wielder has free use of Sunder |
29-32
|
Wielder has free use of Expertise |
33-39
|
Detect [opposing alignment] at will |
40-42
|
Find traps at will |
43-47
|
Detect secret doors at will |
48-54
|
Detect magic at will |
55-57
|
Wielder has free use of uncanny dodge (as
a 5th-level barbarian) |
58-60
|
Wielder has free use of evasion |
61-65
|
Wielder can use see invisibility at
will |
66-70
|
Cure light wounds (1d8+5) on wielder
1/day |
71-75
|
Feather fall on wielder 1/day |
76
|
Locate object in a
120-ft. radius |
77
|
Wielder does not need to sleep |
78
|
Wielder does not
need to breathe |
79
|
Jump
for 20 minutes on wielder 1/day |
80
|
Spider climb for 20 minutes on
wielder 1/day |
81-90
|
Roll
twice again on this table |
91-100
|
Roll on Table: Intelligent Item
Extraordinary Powers instead |
If the same ability is rolled twice or more, the range,
frequency, or effectiveness of the power is doubled, tripled, and
so on. All abilities function only when the item is held, drawn,
or otherwise brandished and the possessor is concentrating on the
desired result. Activating a power is a standard action, but
using a free feat is not. Feats may be used regardless of
prerequisites, but the item still must be held and drawn (or
worn, in the case of such items). An intelligent item might
activate a power on its own.
Table: Intelligent Item
Extraordinary Powers
d%
|
Extraordinary Power
|
Uses
|
01-05
|
Charm person (DC 11 1) on
contact
|
3/day
|
06-10
|
Clairaudience/clairvoyance (100-ft.
range, 1 minute per use) |
3/day
|
11-15
|
Magic missile (200-ft. range, 3
missiles) |
3/day
|
16-20
|
Shield on wielder |
3/day
|
21-25
|
Detect thoughts (100-ft. range, 1 minute
per use) |
3/day
|
26-30
|
Levitation (wielder only, 10 minute
duration) |
3/day
|
31-35
|
Invisibility (wielder only, up to 30
minutes per use) |
3/day
|
36-40
|
Fly (30 minutes per use) |
2/day
|
41-45
|
Lightning bolt (8d6 points of damage,
200-ft. range, DC 131) |
1/day
|
46-50
|
Summon monster III |
1/day
|
51-55
|
Telepathy (100 ft. range) |
2/day
|
56-60
|
Cat’s grace (wielder only) |
1/day
|
61-65
|
Bull’s strength (wielder only) |
1/day
|
66-70
|
Haste (wielder only, 10 rounds) |
1/day
|
71-73
|
Telekinesis (250 lb. maximum, 1 minute
each use) |
2/day
|
74-76
|
Heal |
1/day
|
77
|
Teleport, 600 lb. maximum |
1/day
|
78
|
Globe of
invulnerability |
1/day
|
70
|
Stoneskin (wielder only, 10 minutes per use) |
2/day
|
80
|
Feeblemind by
touch |
2/day
|
81
|
True seeing |
At
will
|
82
|
Wall of force |
1/day
|
83
|
Summon monster VI |
1/day
|
84
|
Finger of death (100
ft. range, DC 171) |
1/day
|
85
|
Passwall |
At
will
|
86-90
|
Roll twice again on
this table |
-
|
91-100
|
Roll again on this table, and then roll for a special purpose on
Table: Intelligent Item Purpose |
-
|
1
Choose an ability score of the
item (usually the highest) at the time the item is created or
randomly generated. Add that ability’s bonus to the given
DC.
|
If the same power is rolled twice, the uses per day are
doubled. (If true seeing or passwall is rolled twice, roll
again.) Powers function only when the item is drawn and held, and
the possessor is concentrating upon the desired effect.
Activating a power is a standard action. An intelligent item
might activate a power on its own.
Table: Intelligent Item Awesome
Powers
d%
|
Awesome Power
|
Uses
|
01-04
|
Astral projection
|
1/day
|
05-08
|
Bull’s strength (wielder only;
intensified; +10 enhancement bonus to Strength) |
1/day
|
09-12
|
Cat’s grace (wielder only;
intensified; +10 enhancement bonus to Dexterity) |
1/day
|
13-16
|
Chain lightning (enhanced; 20d6 damage;
DC 161) |
1/day
|
17-20
|
Dominate monster (DC 191) on
contact |
1/day
|
21-24
|
Endurance (wielder only; intensified; +10
enhancement bonus to Constitution) |
1/day
|
25-28
|
Energy drain (DC 191) on
contact |
1/day
|
29-32
|
Finger of death (heightened to 9th level;
DC 191) |
1/day
|
33-36
|
Foresight (wielder only) |
1/day
|
37-40
|
Gate |
1/day
|
41-44
|
Haste (wielder only; extended; 40-round
duration) |
3/day
|
45-48
|
Improved invisibility (wielder only;
extended; 40-minute duration) |
2/day
|
49-52
|
Mass heal 1/day 53-56 Meteor swarm (DC
191) |
1/day
|
53-60
|
Phase door 2/day 61-64 Prismatic sphere
(DC 191) |
1/day
|
65-68
|
Stoneskin (wielder only; extended;
400-minute duration) |
3/day
|
69-72
|
Summon monster IX2 (extended;
40-round duration) |
1/day
|
73-76
|
Sunburst (heightened to 9th level; DC
191) |
2/day
|
77-80
|
Teleport without
error |
2/day
|
81-90
|
Roll twice again on this table |
-
|
91-100
|
Roll again on this
table, and then roll for a special purpose on nonepic magic item
Table: Intelligent Item Purpose. |
-
|
1
Choose an ability score of the
item (usually the highest) at the time the item is created or
randomly generated. Add that ability’s bonus to the listed
DC. ???
2 The weapon can only summon
monsters whose alignment has no components that oppose the
item’s alignment.
|
Unless otherwise stated, all awesome powers function at 20th
caster level. If a power is rolled twice, the uses per day are
doubled. Powers function only when the item is drawn and held,
and the possessor is concentrating upon the desired effect.
Activating a power is a standard action. An intelligent item
might activate a power on its own.
SPECIAL PURPOSE ITEMS
Purpose
An item’s purpose must suit the type and alignment of the
item and should always be treated reasonably.
Table: Intelligent Item Purpose
d% |
Purpose |
01–20 |
Defeat/slay diametrically opposed alignment1 |
21–30 |
Defeat/slay arcane spellcasters (including spellcasting
monsters and those that use spell-like abilities) |
31–40 |
Defeat/slay divine spellcasters (including divine entities
and servitors) |
41–50 |
Defeat/slay nonspellcasters |
51–55 |
Defeat/slay a particular creature type (see the bane special
ability for choices) |
56–60 |
Defeat/slay a particular race or kind of creature |
61–70 |
Defend a particular race or kind of creature |
71–80 |
Defeat/slay the servants of a specific deity |
81–90 |
Defend the servants and interests of a specific deity |
91–95 |
Defeat/slay all (other than the item and the wielder) |
96–100 |
Choose one |
1 The purpose of the neutral (N) version of
this item is to preserve the balance by defeating/slaying
powerful beings of the extreme alignments (LG, LE, CG,
CE). |
SPECIAL PURPOSE POWER
A special purpose power operates only when the item is in pursuit
of its special purpose. This is always up to the purview of the
item. It should always be easy and straightforward to see how the
ends justify the means. That is to say that if the player’s
reasoning for how a particular action serves the item’s
purpose is not completely believable, the item won’t allow
it.
Table: Intelligent Item Special Purpose
Powers
d% |
Special Purpose Power
|
01–10 |
Blindness1 (DC 172) for 2d6
rounds
|
11-20
|
Confusion1 (DC 192) for 2d6 rounds |
21-25 |
Fear1 (DC 192) for 1d4 rounds |
26-55 |
Hold monster1 (DC 192) for 1d4
rounds |
56-65 |
Slay living1 (DC 202) |
66-75 |
Disintegrate1 (DC 212) |
76-80 |
True resurrection on wielder, one time only |
81-100 |
+4 luck bonus on all saving throws, +4 deflection AC bonus,
spell resistance 30 |
1 This power
affects the opponent of the item’s wielder on a successful
hit unless the opponent makes a Will save at the listed
DC. ???
2 Choose an ability score of
the item (usually the highest) at the time the item is created or
randomly generated. Add that ability’s bonus to the listed
DC.
|
ITEM EGO
Ego is a measure of the total power and force of personality that
an item possesses. Only after all aspects of an item have been
generated and recorded can its Ego score be determined. Ego is a
factor with regard to the dominance of item over character, as
detailed below.
Table: Item Ego
Attribute of Item |
Ego Points |
Each +1 enhancement of item up to +5
|
1
|
Each +1 enhancement of item above +5 |
2
|
Each +1 bonus of special abilities |
1
|
Each primary ability1 |
1
|
Each extraordinary power1 |
2
|
Each awesome power1 |
6
|
Special purpose |
4
|
Telepathic ability |
1
|
Read languages ability |
1
|
Read magic ability |
1
|
Each +1 of Intelligence bonus |
1
|
Each +1 of Wisdom bonus |
1
|
Each
+1 of Charisma bonus |
1
|
1
If uses per day are doubled,
Ego points are doubled as well.
|
ITEMS AGAINST CHARACTERS
When an item has an Ego of its own, it has a will of its own.
The item is, of course, absolutely true to its alignment. If the
character who possesses the item is not true to that
alignment’s goals or the item’s special purpose,
personality conflict-item against character-results. Similarly,
any item with an Ego score of 20 or higher always considers
itself superior to any character, and a personality conflict
results if the possessor does not always agree with the item.
When a personality conflict occurs, the possessor must make a
Will saving throw (DC = item’s Ego). If the possessor
succeeds, he or she is dominant. If he or she fails, the item is
dominant. Dominance lasts for one day or until a critical
situation occurs (such as a major battle, a serious threat to
either item or character, and so on). Should an item gain
dominance, it resists the character’s desires and demands
concessions such as any of the following:
-
Removal of associates or items whose alignment or personality
is distasteful to the item.
-
The character divesting him or herself of all other magic
items or items of a certain type.
-
Obedience from the character so the item can direct where they
go for its own purposes.
-
Immediate seeking out and slaying of creatures hateful to the
item.
-
Magical protections and devices to protect the item from
molestation when it is not in use.
-
That the character carry the item with him or her on all
occasions.
-
That the character relinquish the item in favor of a more
suitable possessor due to alignment differences or conduct.
In extreme circumstances, the item can resort to even harsher
measures.
-
Force its possessor into combat.
-
Refuse to strike opponents.
-
Strike at its wielder or his or her associates.
-
Force its possessor to surrender to an opponent.
-
Cause itself to drop from the character’s grasp.
Naturally, such actions are unlikely when harmony reigns
between the character’s and item’s alignments or when
their purposes and personalities are well matched. Even so, an
item might wish to have a lesser character possess it in order to
easily command him or her, or a higher-level possessor so as to
better accomplish its goals. All magic items with personalities
desire to play an important role in whatever activity is under
way, particularly combat. Such items are rivals of each other,
even if they are of the same alignment. No intelligent item wants
to share its wielder with others. An intelligent item is aware of
the presence of any other intelligent item within 60 feet, and
most intelligent items try their best to mislead or distract
their host so that he or she ignores or destroys the rival. Of
course, alignment might change this sort of behavior.
Items with personalities are never totally controlled or
silenced by the characters who possess them, even though they may
never successfully control their possessor. They may be powerless
to force their demands but remain undaunted and continue to air
their wishes and demands.
ARTIFACTS
MINOR ARTIFACTS
Minor artifacts are not necessarily unique items, but rather
magic items that no longer can be made by common mortal
means-even by the hands of epic creators. Such items have no
established market price. Below is a selection of known minor
artifacts.
Everfull Purse: This
leather belt pouch has the power to turn a single gold coin into
many overnight. If a single gold piece is placed in the everfull
purse at sunset, it will be replaced at sunrise by 25 gold
pieces. The purse has no effect if more than one gold piece is
left within, or if anything other than gold is placed
within.
Caster Level: 20th;
Weight: 1/2 lb.
Libram of Gainful
Conjuration: This mystic book is of great value to arcane
spellcasters of good alignment (LG, NG, CG). Study of the work
requires one week. Upon completion, the good arcane caster gains
a +1 inherent bonus to the ability score controlling his or her
arcane spellcasting ability and experience points sufficient to
place him or her halfway into the next level of experience. (If
the reader has levels in more than one arcane spellcasting class,
he or she must choose one of the classes to be affected.) Nongood
arcane spellcasters (LN, N, CN, LE, NE, or CE) are permanently
drained of 1d4+1 points of Constitution and must atone (see the
atonement spell) in order to gain any further experience. Anyone
incapable of casting arcane spells who reads even a single word
of the work must make a Will save (DC 20) or suffer insanity (see
the insanity spell). Except as indicated above, the writing in a
libram of gainful conjuration can’t be distinguished from
any other book, libram, tome, or so on until perused. Once read,
the book vanishes, never to be seen again, nor can the same
character ever benefit from reading a similar tome a second
time.
Caster Level: 19th;
Weight: 3 lb.
Libram of Ineffable
Damnation: This mystic book is of great value to arcane
spellcasters of evil alignment (LE, NE, CE). Study of the work
requires one week. Upon completion, the evil arcane caster gains
a +1 inherent bonus to the ability score controlling his or her
arcane spell-casting ability and experience points sufficient to
place him or her halfway into the next level of experience. (If
the reader has levels in more than one arcane spellcasting class,
he or she must choose one of the classes to be affected.) Nonevil
arcane spellcasters (LN, N, CN, LG, NG, or CG) are permanently
drained of 1d4+1 points of Constitution and must atone (see the
atonement spell) in order to gain any further experience. Anyone
incapable of casting arcane spells who reads even a single word
of the work must make a Will save (DC 20) or suffer insanity (see
the insanity spell). Except as indicated above, the writing in a
libram of ineffable damnation can’t be distinguished from
any other book, libram, tome, or so on until perused. Once read,
the book vanishes, never to be seen again, nor can the same
character ever benefit from reading a similar tome a second
time.
Caster Level: 19th;
Weight: 3 lb.
Libram of Silver
Magic: This mystic book is of great value to arcane
spellcasters of neutral alignment (LN, N, CN). Study of the work
requires one week. Upon completion, the neutral arcane caster
gains a +1 inherent bonus to the ability score controlling his or
her arcane spellcasting ability and experience points sufficient
to place him or her halfway into the next level of experience.
(If the reader has levels in more than one arcane spellcasting
class, he or she must choose one of the classes to be affected.)
Evil or good arcane spellcasters (LE, NE, CE, LG, NG, or CG) are
permanently drained of 1d4+1 points of Constitution and must
atone (see the atonement spell) in order to gain any further
experience. Anyone incapable of casting arcane spells who reads
even a single word of the work must make a Will save (DC 20) or
suffer insanity (see the insanity spell). Except as indicated
above, the writing in a libram of silver magic can’t be
distinguished from any other book, libram, tome, or so on until
perused. Once read, the book vanishes, never to be seen again,
nor can the same character ever benefit from reading a similar
tome a second time.
Caster Level: 19th;
Weight: 3 lb.
Manual of Puissant Skill at
Arms: This treatise contains expert advice and instruction
in the arts of combat. Any barbarian, fighter, monk, paladin, or
ranger who spends one week studying the manual gains a +1
inherent bonus to Strength and experience points sufficient to
place him or her halfway into the next level of experience. (If
the reader has levels in more than one of the classes listed, he
or she must choose one of the classes to be affected.) A
character without any levels in one of the classes listed gains
no bonus from the work, but if an arcane spellcaster without
levels in one of the classes listed scans even a single word he
or she will lose 2dx1,000 XP and must make a Will save (DC 20) or
have 1 point of Intelligence permanently drained. Except as
indicated above, the writing in a manual of puissant skill at
arms can’t be distinguished from any other book, libram,
tome, or so on until perused. Once read, the book vanishes, never
to be seen again, nor can the same character ever benefit from
reading a similar tome a second time.
Caster Level: 19th;
Weight: 3 lb.
Manual of Stealthy
Pilfering: This guide to thievery grants any rogue who
spends a week studying its lessons a +1 inherent bonus to
Dexterity and experience points sufficient to place him or her
halfway into the next level of experience. A character without
any rogue levels gains no bonus from the work, but if a divine
spellcaster without rogue levels scans even a single word she
will lose 2dx1,000 XP and must make a Will save (DC 20) or have 1
point of Wisdom permanently drained. Except as indicated above,
the writing in a manual of stealthy pilfering can’t be
distinguished from any other book, libram, tome, or so on until
perused. Once read, the book vanishes, never to be seen again,
nor can the same character ever benefit from reading a similar
tome a second time.
Caster Level: 19th;
Weight: 3 lb.
Rogue’s Dice:
This pair of cubes appears much like any other pair of typical
(6-sided) dice. A character with a pair of rogue’s dice who
wishes to roll them must announce that he or she is rolling the
dice (accidental rolls have no effect). Rolling the dice is a
standard action, and both dice must be rolled simultaneously to
have any effect. The player should roll 2d6 and consult the table
below to determine the dice’s affects.
2d6
|
Effect
|
2
|
Lose 10,000 XP and dice roll again next round
|
3
|
Permanently lose 1d4+1 Dex |
4
|
Gain 1d4 negative levels (Fortitude DC 20 to remove) |
5
|
-1 penalty on all attacks, saves, and checks for 1 hour |
6
|
-4 penalty to AC for 10 minutes |
7
|
+1 morale bonus on attacks and on saves against fear for 10
minutes |
8
|
Gain effects of blur for 10 minutes |
9
|
+1 insight bonus on all attacks, saves, and checks for 1
hour |
10
|
Gain effects of freedom of movement for 1 hour |
11
|
Gain one limited wish (must be used within 1 minute) |
12
|
Gain 10,000 XP and may roll again next round |
No character can gain any effect from an additional roll of
the dice within 24 hours, with two exceptions. If a 2 is rolled,
the dice automatically roll themselves at the beginning of the
character’s next turn and he or she must accept the
additional result. If a 12 is rolled, the character may choose to
roll again in the next round (if more than 1 full round elapses
between the roll of 12 and this bonus roll, the character loses
the bonus roll). There is no method (mundane or magical) to
predict or influence the result of a roll of Rogue’s dice.
Even powerful divination magic can’t predict the outcome of
a roll before it is made.
Caster Level: 20th;
Weight: -.
MAJOR ARTIFACTS
Axe of the Dwarvish
Lords: This is a +6 keen throwing goblinoid bane dwarven
waraxe. Any dwarf who holds it doubles the range of his or her
darkvision. Any nondwarf who grasps the Axe takes 2 points of
temporary Charisma damage; these points cannot be healed or
restored in any way while the Axe is held. The current owner of
the Axe gains a +10 bonus on Craft (armorsmithing, blacksmithing,
gemcutting, stonemasonry, and weaponsmithing) checks. The wielder
of the Axe can summon an elder earth elemental (as summon monster
IX; duration 20 rounds) once per week.
Codex of the Infinite
Planes: The Codex is enormous-supposedly, it requires two
strong men to lift it. No matter how many pages are turned,
another always remains. Anyone opening the Codex for the first
time is utterly annihilated, as with a destruction spell
(Fortitude DC 30 for only 10d6 damage). Those who survive can
peruse its pages and learn its powers, though not without risk.
Each day spent studying the Codex allows the reader to make a
Spellcraft check (DC 50) to learn one of its powers (choose the
power learned randomly; add a +1 circumstance bonus on the check
per additional day spent reading until a power is learned).
However, each day of study also forces the reader to make a Will
save (DC 30 + 1 per day of study) to avoid being driven insane
(as the insanity spell). The powers of the Codex of the Infinite
Planes are as follows: astral projection, banishment, elemental
swarm, gate, greater planar ally, greater planar binding, plane
shift, and soul bind. Each is usable at will by the owner of the
Codex (assuming that he or she has learned how to access the
power). The Codex of the Infinite Planes has a caster level of
30th for the purposes of all powers and catastrophes, and all
saving throw DCs are 20 + spell level. Activating any power
requires both a Concentration check and a Spellcraft check (DC 40
+ twice the spell level of the power; the character can’t
take 10 on this check). Any failure on either check indicates a
catastrophe befalls the user (roll on the table below for the
effect). A character can only incur one catastrophe per power
use, even if he or she fails both checks.
d%
|
Catastophe
|
01-25
|
Natural Fury: An earthquake spell centered on the reader
strikes every round for 1 minute, and an intensified storm of
vengeance spell is centered and targeted on the
reader.
|
25-50
|
Fiendish Vengeance: A gate opens and 1d3+1 balor demons, pit
fiends, or similar evil outsiders immediately step through and
attempt to destroy the owner of the Codex. |
51-75
|
Ultimate Imprisonment: Reader’s soul is captured (as
trap the soul; no save allowed) in a random gem somewhere on the
plane while his or her body is entombed beneath the earth (as
imprisonment). |
76-100
|
Death: The reader utters a wail of the banshee and then is
subject to a destruction spell. This repeats every round for 10
rounds until the reader is dead. |
Cup and Talisman of the
Demigod: The Cup is a large gem-set golden chalice
requiring two hands to lift. It emits light (as the daylight
spell) at all times and automatically dispels any darkness-based
spells whose area it enters. If the cup is filled with holy water
(requiring a full gallon), that substance will act as a potion of
cure critical wounds or a potion of neutralize poison
(owner’s choice) if drunk. This liquid can’t be saved
or stored in any way. The Talisman is a small eight-pointed
platinum star hanging from a chain of gold and pearls. The wearer
gains a +6 enhancement bonus to Charisma and may cast remove
blindness/deafness, remove curse, and remove disease at will.
Furthermore, if the Talisman is placed within the Cup and the Cup
filled with holy water, that liquid acts as a special elixir of
resurrection (as the spell). This effect will function only once
per month. Any evil or chaotic creature that touches the Cup or
Talisman is struck with a holy word (if evil) or dictum (if
chaotic) spell (or both if the creature is chaotic evil).
Eye of the Orc: This
lump of rock has a marquis-cut black sapphire set in its center,
making it appear similar to a large eye. If possessed by an orc,
it grants a +6 enhancement bonus to Strength and Charisma, and
the orc’s darkvision range is doubled. Nonorcs who possess
the Eye gain a +2 enhancement bonus to Strength but take a -2
penalty to Intelligence and Charisma. Regardless of the
owner’s race, any weapon wielded by the owner of the Eye is
considered an elf bane weapon. Furthermore, by holding the Eye
before the character, he or she can perceive things as if he or
she had true seeing cast upon him or her. This can be activated
only once per day but lasts as long as the character concentrates
on it (requiring a standard action each round).
Golem Armor: This
enormous suit of black iron +10 full plate armor increases the
wearer’s size by one category (to a maximum of Colossal).
The wearer gains a +10 enhancement bonus to Strength and is
rendered immune to mind-affecting effects, poison, disease, and
similar effects. He or she is not subject to critical hits,
subdual damage, ability damage, energy drain, or death from
massive damage. Golem Armor is immune to rust attacks. The wearer
of Golem Armor gains damage reduction 15/adamantine. He or she
also cannot regain hit points by any means (mundane or magical)
while the armor is worn. It requires 1 hour to don or extract
oneself from Golem Armor.
Invulnerable Coat: The
Invulnerable Coat +5 chain shirt of heavy fortification. It
grants its wearer damage reduction 10/epic and resistance 20
against acid, cold, electricity, fire, and sonic energy. If the
wearer can turn undead, treat the wearer as having +4 class
levels for purposes of caster level, turning undead, smiting
evil, and laying on hands.
Iron Gauntlet of War:
The Gauntlet grants a +8 enhancement bonus to Strength. The
wearer doubles the damage bonus on any smite attacks he or she
makes. If the wearer has the Leadership feat, the wearer’s
Leadership score increases by +4, but the wearer can never
attract or keep followers or cohorts who are good or chaotic.
Once per day, the wielder can use implosion as a 20th-level
caster (DC 23). The Iron Gauntlet of War is intelligent (Int 13,
Wis 18, Cha 24, Ego 26) and lawful evil. It can communicate
telepathically with its wearer, though it cannot speak. It will
always seek to dominate any wearer who isn’t lawful evil,
forcing such an owner to commit lawful evil deeds (or else find a
more suitable wearer).
Ring of Nine Facets:
This ring is set with a gem of nine facets, each one in-scribed
with a different incomprehensible rune. Each day at sunrise, the
gem turns to display a different facet. The active facet
determines the Ring’s power for that day. Each day, roll
1d10 to determine which facet (and thus which power) is
active.
1d10
|
Active Facet Power
|
1
|
Wearer is immune to disease.
|
2
|
Wearer needs no air to survive |
3
|
Wearer gains +5 natural armor bonus |
4
|
Wearer gains low-light vision |
5
|
Wearer gains fast healing 1 |
6
|
Wearer can fly at will ??? |
7
|
Wearer gains cold resistance 30 |
8
|
Wearer gains freedom of movement |
9
|
Wearer gains +5 resistance bonus on saving throws |
10
|
Wearer may select which facet is active |
The wearer of the Ring can, with a great deal of mental
exertion, attempt to change the active facet away from one he or
she does not desire. This requires a full-round action and a
Concentration check (DC 50), and deals 2d6 points of nonlethal
damage regardless of success. If the save is successful, the new
facet is determined randomly. If the Ring is removed, the former
wearer takes 2d6 points of nonlethal damage each minute until it
is replaced or until his or her nonlethal damage exceeds his or
her current hit points (though the nonlethal damage resumes again
immediately when the former wearer regains
consciousness).
|