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New Magic Items

New Magic Items

From trinkets to artifacts, the artificers of the Testament setting made magical objects both commonplace and renowned.

- Magic Weapon Special -

Abilities

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- CHAPTER 8: New Magic Items -

Stout

Stout weapons are particularly hard to break. Any weapon used to attempt to break a stout weapon takes damage as if the stout weapon was being used to break the attacking weapon if the attacker fails his opposed attack rolls. A stout weapon has a +5 bonus to both hit points and hardness. If a stout weapon ever breaks, everyone within 15 ft. takes 1d3/point of enhancement bonus slashing damage from flying shards (Reflex save (DC 18) for half damage).

Caster Level: 12th level; Prerequisites: Craft Magic Arms and Armor, greater magic weapon; Market Price: +1 bonus

Thorny

Whenever anyone except its owner touches a thorny weapon, he takes damage equal to the weapon’s enhancement bonus (no save; no attack roll necessary). When the owner dies, the thorny weapon may be freely claimed (although it will bloody the new owner once the first time he grasps it). The weapon may also be transferred by one owner to another, with the new owner taking damage the first time grasps it.

Caster Level: 5th level; Prerequisites: Craft Magic Arms and Armor, inflict light wounds; Market Price: +1 bonus

Twin

When two individuals wielding a pair of these matched weapons stand within 10 ft. of each other, they gain a +2 damage bonus on attacks with the weapons. Furthermore, if they speak the command word at the same time (a free action), they trigger a special enchantment on the weapons that adds an additional +1d6 damage on weapon attacks, which lasts for three rounds. If the twin weapon wielders are relatives or sworn brothers, the damage bonus increases to +2d6; if they are twins themselves, the bonus increases to +3d6. The special enhancement can only be invoked once per day. If a single individual wields both twin weapons, the bonus is reduced to +1/+1d6.

Caster Level: 18th level; Prerequisites: Craft Magic Arms and Armor, locate creature, both weapons must be made at the same time; Market Price: +4 bonus

- Magic -

Armor Special

Abilities

Desert

This quality gives the wearer of the armor the ability to withstand the wind, sand, heat, and the cold of the desert. Those who wear desert armor endure the noonday sun or the midnight chill as though it was temperate, mild, and shaded; they do not need to make Fortitude saves when exposed to temperatures above 90° F or below 40° F. The armor provides a +2 bonus on saves against a djinni’s whirlwind effect, as well as other wind and sand spells.

Caster Level: 12th level; Prerequisites: Craft Magic Arms and Armor, endure elements; Market Price: +1 bonus

Holy

The enhancement bonus of holy armor is doubled against unholy creatures: demons, devils, minions of evil deities, and those wielding unholy weapons.

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The armor is also magically designed to hold divine blessings. When a

bless or other divine spells that augments a character’s ability scores is

cast on the wearer, the duration is increased by three units (rounds if the spell’s normal duration is measured in rounds, hours if it’s measured in hours) plus one per point of enchantment bonus of the armor. Once per day, a paladin or a champion in holy armor may say the command word and increase the enchantment bonus of the armor by +1 per three class levels for a period of three rounds plus one round per point of his Wisdom bonus.

Anyone who commits a sin while wearing holy armor takes 1 hit point damage per negative Piety point accrued.

Caster Level: 15th level; Prerequisites: Craft Magic Arms and Armor, consecrate, protection from evil, creator must be good; Market Price: +2 bonus

Retributive

This armor absorbs the first 10 points of damage per round that the wearer would normally take from one of four attack forms: fire, electricity, cold, or acid (selected at time of crafting).

If someone scores a critical hit against the wearer, the wearer suffers damage normally, but the attacker must make a Ref save (DC 15) or suffer 1d8 damage per point of enhancement bonus of the armor from a burst of fire, frost, electricity, or acid (as appropriate to the armor type).

Caster Level: 15th level; Prerequisites: Craft Magic Arms and Armor, resist elements, plus either heat metal, chill metal, shocking grasp, or acid arrow; Market Price: +5 bonus

Unholy

The enhancement bonus of unholy armor is doubled against holy creatures: angels, celestials, minions of good deities, and those wielding holy weapons.

The armor is also magically designed to turn away curses, granting the wearer a bonus equal to the armor’s enhancement bonus on all saves against curse spells and effects.

Once per day, a blackguard or assassin in unholy armor may say the armor’s command word and increase the enchantment bonus of the armor by +1 per three class levels for a period of three rounds plus one round per point of his Wisdom bonus.

This armor also rewards blasphemous acts. Anyone who commits a sin while wearing unholy armor is cured of 1 hit point damage per negative Piety point accrued.

Caster Level: 15th level; Prerequisites: Craft Magic Arms and Armor, desecrate, protection from good, creator must be evil; Market Price: +2

bonus

Virtue

This armor is especially prized by bodyguards. Virtue armor is surrounded by a glowing blue corona that’s barely visible in daylight, but showns up clearly after dark.

As a free action, a person in virtue armor may transfer the armor’s magical protection to another person within 30 ft., reducing his own armor’s enhancement bonus to +0. When the bonus is transferred, the corona “leaps” to surround the person who’s receiving protection. The wearer cannot transfer part of his virtue armor’s protection; he must transfer the full enhancement bonus or not at all. The wearer of the virtue armor can “reclaim” his armor’s protection at any time as a free action, and if he and the protection’s recipient ever move more than 30 ft. apart, the protection automatically and instantly returns to the virtue armor.

Caster Level: 12th level; Prerequisites: Craft Magic Arms and Armor, shield other; Market Price: +2 bonus

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The magi of Babylon produce a variety of different incenses from a combination of bitter-smelling myrrh and other spices and flowers (including rosemary, cinnamon, stacte, frankincense, onycha, and galbanum). An ounce of this mixture burns for 15 minutes when lit. While the scent of the incense can fill a much larger volume, the magical effects are potent only within a 30-ft. radius of the source. If more than one type of wondrous incense is burned in the same area, only one fragrance is potent (roll randomly).

The types of wondrous incense are:

Incense of Babel

All speech within the area comes out as gibberish. Any spell with a verbal component cast within the area is spoiled unless the caster makes a Spellcraft check (DC 15).

Caster Level: 7th; Prerequisites: Compound Wondrous Incense or Brew

Potion, confusion; Market Price: 700 gp/oz.

Incense of Fascination

All within the area receive a +1 bonus to their Charisma modifiers.

Caster Level: 1st; Prerequisites: Compound Wondrous Incense or Brew

Potion, charm person; Market Price: 25 gp/oz.

Incense of Focus

All within the area receive a +2 bonus on Will saves vs. mind-affecting magics.

Caster Level: 1st; Prerequisites: Compound Wondrous Incense or Brew

Potion, remove fear; Market Price: 25 gp/oz.

Incense of Healing

All within the area receive a +2 to the result of all cure spells, -2 to the effect of all inflict spells.

Caster Level: 1st; Prerequisites: Compound Wondrous Incense or Brew

Potion, cure light wounds; Market Price: 25 gp/oz.

Incense of Heaven

All Heaven domain spells cast from within the area have +1 DC.

Caster Level: 1st; Prerequisites: Compound Wondrous Incense or Brew

Potion, stars beneath your feet; Market Price: 25 gp/oz.

Incense of Magic

All within the area receive a +2 to all Concentration and Spellcraft checks.

Caster Level: 3rd; Prerequisites: Compound Wondrous Incense or Brew

Potion, calm emotions; Market Price: 150 gp/oz.

Incense of Minor Arcana

Anyone who casts a 0-level arcane spell in the area has a 50% chance of not losing it from memory.

Caster Level: 7th; Prerequisites: Compound Wondrous Incense or Brew

Potion, mnemonic enhancer; Market Price: 700 gp/oz.

Incense of the Peaceful Rest

When this incense is passed over the form of a corpse, the corpse gains SR 12 against any future attempt to disturb it through necromancy.

Caster Level: 9th; Prerequisites: Compound Wondrous Incense or Brew

Potion, gentle repose, spell immunity; Market Price: 1,500 gp/oz.

Incense of Protection

from Magic Missiles

Anyone in the smoke may make a Reflex save to avoid the effects of

magic missiles.

Caster Level: 1st; Prerequisites: Compound Wondrous Incense or Brew

Potion, shield; Market Price: 25 gp/oz.

Incense of

Poison Protection

All within the area receive a +3 bonus on Fortitude saves against contact and injury poisons.

Caster Level: 3rd; Prerequisites: Compound Wondrous Incense or Brew

Potion, delay poison; Market Price: 150 gp/oz.

Incense of Resolution

Within the area of this incene’s effect, any effect (whether magical or natural) that causes an ability score to be reduced has its effect lessened by -1; e.g., a disease that would lower a victim’s Constitution by -2 only reduces the Con by -1 within the incense’s area. An ability-reducing effect can drop to -0.

Caster Level: 3rd; Prerequisites: Compound Wondrous Incense or Brew

Potion, lesser restoration; Market Price: 150 gp/oz.

Incense of Sanctuary

There are many types of incense of sanctuary. The most common are listed below.

Incense of Sanctuary Against Canines: A dog, fox, jackal, or wolf must

make a Will save (DC 12) in order to enter the area.

Caster Level: 1st; Prerequisites: Compound Wondrous Incense or

Brew Potion, sanctuary; Market Price: 25 gp/oz.

Incense of Sanctuary Against Felines: A cat (including lions and

leopards) must make a Will save (DC 12) in order to enter the area.

Caster Level: 1st; Prerequisites: Compound Wondrous Incense or

Brew Potion, sanctuary; Market Price: 25 gp/oz.

Incense of Sanctuary Against Horses: A horse, mule, or donkey must

make a Will save (DC 12) in order to enter the area.

Caster Level: 1st; Prerequisites: Compound Wondrous Incense or

Brew Potion, sanctuary; Market Price: 25 gp/oz.

Incense of Sanctuary Against Outsiders: Any foreigner (a person of

different religion or nationality) must make a Will save (DC 12) in order to enter the area.

Caster Level: 1st; Prerequisites: Compound Wondrous Incense or

Brew Potion, sanctuary; Market Price: 25 gp/oz.

Incense of Stars

Everyone in the affected area receives low-light vision.

Caster Level: 3rd; Prerequisites: Compound Wondrous Incense or Brew

Potion, darkvision; Market Price: 150 gp/oz.

Incense of Understanding

All within the area of this incense receive a +1 bonus to their Intelligence modifiers.

Caster Level: 1st; Prerequisites: Compound Wondrous Incense or Brew

Potion, bless; Market Price: 25 gp/oz.

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Mekhtets are low-cost Egyptian amulets that can hold up to three minor (typically abjuration) single-use charms, plus one charm per point of the Wisdom bonus of the creator, to a maximum of seven charms. Mekhtets are typically worn around the neck, although they can be worn around the wrist in place of magic gauntlets or gloves, or around the ankles in place of magic boots. Only one mekhtet can be worn at a time.

For more information on the crafting of mekhtets, see Craft Mekhtet feat, p. 41.

It is a standard action to trigger a charm, and only one charm may be triggered at a time. Unless otherwise stated, the charm lasts for one hour once invoked; combat-oriented actions typically have a shorter duration. Typical charms grant +1 bonuses to skills, saves, or attack rolls in common situations, or +2 under more rare circumstances. While there are numerous abjurations that may be stored in a mekhtet, some of the most common include:

Ambushguard

This charm adds +2 to Spot and Listen checks to avoid being surprised by ambushers.

Caster Level: 1st; Prerequisites: Craft Mekhtet, guidance; Market Price: 25

gp; Weight: --

Avoid Dangerous Animal

This charm adds +2 to Hide checks vs. one type of dangerous animal (lion, hippopotamus, crocodile, snake, etc.).

Caster Level: 1st; Prerequisites: Craft Mekhtet, guidance; Market Price: 25

gp; Weight: --

Beauty

This charm adds +1 to all beauty or sexual-related applications of Bluff, Diplomacy, and Intimidation checks. This charm lasts 12 hours.

Caster Level: 1st; Prerequisites: Craft Mekhtet, allure; Market Price: 50

gp; Weight: --

Dance Fantastic

This charm adds +2 to the Perform roll of the wearer’s next dance.

Caster Level: 1st; Prerequisites: Craft Mekhtet, allure; Market Price: 50

gp; Weight: --

Desert Traveler

This charm adds +1 to Fortitude saves made against searing heat or freezing cold while crossing the desert. This mekhtet lasts 24 hours.

Caster Level: 1st; Prerequisites: Craft Mekhtet, resistance; Market Price: 25

gp; Weight: --

Emerald Eye

This charm adds +2 to Appraise checks for any one gem type.

Caster Level: 1st; Prerequisites: Craft Mekhtet, guidance; Market Price: 25

gp; Weight: --

Fight the Current

This charm adds +1 to Swim checks.

Caster Level: 1st; Prerequisites: Craft Mekhtet, guidance; Market Price: 25

gp; Weight: --

Find Oasis

This charm adds +2 to Wilderness Lore checks to find water.

Caster Level: 1st; Prerequisites: Craft Mekhtet, create water; Market Price:

25 gp; Weight: --

Healer of Kin

This charm adds +2 to Heal checks for members of the wearer’s immediate family.

Caster Level: 1st; Prerequisites: Craft Mekhtet, cure minor wounds; Market Price: 25 gp; Weight: --

Impossible Laughter

This charm adds +2 to Perform checks to make a particular person burst into laughter.

Caster Level: 1st; Prerequisites: Craft Mekhtet, allure; Market Price: 50

gp; Weight: --

Lost in the Wilderness

This charm adds +1 to Intuit Direction checks when lost in the desert or wilderness.

Caster Level: 1st; Prerequisites: Craft Mekhtet, guidance; Market Price: 25

gp; Weight: --

Moon Warrior

This charm adds +1 to Attack and Spot rolls when under a full moon.

Caster Level: 1st; Prerequisites: Craft Mekhtet, guidance; Market Price: 25

gp; Weight: --

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Pursuer’s Nightmare

This charm adds : +1 to Balance, Climb, Jump, and Tumble checks made while being pursued.

Caster Level: 1st; Prerequisites: Craft Mekhtet, guidance; Market Price: 25

gp; Weight: --

Sense Animal

This charm adds +2 to Spot and Listen checks vs. one type of dangerous animal (lion, hippopotamus, crocodile, snake, etc.).

Caster Level: 1st; Prerequisites: Craft Mekhtet, detect animals or plants; Market Price: 50 gp; Weight: --

Serpent Shield

Prized by those who spend time in the wilderness, this charm adds +1 to Fortitude saves vs. snake venom.

Caster Level: 1st; Prerequisites: Craft Mekhtet, guidance; Market Price: 25

gp; Weight: --

Sharp Mind

This charm adds +1 to saves vs. charm person, suggestion, confusion, or

feeblemind spells.

Caster Level: 1st; Prerequisites: Craft Mekhtet, guidance; Market Price: 25

gp; Weight: –

Sleep Guard

This charm adds +2 to all Listen checks to avoid being surprised while sleeping.

Caster Level: 1st; Prerequisites: Craft Mekhtet, alarm; Market Price: 50

gp; Weight: --

Stomach of Iron

This charm protects the wearer against all discomforts caused by too much food and drink. This charm lasts for six hours.

Caster Level: 1st; Prerequisites: Craft Mekhtet, guidance; Market Price: 25

gp; Weight: --

Tamer

This charm adds +2 to Handle Animal rolls with one particular species of domesticated animal (camel, cat, dog, snake, monkey, etc.), type chosen upon activation of the mekhtet.

Caster Level: 1st; Prerequisites: Craft Mekhtet, calm animals; Market Price: 50 gp; Weight: --

Thief Spotter

This charm adds +1 to Spot and Listen checks to notice someone in the act of thieving.

Caster Level: 1st; Prerequisites: Craft Mekhtet, guidance; Market Price: 25

gp; Weight: --

- Staffs -

Staff of Five Vipers

This magic item is crafted by the followers of Set. When planted on the ground, five Small fiendish vipers shoot out of the head of the staff. Whenever someone comes within 10 ft. of the planted staff, one viper makes an attack of opportunity against him, as long as all five vipers have not used their attacks. The vipers do not attack the one who planted the staff or anyone who wears the emblem of the gods Set or Amun-Ra.

The staff ’s effects last up to one hour; after that time (or if the staff is uprooted) the snakes return to dormancy for one full day. If a viper is slain, a new one replaces it in the staff on the next day. If the owner breaks the staff, 20 vipers slither out of the shards and attack everyone in sight except the one who broke the staff and those with the emblems of Set or Amun-Ra. The vipers have the following stats:

Fiendish Viper

(Small magical beast); CR ½; HD 1d8+1; hp 5; Init +3 (+3 Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; AC 17 (+1 size, +3 Dex, +3 natural);

Atk bite +4 melee; Dmg bite 1d4-2 + poison; Face 5 ft. x 5 ft. (coiled); Reach 5 ft.; SA poison (Fort DC 11, 1d6 temp Con damage), smite good (+1 damage vs. good once/day); SQ scent, darkvision 60 ft., SR 2, acid, cold, and electricity resistance 5; Alignment NE; Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 11, Int 10, Wis12, Cha 2; Skills: Balance +11, Climb +12, Hide +15, Listen +9, Spot +9; Feats: Weapon Finesse (bite)

Caster Level: 12th; Prerequisites: Craft Staff, summon monster III; Market Price: 65,300 gp; Weight: 5 lb.

Staff of Will

This staff of white cedar grants a +2 competence bonus on all Charisma- based skill checks, and gives the one who holds it a +4 saving throw bonus against mind-affecting magic. In addition, the wielder may expend one charge to cast confusion, emotion, or mind fog as a 12th-level caster.

Caster Level: 12th; Prerequisites: Craft Staff, confusion, emotion, mind fog; Market Price: 61,260 gp; Weight: 5 lb.

- New Wondrous Items -

Amulet of Indomitability

These magic items preserve the mind of the wearer from outside control. Anyone who wears this amulet is immune to dominate person and dominate monster spells. Furthermore, anyone who attempts to physically enslave the wearer changes his mind once he sees the amulet, although this won’t prevent him from committing other assaults on the wearer.

Caster Level: 12th; Prerequisites: Craft Wondrous Item, break

enchantment, freedom of movement; Market Price: 30,000 gp; Weight: 1 lb.

Amulet of Ptah

If this amulet is placed around the neck of a person who is under the effects of a mind-controlling spell, the amulet serves as a break

enchantment spell. If an enchantment is cast on the wearer while he has

an amulet of Ptah on his person, the amulet must be removed and placed on him again for the break enchantment spell to take effect.

These amulets are of Egyptian origin.

Caster Level: 12th; Prerequisites: Craft Wondrous Item, break enchantment; Market Price: 60,000 gp; Weight: 1 lb.

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Book of

Overthrowing Apophis

This Egyptian scroll produces a half-mile radius abjuration circle to protect those within from all snakes, including Apep-spawn. Any serpents must make a Will save (DC 13 + the reader’s Wisdom modifier), or be unable to enter the circle. The enchantment lasts for 24 hours, and needs to be read aloud at sunrise or the spell will not function.

Unlike other scrolls, this writing in the book does not disappear after use, and it can be used multiple times.

Caster Level: 12th; Prerequisites: Craft Wondrous Item, magic circle against evil, charm monster; Market Price: 35,000 gp; Weight: 3 lb.

Bowl of Demon Binding

This Canaanite magic item, a ceramic bowl painted with seven seals and