rferries
2017-08-28, 05:06 PM
These items are intended for my 3.5 conversion of Clive Barker's Undying. They're balanced around spell-point variants, but hopefully can be used in other settings.
Amplifier
This strange crystalline stone seems to be a source of finite power that may be used to increase the power and effectiveness of my spell casting. I must keep my eyes peeled and ears open for its pinkish hue and low hum.
This fist-sized, briolette-cut gemstone resembles a scintillating amethyst throwing off violet sparks. When not in a creature's possession, it levitates in place in the air, sheds light as a candle, and produces a constant resonant hum (Listen DC 0 to notice). It provides a +1 bonus to the bearer's caster level, but only for spells from a particular school.
Strong universal; CL 12th; Craft Wondrous Item, prestidigitation, Price 3,334 gp; Weight 1 lb.
Arcane Whorl
These strange tattoos seem to heighten my ability to channel magic. They also remind me of the tattoos the Trsanti Shaman had when we fought him in the war. With these tattoos, I feel the mana surge into my being. No doubt the more of these I find, the better I can battle these abominations.
This jade scroll has golden rollers at each end and is tightly rolled, yet faint green light pulses from its furled script nonetheless. Once unrolled and read by a spellcaster, it disintegrates into a spiral of green light that applies itself to the reader as a tattoo of an alien and runic design. The tattoos granted by these scrolls are permanent and inherent to the bearer and cannot be dispelled or suppressed.
Every hour, a character regains a spell slot or spell slots with a total level less than or equal to the number of the arcane whorl tattoos he possesses. Prepared casters may choose to either regain prepared spells they have already cast that day, or to regain empty spell slots.
Every hour, a character regains spell points equal to the amount needed to cast a spell whose level is equal to the number of arcane whorl tattoos he possesses.
Strong universal; CL 12th; Craft Wondrous Item, arcane mark, mnemonic enhancer, Price 10,000 gp.
Ether Trap
According to legend, Ether Traps have the ability to tap into another ethereal plane of existence. And in doing so, the traps themselves become black holes in which spirits can be whisked away and temporarily trapped in another dimension. And while I'm certain that these magical weapons were not meant for our eyes, I am always humbled when my course of studies proves truth to legend.
This disc of golden parchment is decorated with arcane symbols and stretched taut across a ring of pale golden wood. It is very thin and light, and is designed to temporarily capture ghosts and other incorporeal and ethereal creatures. The trap may be thrown as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it produces a swirling vortex of magenta light in the air above it. Any incorporeal or ethereal creature within 10 feet of the vortex is drawn into it in a flash of golden light and is trapped as if by maze.
The trap may only hold one creature at a time, and as soon as the creature escapes the trap may be collected and immediately used again.
Strong conjuration; CL 15th; Craft Wondrous Item, maze, Price 7,200 gp; Weight 1 lb.
Gel'Ziabar Stone (Major Artifact)
The Gel'ziabar stone. I have carried this artifact ever since the day Jeremiah gave it to me following the battle with the Trsanti. It seems to throw out a shockwave of considerable force, and ever since I acquired the stone I have noticed strange sightings and visual anomalies. However, the power of the stone has its dark side. On occasion, a beast from beyond this world has attacked me. My only explanation for its appearance is that I was using the stone's power for too long. I have not seen the beast for a while, of course, I have not needed the stone...
This fist-sized chunk of green crystal may be worn around a character's neck on a leather cord, but functions only while carried in one hand. It possesses multiple mystical powers:
Amplification
The bearer gain a +1 bonus to his caster level.
Arcane Replenishment
The bearer gains the benefits of an arcane whorl.
Repulsion
As a move action the bearer may unleash a pulse of repelling force from the stone, manifesting as a flash of light and numerous green and blue particles of light. Treat this as if the character were performing a bull rush maneuver via the telekinesis spell (caster level 20th, using his highest mental ability modifier in place of his Strength modifier), save that it affects all creatures within 5 feet. Once a character uses this power he must wait 1d4 rounds before using it again.
Scrye Affinity
Whenever the bearer is within 10 feet of an item or site where he would glean useful information from a scrye spell (or similar divination), the stone sheds green light as a candle and the bearer hears whispered voices urging him to use divinations.
Using the Stone is not without dangers. There is a 5% chance each year that the bearer will attract the attention of a Hound of Gel’ziabar - the creature appears the next time the repulsion power of the stone is used and immediately attacks the bearer, fighting to the death. Furthermore, some creatures (particularly those of the Undying subtype) desire the stone for fell ends.
Strong (all schools); CL 20th; Weight 1 lb.
Health Pack/Health Vial/Healing Roots
Every plane has its terrors... but there is succour as well.
These items take three forms and are a valued staple for any adventurer. They may be used only once, healing hit points and ability damage to a character as though he had undergone complete bed rest for a full day. Using any of these items is a standard action that provokes an attack of opportunity.
Covenant Estate - Health Pack
This simple leather satchel is marked with a red cross on the flap. A character must make a Heal check (DC 10) to employ the benefits of this satchel on himself or for another. Weight 2 lbs.
Oneiros - Health Vial
This tall, slender crystal vial has a silver stopper and edges and is filled with a luminous green liquid that throws off viridian sparks. When not in a creature's possession it levitates in place in the air and sheds light as a candle. A character must drink this absinthe-flavoured elixir to enjoy its benefits.
Eternal Autumn - Healing Roots
This bundle of tan, woody roots must be consumed by a character to activate its powers. Weight 2 lbs.
Faint necromancy; CL 5th; Craft Wondrous Item, lesser restoration, Price 300 gp.
Mana Well
These small, magical trinkets enable me to hold more of my mana and allow me to fire my spells more often without fear of draining my magical energies so quickly. I need to keep my eyes out for more of these mana well containers, as they'll no doubt help me with my spells...and my endeavors.
This squat, heart-shaped canteen of red crystal is inscribed with alien designs and may be carried by a cord of humanoid leather affixed to the stopper. It sheds light as a candle, and while in a character's possession it grants the bearer a +2 bonus to all their mental ability scores, but only for the purpose of determining bonus spell slots per day. A mana well need not be worn to be effective, simply carried in a character's gear, and the effects of multiple mana wells stack.
Strong transmutation; CL 12th; Craft Wondrous Item, eagle's splendour, fox's cunning, owl's wisdom, Price 8,000 gp; Weight 1 lb.
Phoenix (Minor Artifact)
An incredible weapon that allows me to direct a potent projectile high into the sky in a search for my enemies. Short in duration, this does have a particular drawback as my mind's eye travels within the Phoenix entity, leaving my body vulnerable to outside forces. I must be adept and conservative with such a powerful magic weapon.
This golden sculpture of a phoenix hovering in flight is the size of a Small creature. It gleams even in areas of darkness, and levitates in place when not in a creature's possession. Once per day it may be used to produce a phoenix egg. The eggs may be stockpiled at the bearer's leisure, but if any are sold the Phoenix instantly vanishes from the bearer's possession.
Strong conjuration; CL 20th; Weight 50 lbs.
Phoenix Egg
This large egg of red-black volcanic rock bears the golden image of a phoenix in flight and is warm to the touch. When hurled it hatches into a phoenix of pure flame that streaks to a target, as the acorn grenade version of fire seeds (caster level 20th). During its brief flight the phoenix telepathically relays everything it sees to the bearer.
Strong conjuration; CL 20th; Craft Wondrous Item, fire seeds, Price 6,000 gp; Weight 1 lb.
Scythe of the Celts (Major Artifact)
I find this Scythe of the Celt to be quite a disturbing force. It's clear from the history of this weapon that it is particularly effective in exterminating the most heinous of entities. At times it seemed to pull me in directions of combat...almost as if it's seeking pain and destruction. Wreaking havoc on my mana when in my hands for long duration, it seems to replenish my health in particularly frenzied fighting.
I have learned to not fear many things in life, but there is something within this weapon that stirs a horror within me I cannot explain.
This oaken scythe has a gnarled staff and a bloodstained adamantine blade. It is a +5 anarchic keen vorpal adamantine scythe. It may be used to score critical hits against any creature (regardless of their type, fortification armour, and any other protections).
Blood-drinker
As a free action the bearer may activate or deactivate the Scythe's blood-drinker ability. While this ability is active, the Scythe drains 1 spell point per level of the bearer per round (or consumes the bearer's highest-level spell slot each round) and the bearer is slowed (no save) for the purposes of attacks. In return, any damage dealt by the Scythe is healed to the bearer, along with the benefits of a greater restoration and regeneration spell whenever the Scythe is used to slay an enemy.
Curse
The Scythe is a malevolent artifact of entropy and destruction. Although not sentient (at least, not apparently...) it has an Ego score of 22 and exists to corrupt lawful creatures and destroy immortals (e.g. Undying creatures). The Scythe's influence drove the monks of the Monastery towards madness and evil in life, and cursed them to become Decayed Saints in death. However, any chaotic creature can wield the Scythe with relative safety, so long as they satisfy its bloodlust.
Strong conjuration; CL 20th; Weight 10 lbs.
Speargun (Minor Artifact)
This speargun, though unwieldly and slow, is quite an effective weapon at long range, allowing me the ability to see my foe from afar. Those mighty Jemaas may be several steps down on the evolutionary ladder, but they have certainly mastered creating rudimentary weapons.
This +1 distance seeking heavy crossbow is finely crafted and engraved with arcane designs. The bearer (or an ally) may cast lightning on the speargun to charge it with electrical energy; if he does so the next bolt fired acts as both disintegrate and chain lightning (caster level 11th).
Strong evocation; CL 20th; Weight 8 lbs.
Tibetan War Cannon (Minor Artifact)
I have heard of this weapon only in story. Created and forged of gold, it is a mystical weapon of Tibetan folklore that was lost in a mountainous area during a great battle. They called it the War Cannon. Rumor has it that the person that holds this weapon must be pure of heart for it to function correctly. I seem to be able to discharge some sort of cold sphere out of it. I wonder if it can slow down these bastard creatures...
This cannon is a hefty lacquered black cylinder, bound with golden rings and set with a golden dragon's head at the end. The dragon head is animated and occasionally growls and snarls. As a standard action the bearer may fire a freezing sphere from the cannon (caster level 11th); the sphere deals no splash damage but any creature struck by it must make a Fortitude save (DC 19) or be slowed for 1d4+1 rounds.
The bearer may instead choose to fire the cannon as a full-round action. If fired in this way the freezing sphere has a caster level of 20th, deals splash damage as normal, and all creatures damaged by it must make a Fortitude save (DC 20) or be slowed for 20 rounds.
Undead and constructs are not immune to the slow effect of the cannon. It may be wielded in one hand. Whenever it is fired, the bearer must wait 1d4 rounds before firing it again. The cannon is nonfunctional in the hands of any nongood creature.
Strong evocation; CL 20th; Weight 10 lbs.
Other Items
Dynamite, Molotov Cocktail, Pistol, Shotgun
"Standard dynamite. I'm sure this can do damage to both the surroundings and these vile creatures."
"A smart find, indeed. These bottles can spread considerable fire damage, especially on organic matter."
"My trusty revolver. A six shot weapon of forged metal grace. Durable, yet lightweight, my military piece has seen many a country and spilled much blood over the years."
"A double barrel shotgun of potent force. It appears I may choose between firing off individual or double shots, dependent on my taste for maximum effectiveness in close quarter combat."
See d20 Modern (https://www.rpgcrossing.com/srd/Modern/weapons.html).
Phosphorous Bullets
Creatures hit by these bullets take an additional 1d6 points of fire damage on the following round and risk catching on fire (http://www.d20srd.org/srd/environment.htm#catchingOnFire). 2,000 gp for 10 rifle shells.
Silver Bullets
Supernatural creatures (i.e. creatures other than animals, humanoids, and mundane vermin) hit by these bullets take an additional 1d6 points of damage. 2,000 gp for 50 pistol bullets.
Amplifier
This strange crystalline stone seems to be a source of finite power that may be used to increase the power and effectiveness of my spell casting. I must keep my eyes peeled and ears open for its pinkish hue and low hum.
This fist-sized, briolette-cut gemstone resembles a scintillating amethyst throwing off violet sparks. When not in a creature's possession, it levitates in place in the air, sheds light as a candle, and produces a constant resonant hum (Listen DC 0 to notice). It provides a +1 bonus to the bearer's caster level, but only for spells from a particular school.
Strong universal; CL 12th; Craft Wondrous Item, prestidigitation, Price 3,334 gp; Weight 1 lb.
Arcane Whorl
These strange tattoos seem to heighten my ability to channel magic. They also remind me of the tattoos the Trsanti Shaman had when we fought him in the war. With these tattoos, I feel the mana surge into my being. No doubt the more of these I find, the better I can battle these abominations.
This jade scroll has golden rollers at each end and is tightly rolled, yet faint green light pulses from its furled script nonetheless. Once unrolled and read by a spellcaster, it disintegrates into a spiral of green light that applies itself to the reader as a tattoo of an alien and runic design. The tattoos granted by these scrolls are permanent and inherent to the bearer and cannot be dispelled or suppressed.
Every hour, a character regains a spell slot or spell slots with a total level less than or equal to the number of the arcane whorl tattoos he possesses. Prepared casters may choose to either regain prepared spells they have already cast that day, or to regain empty spell slots.
Every hour, a character regains spell points equal to the amount needed to cast a spell whose level is equal to the number of arcane whorl tattoos he possesses.
Strong universal; CL 12th; Craft Wondrous Item, arcane mark, mnemonic enhancer, Price 10,000 gp.
Ether Trap
According to legend, Ether Traps have the ability to tap into another ethereal plane of existence. And in doing so, the traps themselves become black holes in which spirits can be whisked away and temporarily trapped in another dimension. And while I'm certain that these magical weapons were not meant for our eyes, I am always humbled when my course of studies proves truth to legend.
This disc of golden parchment is decorated with arcane symbols and stretched taut across a ring of pale golden wood. It is very thin and light, and is designed to temporarily capture ghosts and other incorporeal and ethereal creatures. The trap may be thrown as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it produces a swirling vortex of magenta light in the air above it. Any incorporeal or ethereal creature within 10 feet of the vortex is drawn into it in a flash of golden light and is trapped as if by maze.
The trap may only hold one creature at a time, and as soon as the creature escapes the trap may be collected and immediately used again.
Strong conjuration; CL 15th; Craft Wondrous Item, maze, Price 7,200 gp; Weight 1 lb.
Gel'Ziabar Stone (Major Artifact)
The Gel'ziabar stone. I have carried this artifact ever since the day Jeremiah gave it to me following the battle with the Trsanti. It seems to throw out a shockwave of considerable force, and ever since I acquired the stone I have noticed strange sightings and visual anomalies. However, the power of the stone has its dark side. On occasion, a beast from beyond this world has attacked me. My only explanation for its appearance is that I was using the stone's power for too long. I have not seen the beast for a while, of course, I have not needed the stone...
This fist-sized chunk of green crystal may be worn around a character's neck on a leather cord, but functions only while carried in one hand. It possesses multiple mystical powers:
Amplification
The bearer gain a +1 bonus to his caster level.
Arcane Replenishment
The bearer gains the benefits of an arcane whorl.
Repulsion
As a move action the bearer may unleash a pulse of repelling force from the stone, manifesting as a flash of light and numerous green and blue particles of light. Treat this as if the character were performing a bull rush maneuver via the telekinesis spell (caster level 20th, using his highest mental ability modifier in place of his Strength modifier), save that it affects all creatures within 5 feet. Once a character uses this power he must wait 1d4 rounds before using it again.
Scrye Affinity
Whenever the bearer is within 10 feet of an item or site where he would glean useful information from a scrye spell (or similar divination), the stone sheds green light as a candle and the bearer hears whispered voices urging him to use divinations.
Using the Stone is not without dangers. There is a 5% chance each year that the bearer will attract the attention of a Hound of Gel’ziabar - the creature appears the next time the repulsion power of the stone is used and immediately attacks the bearer, fighting to the death. Furthermore, some creatures (particularly those of the Undying subtype) desire the stone for fell ends.
Strong (all schools); CL 20th; Weight 1 lb.
Health Pack/Health Vial/Healing Roots
Every plane has its terrors... but there is succour as well.
These items take three forms and are a valued staple for any adventurer. They may be used only once, healing hit points and ability damage to a character as though he had undergone complete bed rest for a full day. Using any of these items is a standard action that provokes an attack of opportunity.
Covenant Estate - Health Pack
This simple leather satchel is marked with a red cross on the flap. A character must make a Heal check (DC 10) to employ the benefits of this satchel on himself or for another. Weight 2 lbs.
Oneiros - Health Vial
This tall, slender crystal vial has a silver stopper and edges and is filled with a luminous green liquid that throws off viridian sparks. When not in a creature's possession it levitates in place in the air and sheds light as a candle. A character must drink this absinthe-flavoured elixir to enjoy its benefits.
Eternal Autumn - Healing Roots
This bundle of tan, woody roots must be consumed by a character to activate its powers. Weight 2 lbs.
Faint necromancy; CL 5th; Craft Wondrous Item, lesser restoration, Price 300 gp.
Mana Well
These small, magical trinkets enable me to hold more of my mana and allow me to fire my spells more often without fear of draining my magical energies so quickly. I need to keep my eyes out for more of these mana well containers, as they'll no doubt help me with my spells...and my endeavors.
This squat, heart-shaped canteen of red crystal is inscribed with alien designs and may be carried by a cord of humanoid leather affixed to the stopper. It sheds light as a candle, and while in a character's possession it grants the bearer a +2 bonus to all their mental ability scores, but only for the purpose of determining bonus spell slots per day. A mana well need not be worn to be effective, simply carried in a character's gear, and the effects of multiple mana wells stack.
Strong transmutation; CL 12th; Craft Wondrous Item, eagle's splendour, fox's cunning, owl's wisdom, Price 8,000 gp; Weight 1 lb.
Phoenix (Minor Artifact)
An incredible weapon that allows me to direct a potent projectile high into the sky in a search for my enemies. Short in duration, this does have a particular drawback as my mind's eye travels within the Phoenix entity, leaving my body vulnerable to outside forces. I must be adept and conservative with such a powerful magic weapon.
This golden sculpture of a phoenix hovering in flight is the size of a Small creature. It gleams even in areas of darkness, and levitates in place when not in a creature's possession. Once per day it may be used to produce a phoenix egg. The eggs may be stockpiled at the bearer's leisure, but if any are sold the Phoenix instantly vanishes from the bearer's possession.
Strong conjuration; CL 20th; Weight 50 lbs.
Phoenix Egg
This large egg of red-black volcanic rock bears the golden image of a phoenix in flight and is warm to the touch. When hurled it hatches into a phoenix of pure flame that streaks to a target, as the acorn grenade version of fire seeds (caster level 20th). During its brief flight the phoenix telepathically relays everything it sees to the bearer.
Strong conjuration; CL 20th; Craft Wondrous Item, fire seeds, Price 6,000 gp; Weight 1 lb.
Scythe of the Celts (Major Artifact)
I find this Scythe of the Celt to be quite a disturbing force. It's clear from the history of this weapon that it is particularly effective in exterminating the most heinous of entities. At times it seemed to pull me in directions of combat...almost as if it's seeking pain and destruction. Wreaking havoc on my mana when in my hands for long duration, it seems to replenish my health in particularly frenzied fighting.
I have learned to not fear many things in life, but there is something within this weapon that stirs a horror within me I cannot explain.
This oaken scythe has a gnarled staff and a bloodstained adamantine blade. It is a +5 anarchic keen vorpal adamantine scythe. It may be used to score critical hits against any creature (regardless of their type, fortification armour, and any other protections).
Blood-drinker
As a free action the bearer may activate or deactivate the Scythe's blood-drinker ability. While this ability is active, the Scythe drains 1 spell point per level of the bearer per round (or consumes the bearer's highest-level spell slot each round) and the bearer is slowed (no save) for the purposes of attacks. In return, any damage dealt by the Scythe is healed to the bearer, along with the benefits of a greater restoration and regeneration spell whenever the Scythe is used to slay an enemy.
Curse
The Scythe is a malevolent artifact of entropy and destruction. Although not sentient (at least, not apparently...) it has an Ego score of 22 and exists to corrupt lawful creatures and destroy immortals (e.g. Undying creatures). The Scythe's influence drove the monks of the Monastery towards madness and evil in life, and cursed them to become Decayed Saints in death. However, any chaotic creature can wield the Scythe with relative safety, so long as they satisfy its bloodlust.
Strong conjuration; CL 20th; Weight 10 lbs.
Speargun (Minor Artifact)
This speargun, though unwieldly and slow, is quite an effective weapon at long range, allowing me the ability to see my foe from afar. Those mighty Jemaas may be several steps down on the evolutionary ladder, but they have certainly mastered creating rudimentary weapons.
This +1 distance seeking heavy crossbow is finely crafted and engraved with arcane designs. The bearer (or an ally) may cast lightning on the speargun to charge it with electrical energy; if he does so the next bolt fired acts as both disintegrate and chain lightning (caster level 11th).
Strong evocation; CL 20th; Weight 8 lbs.
Tibetan War Cannon (Minor Artifact)
I have heard of this weapon only in story. Created and forged of gold, it is a mystical weapon of Tibetan folklore that was lost in a mountainous area during a great battle. They called it the War Cannon. Rumor has it that the person that holds this weapon must be pure of heart for it to function correctly. I seem to be able to discharge some sort of cold sphere out of it. I wonder if it can slow down these bastard creatures...
This cannon is a hefty lacquered black cylinder, bound with golden rings and set with a golden dragon's head at the end. The dragon head is animated and occasionally growls and snarls. As a standard action the bearer may fire a freezing sphere from the cannon (caster level 11th); the sphere deals no splash damage but any creature struck by it must make a Fortitude save (DC 19) or be slowed for 1d4+1 rounds.
The bearer may instead choose to fire the cannon as a full-round action. If fired in this way the freezing sphere has a caster level of 20th, deals splash damage as normal, and all creatures damaged by it must make a Fortitude save (DC 20) or be slowed for 20 rounds.
Undead and constructs are not immune to the slow effect of the cannon. It may be wielded in one hand. Whenever it is fired, the bearer must wait 1d4 rounds before firing it again. The cannon is nonfunctional in the hands of any nongood creature.
Strong evocation; CL 20th; Weight 10 lbs.
Other Items
Dynamite, Molotov Cocktail, Pistol, Shotgun
"Standard dynamite. I'm sure this can do damage to both the surroundings and these vile creatures."
"A smart find, indeed. These bottles can spread considerable fire damage, especially on organic matter."
"My trusty revolver. A six shot weapon of forged metal grace. Durable, yet lightweight, my military piece has seen many a country and spilled much blood over the years."
"A double barrel shotgun of potent force. It appears I may choose between firing off individual or double shots, dependent on my taste for maximum effectiveness in close quarter combat."
See d20 Modern (https://www.rpgcrossing.com/srd/Modern/weapons.html).
Phosphorous Bullets
Creatures hit by these bullets take an additional 1d6 points of fire damage on the following round and risk catching on fire (http://www.d20srd.org/srd/environment.htm#catchingOnFire). 2,000 gp for 10 rifle shells.
Silver Bullets
Supernatural creatures (i.e. creatures other than animals, humanoids, and mundane vermin) hit by these bullets take an additional 1d6 points of damage. 2,000 gp for 50 pistol bullets.