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View Full Version : [ISLE] The Isle of the Winds (Home of the Church of Asmodeus)



RandomFellow
2007-12-13, 03:27 PM
Status:
----------First Post (Nav/Fluff)---------------------------------------------
Island Population/Demographics/etc. (Fauna is this plus Crunch Part I) - Done
Island Government - Done
----------Second Post (Fluff)----------------------------------------------
Island Map - Done
Island Geography (Includes what little 'flora' exists) - Done
City Map - Citadel of the Winds - Skipped for Contest
City Information - Citadel of the Winds - Skipped for the Contest
----------Third Post (Fluff)------------------------------------------------
Flora - Done
Organizations on the Island - Skipped for Contest
The Island's Existence (The Secret) - Done
----------Fourth Post (Crunch Part 1)--------------------------------------
Fauna - Done
Half-Devil Template - Done
Chosen of Asmodeus Template - Done
Inaran Fae Race - Done
----------Fifth Post (Crunch Part 2)----------------------------------------
High Priest of Asmodeus (PrC) - Done
Deceptive Pact Domain - Done
Climate - Done, its part of the Treasure.
The Eye of Asmodeus (The Treasure, Artifact) - Done
--------------------------------------------------------------------------

Island Population, Population Centers, and Demographics
The Isle Of the Winds
Population Percentages
Human Half-Devil - 20%
Orc Half-Devil - 14%
Elven Half-Devil - 14%
Slaves (Non-Half Devil Humans, Elves, Gnomes, etc.) - 30%
Devils (Pit Fiends, etc.) - 10%
Kobold Half-Devil - 5%
Gnomish Half-Devil - 5%
Inaran Fae (Tuan Tribe) - 2%

Land Area (in square miles): 1650
Hexes (55 square miles): 30
Population: 148,500
Population Centers:
City Populations:
The Citadel of the Winds - 26,757
Villages:139
Village Population Total:120,743
Urban Castles:1 (The Citadel of the Winds is a massive underground castle.)
Rural Castles:0
Places of Business:

Shoemakers:990
Furriers:594
Tailors:594
Barbers:424
Jewelers:424
Taverns/Restaurants:371
Pastrycooks:297
Masons:297
Carpenters:270
Weavers:247
Chandlers:212
Mercers:212
Coopers:212
Bakers:185
Scabbardmakers:174
Wine-Sellers:165
Hatmakers:156
Saddle Makers:148
Chicken Butchers:148
Pursemakers:135
Woodsellers:61
Bookbinders:49
Magic Shops:5
Butchers:123
Fishmongers:123
Beer-Sellers:106
Buckle Makers:106
Plasterers:106
Spice Merchants:106
Blacksmiths:99
Painters:99
Doctors (lisc.):99
Doctors (not lisc.):424
Roofers:82
Locksmiths:78
Bathers:78
Ropemakers:78
Inns:74
Tanners:74
Copyists:74
Sculptors:74
Rugmakers:74
Harness-Makers:74
Bleachers:70
Hay Merchants:64
Cutlers:64
Glovemakers:61
Woodcarvers:61
Booksellers:23
Illuminators:38
Noble Households:148
Advocate:228
Clergymen:3712
Priest:123


Island Government
The Island is governed by a High Council of the Founding Four (see Geography) and three mortals. The Founding Four represent the pure blood devils as well as one of Asmodeus's most powerful and faithful servants, a gnome lich name Acron blessed to be a Chosen of Asmodeus as well as one of his High Priests. The gnome lich is also known as the Lord Guardian, leader of the Order of Guardians of the Church of Asmodeus. The Guardians are tasked with keeping the island safe, and eliminating any unsanctioned mortal who is aware of the island's existence.

The three mortals change with alarming frequency. One is always the current leader of the Church of Asmodeus, even if that leader is in reality second to the Lord Guardian. The other two are determined by trial by combat. Any mortal (loyal to Asmodeus) may obtain such a seat by publicly assassinating, you need witnesses to prove you did it, their predecessor.

RandomFellow
2007-12-14, 09:54 AM
Island Map
http://www.webfilemirror.com/Erth/TheIslandOfTheWinds_8MileWideHex_55SquareMileHex_O neQuarter.png (http://www.webfilemirror.com/Erth/TheIslandOfTheWinds_8MileWideHex_55SquareMileHex.p ng)

Island Geography
Originally a volcanic island, the Isle of the Winds is centered around its four central mountains which are home to some of the largest Cold Iron veins in the world. They are Acron (the largest and home to the Citadel), Ogrim (the second largest and south of Acron, with vast deposits of obsidian), and the Twins (Inara and Alura. Inara is northeast of Acron while Alura is northwest). The four mountains are named after the Lord Guardian (Acron) and the three full devil members of the High Council (The Pit Fiend Ogrim, the Sorcerer-Succubi Inara and Alura). The mountains are surrounded by the Golden Hills, so named for their unusual golden color, even when viewed under Darkvision (Yes, I know Darkvision can't discern colors that is why it is unusual). Surrounding, and partially covering, the hills is a semi-tropical jungle known as the Forest of Tuan. No one remembers, except for perhaps the Founding Four whose names are borne by the dormant volcanoes, why the jungle was named a Forest. Perhaps it was intended to be a mockery of the pixie controlled forest of the same name. After all, the Inaran Fae are twisted mockeries of the original happy, do-gooding pixies. Outside of the Forest, is simple grassland.

RandomFellow
2007-12-14, 09:55 AM
The Flora:
The Flora of the Isle of the Winds is typical for a low-rain semi-tropical jungle. There is an abundance of Cedar and Rubber trees as well as orchids such as Vanilla. Due to the limited rain fall, compared to a normal jungle, and the perfectly stable temperatures the trees rarely grow to full height and the flowers bloom year round. If the Island was not shrouded in darkness, its main jungle (The Forest of Tuan) would be a beautiful array of flowers and other colorful flora. Unfortunately, the fact that darkvision is necessary on the Isle makes such natural beauty invisible.

The Secret:
Created near the Dawn of Time by Asmodeus to serve as a hidden retreat for his followers. The fact it even exists is lost to all but the most scholarly of sages (Knowledge: History, DC: 40) or those who have spent millennia opposing Asmodeus (Angels, Archons, and other forces of 'good'). The fact that, unless you already know the precise location of the Island, nothing short of a Wish or a Miracle will permit you to perceive it has helped to keep the Isle of the Winds existence a secret known only to a select few. However, in recent days, the Church of Asmodeus has gained a rather large following amongst the 'common folk' of the world by purchasing people's souls (an intangible most people value less than material wealth or vengeance) through devilish contracts. Such activities will undoubtedly draw powerful forces of good to the Isle in due time.

RandomFellow
2007-12-14, 09:57 AM
Half-Devil Template

Unlike half-fiends, half-devils require a bit of artificial 'help' by either the devil or mortal involved in the breeding process. Half-Devils were originally created by Asmodeus's servants to serve as foot soldiers in his war against the Elven Pantheon. Modern Half-Devils serve as his agents on the Material Plane, subverting mortals into devilish pacts and striking down the forces of good. The conflict between Demons and Devils has long been fierce, and with the Devil's smaller population...it is better to conserve the core of one's strength and expend the less valuable troops on tasks less vital than survival of Devil-kind.

Unlike half-fiends, half-devils are neither mistreated or abused by devils more than any other creature. From the devil's world view...if it is weaker than me I own it, if it isn't...I avoid its attention so it cannot force me into servitude. Impure or not, many of Asmodeus's most powerful servants on the Material Plane are Half-Devils capable of striking down even a pure-blooded Pit Fiend.


Size and Type:
Same as base creature

Speed:
A half-devil has massive leathery wings. Unless the base creature has a better fly speed, the creature can fly at the base creature’s land speed with good maneuverability. If the base creature has a better fly speed, their existing fly speed gains a racial bonus of +10'.

Armor class:
The half-devil's leathery, hardened flesh gives him a +4 racial bonus to natural armor.

Attack:
A half-devil, without any existing natural weapons, has two claw attacks and a bite attack, and the claws are the primary natural weapon. The damage

{table=head]Size|Bite Damage|Claw Damage
Fine|1|—
Diminutive|1d2|1
Tiny|1d3|1d2
Small|1d4|1d3
Medium|1d6|1d4
Large|1d8|1d6
Huge|2d6|1d8
Gargantuan|3d6|2d6
Colossal|4d6|3d6
[/table]

Full Attack
A half-devil fighting without weapons uses both claws and its bite when making a full attack. If armed with weapon(s), it will substitute the weapon(s) in place of claw(s) as its primary weapon.

Special Attacks:
The base creature retains all existing special attacks.

Special Qualities:
Darkvision out to 60 feet.
Immunity to poison.
Resistance to acid 10, cold 10, electricity 10, sonic 5, and fire 10.
A half-devil’s natural weapons (or any manufactured weapon the half-devil) are treated as magic weapons as well as lawful evil aligned for the purpose of overcoming damage reduction.

Spell-like Abilities
A half-devil is able to cast Minor Image as a SLA once per day. A half-devil with 9 or more HD gains the ability to cast Greater Teleport (self plus carried objects only) at will. The caster level of all Half-Devil SLA's are equal to the Half-Devil's HD+2.


Change Shape (Su)
A Half-Devil can assume the form (but not any of the statistics) of any humanoid of the same size.

Abilities:
Increase from the base creature as follows: +2 Str, +2 Dex, +2 Con, +4 Int, +4 Wis, +4 Cha

Alignment
Any alignment. However, a Half-Devil will always detect as Lawful and Evil.

Challenge Rating:
Same as base creature.

Level Adjustment:
+3

CR Adjustment:
+2


Chosen of Asmodeus Template


The Chosen of Asmodeus are a group of the Archdevil's most powerful mortal agents. As such, they are both his greatest advantage and disadvantage over the eternal conflict for the souls of mortals. The Chosen are powerful beings of evil capable of silencing a cleric's cries for divine intervention from miles away.


Although it is said that a few cunning mortals have managed to entice Asmodeus into granting this boon without the obedience it implies. Such rumors are pure fiction, of course. Why would Asmodeus invest a mortal with a portion of his great power if that mortal would not obey his will?


"Chosen of Asmodeus" is an acquired template that can be added to any creature with either the Half-Devil template or the [Divine Blooded] subtype (referred to hereafter as the base creature).

Size and Type:
Same as base creature

Special Attacks:
The base creature retains all existing special attacks.

Rebuking Undead
A Chose of Asmodeus gains whichever of the following resulting a higher effective level for purposes of Rebuking:
The ability to Rebuke Undead as a cleric of the Chosen's HD+1.
The Chosen's effective cleric level for purposes of Rebuking Undead increases by 5.

Special Qualities:
A Chosen of Asmodeus retains all of the base creatures special qualities and gains Divine Interdiction, Aura of Evil, and Auravision.

Divine Interdiction (Su)
A Chosen of Asmodeus blocks any cleric who does not serve Asmodeus within a 10 mile radius. A cleric who fails a DC 10+Chosen's Cha Modifier Will save is prevented from preparing spells or Turning/Rebuking undead while they remain within 10 miles of the Chosen. A cleric who fails his Will save needs to merely leave the area for the effect to stop.

The Chosen of Asmodeus is unable to suppress this ability, ever. In addition, any Cleric affected by this ability (whether they succeed or not on their Will save) immediately knows both the cause and individual responsible.

Aura of Lawful Evil (Ex)
The Chosen of Asmodeus possesses both a lawful and an evil aura. Both auras are as strong as a cleric of the Chosen's HD+4.

Auravision (Su)
A Chosen of Asmodeus is able to view the aura of any creature or object within his view. He knows both sides of the person's aura (law/chaos-axis and good/evil-axis) as well as the strength of the Aura. If at any time, a Chosen of Asmodeus observes a Good aura of twice his HD he is considered Shaken until the source of the Good aura is no longer visible.

Abilities:
Increase from the base creature as follows: +8 Wis, +8 Cha

Alignment
Always Lawful Neutral, Lawful Evil, or Neutral Evil.

Challenge Rating:
Same as base creature.

Level Adjustment:
+2

CR Adjustment:
+1

Inaran Fae

Fine Fey (Psionic)
Hit Dice: 1d6-1 (2)
Initiative: +9
Speed: Fly 60' (Perfect) (12 squares)
Armor Class: 26 (+8 size, +4 dex, +4 deflection),touch 26, flat-footed 22
Base Attack/Grapple: +0/-19
Attack: Cold Iron Short sword +12 melee (1+5/19-20)
Full Attack: Cold Iron Short sword +12 melee (1+5/19-20)
Space/Reach: 0'/0'
Special Attacks: Psi-Like Abilities
Special Qualities: Misdirection, Telekinetic Entity, Telepathy 120', Spell Resistance 16
Saves: Fort -1, Ref +6, Will +5
Abilities: Str 4, Dex 18, Con 9, Int 10, Wis 17, Cha 19
Skills: Hide +24, Move Silently +8, Spot +7, Listen +7, Sense Motive +8, Bluff +8
Feats: Improved Initiative, Weapon Finesse B, Precise Blow B
Environment: Temperate Forests
Organization: Solitary (1), Raiding Party (8), or tribe (50-200)
Challenge Rating: 5
Treasure: Items only
Alignment: Usually Evil
Advancement: By Character Class (Usually, Sorcerer or Wilder)
Level Adjustment: +5

Inaran Fae are treacherous, evil creatures of the night which descend without warning on various villages to enslave local populations, increase the size of their undead army, and steal valuable resources (primarily cold iron, the preferred weapon for slaying their pixie cousins). These dangerous creatures lack the modern mastery of magic enjoyed by most civilized societies, however, they still possess 'wild talent' in abundance. Every adult Inaran Fae is capable of unleashing powerful bolts of energy or enticing the weak-willed into obedience.

The Inaran Fae rarely wear anything beyond a masterwork dark cloak, helpful for hiding their small forms against the dark night sky, or armor.

An Inaran Fae stands about 6 inches tall and weighs about 1 ounce.
Inaran Fae speak their Tribal language and occasionally, common. Although a few of the more powerful tribes have formed temporary alliances with, and by natural consequence learned the languages of, gnolls, orcs, bugbears, ogres, and other dangerous monstrous races.

Combat

Psi-Like Abilities
2/day - Energy Missile (Acid Arrow if no Psionics), Charm, Psionic (Charm Monster if no Psionics). Manifester Level (Caster Level if no Psionics) 8th. The save Dcs are charisma based. Treat Energy Missile as if it is augmented to by 2 pp (+2 DC, +2d6 damage). Charm, Psionic as if it is augmented by 4pp (+2 DC, can target animal, fey, giant, magical beast, monstrous humanoid, aberration, dragon, elemental, or outsider )

Misdirection (Su)
An Inaran Fae is invisible, even when attacking. It may suppress or resume this ability as a free action.

Telekinetic Entity (Su)
The Inaran Fae also use their telekinetic talents to propel themselves, granting them a fly speed of 60' and a maneuverability of perfect. They also may replace their strength modifier with their charisma modifier for purposes of carrying capacity.

In addition, the Inaran Fae attempts to slow any hostile weapons before it can strike the Fae. This grants it a deflection bonus to AC equal to its charisma modifier.

Telepathy (Su)
An Inaran Fae may communicate to any creature that speaks a language in common with the Inaran Fae.

-=-=-=-=-=-=-

Lore
Knowledge: Nature
{table='head']DC|Lore
10|The dangerous, uncivilized creatures which hunt people by night.|
15|A subrace of the Pixies, these unsophisticated fell creatures enslave, create undead, and steal to increase their power.|
20|The most effective way to kill one of the Inaran Fae is with magic which can only be stopped by the strength of a person's constitution. The Inaran Fae are creatures with frail bodies unable to withstand even the least of rigors. Even then, their powerful minds are able to stop weak wizards from affecting them.|
25|The Inaran Fae are the product of a hybridization of Drow and Devil magics worked on captured pixies. Originally intended to be a servant race capable of sneaking about with supernatural ease, the Inaran Fae turned out to be too skilled at their given vocation. Large numbers escaped once they realized their personal interests would be better served outside their creators societies.|
[/table]



Other
Base Stats for the example creature is 10,11,10,10,11,11

Inaran Pixies as Characters
-6 Strength, +8 Dexterity, -2 Constitution, +6 Wisdom, +8 Charisma
Fine Size: +8 bonus to Armor Class, +8 bonus to Attack Rolls, -16 penalty on Grapple Checks, +16 bonus on Hide checks
An Inaran Pixie's base land speed is 0 feet. An Inaran Fae's base fly speed is 60 feet with perfect maneuverability.
Racial Feats: Weapon Finesse, Precise Blow
Special Qualities (See Above): Telekinetic Entity, Telepathy, Spell Resistance equal to 15 + HD
Automatic Languages: Inaran Tribal. Bonus Languages: Common
Favored Class: Any
Level Adjustment: +5

Precise Blow
Prerequisite:
Weapon Finesse, Dex 16

Benefit:
When using a weapon which benefits from the Weapon Finesse feat, you may apply your Dexterity modifier in place of your Strength modifier for weapon damage rolls.

RandomFellow
2007-12-14, 09:58 AM
High Priest of Asmodeus (PrC)

High Priests of Asmodeus are interested in personal power, fast talking people out of their souls, and taking what they want out of life with no regrets. Your typical politician. However, being a High Priest of Asmodeus has a major draw back beyond the obvious...channeling such vile power corrodes the High Priest's soul, weakening his ability to resist magical attack. This makes it easier for powerful Devils to charm or dominate them into obedience. And after all, at the end of the day, who wants willing servants when you can have magically obedient ones? Exactly.


Requirements
To qualify to become a High Priest of Asmodeus, a character must fulfill all the following criteria.

Feats
Spell Focus (Enchantment), Spell Focus (Illusion)

Spells
Must be capable of casting 3rd level divine spells.

Special
The entrant must be a cleric of Asmodeus with all of his or her domains selected from the following list (or any other domains thematically appropriate for a cult of Asmodeus):
Charm (Spell Compendium), Illusion (Spell Compendium), Evil, Law, Baator (Spell Compendium), Deceptive Pact domains

In addition, the entrant must have taken the Spontaneous Domain Casting Variant (PHB II).

Table: High Priest of Asmodeus
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|0|0|0|0|Focused Spellcaster, Turning or Rebuking Undead, Enhanced School Magic, Least|+1 level of existing arcane spellcasting class
2nd|1|0|0|0|Expanded Spell List|+1 level of existing divine spellcasting class
3rd|1|1|1|1|Asmodean Guile 2/day|+1 level of existing arcane spellcasting class
4th|2|1|1|1|Enhanced School Magic, Lesser|+1 level of existing divine spellcasting class
5th|2|1|1|1|Expanded Spell List|+1 level of existing divine spellcasting class
6th|3|2|2|2|Asmodean Guile 4/day|+1 level of existing divine spellcasting class
7th|3|2|2|2|Enhanced School Magic|+1 level of existing arcane spellcasting class
8th|4|2|2|2|Expanded Spell List|+1 level of existing divine spellcasting class
9th|4|3|3|3|Asmodean Guile 6/day|+1 level of existing divine spellcasting class
10th|5|3|3|3|Enhanced School Magic, Greater|+1 level of existing divine spellcasting class[/table]

Alignment
Lawful Evil, Lawful Neutral, or Neutral Evil.

Hit Die
d8.

Class Skills
Spellcraft (Int), Knowledge (Religion) (Int), Concentration (Con), Hide (Dex), Move Silently (Dex), Diplomacy (Cha), Bluff (Cha), Intimidate (Cha), Gaher Information (Cha), Use Magic Device (Cha), Handle Animal (Cha)


Skill Points at Each Additional Level
4 + Int modifier.

Class Features
All of the following are class features of the High Priest of Asmodeus.

Weapon and Armor Proficiency
Gains no weapon or armor proficiencies.

Spells
A High Priest of Asmodeus gains spells per day and spells known as if he belonged to his previous divine spellcasting class. He gains no other benefits he would have otherwise gained (such as bonus feats). However, his caster level does not increase as his previous spellcasting class (See Focused Spellcaster).

Focused Spellcaster
A High Priest of Asmodeus focuses on deception and charisma to get what he wants. As such, he is most effective in Illusion and Enchantment but far less effective in other schools. A High Priest of Asmodeus gains caster levels normally for Illusion, Enchantment, and Transmutation. In all other schools, the High Priest is considered to have only half his normal caster level from levels taken in this class. This does not effect spell selection. (e.g. Cleric 10 / High Priest of Asmodeus 10 can still take Control Weather...he just casts it at a caster level of 15 instead of 20.)

Enhanced School Magic, Least (Ex)
A High Priest of Asmodeus can use his Spontaneous Domain Casting ability without increasing casting time (including the spontaneous application of metamagic to the converted spell). In addition, the High Priest of Asmodeus at first level may choose one of the following class features:

Shadow Specialist - Illusion (Figment) spells may be used to mimic a lower level Evocation, Conjuration (Summoning) or Conjuration (Creation) spell from the Sorcerer/Wizard spell list with a degree of reality equal to 10% per spell level of the Illusion (figment) spell. In all other respects, this is a Shadow Evocation or Conjuration in terms of saving throw, etc.

Domination Specialist - All Enchantment (Compulsion) spells have their DC increased by 2. This bonus does not stack with Spell Focus (Enchantment) and Greater Spell Focus (Enchantment).

Expanded Spell List
At 2nd, 5th, and 8th levels the High Priest of Asmodeus learns to draw an even wider variety of spells from his master. He may select any spell (up to the highest level the High Priest can cast) from any spell list. However, that spell must be from the school related to the High Priest's specialty school. Enchantment for Domination Specialist. Illusion for Shadow Specialist.

Asmodean Guile
The High Priest (up to a number of times per day equal to the High Priest Level/3. Then round down and double.) may add his Charisma modifier to any dice roll he makes.

Enhanced School Magic, Lesser
If you selected Shadow Specialist, you add the Invisibility line of spells to your cleric's spell list. In addition, you gain a +10% reality (capped at 100%) to your illusion (shadow) spells or when using Spell Conversion, Shadow Specialist to mimic Shadow Conjurations or Shadow Evocations.

If you selected Domination Specialist, you add Charm Person, Charm Monster, Dominate Person and Dominate Monster to your cleric's spell list. In addition, your DC bonus from Domination Specialist applies to Enchantment (Charm) spells as well.

Enhanced School Magic
If you selected Shadow Specialist, your spells gain another +10% of reality (capped at 100%) for a total of +20%. In addition, your Illusion spells have their DC increased by 1. This does stack with Spell Focus and Greater Spell Focus feats.

If you selected Domination Specialist, the DC bonus from Domination Specialist increases by 1 (to 3). In addition, you may treat spells from the Enchantment (Charm) or Enchantment (Compulsion) schools to be domain spells for purposes of using your Spell Conversion feat.

Enhanced School Magic, Greater
If you selected Shadow Specialist, reduce metamagic spell level adjustments by 1 when applying it to your illusion (shadow) spells or when using Spell Conversion, Shadow Specialist to mimic Shadow Conjurations or Shadow Evocations. In addition, your spells gain another +10% of reality (capped at 100%) for a total of +30%.

If you selected Domination Specialist, all Enchantment (Charm) or Enchantment (Compulsion) spells have their durations doubled. In addition, if you have the Extend Spell feat you may apply it to a spell for no level adjustment. Applying both results in an Enchantment which lasts for three times the normal length.

Deceptive Pact Domain
Note: The Deceptive Pact Domain counts as both of a cleric's choices and the granted power may not be taken via any feat.
Granted Power:
In addition, you gain a +1 bonus to your caster level for Illusion (Shadow), Illusion (Figment) and Enchantment (Compulsion) spells.

Soul Pact (Su)
You are able to create binding contracts for people's souls in exchange for a service you perform on their behalf. If you fulfill the service requested, the soul of the person belongs to you once they die. Such souls are stored in the contract, which is signed by both parties in blood. These contracts are often used as a currency between Asmodeus's priests and occupants of the lower planes.

A pact is only valid when neither party is under magical compulsion to sign it. However, mundane compulsion (e.g. threatening a loved one of one party) does not alter the validity of a contract.

Deceptive Pact Domain Spells
1 - Silent Image, Command
2 - Minor Image, Enthrall
3 - Suggestion, Speak with Dead
4 - Dominate Person, Divination
5 - Persistent Image, Greater Command
6 - Mislead, Geas/Quest
7 - Project Image, Renewal Pact
8 - True Domination, Death Pact
9 - Monstrous Thrall, Gate

The Eye of Asmodeus
This powerful artifact was an eye Asmodeus removed when he was still mortal. He spent years converting souls into raw magical power to enchant this artifact. The Eye appears as a simple elven eye with a black pupil and iris which floats at the exact center of the cavern it is located in. It currently resides in the network of caverns beneath the Island's surface.

The Eye of Asmodeus has the following powers:
It renders both the island and its inhabitants invisible to outside observers. Even true seeing is incapable of piercing this powerful illusion although using a Wish or Miracle spell to permit you to pierce the Eye's invisibility shield will work. Thankfully, once you know the Isle's location....it is a minor matter to Teleport yourself to it. Once within the invisibility shield, you are able to perceive the Island and its occupants normally.

The Island is always in the depths of a moonless night. This is considered natural, non-magical darkness for purposes of Darkvision and similar abilities.

The Island levitates precisely seven miles above sea level in the middle of one of the world's largest oceans. The island never moves from this position as long as the Eye remains intact.

The Eye renders the Island's environment is hostile to non LE, NE, or LN creatures. Any creature not of those alignments, and below 10 HD, take a -20 profane penalty to all saving throws, skill checks, and attack rolls. Creatures not of those three alignments, and with 10 or more HD, take a -1 profane penalty to all saving throws, skill checks, and attack rolls.

The Eye keeps the Island both pleasant and comfortable for devils and half-devils. The Island is at a stable 90 degrees Fahrenheit and never has any unplanned weather conditions (e.g. fog, rain on a non-last weekday). In addition, the Island is kept at a light level comparable to a night with a full moon.

On the last day of each week, a light rain occurs. This rain is appropriate for the vegetation found on the Island, easily keeping it alive until the next rain comes.

The Eye automatically attempts to counterspell (as if with Dispel Magic, Greater with a Caster Level of 20) any casting of Mage's Disjunction, Greater Teleport, or Wish within 500' of it.

Ritual of Destruction:
Like most of Asmodeus's artifacts, the Eye can only be destroyed through the combination of a Mage's Disjunction and then wishing the artifact out of existence.

Ritual of Movement:
The only way to move the Eye is to cast Greater Teleport while touching the Eye. It has a Will Save modifier of +25. If successful, the Island will slowly float to sea level at a rate of 1 mile per day. The new Island will immediately gain all of the effects except the levitation. The new Island will slowly rise at a rate of 1 miler per day until it reaches the height of 7 miles above sea level.

The Eye can only be teleported to a Cavern inside of an Island. Any attempt to teleport it elsewhere, automatically fails.

Moving the Eye takes a lot of work, but if you want to build an invisible floating fortress of your own...it is probably easier to Teleport the Eye out of the existing one than to create an artifact yourself.

Rumors
It is rumored that a second, and more powerful, Eye of Asmodeus capable of bestowing flight to its Island home in addition to the above properties.

P.S.
This Island was going to eventually be made for the Erth [Setting] anyway...Asmodeus's followers make great LBEG's/BBEG's. Devil-worshipin' Cultists usually do.