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the terms of the Open Game License v1.0a.
MAGIC ITEMS VI
(INTELLIGENT, CURSED, & ARTIFACTS)
INTELLIGENT
ITEMS
Magic items sometimes have intelligence of their own. Magically
imbued with sentience, these items think and feel the same way characters do and
should be treated as NPCs. Intelligent items have extra abilities and sometimes
extraordinary powers and special purposes. Only permanent magic items (as
opposed to single-use items or those with charges) can be intelligent. (This
means that potions, scrolls, and wands, among other items, are never
intelligent.) In general, less than 1% of magic items have
intelligence.
Intelligent items can actually be considered creatures because
they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs.
Intelligent items often have the ability to illuminate their surroundings at
will (as magic weapons do); many cannot see otherwise.
Unlike most magic
items, intelligent items can activate their own powers without waiting for a
command word from their owner. Intelligent items act during their owner’s
turn in the initiative order.
INTELLIGENT ITEM ALIGNMENT
Any item with
intelligence has an alignment. Note that intelligent weapons already have
alignments, either stated or by implication. If you’re generating a
random intelligent weapon, that weapon’s alignment must fit with any
alignment-oriented special abilities it has.
Any character whose alignment
does not correspond to that of the item (except as noted by the asterisks on the
table) gains one negative level if he or she so much as picks up the item.
Although this negative level never results in actual level loss, it remains as
long as the item is in hand and cannot be overcome in any way (including
restoration spells). This negative level is cumulative with any other
penalties the item might already place on inappropriate wielders. Items with Ego
scores (see below) of 20 to 29 bestow two negative levels. Items with Ego scores
of 30 or higher bestow three negative levels.
|
Intelligent Item Alignment
|
|
d%
|
Alignment of Item
|
|
01–05
|
Chaotic good
|
|
06–15
|
Chaotic neutral*
|
|
16–20
|
Chaotic evil
|
|
21–25
|
Neutral evil*
|
|
26–30
|
Lawful evil
|
|
31–55
|
Lawful good
|
|
56–60
|
Lawful neutral*
|
|
61–80
|
Neutral good*
|
|
81–100
|
Neutral
|
|
* The item can also be used by any character whose alignment corresponds to
the nonneutral portion of the item’s alignment.
|
LANGUAGES SPOKEN BY ITEM
Like a character, an intelligent item
speaks Common plus one additional language per point of Intelligence bonus.
Choose appropriate languages, taking into account the item’s origin and
purposes.
|
Table: Item Intelligence, Wisdom, Charisma, and
Capabilities
|
|
d%
|
Mental Ability Scores
|
Communication
|
Capabilities
|
Senses
|
Base Price Modifier
|
|
01–34
|
Two at 12, one at 10
|
Empathy1
|
One lesser power
|
30 ft. vision and hearing
|
+1,000 gp
|
|
35–59
|
Two at 13, one at 10
|
Empathy1
|
Two lesser powers
|
60 ft. vision and hearing
|
+2,000 gp
|
|
60–79
|
Two at 14, one at 10
|
Speech2
|
Two lesser powers
|
120 ft. vision and hearing
|
+4,000 gp
|
|
80–91
|
Two at 15, one at 10
|
Speech2
|
Three lesser powers
|
60 ft. darkvision and hearing
|
+5,000 gp
|
|
92–97
|
Two at 16, one at 10
|
Speech2 3
|
Three lesser powers
|
60 ft. darkvision and hearing
|
+6,000 gp
|
|
98
|
Two at 17, one at 10
|
Speech, telepathy 3 4
|
Three lesser powers and one greater power6
|
120 ft. darkvision and hearing
|
+9,000 gp
|
|
99
|
Two at 18, one at 10
|
Speech, telepathy 4 5
|
Three lesser powers and two greater powers6
|
120 ft. darkvision, blindsense, and hearing
|
+12,000 gp
|
|
100
|
Two at 19, one at 10
|
Speech, telepathy 4 5
|
Four lesser powers and three greater
powers6
|
120 ft. darkvision, blindsense, and hearing
|
+15,000 gp
|
|
1 The possessor feels urges and sometimes emotions from the item that
encourage or discourage certain courses of action.
|
|
2 Like a character, an intelligent item speaks Common plus one language per
point of Intelligence bonus. It can communicate telepathically withthe
wielder.
|
|
3 The item can also read any languages it can speak.
|
|
4 The item can use either communication mode at will, with language use as
any speaking item. It can communicate telepathically with the wielder.
|
|
5 The item can read all languages as well as use read
magic.
|
|
6 The intelligent item can have a special purpose (and corresponding
dedicated power) rather than a greater power, if appropriate.
|
INTELLIGENT ITEM POWERS
The table above determines how many lesser
and greater powers an intelligent item has. To find the item’s specific
powers, choose or roll on the appropriate tables below.
|
Intelligent Item Lesser Powers
|
|
d%
|
Lesser Power
|
Base Price Modifier
|
|
01–05
|
Item can bless its allies 3/day
|
+1,000 gp
|
|
06–10
|
Item can use faerie fire 3/day
|
+1,100 gp
|
|
11–13
|
Item can cast minor image 1/day
|
+2,200 gp
|
|
14–20
|
Item has deathwatch continually active
|
+2,700 gp
|
|
21–25
|
Item can use detect magic at will
|
+3,600 gp
|
|
26–31
|
Item has 10 ranks in Intimidate
|
+5,000 gp
|
|
32–33
|
Item has 10 ranks in Decipher Script
|
+5,000 gp
|
|
34–36
|
Item has 10 ranks in Knowledge (choose category)
|
+5,000 gp
|
|
37–40
|
Item has 10 ranks in Search
|
+5,000 gp
|
|
41–45
|
Item has 10 ranks in Spot
|
+5,000 gp
|
|
46–50
|
Item has 10 ranks in Listen
|
+5,000 gp
|
|
51–54
|
Item has 10 ranks in Spellcraft
|
+5,000 gp
|
|
55–60
|
Item has 10 ranks in Sense Motive
|
+5,000 gp
|
|
61–66
|
Item has 10 ranks in Bluff
|
+5,000 gp
|
|
67–72
|
Item has 10 ranks in Diplomacy
|
+5,000 gp
|
|
73–77
|
Item can cast major image 1/day
|
+5,400 gp
|
|
78–80
|
Item can cast darkness 3/day
|
+6,500 gp
|
|
81–83
|
Item can use hold person on an enemy 3/day
|
+6,500 gp
|
|
84–86
|
Item can activate zone of truth 3/day
|
+6,500 gp
|
|
87–89
|
Item can use daze monster 3/day
|
+6,500 gp
|
|
90–95
|
Item can use locate object 3/day
|
+6,500 gp
|
|
96–100
|
Item can use cure moderate wounds (2d8+3) on wielder 3/day
|
+6,500 gp
|
All powers function at the direction of the item, although intelligent
items generally follow the wishes of their owner. Activating a power or
concentrating on an active one is a standard action the item
takes.
|
Intelligent Item Greater Powers
|
|
d%
|
Greater Power
|
Base Price
Modifier
|
|
01–06
|
Item can detect opposing alignment at will
|
+7,200 gp
|
|
07–10
|
Item can detect undead at will
|
+7,200 gp
|
|
11–13
|
Item can cause fear in an enemy at will
|
+7,200 gp
|
|
14–18
|
Item can use dimensional anchor on a foe 1/day
|
+10,000 gp
|
|
19–23
|
Item can use dismissal on a foe 1/day
|
+10,000 gp
|
|
24–28
|
Item can use lesser globe of invulnerability 1/day
|
+10,000 gp
|
|
29–33
|
Item can use arcane eye 1/day
|
+10,000 gp
|
|
34–37
|
Item has continuous detect scrying effect
|
+10,000 gp
|
|
38–41
|
Item creates wall of fire in a ring with the wielder at the center
1/day
|
+10,000 gp
|
|
42–45
|
Item can use quench on fires 3/day
|
+16,000 gp
|
|
46–50
|
Item has status effect, usable at will
|
+11,000 gp
|
|
51–54
|
Item can use gust of wind 3/day
|
+11,000 gp
|
|
55–59
|
Item can use clairvoyance 3/day
|
+16,000 gp
|
|
60–64
|
Item can create magic circle against opposing alignment at
will
|
+16,000 gp
|
|
65–68
|
Item can use haste on its owner 3/day
|
+16,000 gp
|
|
69–73
|
Item can create daylight 3/day
|
+16,000 gp
|
|
74–76
|
Item can create deeper darkness 3/day
|
+16,000 gp
|
|
77–80
|
Item can use invisibility purge (30 ft. range) 3/day
|
+16,000 gp
|
|
81–85
|
Item can use slow on its enemies 3/day
|
+16,000 gp
|
|
86–91
|
Item can locate creature 3/day
|
+30,000 gp
|
|
91–97
|
Item can use fear against foes 3/day
|
+30,000 gp
|
|
98–100
|
Item can use detect thoughts at will
|
+44,000 gp
|
|
If the same power is rolled twice, roll again.
|
SPECIAL PURPOSE ITEMS
|
Intelligent Item Purpose
|
|
d%
|
Purpose
|
|
01–20
|
Defeat/slay diametrically opposed alignment*
|
|
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
|
|
* 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).
|
Purpose
An item’s purpose must suit the type and alignment of
the item and should always be treated reasonably. A purpose of
“defeat/slay arcane spellcasters” doesn’t mean that the sword
forces the wielder to kill every wizard she sees. Nor does it mean that the
sword believes it is possible to kill every wizard, sorcerer, and bard in the
world. It does mean that the item hates arcane spellcasters and wants to bring
the local wizard’s cabal to ruin, as well as end the rule of a
sorceress-queen in a nearby land. Likewise, a purpose of “defend
elves” doesn’t mean that if the wielder is an elf, he only wants to
help himself. It means that the item wants to be used in furthering the cause of
elves, stamping out their enemies and aiding their leaders. A purpose of
“defeat/slay all” isn’t just a matter of self-preservation. It
means that the item won’t rest (or let its wielder rest) until it places
itself above all others.
DEDICATED POWER
A dedicated power operates
only when an intelligent item is in pursuit of its special purpose. This
determination is always made by the item. It should always be easy and
straightforward to see how the ends justify the means. Unlike its other powers,
an intelligent item can refuse to use its dedicated power even if the owner is
dominant (see Items against Characters, below).
|
Special Purpose Item Dedicated Powers
|
|
d%
|
Dedicated Power
|
Base Price Modifier
|
|
01–06
|
Item can use ice storm
|
+50,000 gp
|
|
07–12
|
Item can use confusion
|
+50,000 gp
|
|
13–17
|
Item can use phantasmal killer
|
+50,000 gp
|
|
18–24
|
Item can use crushing despair
|
+50,000 gp
|
|
25–31
|
Item can use dimension door on itself and wielder
|
+50,000 gp
|
|
32–36
|
Item can use contagion (heightened to 4th level) as touch
attack
|
+56,000 gp
|
|
37–43
|
Item can use poison (heightened to 4th level) as touch
attack
|
+56,000 gp
|
|
44–50
|
Item can use rusting grasp as touch attack
|
+56,000 gp
|
|
51–56
|
Item can cast 10d6 lightning bolt
|
+60,000 gp
|
|
57–62
|
Item can cast 10d6 fireball
|
+60,000 gp
|
|
63–68
|
Wielder gets +2 luck bonus on attacks, saves, and checks
|
+80,000 gp
|
|
69–74
|
Item can use mass inflict light wounds
|
+81,000 gp
|
|
75–81
|
Item can use song of discord
|
+81,000 gp
|
|
82–87
|
Item can use prying eyes
|
+81,000 gp
|
|
88–92
|
Item can cast 15d6 greater shout 3/day
|
+130,000 gp
|
|
93–98
|
Item can use waves of exhaustion
|
+164,000 gp
|
|
99–100
|
Item can use true resurrection on wielder, once per month
|
+200,000 gp
|
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 can its Ego score be calculated. An item’s Ego score helps
determine whether the item or the character is dominant in their relationship,
as detailed below.
|
Item Ego
|
|
Attribute of Item
|
Ego Points
|
|
Each +1 of item’s enhancement bonus
|
1
|
|
Each +1 of bonus for special abilities
|
1
|
|
Each lesser power
|
1
|
|
Each greater power
|
2
|
|
Special purpose (and dedicated power)
|
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
|
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, she is dominant. If 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 the item or the
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
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 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, such as the following acts:
• Force its possessor into
combat.
• Refuse to strike opponents.
• Strike at its wielder
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 establish and maintain dominance over
him, 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 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 possessors.
They may be powerless to force their demands but remain undaunted and continue
to air their wishes and demands.
CURSED
ITEMS
Cursed items are magic items with some sort of potentially
negative impact. Sometimes they’re directly bad for the user; sometimes
they’re just inconvenient. Occasionally they mix bad with good, forcing
characters to make difficult choices.
|
Cursed Item Common Curses
|
|
d%
|
Curse
|
|
01–15
|
Delusion
|
|
16–35
|
Opposite effect or target
|
|
36–45
|
Intermittent functioning
|
|
46–60
|
Requirement
|
|
61–75
|
Drawback
|
|
76–90
|
Completely different effect
|
|
91–100
|
Substitute specific cursed item
|
Delusion: The user believes the item is what it appears to be, yet
it actually has no magical power other than to deceive. The user is mentally
fooled into thinking the item is functioning and cannot be convinced otherwise
without the help of a remove curse spell.
Opposite Effect or
Target: These cursed items malfunction, so that either they do the opposite
of what the creator intended, or they target the user instead of someone else.
The interesting point to keep in mind here is that these items aren’t
always bad to have. Opposite-effect items include weapons that impose penalties
on attack and damage rolls rather than bonuses. Just as a character
shouldn’t necessarily immediately know what the enhancement bonus of a
noncursed magic item is, she shouldn’t immediately know that a weapon is
cursed. Once she knows, however, the item can be discarded unless some sort of
compulsion is placed upon it that compels the wielder to keep and use it. In
such cases, a remove curse spell is generally needed to get rid of the
item.
Intermittent Functioning: The three varieties of intermittent
functioning items all function perfectly as described—at least some of the
time. The three varieties are unreliable, dependent, and uncontrolled
items.
Unreliable: Each time the item is activated, there is a 5%
chance (01–05 on d%) that it does not function.
Dependent: The
item only functions in certain situations. To determine what the situation is,
either select a situation or roll on the following table.
|
d%
|
Situation
|
|
01–03
|
Temperature below freezing
|
|
04–05
|
Temperature above freezing
|
|
06–10
|
During the day
|
|
11–15
|
During the night
|
|
16–20
|
In direct sunlight
|
|
21–25
|
Out of direct sunlight
|
|
26–34
|
Underwater
|
|
35–37
|
Out of water
|
|
38–45
|
Underground
|
|
46–55
|
Aboveground
|
|
56–60
|
Within 10 feet of a random creature type
|
|
61–64
|
Within 10 feet of a random race or kind of creature
|
|
65–72
|
Within 10 feet of an arcane spellcaster
|
|
73–80
|
Within 10 feet of a divine spellcaster
|
|
81–85
|
In the hands of a nonspellcaster
|
|
86–90
|
In the hands of a spellcaster
|
|
91–95
|
In the hands of a creature of a particular alignment
|
|
96
|
In the hands of a creature of particular gender
|
|
97–99
|
On nonholy days or during particular astrological events
|
|
100
|
More than 100 miles from a particular site
|
Uncontrolled: An uncontrolled item occasionally activates at random
times. Roll d% every day. On a result of 01–05 the item activates at some
random point during that day.
Requirement: In a sense, a command word
is a requirement. Nevertheless, some items have much more stringent requirements
that must be met for them to be usable. To keep an item with this kind of curse
functioning, one or more of the following conditions must be met.
•
Character must eat twice as much as normal.
• Character must sleep
twice as much as normal.
• Character must undergo a specific quest (one
time only, and then item functions normally thereafter).
• Character
must sacrifice (destroy) 100 gp worth of valuables per day.
• Character
must sacrifice (destroy) 2,000 gp worth of magic items each week.
•
Character must swear fealty to a particular noble or his family.
•
Character must discard all other magic items.
• Character must worship
a particular deity.
• Character must change her name to a specific
name. (The item only works for characters of that name.)
• Character
must add a specific class at the next opportunity if not of that class
already.
• Character must have a minimum number of ranks in a
particular skill.
• Character must sacrifice some part of her life
energy (2 points of Constitution) one time. If the character gets the
Constitution points back (such as from a restoration spell), the item
ceases functioning. (The item does not cease functioning if the character
receives a Constitution increase caused by level gain, a wish, or the use
of a magic item.)
• Item must be cleansed with holy water each
day.
• Item must be used to kill a living creature each day.
•
Item must be bathed in volcanic lava once per month.
• Item must be
used at least once a day, or it won’t function again for its current
possessor.
• Item must draw blood when wielded (weapons only). It
can’t be put away or exchanged for another weapon until it has scored a
hit.
• Item must have a particular spell cast upon it each day (such as
bless, atonement, or animate objects).
Requirements are so
dependent upon suitability to the item that they should never be determined
randomly. An item with a requirement that is also intelligent often imposes its
requirement through its personality. If the requirement is not met, the item
ceases to function. If it is met, usually the item functions for one day before
the requirement must be met again (although some requirements are one time only,
others monthly, and still others continuous).
Drawback: Items with
drawbacks are usually still beneficial to the possessor but they also carry some
negative aspect. Although sometimes drawbacks occur only when the item is used
(or held, in the case of some items such as weapons), usually the drawback
remains with the character for as long as she has the item.
Roll on the table
below to generate a drawback that (unless otherwise indicated) remains in effect
as long as the item is in the character’s possession.
|
d%
|
Drawback
|
|
01–04
|
Character’s hair grows 1 inch longer. Only happens once.
|
|
05–09
|
Character either shrinks 1/2 inch (01–50 on d%) or grows that much
taller (51–100). Only happens once.
|
|
10–13
|
Temperature around item is 10°F cooler than normal.
|
|
14–17
|
Temperature around item is 10°F warmer than normal.
|
|
18–21
|
Character’s hair color changes.
|
|
22–25
|
Character’s skin color changes.
|
|
26–29
|
Character now bears some identifying mark (tattoo, weird glow, or the
like).
|
|
30–32
|
Character’s gender changes.
|
|
33–34
|
Character’s race or kind changes.
|
|
35
|
Character is afflicted with a random disease that cannot be
cured.
|
|
36–39
|
Item continually emits a disturbing sound (moaning, weeping, screaming,
cursing, insults).
|
|
40
|
Item looks ridiculous (garishly colored, silly shape, glows bright pink, .
. .).
|
|
41–45
|
Character becomes selfishly possessive about the item.
|
|
46–49
|
Character becomes paranoid about losing the item and afraid of damage
occurring to it.
|
|
50–51
|
Character’s alignment changes.
|
|
52–54
|
Character must attack nearest creature (5% chance [01–05 on d%] each
day).
|
|
55–57
|
Character is stunned for 1d4 rounds once item function is finished (or
randomly, 1/day).
|
|
58–60
|
Character’s vision is blurry (–2 penalty on attack rolls,
saves, and skill checks requiring vision).
|
|
61–64
|
Character gains one negative level.
|
|
65
|
Character gains two negative levels.
|
|
66–70
|
Character must make a Will save each day or take 1 point of Intelligence
damage.
|
|
71–75
|
Character must make a Will save each day or take 1 point of Wisdom
damage.
|
|
76–80
|
Character must make a Will save each day or take 1 point of Charisma
damage.
|
|
81–85
|
Character must make a Fortitude save each day or take 1 point of
Constitution damage.
|
|
86–90
|
Character must make a Fortitude save each day or take 1 point of Strength
damage.
|
|
91–95
|
Character must make a Fortitude save each day or take 1 point of Dexterity
damage.
|
|
96
|
Character is polymorphed into a specific creature (5% chance [01–05
on d%] each day).
|
|
97
|
Character cannot cast arcane spells.
|
|
98
|
Character cannot cast divine spells.
|
|
99
|
Character cannot cast any spells.
|
|
100
|
Either pick one of the above that’s appropriate or create a drawback
specifically for that item.
|
SPECIFIC CURSED ITEMS
Specific Cursed Items are provided as examples
of cursed items. They are given creation prerequisites, should someone want to
intentionally create them (although that does not need to be the origin of the
item). Note, however, two exceptions: The crystal hypnosis ball and the
bag of devouring cannot be created by any known means.
A simple
detect magic spell yields a misleading aura and strength, often
indicating that the item is a noncursed item of similar sort. An identify
spell only has a 1% chance per caster level to reveal a cursed item’s
true properties, including the cursed aspect. Analyze dweomer reveals the
true nature of a cursed item.
|
Table: Specific Cursed Items
|
|
d%
|
Item
|
Market Price
|
|
01–05
|
Incense of obsession
|
200 gp
|
|
06–15
|
Ring of clumsiness
|
500 gp
|
|
16–20
|
Amulet of inescapable location
|
1,000 gp
|
|
21–25
|
Stone of weight
|
1,000 gp
|
|
26–30
|
Bracers of defenselessness
|
1,200 gp
|
|
31–35
|
Gauntlets of fumbling
|
1,300 gp
|
|
36–40
|
–2 sword, cursed
|
1,500 gp
|
|
41–43
|
Armor of rage
|
1,600 gp
|
|
44–46
|
Medallion of thought projection
|
1,800 gp
|
|
47–52
|
Flask of curses
|
2,100 gp
|
|
53–54
|
Dust of sneezing and choking
|
2,400 gp
|
|
55
|
Helm of opposite alignment
|
4,000 gp
|
|
56–60
|
Potion of poison
|
5,000 gp
|
|
61
|
Broom of animated attack
|
5,200 gp
|
|
62–63
|
Robe of powerlessness
|
5,500 gp
|
|
64
|
Vacuous grimoire
|
6,000 gp
|
|
65–68
|
Spear, cursed backbiter
|
7,500 gp
|
|
69–70
|
Armor of arrow attraction
|
9,000 gp
|
|
71–72
|
Net of snaring
|
10,000 gp
|
|
73–75
|
Bag of devouring
|
—
|
|
76–80
|
Mace of blood
|
16,000 gp
|
|
81–85
|
Robe of vermin
|
16,500 gp
|
|
86–88
|
Periapt of foul rotting
|
17,000 gp
|
|
89–92
|
Sword, berserking
|
17,500 gp
|
|
93–96
|
Boots of dancing
|
30,000 gp
|
|
97
|
Crystal hypnosis ball
|
—
|
|
98
|
Necklace of strangulation
|
60,000 gp
|
|
99
|
Cloak of poisonousness
|
62,000 gp
|
|
100
|
Scarab of death
|
80,000 gp
|
Amulet of Inescapable Location: This device is typically worn on
a chain or as a brooch. It appears, to magical analysis, to prevent location,
scrying or detection or influence by detect thoughts or telepathy. It
seems to be an amulet of proof against detection and location. Actually,
the amulet gives the wearer a –10 penalty on all saves against divination
spells.
Moderate abjuration; CL 10th; Create Wondrous Item, bestow curse;
Price 1,000 gp.
Armor of Arrow Attraction: Magical analysis
indicates that this armor is a normal suit of +3 full plate. However, the
armor is cursed. It works normally with regard to melee attacks but actually
serves to attract ranged weapons. The wearer takes a –15 penalty to AC
against any attack by a ranged weapon. The true nature of the armor does not
reveal itself until the character is fired upon in earnest.
Strong
abjuration; CL 16th; Craft Magic Arms and Armor, bestow curse; Price
9,000 gp.
Armor of Rage: This armor is similar in appearance to
armor of command and functions as a suit of +1 full plate.
However, when it is worn, the armor causes the character to take a –4
penalty to Charisma. All unfriendly characters within 300 feet have a +1 morale
bonus on attack rolls against her. The effect is not noticeable to the wearer or
those affected. (In other words, the wearer does not immediately notice that
donning the armor is the cause of her problems, nor do foes understand the
reason for the depth of their enmity.)
Strong necromancy; CL 16th; Craft
Magic Arms and Armor, bestow curse; Price 1,600 gp.
Bag of
Devouring: This bag appears to be an ordinary sack. Detection for magical
properties makes it seem as if it were a bag of holding. The sack is,
however, a lure used by an extradimensional creature—in fact, one of its
feeding orifices.
Any substance of animal or vegetable nature is subject to
“swallowing’’ if thrust within the bag. The bag of
devouring is 90% likely to ignore any initial intrusion, but any time
thereafter that it senses living flesh within (such as if someone reaches into
the bag to pull something out), it is 60% likely to close around the offending
member and attempt to draw the whole victim in. The bag has a +8 bonus on
grapple checks made to pull someone in.
The bag can hold up to 30 cubic feet
of matter. It acts as a bag of holding type I, but each hour it has a 5%
cumulative chance of swallowing the contents and then spitting the stuff out in
some nonspace or on some other plane. Creatures drawn within are consumed in 1
round. The bag destroys the victim’s body and prevents any form of raising
or resurrection that requires part of the corpse. There is a 50% chance that a
wish, miracle, or true resurrection spell can restore a devoured
victim to life. Check once for each destroyed creature. If the check fails, the
creature cannot be brought back to life by mortal magic.
Moderate
conjuration; CL 17th; In effect, this is a creature and cannot be created; Price
n/a.
Boots of Dancing: These boots initially appear and function as
one of the other kinds of magic boots. But when the wearer is in (or fleeing
from) melee combat, boots of dancing impede movement, making him behave
as if irresistible dance had been cast upon him. Only a remove curse
spell enables the wearer to be rid of the boots once their true nature is
revealed.
Strong enchantment; CL 16th; Create Wondrous Item, irresistible
dance; Price 30,000 gp.
Bracers of Defenselessness: These appear
to be bracers of armor +5 and actually serve as such until the wearer is
attacked in anger by an enemy with a Challenge Rating equal to or greater than
her level. At that moment and thereafter, the bracers cause a –5 penalty
to AC. Once their curse is activated, bracers of defenselessness can be
removed only by means of a remove curse spell.
Moderate conjuration;
CL 16th; Create Wondrous Item, mage armor, bestow curse; Price 1,200
gp.
Broom of Animated Attack: This item is indistinguishable in
appearance from a normal broom. It is identical to a broom of flying by
all tests short of attempted use.
If a command is spoken, the broom does a
loop-the-loop with its hopeful rider, dumping him on his head from 1d4+5 feet
off the ground (no falling damage, since the fall is less than 10 feet). The
broom then attacks the victim, swatting the face with the straw or twig end and
beating him with the handle end.
The broom gets two attacks per round with
each end (two swats with the straw and two with the handle, for a total of four
attacks per round). It attacks with a +5 bonus on each attack roll. The straw
end causes a victim to be blinded for 1 round when it hits. The handle deals 1d6
points of damage when it hits. The broom has AC 13, 18 hit points, and hardness
4.
Moderate transmutation; CL 10th; Create Wondrous Item, fly, animate
objects; Price 5,200 gp.
Cloak of Poisonousness: This cloak is
usually made of a woolen material, although it can be made of leather. A
detect poison spell can reveal the presence of poison impregnated in the
cloak’s fabric. The garment can be handled without harm, but as soon as it
is actually donned the wearer is killed instantly unless she succeeds on a DC 28
Fortitude save.
Once donned, a cloak of poisonousness can be removed
only with a remove curse spell; doing this destroys the magical property
of the cloak. If a neutralize poison spell is then used, it is possible
to revive the victim with a raise dead or resurrection spell, but
not before.
Strong abjuration; CL 15th; Create Wondrous Item, poison,
and limited wish or miracle; Price 62,000 gp.
Crystal
Hypnosis Ball: This cursed item is indistinguishable from a normal
crystal ball. However, anyone attempting to use the scrying device
becomes fascinated for 1d6 minutes, and a telepathic suggestion is
implanted in his mind (Will DC 19 negates).
The user of the device believes
that the desired creature or scene was viewed, but actually he came under the
influence of a powerful wizard, lich, or even some power or being from another
plane. Each further use brings the crystal hypnosis ball gazer deeper
under the influence of the controller, either as a servant or a tool. Note that
throughout this time, the user remains unaware of his subjugation.
Moderate
divination; CL 17th; In effect, this is a minor artifact and cannot be created;
Price n/a.
Dust of Sneezing and Choking: This fine dust appears to be
dust of appearance. If cast into the air, it causes those within a 20-
foot spread to fall into fits of sneezing and coughing. Those failing a DC 15
Fortitude save take 2d6 points of Constitution damage immediately. In addition,
those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points
of Constitution damage. Those who succeed on either saving throw are nonetheless
disabled by choking (treat as stunned) for 5d4 rounds.
Faint conjuration; CL
7th; Create Wondrous Item, poison; Price 2,400 gp.
Flask of
Curses: This item looks like an ordinary beaker, bottle, container,
decanter, flask, or jug. It may contain a liquid, or it may emit smoke. When the
flask is first unstoppered, all within 30 feet must make a DC 17 Will save or be
cursed, taking a –2 penalty on attack rolls, saving throws, and skill
checks until a remove curse spell is cast upon them.
Moderate
conjuration; CL 7th; Create Wondrous Item, bestow curse; Price 2,100
gp.
Gauntlets of Fumbling: These gauntlets may be of supple leather or
heavy protective material suitable for use with armor. In the former instance,
they appear to be gloves of Dexterity. In the latter case, they appear to
be gauntlets of ogre power. The gauntlets perform according to every test
as if they were gloves of Dexterity or gauntlets of ogre power
until the wearer finds herself under attack or in a life-and-death
situation. At that time, the curse is activated. The wearer becomes
fumble-fingered, with a 50% chance each round of dropping anything held in
either hand. The gauntlets also lower Dexterity by 2 points. Once the curse is
activated, the gloves can be removed only by means of a remove curse
spell, a wish, or a miracle.
Moderate transmutation; CL
7th; Create Wondrous Item, bestow curse; Price 1,300 gp.
Helm of
Opposite Alignment: This metal hat looks like a typical helmet. When placed
upon the head, however, its curse immediately takes effect (Will DC 15 negates).
On a failed save, the alignment of the wearer is radically altered to an
alignment as different as possible from the former alignment—good to evil,
chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG).
Alteration in alignment is mental as well as moral, and the individual changed
by the magic thoroughly enjoys his new outlook. A character who succeeds on his
save can continue to wear the helmet without suffering the effect of the curse,
but if he takes it off and later puts it on again, another save is required. The
curse only works once; that is, a character whose alignment has been changed
cannot change it again by donning the helmet a second time.
Only a wish
or a miracle can restore former alignment, and the affected
individual does not make any attempt to return to the former alignment. (In
fact, he views the prospect with horror and avoids it in any way possible.) If a
character of a class with an alignment requirement is affected, an atonement
spell is needed as well if the curse is to be obliterated. When a helm of
opposite alignment has functioned once, it loses its magical
properties.
Strong transmutation; CL 12th; Create Wondrous Item, creator must
be 12th level; Price 4,000 gp;Weight 3 lb.
Incense of Obsession: These
blocks of incense appear to be incense of meditation. If meditation and
prayer are conducted while incense of obsession is burning nearby, its
odor and smoke cause the user to become totally confident that her spell ability
is superior, due to the magic incense. The user is determined to use her spells
at every opportunity, even when not needed or when useless. The user remains
obsessed with her abilities and spells until all have been used or cast, or
until 24 hours have elapsed.
Moderate enchantment; CL 6th; Create Wondrous
Item, bestow curse; Price 200 gp.
Mace of Blood: This +3
heavy mace must be coated in blood every day, or its bonus fades away (until
the mace is coated again). The character using this mace must make a DC 13 Will
save every day it is within his possession or become chaotic evil.
Moderate
abjuration; CL 8th; Craft Magic Arms and Armor, creator must be at least 9th
level and chaotic evil; Price 16,000 gp.
Medallion of Thought
Projection: This device seems like a medallion of thoughts, even down
to the range at which it functions, except that the thoughts overheard are
muffled and distorted, requiring a DC 15 Will save to sort out. However, while
the user thinks she is picking up the thoughts of others, all she is really
hearing are figments created by the medallion itself. These illusory thoughts
always seem plausible and thus can seriously mislead any who rely upon them.
What’s worse, unknown to her, the cursed medallion actually broadcasts her
thoughts to creatures in the path of the beam, thus alerting them to her
presence.
Faint divination; CL 7th; Create Wondrous Item, detect thoughts,
ghost sound; Price 1,800 gp.
Necklace of Strangulation: A
necklace of strangulation appears to be a rare and wondrous piece of
valuable jewelry and, short of the use of something as powerful as a miracle
or a wish, can only be identified as a cursed item when placed around
a character’s neck. The necklace immediately constricts, dealing 6 points
of damage per round. It cannot be removed by any means short of a limited
wish, wish, or miracle and remains clasped around the victim’s
throat even after his death. Only when he has decayed to a dry skeleton (after
approximately one month) does the necklace loosen, ready for another
victim.
Strong conjuration; CL 18th; Create Wondrous Item, slay living;
Price 60,000 gp.
Net of Snaring: This net provides a +3 bonus on
attack rolls but can only be used underwater, thus making it a somewhat useful
item rather than what most would really call a cursed item. Underwater, it can
be commanded to shoot forth up to 30 feet to trap a creature.
Moderate
evocation; CL 8th; Craft Magic Arms and Armor, freedom of movement; Price
10,000 gp.
Periapt of Foul Rotting: This engraved gem appears to be of
little value. If any character keeps the periapt in her possession for more than
24 hours, she contracts a terrible rotting affliction that permanently drains 1
point of Dexterity, Constitution, and Charisma every week. The periapt (and the
affliction) can be removed only by application of a remove curse spell
followed by a cure disease and then a heal, miracle, limited wish,
or wish spell. The rotting can also be countered by crushing a periapt
of health and sprinkling its dust upon the afflicted character (a full-round
action), whereupon the periapt of foul rotting likewise crumbles to
dust.
Faint abjuration; CL 10th; Create Wondrous Item, contagion;
Price 17,000 gp.
Potion of Poison: This potion has lost its once
beneficial magical abilities and has become a potent poison. The imbiber must
make a DC 16 Fortitude save or take 1d10 points of Constitution damage. A minute
later he must save again (DC 16) or take 1d10 points of Constitution
damage.
Moderate conjuration; CL 12th; Craft Wondrous Item, poison;
Price 5,000 gp.
Robe of Powerlessness: A robe of powerlessness
appears to be a magic robe of another sort. As soon as a character dons this
garment, she takes a –10 penalty to Strength and Intelligence, forgetting
spells and magic knowledge accordingly. The robe can be removed easily, but in
order to restore mind and body, the character must receive a remove curse
spell followed by heal.
Moderate transmutation; CL 13th; Create
Wondrous Item, bestow curse, permanency; Price 5,500 gp.
Robe of
Vermin: The wearer notices nothing unusual when the robe is donned, other
than that it offers great magical defense (as a cloak of protection +4).
However, as soon as he is in a situation requiring concentration and action
against hostile opponents, the true nature of the garment is revealed: The
wearer immediately suffers a multitude of bites from the insects that magically
infest the garment. He must cease all other activities in order to scratch,
shift the robe, and generally show signs of the extreme discomfort caused by the
bites and movement of these pests.
The wearer takes a –5 penalty on
initiative checks and a –2 penalty on all attack rolls, saves, and skill
checks. If he tries to cast a spell, he must make a Concentration check (DC 20 +
spell level) or lose the spell.
Moderate abjuration; CL 13th; Create Wondrous
Item, summon swarm, creator must be at least 13th level; Price 16,500
gp.
Ring of Clumsiness: This ring operates exactly like a ring of
feather falling. However, it also makes the wearer clumsy. She takes a
–4 penalty to Dexterity and has a 20% chance of spell failure when trying
to cast any arcane spell that has a somatic component. (This chance of spell
failure stacks with other arcane spell failure chances.)
Strong
transmutation; CL 15th; Forge Ring, feather fall, bestow curse; Price 500
gp.
Scarab of Death: This small pin appears to be any one of the
various beneficial amulets, brooches, or scarabs. However, if it is held for
more than 1 round or carried by a living creature for 1 minute, it changes into
a horrible burrowing beetlelike creature. The thing tears through any leather or
cloth, burrows into flesh, and reaches the victim’s heart in 1 round,
causing death. A DC 25 Reflex save allows the wearer to tear the scarab away
before it burrows out of sight, but he still takes 3d6 points of damage. The
beetle then returns to its scarab form. Placing the scarab in a container of
wood, ceramic, bone, ivory, or metal prevents the monster from coming to life
and allows for long-term storage of the item.
Strong abjuration; CL 19th;
Create Wondrous Item, slay living; Price 80,000 gp.
Spear, Cursed
Backbiter: This is a +2 shortspear, but each time it is used in melee
against a foe and the attack roll is a natural 1, it damages its wielder instead
of her intended target. When the curse takes effect, the spear curls around to
strike its wielder in the back, automatically dealing the damage to the wielder.
The curse even functions when the spear is hurled, and in such a case the damage
to the hurler is doubled.
Moderate evocation; CL 10th; Craft Magic Arms and
Armor, bestow curse; Price 7,500 gp.
Stone of Weight
(Loadstone): This stone appears to be a dark, smoothly polished stone. It
reduces the possessor’s base land speed to one-half of normal. Once picked
up, the stone cannot be disposed of by any nonmagical means—if it is
thrown away or smashed, it reappears somewhere on his person. If a remove
curse spell is cast upon a loadstone, the item may be discarded
normally and no longer haunts the individual.
Faint transmutation; CL 5th;
Create Wondrous Item, slow; Price 1,000 gp.
–2 Sword,
Cursed: This longsword performs well against targets in practice, but when
used against an opponent in combat, it causes its wielder to take a –2
penalty on attack rolls.
All damage dealt is also reduced by 2 points, but
never below a minimum of 1 point of damage on any successful hit. After one week
in a character’s possession, the sword always forces that character to
employ it rather than another weapon. The sword’s owner automatically
draws it and fights with it even when she meant to draw or ready some other
weapon. The sword can be gotten rid of only by means of limited wish,
wish, or miracle.
Strong evocation; CL 15th; Craft Magic Arms
and Armor, bestow curse, and limited wish or miracle; Price
1,500 gp.
Sword, Berserking: This item appears to have the
characteristics of a +2 greatsword. However, whenever the sword is used
in battle, its wielder goes berserk (gaining all the benefits and drawbacks of
the barbarian’s rage ability). He attacks the nearest creature and
continues to fight until unconscious or dead or until no living thing remains
within 30 feet. Although many see this sword as a cursed object, others see it
as a boon.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, rage,
bestow curse; Price 17,500 gp.
Vacuous Grimoire: A book of this
sort looks like a normal one on some mildly interesting topic. Any character who
opens the work and reads so much as a single word therein must make two DC 15
Will saves. The first is to determine if the reader takes 1 point of permanent
Intelligence drain. The second is to find out if the reader takes 2 points of
permanent Wisdom drain. To destroy the book, a character must burn it while
casting remove curse. If the grimoire is placed with other books, its
appearance instantly alters to conform to the look of those other
works.
Strong enchantment; CL 20th; Create Wondrous Item, feeblemind;
Price 6,000 gp.
ARTIFACTS
Artifacts are
extremely powerful. Rather than merely another form of magic equipment, they are
the sorts of legendary relics that whole campaigns can be based on. Each could
be the center of a whole set of adventures—a quest to recover it, a fight
against a opponent wielding it, a mission to cause its destruction, and so
on.
No table has been included to randomly generate specific artifacts, since
these items should only enter a campaign through deliberate choice on your
part.
MINOR ARTIFACTS
Minor artifacts are not necessarily unique
items. Even so, they are magic items that no longer can be created, at least by
common mortal means.
Minor Artifact Descriptions
Described below is a
selection of the most well-known (not necessarily the most numerous) minor
artifacts.
Book of Infinite Spells: This work bestows upon any
character of any class the ability to use the spells within its pages. However,
any character not already able to use spells gains one negative level for as
long as the book is in her possession or while she uses its power. A book of
infinite spells contains 1d8+22 pages. The nature of each page is determined
by a dice roll: 01–50, arcane spell; 51–100, divine
spell.
Determine the exact spell by using the tables for determining major
scroll spells.
Once a page is turned, it can never be flipped
back—paging through a book of infinite spells is a one-way trip. If
the book is closed, it always opens again to the page it was on before the book
was closed. When the last page is turned, the book vanishes.
Once per day the
owner of the book can cast the spell to which the book is opened. If that spell
happens to be one that is on the character’s class spell list, she can
cast it up to four times per day. The pages cannot be ripped out without
destroying the book. Similarly, the spells cannot be cast as scroll spells, nor
can they be copied into a spellbook—their magic is bound up permanently
within the book itself.
The owner of the book need not have the book on her
person in order to use its power. The book can be stored in a place of safety
while the owner is adventuring and still allow its owner to cast spells by means
of its power.
Each time a spell is cast, there is a chance that the energy
connected with its use causes the page to magically turn despite all
precautions. The owner knows this and may even benefit from the turning by
gaining access to a new spell. The chance of a page turning depends on the spell
the page contains and what sort of spellcaster the owner is.
|
Condition
|
Chance of Page Turning
|
|
Caster employing a spell usable by own class and level
|
10%
|
|
Caster employing a spell not usable by own class and level
|
20%
|
|
Nonspellcaster employing divine spell
|
25%
|
|
Nonspellcaster employing arcane spell
|
30%
|
Treat each spell use as if a scroll were being employed, for purposes of
determining casting time, spell failure, and so on.
Strong (all schools); CL
18th;Weight 3 lb.
Deck of Many Things: A deck of many things
(both beneficial and baneful) is usually found in a box or leather pouch.
Each deck contains a number of cards or plaques made of ivory or vellum. Each is
engraved with glyphs, characters, and sigils. As soon as one of these cards is
drawn from the pack, its magic is bestowed upon the person who drew it, for
better or worse.
The character with a deck of many things who wishes
to draw a card must announce how many cards she will draw before she begins.
Cards must be drawn within 1 hour of each other, and a character can never again
draw from this deck any more cards than she has announced. If the character does
not willingly draw her allotted number (or if she is somehow prevented from
doing so), the cards flip out of the deck on their own. Exception: If the
jester is drawn, the possessor of the deck may elect to draw two additional
cards.
Each time a card is taken from the deck, it is replaced (making it
possible to draw the same card twice) unless the draw is the jester or the fool,
in which case the card is discarded from the pack. A deck of many things
contains 22 cards. To simulate the magic cards, you may want to use tarot
cards, as indicated in the second column of the accompanying table. If no tarot
deck is available, substitute ordinary playing cards instead, as indicated in
the third column. The effects of each card, summarized on the table, are fully
described below.
Deck of Many Things
|
|
Plaque
|
Tarot Card
|
Playing Card
|
Summary of Effect
|
|
Balance
|
XI. Justice
|
Two of spades
|
Change alignment instantly.
|
|
Comet
|
Two of swords
|
Two of diamonds
|
Defeat the next monster you meet to gain one level.
|
|
Donjon
|
Four of swords
|
Ace of spades
|
You are imprisoned.
|
|
Euryale
|
Ten of swords
|
Queen of spades
|
–1 penalty on all saving throws henceforth.
|
|
The Fates
|
Three of cups
|
Ace of hearts
|
Avoid any situation you choose . . . once.
|
|
Flames
|
XV. The Devil
|
Queen of clubs
|
Enmity between you and an outsider.
|
|
Fool
|
0. The Fool
|
Joker (with trademark)
|
Lose 10,000 experience points and you must draw again.
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Gem
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Seven of cups
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Two of hearts
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Gain your choice of twenty-five pieces of jewelry or fifty gems.
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Idiot
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Two of pentacles
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Two of clubs
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Lose Intelligence (permanent drain). You may draw again.
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Jester
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XII. The Hanged Man
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Joker (without trademark)
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Gain 10,000 XP or two more draws from the deck.
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Key
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V. The Hierophant
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Queen of hearts
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Gain a major magic weapon.
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Knight
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Page of swords
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Jack of hearts
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Gain the service of a 4th-level fighter.
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Moon
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XVIII. The Moon
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Queen of diamonds
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You are granted 1d4 wishes.
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Rogue
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Five of swords
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Jack of spades
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One of your friends turns against you.
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Ruin
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XVI. The Tower
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King of spades
|
Immediately lose all wealth and real property.
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Skull
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XIII. Death
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Jack of clubs
|
Defeat dread wraith or be forever destroyed.
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Star
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XVII. The Star
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Jack of diamonds
|
Immediately gain a +2 inherent bonus to one ability score.
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Sun
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XIX. The Sun
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King of diamonds
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Gain beneficial medium wondrous item and 50,000 XP.
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Talons
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Queen of pentacles
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Ace of clubs
|
All magic items you possess disappear permanently.
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Throne
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Four of staves
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King of hearts
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Gain a +6 bonus on Diplomacy checks plus a small keep.
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Vizier
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IX. The Hermit
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Ace of diamonds
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Know the answer to your next dilemma.
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The Void
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Eight of swords
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King of clubs
|
Body functions, but soul is trapped elsewhere.
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Balance: The character must change to a radically different
alignment. If the character fails to act according to the new alignment, she
gains a negative level.
Comet: The character must single-handedly
defeat the next hostile monster or monsters encountered, or the benefit is lost.
If successful, the character gains enough XP to attain the next experience
level.
Donjon: This card signifies imprisonment— either by the
imprisonment spell or by some powerful being. All gear and spells are
stripped from the victim in any case. Draw no more cards.
Euryale: The
medusalike visage of this card brings a curse that only the fates card or a
deity can remove. The –1 penalty on all saving throws is otherwise
permanent.
Fates: This card enables the character to avoid even an
instantaneous occurrence if so desired, for the fabric of reality is unraveled
and respun. Note that it does not enable something to happen. It can only stop
something from happening or reverse a past occurrence. The reversal is only for
the character who drew the card; other party members may have to endure the
situation.
Flames: Hot anger, jealousy, and envy are but a few of the
possible motivational forces for the enmity. The enmity of the outsider
can’t be ended until one of the parties has been slain. Determine the
outsider randomly, and assume that it attacks the character (or plagues her life
in some way) within 1d20 days.
Fool: The payment of XP and the redraw
are mandatory. This card is always discarded when drawn, unlike all others
except the jester.
Gem: This card indicates wealth. The jewelry is all
gold set with gems, each piece worth 2,000 gp, the gems 1,000 gp value each.
Idiot: This card causes the drain of 1d4+1 points of Intelligence
immediately. The additional draw is optional.
Jester: This card is
always discarded when drawn, unlike all others except the fool. The redraws are
optional.
Key: The magic weapon granted must be one usable by the
character. It suddenly appears out of nowhere in the character’s
hand.
Knight: The fighter appears out of nowhere and serves loyally
until death. He or she is of the same race (or kind) and gender as the
character.
Moon: This card sometimes bears the image of a moonstone
gem with the appropriate number of wishes shown as gleams therein;
sometimes it depicts a moon with its phase indicating the number of wishes
(full = four; gibbous = three; half = two; quarter = one). These wishes
are the same as those granted by the 9th-level wizard spell and must be used
within a number of minutes equal to the number received.
Rogue: When
this card is drawn, one of the character’s NPC friends (preferably a
cohort) is totally alienated and forever after
hostile. If the character has
no cohorts, the enmity of some powerful personage (or community, or religious
order) can be substituted. The hatred is secret until the time is ripe for it to
be revealed with devastating effect.
Ruin: As implied by its name,
when this card is drawn, all nonmagical possessions of the drawer are
lost.
Skull: A dread wraith appears. Treat this creature as an
unturnable undead. The character must fight it alone—if others help, they
get dread wraiths to fight as well. If the character is slain, she is slain
forever and cannot be revived, even with a wish or a
miracle.
Star: The 2 points are added to any ability the
character chooses. They cannot be divided among two abilities.
Sun:
Roll for a medium wondrous item until a useful item is
indicated.
Talons: When this card is drawn, every magic item owned or
possessed by the character is instantly and irrevocably gone.
Throne:
The character becomes a true leader in people’s eyes. The castle
gained appears in any open area she wishes (but the decision where to place it
must be made within 1 hour).
Vizier: This card empowers the character
drawing it with the one-time ability to call upon a source of wisdom to solve
any
single problem or answer fully any question upon her request. The query
or request must be made within one year. Whether the information gained can be
successfully acted upon is another question entirely.
The Void: This
black card spells instant disaster. The character’s body continues to
function, as though comatose, but her psyche is trapped in a prison
somewhere—in an object on a far plane or planet, possibly in the
possession of an outsider. A wish or a miracle does not bring the
character back, instead merely revealing the plane of entrapment. Draw no more
cards.
Strong (all schools); CL 20th.
Hammer of Thunderbolts:
This +3 Large returning warhammer deals 4d6 points of damage on any hit.
Further, if the wielder wears a belt of giant Strength and gauntlets
of ogre power and he knows that the hammer is a hammer of thunderbolts
(not just a +3 warhammer), the weapon can be used to full effect: It
gains a total +5 enhancement bonus, allows all belt and gauntlet
bonuses to stack (only when using this weapon), and strikes dead any giant
upon whom it scores a hit (Fortitude DC 20 negates the death effect but not the
damage).
When hurled, on a successful attack the hammer emits a great noise,
like a clap of thunder, causing all creatures within 90 feet to be stunned for 1
round (Fortitude DC 15 negates). The hammer’s range increment is 30
feet.
Strong evocation, necromancy, and transmutation; CL 20th; Weight 15
lb.
Philosopher’s Stone: This rare substance appears to be
an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC
20), a cavity is revealed at the stone’s heart. This cavity is lined with
a magical type of quicksilver that enables any arcane spellcaster to transmute
base metals (iron and lead) into silver and gold. A single
philosopher’s stone can turn from up to 5,000 pounds of iron into
silver, or up to 1,000 pounds of lead into gold. However, the quicksilver
becomes unstable once the stone is opened and loses its potency within 24 hours,
so all transmutations must take place within that period.
The quicksilver
found in the center of the stone may also be put to another use. If mixed with
any cure potion while the substance is still potent, it creates a special
oil of life that acts as a true resurrection spell for any dead
body it is sprinkled upon.
Strong transmutation; CL 20th;Weight 3
lb.
Sphere of Annihilation: A sphere of annihilation is a
globe of absolute blackness, a ball of nothingness 2 feet in diameter. The
object is actually a hole in the continuity of the multiverse. Any matter that
comes in contact with a sphere is instantly sucked into the void, gone, an