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Gems
Feb 14, 2017 13:01:01 GMT -8
Post by Maelthras on Feb 14, 2017 13:01:01 GMT -8
Gem of Wisdom (Star Sapphire) When the command word for this magical stone is spoken, this gem increases the Wisdom of the user by a number of points. Benefits of the wisdom boost last for the duration of the gem's enchantment. The amount of added Wisdom depends upon the gem user's group and is subject to all restrictions on Wisdom due to race and class. Multiclass characters use the best die. Wisdom Class Gain Priest 1d8 points Rogue 1d6 points Warrior 1d4 points Wizard 1d6 points The gem's enchantment cannot confer a Intelligence of 21or more, nor is it cumulative with other magic that adds to Wisdom. The gem's effect's last for 15 hours and then fade away. The user must wait 2 hours after the effects have worn off before expending another charge of the gem. Boosting the user's wisdom before the 2 hour interval has elapsed will cause the user to make a system shock roll. If the user fails the system shock roll he collapses and is unconscious for 24 hours.
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Gems
Feb 14, 2017 13:14:08 GMT -8
Post by Maelthras on Feb 14, 2017 13:14:08 GMT -8
Gem of the Wizard Eye (Goldstone) When the command word for this magical stone is spoken, the gem user creates an invisible sensory organ that sends him visual information. The wizard eye travels at 30 feet per round if viewing an area ahead as a human would (i.e., primarily looking at the floor), or 10 feet per round if examining the ceiling and walls as well as the floor ahead. The wizard eye can see with infravision up to 10 feet, and with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the gem's enchantment lasts. It has substance and a form that can be detected (by a detect invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye, although it can pass through a space no smaller than a small mouse hole (1 inch in diameter). Using the eye requires the gem user to concentrate. However, if his concentration is broken, the enchantment does not end-the eye merely becomes inert until the user again concentrates, subject to the duration of the enchantment, which is 3 turns. The powers of the eye cannot be enhanced by other spells or items. The gem user is subject to any gaze attack met by the eye. A successful dispel cast on the user or eye ends the enchantment. With respect to blindness, magical darkness, and so on, the wizard eye is considered an independent sensory organ of the gem user.
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Gems
Feb 14, 2017 13:21:45 GMT -8
Post by Maelthras on Feb 14, 2017 13:21:45 GMT -8
Gem of Wound Closure (Tomb Jade) When the command word is spoken, this gem's enchantment closes the wounds of the gem user to prevent bleeding and infection, incidentally curing 1d4 hit points of damage. All of the user's wounds will be closed by a single charge from the gem, but further applications are possible to increase the healing effect. The gem can be used on corpses to disguise the cause of death, but it does not work on non-corporeal or extra-planar entities.
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Gems
Feb 14, 2017 13:27:13 GMT -8
Post by Maelthras on Feb 14, 2017 13:27:13 GMT -8
Heart of Void The heart of void is born from great cataclysms of negation and destruction, be it a massive hole torn into reality itself, the death of a deific destruction god or elemental being, or other shocks to the fabric of the universe. Though it resembles a smooth polished crystal sphere no larger than a large softball, it is space wrapped up tightly around a torn off fragment of the elemental plane itself. Born of a mysterious power which consumes everything, it is treasured by elemental and traditional mages. Upon touching a heart of void you feel a disturbing emptiness on a mental, spiritual, and even physical state of being, as if you were but a hollowed out shell devoid of presence. If a subject spends 3 full round actions focusing on the sphere, they will be able to draw out some of its power. It may bestow one of these Blessings of the Void once a month per person. Once drawn, they gain one of the supernatural abilities below, and cannot change it until at least 1 month has past. If they so which after, they may attune with the sphere again and gain a new benefit, losing their old benefit. These powers can be suppressed in an antimagic field, or suppressed for 1d4 rounds if successfully dispelled (CL equals to subject's HD). A disjunction may destroy the effect, but the subject can attune and re-gain their power if 1 month has already passed. Select from below. Blessings of the Void Cloak of Ruin: Your body is wrapped in a writhing black aura which allows you to deal 2d6 typeless damage on all your physical attacks, which disintegrates anything brought below 0 hp. Those striking you with natural weapons or grappling also take this damage. It may be suppressed or activated as a free action once per round, and does not function if you are unconscious. Empty Soul: Your soul becomes a hole against the background of the universe, your flesh now augmented with the voids strange non-presence. You gain the Outsider type with the augmented subtype, and gain damage reduction/magic equal to your character level. You also gain spell resistance of your HD + 10, and are immune to all Death effects. Your eyes may turn pitch black, or you may have no shadow. Destruction Affinity: Your spells try to tear at reality as they are released, and your caster level for typeless damage spells and negative energy levels rises by 4 (such as the damage from disintegrate, enervation or an eldritch blast.) In addition any metamagic applied to a typeless damaging spell has its metamagic cost reduced by 1 (to a minimum of 1). When casting your magic effects often seem to decay the very world around them as it passes. Voidrunner: Your body can will itself out of existence, and the universe will re-write them elsewhere, but such trips pass dangerously close to the void and threaten to devour them whole. The voidrunner may Teleport every 1d4 rounds, but each time you do you and any passengers take 1d6 points of backlash damage as you jaunt to the ends of existence somewhere past the astral sea. Even when at rest, your body seems to move strangely, and every so often small bits of you seem to phase out of reality. Elemental Servant: A null elemental is bound into your soul, allowing you to call (or dismiss) an elemental cohort as a standard action. The elemental's size and level is based on your HD, and is the same elemental each time. This elemental cannot be summoned before 7 HD, is 7-9 HD (Small), 10-12 HD (Medium), 13-15 HD (Large), 16-18 HD (Huge), 19-21 HD (Greater), 22-24 HD (Elder), 25-27 HD (Elder +3 HD added). If your elemental dies, it cannot be returned until a raise dead or similar spell is cast, which functions normally in spite of the elemental traits. Zero Trance: You push your body and mind to the limits, entering a sort of "trance rage". Succeed on a concentration check DC 20, and gain +4 to any two ability scores of your choice and +2 on all skill checks. This rage lasts for 3+your possibly newly modified charisma modifier rounds, and is often accompanied by your skin turning pitch and light bending around you. However this power comes at a dire cost and when it ends you are helpless for 1 minute as your mind and body reels from the effort, and must make a DC 20 Will save or be rendered insane. You can only zero trance 1/encounter, but there is no literal limit to the number of times it may be entered. However, each time it is successfully entered, the DC on all future concentration checks will rise by +5. This count can be reset by receiving a new blessing, although the normal requirements still apply (i.e. at least 1 month must have passed since the last blessing) If the heart of void is held in hand, it grants its user several spell-like abilities. A heart of void has 20 charges and recovers them at 1 charge per day. Each spell level consumes that many charges (a 8th level spell is 8 charges, a 3rd level spell is 3 charges, a 0th level spell is 0 charges and thus can be used at will). It uses its current wielder's HD as its caster level and its wielder's primary casting score (default Cha for non-casters). A user can only use spells up to a level available as a wizard of his level. So, a 13 HD character can only cast up to 7th level spells. 0th-Touch of Fatigue 1st-Ray of Enfeeblement 2nd-Blindness/Deafness 3rd-Ray of Exhaustion 4th-Enervation 5th-Plane Shift 6th-Disintegrate 7th-Greater Teleport 8th-Mind Blank 9th-Sphere of Ultimate DestructionSpell Compendium The heart of void may be recharged quicker by any spellcaster, by expending spell slots as a standard action. The sphere absorbs its spell level worth of charges into the sphere.
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