Study of the work requires one week, but upon completion the good spellcaster gains a +1 inherent bonus to Wisdom and experience points sufficient to place him halfway into the next level of experience. This holy book is sacred to divine spellcasters of good alignment (LG, NC, CC). No more than one gem may be implanted on a single creature unless that creature has two or more heads. A successful Reflex save (DC 10 + half the creature's Hit Dice + the creature's Constitution modifier) halves the damage done. Whatever the damage type, each breath weapon inflicts 10d6 points of damage. The effects of each gem are similar.Ī creature implanted with the ruby gains the fire subtype and can breathe out a 20-ft-long cone of fire as a standard action once every 2d4 rounds (but no more than five times a day).Ī creature implanted with the sapphire gains the cold subtype and can breathe out a 20-ft-long cone of frost as a standard action once every 1d4 rounds (but no more than five times a day). Once implanted, the gem bonds with the creature's body and cannot be removed without killing the creature. One of the gems is a massive sapphire, and the other is an equally massive ruby to someone unaware of their magical powers, each is worth 20,000 gp.Įither gem can be magically implanted into the base of a creature's neck with a successful Heal check (DC 30) failure by 5 or more deals 2d6 points of Constitution damage to the recipient. Only two of these potent gemstones exist. Minor artifacts are not necessarily unique items, Instead, they are magic items that no longer can be made, at least by common mortal means.ĭescribed below is a selection of the most famous minor artifacts. 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. Rather than magic equipment, they are the sorts of legendary relics that whole campaigns can be based around. These items survive as artifacts, but their means of creation are long gone.Īrtifacts are very powerful. Great wizards and powerful clerics, not to mention the deities themselves, used spells and created items that are beyond the ken of modern knowledge.
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