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Magic Items, Other

Magical
Books

interieur Burg Kreuzenstein, Bibliothek, signiert Franz Poledne, Aquarell auf Papier, 24 x 30 cm Date by 1932 Author Franz Poledne (1873-1932)

interieur Burg Kreuzenstein, Bibliothek, signiert Franz Poledne, Aquarell
auf Papier, 24 x 30 cm Date by 1932 Author Franz Poledne (1873-1932)

Ink & Quill

Author Thomas Knauss

Series Dragonwing Games/Bastion Press

Publisher DWBP

Publish date 2002

Pages 65

ISBN none

OGL Section 15 i-q

Content Puller {$content}

Netbook
can be found on the following website

The
Grand OGL Wiki

The material
below is designated as Open Game Content

Unlike
their non-magical counterparts, magical books automatically bestow their benefits
upon their readers, obviously increasing their value as well as their scarcity
in many instances. Furthermore, authoring magical books remains the restricted
domain of spellcasters with the Craft Wondrous Item feat. Despite the steep costs,
magical books of all varieties prove a viable and often preferable alternative
to non-magical manuals because of their universality, much faster production time
and cheaper experience point cost. Despite their apparent synonymous nature, the
abilities conferred by the four categories of magical written works differentiate
them from each other.

Books

Books provide
a myriad of magical abilities, however they do not increase ability scores, AC,
attack rolls, saving throws and skill checks. Books are a catchall category for
any written work that does not qualify as a libram, manual or tome. The term,
book, describes this category as well as all magical written works.

Librams

Usable by only
spellcasters, librams enable the reader to create magical constructs. They provide
all of the necessary instructions as well as the prerequisite spells. Of course,
the libram’s user must purchase the composite materials to use the libram.

Manuals

Magical manuals,
like their non-magical counterparts, also function as instructional guidebooks,
however with a much wider focus. Reading a manual confers an inherent bonus to
an ability score.

Tomes

Similar to manuals,
tomes improve the reader’s attack rolls, savings throws and skills. Any bonus
bestowed by a tome is a competence bonus.

Writing
Magical Books

Prerequisites: comprehend
languages
, Craft Wondrous Item,
literacy

Costs: Magical books
require the expenditure of experience points and gold pieces. The following
chart provides a comprehensive review of the experience point cost for most
bonuses conferred by magical books.

Type
of Bonus
Cost
in Experience Points
 +1+2+3+4+5
Inherent
Ability Score
5,100 10,200 15,300 20,400 25,500
Competence
Skill Bonus
1371220
Limited
Competence Saving Throw Bonus
2080180320500
General
Competence Saving Throw Bonus
803207201,2802,000
Limited
Competence Attack Roll Bonus
2080180320500
General
Competence Attack Roll Bonus
803207201,2802,000

The
definition for the term “limited” remains identical to the definition
provided in the Manuals chapter. The following chart details the monetary costs
of these abilities. These figures assume that the character is writing a leather-bound
book with parchment pages and black ink. Characters may use the materials described
in the Spellbooks and Scrolls chapter, but they must also pay the additional costs.

The
above figures summarize those provided in the SRD. Other abilities incur the following
costs.

Extraordinary
and Supernatural Abilities:

Monetary
Cost: (HD of damage squared) x 2,000 gp;
Experience Cost: Monetary
cost divided by 25.

Example:
The ankheg’s Spit Acid ability costs 32,000 gp because it causes 4 hit dice
of damage.

General
Abilities

Monetary
Cost: (Level of equivalent spell squared) x 2,000 gp.

Example:
An extraordinary flight ability costs 18,000 gp because fly is a 3rd level
spell.
Or

Monetary
Cost: [(HD of creature possessing the ability – the number of other extraordinary
and supernatural abilities it possesses) x creature’s CR] x 2,000 gp;

Experience
Cost: The monetary cost divided by twenty-five.

Example:
The Ghast’s Stench ability costs 18,000 gp. The Ghast has 4 hit dice
and one other ability resulting in a total of 3. It has a CR of 3, hence 3 x 3
= 9. Multiplied by 2,000 results in a total figure of
18,000 gp.

Note:
GM’s must exercise extreme caution in adjudicating the creation of magical
books granting its readers extraordinary and supernatural abilities. The calculation
is solely intended as a guideline for GM’s and players.

Feats

Monetary Cost:
(The number of prerequisites +1 squared) x 2,000 gp.
Note: Ability scores
prerequisites do not count in this calculation.

Experience
Cost: The monetary cost divided by 25.

Example:
Far shot costs 8,000 gp because it has one prerequisite. (1 + 1 = 2. 2 squared
equals 4 and 4 x 2,000 = 8,000).

Libram
Costs

Spells

Monetary
Cost: Spell level x caster level x 25 gp;

Experience
Cost: Monetary cost divided by 25.

Example:
transmute mud to rock cast by a 9th level wizard costs 1,125 gp.

Creating
the Construct

Monetary
Cost: [(HD + number of extraordinary abilities)] + [2 x (spell-like and supernatural
abilities)] x 2,000 gp;

Experience
Cost: The monetary cost divided by 25.

Example:
A libram instructing the creation of a flesh golem costs 24,000 gp in addition
to the cost required for its spells. [9 (the flesh golem’s hit dice) + its
3 extraordinary abilities = 12. 12 x 2,000 = 24,000 gp.]

Special

The libram’s
author must create a magical construct using the traditional methods before she
may draft a libram. Hence, a wizard attempting to write a libram on constructing
flesh golems, must have already created a flesh golem using the guidelines and
procedures described in the SRD.

Spell-like
Effects

Monetary
Cost: Spell level x caster level x 2,000 gp

Experience
Cost: Monetary cost divided by 25.

Example:
cone
of cold
cast at 9th level costs 90,000 gp.

Language:
All magical books bestow the spell comprehend
languages
on its reader at not
additional cost to the author or reader.

Market
Value: The book’s market value is equal to its cost including any additional
expenditure for unusual materials such as a golden cover or vellum pages.

Pages:
Unless otherwise stated, the book’s pages are equal to its cost in gold
pieces divided by ten. The same 48,000 gp book described above contains 480 pages.

Reading
Time: Unlike non-magical manuals, a character reads a number of pages per
day equal to quadruple her Intelligence score.

Special
Features: Magical books possess several unique features differentiating them
from normal manuals. Mostly importantly, books impart their magic only once. Once
triggered, its magical properties dissipate and vanish forever. This rule applies
to all magical books. In addition, comprehension is not required. Its reader automatically
understands the book and immediately receives its benefits upon completion, unless
it specifies otherwise. This rule applies to all books except librams, which only
an arcane spellcaster can read.

Time:
Characters write magical books in a number of days equal to the book’s monetary
cost divided by 1,000. A character writing a book with a monetary cost of 48,000
gp completes the task in forty-eight days.

Weight: The book
weighs one pound per 100 pages in addition to the weight of its cover.

Librams

Librams occupy
a specific niche in the realm of written works. They impart a unique ability to
the reader, enabling her to create a magical construct in a less time consuming
and costly manner. Librams function as a magical blueprint, providing the spells
and magical incantations as well as the composite materials necessary to bring
a magical construct into existence. Although the libram supplies all of the magical
tools required for its construction, the reader must still supply the construct’s
composite materials. Librams are among any spellcaster’s most prized possessions.
Librams used to create traditional golems such as flesh, clay, stone and iron
contain all of the spells mandated by their construction requirements in the SRD.
The librams presented below provide additional examples for usage by arcane and
divine spellcasters.

Libram
of Coal: This unusual magical construct serves as an economical alternative
for many arcane spellcasters. The book’s covers are always crafted from two
pieces of anthracite bound in leather. The golem’s composite material is
500 pounds of anthracite costing 500 gp.

Caster
Level: 14th; Prerequisites: Craft
Wondrous Item
, fabricate, fireball, geas/quest, limited
wish
, polymorph
any object
, stoneskin; Market Price: 40,650 gp; Weight: 10 lb.

Coal
Golem
Medium
Construct
Hit
dice
9d10
(49 hp)
Initiative
-1 (Dexterity)
Speed20
ft. (can’t run)
AC21
(-1 Dexterity, +12 natural)
Attacks2
slams +12 melee
DamageSlam
2d8+6
Face/Reach5
ft. by 5 ft./5 ft.
Special
Attacks
Breath
weapon
Special
Qualities
construct,
magic immunity, damage reduction 15/+1
SavesFort
+3, Ref +2, Will +3
AbilitiesStrength
23, Dexterity 9, Constitution —, Intelligence —, Wisdom 11, Charisma 1
Climate/TerrainAny
land and underground
OrganizationSolitary
or gang (2-4)
Challenge
Rating

9
TreasureNone
AlignmentAlways
neutral
Advancement10-17
HD (Medium); 18-37 HD (Large)

Fashioned
entirely from anthracite, coal golems appear as bipedal humanoids standing roughly
six feet tall and weighing 500 pounds. Although seamless and fluid, coal golems
still walk with a lumbering gait. Mystical white runes cover its upper torso and
arms in addition to its forehead.

Combat

Coal golems
are powerful foes, immune to most spells and impervious to ordinary weapons.

Breath
Weapon: As a free action every 1d4 rounds, coal golems unleash a 5 ft. wide,
30 ft. long blast of coal dust causing 3d8 points of abrasion damage. A successful
Reflex save (DC 14) halves the damage.

Magic
Immunity: Coal golems are immune to all spells, spell-like abilities and supernatural
abilities, except as follows. Being made from coal, and therefore very flammable,
fire based spells inflict an additional 1d6 points of damage per spell level.
For example, a fireball causes 3d6 points of damage plus its normal damage. transmute rock
to mud
and stone to flesh slow the coal golem for 2d6 rounds. transmute mud to rock heals 6d6 hit points.

Libram
of Music: Crafted with beautifully adorned brass covers and vellum pages,
bards treasure this unusual libram. Although any arcane spellcaster may read the
libram, its usage remains the exclusive domain of bards. The golem’s construction
requires 120 lb. of masterwork Musical
instrument
s costing 6,000 gp. Brass instruments
are most commonly used.

Caster
Level: 17th; Prerequisites: Craft Wondrous Item, bull’s strength, geas/quest,
Sculpt
sound
, shout; Market Value: 36,375 gp; Weight: 13 lb.

Instrument
Golem
Large
construct
Hit
dice
11d10
(59 hp)
Initiative
-1 (Dexterity)
Speed20
ft. (can’t run)
AC23
(-1 Dexterity, -1 size, +15 natural)
Attacks2
slams +14 melee
DamageSlam
2d10+7
Face/Reach
5 ft. by 5 ft./5 ft.
Special
Attacks
Shout
Special Qualitiesconstruct,
magic immunity, damage reduction 20/+2
SavesFort
+3, Ref +2, Will +3
AbilitiesStrength
25, Dexterity 9, Constitution —, Intelligence —, Wisdom 11, Charisma 1
Climate/TerrainAny
land and underground
OrganizationSolitary
or gang (2-4)
Challenge
Rating
9
TreasureNone
AlignmentAlways
neutral
Advancement12-21
HD (Large); 22-33 HD (Huge)

Instrument
golems resemble macabre marionettes with an assortment of brass and wooden appendages
connected by strings from harps, mandolins and violins. Instrument golems retain
a bipedal humanoid form, often using an upside down guitar or mandolin as a head
with its cavity functioning as an eye. Despite its vaguely humanoid shape, instrument
golems appear as a random collage of brass and wooden parts.

Combat

Instrument golems
strike with their two appendages, usually created from the frames of large instruments
such as harps or organ pipes.

Instrument
golems prove no less dexterous than other golems, a fact that surprises many of
its victims.

Shout
(Su): Once every 1d4 rounds, instrument golems release a blast of sound affecting
everything within a 20 ft. radius. The blast’s effects duplicate those of
the shout spell, allowing the victim Fortitude save (DC 14) to partially negate
the effects.

Magic
Immunity (Ex): Instrument golems are immune to all spells, spell-like abilities
and supernatural abilities, except as follows. warp
wood
slows instrument golems
for 2d6 rounds, while silence causes 4d6 points of damage. Instrument golems do
not receive saving throws against either spell.

Libram
of Shrouds: In many cultures where mummification is a common burial practice,
clerics of death deities fashion these bizarre creatures to prevent the plundering
of the decedent’s tomb by thieves. The book’s pages are constructed
from a special paper formulated from the cloth burial shrouds of the deity’s
dead worshippers. Only a spellcaster with access to divine spells can craft a
shroud golem. The golem’s material components are 300 square feet of burial
cloths and linens as well as one gallon of myrrh costing 1,000 gp.

Caster
Level: 17th; Prerequisites: Craft Wondrous Item, animate
objects
, bestow curse,
geas/quest, Make
whole
, miracle; Market Value: 45,050 gp; Weight: 8 lb.

Shroud
Golem
Medium
construct
Hit
dice
10d10
(55 hp)
Initiative-1
(Dexterity)
Speed15
ft. (can’t run)
AC20
(-1 Dexterity, +11 natural)
Attacks2
slams +11 melee
DamageSlam
2d8+4
Face/Reach5
ft. by 5 ft./5 ft.
Special
Attacks
Disease,
stench
Special
Qualities

construct, magic immunity, damage reduction 15/+1
SavesFort
+3, Ref +2, Will +3
Abilities
Strength 19, Dexterity 9, Constitution —, Intelligence —, Wisdom 11, Charisma 1
Climate/TerrainAny
land and underground
OrganizationSolitary
or gang (2-4)
Challenge
Rating

8
TreasureNone
AlignmentAlways
neutral
Advancement11-19
HD (Medium); 20-31 HD (Large)

The
unmistakable odor of death and decay accompanies these strange magical creations.
Shroud golems appear as a flat, but thick rectangular ivory cloth covered with
mottled, brown stains and tufts of withering hair. They stand nearly five feet
high and three feet wide. Two stubby gatherings of cloth at the bottom of its
hem function as feet, enabling the creature to move. Shroud golems possess two
mottled holes near the top of their hems that many believe are eyes.

Combat

Shroud golems
strike opponents by whipping both of its top corners at its target. The foul stench
of death pervades the area around the golem, nauseating many of its opponents.

Disease
(Su): A blow from a shroud golem inflicts its victim with the supernatural
disease mummy
rot
unless the victim makes a successful Fortitude save (DC 20).
mummy
rot
’s exact effects in the SRD.

Stench
(Ex): The disgusting odor of death nauseates anyone within ten feet of the
shroud golem unless the victim makes a successful Fortitude save (DC 13). Anyone
nauseated by a shroud golem suffers a -2 circumstance penalty to all attacks,
damage and saves for 1d4+4 minutes.

Magic
Immunity (Ex): Shroud golems are immune to all spells, spell-like abilities
and supernatural abilities, except as follows. dispel
magic
automatically slows
a shroud golem for 2d6 rounds, and remove disease causes 3d6 points of damage
with no saving throw allowed.

Libram
of Vines: druids prize these extremely rare librams, always wrapped in a simple
pine cover bound in leather with paper pages. Only a spellcaster with access to
divine spells may construct a vine golem. Constructing the golem requires 250
pounds of vines no less than one inch in diameter, although the cost is fairly
nominal, 50 gp.

Caster Level: 16th;
Prerequisites: Craft Wondrous Item,
awaken, barkskin,
command plants, control
plants
, entangle, Liveoak,
Reincarnate, wood
shape
; Market Price: 50,800 gp; Weight: 9 lb.

Vine
Golem
Large
construct
Hit
dice
13d10
(71 hp)
Initiative-1
(Dexterity)
Speed
30 ft. (can’t run)
AC
24 (-1 Dexterity, -1 size, +16 natural)
Attacks4
slams +16 melee
Damage
Slam 2d10+8
Face/Reach5
ft. by 5 ft./10 ft.
Special
Attacks
Strangulation
Special Qualities
construct, magic immunity, damage reduction 25/+2
SavesFort
+4, Ref +3, Will +4
AbilitiesStrength
27, Dexterity 9, Constitution —, Intelligence —, Wisdom 11, Charisma 1
Climate/Terrain
Any land and underground
OrganizationSolitary
or gang (2-4)
Challenge
Rating
10
TreasureNone
Alignment
Always neutral
Advancement14-22
HD (Large); 23-43 HD (Huge)

Vine
golems appear as grotesque bundles of gangly parasitic vines fashioned into a
gaunt humanoid shape. They possess a small head with two rotting acorns functioning
as eyes as well as four whip-like appendages branching off from its thin main
body. Two masses of gnarled vines provide its means of locomotion. Vine golems
reach a height of 9 feet and weigh roughly 250 pounds.

Combat

The vine golem’s
frail appearance belies its awesome strength and impressive array of combat abilities.

Strangulation
(Ex): Whenever a vine golem scores a critical hit, its appendage wraps itself
around its victim’s throat. The vine golem automatically inflicts 2d10+8
points of subdual damage to the victim every round until the victim escapes or
the vine golem is destroyed. Characters ensnared by the vine golem’s powerful
limb may escape by defeating the vine golem in an opposed Strength check, through
the usage of her Escape Artist skill or by slaying the vine golem. When her subdual
damage equals her hit point total, the victim is staggered. When her subdual damage
exceeds her hit point total, she becomes unconscious. The vine golem slays unconscious
victims after driving any remaining allies from the combat.

Magic
Immunity (Ex): Vine golems are immune to all spells, spell-like abilities
and supernatural abilities, except as follows. Fire based spells and spell-like
abilities cause 1d8 points of damage per spell level. Vine golems do not receive
saving throws for the following spells: warp
wood
reduces its natural AC bonus
by four for 2d6 rounds. diminish
plants
causes 3d6 points of damage, while plant growth heals 3d6 points of damage.

Manuals

Magical manuals
increase the reader’s ability to perform certain tasks, resist the magical
abilities of other creatures, attack opponents with improved efficiency and avoid
their opponent’s blows. Unlike their non-magical counterparts, magical manuals
impart their Wisdom through mystical means rather than comprehension. Unless otherwise
specified, any character class may read and receive the benefits of a magical
manual. Consistent with all other magical books, once the manual is read its writing
and magical properties disappear.

Magical
manuals usually provide general benefits rather than the more specific abilities
imparted by non-magical manuals. They do not, however, lose any of the individuality
of their cousins. The handful of manuals presented below amply demonstrates their
uniqueness.

The
Archer’s Manual and Guide: Contained within the simple, pine covers of
this manual are numerous diagrams and advice regarding the proper methods of firing
all varieties of bows and crossbows. Elves covet these manuals, handsomely paying
anyone able to write or purchase it. Anyone reading the manual receives a +2 competence
bonus on all ranged attacks with a bow or crossbow.

Caster
Level: 8th; Prerequisites: Craft Wondrous Item; Market Value: 8,000 gp; Weight:
4 lb.

Manual of Agility: The
manual’s author, a former wizard turned circus acrobat named Cilio the
Daring, penned this manual while on tour with his troupe. An expert at leaping,
tumbling and other feats of Dexterity,
Cilio’s manual provides graphic illustrations demonstrating his flexibility
exercises and techniques. Anyone reading the manual receives a +2 competence
bonus on all Balance, Climb,
Jump and Tumble
skill checks.

Caster
Level: 5th; Prerequisites: Craft Wondrous Item; Market Value: 320 gp; Weight:
4 lb.

Manual
of Mysticism: Authored by a wizard in the employ of a powerful thieves’
guild, this golden covered manuals discusses tactics employed against arcane spellcasters.
Initially intended to foil magical traps, copies of the manual eventually fell
into the hands of fighters and clerics hoping to use its power for their own purposes.
Anyone reading the manual receives a +3 competence bonus on all saving throws
against arcane spells cast by bards, sorcerers and wizards. This bonus does not
apply to arcane spells
discharged from magical items or as spell-like abilities.

Caster
Level: 11th; Prerequisites: Craft Wondrous Item; Market Value: 18,000 gp; Weight:
11 lb.

Manual
of the Netherworld: Legions of demons and devils seek and destroy all copies
of this potent manual. Written by an anonymous wizard untold centuries ago, the
manual instructs its reader in the art of combating all evil outsiders including
the aforementioned creatures. The reader receives a +4 competence bonus to all
attack rolls against evil outsiders as well as a +4 competence bonus to all saving
throws against their attacks.

Caster
Level: 14th; Prerequisites: Craft Wondrous Item; Market Value: 64,000 gp; Weight:
10 lb.

Manual
of Slaying: Gwendolyn the Heroic, one of the greatest female paladins in recent
memory penned this authoritative guide to combat prowess. At first glance, the
manual appears to be Gwendolyn’s autobiography, however manual’s powerful
magic is intertwined with its beautiful words and phrases. Anyone reading the
manual receives a +2 competence bonus to all attack rolls.

Caster Level: 8th; Prerequisites:
Craft Wondrous Item; Market Value: 8,000 gp; Weight: 4 lb.

Permanent
Magic Circles

Liber Mysterium

The Netbook of Witches and Warlocks

By Timothy S. Brannan and The
Netbook of Witches and Warlocks Team

Full netbook can be found on the followng website

Dom
of D20 / D&D 3e Netbooks and Downloads.

Image of the magick circle and triangle of art.

Image
of the magick circle and triangle of art.

Some
Magic Circles’ only affect their creator. A caster with the Create Magic
Circle feat can assume the position of creator to an already existing magic circle
by expending the experience points normally necessary, though the actual crafting
of the magic circle is negligible.

Creating
a magic circle costs 100 xp for every 5’ diameter the circle, regardless
of material, plus an additional 20 XP for each caster level required to create
the circle. The time it takes to craft a magic circle is often dependent on what
was used to create it. Placing the final enchantments on the circle takes 1 minute
per foot in its diameter. So if the witch were to create a 20’ long

Thaumaturgic Magic Circle out of tile in her home, it would require an 860 xp
sacrifice, and would take 20 minutes to enchant, plus the time it actually took
to Craft the magic circle out of tile.

Hexagram
of Protection: When the caster is standing within a Hexagram, she grants
damage reduction equal to her own Wisdom modifier to herself and all allies.

Caster
Level: 7 th ; Prerequisites: Craft Magic Circle, Aid

Inverted
Pentagram of Harming: All harming spells cast within an Inverted Pentagram
of Harming are cast at +2 caster level.

Caster
Level: 5 th ; Prerequisites: Craft Magic Circle, Inflict Moderate
Wounds

Metamagical
Thaumaturgic Circle: Any spell cast within a Metamagical Thaumaturgic
Circle is blessed with the appropriate metamagic feat. Only 3 spells per day can
be blessed as such.

Caster
Level: 15th + 1 per level for every additional level of preparation normally needed;
Prerequisites: Craft Magic Circle, the appropriate metamagic feat.

Octogram
of Binding: Unlike other Magic Circles, the crafter does not stand within
the magic circle. Rather, any outsider that is either summoned into the circle
(Through a Summon planar
ally
spell or otherwise), or has had the circle created
around them, may never leave the circle, or disrupt the circle in any way. Also,
spells or natural abilities may not extend beyond the circle, nor may they harm
anyone outside the circle in any way, until the circle is either disrupted or
the creator of the circle chooses to release them.

Caster
Level: 9 th ; Prerequisites: Craft Magic Circle,
dismissal

Octogram
of Protection: Anyone standing within an Octogram of Protection is protected
from outsiders of a particular type, chosen by the crafter when the circle was
created. Under no circumstances can the outsider interfere or otherwise harm those
standing within the circle, nor can they enter or disrupt the circle on their
own. Roll 1d12 to determine the type of Octogram of Protection found.

1-3Protection
against Good
4-6 Protection
against Evil
7 Protection
against Chaos
8 Protection
against Law
9 Protection
against Air
10 Protection
against Earth
11 Protection
against Fire
12 Protection
against Water

Caster
Level: 7th ; Prerequisites: Craft Magic Circle, Magic Circle Against a specific
alignment

Supreme
Octogram of Protection: This magic circle functions just like an Octogram
of Protection, except that it extends to all creatures with the noted alignment,
not just outsiders and elementals.

Caster
Level: 14th ; Prerequisites: Craft Magic Circle, magic
circle against good
/ Chaos
/Evil / Law

Octogram
of Neutrality: Anyone standing within an Octagon of Neutrality gainsSpell
Resistance
equal to the crafter’s caster level x2 versus arcane magic.
Divine Magic is not affected by this.

Caster
Level: 9th ; Prerequisites: Craft Magic Circle, dispel
magic

Pentagram
of Healing: All healing spells cast within a Pentagram of Healing are
cast at +2 caster level.

Caster
Level: 5th ; Prerequisites: Craft Magic Circle, cure moderate wounds

Thaumaturgic Circle:
When the crafter is standing within a thaumaturgic circle, she casts
all her spells at +1 caster level.

Caster Level: 3rd ;
Prerequisites: Craft Magic Circle, Bless

Thaumaturgic
Circle of Teleportation: This Magic Circle is actually two different
magic circles. Anyone who steps within the circle and speaks a command word (or
any other requirement that the creator designates), they are instantly teleported
to the other circle.

The
XP cost of creating a Thaumaturgic Circle of Teleportation is only the cost of
creating a single magic circle.

Caster
Level: 12th ; Prerequisites: Craft Magic Circle, teleport
without error

Triangular
Circle of Energy:
When casting a spell or using a natural ability
that deals damage of a particular type of elemental energy (Electric, Acidic,
Fire, or Frost) while standing within a triangular circle of energy, that type
of energy deals double damage. Furthermore, those standing within the magic circle
receive double damage from a particular type of energy, as noted below.

Electricity
– Acid
Fire / Heat – Frost

Caster Level: 12 th
; Prerequisites: Craft Magic Circle, Chain Lightning, cone
of cold
, wall of fire, or Cloudkill, depending on which type of energy you wish to empower.

The
following magical abilities and items can also be used to aid in an investigation.

Crime
and Punishment


Author Keith Baker

Series Campaign Style

Publisher Atlas Games

Publish date 2003

Pages 160

ISBN {$isbn}

OGL Section 15 cap

Content Puller {$content}

Netbook
can be found on the following website

The
Grand OGL Wiki

NEW MAGICAL
WEAPON

SPECIAL
ABILITY: BLOOD DRINKING

A
blood drinking weapon must have a ruby embedded along its surface. In response
to a mental command, it can store the bloodtrace of the next creature that it
injures; see detect bloodtraces for more information on this effect. By touching
it to an existing bloodstone, you can draw the imprint out of the other stone
and into the weapon. A blood drinking weapon is considered to be a bloodstone
for purposes of detect bloodtraces and follow the
bloody trail
. It can only store
one trace at a time, but you may overwrite the existing trace as many times as
you wish.

Faint conjuration; CL
5th; Craft
Magic Arms and Armor
, form bloodstone; Price +1 bonus

NEW MAGICAL
RING: RING OF TRUTH

This
metal band has two powerful enchantments. To begin with, it allows its wearer
to discern lies at will (Will save DC 14). However, the wearer himself must speak
the truth, as if he was under the influence of zone of truth. There is no save
against this second effect. These rings are often used to force prisoners to speak
the truth, but are also quite useful for characters engaged in espionage —
although enforced honesty can prove to be quite dangerous for a spy.

Moderate divination;
CL 9th; Forge Ring, discern
lies
, zone of truth; Price
75,000 gp

Holy
Weapons

Illustration from page 16 of The Boy's King Arthur: "And when they came to the sword that the hand held, King Arthur took it up." Date 1922

Illustration
from page 16 of The Boy’s King Arthur: “And when they came to the sword that
the hand held, King Arthur took it up.” Date 1922

The
Quintessential paladin
Author Alejandro Melchor
Series Quintessential
Series
Publisher Mongoose
Publishing

Publish date 2002
Pages 128
ISBN 1-903980-79-8

OGL Section 15 qpal

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can be found on the following website

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Grand OGL Wiki

The
material below is designated as Open Game Content

Making
these kinds of weapons is the province of gifted weaponsmiths, blessed by a deity
or by their own righteousness. Sometimes, the weapon is sent by the gods themselves
to mark a hero’s destiny, or reveal his place as the true king of the land.

Locked
Power

The
holy avenger is the most famous of locked power weapons, acting as a mere +2 longsword
for any random character, but unlocking its vast power when wielded by a paladin.
Such weapons are rare and prized by their owners, and a boon by their makers,
who took great pains to ensure that the weapon would not work for the enemy if
falling in the wrong hands.

Forging
a locked weapon is the same as making a magic weapon with the Craft Magic Arms
and Armour feat, with similar costs and procedures, but with the subtle difference
that there is much more to the weapon than it appears.

The
process of making a locked power weapon is simple:
† Calculate the base
weapon cost.
† Calculate the locked powers’ cost.
† Define
who can unlock the weapon’s powers.
† Reduce the locked power cost
depending on wielder restrictions.
† Add final locked powers cost to
base weapon cost and calculate costs to create.

The
Base Weapon
Crafting a locked weapon starts with the base weapon. This
is a normal weapon with any enhancement to attack and damage, from +1 to +5. This
bonus is available to any character who picks the weapon up and tries to use it.
It can be any kind of weapon and, in fact, crafting could end here to produce
a simple magic item, adding the material cost of the masterwork weapon to the
weapon’s base cost to obtain the final market price.

Locked
Abilities

The
process of adding locked abilities is basically creating a second magic item and
grafting it to the base weapon. The crafter can add any magic effect like the
weapon special abilities listed in the Magic Weapons section of the SRD, but he
also has the possibility of adding any kind of effect under the guidelines for
magic item creation found in the SRD.

Proceed
as if making a normal weapon, adding a weapon enhancement, weapon special abilities
and other effects. None of these abilities will be available to wielders who do
not meet the prerequisites set by the weapon’s maker. Weapon enhancements
do not stack with those of the base weapon, but the wielder enjoys the highest
enhancement. With this, unintended wielders may enjoy the same enhancement bonus
as the weapon’s intended user, they just do not have access to the special
abilities. If the crafter wishes for the intended user to benefit from a higher
enhancement than that of the base weapon, he must add it to the locked power’s
base cost normally.

Prerequisites:
The normal prerequisites for crafting the item apply in all cases. The crafter
must be of sufficient caster level to make the weapon, which is three times the
weapon’s enhancement plus any price modifier from special abilities, or the
caster level required from spells to enchant the weapon with, whichever is higher.

Write
down the cost of all the special abilities and powers the weapon will have in
its locked state.

Restricted
Users

The
next step is defining the degree of the restrictions placed on the weapon as to
who can use its locked powers. The most common restriction is for a single class:
the paladin, although many weapons are intended for other classes, or even for
members of a specific race, or even a specific ancestry.

When
a character who meets the weapon’s prerequisites picks the weapon, he has
automatic access to all locked abilities. Even if the character only lacks a single
prerequisite, the powers will not unlock, and he will only enjoy the enchantments
of the base weapon. Bards and rogues may fool a weapon into releasing its locked
powers with the Use
Magic Device
skill, depending on what the restrictions are
and what they are trying to emulate.

Depending
on the restriction, locking a power from general use decreases the price of the
enchantments placed on the weapon. Choose from the table who can use a weapon’s
locked powers; depending on how specific the restriction is, you reduce the base
price of the locked weapon by that amount. Each additional restriction beyond
the first adds a 5% to the price’s reduction; the two percentages do not
add together.

Locked
Power Restrictions

Restriction Price ReductionUse
Magic Device
DC
A
single, specific character*
50% 35
A character from
a specific bloodline*
40% 30
Single, specific
core class

30%
25
Single, specific
prestige class
35% 25
Any two specific
classes
20% 25
Multiclass, two specific
classes
35% – **
Specific race30% 25
Specific alignment 30%30
One alignment component
25%
30
Minimum ability score 5%
+ score 25
Divine
spellcasting
20% + spell level
20
Arcane
spellcasting
25% + spell level
20

*
May not have additional restrictions
** A character may not emulate two classes
at the same time

Specific
Character: The weapon is made especially to be wielded by a specific character,
hero or villain. Once he dies, the weapon’s powers are lost. Spells like
wish and miracle may unlock the powers by assigning a new restriction, which may
not be worth less than 30% off the base price. Nonetheless, there is a 50% chance
that the attempt will fail and the weapon will be destroyed. A weapon with this
restriction does not accept additional restrictions… it is pretty specific
already.

Bloodline:
These are the arms of kings, forged to mark a dynasty, to emphasise a person’s
divine right to rule and solve disputes of succession. This is a role-playing
restriction and requires care in its introduction to a campaign. It can be the
focus of a quest to restore a king’s sword to prove an heir’s right
to the throne, or it can be dropped into the hands of a player character to reveal
that he is the descendant of a legendary figure. A weapon with this restriction
does not accept additional restrictions, although the Games Master can make an
exception for particularly picky inheritances.

Class
Restrictions: The different degrees of restriction based on character class
are the most common in locked weapons. The single class restriction means that
only a character with levels in that class may unlock the weapon’s powers.
The character must not be an ex-member of that class, such as paladins who willingly
commit evil acts, monks who take a second class and bards who become lawful. Any
two classes means that the character can belong to either one or the other, but
not necessarily both, while the multiclass restriction means that the character
must have both classes or the weapon’s powers will remain locked. Both classes
must be compatible for the restriction to apply (no bard/paladins, for example).

Race:
Any character from the specified race can unlock the weapon’s powers,
regardless of class or other prerequisites. As a special prerequisite, the maker
of such a weapon must be a member of the race it is intended will benefit from
its power.

Alignment:
Similar to the race restriction, any character who professes the specified alignment
may unlock the weapon’s powers. A specific alignment restriction asks for
a character to comply with both components of alignment; the lawful-neutral-chaotic
axis as well as the good-neutral-evil one. Weapons which ask for only one of the
components are more lenient that way. The weapon’s crafter must be of the
same alignment as the restriction, or may not be apart by more than one step in
one of the components.
Spellcasting: Some weapons are made with a specific
type of spellcaster in mind. Divine spellcasters have better training in weapon
use in general than arcane casters, with a greater chance of knowing how to use
the weapon in question. Some weapons require that whomever would use it can also
wield the power of magic, and ask for a specific spell level. Remember that paladins
and rangers cannot cast spells higher than 4th level, and they do not reach that
capacity until very late in their careers. The crafter need not cast the spells
that enchant the weapon himself, but they must match the specified source: arcane
or divine.

Final
Cost

Once
you reduce the locked power’s cost based on the restrictions, add the cost
of the base weapon to obtain the final market price. As per the normal rules of
magic item creation, the cost to make the weapon is half the base price plus the
cost of the masterwork weapon, with an experience expenditure equal to 1/25th
of the cost to make the weapon (not counting the material cost of the masterwork
weapon). The complete rules and prices for the different masterwork weapons are
in the SRD.

Intelligent
Weapons


A locked weapon can be gifted with its own personality. Such items are very rare
and mortal smiths cannot craft them without direct divine intervention or through
obscure and powerful arcane rituals. In terms of mechanics, a locked weapon can
be intelligent, with the characteristics described in the SRD for intelligent
magical items.


The difference with a locked weapon is that its personality may remain dormant
until it is wielded by a character who meets the prerequisites for unlocking the
weapon, or it may be active, only releasing its power to a worthy wielder who
meets the requirements. The Use
Magic Device
skill does not work on intelligent
locked weapons; they realise the character is trying to fool them.


In terms of mechanics, if the personality is dormant until the power is unlocked,
the price modifier is added to the locked power’s cost, to be reduced by
the kind of restrictions on the weapon. If it is to remain active, the cost modifier
is added to the base weapon cost and is not reduced by the restrictions.

Bonded Weapons

Although
locked weapons are very special, they are ‘normal’ magic weapons with
just a special option to their performance. But there is another kind of weapon
that benefits from the paladin’s capacity for devotion: the bonded weapon.

Bonded
weapons are more than blades and maces, and they are even beyond tools of war.
A bonded weapon is part of the paladin’s soul, it is a dutiful and loyal
companion and it may even become a friend and advisor. A paladin pours part of
his essence into his weapon to awaken its spirit with his faith, and they unite
in an unbreakable bond that brings great benefits, but carries its own risks.

Bonding a
Weapon

To
start with, a weapon meant to be bonded with must be a masterwork. Bonding with
ordinary weapons simply does not work as they do not have the purity of material
and crafting to sustain part of the paladin’s soul. The weapon does not need
to be magical as it will gain magical power as its owner increases his own.

Bonding
with a weapon requires a long ritual that lasts two days of uninterrupted prayer.
The paladin stands vigil over his weapon, sacrificing one permanent Wisdom point.
From that point onward, he and his weapon are bonded and he enjoys the basic benefits
of the mystical union. The best time in the paladin’s career to bond with
a weapon is after 4th level, since he probably has the money to get a masterwork
weapon and he gains an ability increase, which he can use to pay for the Wisdom
sacrifice instead of lowering his score. He can bond with a weapon at any time,
but most of the advantages will not be available until he reaches at least 5th
level.
Effects of Bonding

Bonding
with a weapon automatically confers the paladin with enhanced proficiency with
it. If he was not proficient with the weapon before, he is now (the case for exotic
weapons). If he is already proficient with the weapon, he gains a +1 synergy bonus
to attack rolls, which acts as a virtual feat that allows the paladin to purchase
other feats that have Weapon Focus as a requirement. If the paladin already has
the Weapon Focus feat for the weapon, he now gains the Weapon Specialisation fighter
feat. Note that this proficiency enhancement only works for that particular weapon.
The paladin will not be proficient with exotic weapons of the same type as his
bonded weapon, nor will he have Weapon Focus or Weapon Specialisation with similar
weapons to his bonded one.

This
enhancement is part of the paladin, not the weapon, and thus is not a magical
enhancement that could defeat a creature’s damage reduction. Such power is
attained later, as both weapon and wielder grow in power. A different character
using the weapon has no access to this or to any other power that results from
the bonding. In the hands of anyone else, the weapon is a regular, non-magical
item.

It is entirely
optional, but most paladins who bond with a weapon give it a name. A paladin can
only bond with one weapon at a time.

Losing
a Bonded Weapon

The
paladin can lose a bonded weapon and suffer no particular consequence. If the
weapon and wielder find each other on different planes, the paladin suffers a
morale penalty to attack equal to the weapon’s enhancement bonus (minimum
of -1). So, if a paladin loses his bonded longsword +3, he suffers a -3 penalty
to attack until he recovers the sword or they are on the same plane. If thus separated,
the paladin cannot bond with another weapon, for his previous bond still exists.

If
the weapon is destroyed, the paladin must make a Fortitude save (DC 15 + weapon’s
enhancement bonus) or lose a number of experience points equal to 200 per paladin
level. A successful saving throw reduces this loss by half. The paladin may very
well drop in level due to this loss, and there is nothing he can do to prevent
it. After a bonded weapon is destroyed, the paladin may bond with another freely.

Severing the Bond

The
character can willingly sever the bond between himself and his weapon. In a ritual
that takes one uninterrupted day per paladin level, the character recalls the
part of himself he poured into the weapon, recovering the Wisdom point he sacrificed
at the moment of bonding. The weapon loses all of its powers, and does not regain
them even if the paladin bonds again with it at a later date.

Also,
if the character becomes an ex-paladin, the bond is suppressed until he atones.
If he loses his paladin status permanently, the bond shatters with the same effects
as if the weapon had been destroyed, except that the character loses 100 XP per
level in a failed save and no loss if he succeeds.

Bonding
Paths

After
the paladin and his weapon become as one, he has the option of developing its
power along three distinct and different paths. He may only choose one of the
paths for his bonded weapon, as it defines the role the weapon is to play in his
life and adventures.

†
Relic: The easiest and least expensive to follow, but also the one with the
least rewards, the paladin spends experience to add powers to his weapon.
† Bond Companion: A bond companion is much more than a weapon the
character is better at; it is a divinely sent comrade in the battle against darkness.
A bond companion is much like a familiar for a wizard.
† Custos: The
paladin prays for divine intervention and is gifted with a custos, a holy guardian
that inhabits the weapon and becomes its soul. A custos is an intelligent weapon
with a purpose, and can even gain experience independently from his paladin.

Relics

Relics
are bonded weapons whose magic is powered by the paladin’s faith. The effect
of making a bonded weapon into a relic is the same as if the paladin were crafting
a magical weapon with the Craft Magic Arms and Armour feat using the rules in
the SRD, except that the cost in gold is greatly reduced, even if the cost in
experience remains the same. The other difference is that the paladin can improve
the weapon gradually, adding enhancement bonuses and special abilities as he gains
wealth and experience.

To
add powers to a relic, the paladin retires to pray for his weapon to be imbued
with magic. He must prepare adequate offerings to the divine forces, expressed
in the price requisites for adding a bonus to the weapon, and spend the necessary
experience points. A paladin cannot spend so many experience points that he drops
in level, but he can opt to not advance in level when he gains experience, so
he can add the excess into a weapon. The offerings need not be actual money, but
the paladin may sacrifice items both mundane and magical whose market prices add
up to the required amount.

The
amounts in the table below represent the total experience and gold costs required,
so that if a 9th level paladin with a +3 ghost
touch
heavy flail (a total of +4
bonuses) wishes to add the bane vs. undead ability (a +2 ability that takes the
total to +6), he must sacrifice 1,600 XP and give an offering worth 4,000 gp.

Bonded Weapon
– The Relic

Weapon
Bonus
XP
Cost

Offering Cost
+1 80 200
gp
+2 320 800
gp
+3 720 1,800
gp
+4 1,280 3,200
gp
+5 2,000 5,000
gp
+6*
2,880

7,200 gp
+7* 3,920
9,800 gp
+8* 5,120 12,800
gp
+9* 6,480 16,200
gp
+10* 8,000 20,000
gp

*
A weapon cannot have an enhancement bonus higher than +5. Use this total for determining
the cost for adding special abilities as described in SRD.

Caster
level prerequisites for enhancement bonus and special abilities use the paladin’s
full level instead, and the paladin does not need to prepare or cast the required
spells for the special abilities. For example, a 12th level paladin can add an
ability to his relic that requires an 8th level caster, and can give his relic
a +4 enhancement bonus, which requires the crafter to be of triple the caster
level as the bonus.

There
are some restrictions on how a paladin can add bonuses to his relic:
†
The paladin can only add bonuses and abilities once per level. If he makes his
relic a +3 weapon and stops the ritual there, he cannot add any ability or increase
its bonus until he advances in level.
† The paladin cannot add more bonuses
at once than his Wisdom or Charisma modifier (whichever is lower). Even if he
has the gold and experience to add a +4 ability to his relic, the paladin cannot
do it if his lowest modifier between Wisdom and Charisma is +3. Magic that raises
the character’s modifiers consistently during the ritual can circumvent this
limitation.
† The weapon cannot have more bonuses worth of special abilities
than its enhancement bonus. For example, a paladin cannot add the keen ability
(a +1 bonus ability) to his +2 holy longsword, since holy is a +2 bonus ability
and adding a second ability would raise the total special ability bonuses to +3.
The paladin must first raise the enhancement bonus to +3 or higher (+5 maximum)
before adding more abilities.

Bond
Companion

A
weapon that becomes a bond companion effectively becomes a Non Player Character,
as it gains a personality and limited Intelligence. The paladin cannot ask for
his bonded weapon to become a bond companion until after 5th level, preferably
6th level, since he has two choices when calling for a bond companion. He can
forego his special mount and receive the bond companion instead, or lose one point
of Charisma and suffer a level drain, dropping him to one level lower with an
amount of experience points equal to the minimum necessary to advance to his new,
lowered level. Part of his soul is essentially sucked into the weapon to awaken
its spirit.

Once
the decision is made, it is binding. A paladin may dismiss his special mount if
he already has it, but once the bond companion arrives, he cannot call a special
mount unless he severs the bond.

In
exchange, the bond companion gifts the paladin with increasing abilities that
make up for the loss of his mount. As the paladin advances in level, his bond
companion gains new powers, just as a special mount would, without any additional
cost for its bonded master. As per the basic bonding bonuses, the bond companion’s
powers only work in the hands of the paladin, becoming a normal weapon when wielded
by anybody else.

Bonded
Weapon – The Bond Companion

paladin
Level
Bonus
Hardness
Enhancement
Bonus

Intelligence
Wisdom Charisma Special
Ability
5-7
+2
+1 6 10 8 Empathic
link, spell receptacle
8-10 +3 +2 7 11
9
Bonus
feat
11-13 +4 +3 8
12
10
Caster bonus, bonus feat
14-16 +5 +4 9 13 11 Bonus
feat
17-20 +6
+5
10 14 12 Spell
Resistance
, divine grace bonus

Bonus
Hardness: Add this value to the weapon’s hardness.

Enhancement
Bonus: As the paladin increases in level, his weapon grows in power, gaining
a magical enhancement bonus.

Ability
Scores: The bond companion is actually a special creature with its own mental
ability scores. It does not have much of a personality, but it can think for itself.

Empathic
Link: As a supernatural ability, the paladin has an empathic link with the
weapon out to a distance of up to one mile. The paladin does not perceive the
weapon’s surroundings, but they can communicate telepathically. A sentient
object has an alien Intelligence, so misunderstandings are always possible.

Spell
Receptacle: The paladin can store one of the spells he can prepare for the
day inside the weapon as if he had an extra spell slot. He can store a spell of
any level he can cast, and can call it forth at any time as a standard action.
The stored spell is cast normally, but its point of origin is the weapon, not
the paladin.

Bonus
Feat: The weapon ‘learns’ a feat that it can impart on its owner.
The paladin can make use of the feat as if he possessed it, but can only do so
while holding his bond companion. This counts as a virtual feat towards meeting
the prerequisites of other feats, however, the paladin can use such feats only
when wielding his bonded weapon. The virtual feat (Exotic
Weapon Proficiency
,
Weapon Focus or Weapon Specialisation) the paladin receives as the basic benefit
of bonding a weapon also counts to meet prerequisites of a feat chosen by the
bond companion. The feats available as bonus feats for bond companions are the
same as the bonus feats for a fighter character.

Caster
Bonus: The bond companion lends its newly acquired Wisdom and power to its
wielder. The bond companion adds its Wisdom modifier to the paladin’s caster
level. This does not give the paladin access to higher level spells or adds spell
slots, it just affects the way some of his spells work and their caster level.

Spell
Resistance
: The bond companion grants the paladin a Spell
Resistance
15, which
works only when the weapon is drawn.

Divine
Grace Bonus: As its personality develops, the bond companion adds its Strength
to the paladin’s divine grace class feature, adding a +1 inherent bonus to
all his saves.

Custos

The
custos is beyond the relic and even the bond companion. When the paladin bonds
with his weapon and prays, the deity or force he serves answers and sends one
of its own to inhabit the weapon. The sword, mace, hammer or whatever weapon the
paladin bonded with becomes a special creature, a being in its own right whose
only limitations reside in not being able to move by itself, and sometimes not
even that.

The
custos is an outsider from the outer planes but, by being bonded to the paladin
and inhabiting his weapon, it becomes a native of the paladin’s plane, protected
from magic that would expel it or hinder it. It is totally loyal to the paladin,
but it is also loyal to the forces that sent it to him and has an agenda to follow,
which includes advising the paladin into following it.

Acquiring
a custos is deceptively easy. After sacrificing 400 XP to call for the weapon’s
new soul, the weapon is suddenly imbued with the custos’ essence. Before
accepting its new form, the custos asks the primary purpose the paladin will use
it for, and then moulds its power around that purpose, possibly earning its first
level in a custos class as detailed below.

The
character spends an additional 80 XP, to give the custos its first level in a
custos class, a unique character class available only for a custos that the paladin
chooses at the moment of calling. Each class focuses on fulfilling a broad purpose,
such as fighting demons or opposing mortal injustice.

A
custos does not advance in class as a character, however, for even if it is a
creature, it is bound to both the weapon it is part of and the paladin it serves.
The amounts of experience in the tables are the total experience points that the
custos accumulates to reach the next level of power. There are two ways in which
a custos obtains sufficient power to increase its capabilities:

†
The paladin spends part of his own life essence to advance the custos. Each time
he gains experience, the paladin may spend part of it on the custos, up to 50%
of the amount gained. He cannot spend experience on the custos at any other time.

†
The custos gains experience by itself every time it defeats an enemy, or contributes
to its defeat. Multiply the creature’s Challenge Rating by 50 and divide
by the custos’ enhancement bonus to obtain the XP that the custos gains when
the encounter ends. The experience gained by the custos in this manner is subtracted
from that received by paladin for the defeat of the creature.

A
custos can ‘multiclass’ by taking levels in another custos class. To
do this, the level must be purchased separately and its cost is the same as if
it was being taken for the first time. A custos can only take one additional class,
which can never be higher than its primary class. Furthermore, the enhancement
bonuses for both classes do not stack (affecting any enhancement-dependent characteristics).
By multiclassing, the custos only gains additional abilities and extra Hit Dice.

Custos Characteristics

Custos
are considered bound outsiders of lawful good alignment but also share some of
the qualities of a construct due to their existence as a holy weapon. Their strong
alignment causes any chaotic or evil creature that holds them to gain a negative
level, just as with a holy weapon.

Hit
Die: Depending on its class, a custos has Hit Dice. The custos adds its rolled
hit points to the normal total for a weapon of its type. For example, a greatsword
has 10 hit points and, if serving as the material body of a 2nd level crusader
custos, it may add 2d10 to this amount. Remember that magical weapons add their
enhancement bonus to both their hardness and their hit points. Some special custos
abilities draw from the custos’ reserve of hit points. The custos may never
use the hit points of the material weapon for this purpose, but it heals all hit
points just like a character – its level per night of rest.

Ego:
A custos’ personality is always active even if its paladin is not holding
it. Although it rarely enters contests of dominance against its true owner, it
will do so in every round it is held by another creature. Its Ego score is equal
to its Charisma score plus its total custos class level. See SRD for how Ego contests
are resolved.

Enhancement
Bonus: As a magic weapon, a custos has an enhancement bonus that improves
as it gains power. This bonus works normally for attack and damage as well as
for purposes of defeating a creature’s damage reduction. It also affects
some special abilities, as described later. This enhancement bonus does not stack
with any already present upon the weapon chosen as the custos, the highest bonus
applies.

Communication:
When first coming into a paladin’s service, the custos can only communicate
with him by transmitting emotions but, as it gains levels, it gains the capacity
for speech as well as full telepathy. Empathy and telepathy are automatic with
the paladin up to one mile away, while communicating in such ways with other creatures
has a range of 100 feet only. For multiclass custos, communication forms do not
stack to gain a better method; only the one from its highest class applies. Some
custos classes start their communication as limited empathy, meaning they can
only communicate by glowing, shaking faintly or other such ambiguous signs.

Saves:
The custos makes Fortitude, Reflex and Will saves as if it was a normal magical
item, with a bonus equal to its highest class level. As it has a Wisdom score,
it adds its Wisdom modifier to Will saves. As a half-construct, the custos is
immune to mind-influencing effects, poison, disease, and similar effects. It is
not subject to critical hits, subdual damage, ability damage, energy drain, or
death from massive damage. It is also immune to Transmutation magic. An exception
to construct immunities is that the custos is affected by magic that targets creatures
of lawful and/or good alignment, except for banishment,
dismissal
and other effects
that send outsiders back to their home planes. It can be trapped by a magic circle
spell, but only if it is not being carried or used by its paladin. While it is
being wielded, the custos has the option of using the paladin’s saves or
its own.

Abilities:
Custos do not have physical attributes, so they do not have Strength, Dexterity
or Constitution scores. They do have Intelligence, Wisdom and Charisma. A custos
determines its abilities similarly to an intelligent magical item. It rolls 1d8+12
for a superior ability, 1d6+12 for a good ability and 2d6+5 for a regular ability.
The custos’ class determines which ability is superior, good or regular,
and only its first class applies. At 5th and 10th levels, the custos may increase
one of its abilities by one point.

Skills
and Feats: Like a character, a custos gains skills and feats. It starts with
one feat, chosen at its invocation, and a number of skill points depending on
its class. It only has skills related to the abilities it actually has, and each
custos class has its own set of class skills and skill points per level. All custos
grant their wielders a +2 synergy bonus on skills they have 5 or more ranks in,
and some may even grant their full skill modifier as a synergy bonus because of
a special ability. The custos can grant free use of fighter and special feats
to the paladin as long as he wields the custos, acting as virtual feats. If the
custos has a metamagic feat, it relates only to its own spells or spell-like abilities,
never to the paladin’s. How general feats apply to either custos or paladin
is up to the Games Master. At 4th and 8th level, the custos gains a bonus feat
as a normal character.

Chainbreaker

The chainbreaker
custos does not come to help a paladin fight demons or beat back the powers of
the supernatural; it arrives to fight the more mundane but no less dangerous power
of tyranny. Whenever there are a people oppressed by the mandates of a cruel despot,
the chainbreaker glows brightly in the hands of a hero, rallying the people to
break their shackles and lending its divine strength to the purpose of creating
a better future for the innocent.

Hit
Die: d10.
Abilities: Superior: Charisma. Regular: Intelligence and Wisdom.

Class
Skills: The chainbreaker’s class skills (and the key ability for each skill)
are Diplomacy (Charisma), Heal (Wisdom), Intimidate (Charisma), Knowledge (nobility
and royalty
)
(Intelligence) and Sense Motive (Wisdom).

Starting
Skill Points: (2 + Intelligence modifier) x 2.
Skill Points at Each Level: 2 + Intelligence
modifier.

Class
Features

Eternal
Companion (Su): The chainbreaker may never be separated from its master. Once
per day, the paladin may call on his custos if they are within one mile of each
other, and it will appear in his hand in his next round.

Song
of Heroes (Su): Once per day per enhancement bonus, the custos can sing a
rallying song with effects similar to a bard’s inspire courage music ability.
Affected allies receive a +2 morale bonus to saving throws against charm and fear
effects and a +1 morale bonus to attack and weapon damage rolls. The custos’
paladin enjoys the effects as well. This lasts for three rounds.

Break
Imprisonment (Sp): Three times per day, the custos can open a number of locks
equal to its chainbreaker level as if casting a knock spell. The locks must be
within 10 feet per enhancement bonus to be affected. In addition, this effect
works as a dispel
magic
spell if a magical means of imprisonment (though not the
imprisonment spell) is within the area, using the custos’ level plus its
paladin’s caster level.

Justice
Above Law (Sp): The custos is perfectly aware that the mandates of justice
are ill-represented by mortal law, and that such law may in fact be inherently
unlawful. Once per day, the chainbreaker may cause a telepathic burst centred
on its paladin that extends 30 feet away. The burst targets the paladin’s
enemies in the following ways depending on their HD and their alignment:

HD or LevelAny
Chaotic
Lawful
Evil
8
or more
Deafened Slowed, deafened
Less than 8Slowed,
deafened
Paralyzed,
slowed, deafened
Less
than 4
Paralyzed,
slowed,deafened
2d6
Constitution damage, paralyzed, slowed, deafened

The
custos knows who the paladin wants to target and does not affect the paladin’s
allies or any innocent bystander of chaotic alignment, but it does not forgive
those who bend the law for their own gain, and no lawful evil creature is spared.
Chaotic creatures may roll a Will save (DC 13 + custos’ Charisma modifier) to
negate the effect. Lawful evil creatures get no saving throw.

Free
Movement (Sp): When the chainbreaker is unsheathed, the paladin acts as if
under the effect of a continuous freedom of movement spell. Once per day per custos’
Charisma modifier, the paladin may touch another creature and free it from the
effects freedom of movement wards against.

Break
enchantment
(Sp): Once per day per enhancement bonus, the chainbreaker may
cast the break enchantment spell, with a caster level equal to its chainbreaker
level plus its paladin’s caster level.

Bonded
Weapon – The Chainbreaker Custos

Custos
Level
XP
Cost

Bonus Enhancement
Special
Ability
180 +1 Empathy
2500 +1 Eternal
Companion
3 920 +2 Speech,
Song of Heroes
4 1,400 +2 Bonus
Feat
5 1,920
+3
Ability
Increase, Break Imprisonment
62,500 +3 Telepathy
73,080 +4 Justice
Before Law
83,740
+4
Bonus
Feat
9 4,400 +5
Free movement
105,140 +5 Ability
Increase, break enchantment

Crusader

A
crusading custos arrives in the Material Plane with a clear purpose: to hunt down
and destroy the servants of evil. Its powers are focused towards detecting and
countering the abilities of evil clerics, cultists and supernatural servants of
evil deities. The custos is a holy warrior serving another, providing a direct
connection to their shared divine master in the celestial planes.

Hit
Die: d8.
Abilities: Superior: Wisdom. Regular: Intelligence and Charisma.

Class
Skills: The crusader’s class skills (and the key ability for each skill)
are Concentration (Wisdom)*, Gather Information (Charisma), Heal (Wisdom), Knowledge
(religion,
the planes) (Intelligence), Spot (Wisdom) and Sense Motive (Wisdom), Spellcraft (Intelligence). See Skills
in SRD for descriptions.
*The custos uses Wisdom instead of Constitution as
the base ability for its Concentration checks.

Starting
Skill Points: (4 + Intelligence modifier) x 2.
Skill Points at Each Level: 4 + Intelligence
modifier.

Class
Features

Sense
Perfidy (Su): The custos combines its power to the paladin’s ability
to detect evil. Every time the paladin uses detect evil, the custos helps him
identify not only the strength of the evil aura, but also its nature and origin,
and protects him from being overwhelmed by very strong evil auras.

Divine
Strike
(Su): The custos adds its class level to the paladin’s smite evil
damage.

Counterspell
(Su): The custos can negate the magic of the servants of evil. Independent
of the paladin’s actions, the custos can counter any spell or spell-like
ability cast by an evil cleric or outsider within 60 feet of the paladin. The
custos sacrifices 2 of its hit points for every spell level it counters. When
countering a spell in this manner, the custos may not counter spells of a higher
level than the custos’ own level.

Divine
Support: The custos opens a direct passage of divine energy between paladin
and deity, so that the paladin can cast spells at a +2 caster level.

Mighty
Counterspell (Su): As the counterspell ability, except that it only costs
1 point per spell level. As an option, the custos creates an antimagic area that
extends 30 feet around the paladin, spending 8 hit points per spell level that
will be negated while inside the area. Thus, if the custos spends 24 hit points,
no spells of 3rd level and lower will work inside the area. This only applies
to the spells and spell-like abilities cast by evil clerics and outsiders. Spells
cast by allies are unaffected.

Domain
Connection: The custos can cast one spell per day of each level from the Good
or Law domains, up to 5th level. The paladin cannot attack with the custos during
the round it casts a domain spell, but he still has his full-round action available,
so he could engage in full defence or full movement.

Bonded
Weapon – The Crusader Custos

Custos
Level
XP Cost Enhancement
Bonus
Special
Ability
1 80
+1
Limited
Empathy, Sense Perfidy
2 500+1 Empathy
3920 +2Divine
Strike
4 1,400+2 Speech, Bonus
Feat
5 1,920+3 Ability Increase,
Counterspell
6 2,500
+3
Divine
Support
7 3,080+4 Telepathy
83,740 +4Bonus
Feat, Mighty Counterspell
9 4,400+5 Domain Connection
105,140 +5Ability
Increase

Darkbane

The
dead are meant to stay dead and receive their just punishment or reward, and anything
that brings them back is anathema to the forces of light. A paladin may not be
as good at turning undead as a cleric, but once he receives a darkbane custos,
the tables are turned, for its holy purpose resides in the destruction and banishment
of undead. The darkbane is a beacon of light, and a conductor of positive energy,
truly the bane of the undead and foil to necromantic magic.

Hit
Die: d6.
Abilities: Good: Wisdom and Charisma. Regular: Intelligence.

Class
Skills: The darkbane’s class skills (and the key ability for each skill)
are Concentration (Wisdom)*, Heal (Wisdom), Knowledge (Arcana, the planes, undead) (Intelligence),
Listen (Wisdom), Spellcraft (Intelligence) and Spot (Wisdom). See Skills in SRD for descriptions.


* The custos uses Wisdom instead of Constitution as the base ability for its Concentration
checks.

Starting
Skill Points: (2 + Intelligence modifier) x 2.
Skill Points at Each Level: 2 + Intelligence
modifier.

Class
Features

Detect Undead (Sp): While the paladin wields the custos, he can use his detect evil
ability to Detect Undead instead.

Positive
Energy Damage (Su): As a free action, the darkbane can sacrifice its own hit
points to increase the damage it deals to undead creatures. Every hit point sacrificed
by the custos deals 2 extra hit points of holy damage to undead creatures. The
custos must damage the creature with a normal melee attack in order to inflict
the extra damage.

Extra
Turning
: If he is in contact with the custos, the paladin gains the Extra
Turning
feat for free.

Smite
undead: The paladin may use his smite evil ability to smite undead with the
darkbane, dealing double the smite’s normal damage to any undead creature,
regardless of alignment.

Ghost
Touch (Su): The darkbane becomes a ghost
touch
weapon, able to attack ethereal
targets without penalty. Any ethereal undead trying to pick up the darkbane is
subject to a turn undead attempt every round, using the custos’ level and
attributes to determine the result of the turn check.

See
the Dead (Sp): The paladin can see ethereal undead as if he was subject to
a continuous see invisibility spell. This does not allow the paladin to see invisible
material creatures or ethereal creatures that are not undead. However, the paladin
can instantly tell whether a creature is being possessed or is magically charmed
or controlled by an undead creature, such as by a ghost’s possession power,
a vampire’s charm gaze or a lich’s use of enchantment magic.

Destroy
undead (Su): The paladin can channel one turn undead attempt through the darkbane,
adding the custos’ class level and enhancement bonus to his own level when
determining turning check results and turning damage. The darkbane must strike
the creature it is turning or trying to destroy, but the channelling of positive
energy is a free action.

Bonded
Weapon – The Darkbane Custos

Custos
Level
XP
Cost
Enhancement
Bonus
Special
Ability
1
80
+1 Empathy,
Detect Undead
2 500 +1 Positive
Energy Damage
3 920 +2 Speech,
Extra
Turning
.
4 1,400 +2 Bonus
Feat
5 1,920 +3 Ability
Increase, Smite Undead
6 2,500 +3 Telepathy,
See the Dead
7 3,080 +4 ghost
touch
8 3,740 +4 Bonus
Feat
9 4,400 +5 Destroy
undead
10
5,140
+5 Ability
Increase

Fiendslayer

The eternal
war between good and evil has many battlefields, and the fiendslayer has seen
them all. This custos is an old warrior, and the paladin knows it is a great honour
to be bestowed with not only its companionship, but also its service. The fiendslayer’s
purpose is to oppose the vilest enemies of good, the devils and demons of the
lower planes. It helps the paladin in his holy mission both by protecting him
from the fiends’ evil powers and bolstering his own divine might. A brave
paladin wielding a fiendslayer custos is a force to be reckoned with.

Hit
Die: d8.
Abilities: Superior: Wisdom. Regular: Intelligence and Charisma.

Class Skills: The fiendslayer’s
class skills (and the key ability for each skill) are Concentration
(Wisdom)*, Knowledge (Arcana,
the planes) (Intelligence), Listen (Wisdom), Sense
Motive
(Wisdom), Spellcraft (Intelligence) and Spot (Wisdom).


* The custos uses Wisdom instead of Constitution as the base ability for its Concentration
checks.

Starting
Skill Points: (2 + Intelligence modifier) x 2.
Skill Points at Each Level: 2 + Intelligence
modifier.

Class
Features

True
Guise (Su): When the paladin has reasons to believe a fiend is hidden or disguised
in his presence, he can draw the fiendslayer and use his detect evil ability,
and the custos will reveal to him any hidden, invisible, polymorphed, disguised
or glamered devil or demon in the area of the detect evil. Only the paladin is
able to see the fiends as they really are and, once he does, he does not need
to concentrate to keep seeing them; the custos does it for him.

Protection
From Evil (Sp): Three times per day, the custos may cast protection
from evil

on his paladin.

One
on One (Su): Once per day per Wisdom modifier, the custos may erect a holy
magical field centred on the paladin and extending up to 30 feet away in a circular
spread. Within this field, fiends may not summon reinforcements with either their
spell-like abilities or with any summon spell nor can they escape the Material
Plane without confronting the paladin. The custos makes a single level check to
defeat a fiend’s Spell
Resistance
, adding the paladin’s Charisma modifier
and caster level; any demon or devil whose Spell
Resistance
is beaten by the custos’
check is affected with no saving throw allowed.


dismissal

(Sp): Once per day, the custos may cast
dismissal
on a single fiend. The save’s
DC is 14 + the custos’ Wisdom modifier, and the fiend subtracts the paladin’s
Charisma modifier as well as the custos’ level from his saving throw result.

Mental
Bulwark (Ex): The paladin and the fiendslayer share their minds and thoughts,
and the custos lends its strength when the paladin tries to resist fiendish powers.
The paladin adds the custos’ enhancement bonus modifier to his Will saves
against any spell or spell-like ability cast by a demon or devil. If he fails,
the custos is entitled to grant a second save, using its own Will save bonus,
as it tries to bring the paladin back to his senses.

magic
circle against evil
(Sp): Three times per day, the custos may cast magic
circle against evil
on his paladin. In addition, it may now cast protection
from evil

on any of the paladin’s allies within 30 feet, and may now do so 3 times
per day plus its enhancement bonus modifier.

Finger
of Judgement (Su): The paladin can channel his smite evil ability through
the fiendslayer, shooting a ray of holy light and making a ranged touch attack
against a fiend. The attack is resolved as if the paladin had attacked in melee,
rolling normally for weapon and smite damage and the custos may sacrifice hit
points, up to its maximum, to deal extra holy damage at the rate of 1 point for
every 5 hit points sacrificed. If the fiend is reduced below 0 hit points by the
finger of judgement, it is destroyed permanently, not sent back to its home plane.

Bonded Weapon
– The Fiendslayer Custos

Custos
Level

XP Cost
Enhancement
Bonus
Special
Ability
1 80 +1 Empathy,
True Guise
2 500
+1
Protection
from Evil
3 920 +2 Speech,
One on One
4 1,400 +2 Bonus
Feat
5

1,920
+3
Ability
Increase,
dismissal
6 2,500 +3 Telepathy,
mental Bulwark
7 3,080
+4
magic
circle against evil
8
3,740

+4
Bonus
Feat
9 4,400 +5 Finger
of Judgement
10 5,140 +5 Ability
Increase

Truthbearer

paladins
may be righteous and self-disciplined, they may at times be a little uptight
and at others a bit naïve, but they are certainly not stupid, an error
many would-be deceivers often learn from – only because paladins
can be merciful too. Unlike other custos, the truthbearer does not aim to fight
extraplanar or unnatural menaces, but instead focuses on the small evils that
mortals commit every day, helping the paladin
pierce the veils of deceit and treachery that try to entangle him.

Hit
Die: d10.
Abilities: Good: Intelligence and Wisdom. Regular: Charisma.

Class Skills: The truthbearer’s
class skills (and the key ability for each skill) are Diplomacy
(Charisma), Gather Information (Charisma),
Heal (Wisdom), Innuendo (Wisdom), Intimidate
(Charisma), Listen (Wisdom), Read Lips (Intelligence), Search
(Intelligence), Sense Motive (Wisdom) and Spot
(Wisdom).

Starting Skill Points:
(4 + Intelligence modifier) x 2.

Skill Points at Each
Level: 4 + Intelligence modifier.

Class Features

Healthy
Suspicion (Ex): The truthbearer adds its full skill modifier to the paladin’s
when making the following opposed checks: Spot (to defeat Disguise only) and Pick
Pocket, Sense Motive (against Bluff checks) and Innuendo (against Innuendo checks).

Early
Warning (Ex): The truthbearer is always alert, on the lookout for treacherous
enemies who would ambush the paladin for fear of one-on-one, honourable combat.
On a surprise round, the paladin is not considered to be flat-footed, even when
he does not get to roll initiative.

Preternatural
Alertness (Su): The paladin adds the custos’ full Spot and Listen modifiers
to his own for all checks. Once he spots or hears something, he can lock on to
the signs he detected so that he does not need to roll again to follow them, even
if his target makes a second Hide or Move Silently check.

Second
Sight (Ex): Now that their minds are linked, the custos and the paladin are
a perfect fighting team. The truthbearer is aware of all that happens on the battlefield
and grants the paladin the uncanny dodge ability, so that he cannot be flanked.

Trap
Awareness (Ex): The custos practices a healthy form of paranoia, and keeps
its senses alert at all times. When passing within 20 feet of a trap, hidden passage
or ambush, the custos makes an automatic Search check. In addition, the paladin
can wield the truthbearer to actively Search for traps, adding his Wisdom modifier
to the custos’ check.

Immune
to Treachery (Su): The custos’ power now protects the paladin from cowardly
attack, adding its enhancement bonus to the paladin’s Fortitude saving throws
against poison. In addition, it creates a deflective aura that negates the treacherous
extra damage from sneak attacks, similar abilities and related feats. Lastly,
it can make an instantaneous Heal check to stop the automatic damage from the
wounding ability.

Resistant
to Deceit (Su): The custos now helps the paladin resist deceitful magic and
effects, adding its enhancement bonus to the paladin’s Will saves to resist
all Enchantment and Illusion magic. If the paladin fails a saving throw against
a mind-affecting effect, the custos can make a second Will save using its own
save bonus to protect him. While carrying the truthbearer, the paladin gains an
automatic attempt to see through illusions. Finally, the custos adds its enhancement
bonus to the paladin’s Sense Motive checks when trying to perceive lies,
in addition to its own full skill modifier.

Bonded
Weapon – The Truthbearer Custos

Custos
Level

XP Cost
Enhancement
Bonus
Special
Ability
1 80 +1 Empathy
2500 +1 Healthy
Suspicion
3
920

+2
Speech,
Early Warning
4 1,400
+2
Bonus
Feat
5 1,920 +3 Ability
Increase, Preternatural Alertness
6 2,500 +3 Telepathy,
Second Sight
7 3,080 +4 Trap
Awareness
8
3,740
+4 Bonus
Feat
9 4,400 +5 Resistant
to Deceit
10 5,140 +5 Ability
Increase, Immune to treachery

Weapon
Special Abilities

The
following weapon abilities can be added to regular magic weapons as well as to
locked power and bonded weapons. Bond companions and custos may take +1 bonus
special abilities as if they were bonus feats, but only custos can take a +2 special
ability needing to forego a bonus feat and ability increase at 5th level to do
so.

Lesser
Holy Damage: The weapon is imbued with a lesser aura of holy energy, dealing
+1d6 points of holy damage to evil creatures. This is the same as a holy weapon,
except that the effect is lessened. An evil creature may pick up a light holy
damage weapon without repercussion, even if the weapon is antithetical to it.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armour, holy smite;
Market Price: +1 bonus.

Greater
Holy Damage: The weapon is imbued with a strong aura of holy energy, dealing
+3d6 points of holy damage to evil creatures. This is the same as with a holy
weapon, except that the effect is better. The weapon is good-aligned, and an evil
creature who picks it up gains a negative level for as long as he holds onto the
weapon.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armour,
holy smite; Market Price: +3 bonus.

Critical
Holy Damage: The weapon is imbued with an overwhelming aura of holy energy,
dealing +4d6 points of holy damage to evil creatures. This is the same as with
a holy weapon, except that the effect is much stronger. The weapon is good-aligned,
and an evil creature who picks it up gains a negative level for as long as he
holds on to the weapon.
Caster Level: 8th; Prerequisites: Craft Magic
Arms and Armour, holy smite; Market Price: +4 bonus.

Turning:
In the hands of any character, the weapon is a normal magic weapon with the enhancement
bonus it was enchanted with but, in the hands of a cleric or a paladin, it becomes
a weapon against undead. The character can make four Extra
Turning
attempts in
a day and, if he uses the weapon next to his Holy
symbol
, he rolls 1d8 and adds
the result to his turning checks and turning damage.
Caster Level: 9th;
Prerequisites: Craft Magic Arms and Armour, Extra
Turning
, searing light; Market
Price: +2 bonus.

Rushing:
This weapon seems to be oddly balanced at first, but gives no penalty to its
wielder. Three times per day the wielder may command it to gather momentum and
strike with great force, as if he was charging at his target. The wielder gains
a +2 circumstance bonus to attacks and may attempt to push the target back or
knock him to the ground, as if executing a bull rush or trip action. For all rolls,
the wielder is considered to be one size category larger than he is.
Caster
Level: 9th; Prerequisites: Craft Magic Arms and Armour, bull rush, Righteous Might; Market Price: +2 bonus.

Parrying:
When a character uses the fight defensively option with a parrying weapon,
he does not suffer the -4 penalty to attack rolls, and gains a +4 Dodge bonus
to AC instead of +2 as the weapon moves by itself to block incoming attacks.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armour, magic vestment;
Market Price: +2 bonus.

Spellshatter:
A weapon with this enchantment can literally shatter incoming spells. Three
times per day, the wielder may counter a spell of the same or lower level than
the weapon’s enhancement bonus if the spell is targeted at the wielder or
the wielder is within its area of effect.
Caster Level: 13th; Prerequisites:
Craft Magic Arms and Armour, dispel
magic
, spell turning; Market Price: +3 bonus.

Piercing:
The weapon can damage creatures with damage reduction as if its enhancement
bonus was three higher than it actually is. This bonus does not apply to attack
or damage rolls, only to defeat damage reduction.
Caster Level: 5th;
Prerequisites: Craft Magic Arms and Armour, greater
magic weapon
; Market Price:
+1 bonus.

Artifacts

New Magic
Weapon Enhancements

Cursed Item Helltouched:

The
Gates of Hell (Dice Freaks)

Grimoire
of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir,
Jr.

Original Concept by Serge W. Desir, Jr.

Full
netbook can be found on the following website

Dicefreaks
d20 Community

One in every hundred of
devil crafted items is helltouched. This curse deals 1d10 points of fire damage
to its wielder or wearer (and only the wearer) every round. While is not a concern
to devils, it can be a horrible surprise for the mortal who dons a bracer or
gauntlet so cursed. Even demons not immune to fire tend to avoid these items,
as it weakens their own innate resistance.

As much as devils would
like to make this curse more prevalent, it is merely a side-affect of their
creating magical items.

New
Materials

Soulsteel:
This material is made from the extracted souls of the damned. Forged
through vile practices into a solid form, this material is extremely hard and
deadly. Weapons fashioned from soulsteel deal one point of permanent hit point
loss on a critical hit. Armor fashioned from soulsteel provides damage reduction
2/-, which stacks with damage reduction from other sources. Soulsteel has 30 hit
points per inch of thickness and hardness 15.

Pricing
for Soulsteel Items
Type
of Soulsteel Item
Item
Cost Modifier
Light
Armor
5,000gp
Medium Armor10,000gp
Heavy Armor15,000gp
Weapon3,000gp
Ammunition
60gp

Hellforge
Iron: This dark metal is created by using a cold forging process coupled
with a tempering of the blade through hellflames. This material is highly valued
in the Blood War, because the forging process makes it extremely deadly to demons.
When used against demons, weapons crafted of hellforge iron have the critical
multiplier increased as noted in the table below.

Hellforge
iron penetrates damage reduction as cold
iron
. It has 30 hp per inch of thickness
and hardness 20.

 

Adjusted Critical Multipliers
for Hellforge Iron (vs. Demons)

Old
Multiplier

New
Multiplier
x2 x3
x3x5
x4x7

Pricing
for Hellforge Iron Items

Type
of Hellforge Iron Item
Item
Cost Modifier

Light Armor

3,000gp
Medium
Armor
6,000gp
Heavy Armor9,000gp
Weapon2,500gp
Ammunition50gp

New
Magic Items

Delay
Scrolls: These scrolls are identical to normal magical scrolls, except
that, when created, a delayed time of effect is incorporated by the creator.

Delay
scrolls are activated as per normal scrolls, but do not take immediate effect.
Delays of as short as 6 rounds, and up to as long as a day are possible. Casting
dispel
magic
or counterspelling can take place anytime from the time the scroll
is activated until it actually comes into effect.

Spells that specifically
target a creature or group of creatures cannot be delayed; only area affect
spells can be made into a delay scroll, and the area of effect is always centered
on the scroll itself.

Delay Spell, Scribe
Scroll
; Price: Treat the spell level as being two levels higher than normal,
and increase the final price by 20%.

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