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=== On His Person === * ''Armor/Clothes:'' ** pants, a duster-like robe/coat, a black cloak/cape, simple travelling gloves, boots, belt with charm buckle, etc. (6 lb.) *** Contents of charm buckle: +2 attack minor charm (minor), +2 Fort watchdog x4 (minor), +2 AC watchdog x2 (minor) ** hawking gauntlet made from the wing leather of an undead wyvern ** Falconry gauntlet from Vrolk's lab, inscribed is ''"By wrath and Revenge Xircix's Heart Holds Her"'' * ''Weapons:'' ** 1 drop-sheathed dagger (1 lb.) * ''Magic Items'' ** Spell Talisman: A woven undershirt with embroidery that looks like a glowing leaf. '''Spell: False Life''' ** '''Acquiring stone''' - "Sometimes ''innovation'' means ''stealing another's secret before anyone else can.'' When successfully counterspelling another spellcaster, this item pays for the spell energy cost of the spell you cast, and returns to you an amount of spell energy equal to the level of the spell cast by your opponent. It also grants a type of insight into the spells others cast for the purpose of counterspelling. ** ''' Wizardry Circlet ''' AKA. the Ego's Cord, the Circlet of Intellect, Isecizot the Mindful Tender<br>This circlet is a light cord of metals woven as a rope, hardened by the forge with a small onyx gem so that it rests upon the forehead of the wearer. The headband adds to the wearer's Intelligence score in the form of an enhancement bonus of +4. This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Int bonus to determine skill poins. <br /> The wearer's arcane spell energy can be augmented with a request of the band. Before the wearer can communicate with or use the circlet, he must attune himself to it by concentrating on the band's power and cordially introducing himself. The more that the wearer shares with the circlet, the more apt the item will be to work ''with'' the wearer. This requires undisturbed concentration and takes 3 hours. At the end of this period, the wearer makes a Concentration check with a DC of 20. If he succeeds, the wearer is attuned with the band until removed. When removed the duration of the attunement runs out, the wearer must repeat the process. If successful in attuning the circlet, the wearer can choose to increase the DC of the Concentration check required for another person to attune the circlet to match his own Concentration check result. *** '''Powering Spells''': When an attuned channeling spellcaster casts a spell while wearing the band, he may draw on the band's spell energy to help power the spell. To do so, he casts the spell as normal and makes a Concentration check with a DC equal to 15 + the level of the spell. If he succeeds, the band provides up to one half the points of the required spell energy from its spell energy pool (round down), while the channeler provides the rest from his own spell energy pool or by suffering Constitution damage (Taint may not be used to cast spells with the circlet's aid). For every 5 points by which he exceeds the check DC, the band provides an additional point of spell energy. Using the band in this way is not considered an action, and requires no additional time beyond that normally consumed in the casting of the spell. <br> [similar to Headband of Intellect & Ring of Wizardry] Moderate Transmutation; CL 18th; Craft Wondrous Item & Forge Ring, fox's cunning and Limited Wish. <br> Weight [2.4 lbs.] *** '''Nexus Power'''<br /> Spell Energy: 23<br />Recovery: 1d10 per day<br />Affinity: Knowledge, non-weapon items<br />Feats: any non-weapons *** ''' ISECIZOT the Mindful Tender''' **** AL: N* (Any Neutral character can use this item, any character whose alignment does not correspond to that of the circlet gains one negative level - for details see p. 269 DMG) **** Int: 22, Wis: 10, Cha: 10 **** Communication: Speak/Read, Telepathic, Read Magic; Language: Erenlander, Norther, Courtier, Colonial, High Elven, Orc (literate in all) **** 60' Darkvision and Hearing **** '''Lesser Powers:''' ''Skills'' 10 ranks Spellcraft, 15 ranks Knowledge: Local (Cold Downs)<br />Major Image 1/day<br />Daze Monster 3/day<br />Zone of Truth 3/day **** Purpose: The study and creation of magic to add to the world, magic must not fade from Aryth!! **** '''Dedicated Power:''' Waves of Exhaustion **** '''EGO:''' 20 (if personality conflict occurs: Will SV DC19 - p. 269 DMG) **** '''CURSE:''' Wearer must made a DC 19 Will save each day or take 1d4 point of Wisdom damage. (bypasses all immunities) * ''Charms'' ** '''True Charm''' - "Cap of Spiritual Awareness" This item, created by Kyuad and Eranon, grants the user ''[http://www.systemreferencedocuments.org/35/sovelior_sage/spellsTtoZ.html#true-seeing true seeing]'' vs. incorporeal and bodiless creatures. This includes incorporeal undead created through necromantic magic, lost spirits, and trapped spirits that have not taken form by using their Manifest or Posession abilities (see pages 335-343 of Midnight 2E). ** +2 attack (minor) ** +2 Fort watchdog x4 (minor) ** +2 AC watchdog x2 (minor) ** wooden top, Will +2 (minor) ** knotted chord, craft +2 (minor) ** glass ring, energy resistance (3) vs. fire (true) ** roughly-carved clay idol, craft +2 (minor) ** sarcosan coin, +1 to the next save (minor) ** long wire, mending spell-like effect (lesser) ** etched flint, Ref +4 one check (greater) ** woven grass, attack +2 (minor) *** ''Charms that are intended to be re-made into something else'' **** gold coin (minor) **** leather bracelet (lesser) **** silver needle (greater) **** lightning-singed stone (lesser) * ''Covenant Items'' ** '''Occulus of the Spine''' a.k.a. ''The Darghul's Eyepiece, the Golder Peeper'' *** donning the ornate golden eyepiece is a standard action. 2 lbs. *** NOTE: Bonuses that don't have a specific type always stack with all bonuses. This item uses the rules for grafted body parts from ''Libris Mortis'', pg. 27 and 79. This is an item creation feat that uses all of the normal rules for item creation feats, including requiring a character to be in a nexus (pg. 297 of ''Midnight 2nd Edition'') in order to graft parts. A nexus that supports the Craft Wondrous Item feat also supports the Graft Flesh feat. *** '''2nd Level:''' Wearing the eyepiece grants a character a +5 bonus to Heal checks. Wearing the eyepiece grants a character the ability to graft body parts as though he had Graft Flesh (darghul) feat (note that one must be a darghul in order to graft darghul parts). *** '''4th Level:''' Bonus to Heal checks increases to +10. Grants a +2 bonus to any Craft skill. Wearing the eyepiece grants a character the ability to graft body parts as though he had Graft Flesh (spider eater and umber hulk) feat. *** '''6th Level:''' The wearer always succeeds at all Heal checks. Bonus to any Craft skill increases to +4. Wearing the eyepiece grants a character the ability to graft body parts as though he had Graft Flesh (beholder) feat. *** '''7th Level:''' Wearing the eyepiece grants a character the ability to graft body parts as though he had Graft Flesh (undead) feat (note that one must be in a necromantic conflux = pg. 347 of ''Midnight 2nd Edition'' - rather than a nexus in order to graft undead body parts). *** '''11th Level:''' The character may take 20 as per the rules for taking 10 when using the Craft skill. *** '''15th Level:''' On an unconscious or otherwise helpless subject you can attempt mental surgery. At the end of each hour of work, make a Heal check, DC 20 (+1 for each hour spent in surgery). The automatic success ability of the oculus does not apply. Failure is not recommended. For each hour of surgery, you can choose one effect: **** Remove blocks of memory (a "block" is any one specific memory item or general group of memories as determined by the GM) **** Reduce mental attribute scores (one hour per point) **** Reduce skill ranks from the target (one hour per 4 ranks)
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