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Magical Items of Hyboria:; Place Items you have created here!
Topic Started: Apr 30 2011, 09:57 AM (995 Views)
Nialldubh
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LOST MAGIC OF HYBORIA: By Eric K. Rodriguez

Over the ages sorcerers, wizards and witches have created items of magic and power. Although some have been created for some benevolent purpose, most were created out of a need for power and dominance. The ancient Lemurians were known to have created magical items that aided their peoples in the most mundane of tasks and also items that could shake the very foundations of the earth. The Giant Kings of old were known to have magical powers of such magnitude that they could travel to other worlds and planes of reality; still keeping their sanity intact. Others believe that the Giant Kings were not of our world, hence their ability to do and see things that would drive normal men insane. The ancient Acheronians, although far removed from the Giant Kings and Lemurians, still possessed a great knowledge of things arcane. Their great cities and kingdoms once stretched across the known world and were largely held in check by their domination of others through their dark magic.

This age of man still possesses magic and those willing to use it. Items of magic are still created by those that have the power and knowledge to do so, however, those items of magic pale in comparison to the artefacts that were created by sorcerers of long ago. Still, most wizards will attempt the feat simply because of the prestige and power that even minor items of magic will afford them. Although magic items in the Hyborian world are rare, they do exist and knowledge of some of these items is well known among those that deal in forbidden and arcane lore. Games Masters will note that no statistics or costs are given for recreating these magic items. They are considered unique artefacts and no character should be able to reproduce them. However a skilled sorcerer might be able to make a similar item of lesser power.


The Clasp of Mantril

This unassuming cloak clasp has passed through several different owners over the last 300 years. Made of bronze, approximately three inches in diameter, the Clasp of Mantril has a green emerald-like stone in its centre, with ancient Lemurian text written around the circumference. Most who possess the arcane knowledge to read the inscribing say that the actual creator of the clasp is unknown, but the person it was made for was named Mantril, hence its name. The only information known on Mantril was that he was a prince of an ancient land who was disfigured in some way; whether by birth or accident. History texts point out that the prince went to see a priest of the god Yama, for reasons unknown. It is not known what transpired, but the prince returned to his kingdom, healed and whole of body. The prince did rule his kingdom for many years, but never sired any off-spring and eventually died a long, lingering death. His kingdom and lands passed into history. The current whereabouts of the clasp is unknown, but it is believed to reside in the treasury of King Ferdrugo de Ramiro of Zingara. Powers: The Clasp of Mantril gives a benefit of +2 to all Reflex, Fortitude and Will saves. The clasp also gives the wearer the ability to live an extended life, as per the spell ‘Eternal Youth’, however the clasp is cursed. A person must willingly agree to wear the clasp and must make a demonic pact with the demon god Yama. Any person that accepts this pact automatically receives one corruption point (no saving throw). Yama demands that the person who wears the clasp must sacrifice at least one of his offspring at least once a year. In return, Yama gives 10 years of life for the sacrificed individual. However, if the wearer of the clasp refuses to sacrifice anymore, or cannot give any more offspring, then Yama takes 1d6 points of permanent constitution a year until the wearer of the clasp dies a slow, horrible death.

The Blood Orb

This clear crystal orb is approximately eight inches in diameter and has three golden legs, welded in a tri-pod formation on the bottom. The legs resemble some sort of reptile or dragons legs and are made of gold. The Blood Orb is said to have been made in the ancient land of Khitai almost 1,000 years ago. History records that an ancient sorcerer named ‘Su Ming’ created the orb to combat the demons that had infested the lands of his people. Su Ming waged war against the hordes of demons and abominations that wandered his lands for almost 10 years before he was able to claim victory. With most of the demons banished, Su Ming left ancient Khitai to travel distant lands and spread his wisdom among others. For almost two years he travelled new and strange lands until he disappeared and was never heard from again. About 10 years ago, a wizard by the name of ‘Ulruth of Kusan’ used a magical orb to defeat the summoned demon of a rival sorcerer. The description of the orb he used matches that of The Blood Orb. However, not long after his battle, Ulruth was slain by poison, his apprentice the only suspect, and the orb disappeared once again. Powers: The Blood Orb gives the user a benefit of +3 to all Will saves. Any outsider or demon that attacks the wielder of the orb receives a -2 to all attacks, whether magical or physical. The orbs main function is to bind demons. The orb allows the user to use the spell bind demon twice per week (up to 14 Hit Dice). However there is a 10% chance that the demon bound is instead only banished per the spell banish outsider. For every demon that is ‘bound’ by the orb, the user gains five power points. Games Masters should consider the orb as a 16th level Scholar for spell purposes.

Gurluths Grimoire

Gurluth was an advisor to King Arkethemes of Shem almost 80 years ago. Gurluth was widely known as a womanizer and charlatan by many of his peers. Most learned sages of that time believed that the only reason that King Arkethemes kept Gurluth around was because of their shared love of women. The extent of Gurluths magic was the occasional puff of smoke or the sleight of hand tricks that common street entertainers use. However, in the year of the Cobra, the city-state of Anakia went to war with King Arkethemes and his people of Akkharia. King Arkethemes, desperate for help, turned to his spiritual advisor for magical aid. Gurluth, fearing that the king would find out how useless he truly was, stated to the king that he would perform an act of sorcery that would send his enemies running, never to return. Gurluth then disappeared into his tower and was not heard from for four day’s. On the fifth day, with the army of Anakia at the city walls, a large explosion rocked the city. Everyone within the city who was outside witnessed a pillar of black flame erupt from Gurluths tower and disgorge several winged abominations that flew about the city in slow moving circles. Eyewitnesses stated that the creatures were of the colour of the abyss and looked as bats, except that they had a large central eye and a huge fanged maw. Seeing these creatures emerge from Gurluths tower, the army of Anakia fled in haste, never to return. Almost instantly, the Abyssal creatures began to become ghostly in appearance and eventually fade to nothingness. As soon as the king’s guard built up enough courage to climb Gurluths tower, they found nothing by fire and destruction. After the fires had been put out, the only thing left was a blackened human husk and a large, black tome sitting upon a fire scorched pedestal. The tome is said to be covered in a black leather hide, of indeterminate origin. The tome is not locked and the paper seems to be made of a material more fabric than paper. There are 40 pages within the tome, each with indecipherable script of unknown origin. The current whereabouts of the tome are unknown. Powers: Gurluths Grimoire is actually an unholy grimoire of the demon god Yog. It is unknown when this tome was created or how; however it has appeared throughout the ages in the hands of evil men and cabals. The tome is known to give the owner the abilities ‘Adept’, ‘Bleed Dry’, ‘Craft New Life’ and ‘Ritual Sacrifice’, as per the feats. The tome also has the following spells written in it, agonising doom, bones of life, death touch, projection and summon elemental. However the tome is also cursed so that any who try to read the book and are not faithful followers of Yog, risk the chance of opening a temporary gateway (35%) to nightmarish hell where Yog reigns eternal. This gateway is not permanent and will only stay open for a maximum of one minute. However there is a 5% chance that an Abyssal Demon will come through and become corporeal, permanently residing in our reality.

Moon Reiver

One of the few items of power said to have been crafted by Mitra, Moon Reiver is a two-handed battle-axe of tremendous power. Crafted to fight the dark servants of Set, Moon Reiver is made of the purest silver and chased with runes and symbols of power. It’s two; crescent shaped blades are in the shape of half-moons covered with holy symbols of Mitra. The axe has had many owners of the centuries, most of them crusaders of Mitra. Just recently Argus Dantralus, a warrior of the Holy order of the Sun, based in the city of Belverus, journeyed south to Ophir to investigate rumours of a cult of Set. He has not been heard from in three weeks. Powers: The Moon Reiver should be considered a +4 weapon/artefact that is of Akbitanan quality and silvered. It also does 2d8+4 damage, x3 critical, AP-6, Hardness-9, Hit Points-50, Weight 2 lbs., Type-Slashing. All followers of evil that attack the wielder face a -1 penalty to all their attacks. Followers of Set are at -2 to all their attacks; magical or physical. Once per month, the wielder of Moon Reiver can call upon the axe to protect him with a greater warding as per the spell (as per a 17th level Scholar).

Havaraths Deceit

Havarath was a simple farmer from the southern lands of Aquilonia. Havarath died almost 20 years ago, but his story has become the stuff of fireside tales and ale house story’s. Havarath hated his life and wished to be something else. He would dream of being a lord or knight, who ruled large swaths of land and commanded conquering armies. On one of those rare occasions that he was able to slip away from his menial chores, Havarath would rummage through the ruins of an ancient castle that was abandoned long ago. On one faithful day, Havarath uncovered a debris covered cellar door and climbed down inside. Deep under the ground he found the remains of what once was a weapons armoury. Although most of the armour and weapons were rotted or of no use, Havarath did find a Great Helm that looked in pristine condition and had the make of a kings helm. Havarath put together mixed pieces of armour and donned a rusty war sword and headed back home. Seeking to surprise his family, Havarath walked into his home wearing his new found armour. To his shock, his father and mother immediately fell to their knees in supplication and addressed Havarath as their lord and liege. Havarath, shocked by their attitudes and demeanour, left the farm and travelled to other, outlying homesteads. To his dismay, Havarath found that his parents were not playing a joke on him and in fact all the people that he met treated him as if he was royalty; even as a king. After several days of travelling, Havarath began to attract men-at-arms and soldiers willing to follow him into battle. Hearing of a war brewing on the Zingaran border, ‘Lord’ Havarath and his soldiers travelled south to seek their fortune. Havarath was never heard from again. Many stories tell of Havarath and his men becoming lost and ending up in the Forest of Ghouls, where he and his men met a grisly end. Powers: Havaraths Deceit is a Great Helm of Akbitanan quality. It gives a +4 bonus to Damage Reduction, +3 bonus to all Leadership Rolls, Armour Check Penalty -1, and Sorcery Failure 5%, Weight 2 lbs. The helm also gives the wearer the following abilities, Do You Know Who I Am?, Leadership, Noble Blood and Rally as per the feats and unique Noble abilities.

Blade of Nergal

In the eon’s of past, gods and demons walked the earth and man was but dream. Not unlike present time, gods and demons waged war against each other and were banished or destroyed in the process. One such demon lord, Nergal, fought a long, terrible battle and was defeated. It is unknown and unrecorded who or what defeated Nergal, but it is known that Nergals hand that held his blade was severed from his body; both falling to the earth to be forgotten by the ages. However, Nergal did not forget and for several centuries waited patiently for his severed hand and blade to be found. It is unclear when these items were found or exactly how they have been used, however fanatical followers of Nergals demon cult have been around for quite some time. Each of Nergals artefacts seems to be a focus for his power and a rallying point for his followers. The last known location of the Blade of Nergal was somewhere in southern Aquilonia. Powers: The Blade of Nergal is a +3 weapon to both to hit and damage. It looks like a larger than normal dagger made of an unknown black metal with demon images carved all over it. It has a wavy blade which is serrated on one side and a blood red stone in the hilt. It does 1d10+3, Critical 18-20x4, Hardness 12, Hit Points 20, Weight ½ pound. The possessor of the blade immediately gains one point of corruption the first time he uses any of its powers, no saving throw. The blade gives the user the following abilities Ritual Sacrifice, Augment Summoning and Bleed Dry as per the feats. The blade also confers the following spell-like abilities once per day life drain and unnatural strength. The blade also has the special ability to ‘Consume Life’ which basically allows the wielder to take the life force of any faithful of Nergal, within a 40 ft. radius, and store that power within the blade to be release whenever the wielder wishes in the form of an arcane blast of energy. The faithful receive no saving throws. The green ray of energy comes from the tip of the blade and the wielder must use his own ‘to hit’ scores to strike a creature. The target creature must make a successful Reflex save (DC 14) or be struck by the energy. Any creature struck receives 2d10 points of damage and is stunned for one round. The ‘Consume Life’ power is usable only once per year and can absorb a maximum of 20 souls.

The Spear of Ajujo

Sometimes known as the ‘Plague Spear’ or the ‘Warbringer’, the Spear of Ajujo has been the cause of many tribal conflicts over the last 100 years. Having been lost for centuries, the spear reappeared almost a hundred years ago at the foot of the ‘Fires of the South’, a range of mountains in the Southern Black Kingdoms littered with active volcanoes. Known legends of the spear speak of the wielder being granted grant feats of strength and a greater knowledge of war. It is also thought that the wielder is granted greater powers of charisma which attract many warriors to his cause. Whether any of these legends are true, the one fact is that only death and war follow the spear. Powers: The Spear of Ajujo is a +4 weapon. It does 2d8+4 damage, 18-20x4, Hardness 10, Hit Points 15, Armour Piercing 4, Weight 3 lbs, Type-Piercing. The Spear of Ajujo is 6 feet, 2 inches long and is made of a black, pitted iron. The head of the spear is carved in a jagged leaf-like pattern with several, visible runes carved into it. The spear gives the wielder the following abilities, Alertness, Animal Affinity, Combat Reflexes, Eye’s of the Cat and Horde as per the feats. The only known curse of the spear is that the wielder is compelled to go to war, Will save (DC 17). The wielder must make a save every day he owns the spear or be compelled to war upon his nearest neighbours.

The Claw of Ohn’Rar

Crafted by the dead god Ohn’Rar, the claw is actually a golden talisman in the shape of a leopard’s claw. For untold ages the claw has been lost to the dark depths of the Black Jungles. Almost 20 years ago the claw reappeared in the land of Kush around the neck of the chieftain of the Umgambi tribe. After two years of war with the rival Wahari tribe, the chieftain of the Umgambi was slain and the claw disappeared once again. Legends state that the wearer of the claw gains great powers in the jungles and is blessed by the leopard god. However it is also said that once a month, during the full moon, the leopard god demands payment for his gifts. Powers: The Claw of Ohn’Rar is a talisman that gives a +1 bonus to all Reflex, Will and Fortitude checks. It also gives the wearer a +4 to all Fear checks. The claw gives the wearer the following abilities, Alertness, Eye’s of the Cat, Fleet-Footed and Self-Sufficient as per the feats. Once a month, during the full moon, the wearer is affected by Lycanthropy and is shape changed into a were-leopard form. While in this form, the wearer loses all control and memory and is in control of the spirit of Ohn’Rar. The curse only lasts for ten hours, at which time the person is changed back to his human form, with no memory of the previous ten hours.

Dagon’s Seed

Pulled from a fisherman’s net over five years ago, Dagon’s Seed matches the description of a statue that has been in the possession of collectors and antiquarians for generations. Legends state that the owner of the statue gains in wealth and status and is very lucky in business dealings. Many have tried to possess the statue over the years, hoping that it will aid them in their financial ambitions. However, it is known that those that do manage to acquire the statue don’t enjoy their success for long and simply disappear, never to be found. Powers: Dagon’s Seed is a small statue, approximately 13 inches in height and weighs about 2 pounds. The statue looks to be made of a dark coloured coral. The statue shows a human body, standing erect with its arms stretched outward; however the head is similar to a squid with several tentacles reaching outward. The statue gives the owner the following abilities, Iron Will, Knowledgeable, Negotiator and Persuasive as per the feats. The statue also gives the owner +2 to Will saves. Once per week the owner of the Dagon’s Seed can re-roll one failed check as a ‘Luck Roll’. At any time during the first 30 day’s of ownership, the owner can elect to give up or sell the statue. However after 30 day’s the owner has to make a Will save (DC 20) or be compelled to never sell or give it away. However the statue can be stolen from the owner. After one year of continued ownership, Dagon calls to his creation and its current owner; both disappear into the sea with only the statue returning some years later.

Shield of Honour

Also known as ‘The Shield of Aurion’, the Shield of Honour is one of the oldest known items of magic still wielded by men. Crafted by unknown hands during the beginning of recorded time, the shield was made to combat the demons and dragons that plagued men. Said to have been imbued with the life force of the ancients, the Shield of Honour is a powerful weapon against demons and other creatures from the nether voids. The shields current location is the temple of Ishtar, in the capitol city of Ophir. Powers: The Shield of Honour is made of steel and crafted in the shape of a large circle. The centre of the shield is gold, while the outer rim is silver. Emblazoned in the centre of the shield is a symbol of a Phoenix rising. The shield grants a +3 Defence bonus and the bearer has an 80% resistance to fire. Summoned creatures are at a -2 to all attacks. The bearer of the shield gains the following abilities, Diehard, Iron Will, Lightning Reflexes and Shield Proficiency as per the feats. The only known stipulation for the wielder of the shield to have is that he must have a Code of Honour and he must be human.


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Tomes; Power Foci and Appropriate Sacrifices:

With special thanks to Ricardo for his work!

Tomes and Power Foci


Arcane Tomes:

Tomes is a collective term for any magical item that allows a sorcerer to cast a spell without direct knowledge of that spell. The item need not be intrinsically magical, but in the correct hands it allows the user to cast a spell. The most obvious example would be ancient mystical tomes written by great sorcerers of the past, but other items could be treated in the same way. A magical seal around a door might cast an opening spell if the correct words are spoken, a selection of religious artefacts might be able to cast blessings or protections upon those anointed by it.

The general rules for tomes are the same, but it is important that Tomes are unique pieces of highly valued arcane lore. Each one could have some very different or unusual effects.


Comprehending the Tome:

For a sorcerer to use a Tome, it must first be of a type appropriate to the background of the sorcerer. Arcane Tomes would be used by independents, acolytes and magicians, items of religious regalia could only be used by priests of that religion (or perhaps of religions strongly allied with that religion). A magic door or monarchs orb might require the caster be of a specific race or bloodline.

The caster need to have access to a single basic spell in the sphere of magic that the tome is based around. Unless the Tome is a basic spell when any sorcerer or dabbler can try to use it (with the previous restriction of background).

The caster needs to study the object for a number of days equal to the power points cost of the spell contained within. After this time the caster must make an appropriate skill check to see if the tome has been understood.

DC 10 + 2*PP of spell.


The check should be made using an appropriate skill to the item.

Arcane Tome: Knowledge (arcana).
Religious regalia: Knowledge (religion).
An entrapped demon: Knowledge (outsider).

Other appropriate skills Perform (Ritual), Craft (alchemy), Heal, Perform (musical instrument)
If the check is successful the character knows how to use the item and can cast the spell using it.

If the check is unsuccessful the character may suffer unique ill effects.


Learning Spells from Tomes:

Tomes can be used to learn spells. Once a character has understood the tome they may then take that spell as one of their own any time they gain access to a new spell. They must meet the prerequisites for the spell.

Once this is done the caster does not need the tome, but might keep it if it has other unique powers.


Extra Components:

Some Tomes may require additional components for casting of the spells. These should depend on the nature of the spell, and are at the GMs discretion.
The components need not be items that are consumed, but could be specific locations or areas, a druidic circle, a church, a summoning circle.
Especially powerful spells (such as summoning named demons) may require something like the blood of a king or a unique flower as a component.


Casting the spell:

The spell casting time is 4 times the normal time or one hour, whichever is greater. It can take the form of a ritual, religious ceremony, or quite meditation depending on the nature of the spell.

The caster uses his own sorcerer levels, power points and abilities just as if he had known the spell in the first place. Any corruption checks, skill checks, and benefits from the spell are made by or chosen by the caster as if he had known the spell in the first place.

Other casting options such as use of ritual sorcery can be used to cast the spell if appropriate.



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Power Foci by Ricardo

]Power foci are objects of magical significance that can be used to store power points. A sacrificial altar would be an example, as would a summoning circle made of gold inlaid into the ground, or a druidic stone circle.

Power foci are often ancient, very large, and certainly not portable. They are almost certainly dedicated to a certain type of spell, or type of caster. A summoning circle could only be used for summoning and binding outsiders, a druidic stone circle could only be used by druidic sects and an altar dedicated to the earth goddess would only be of use to her priests casting spells to her.


Storing Power in Power Foci

There are two ways to store power in a power focus. Some foci use one or the other, some use both.

Sacrifice

The first and simplest is sacrifice. If a sacrifice is performed upon the focus and the proper rites are performed the power can be stored in the focus rather than immediately dedicated to the sacrificer or his god.

The character makes a perform ritual check DC10. This stores one pp in the focus, for every 2 points the caster beat DC10 he can store an additional pp, up to a total of the number the sacrifice was worth (including the benefits of feats the caster might have).

If assistants are aiding the ritual then they each make an assist roll as a normal skill DC10 check if they pass they grant +2 to the primary.


Excess Power

Excess power knocking around can be a very dangerous thing. Any power points not channelled into the focus (due to insufficiently good ritual check, or the focus being full) must be channelled harmlessly away. They cannot be taken by the caster, and are lost.

The caster must make a perform (ritual) DC 15+ excess pp check, or the magical feedback from the badly performed ritual will harm him. The excess power will cause 1d6 primal damage to the caster per pp in excess of those stored (will save DC 15 + pp for half). If this kills the caster a catastrophic release of energy results and the total of the pp released from the sacrifice are all released in an explosion (including those that just killed the sorcerer). This has a radius of 5ft per pp and does 1d6 damage per pp. Reflex save DC 10 + PP released for half damage.

If this explosion releases more pp than the focus could ever hold, the focus is destroyed.


Power Rituals

A power ritual can be performed and instead of the power points going to the sorcerer they can be channelled into the power focus instead. This is a much slower gradual accumulation of power and so suffers no threat of feedback.

Any power over the maximum stored by the focus is simply lost with no ill effect.


Using Power from a Focus

When casting spells (appropriate to the power focus) power points from the focus can be used to cast the spell in addition to any the caster provides.

The caster can take none, some or all of the power from the focus. The caster can supplement these power points with his own power points.

To channel the power he must make a DC10 + pp used skill check in an appropriate skill (knowledge arcane, knowledge religion, craft alchemy, knowledge nature etc… depending on the spell GM choice. If a spell has a skill as a prerequisite then that skill would be appropriate)

Additional Sorcerers, Acolytes, Apprentices can assist this check with the appropriate skill.

If successful the power can be used. If the check is failed the power has to be grounded (see excess power above) If there is sufficient power remaining to cast the spell after a failure (and if the sorcerer and the focus are both intact) another attempt can be made.

The Power Focus is obviously used as a focus during the casting and so must be present and used during the casting.


Power Foci Strength

Each power focus has a strength, this is the number of power points it can hold. A small statue might be 1-2, a summoning circle in a private wizards tower might be 10. An altar dedicated in a large church might be as much as 15-25, the focal point of a cathedral in a capital city might be 30+.

<span style='font-size:11pt;line-height:100%'>Destruction of a Power Focus


If a power focus is destroyed while it contains energy, or while casting a spell that it is using its power points in it causes an explosion like the one in Excess power above. The focus will be utterly destroyed. Much of the surroundings could well be too.

The Power Points used to calculate the explosion are any remaining power points in the focus + the total pp cost of the spell (or spells) being cast at the time (if appropriate).</span>

Dedicating Power

At the Game Master's discretion it is possible for power to be dedicated to an entity or deity. The power points dedicated in this way might grant a boon by the entity or deity. Dedicating power in this way to a corrupt entity provokes a corruption check.

The nature of the boon should be left up to the GM and should be appropriate to the deity or entity the focus is dedicated to. It is highly appropriate for organised religions to use all the power of a focus (perhaps without even realising it) that is released in a service to dedicate to their deity, and in turn the deity will grow in power and look kindly upon those who participate.

A more unscrupulous sorcerer might dedicate sacrifices to a powerful chaos demon who might grant the sorcerer benefits, information, or possessions as a reward. But note these entities are often fickle, and find that building up such a servant is just a precursor to an amusing fall.


Power Dissipation

Unspent power is lost at the rate of 1 pp per half hour. If a spell is being cast the focus loses no power.

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Appropriate Sacrifices

The core rules contain information on sacrificing victims for magical power.

However some sacrifices are more appropriate than others. Some effects may never even be possible without an appropriate sacrifice. Inappropriate sacrifices might even anger the entity or deity they are for.

Summoning an imp to do your bidding might require a sacrificial goat, summoning Abbadon lord of Chaos might require a king, princess, or chosen child (one born into every 7th generation).

Appropriate sacrifices might also take different means, or have to be in a special location, the conjunction of 3 lay lines, the temple to mighty Anharat, the dark vault of Kish Kuth.

To reflect this in game terms an appropriate sacrifices grant power points as usual, but also grant a bonus to the magical roll of the caster equal to the amount of power points released divided by two.

This bonus can only be used in one specific spell to which the sacrifice was appropriate.

The Use of appropriate sacrifices can often provoke a corruption check.


Sacrifices of wealth and food

For some deities and entities blood sacrifice is not welcome, though it is still possible for a dedicated worshipper to show his appreciation by sacrificing other things.

A goddess of nature could reward sacrifices of food, animals flowers, a god of trade could reward sacrifice of gold, silver, art, the god of the sea would readily accept a sacrifice of a ship filled with such items (and possibly a worthy virgin to round the sacrifice off).

In game terms a sacrifice of 1 weeks worth of food for an individual would be worth 1 pp. for each additional power point the sacrifice must be doubled.

An offering of value 10 silver would be worth 1 pp. for every additional pp the offering must be doubled in value.

The ritual would take 1 hour per power point gained. These power points cannot be drained until the sacrifice is complete.

The power can be either dedicated to an individuals power or to an entity or deity (similar to a power focus above), or used in the casting of a spell immediately.

Examples of such sacrifices might be a harvest festival in dedication to gods of fertility and growth to ensure a bountiful harvest next season. A ship filled with gold, wine and fish in dedication to a calm seas and bountiful fish catches.

Sacrifices such as these can be absorbed by a power focus. Due to the slow nature of them there is no chance of overload due to excess power (unless a blood sacrifice is part of the sacrifice when that is dealt with as a normal blood sacrifice separate to the alternative sacrifice).



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New Magical Item

Tome of the Seven Rites of (unique demon name goes here)

by Ricardo

This book contains three spells Contact, Summon and Bind the named demon. One rite to contact, three to summon and three to bind (although in game terms it is just those three spells not seven).

A sorcerer delving into the book will have to understand the spells in the order above, each one must be understood before the next can be attempted. The DC checks depend on the power points needed to cast the spell (i.e. the named demons HD) and take a number of days equal to the pp required to cast the spell.
The tome has been infused with the power of (named demon) and (named demon) is keen to get out and into the real world.

Once the sorcerer has learned the Summon spell he must make a Corruption check. If passed nothing happens, if failed the caster does not gain a corruption point, but is instead obsessed with summoning this entity.

The sorcerer will try to cast it as soon as he can. The sorcerer still makes the necessary preparations for the spell but is obsessed to cast it convinced in his purpose.

Casting the summoning spell without understanding the binding spell will be dangerous, and the entity will make every attempt to escape under its own free will.

If the sorcerer casts the Contact spell before understanding the other two he must make the corruption save above, failure again does not grant a corruption point, but makes the sorcerer obsessed with understanding and casting the summon spell as quickly as possible, significantly before he understands the binding spell.

If learning or casting the spells would provoke corruption checks, then the sorcerer must make one upon understanding or casting the spells as well (in addition to the special check above).



New Magical Item

The Cup of the Chaos Lords

by Ricardo

This ancient relic of past wars has been used on the eve of many battles to instil blood lust and strength in warriors before they go into battle. Often the Blood Letters of Krall would use the ritual before the final assault in a siege. They would do the ritual in full view of the defenders who knew that that night they would perish. The effect on morale was probably greater than the actual effect of the cup’s ritual.

The cup can be used by any sorcerer that supports the chaos Lords, rival religious or druidic sorcerers may not use the cup.

A DC 14 Knowledge [outsider] check and two hours of studying are required to understand how to use the cup properly.

The cup may be used up to 12 times before any single battle. Using the cup provokes a corruption check (once per dedicated battle the DC is 9 + number of times the cup was used).

A human sacrifice must be made to the Chaos Lords before the cup can be used, the blood of the sacrifice being poured into the cup.

All the power points gained from the sacrifice are used in a minor good fortune spell that blesses anyone who drinks from the cup up to a maximum of 1 per 2 power points from the sacrifice (or 1 per 1 pp if the subjects are devout believers in the chaos lords). The pp from the sacrifice can be supplemented by power points from the sorcerer performing the ritual to affect more individuals.

To use the cup again for the same upcoming battle another sacrifice is needed. Each use takes 1 hour.

The effect must be dedicated to an upcoming battle within 12 hours. After 12 hours pass the effects wear off.

The effect lasts from the moment that battle starts to the end of the duration (5 minutes per scholar level of caster).

A scholar can gain additional power points from other sources (more sacrifices, or rituals) to channel into the cup in order to affect more people.



New Magical Item

The Pillar of Bes

by Ricardo

The Pillar of Bes (Egyptian Goddess of fertility) is a 12 ft high 3 ft wide cylindrical granite pillar, free from engravings, or decorations. It has granted the areas around it rich fertility, and the people who worship there fertility too. In the farmlands surrounding the Pillar of Bes there is rarely a season where food is not plentiful and villages abundant with life.

The Pillar like most totems and Maypoles is phallic in its symbolism, representing new life and growth.



The Pillar is both a Tome and Power focus in its nature:

As a tome: it allows any worshipper of Bes (with access to a basic nature spell) to cast the Bounty of the Field spell. The sorcerer casting the spell using the pillar gains the Empower and Enlarge feats just for that spell.

To understand how to perform the spell takes an entire season, and a Knowledge religion check DC 25 or knowledge nature check DC 25. With instruction by someone who knows how to use it the check is reduced to DC15.

As a Focus: In the 3 days leading up to the May Day festival; sacrifices (though not human) can be made at the base of the pillar to imbue it with power. Food and livestock are most common. These count as appropriate sacrifices at this time of year (see appropriate sacrifices above). The celebrations of the festivals in these three days count as a power ritual each person contributing to the power ritual (with a perform (have great time at festival) check of 10) It can store 60 power points in these three days (5 at any other time of the year) that can be spent casting the Bounty of the Field spell. Channelling power - for this spell only - requires no skill roll. If the caster already knows the spell and uses the pillar at this time to cast it, then the effected area is quadrupled: 4 square miles per 15 power points.

Using the Power for Another Spell: It might be possible to use the power points for another spell, but very dangerous. Channelling checks would be necessary and the caster would certainly not be acting with permission of the local clergy or villagers or the will of bes, so conducting the spell in secret the night before the Bounty of the Field spell is cast would be the only time to do it. The sorcerer would use 2 power points from the pillar for each point of their spell, or 4 for each point if the spell is corrupting. The channelling check would be DC10 + 1 per pp actually used from the pillar (not used in the spell).

Dedication: at any time of the year any person can make a sacrifice to the Goddess, again food and livestock, not human. If dedicated to Bes the power points released might buy favour regarding a child’s health, a woman wishing to become pregnant, the fertility of a patch of land. Many such offerings are made by the pillar all year around. Effects of such offerings are up to the GM, but should bear in mind the means of the person giving the offering, a village chief would need to give more than a newly wed farmers wife.


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The Bone Woman’s Blades By Raven

Cost: In valuable
Damage: 1d10
Critical: 18-20/x2
Armour Piercing: 8
Hardness: 19
Hit Point: 36
Weight: 1 lb.
Type: Slashing
Finesse: Yes

Enchanted: The Bone Woman’s blades are enchanted and inflict damage on creature normally immune to physical damage such as those that are only harmed by fire and silver, out of phase, immaterial etc.

Preservation: The Bone Woman’s blades do not rust, tarnish or age in any way.

The only known examples of moonblades known to exist, the Bone Woman’s blades are typically the property of her current champion. As of Conan’s sixteenth year of life this is Janissa the Widowmaker. The blades are made of a metal with a coppery golden sheen that is far harder that conventional steel, even Akibitan steel itself thus compensating for the fragile design of the moonblade. The weapons are plain and utilitarian, hilted in grey bone and unadorned. They are among the most prized possession of the Bone Woman- should someone defeat her champion the Bone Woman will not cease hunting them until she recover her property. On more than one occasion she took the new bearer of the blades as her new champion- whether said individuals wishes to or not.


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Items of Power By Raven

New Magical Item

Elder Weapon

Description: The ancient sorcerous kingdoms of Hyboria’s past created many wonders. Among the many more common artifacts of that time, enchanted weapons are the ones most sought after by adventures. An example of such a weapon profile is given below. A weapon thus enchanted gains the follow profile:

Cost: Invaluable
Damage: No change
Critical: No change
Armour Piercing: Increase by 4
Range Increment: If it has a Range Increment, increase it by 25%
Hardness: Add 10
Hit Points: Add 20
Weight: Decrease by 50%
Type: Unchanged

Notes:

Enchanted: An Elder Weapon may damage opponents normally unaffected by physical damage such as those only normally affected by fire and silver, out of phase, intangible etc.

Preservation: Elder Weapons do not decay or rust and are resistant to Corrosive Elemental effects and other Environmental Hazards and conditions that may otherwise damage it.


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New Magical Item [Unique]

Wavesong

Wavesong appears to be a Broadsword cast from an unusually light silvery metal that resists all attempts to mar or scratch it. Interwoven on the blade are spiral designed with a wave or serpent motif. Any sorcerer with access to the Element and Forces Sphere of Power feels a resonance with the weapon and a prickling sensation like a mild electric shock passes through them when the hilt is held by them.

Unknown to all but the most learned of Scholars, Wavesong originated in the Atlantean Age. The blade was cast by the powerful sorcerer Etam Maetraen, a Sorcerer-Sailor and a great explorer of his age. Both a weapon and a symbol of his power, the blade served him well until his fleet vanished in a great storm said to have been created magically by the Serpent Folk in their bid to remove all that could pose a threat to their infiltration of Valusia. The blade was presumably lost with him, but Objects of Power tend to rest lightly in the world. It may reside in some aquatic horror’s den or on a small isle that survivors of his fleet landed on and never returned from. As a mere weapon the blade is excellent- in the hands of someone able to use its full potential it is priceless.

Cost: Incalculable
Damage: 1d10
Critical: 19-20/x2
Armour Piercing: 8
Hardness: 30
Hit Points: 80
Type: Slashing or Piercing
Weight: 1 lb


Bane Weapon: Although it is not a weapon of the Cold subtype, Wavesong's affinity with water causes it to do one and a half times normal damage to creatures of the Fire subtype.

Enchanted: Wavesong may harm creatures not normally affected by physical attacks such as those only normally affected by silver and fire, out of phase, intangible, etc.

Free Action: Wavesong may wielded underwater with no penalty. It does not however grant the ability to breathe water or reduce the wielder’s own penalties for operating underwater.

Magical Focus: Spells from the Element and Forces cast by the wielder of Wavesong are treated as if cast by a sorcerer of one level higher. This is cumulative with any other ‘bonus’ levels granted by any other source [e.g. the Childe of the Elements Feat] In addition any spell of Touch range may be cast upon any target touched by the blade- including a successful attack on another creature.

Preservation: Wavesong does not rust, corrode or decay in any way.

Skill Focus: The wielder of Wavesong gains a +2 circumstance bonus for Profession [sailor] skill checks, Knowledge [sea] checks, Knowledge [geography] checks for navigating on the ocean and Survival checks for surviving on the sea.


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New Magical Item

Spell Crystal

Spell crystals appear to be flawlessly cut pieces of crystal glowing with a faint blue inner radiance. Inside each crystal is impressed one or more spells by its creator at the time of its creation. A person trained to use a spell crystal by its creator may utilize any spell they are aware of within the crystal. The person using the crystal need not have the perquisites to cast the spell but must provide the Power Points necessary for the spell. Spells are cast with the Magic Attack Bonus of the crystal’s creator at the time of the crystal’s creation. Wise creators of such items often key the crystal to unable to be used against them if it contains offensive spells.

Cost in silver luna and experience for creating a spell crystal must be calculated using the chart on page 40 of The Scrolls of Skelos sourcebook published by Mongoose Publishing. For purposes of the chart spell crystals are use-activated and grant the use of a spell without knowing said spell.


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New Magic Items


Ngil Fetish Bones:

These bones contains a feat (usually a Skill Focus feat but any feat can be stored) which can be used with expenditure of two Power Points. The feats comes from the spirit abiding in the bones. The crafting of the bones involves rituals that obligate the spirit to perform the request power in return for the Power Points. What the spirit does with the Power Points is anybody's guess. After use, the bones are inert for seven days. Ngil fetish bones only function for a Ngil cultist who created them.

Cost: 2,2500 sp. Requirement: Craft (Boneworking) 6 ranks (DC 18 to craft).

Note: For Return to Road of Kings; Page 98.


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New Magic Items


Ring of Yezud:

This is the signet ring worn by the priests of the cult, a gold ring set with an emerald, inside which is trapped a tiny black spider. The ring grants immunity to spider venom; it has a maximum of 25 charges and must be recharged by performing a special ceremony and sacrifice at the grand altar of Zath in the Greater Temple of the Spider-God.

Green Globe of Yezud:

When this apple-sized green glass sphere is thrown at the ground within 30 feet of the wielder, it shatters and releases a swarm of tiny spiders (see Swarm). The spider swarm attacks any creature who does not worship the spider-god. Unless slain, it dissipates after 1 hour.

White Robe of Yezud:

This garment is worn by the acolytes of the cult. It grants a +4 bonus to saving throws against spider venom.

Black Robe of Yezud:

This elaborate black robe is worn by the senior priests of Zath. It grants a Damage Reduction value of 4 (not cumulative with armour) due to its special webbed fabric. If donned by a non-cultist, it transforms into a temple spider which attacks immediately.

Purple Robe of Yezud:

This unique item is worn by the grand high priest of Zath. It is ancient and possibly a relic crafted by the cult of Omm in the age of Acheron. Any living creature touching, or hitting the wearer with a melee weapon, is instantly poisoned (Fort DC 22 negates; initial and secondary damage 1d8 Con and 1d8 Str). Non-cultists who don the robe automatically fail the saving throw; undead who wear it gain no benefits from the robe.

Staff of Yezud:

This is a masterwork black wooden staff, topped with a spider figurine. It grants a circumstance bonus of +2 to all Perform (ritual) checks. It can also be used to deliver touch spells.


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